Medium Fiend (Devil), Lawful Evil
Armor Class 22 (deflection)
Hit Points 303 (25d8 + 154)
Speed 40 ft., Fly 30 ft. (hover)
STR
24 (+7)
DEX
18 (+4)
CON
24 (+7)
INT
27 (+8)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws DEX +11, CON +14, INT +15, CHA +12
Skills Arcana +22, Athletics +14, History +22, Intimidation +12, Investigation +22, Perception +11, Persuasion +19, Religion +15
Damage Resistances Cold, Fire, Force, Psychic, Radiant
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned
Senses Truesight 120 ft., Passive Perception 21
Languages All, Telepathy 120 ft.
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Deflection. Bacchus warps gravity around itself to magically deflect incoming attacks. While Bacchus is wearing no armor and not incapacitated, its AC includes its Intelligence modifier.

Disintegrative Weapons. Bacchus' weapon attacks are magical and deal an extra 27 (6d8) force damage on a hit (included in the attacks). If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.

If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw.

Hellish Awareness. Bacchus knows if it hears a lie.

Immortal Nature. Bacchus doesn’t require food, drink, or sleep.

Innate Spellcasting. Bacchus' innate spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, detect magic, identify, invisibility (self only), magic missile (8 darts)

3/day each: banishment, counterspell, dispel evil and good, dispel magic, silence, raise dead, wall of force

1/day each: commune, contingency, disintegrate, heal, regenerate, symbol, teleport

Legendary Resistance (3/day). If Bacchus fails a saving throw, it can choose to succeed instead.

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

Telekinetic. Bacchus has the ability to move or manipulate objects by thought. As an action, Bacchus can exert its will on one creature or object that it can see within range, as detailed in the spell Telekinesis.

Actions

Multiattack. Bacchus makes three attacks: two with its gavel and one with its tail.

Gavel of Justice. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) bludgeoning damage, plus 27 (6d8) force damage.

Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage, plus 27 (6d8) force damage. If the target is Medium or smaller, it is grappled (escape DC 22). Until this grapple ends, the target is restrained, Bacchus can automatically hit the target with its tail, and Bacchus can't make tail attacks against other targets.

Change Shape. Bacchus magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (Bacchus' choice).

In a new form, Bacchus retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.

Dome of Force (Recharge 5-6). Bacchus magically forms a 5-foot radius sphere of shimmering force around itself. Creatures caught within the sphere's area must succeed on a DC 23 Dexterity saving throw, taking 35 (10d6) force damage on a failed save or half as much damage on a successful one. When Bacchus forms this dome, it can designate any number of creatures it can see to be unaffected by this damage and automatically make their saving throw.

This sphere of shimmering force then encloses the area for 1d4+1 rounds. Any creature that fails the save and is entirely within the area is trapped inside the sphere. Creatures that succeed the save or are partially within the area are pushed away from the center of the sphere until they are no longer inside it. Any object caught within the dome's sphere automatically fails the saving throw and is contained within the dome.

Nothing beyond force spells—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. In addition, the sphere is immune to all damage. A creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it beyond the aforementioned force spells.
A disintegrate spell targeting the dome destroys it without harming anything inside it.

Healing Touch (4/Day). Bacchus touches a creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Summon Devil (1/day). Bacchus chooses what to summon and attempts a magical summoning.

Bacchus summons 3d6 Spined Devil, 1d6 White Abishai, 1d4 Bone Devil (Polearm Variant), or 1d2 Erinyes (Rope Variant) with no chance of failure.

A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Bonus Actions

Psi-Powered Leap (1/Rest). As a bonus action, Bacchus can propel its body with its mind. It gains a flying speed equal to twice its walking speed until the end of the current turn. Once it takes this bonus action, it can't do so again until it finishes a short or long rest.

Shove. As a bonus action, Bacchus can try to telekinetically shove one creature it can see within 30 feet of it. When it does so, the target must succeed on a Strength saving throw (DC 23) or be moved up to 10 feet in any direction. A creature can willingly fail this save.

Reactions

Force Field. Bacchus adds 7 to its AC against one melee attack that would hit it. To do so, Bacchus must see the attacker and have one free hand.

Unyielding. When Bacchus is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.

Legendary Actions

Bacchus 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. Bacchus regains spent legendary actions at the start of its turn.

Gavel. Bacchus attacks with its Gavel.

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

Swift Tail (Costs 2 Actions). Bacchus attacks with its tail.

Telekinesis (Costs 2 Actions). Bacchus uses its Telekinetic ability.

Staggering Burst (Costs 3 Actions). Bacchus emits magical, mental energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 13 (4d6) force damage plus 13 (4d6) psychic damage on a failed save, or half as much damage on a successful one. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.

Description

Senior Justice Bacchus appears as a towering, golden-skinned and extraordinarily handsome humanoid overflowing with power and prestige. Despite its love of solitude, Bacchus carries a vast understanding of magic and the world’s history, as well as the ability to warp the fabric of the world around it. Citizens of Ardor often seek out the judgments and knowledge of Bacchus and its associates within the Sevilen Hall of Justice.

Originally an astral deva in the service of a high celestial, Bacchus fell from grace due to an early foray into the material plane. Seeking answers to moral questions none of its kin could satisfy, it found solace investigating all it encountered until it was seduced deeper and deeper into true evil -- the Red Heavenly King Eglecias, The Son of Mephistopheles.

Gate Key. Bacchus carries the Legendary magical item Gate Key.  When properly operated, the gate key can be used to attune any bounded space, such as a doorway or a cave opening, to another bounded space on any plane of existence previously visited by the wielder. When two bounded spaces are attuned, an interdimensional portal springs up at each location, and the two portals are connected. When the wielder creates a pair of portals, he or she also establishes the necessary key that travelers must have to access the portal. Possible keys include nothing, a pearl, a particular hair color, or even the Gate Key itself. Up to sixty different pairs of portals can be attuned in this manner. Creatures can pass through a portal in either direction by spending 5 feet of movement. To any creature without the proper key, the interdimensional portals are not visible (though true seeing or similar magic reveals their presence).

Lair and Lair Actions

Bacchus' principal lair is its Hall of Justice in the country of Ardor. It consists of Sevilen's guard headquarters, judiciary court, jails, and offices of other criminal justice agencies. This arrangement of buildings is magnificent, with beautiful high-arched windows and gleaming marble and quartz pillars. Even outside of the usual hustle-and-bustle of this major city, it sees a lot of foot traffic throughout the day. Despite this, the inner sanctums of this hall are spotless in silence as it leads further into the personal libraries and office of Chief Justice Bacchus. This is just a front for its secondary lair, a repository hidden deep in the wild forests of Ardor and nominally accessible through Bacchus' gate key.

Lair Actions

When fighting inside its lair, Bacchus can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Bacchus can take one lair action to cause one of the following effects:

  • The lair trembles violently for a moment. Each creature on the floor of the lair must succeed on a DC 19 Dexterity saving throw or be knocked prone.
  • Bacchus can shield itself and others with telekinetic force. It can choose up to 8 creatures, which can include it, that it can see within 60 feet of it. Each of the chosen creatures is protected by half cover until the next initiative count 20.
  • Bacchus targets a creature it can see within 120 feet of it. Bacchus breaks the creature’s concentration on a spell it has cast. The creature also takes 1d4 psychic damage per level of the spell.
  • Bacchus casts its innate magic missile.

Bacchus can't use the same effect two rounds in a row.

Regional Effects

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

  • Intelligent creatures within 1 mile of the lair frequently see shimmering portals leading to places they consider safe. Passing through a portal always deposits a traveler to a town somewhere in Ardor.
  • Books, letters, and any other physical forms of writing within 6 miles of Bacchus' lair become magically charged and can't be damaged by nonmagical means. Once per day, Bacchus can cast the legend lore spell, requiring no spell components, naming any person, place, or object within 1 mile of the lair as the spell's subject.
  • Creatures with a flight speed are exceptionally speedy and agile. Every creature that can fly within 1 mile of the lair has both their walking and flying speed increased by 10 feet. Creatures with flight speeds 60 ft or higher gain the flyby ability.
  • The skies above Bacchus' lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible for the time of day.

If Bacchus dies, the first two effects fade over the course of 1d10 days. The second two effects fade immediately.

Previous Versions

Name Date Modified Views Adds Version Actions
11/17/2022 9:21:24 AM
36
0
2
Coming Soon
1/4/2023 7:11:16 AM
38
0
3
Coming Soon

Monster Tags: Devil

Habitat: ForestMountainUrban

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