Medium Fiend (Devil), Lawful Evil
Armor Class 15 Natural Armour
Hit Points 210 (10d20 + 105)
Speed 40 ft.
STR
20 (+5)
DEX
10 (+0)
CON
13 (+1)
INT
24 (+7)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws INT +12
Skills Athletics +10, Religion +15
Damage Vulnerabilities Radiant
Damage Immunities Fire, Lightning
Condition Immunities Blinded, Deafened
Senses Darkvision 60ft., Passive Perception 9
Languages Abyssal Common, Abyssal, Undercommon
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Fiery Fiend. Upon death, the Council Member explodes for 8d6 fireball centered at the Council Member.

Fiendish Regeneration. This creature regenerates 20 hitpoints per turn. This regeneration is disabled for 10 rounds if it takes damage from a celestial, Aasimar, a silver weapon or radiant damage.

Inner Strength. Devil's(Including itself), Undead and Monstrosities within 30ft. of the Council Member have advantage on attack rolls and saving throws, and crit on the number 1 lower than usual.(If a creature were to usually crit on a 19 or 20, it would now be able to crit on a 18, 19 or 20).

Spellcasting. The Council Member is a 13-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7to hit with spell attacks). The Council Member has following Wizard spells prepared:
Cantrips (at will): Firebolt, Shocking Grasp, Message, Mage Hand
1st level (4 slots): Burning Hands, Cause Fear, Charm Person
2nd level (3 slots): Blindness/Deafness, Shatter
3rd level (3 slots): Counterspell, Leomund's Tiny Hut
4th level (3 slots): Wall of Fire, Confusion
5th level (2 slots): Infernal Calling, Immolation
6th level (1 slots): Chain Lightning, Summon Fiend
7th level (1 slots): Power Word: Pain

Actions

Action Name. The Council Member either does two attacks with its claw arm or summons a Fire Hydra.

Massive Claw Arm. Melee Weapon Attack: +7 to hit, reach 5ft., 1 target. Hit: 19 (2d12 + 7) slashing damage. 

Summon Fire Hydra. Ranged Summon 60ft.
The Council member summons forth a Fire Hydra. 
At the point designated within range, three draconic heads burst from the floor. The heads each spew one firebolt(+3 to hit, 1d10 fire damage, reach 120ft) at the casters foe.
The Hydra lasts for 6 rounds has an ac of 20, and 1 hp.
The Fire Hydra can be dispelled with anything that would dispel magic.
It acts and attacks on the same turn as the Council Member 

Reactions

Tormentor. If a creature misses a melee attack with a natural 1 on the Council member, they are become restrained and take 2d6 psychic damage as black tentacles spawn forth from the ground and grab onto them.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

These corrupted High Priests are versatile casters, but can put up a fight in melee combat as well. They move deceivingly fast, making it hard to shake them off your tail.

The leaders of the Zakarum have been irrevocably turned to serve Mephisto the Lord of Hatred. Once faithful and generous leaders of their people, the ruling members of the High Council have been twisted in form and spirit and now take their followers down a darker path. Ruling from the shadows and speaking only through ensorcelled priests, these corrupted holy men abuse their positions and misguide the faithful into attacking those who follow the Light. Their betrayal to their people does not go ‘unrewarded’ by Mephisto, however, as they have been granted abilities far beyond those of their mortal followers.

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.

Monster Tags: DevilCult of the Howling Hatred

Habitat: ForestSwampUrban

RexxarNoggens

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