Medium Fiend (Devil), Lawful Evil
Armor Class 19 Natural Armour
Hit Points 320 (320d12)
Speed 45 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
19 (+4)
WIS
16 (+3)
CHA
15 (+2)
Damage Vulnerabilities Cold
Damage Resistances Bludgeoning
Damage Immunities Acid, Fire
Condition Immunities Frightened, Grappled, Poisoned
Senses Darkvision Devils Sight, Passive Perception 17
Languages Abyssal, Celestial, Common
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name] 

Actions

Muli-Attack

Horn Thrust:  He attacks with his horns for 22 (5d8) piercing damage. +7 to hit

Acid Spit: He can spit acid up to 90 ft away for 15 (5d6) acid damage. The target must make a Dex 16 saving throw or take half damage.

Bonus Actions

Hellish Regeneration: Twice per long rest, you can regenerate 2d10 health as a bonus action.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Legendary Action

Planar Devastation(Costs 3 actions): As you put your hands in the air, meteors come hurdling to a spot you choose within 120 feet of you covering a 15 foot radius. Players in that area must make a Dex 16 saving throw. On a failed save, targets take 30 (5d12) bludgeoning damage or half as much on a successful one. 

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

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Underdark

wesleyhood32

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