Huge Fiend, Chaotic Evil
Armor Class 31 (natural armor)
Hit Points 72 (8d10 + 26)
Speed 50 ft.
STR
27 (+8)
DEX
15 (+2)
CON
18 (+4)
INT
9 (-1)
WIS
11 (+0)
CHA
13 (+1)
Saving Throws STR +16, CON +12
Skills Athletics +4, Religion +14
Damage Vulnerabilities Radiant
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 120 ft., Passive Perception 10
Languages Telepathy 120 ft.
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Consumer's Sight. Magical darkness doesn't impede the devil's darkvision.

Kin of my kinIf a creatures has had contact with one of the other Consumers, Wrath has advantage on the first attack against that creature.

 Magical weaponry. All the weapons possessed by Wrath are magical.

Furious roar. Wrath can let out a bellow and all creatures within a 120 ft radius must roll a DC 17 Constitution roll or higher or become frightened for 1 minute. At the start of each frightened creatures turn, they must roll another  DC 17 Constitution roll. A success ends the condition and they are immune to this condition for 24 hours.

Actions

Multiattack. Wrath makes three attacks. It can pick any weapon per turn but can only use one weapon per turn.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Greatsword. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 8 (1d12 + 7) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time Wrath hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Bonus Actions

Rage. As a bonus action, Wrath can enter a rage for up to 1 minute (10 rounds). He gains advantage on STR checks and saving throws (not attacks), +4 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. He can't cast or concentrate on spells while raging. Wrath's rage ends early if he is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. He can also end his rage as a bonus action.

 
Reactions

Block. Once per round, Wrath can deflect an attack

Opportunity attack. If a creature moves out of range of Wrath's attack, he can can make one melee attack.

Description

Wrath is one of the last seven deadly sins which haunt this world. He is extremely large, the largest of all seven at 15 ft tall. His armour is mismatched from a hundred battles and parts of his body are visible underneath. He represents both the wrath of war and the wrath of disease and to this end, all the skin on his left jaw is missing, exposing pus covered bone, making his bite poisonous. On his back is his Greatsword, a massive 12 ft long weapon carved out of the strongest iron, embued with the souls of his kills.

Habitat: Mountain

Pandionosprey

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