Medium Fiend (Devil), Neutral Evil
Armor Class 16 Natural armor
Hit Points 175 (15d10 + 100)
Speed 30 ft., (Hover)
STR
12 (+1)
DEX
22 (+6)
CON
18 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws DEX +11, CON +9, WIS +8
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60ft, Passive Perception 18
Languages Common, Deep Speech, Infernal
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

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

Blood Siphon. After being reduced to half health, the Blood Devil will now recieve HP equal to all necrotic damage it deals. This includes damage received from Hemorrhage.

Hemorrhage. Creatures afflicted by Hemorrhage take 2d6 necrotic damage at the start of their turns. A creature can be cured through magical healing or a successful DC15 medicine check to bind the wound. Creatures without blood are immune to this effect.

Actions

Multiattack. The Blood Devil makes three Rend attacks to any creatures within range.

Rend. Melee Weapon Attack: +11 to hit, reach 5ft. Hit: 12 (2d6+6) piercing damage and 2d8 necrotic damage.

Impalement. Sanguine extends a claw, growing out in an instant in a 30-­foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 16 (3d10) piercing damage on a failed save, or half as much damage on a successful one. Creatures that fail by 5 or more also take 7 (2d6) necrotic damage and begin Hemorrhaging.

Blood Boil (Recharge 5-6). Ranged Area of Effect attack: 30ft range, 10ft radius sphere. All creatures with blood within the area must make a Constitution Saving Throw (DC 17), taking 2d8 necrotic damage on a failure, or half a much on a success.

Drain (Recharge 6). Ranged attack: 30ft range. Target must make a Constitution Saving Throw (DC 17), taking 6d10 necrotic damage on a failure, or half as much on a success. Can only be used after being reduced to half HP.

Reactions

Blood Veil (3 /Day). An amorphous barrier of blood rises and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack.

Description

Enter a general description for your monster here.

Gibz

Comments

Posts Quoted:
Reply
Clear All Quotes