Demon’s Sight. Magical darkness doesn't impede the devil's darkvision.
Magical Knowledge. The demon has advantage on saving throws against spells and other magical effects.
Plant-Like Body. Due to this being being able to spawn from plants as it wishes, it’s body can twist and shape into vines, letting him resize his body as he pleases, though the plants outside of his estate move stiffly. He can use this power to grapple and attack.
Deal With the Devil. In his mortal life, Rhett had a horrific experiment done on him. As a last ditch effect or being useful while his body changed, he made a deal with the Devil (one of the 21 major gods of the Arcane Pantheon) to keep his husband safe. He now works as one the Devil’s right-hand-men, and can call upon the power of this god.
Spellcasting. Rhett is an 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 26, +8 to hit with spell attacks). The Courtier has the following warlock spells prepared:
Cantrips (at will): infestation, poison spray
3rd level (7 slots) //listen I would have had to make two more spell lists so he just gets a few more level 3 slots for ease- I’m lazy mk?//: hellish rebuke, mind spike, detect thoughts, crown of madness, counterspell, summon shadowspawn incite greed
4th level (3 slots): black tentacles
5th level (3 slots): far step, dominate person, telekinesis
6th level (1 slot): soul cage
7th level (1 slot): power word pain
8th level (1 slot) maddening darkness
Multiattack. The devil makes three melee attacks: two with its meteor hammer and one with its punch. It can use Plant Teleport in place of any melee attack.
Magic Meteor Hammer. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 6 + 4) bludgeoning damage.
Plant Teleport. As an action, the Courtier can travel through any plant life in the area. He can move to a plant nearby, to as far as miles away. His body disappears into the vines, though reanimating himself on the other side takes an additional action.
Plant Punch. The demon’s right arm increases exponentially in size, turning into green vines and plants that are thorny to the touch. Melee Spell Attack: +11 to hit, reach 10 ft., one target. Hit: 29 (5d8+7) bludgeoning damage.
Familiar. As a bonus action, he can call upon his familiar Ealhheart.
The Courtier 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. The Courtier regains spent legendary actions at the start of its turn.
Psychic Plant Drain (Costs 2 Actions). One creature grappled by the Courtier takes 10 (3d6) psychic damage, and the courtier regains hit points equal to the damage the creature takes.
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