Medium Fiend (Devil), Neutral Evil
Armor Class 16 Padded Dress
Hit Points 125 (14d8 + 58)
Speed 30 ft.
STR
16 (+3)
DEX
20 (+5)
CON
18 (+4)
INT
12 (+1)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws STR +6, DEX +8, CON +7, WIS +5, CHA +8
Skills Deception +5, Insight +5, Perception +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Poisoned
Senses Darkvision 120 ft., Passive Perception 18
Languages Infernal, Telepathy 120 ft. Common, Infernal
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Devil's Sight. Magical darkness doesn't impede her vision.

Magic Resistance. The Black Swan has advantage on saving throws against spells and other magical effects.

Spellcasting. The Black Swan is a 3rd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The Black Swan has following Bard spells prepared:

Cantrips (at will): Vicious Mockery, Minor Illusion
1st level (4 slots): Tasha's Hideous Laughter, Dissonant Whispers, Bane, Charm Person
2nd level (2 slots): Crown of Madness, Enthrall

Actions

Multiattack. The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Hurl Flame. Ranged Spell Attack: +8 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Description

The Black Swan is a beautiful pale woman in a black dress with white ruffles. Her dark black eyes peering from the shadows.

When she becomes Bloodied (half-health) she begins to seep black ichor from her eyes and mouth.

Lair and Lair Actions

Once a thriving musical theater, it is now dilapidated with exposed wood and mold. The hallways have the wallpaper falling off, and the carpet in the hallways stick to your feet. The vile smell of rotten eggs fill your nostrils.

Lair Actions

On initiative count 20 (losing initiative ties), the Black Swan takes a lair action to cause one of the following effects; the Black Swan can’t use the same effect two rounds in a row:

  • The walls begin to grow dark, and the opaque white eyes begin showing up all over the walls. Stealth is now at disadvantage until the top of the next round.
  • Blood begins to seep out of the floor soaking everything it touches. The room now is considered difficult terrain until the top of the next round.

Regional Effects

The building containing The Black Swan's lair is decaying, which creates one or more of the following effects:

  • During the night, it has been terribly dark even with a full moon out. Nonmagical light sources only give at most dim light up to 20 feet.
  • People often hear a soft melody coming from the building at night.

If the Black Swan dies, these effects fade over the course of 2 days.

Previous Versions

Name Date Modified Views Adds Version Actions
8/21/2021 7:43:08 PM
216
11
1
Coming Soon

Monster Tags: DevilfiendHuman

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