Large Fiend (Devil), Lawful Evil
Armor Class 19 (natural armor)
Hit Points 300 (24d10 + 168)
Speed 30 ft., swim 60 ft.
STR
26 (+8)
DEX
14 (+2)
CON
24 (+7)
INT
22 (+6)
WIS
18 (+4)
CHA
24 (+7)
Saving Throws DEX +8, CON +13, WIS +10
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Truesight 120ft, Passive Perception 14
Languages Infernal, Telepathy 120ft
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Amphibious. Zorobataal can breathe air & water.

Born of Hell. When Zorobataal's killed anywhere other than its native plane, it reforms on its native plane & can return to the material plane w/in 1d4 days. Killing Zorobataal permanently requires destroying it on the lower planes, at which point not even wish can bring it back to life.

Fear Aura. Any creature hostile to Zorobataal that starts its turn w/in 20ft of it must attempt a DC 21 Wis saving throw, unless Zorobataal's incapacitated. On a failure, the creature's frightened until the start of its next turn. If a creature’s saving throw's successful, the creature's immune to Zorobataal’s Fear Aura for the next 24 hrs.

Innate Spellcasting. Zorobataal’s spellcasting ability is Cha (spell save DC 21). Zorobataal can innately cast the following spells, requiring no material components.

At will: detect magic, fireball

3/day each: hold monster, wall of fire

Magic Resistance. Zorobataal has advantage on saving throws against spells & other magical effects.

Magic Weapons. Zorobataal’s weapon attacks're magical.

Actions

Multiattack. Zorobataal makes 4 attacks: 1 w/ its Bite, 1 w/ its Claw, 1 w/ its Mace, & 1 w/ its Tail.

Bite. Melee Weapon Attack: +14 to hit, reach 5ft, 1 target. Hit: 22 (4d6+8) piercing damage. The target must succeed on a DC 21 Con saving throw or become poisoned. While poisoned in this way, the target can’t regain hp, & 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 10ft, 1 target. Hit: 17 (2d8+8) slashing damage.

Mace. Melee Weapon Attack: +14 to hit, reach 10ft, 1 target. Hit: 15 (2d6+8) bludgeoning + 21 (6d6) fire damage.

Tail. Melee Weapon Attack: +14 to hit, reach 10ft, 1 target. Hit: 24 (3d10+8) bludgeoning damage.

Description

As Xunn gathers more components for the psychic amplifier, she needs greater protections in her lair. A pit fiend named Zorobataal owes her a great debt, & she calls in that favor, adapting its body to underwater activity. Xunn once saved Zorobataal’s life, slaughtering a group of adventurers that had bound Zorobataal to their service as they prepared to destroy the pit fiend permanently. Not 1 for subtlety, Xunn tore Zorobataal’s mind open & learned its true name, but didn't use it. She holds the true name in reserve, in case Zorobataal gets rebellious. Or so she claims. In truth, Xunn doesn't know the fiend’s true name. Uncovering such knowledge's beyond even her impressive interrogation skills. She planted the false memory in Zorobataal’s mind, convincing the pit fiend that she stole its true name. If the party learns this & tells Zorobataal, they might gain 1 hell of an ally. This scheme generates few rumors, though clerics & paladins might receive omens from their deities indicating the arrival of a powerful devil. Additionally, because devils & demons hate each other, any demons present on the material plane might sense the presence of a pit fiend & launch an attack on Xunn’s lair. This can give the party clues to its location & defenses or provide an opening for them to take advantage of. It probably goes w/o saying, but any alliance made w/ demons is going to swiftly end in betrayal. Xunn procures a scroll of gate to summon Zorobataal & subjects the fiend to gruesome modifications in her laboratory. These modifications take anywhere from a few days to a few weeks, depending on the pace of your game, & involve surgical & magical alterations to Zorobataal’s respiratory systems, wings, & eyes to let it breathe, swim, & see effectively underwater. Xunn's a skilled shaper of flesh, & the fiend can still function effectively out of the water, but it does lose its flying speed. The modifications persist even if Zorobataal's killed & reforms in the lower planes. If you want to spring a devastating surprise on the party, Xunn might use her scroll of gate to summon Zorobataal right before she fights the party. They won’t have a chance to study the fiend & prepare for battle w/ it, though it won’t yet be adapted for watery combat, so only do this if the battle takes place on dry land. Xunn secures the services of Zorobataal as a lieutenant. The pit fiend accompanies her minion groups when she anticipates conflict w/ the party. Because the pit fiend's sent back to the lower planes when it's destroyed, it can fight to the death w/o fear.

Monster Tags: Devilfiend

The_Hidden

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