Large Fiend (Devil), Lawful Evil
Armor Class 22 (natural armor)
Hit Points 350 (28d10 + 196)
Speed 50 ft., Fly 150 ft.
STR
20 (+5)
DEX
26 (+8)
CON
24 (+7)
INT
26 (+8)
WIS
26 (+8)
CHA
30 (+10)
Saving Throws INT +15, WIS +15, CHA +17
Skills Deception +24, Insight +22, Intimidation +17, Perception +22, Persuasion +24
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Cold, Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 22
Languages All, Telepathy 120 ft.
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Devil's Sight. Magical darkness doesn't impede Glasya's darkvision.

Confusion Aura. Any creature hostile to Glasya that starts its turn within 20 feet of Glasya must make a DC 21 Charisma saving throw, unless Glasya is incapacitated. On a failed save, the creature suffers the affects of the confusion until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Glasya's Confusion Aura for the next 24 hours.

Innate Spellcasting. Glasya's innate spellcasting ability is Charisma (spell save DC 25). She can innately cast the following spells, requiring no material components:

At will: alter self (can become Medium when changing her appearance), geas, greater invisibility, major image, charm monster, contagion

3/day each: dominate monster, hold monster, polymorph

1/day: feeblemind, finger of death

Legendary Resistance (3/Day). If Glasya fails a saving throw, she can choose to succeed instead.

Magic Resistance. Glasya has advantage on saving throws against spells and other magical effects.

Regeneration. Glasya regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn.  If Glasya loses a limb or body part, the lost portion regrows in 1d6 minutes. Glasya can reattach the severed member instantly by holding it to the stump. Glasya dies only if she starts her turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. Glasya attacks twice with her whip. She can substitute Touch of Death for one of these attacks.

Whip of Despair. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (2d4 + 8) piercing damage and the target must make a DC 21 Constitution saving throw, taking 14 (4d6) poison damage on a failed save and being stunned for one round as their mind is filled with utter hopelessness, or half as much damage and no stun effect on a successful save. Creatures that are immune to the frightened condition are not affected by the stun. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Glasya regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0, being reborn in Malbolge as a fiend.

Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 22 (2d6 + 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 35 (10d6) 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.

Summon Fiends (1/Day). Glasya summons 5d4 erinyes or 6d6 succubi without fail. The summoned fiends appears in an unoccupied space within 60 feet of the archduke, act as an ally of their summoner, and can’t summon other fiends. They remain until they die, or until Glasya dismisses some or all of them as an action.

Touch of Death (Recharge 5–6). Glasya targets one humanoid she can see within 30 feet of her. The target must succeed on a DC 21 Constitution saving throw or become infected with a disease on a failed save. This disease only takes affect after the target creature long rests. Corruption fills the creatures mind and body as both begin to deteriorate. During this time the target is poisoned and every time the creature finishes a long rest it takes 13 (2d12) necrotic damage that reduces the creatures maximum hit points by the damage taken.

Teleport. Glasya magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.

Legendary Actions

Glasya can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Glasya regains spent legendary actions at the start of her turn.

Enchantress (Costs 2 Actions). Glasya casts any one of her spells on her innate spellcasting list.

Fearful Speech. By describing the tortures that will befall others, Glasya can force a DC 18 Wisdom saving throw. If the target fails, they are frightened of her or a subject of her choice for one minute. This effect can repeat indefinitely until the target succeeds on the saving throw, at which point it is immune to the effects of her terrifying words for 24 hours.

Teleport. Glasya uses her Teleport action.

Whip of Despair. Glasya uses her Whip of Despair action.

Description

Glasya, the rebellious daughter of Asmodeus, rules Malbolge, the prison of the Nine Hells, despite being its most infamous criminal. She oversees the punishments doled out to devils that stray from their assigned tasks. These lawbreakers are put on trial in Phlegethos, and if they are found guilty they are dispatched to Malbolge to endure years of torment. That Glasya is both prison warden and the Nine Hells’ most notorious criminal is evidence that in the infernal realms, crime pays as long as you avoid being convicted.

A Singular Iconoclast. Of all the Lords of the Nine, Glasya is the most unpredictable. She flaunts the rules of tradition and bends the law without breaking it. She delights in shocking others by springing gambits that catch them unaware. Mortals who go up against overwhelming odds with an audacious plan attract her attention and could win her respect and patronage.

The reason behind Glasya’s rise to lordship is the subject of much whispered debate in the Nine Hells. It is generally known that Asmodeus presented Glasya to the Lords of the Nine as his daughter, and she toured the Nine Hells on his behalf. While doing so, she put her own plans into motion, much to the surprise of the other archdevils. Even before Glasya assumed the rulership of Malbolge, she established the Hells’ first organized crime syndicate, using her followers to purchase souls on her behalf while paying for them with what amounted to worthless coin.

An Ironic Sphere of Influence. To make Glasya’s workload even more onerous (and to serve as an ironic form of punishment), Asmodeus decreed that Glasya could entice souls into the Nine Hells only through delving into matters of contracts, bargains, and legalities. She and her agents offer mortal petitioners advice on how to manipulate or circumvent the law, or to identify escape clauses — all to ensure that whatever they desire can be obtained without violating a legal precedent.

Her petitioners want power, money, and love, but they want to come by it within the bounds of the law. An ambitious prince who is entitled by law to inherit his parents’ wealth but doesn’t want to murder them might ask for help, and Glasya’s agents provide it by arranging for them to die in an accident.

A notable portion of Glasya’s petitioners are souls who have pledged themselves to another Lord of the Nine and want out of the bargain. Her minions scour every contract struck with another devil and approach mortals whose contracts contain loopholes. In return for giving their souls to her instead, such individuals learn how to break the contract and negate whatever price the contract says they must pay.

Beautiful Corruptor. Glasya is an articulate archdevil with a mocking attitude who loves to play verbal games with captured servants of virtue before dispatching them to her torture chambers. Helpless foes with high Charisma can prolong their lives by feigning openness to her corrupting sexual advances, when she sets aside the time to indulge in such matters. Glasya is a sadist. She loves watching her victims suffer as disease and strange growths sweep through their bodies. Her bite is poisonous. Her touch devours the mind and infects creatures with a terrifying wasting disease. She has a disturbing love for beauty, and she spares those she finds appealing. She is quick to dominate her opponents to teach them the error of their ways.

Previous Versions

Name Date Modified Views Adds Version Actions
6/13/2021 6:25:35 AM
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Monster Tags: NPCDevilfiend

Habitat: Urban

Gregzilla311

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