Gargantuan Fiend (Devil), Lawful Evil
Armor Class 18 Natural Armor
Hit Points 475 (40d10 + 255)
Speed 60 ft., Walk 20 ft.
STR
30 (+10)
DEX
18 (+4)
CON
26 (+8)
INT
28 (+9)
WIS
25 (+7)
CHA
28 (+9)
Saving Throws STR +17, INT +16, CHA +16
Skills Perception +17
Damage Vulnerabilities Psychic
Damage Resistances Cold, Fire, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight, Passive Perception 23
Languages Understands all languages an can speak with any creature via telepathy
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Innate Spellcasting. Coda's innate spellcasting ability is Charisma (spell save DC 22). They can innately cast the following spells, requiring no material components:

At Will:  Fireball, Wall Of Fire,  Elemental Bane, Ice Storm

3/day each: Antilife Shell, Blade Barrier, Dominate Person

 Warring Minds. Coda is an amalgamated creature in body only. The distinct psyches of the individuals that formed the body of Coda possess their own interests and at times clash with each other. It must succeed on a DC14 Will Saving Throw or become partially Separated  until the end of its next turn. Once Coda is bloodied it begins to struggle to maintain psychic and physical cohesion, raising the difficulty of the saving throw to a DC20 . Once it reaches 144hp they struggle even more to maintain cohesion, Raising the Saving Throw further to DC24. Additionally, if at any point after being reduced to half health Coda fails three Saving Throws in a row: it loses all Cohesion and separates into the distinct entities that formed it who immediately fall unconscious.

Separation. When Separation occurs Coda releases a blast of arcane and psychic backlash as the invisible seams binding its distinct parts together weaken. Each creature within a 20ft Radius, 40ft. Tall cylinder centered on and including Coda must make a DC18 Will Saving throw, taking 9 (2d8) Lightning Damage and 9 (2d8) Psychic damage on a failed saving throw, or half as much on a successful one. Additionally, while separated: Coda loses its ability to fly and teleport. It also loses the effect of it's Arcane Overcharge as if it had used Arcane Discharge

Arcane Overcharge. Arcane energy sparks along Coda's claws. Its claw attacks are considered magical, dealing an extra 18 (4d8) Lightning Damage (Included below)


Legendary Resistance (3/Day). 
If Coda fails a saving throw, they can choose to succeed instead.

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

Actions

Multiattack. Coda can make two claw attacks.

Claw. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 11 (3d6 + 10) Slashing damage, plus 18 (4d8) Lightning damage.

Tail Sweep. Coda makes a sweeping attack with its tail, targeting up to three creatures within 15 feet of them. Each target must succeed on a DC 20 Dexterity save or take 18 (4d8) damage and be knocked prone

Teleport. Coda magically teleports up to 120 feet to an unoccupied space they can see

Legendary Actions

Coda 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. Coda regains spent legendary actions at the start of their turn.

Arcane Discharge (2 Actions). Coda releases a portion of the arcane power generated by the ritual that formed them in a devastating burst of energy directed at a single creature. The target must succeed on a DC22 Dexterity save or take 22 (4d10) Lightning damage. After using this ability Coda loses the benefit of their Arcane Overcharge until the end of their next turn.

Rapid Casting (2 Actions). Coda casts a spell that does not require concentration and has a casting time of 1 action

Teleport. Coda uses their teleport action

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A terrifying amalgam of several powerful beings from the Nine Hells fused together by an arcane ritual gone wrong. They sought greater power and were granted it, but at a terrible price.

Lair and Lair Actions

The area around the ritual site and, with enough time, around Coda themselves is tainted by the energies of the Nine Hells, a not-quite-completed connection with that plane producing an environment that is a weakened combination of both. The end result is a viscous, blackened sludge coating the ground in the area Coda inhabits and the sound of faint screams heard on the wind.

Lair Actions

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

  • Planar Tear. Coda takes advantage of the weakened barrier between planes to tear a hole in the fabric of reality, causing a writhing, amalgamated mass of [Tooltip Not Found] to surge forth from the tear. Coda creates a 15ft radius patch on the ground, centered on a point it can see within 120ft. This area is considered difficult terrain and remains for 4d4 days or until Coda is defeated or the area is struck by an area-of-effect fire spell of 3rd level or greater.
  • Grasping Hands. Coda commands the conjoined mass of Lemures to attack, causing them to grab at any creatures within the area of a Planar Tear. Each creature within the Area must succeed on a DC16 Strength Saving Throw or be knocked prone. Additionally: A creature already prone within the area of effect takes 7 (2d6) damage and is restrained.

If Coda dies, these effects fade over the course of 4d4 days.

Previous Versions

Name Date Modified Views Adds Version Actions
10/4/2021 2:27:38 AM
3
0
1
Coming Soon
10/4/2021 2:31:04 AM
1
0
1.1
Coming Soon
10/11/2021 11:54:59 PM
7
0
1.2
Coming Soon

Monster Tags: Devilfiend

Darrigus

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes