Large Fiend (Devil), Lawful Evil
Armor Class 16 (natural armor)
Hit Points 142 (15d12 + 60)
Speed 40 ft., fly 40 ft.
STR
20 (+5)
DEX
7 (-2)
CON
25 (+7)
INT
14 (+2)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws STR +8, CON +10, WIS +6
Skills Deception +7, Insight +6
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 12
Languages Infernal, Telepathy 120 ft.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

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

Actions

Multiattack. The devil makes two attacks: two with Slice and Dance, and one with its Arcing Slash.

Slice and Dice. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 5) slashing damage.

Arcing SlashZurroch slashes in an arc with this greatsword, covering a 15 foot cone in front of him. +4 to hit Deals 2d6 + 5 slashing damage on hit. 

'Zurroch's Plague' After two turns a 50ft radius floods with a black mist, infecting any who breath it with Zurroch's Plague. There will be no effects for the first hour. It is EXTREMELY contageous.

Once it begins to take effect it slowly rips the afflicted character apart from the inside, cauing a host of issues, including paralysis and numbness, becoming nervous shutdown followed by death if untreated in 24 hours.
It is an airborne illness which no creatures but dwarves are immune to.
Vampiric Touch. The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 2d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. (1 minute spell)
Cause Fear. You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Fear. You project a phantasmal image of everyone's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw (12+) or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Monster Tags: Devil

Nejat

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