Large Fiend (Devil, Halfling), Lawful Evil
Armor Class 22 (studded leather armor)
Hit Points 580 (40d10 + 360)
Speed 50 ft., Fly 150 ft.
STR
24 (+7)
DEX
30 (+10)
CON
27 (+8)
INT
26 (+8)
WIS
27 (+8)
CHA
28 (+9)
Saving Throws STR +15, CON +16, INT +16
Skills Acrobatics +18, Athletics +15, Intimidation +17, Perception +24, Stealth +26
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 26
Languages All, Telepathy 120 ft., Thieves' Cant
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Devil’s Sight. Magical darkness doesn’t impede Solomon’s darkvision.

Fiery Weapons. Solomon's weapon attacks are magical. When he hits with any weapon in his hand, the weapon deals an extra 36 (8d8) fire damage (included in the weapon attacks below).

Gunner. Solomon ignore the loading property of firearms. Being within 5 ft. of a hostile creature doesn't impose disadvantage on his ranged attack rolls.

Innate Spellcasting. Solomon's innate spellcasting ability is Charisma (spell save DC 25). He can innately cast the following spells, requiring no material components:

At will: alter self (can become Small when changing his appearance), detect evil and good, fireball, invisibility (self only), wall of fire

3/day each: blade barrier, dispel evil and good, finger of death

Legendary Resistance (3/Day). If Solomon fails a saving throw, he can choose to succeed instead.

Magic Resistance. Solomon has advantage on saving throws against spells and other magical effects.

Evasion. When Solomon is subjected to an effect that allows him to make a DEX saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Regeneration. Solomon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Solomon dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Squat Nimbleness. When Small he has advantage on any Athletics or Acrobatics check he makes to escape from being grappled, and he can move through the space of any creature that is of a size larger than his.

Whispers of the Dead. He can choose one skill or tool proficiency that he lacks and gain it, as a ghostly presence shares its knowledge with him. He loses this proficiency when he uses this feature to choose a different proficiency that he lacks.

Actions

Multiattack. Solomon attacks twice with his Equalizer and once with a Maneuver. He can substitute Grave Touch for the use of a Maneuver.

The Equalizer (Revolver). Ranged Weapon Attack: +18 to hit, reach 80 (240) ft., one target. Hit: 34 (2d10 + 23) force damage plus 36 (8d8) fire damage.

Maneuvers: Distracting Strike. When he hits with a weapon attack, the next attack roll against the target by an attacker other than him has advantage if the attack is made before the start of his next turn. or Trip Attack. When he hits with a weapon attack, the target must make a STR saving throw (DC 26). On failure, he knocks the target prone.

Grave Touch (Recharge 5–6). Solomon touches one creature within 10 feet of him. The target must succeed on a DC 25 Constitution saving throw or take 44 (8d10) necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Teleport. Solomon magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Bonus Actions

Commander’s Strike. You can direct any devil of Avernus that can see or hear you to strike using its reaction.

Cunning Action. You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Reactions

Fortune (Good Luck). When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Misfortune (Bad Luck). When an enemy you can see within 30 ft. of you rolls a 20 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the enemy reroll the die and must use the new roll.

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Legendary Actions

Solomon 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. Solomon regains spent legendary actions at the start of his turn.

Sneak Attack (Cost 3 Action). Solomon temporarily teleports the behind one creature he can see within 120 feet of him and commands it to combust. The target must succeed on a DC 26 Dexterity saving throw or take 46 (4d10+24) force damage.

Immolating Gaze (Costs 2 Actions). Solomon turns his magical gaze toward one creature he can see within 120 feet of him and commands it to combust. The target must succeed on a DC 25 Wisdom saving throw or take 22 (4d10) fire damage.

Teleport. Solomon uses his Teleport action.

Description

Once a noble inquisitor charged with removing the threat of demons and devils on the material plane. Solomon Bane found himself dragged into the middle of the Blood War on a quest to save the falling city of Elturel. 

Seeing the direction of the Blood War shifting, Asmodeus saw the need for an alternate representative in Avernus, should Zariel fall. So he offered Solomon the power to accomplish his mission and bound him to the plane of Avernus. When the time came, Solomon's “rise” came at the expense of Zariel, his predecessor. Solomon terminated her to accomplish his mission and triggered Asmodeus's failsafe and forcing him to take up her role as Archdevil of Avernus.

The Equalizer. Mahadi the Rakshasa, the eyes and ears of Asmodeus in Avernus, continually works to mitigate and redirect potential threats to both himself and his master. Thus he has pulled on his master’s eldritch energies and crafted them into Solomon's fearsome firearm, a frighting weapon with an eternal hunger for the souls of the damned for the promise of power. As long as Solomon wields this weapon, he cannot knowingly take action against Asmodeus and his interest.

JReyBr

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