Medium Fiend (Devil), Lawful Evil
Armor Class 19 Natural Armor
Hit Points 228 (24d8 + 60)
Speed 30 ft., Fly 20 ft. Teefa cannot fly higher than 10 ft. off of the ground.
STR
16 (+3)
DEX
22 (+6)
CON
20 (+5)
INT
26 (+8)
WIS
24 (+7)
CHA
30 (+10)
Saving Throws CHA +16
Skills Arcana +10, Deception +13, History +10
Damage Vulnerabilities Force, Radiant
Damage Resistances All damage but Force, Radiant, and Psychic
Damage Immunities Fire
Condition Immunities Blinded, Charmed, Exhaustion, Unconscious
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight 120 ft. , Passive Perception 17
Languages Common, Draconic, Elvish, Ignan, Infernal
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Innate Spellcasting. Teefa's innate spellcasting ability is Charisma (Spell Save DC 24). He can innately cast the following spells, requiring no material components: 

At Will: Charm Person, Fire Bolt, Flaming Sphere, Mage Hand, Magic Mouth, Minor Illusion, Vicious Mockery

3/day Each: Animate Dead, Banishment, Circle of Death, Contact Other Plane, Death Ward, Dispel Magic, Dominate Person, Evard's Black Tentacles, Fear, Fireball, Flame Strike, Gaseous Form, Greater Invisibility, Greater Restoration, Hallucinatory Terrain, Heal, Investure of Flame, Lightning Bolt, Polmorph, Regenerate, Scrying, Summon Fiend, Teleport, Vampiric Touch

1/day Each: Demiplane, Earthquake, Feeblemind, Mass Polymorph, Meteor Swarm, Weird

Legendary Resistance (2/Day). If Teefa fails a saving throw, he can choose to succeed instead. 

Magic Weapon. Teefa's Weapon Attacks are Magical.  

Actions

Multiattack. Teefa attacks with his Hell Blade once and casts one spell. 

Hell Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. 1d8 + 5 slashing damage plus 1d4 fire damage.  

Devilish Gaze. Teefa can pull down his sunglasses and make eyecontact with one creature who can see him. That creature must succeed on a DC 20 Wisdom saving throw, or become frightened until the end of its next turn. 

 Finger Guns. Teefa can make a 'finger guns' gesture at one creature who is able to see him. That creature must succeed on a DC 20 Charisma Saving Throw, or have disadvantage on its next saving throw. 

Legendary Actions

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

Devilish Gaze. Teefa uses his Devilish Gaze action. 

Finger Guns. Teefa uses his Finger Guns action. 

Infernal Screech (Costs 3 actions, 1/day). All creatures who are able to hear Teefa, whether allied with him or not, must succeed on a DC 18 Constitution saving throw or become paralyzed until the end of Teefa's next turn. 

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

Teefa is an archdevil from Minauros, the third layer of Hell. He has light gray skin and deep red hair, and usually wears a black suit jacket with a white button up and red tie, a top hat with two horns on it, large boots, and sunglasses. 

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: Devilfiend

Nathaniel_812

Comments

Posts Quoted:
Reply
Clear All Quotes