Evil Presence. All allied fiends adjacent to the warmonger devil have advantage on attack rolls and deal an extra 1d6 fire damage on successful attacks.
Freedom of Movement. The warmonger devil ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Multiattack. The warmonger devil makes one net attack and two trident attacks.
Trident. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) magical piercing damage. When the warmonger devil is attacking a creature restrained by an infernal net, it deals 9 (2d8) additional damage.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.
Infernal Net. Ranged Weapon Attack: +6 to hit, range 5/15 ft., one target. Hit: A Huge or smaller creature hit by the infernal net is [condition]restrained[condition] until it is freed. A creature can use its action to make a DC 16 Strength check, freeing itself or another creature within its reach on a success. Dealing 10 slashing damage to the infernal net (AC 13) also frees the creature without harming it, ending the effect and destroying the infernal net.
Description
Most of Hell’s legions are compelled to battle when called upon, but not every soldier does as they should; warmonger devils are responsible for enforcing morale in the weak of arm. Even without a phalanx of troops around them, however, warmonger devils are terrors in combat, capturing foes before mercilessly stabbing them to death.
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