Large Fiend (Devil), Chaotic Good
Armor Class 21 (natural armor)
Hit Points 762 (40d10 + 522)
Speed 60 ft., Fly 160 ft.
STR
27 (+8)
DEX
24 (+7)
CON
28 (+9)
INT
20 (+5)
WIS
13 (+1)
CHA
8 (-1)
Saving Throws INT +13, WIS +9, CHA +7
Skills Arcana +13, Intimidation +7, Perception +9, Religion +13
Damage Resistances Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft. (Blind Beyond), Passive Perception 16
Languages All, Telepathy 120 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Devil's Sight. Magical darkness doesn't impede Old Abe's darkvision.

Fiery Weapons. Old Abe's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) fire damage (included in the weapon attacks below). 

Eyes of the Rune Keeper. Old Abe can read all writing.

Innate Spellcasting. Old Abe's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:

At will: 
shield
alter self (can become Medium when changing her appearance)
misty step
detect evil and good
fireball
invisibility (self only)
wall of fire

1/day each: 
counterspell
dispel magic

3/day each:
blade barrier
dispel evil and good
finger of death

Legendary Resistance (3/Day). If Old Abe fails a saving throw, she can choose to succeed instead.

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

Regeneration. Old Abe regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn’t function at the start of her next turn. Old Abe dies only if she starts her turn with 0 hit points and doesn’t regenerate.

Spellcasting. Old Abe is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 24+16 to hit with spell attacks). Old Abe has the following wizard spells prepared:

Cantrips (at will): 
light
mage hand
mind sliver
sapping sting
mage hand

1st level (4 slots): 
detect magic
magic missile
absorb elements
identify
find familiar
mage armor
feather fall
comprehend languages
unseen servant

2nd level (3 slots):
blindness/deafness
invisibility

3rd level (3 slots):
fireball
dispel magic
counterspell
tiny hut
animate dead

4th level (3 slots): 
polymorph
banishment
divination
dimension door 

5th level (3 slots): 
geas
contact other plane
dominate person

6th level (2 slots): 
disintegrate
flesh to stone

7th level (2 slots): 
forcecage
teleport
plane shift
simulacrum

8th level (1 slot):
feeblemind
demiplane

9th level (1 slot):
time ravage
time stop
true polymorph
wish

Foresight. Old Abe has a limited ability to see into the immediate future. Old Abe can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against Old Abe.

Arcane Abeyance. When Old Abe casts a spell using a spell slot of 4th level or lower, Old Abe can condense the spell’s magic into a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light and the spell is lost. A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses Old Abe's spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes. Once Old Abe creates a bead with this feature, she can’t do so again until she finishes a short or long rest.

Lucky. Old Abe has 3 Luck points per long rest. Whenever she makes an attack roll, an ability check, or a saving throw (or when an attack roll is made against her), she can spend one luck point to roll an additional (d20)  and then Old Abe chooses which die is used. Old Abe can choose to spend luck points after she rolls the die, but before the outcome is determined.

Metamagic Adept. Old Abe has 2 sorcery points to spend on Metamagic. She regains all spent sorcery points when she finishes a long rest.

Subtle Spell. When Old Abe casts a spell, she can spend 1 sorcery point to cast it without any S or V components.

Quickened Spell. When Old Abe casts a spell that has a casting time of 1 action, she can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

War Caster. Old Abe has advantage on CON saving throws that she makes to maintain concentration on a spell when she takes damage. She can perform the somatic components of spells even when she has weapons or a shield in one or both hands. Old Abe can use her reaction to make an opportunity attack to cast a spell that has a casting time of 1 action and targets only that creature.

Actions

Multiattack. Old Abe attacks twice with her Flail and once with Matalotok. She can substitute Horrid Touch for Matalotok.

Flail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) piercing damage plus Hit: 36 (8d8) fire damage. 

Matalotok. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus Hit: 36 (8d8) fire damage. In addition, the weapon emits a burst of cold that deals 10 (3d6) cold damage to each creature within 30 feet of it. 

Horrid Touch (Recharge 5–6). Old Abe touches one creature within 10 feet of her. The target must succeed on a DC 26 Constitution saving throw or take 44 (8d10) necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Teleport. Old Abe magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.

Momentary Stasis. As an action, Old Abe can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw (DC: 24). Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of Old Abe's next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0. Old Abe can use this feature 8 time(s). Old Abe regains all expended uses when she finishes a long rest.

Bonus Actions

Displacement: Misty Step

Reactions

Elemental Nope: Absorb Elements.Old Abe casts Absorb Elements using an unused spell slot of first level or higher. Old Abe has resistance to the triggering damage type until the start of her next turn. Also, the first time she hits with a melee attack on her next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

Gravity Nope: Feather Fall. Old Abe casts Feather Fall using an unused spell slot of first level or higher. Old Abe chooses up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Nope: Shield. Old Abe casts Shield using an unused spell slot of first level or higher. An invisible barrier of magical force appears and protects Old Abe Until the start of her next turn, Old Abe has a +5 bonus to AC, including against the triggering attack, and she takes no damage from magic missile.

No: Counterspell. Old Abe casts Counterspell using an unused spell slot of third level or higher. Old Abe attempts to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

War Caster: When a hostile creature's movement provokes an opportunity attack from Old Abe, she can use her reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Time Flex (2/day): Old Abe can magically exert limited control over the flow of time around a creature. As a reaction, after she or a creature she can see within 30 feet of her makes an attack roll, an ability check, or a saving throw, Old Abe can force the creature to reroll.

Lord of Time: Old Abe can peer through possible futures and magically pull one of them into events around her, ensuring a particular outcome. When she or a creature she can see within 60 feet of her makes an attack roll, an ability check, or a saving throw, she can use her reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number.

Legendary Actions

Old Abe 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. Old Abe regains spent legendary actions at the start of her turn.

Immolating Gaze (Costs 2 Actions). Old Abe turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 15 Wisdom saving throw or take 22 (4d10) fire damage.

Teleport. Old Abe uses her Teleport action.

Momentary Stasis. Old Abe uses her Momentary Stasis action.

Description

Old Abe was once a promising and powerful wizard in the school of Chronurgy, delving deep into the depths of the very fabric of reality and manipulating the weave to achieve whatever outcomes he desired. So deep was his maddening obsession with discovering these secrets that while trying to learn them all his mind withered and decayed as his warforged body began to rust. Eventually his mind was taken over by Eren the Prophet from the Cult of Bhaal for a short time before being freed by "Fred" of Waterbet. Old Abe learned a lot in his time of possession, and the last straw snapped in his mind unleashing centuries of contained passion and sending Old Abe into a spiralling frenzy of uncontrollable fixation on the domination and eradication of evil from all planes, so that his mind never be compromised again. 

One day while toiling away in his lab Abe went a bit stir-crazy and decided that it would be a great idea for him to strip naked and then Wish to swap bodies and equipment with the Archduke of Avernus, crippling them by giving Zariel the weak and feeble body of Old Abe and granting Old Abe the powers of Archduke Zariel of Avernus. With her grand works achieved of an immortal and powerful body, Old Abe has absconded with an Amulet of Proof against Detection and Location to hide somewhere in the planes and test the limits of her newfound power. 

With a new, ageless and more powerful female body that wont age or remain dead if it dies outside of Avernus, a place where Old Abe refuses to go, Old Abe spends her new forever tricking Evil creatures into Wishes that ultimately backfire against them as Old Abe can peer into every possible consequences of any wish and pull forth the one he desires. In payment for this crooked wish they find themselves bound by a powerful 9th level Geas spell that compels their servitude. She wickedly delights in this enslavement of Evil thinking that this is serving Good but the results are questionable. Old Abe maintains an active trading relationship with the Evil Efreeti in Pyroclast who think they are selling Slaves to join the armies of Avernus but who ultimately end up serving just Old Abe, since Old Abe can create simulacrums that wish for as much gold as needed, Old Abe has greatly enriched the Evil Efreeti while trying to eradicate this Evil. As such however, the Efreeti are very protective of this important revenue stream. It is not uncommon to see Old Abe in the presence of one or more Noble Efreeti. 

When encountered, Old Abe will almost always be under the effects of an Alter Self to disguise his appearance as a younger anthropomorphised idealised version of himself as a powerful medium humanoid human wizard. If this is dispelled through the use of Dispel Magic then his true, horrifying demon form will be revealed, at which time Old Abe will normally turn invisible and fly away as fast as possible. He takes great pride in travelling anonymously hidden by his Amulet of Proof against Detection and Location and will go to great lengths to protect his identity, as while he desires to use the powers of Archduke Zariel of Avernus, he does not want to be seen as Zariel, when he desires to be seen as a more powerful form he will typically create the illusion of a Solar but attack with a fiery Flail and the Mighty Matalotok, taken from Archduke Zariel of Avernus who has probably sent all the forces of Avernus to try and locate it, so which these weapons are kept hidden until absolutely needed, with Abe instead preferring to manipulate the flow of time in desirable ways so as to avoid or end combat as soon as possible, with an array of powerful magic available to him.

Lair and Lair Actions

Old Abe's Lair

Old Abe makes her lair in a permanent Mighty Fortress on the House of Knowledge (Celestial Plane) that is heavily protected against unwanted visitors. There is a Forbiddance spell on each of the Mighty Fortresses Four Mighty Turrets cast in a 2x2 grid of 120 square feet squares. Four Private Sanctum spells protect a 2x2 rid of 60 square feet squares that share a boundary with the Mighty Fortress.There is a 3x3 grid of 40 square feet squares encompassing the bounds of the Mighty Fortress within Guards and Wards spells. Inside the Mighty Fortress is a Temple of the Gods devoted to Oghma who allows Old Abe to peacefully reside on his plane, Old Abe often hosts avatars of Oghma inside this Temple. Several Druid Grove's surround the Mighty Fortress.

Druid Grove: Cast in 30-foot cubes surrounding the mighty fortress. There is a password known by Old Abe and Abe Jr. that, when spoken aloud, makes the speaker immune to these effects. The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.
Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.
Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.
Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.
Additional Spell Effect. You can place your choice of one of the following magical effects within the warded area:
 - A constant gust of wind in two locations of your choice
 - Spike growth in one location of your choice
 - Wind wall in two locations of your choice
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.

Forbiddance: 2x2 grid of 120 feet-squared squares centred on the turrets of the mighty fortress and meeting perpendicular to the axis of the mighty fortress and radiating out 60 feet from the mighty fortress up to the starting boundary of the druid grove's. Creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell. In addition, the spell damages celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 28 (5d10) radiant damage. There is a password known only by Old Abe and Abe Jr. 

Private Sanctum: protects a 2x2 rid of 60 square feet squares that share a boundary with the Mighty Fortress. It has the following properties:
 - Sound can't pass through the barrier at the edge of the warded area.
 - The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
 - Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
 - Creatures in the area can't be targeted by divination spells.
 - Nothing can teleport into or out of the warded area.
 - Planar travel is blocked within the warded area.

Guards and Wards: 3x3 grid of 40 square feet squares encompassing the boundaries of the mighty fortress. Old Abe and Abe Jr. are immune to these effects. There is a password known by Old Abe and Abe Jr. that, when spoken aloud, makes the speaker immune to these effects.
Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.
Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold.
 - Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
 - Place magic mouth in two locations.
 - Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
 - Place a constant gust of wind in one corridor or room.
 - Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.
The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect.

Temple of the Gods: One 30-foot cube in the north-east corner of the mighty fortress. The walls are polished white marble with gold intricately veined through the marbling, there is one large solid platinum door on the south side and 5 large intricate stained glass windows, 2 on the east and west sides and 1 very large window on the north side roof. Only Old Abe and Abe Jr. may open or close the door. The area is brightly illuminated and is warded against (opposes): celestials, elementals, fey and undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a (d4) and subtract the number rolled from the d20 roll.
In addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells.
Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point). (+1)
The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.

Lair Actions. On initiative count 20 (losing initiative ties), Old Abe can take a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row:
 - Old Abe casts major image four times at its lowest level, targeting different areas with the spell. Old Abe creates images of intruders and their loved ones rapidly and painfully aging and screaming. Old Abe doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a DC 15 Wisdom saving throw or become frightened of the illusion for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
 - Old Abe casts her innate fireball spell.

Regional Effects. The region containing Old Abe’s lair is warped by her magic, which creates one or more of the following effects:
 - The area within 9 miles of the lair is filled with an ominous sense of déjà-vu, events seem to happen the same way again and again. If a creature makes the same ability check twice or more in 24 hours for any reason then for each time after the first dice roll there is a 20% chance of ignoring the die roll and repeating the earlier result.
 - Once every 60 feet within 1 mile of the lair, 10-foot-high cracks in space-time appear from nothing and occupy a 5ft square, randomly teleporting the creature 33 (6d10) feet away in a random direction. Any creature or object that touches the fissure takes 7 (2d6) force damage, though it can take this damage no more than once per round.
 - The area within 2 miles, but no closer than 500 feet, of the lair is filled with smoke, which causes the area to be heavily obscured. The smoke can’t be cleared away.

If Old Abe dies, these effects fade over the course of 1d10 days.

Monster Tags: Devil

JooBear

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