Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. Brisingr has advantage on saving throws against spells and other magical effects.
Trickery. Brisingr has an advantage on Intimidation and Persuasion.
Multiattack. The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.
Fork. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Tails. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
Description
Nonbinary-They/Them/He/Him
Skin as red as a ruby, long midnight black hair and a goatee. Fire orange, slit eyes. Pointed ears.
They have two horns on the top of their forehead, two wings, spikes down their back, and nine demonic tails.
Wearing burned and torn black pants, and bandages wrapped around torso. Chains hold them in their realm.
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Once they are freed from their realm, they grow four more horns and have the full extent of their power, and then can be harmed.
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Lair and Lair Actions
Is trapped in their realm, which only can be accessed by the Amulet of Serpentine Eye. They has to have a certain number of hero's complete quests that will allow him to break free of the realm.
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