Large Fiend (Devil), Lawful Evil
Armor Class 18 (natural armor)
Hit Points 180 (19d10 + 76)
Speed 60 ft.
STR
18 (+4)
DEX
20 (+5)
CON
18 (+4)
INT
25 (+7)
WIS
17 (+3)
CHA
17 (+3)
Saving Throws INT +11, WIS +7, CHA +7
Skills Acrobatics +9, Deception +8, History +11, Insight +7, Persuasion +8, Stealth +9
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 12
Languages Common, Infernal, Telepathy 120 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

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

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

Predictive Combatant. Cesarac can take three reactions before the start of his next turn.

Fiendish Leadership. All other fiends that can see Cesarac

Actions

Multiattack. Cesarac makes three attacks: two with its claws and one with its sting. It can substitute one of these attacks with an attack from its Staff of Withering.

Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) slashing damage.

Command. Cesarac commands a nearby Ally to attack. The attack is made with advantage.

Staff of Withering. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d6 + 5) bludgeoning damage plus 11 [rollable](2d10) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or have disadvantage on ability checks and saving throws requiring Strength or Constitution for the next hour.

Sting. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 21 (6d6) poison damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Parry. Cesarac adds 4 to his AC against one melee attack that would hit him.

Relentless Vigilance. If targeted by an attack of opportunity, Cesarac can interrupt the initial attack with a claw attack of their own. If the attack hits, then the attacker loses their reaction, and their attack doesn't hit.

 

Description

Hardened by his banishment to the Material Plane, Cesarac has sought revenge on the Ruler of the 4th circle of hell, Fierna. An incredible tactician originating from Phelegthos, Cesarac had been a Pit Fiend in his previous life, before being cast into The Pit of Flame and banished after a resounding defeat. His skin permanently behind him, he seeks to hone his armies and his intellect before attempting to reclaim his position.

Cesarac is an incredibly cunning tactician, with millenniums of knowledge of various battles and fights. His towering form lacks the trademark wings of most bone devils, a product of his banishment. In return, he makes up for this with his blinding speed and wit in combat. While his skill on the field is commendable, he is also known to be an astute negotiator and will avoid unnecessary fights if possible.

Before entering battle, Cesarac will appear crippled and helpless, walking around with a limp and his staff. A DC 20 Insight check reveals that this guise is false and that he is rather much more acrobatic than he leads on to be. In battle, Cesarac will attempt to wither high priority targets with his staff. He is constantly on the move, and will always maneuver himself to prey on weaker appearing targets. He has a keen eye for spells, and will almost always single out weak spell casters. If things grow dire, he will attempt to secure a captive and threaten their allies until they subside. Cesarac will also take note of healers - As soon as he sees someone get brought back from unconsciousness, everyone is a target, including those that are downed.

Monster Tags: Devil

LedtheTed

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