Medium Fiend (Devil), Lawful Evil
Armor Class 19 (natural)
Hit Points 372 (30d8 + 132)
Speed 40 ft.
STR
23 (+6)
DEX
16 (+3)
CON
19 (+4)
INT
14 (+2)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws STR +11, INT +7, CHA +9
Skills Arcana +10, Deception +8, Insight +14, Intimidation +10, Perception +8, Religion +14
Damage Resistances Acid, Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Necrotic
Condition Immunities Charmed, Frightened, Petrified, Poisoned
Senses Darkvision 120 ft., Passive Perception 18
Languages all, telepathy 120 ft.
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

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

Innate Spellcasting. Dispater's Avatar spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Dispater's Avatar can cast the following spells without needing components:

At will: continual flame, fly, heat metal, teleport, wall of fire, wall of stone (the wall is made from iron)
1/day each: animate dead, finger of death, raise dead, vampiric touch
1/day: create undead

Magic Resistance. Dispater's Avatar makes saves against magical effects at advantage.

Metal Corrosion. If a creature makes a melee attack against the Avatar of Dispater with a nonmagical metal weapon, or if he touches a nonmagical metal weapon, it corrodes. Each time a weapon corrodes, it takes a permanent -1 penalty to damage rolls. If the penalty drops to -5, the weapon is destroyed.

Magic Weapons. Dispater's Avatar weapon attacks are magical.

Regeneration. Dispater's Avatar regains 15 hit points at the start of his turn as long as he hasn't taken any radiant damage.

Rod of Dispater. Dispater's magic rod is a +3 mace that also functions as a rod of rulership. It deals an additional 7 (2d6) force damage on a hit (included in the attack). The Rod of Dispater also has 10 charges. While Dispater is holding the rod, he can use an action to expend a charge and cast the destructive wave spell. Additionally, while holding the rod, Dispater can summon twice his usual number of imps (see Summon Devil below). The Rod of Dispater regains 1d10 expended charges daily at dawn.

Actions

Multiattack. Dispater's Avatar makes four attacks: two with his Rod of Dispater and two with his tail. In place of one attack, he can cast a spell.

Rod of Dispater. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 13 (1d6 + 9) bludgeoning damage, plus 7 (2d6) force damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target, Hit: 25 (8d4 + 6) piercing damage.

 

Legendary Actions

The Avatar of Dispater 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. Dispater regains spent legendary actions at the start of his turn.

Summon Devil. Avatar of Dispater summons 1d6 imps.
Iron Petrification. Avatar of Dispater makes the following attack:
Iron Petrification. Melee Spell Attack: +16 to hit, reach 5 ft., one creature. Hit: The creature must make a DC 18 Constitution saving throw against this magic. On a successful save, nothing happens. On a failed save, it becomes restrained as its body begins to harden. It must repeat the saving throw at the end of each of its turns. If it saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to iron and petrified until it is subjected to the greater restoration spell or similar magic. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Avatar of Dispater's Iron Petrification for the next 24 hours.
Rusty Pieces. The Avatar of Dispater touches a nonmagical metal object he can see within 10 feet of him and destroys it. If the object is being worn or carried by a creature, it can make a DC 24 Dexterity saving throw. On a failed save, the object is destroyed. On a successful save, the object is not destroyed.

Monster Tags: Devilfiend

Habitat: MountainUrban

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