Large Fiend (Devil), Lawful Evil
Armor Class 22 (Natural Armor)
Hit Points 405 (30d10 + 240)
Speed 40 ft., Fly 80 ft.
STR
28 (+9)
DEX
18 (+4)
CON
26 (+8)
INT
24 (+7)
WIS
20 (+5)
CHA
24 (+7)
Saving Throws DEX +12, CON +16, WIS +13, CHA +15
Skills Acrobatics +12, Athletics +17, Intimidation +15, Perception +13, Survival +13
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Blindsight 30 ft., Darkvision 300 ft., Truesight 120 ft., Passive Perception 23
Languages All, Telepathy 150 ft.
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Aura of Violence. Any creature of Andras’ choice that starts its turn within 60 feet of him must succeed on a DC 23 Wisdom saving throw. On a failed save, the creature must immediately use its turn, to move up to its full movement, and use its action to attack a target of Andras’ choice (melee attacks only). If a creature's saving throw is successful, the creature is immune to Andras’ Aura of Violence for the next 24 hours.

Deadly Weapons. When Andras hits with any weapon, the weapon deals an extra 14 (4d6) fire and 14 (4d6) necrotic damage (included in the attacks).

Devil's Sight. Magical darkness does not impede Andras’ darkvision.

Innate Spellcasting. Andras’ innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: Alter Self (can become Medium when changing his appearance), Blinding Smite, Detect Evil and Good, Detect Magic, Dispel Magic, Enthrall

3/day each: Blade Barrier, Dispel Evil and Good

1/day each: Blade of Disaster, Plane Shift (self only)

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

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

Magic Weapons. Andras’ weapon attacks are magical.

Regeneration. Andras regains 20 hit points at the start of each of her turns. If he takes radiant damage, this trait does not function at the start of his next turn. Andras dies only if he starts his turn with 0 hit points and does not regenerate.

Actions

Multiattack. Andras makes three attacks with Dawn Render.

Dawn Render (Longsword). Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) slashing damage, plus 14 (4d6) fire and 14 (4d6) necrotic damage.

Horrific Touch. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 14 (1d10 + 9) bludgeoning damage, plus 14 (4d6) fire and 14 (4d6) necrotic damage. On a hit, the target must succeed on a DC 24 Constitution saving throw. On a failed save, the target takes 36 (8d8) necrotic damage and is blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

Summon Cavalry (1/Day). Andras summons 2d6 Narzugon. A summoned Narzugon appears riding a Nightmare mount in an unoccupied space within 60 feet of Andras, acts as Andras’ ally, and cannot summon other devils. The Narzugon remains until Andras dies, the Narzugon dies, or until he dismisses it as an action.

Reactions

Parry. Andras adds 8 to his AC against one melee attack that would hit him. To do so, Andras must see the attacker and be wielding a melee weapon.

Unyielding. When Andras is subjected to an effect that would move him, knock him prone, or both, he can use his reaction to be neither moved nor knocked prone.

Legendary Actions

Andras 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. Andras regains spent legendary actions at the start of each of his turns.

Attack. Andras attacks once with Dawn Render.

Dispel Magic. Andras casts the Dispel Magic spell, from his innate spellcasting.

Teleport. Andras uses his Teleport action.

Tactical Edge (Costs 2 Actions). Roll a d8 for Andras. The number rolled on the die is subtracted from the next attack roll made against Andras or an ally of his choice within the next minute.

Touch (Cost 2 Actions). Andras uses his Horrific Touch action.

Description

Archdevil of Violence, the Fallen Angel of Slaughter, Blood Raptor, Andras ruler of the 8th circle of Hell.

Andras imbodies violence, the only things he cares for are murder, violence, war, and his giant wolf companion named Thiess. Andras is one of action, not words. He only shows respect to those who fight in melee, and he hates magic users that stand at a distance.

Andras has an angelic appearance. Standing 9–feet tall, with light tan skin, extremely muscular body, and dark feathered wings. Andras wares a simple blood red toga and a helm made of white ivory and gold, designed in the appearance of an owl. Nobody knows Andras’s true face, for he has never removed his helm.

Andras does not care about his domain in Hell, only returning to the circle of Violence when needed. Andras can be found most of the time fighting in the Blood Wars in the Gray Waste of Hades.

Armies of Hell. Andras commands 90 legions of Bearded Devil, 60 legions of Barbed Devil, 30 legions of Ice Devil, 72 legions of Narzugon, 12 legions of Orthon, and 10 legions of Pit Fiend.

Combat. Andras loves to fight. He will charge into melee and eviscerate everyone. Andras hates magic users and will dispel any of their magical effects to make them easier targets.

History. Andras was a merciless commander while in the armies of good. However, Andras was banished from the upper planes for his ruthlessness and his unquenchable thirst for violence. Lucifer was impressed by Andras' blood lust and offered him the circle of Violence. Andras quickly accepted, not caring who he fought for, so long as he could please his appetite for slaughter.

Well–Guarded. Andras is often seen riding a huge fiendish wolf named Thiess, with glowing green eyes, black fur, and wearing black spiked armor. He is also accompanied by 10 (1d12 + 4) Narzugon, each of them riding a Nightmare.


Archdevils of Sin

At the top of the hierarchy in Hell stand the archdevils, an elite covenant of devils, one for each of the thirteen circles of Hell. Each one given their power and position by Lucifer himself. The thirteen circles of Hell are named in order: Limbo, Pride, Lust, Gluttony, Greed, Anger, Heresy, Violence, Fraud, Wrath, Sloth, Treachery, and Envy.

Favor in Hell shifts like the wind, and the fortunes of the great and mighty rise and fall at the whims of their betters. Many dread names are included in the rolls of the archdevils; the few described here are among those that adventurers are most likely to encounter.

Wish Fulfillment. All devils seek control over mortal souls, so they offer enticements to tempt mortals into making unwise bargains. Archdevils, possessing the true power of Hell, can fulfill nearly any desire (within the limits of a Wish spell) requested by the mortals they bind to their infernal contracts. Archdevils always fulfill the letter of the wish, rewarding desperate mortals with a twisted interpretation of their desires. In exchange for this gift, the devil expects and receives total power over a soul and usually claims it upon the mortal’s death. An archdevil cannot fulfill its own wish.


Power Over Hell

Archdevil’s are the masters of their own circle of Hell granting them power over it. To use any of these abilities, the archdevil must be on their own circle of Hell, and can only target an area, creature, or object on their circle with these abilities.

All Seeing. The archdevil can cast the Scrying spell, requiring no spell components, naming any person or place within the archdevil’s circle as the spell’s subject. Once the archdevil uses this feature, it must complete a short or long rest before it can use this it again.

Control Weather. The archdevil can cast the Control Weather spell, requiring no spell components. Once the archdevil uses this feature, it must complete a short or long rest before it can use this it again.

Knowledge. The archdevil can cast the Legend Lore spell, requiring no spell components, naming any person, place, or object within the archdevil’s circle as the spell’s subject. Once the archdevil uses this feature, it must complete a short or long rest before it can use this it again.

Manipulate Hell. Each archdevil rules over their own circle of Hell and are able to transform the landscape as they desire. The archdevil can spend 10 minutes concentrating (as if concentrating on a spell) on an area they can see no larger than 5 square miles and reshape the landscape. No matter can be created or destroyed using this ability. The archdevil cannot affect creatures with this ability, only the landscape on their circle of Hell. The archdevil can create nonmagical plants that are not a creature, such as a tree or shrub, but no other form of life can be created.

Some examples of what this ability allows the archdevil to do are: turning a field of rocks into rolling hills of grasslands, summoning jagged spikes of glass from the ground, transform a sea from water into sand, or carve out a canyon.

Lair and Lair Actions

Circle of Violence

The 8th circle of Hell is split into three areas, the Suicide Forest, the River of Blood, and the Burning Desert. The day and night cycle on the circle of Violence is similar to that on the Material Plane.


Suicide Forest

The River Styx runs through a dense, dark, and evil forest of leafless trees, called the Suicide Forest. The trees in the Suicide Forest are made of a dark wood, with twisting trunks and branches that look more like tendrils than trees. On closer inspection, you would realize that there are people made of petrified wood fused with the trees, their faces locked in expressions of fear and pain. If you attack or damage any of these trees, the petrified people will cry and scream in extreme pain. Tho the Suicide Forest is in fact a forest, it is more akin to a thick swamp. With deep mud holes, slime covered stones, and annoying insects.

There are many evil creatures that reside within the Suicide Forest, for example: Barbed Devil, Black Abishai, Hellwasp, Hydroloth, Imp, Lemure, Nupperibo, Spined Devil, Udaak, Giant Constrictor Snake, Giant Crocodile, Giant Frog, Giant Poisonous Snake, Giant Spider, Giant Toad, Adult Black Dragon, Catoblepas, Blood Toll Harpy, Harpy, Harpy Matriarch, Green Hag, Black Pudding, Rot Troll, Spirit Troll, Troll, Venom Troll, Bodytaker Plant, Brackish Trudge, Corpse Flower, Shambling Mound, Tree Blight, Twig Blight, Vine Blight, Tri Flower Frond, Undead Shambling Mound


River of Blood

A river of thick blood separates the Suicide Forest from the Burning Desert. The river is about a mile wide at its narrowest, about 10 miles wide at its widest, and it seems to go on forever. The River of Blood is extremely toxic, any creature that starts its turn or enters the River of Blood for the first time on its turn takes 45 (10d8) necrotic damage (no saving throw).

There are very few creatures that are able to reside within the River of Blood, for example: Ghost, Specter, Wraith


Burning Desert

A vast desert of hot sand, vents of fire, raining cinders, and falling balls of fire. The Burning Desert is an extremely dangerous place for any creature without protection from fire. If you are not killed by a random explosion of fire from the ground, a huge ball of molten rock falling from the sky, or from a ragging tornado of sand and fire, the creatures that inhabit the desert will finish you. Fire magic is potent in the Burning Desert, any spell or magical ability that deals fire damage, deals maximum damage.

Any creature that starts its turn within the Burning Desert, must succeed on a DC 15 Constitution saving throw. On a failed save, a creature takes 7 (2d6) fire damage. Creatures with fire resistance make their saving throw with advantage. Creatures with fire immunity automatically succeed their saving throw.

Many devils and other creatures of fire reside in the Burning Desert, for example: Barbed Devil, Bearded Devil, Blue Abishai, Bone Devil, Chain Devil, Erinyes, Hell Hound, Hellwasp, Horned Devil, Imp, Lemure, Nergaliid, Nightmare, Orthon, Pit Fiend, Red Abishai, Spined Devil, Adult Red Dragon, Fire Elemental, Two Headed Cerberus


Lair Actions

Andras’ lair is the entire circle of Violence. However, depending on where he is when encountered, will determine what lair actions he can take.

Lair Actions: Suicide Forest

On initiative count 20 (losing initiative ties), Andras takes a lair action to cause one of the following effects: Andras cannot repeat an effect until they have all been used, and he cannot use the same effect two rounds in a row:

  • Martial Fighting. Andras hones his senses, Andras has advantage on attack rolls, ability checks, and saving throws until the start of the next lair action (initiative count 20).
  • Shame. Andras focuses the negative energy of the forest towards three creatures of his choice that he can see within 150 feet of him. A creature must succeed on a DC 20 Wisdom saving throw. On a failed save, a creature is under the effects of the Slow spell (no concentration required), until the start of the next lair action (initiative count 20).
  • Spectral Sword. Andras summons five spectral blades, which attack five different targets of Andras’ choice that he can see within 150 feet of him. Each sword makes a melee weapon attack roll (+12 to hit) against each target. On a hit, the target takes 22 (4d10) slashing damage. Hit or miss, after attacking the Spectral Sword vanishes.
  • Teleport. Andras magically teleports, along with any equipment he is wearing and carrying, up to 150 feet to an unoccupied space he can see.

Lair Actions: River of Blood

On initiative count 20 (losing initiative ties), Andras takes a lair action to cause one of the following effects: Andras cannot repeat an effect until they have all been used, and he cannot use the same effect two rounds in a row:

  • Blood Tendril. A 50–foot long 3–feet wide tentacle rises from the river and lashes at a target of Andras’ choice. The tendril makes a melee weapon attack roll (reach 50 ft., +12 to hit) against one target. On a hit, the target takes 45 (10d8) necrotic damage. On a hit, the target must succeed on a DC 20 Strength saving throw. On a failed save, the target is pulled into the River of Blood. Hit or miss, after attacking the Blood Tendril vanishes.
  • Martial Fighting. Andras hones his senses, Andras has advantage on attack rolls, ability checks, and saving throws until the start of the next lair action (initiative count 20).
  • Spectral Sword. Andras summons five spectral blades, which attack five different targets of Andras’ choice that he can see within 150 feet of him. Each sword makes a melee weapon attack roll (+12 to hit) against each target. On a hit, the target takes 22 (4d10) slashing damage. Hit or miss, after attacking the Spectral Sword vanishes.
  • Teleport. Andras magically teleports, along with any equipment he is wearing and carrying, up to 150 feet to an unoccupied space he can see.

Lair Actions: Burning Desert

On initiative count 20 (losing initiative ties), Andras takes a lair action to cause one of the following effects: Andras cannot repeat an effect until they have all been used, and he cannot use the same effect two rounds in a row:

  • Fire Twister. A burst of fire erupts from a point on the ground Andras can see within 150 feet of him, creating a 120–foot–high, 20–foot–radius twister of raging fire. Each creature in the twister’s area must succeed on a DC 20 Dexterity saving throw. On a failed save, a creature takes 42 (12d6) fire damage. On a successful save, a creature takes half damage.
  • Martial Fighting. Andras hones his senses, Andras has advantage on attack rolls, ability checks, and saving throws until the start of the next lair action (initiative count 20).
  • Spectral Sword. Andras summons five spectral blades, which attack five different targets of Andras’ choice that he can see within 150 feet of him. Each sword makes a melee weapon attack roll (+12 to hit) against each target. On a hit, the target takes 22 (4d10) slashing damage. Hit or miss, after attacking the Spectral Sword vanishes.
  • Teleport. Andras magically teleports, along with any equipment he is wearing and carrying, up to 150 feet to an unoccupied space he can see.

Monster Tags: Devilfiend

DaemonSultan

Comments

Posts Quoted:
Reply
Clear All Quotes