Imposing Will. Creatures charmed by the Devil have disadvantage on Intelligence, Wisdom and Charisma saving throws it imposes.
Forced Martyrdom. At the start of its turn the Devil can transfer an effect imposing a condition on it other than grappled to a creature charmed by it that's within its telepathy range.
Innate Spellcasting. The Devil's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At-will: alter self, charm monster (as a 5th level spell), command (as a 3rd level spell), dominate person
3/day each: dimension door, dominate monster
1/day each: geas, modify memory (as a 9th level spell)
Magic Resistance. The Devil has advantage on saving throws against spells and other magical effects.
Crown of Domination. Melee or Ranged Spell Attack:+12 to hit, reach 5 ft. or range 120 ft., one target. Hit:59 (15d6 + 7) psychic damage. The target can choose to become charmed by the Devil, ignoring immunity, until the end of the Devil's next turn or take 52 (15d6) extra psychic damage. If this attack reduces the target to 0 hit points, Demand Supplication recharges.
Puppeteer. Up to four other creatures that are willing or charmed by the Devil and are within its telepathy range use their reaction to move up to their speed. During this reaction the Devil controls the target, and can force it to take the Attack action.
Demand Supplication (Recharge 6). Each creature the Devil chooses that it can see within 30 feet of it must make a DC 20 Charisma saving throw. On a failure, the target falls prone, its speed becomes 0 and can't be increased, and it fails any saving throws it makes to avoid being charmed by the Devil for 1 minute, or until it is charmed by the Devil. A target can repeat this saving throw whenever it takes damage and at the end of its turns, ending this effect on itself on a success
Enter the description for how bonus actions work for your monster here.
Sympathy for the Devil. When the Devil would take damage, a creature charmed by it and within its telepathy range takes half that damage instead.
Crown Devil 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. Crown Devil regains a spent legendary action at the start of his turn.
Cast a cantrip. Crown Devil can cast a cantrip.
Attack (Cost 2 Actions). Crown Devil uses one of his attack actions.
Blue Flame (Cost 2 Actions) Crown Devil casts {Immolation} without spending a spell slot or needing Concentration.
Life Drain (Costs 2 Actions) Crown Devil targets up to three creatures that he can see within 30 feet. Each target must succeed on a DC 25 Constitution saving throw or take 21 (6d6) Necrotic damage and Crown Devil regains hit points equal to the total damage dealt to all creaturea.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Crown Devil
Urbane, charming, well mannered and often elegantly dressed, Crown Devils have the regal bearing and demeanour befitting of their origins; damned nobles, royalty and emperors who greedily bartered away their souls for fleeting power and dominion. The outcomes of such bargains vary: the deposal of problematic rivals, the brutal suppression of uprisings against teetering regimes, marriages for political gain, armies with which they could seize sprawling empires, whether of fiend or man. Hell made good on each of their Faustian bargains to the last, but in the end, no matter how successful their mortal enterprise, nor how complex and faceted their Machiavellian plots and schemes, not one could escape the payment due Asmodeus in the afterlife and the eternal damnation that awaited them in the hereafter.
Like all souls damned to the Nine Hells, each Crown Devil started out as a lowly lemure, though the essence of what they were in mortal life followed them faithfully through the infernal ranks. So named for their crowns of horns and halos of scalding fire, they are second in rank only to the Pit Fiends that preside over the infernal hierarchy. What they lack in sheer physical prowess, they more than make up for in cunning, guile, oppressive wills and magic that domineers the mind and wrenches at the soul.
Outside of navigating infernal politics on behalf of their masters, they are deployed to tempt mortal souls with bargains of power. Most often, they are assigned to others once like themselves, best understanding their psychology and how to manipulate it. Thusly employed, their endeavours complete a depraved circle of enticement and corruption.
Combat Tactics
Crown Devils are highly intelligent, cunning and capable foes that are not easily fooled or mislead. They are generally able to prioritize targets with accuracy and insight, and are natural and tactically proficient leaders, capable of coordinating other monsters under their command with ease.
Generally a Crown Devil prefers to get into a position where Demand Supplication is maximized in potency. This could involve flying into position, using Command to bunch up and gather targets with the Approach option, or both.
With several creatures subject to Demand Supplication it will often either opt to use Charm Monster on two affected targets, or Dominate Person or Dominate Monster on one particularly troubling and powerful opponent.
Once it feels it has enough enemies under its sway, it will use Puppeteer to have them (and other allies) wreck havoc on those who are not influenced, while exploiting Forced Martyrdom and Sympathy for the Devil to mitigate damage and conditions. It can and will have charmed 'allies' of convenience provoke opportunity attacks via the movement this imposes, unless it doesn't want to risk them slipping free of its grasp as per Charm Monster.
If grouping targets is found to be too difficult or impossible, or it wishes to deal with a specific foe, it will opt instead to use Crown of Domination to either impose the charmed condition or do devastating damage to one target. It will also opt to use Crown of Domination on an injured foe if it feels this may allow it to recharge Demand Supplication.
Lastly, the Crown Devil can and will use Puppeteer to force its own willing allies to deal damage in its stead, and is keen to use Command to maneuver its enemies into bad positions and badly damage their action economy.
Using Crown Devils
Crown Devils are effective minibosses or minor villians for a sub-arc. They work best in groups that they can cower behind while using magic and puppeteering enemies and allies alike.
Generally Crown Devils don't seek out fights and prefer negotiation and bribery to resolve qualms it has with others, and so the better if it can craft a deal that is to its greater advantage, which is not improbable. It is most likely to find itself in a combat situation when it is attacked unexpectedly. Even in these circumstances however, it may try to tempt the party, offering some boon or gift in exchange for a peaceful resolution unless it is truly confident that it will prevail. Crown Devils honour such deals to the letter, which may not be (and rarely is), what its counterparties wanted or intended; it always seeks to advantageously twist the language of any such agreements, like most consummate devils.
Outside of combat, Crown Devils are scheming, expert manipulators, and readily use their magic to charm and control others such as with Modify Memories and Charm Monster, further advantaging their already superb social talents. Outside of specific missions, they typically seek to tempt and damn the souls of powerful individuals, so that they too might one day become infernal tempters.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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