Large Fiend (Devil), Lawful Evil
Armor Class 17 (natural armor)
Hit Points 171 (18d10 + 72)
Speed 40 ft., Fly 80 ft.
STR
17 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
18 (+4)
WIS
18 (+4)
CHA
19 (+4)
Skills Arcana +9, History +9, Investigation +9, Perception +9, Persuasion +9, Religion +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Cold, Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 19
Languages All, Telepathy 120 ft.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Innate Spellcasting. The Aspect of Mephistopheles's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: alter self (can become Medium when changing its appearance), detect magic

3/day each: scorching ray (4th level), fireball, locate objectsuggestion, telekinesis

1/day each: charm monster, dispel magic, unholy weapon, wall of fire

Legendary Resistance (1/Day). If the Aspect of Mephistopheles fails a saving throw, it can choose to succeed instead.

Regeneration. The Aspect of Mephistopheles regains 10 hit points at the start of its turn. If it takes radiant damage, this trait doesn't function at the start of its next turn. The Aspect of Mephistopheles dies only if it starts its turn with 0 hit points and doesn't regenerate.

Spellcasting. The Aspect of Mephistopheles is an 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks) and it needs only verbal components to cast its spells. It has the following wizard spells prepared:

Cantrips (at will): mage hand, mending, minor illusion, prestidigitation, ray of frost (4d8 damage)

1st level (4 slots): identify, magic missile, shield

2nd level (3 slots): hold person, misty step,

3rd level (3 slots): counterspell, major image, lightning bolt

4th level (3 slots): arcane eye, fabricate, Otiluke's resilient sphere

5th level (2 slots): cone of cold, dominate person, [spell]scrying[/spell

6th level (1 slot): chain lightning

Actions

Multiattack. The Aspect of Mephistopheles makes two ranseur attacks.

Ranseur. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 5 (1d10) fire damage and the creature is vulnerable to fire until the end of the Aspect of Mephistopheles's next turn.

Hellfire Gaze (1/Day). The Aspect of Mephistopheles's eyes project intense fiery energy in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 21 (5d6 + 4) fire damage on a failed save, or half as much on a successful one. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine ash and slag. The creature can be restored to life only by means of a true resurrection or a wish spell.

Teleport (Recharges 5-6). The Aspect of Mephistopheles magically teleports, along with any equipment it is wearing and carrying, up to 60 feet to an unoccupied space it can see.

Bonus Actions

Hellfire Aura. As a bonus action, the Aspect of Mephistopheles can emit an aura of diabolic fire, appearing swathed in dark searing flames. A creature that starts its turn within 10 feet of the Aspect of Mephistopheles, or touches it or hits it with a melee attack while within 10 feet of it and the Hellfire Aura is active takes 7 (2d6) fire damage. A creature that takes damage from the Hellfire Aura becomes vulnerable to fire damage until the start of its next turn. The Hellfire Aura remains until the Aspect of Mephistopheles dies or until he dismisses it as an action.

Legendary Actions

The Aspect of Mephistopheles 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. The Aspect of Mephistopheles regains spent legendary actions at the start of its turn.

Attack. The Aspect of Mephistopheles makes one ranseur attack.

Teleport. The Aspect of Mephistopheles uses its Teleport action, if available

Cast a Spell (Costs 1-3 Actions). The Aspect of Mephistopheles expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that he has prepared. Doing so costs 1 legendary action per level of the spell.

Description

Of all archdevils, Mephistopheles is the least likely to bestow an Aspect. The Lord of Cania rarely entertains any of its worshipers and hates any distractions they bring. The only time it would consider granting one is if the petitioner is an exceptional wizard or sage that can be of use to him and is willing to sign over their souls.

 The Aspect of Mephistopheles stands 9 feet, has deep crimson skin, and handsome-yet-devilish features. It has blood-red pupils, thick, jet-black hair, bat-like wings, and long horns that curl backwards. The Aspect is often dressed in a wizard's robes but without the top, revealing a muscular bare chest. It wields a flaming ranseur.

The Aspect of Mephistopheles will rely mostly on its spells to deal with its opponents, avoiding melee combat. Against groups of foes it will unleash chain lightning, cone of cold, fireball, lightning bolt, and its hellfire gaze. Against single tough opponents, it will use dominate person, Otiluke's resilient sphere, charm monster, scorching ray, and telekinesis.

Monster Tags: Devilfiend

SadHorizon

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