Gargantuan Fiend (Devil), Chaotic Evil
Armor Class 19 Natural
Hit Points 400 (24d10 + 168)
Speed 30 ft., fly 60 ft.
STR
27 (+8)
DEX
16 (+3)
CON
14 (+2)
INT
17 (+3)
WIS
15 (+2)
CHA
10 (+0)
Saving Throws DEX +9, CON +8, WIS +8
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision Can always see., Truesight 120 ft., Passive Perception 14
Languages Infernal, Telepathy 120 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Fear Aura. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.

Magic Weapons. The pit fiend's weapon attacks are magical.

Innate Spellcasting. The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:

At will: detect magic, fireball

3/day each: hold monster, wall of fire

Water vulnerability. Takes 15 damage every turn that it starts in water or with water on it. Lowers str by 1d6 when starting in water.

Actions

Multiattack. The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Mace. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.

Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.

Whip. Melee Weapon Attack 14 fire damage

Reactions

Will always attack first, when it goes down, it always takes someone with it.

Legendary Actions

Taking you down with me. When the Balrog is killed, it makes a last move that each character w=must roll a dc 13 dex saving throw or take 15 fire damage and 10 slashing damage as it attacks once more with it's whip.

Description

Giant horned monster. Wields a fire whip and resides in the Mines of Moria. will wake when a loud noise goes off.

Lair and Lair Actions

Lair: Mines of Moria and Bridge of Khazad-dum. Lair Actions: uses it's surroundings. Can throw pillars and boulders.

Monster Tags: Devil

Gradiusguy1245

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