Large Fiend (Devil), Lawful Evil
Armor Class 18 (natural armor)
Hit Points 260 (40d10 + 40)
Speed 30 ft., fly 90 ft.
STR
12 (+1)
DEX
18 (+4)
CON
12 (+1)
INT
18 (+4)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws CON +8, WIS +11, CHA +12
Skills Deception +12, History +11, Insight +11, Intimidation +12, Persuasion +12, Sleight of Hand +11
Damage Resistances Cold, Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 14
Languages All, Telepathy 120 ft.
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Devil's Sight. Magical darkness doesn't impede Glasya's darkvision

Intoxicating Aura. At the start of Glasya's turn, each creature within 30 feet of her must make a DC 20 Wisdom saving throw, provided Glasya isn't incapacitated. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, the creature becomes charmed by Glasya. A creature under this effect can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once it succeeds on the saving throw, a creature is immune to Intoxicating Aura for 24 hours.

Legendary Resistance (3/day). If Glasya fails a saving shrow, she can choose to succeed instead.

Divine Devil. When Glasya is killed outside Malboge, then her body is shunted back to Malboge where she drops to 1 hit point instead. If Glasya dies on her layer of hell she returns to Malboge with 1 hit point in 1d100 years. 

Actions

Multiattack. Glasya makes three attacks with her Scourge. She can replace one attack with a use of Wicked Mockery.

Scourge. Magical Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 39 (14d4 + 4) slashing damage.

Wicked Mockery. If the target within 30 feet can hear her (though it need not understand her), it must succeed on a DC 20 Wisdom saving throw or take 20 (8d4) psychic damage and become frightened of Glasya. Frightened creatures must immediately use their reaction, if available, to move as far as its speed allows away from her. Creatures don't move into obviously dangerous ground, such as a fire or a pit. A creature frightened this way must make a DC 20 Wisdom Saving throw at the end of each of its turns or remain frightened of Glasya. Once it succeeds on the saving throw, a creature is immune to all effects of Glasya's Wicked Mockery for 24 hours.

Teleport Fiend. Glasya magically teleports, along with any equipment she is wearing and carrying, up to 90 feet to an unoccupied space she can see. She can choose to magically teleport an allied fiend that is within 30 feet of her instead.

Glare. Glasya glares at a creature within 30 feet who is charmed or frightened by her, and it must make a DC 20 Wisdom saving throw. On a failed save, the creature falls unconscious until Glasya chooses, or the sleeper takes damage, or someone uses an action to awaken the sleeper. Undead, and creatures immune to being magically put to sleep aren't affected.

Contagious Bite (1/day). Magical Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage plus 27 (6d8) poison damage, and her bite spreads Flesh Rot into her victim causing its flesh to decay. The creature has disadvantage on Charisma checks and vulnerability to all damage. This is a natural disease, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.

Caress of Death (1/day). Glasya's touch drains the body, mind, and soul of a creature within 5 feet. The creature must make a DC 20 Constitution saving throw. Creatures that are unconscious make their save at disadvantage. On a failed save the creature takes 55 (10d10) necrotic damage, or half as much on a success. A humanoid killed by Caress of Death rises at the start of Glasya's next turn as a zombie that is permanently under her command, following her verbal orders to the best of its ability. 

Bonus Actions

Summon Fiend (1/day).  Glasya magically summons a erinyes or a horned devil. The summoned fiend appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other fiends. It remains until it or its summoner dies, or until its summoner dismisses it as an action.

Live Vicariously.  Glasya magically percieves all senses of one allied fiend or one loyal cultist gaining the benefits of any special sense that creature has. During this time, she is unaware with regard to her own senses. The creature's eyes, if it has any, are unnaturally black or red if they were already black. As a bonus action she can break the connection, and return to her normal senses.

Shapechanger. Glasya can polymorph into a Small or Medium humanoid without her Intoxicating Aura, or back into her true form. Without wings, she loses her flying speed. Other than her size and speed, her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. Glasya reverts to her true form if she dies.

Legendary Actions

Glasya can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Glasya regains spent legendary actions at the start of its turn.

Attack. Glasya makes one attack with her scourge.

Manipulate.  An allied fiend, or a creature charmed by Glasya uses its reaction to move as far as its speed allows, and make one attack against a target of Glasya's choice that she can see.

Scorn.  Glasya uses Wicked Mockery, or Glare.

Teleport Fiend.  Glasya uses Teleport Fiend.

 

Description

For a time Glasya was a capricious schemer dating back to the Reckoning, and continuing more recently into currency fraud involving souls within the Nine Hells. It was Asmodeus himself who put a hold on Glasya's plans by elevating her to Archdevil, and jailer of Malbolge. With this duty Asmodeus confined her to only entice souls through delving into matters of contracts, bargains, and legalities. 

Despite her new responsibility as a jailer she may adorn herself in luxurious jewels, clothes, and finery worth several thousands of gold. Glasya appears as a 9 foot tall, black-haired figure with leathery wings similar in form to a succubus. Her skin has a copper tone, however it is more metallic when compared to normal humanoids. Even if her duties may keep her busy from indulging in favorite pastimes she can experience them vicariously through any favored fiend tempting mortals, such as an erinyes or succubus.

The desire to acquire more souls never stopped, as it shouldn't for any devil. Glasya and her agents offer mortals advice on how to manipulate, or identify loop holes and escape clauses within the law. Whatever it is mortals desire Glasya will help them obtain it without violating legal precedent. Petitioners may want power, money, and love...with some wanting out of dark bargains with another devil. This scrupulous nature has earned her ire from stronger Archdevils, but solidified her place on Malbolge.


Variant Traits

Archdevil's Resistance. Legendary Resistance is replaced by this feature. If Glasya Fails a saving throw, then an allied creature within 30 feet of her attempts to use their reaction by sacrificing 30 hit points or dying for Glasya so she can succeed instead.

Magic Resistance. Reduce Glasya's current AC by 2. Glasya has advantage on saving throws against spells and other magical effects.

Regeneration. Reduce Glasya's current, and maximum hit points by 60. Glasya regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Glasya dies only if she starts her turn with 0 hit points and doesn't regenerate.


Variant Actions

Multiattack. Glasya makes three attacks with her Scourge. She can replace one attack with a use of Wicked Mockery, or cast vicious mockery once.

Claw. Magical Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage plus 27 (6d8) poison damage. Glasya can make a claw attack for any one of her Scourge attacks if her weapon is missing.

Innate Spellcasting. Glasya’s innately casts one of the following spells, requiring no material components, and using Charisma as the spellcasting ability (spell save DC 20):

At will: friends, minor illusion, vicious mockery (can replace Wicked Mockery), disguise self, sleep (can replace Glare), alter self (can become medium when changing her appearance), major image, charm monster

1/day each: confusion, contagion (can replace Contagious Bite), hold monster, arcane gate, finger of death (can replace Caress of Death), dominate monster, true polymorph


Variant Legendary Actions

Cast a Spell (Costs 2 Actions). Glasya uses Innate Spellcasting.


Variant Possessions

 ring of invisibility.While wearing this ring, Glasya can turn invisible as an action. Anything she is wearing or carrying is invisible with her. She remains invisible until the ring is removed, until she attacks or casts a spell, or until she uses a bonus action to become visible again.

ring of protection. Glasya gain a +1 bonus to AC and saving throws while wearing this ring.

mantle of spell resistance. Glasya has advantage on saving throws against spells while she wears this cloak.

glasya's keen scourge of speed. While wielding this weapon Glasya is able to use the Scourge presented under her actions, and ignores all other properties in this weapon's description.

Weapon (whip), legendary (requires attunement)
While Glasya was known to wield a short sword that had speed and was virulent, she later replaced it with this scourge. Her scourge shares the same speed of her older weapon, but has been made exceptionally sharp as opposed to poisoned. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, deposited into the Birthing Pools of Malbolge where it reemerges as a lemure devil after the agonizing experience.

You have a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with it, that creature takes an extra 1d4 slashing damage. In addition, you can make one attack with it as a bonus action on each of your turns, and any attacks made with this weapon score a critical hit on a roll of 19 or 20.

Proficiency with a whip allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Notes: Damage: Slashing, Bonus: Magic, Bonus: Melee Attacks, Damage, Combat, Finesse, Reach

Lair and Lair Actions

Glasya’s Lair

Glasya's lair is Osseia with the palace being made from the skull of the previous Hag Countess, Malagard. Ten towers circle around Osseia made from the finger bones of the hag; one was made the Tower of Pain for torturing Glasya's most dangerous enemies, while the other towers became guard posts. The citadel is situated atop adamantine pillars that appear to teeter on the edge of collapse, and yet remain sturdy. Malbolge acts as a prison for those found guilty in the courts of Phlegethos, and the condemned hang trapped in dangling cages beneath supported platforms. Centered within Osseia, the Garden of Delights, is rumored to be a small refuge of hope. Conversely the Hair Forest, or Forest of Sighs, is Glasya's dumping ground for lemure and other hideous monstrosities. The body of Malagard has mostly rotted away, and the return of older Malbolge pokes out as obsidian crags crumbling into deafening avalanches. Some have taken to the caves, and tunnels in the infinite slope for shelter, but Malbolge remains a twisted place of extremes reflecting its ruler.

Lair Actions

On initiative count 20 (losing initiative ties), Glasya can take one of the following lair actions; she can't take the same lair action two rounds in a row:

Promises from the Garden of Delights.  Glasya's words invoke images of pleasure. Each creature that can hear Glasya within 120 feet must make a DC 20 Wisdom saving throw, or become magically charmed until the start of its turn. Charmed creatures must immediately use their reaction, if available, to move as close as its speed allows towards Glasya. Creatures don't move into obviously dangerous ground, such as a fire or a pit.

Cries from the Forest of Sighs. Glasya's words invoke images of torment. Each creatures that can hear Glasya within 120 feet must make a DC 20 Wisdom saving throw, or become magically frightened until the start of its turn. Frightened creatures must immediately use their reaction, if available, to move as far as its speed allows away from Glasya. Creatures don't move into obviously dangerous ground, such as a fire or a pit.

Regional Effects

The region containing Glasya's lair is warped by magic, which creates one or more of the following effects:

Osseia. The general area of the lair is filled with muffled screams beneath rotten soil, and sounds of distant tumultuous avalanches. Closer towards the palace music plays with an ominous mood. Humanoids only regain hit points from one hit dice when finishing a short rest, or long rest within Osseia.

Garden of Delights. While humanoids are inside the gardens they ignore the regional effects of Osseia, and are imposed with disadvantage on saving throws against being charmed.

Forest of Sighs. Falling damage is doubled on trees, and counts as piercing. Creatures impaled on trees don't die, and are stabilized by tiny roots growing from the tree. The creature becomes stable for 10 years after which it dies with the soul consumed forever requiring a wish spell to be restored.

If Glasya dies, these effects fade over the course of 1d10 days, and return in the same amount of time after she returns.

Cultists of Glasya

Glasya grants special abilities to her most loyal cultists. They can gain the Step into Shadows trait, and her cult’s leaders can also gain the Infernal Ring Leader trait.

Step into Shadows (Recharges after a Short or Long Rest). As an action, this creature, along with anything it is wearing and carrying, magically becomes invisible until the end of its next turn.

Infernal Ring Leader. As a reaction when this creature is hit by an attack, it can choose one ally it can see within 5 feet of it and cause that ally to be hit by that attack instead.

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Monster Tags: Devil

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