Medium Fiend (Devil)
Armor Class 26
Hit Points 540 (40d10 + 320)
Speed 50 ft., fly 120 ft.
STR
24 (+7)
DEX
27 (+8)
CON
26 (+8)
INT
30 (+10)
WIS
27 (+8)
CHA
28 (+9)
Saving Throws DEX +16, CON +16, WIS +16, CHA +17
Skills Acrobatics +16, Deception +17, Insight +16, Investigation +18, Perception +16, Persuasion +17, Sleight of Hand +16, Stealth +16
Damage Resistances Acid, Cold
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Petrified
Senses Blindsight 200 ft, Truesight 160 ft, Passive Perception 26
Languages All, Telepathy 480 ft
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

 

Banishment. When Glasya’s hit points drop to 0, her body is destroyed but her essence travels back to her domain in Malbolge, and she is unable to take physical form for a time.

Confusion Aura. Any creature that Glasya chooses within 20 feet of her must make a DC 25 Wisdom saving throw or become affected by the effect of the confusion spell. A creature may repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. If the effect ends for a creature, it becomes immune to Glasya’s aura for the next 24 hours

Innate Spellcasting. Glasya’s spellcasting ability is Charisma (spell save DC 25, + 17 to hit). Glasya can innately cast the following spells, requiring no material components:

At will: alter self (can become medium when changing appearance), detect evil and good, confusion, vicious mockery (17 psychic damage), warding bond, charm person, detect magic, dispel good and evil, fear, suggestion, vitriolic sphere, phantasmal force, phantasmal killer, hypnotic pattern, major image, dream, invisibility (ring of invisibility)

3/ day each: counter spell (6th level) dispel magic (6th level), hold monster, blight, dominate monster (9th level), gate, vampiric touch (8th level), heroism, hellish rebuke, polymorph, finger of death (rise as vampire spawn), contagion, greater invisibility, mirrage arcane, mental prison, sleep (9th level), simulacrum 

1/day each: feeblemind, illusory dragon, mass suggestion, power word kill, giant insect (wasp, immune to fire and poison; resistant to cold and bludgeoning, piercing and slashing that is nonmagical), true polymorph, wish (must be used with either the listed examples or to grant another creature’s wish and does not suffer the stress of casting wish)

 

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

Increased Resistance. Glasya has advantage on all saving throws (Cloak of resistance)

Magic Weapons. Glasya’s weapon attacks are magical

Reactive. Glasya can make two reactions per round

Regeneration. Glasya regains 30 hit points at the start of her turn

Actions

 

Multiattack. Glasya casts two at will spells or makes three melee weapon attacks with Nettle, Spite or Bleed

Nettle. Melee Weapon Attack: + 16 to hit, reach 5 feet, one target. Hit: 11(2d6 + 5) slashing damage and 11 (2d6 + 5) poison damage and the target becomes poisoned for 1 minute

Tormented Soul: If Glasya kills a creature using Nettle as the last hit, she can trap the target’s soul in the dagger sending it into a world of excruciating torment. While she has a soul in the dagger she can force another creature that she hits with it (recharge 6) to make a DC 25 constitution saving throw or link part of the trapped soul’s suffering to the target and paralyze it until her next turn. Glasya can also ask the soul any question but the soul is not forced to respond truthfully. There can only be one soul trapped inside the dagger at a time. Where Glasya to trap another souls, the soul that was already inside the dagger dagger would be freed.

Spite. Melee Weapon Attack: +16 to hit, reach 10ft. Hit: 13 (2d6 + 7) bludgeoning damage, and 13 (2d6 + 7) piercing damage. On a hit, Glasya can force the target to make a DC 25 wisdom saving throw (recharge 5-6) or charm them. The target can repeat the saving throw at the end of each of it’s turns ending the effect on a successful save. If the effect ends, the creature becomes immune to this effect for the next 24 hours

Bleed. Melee Weapon Attack: +16 to hit, reach 5ft. Hit: 12: (2d6 + 6) slashing damage. In addition, in a successful hit add a bleed counter to the target of the hit. After the third counter, the target must make a DC 25 Constitution saving throw or suffer from a blood loss effect and take 3/20 of its max Hp plus an additional 9 (3d6) slashing damage

Diseased Touch. Melee Weapon Attack: +16 to hit, reach 5 feet, one target. Hit: The creature must make a DC 25 Constitution saving throw or become diseased. A diseased creature takes one level of exhaustion at the start of each of its turns. A creature may repeat the saving throw at the end of each of its turns, stopping the progression of the effect on a successful save, but previously attained levels of exhaustion remain. If a creature succeeds on the saving throw, it becomes immune to the effect for the next 24 hours

This is an extremely contagious disease. At the end of each of the diseased creatures turns, all creatures within 10 feet of the diseased creature become dormant infected with the disease. After 10 days of being dormant, the dormant creature must make make a DC 25 Constitutional saving throw or become diseased as well.

Dormant creatures are not affected by the effects of the disease, but they can still infect others

Chains of Despair (recharge 5-6). Glasya causes chains to rise from the ground in a 30 foot radius, 50 foot high area that she can see within range. Each creature in that area must make a DC 25 strength or Dexterity saving throw, or become restrained by the chains and pulled to the ground (taking falling damage if in midair).

While the creatures are restrained, Glasya can use an action or bonus action to burn the the restrained creatures as if by the heat metal spell.
 
The creatures can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success
 
Kiss of Sacrifice (Recharge when no one is under the effect of the Kiss of Sacrifice). Glasya kisses one willing creature or a creature she has charmed. The recipient of the kiss immediately casts warding bond on Glasya even if it has no spell casting abilities (no components necessary). The spell cannot be dismissed. A creature under the influence of the kiss will automatically accept the curse of Glasya
 
Bite. Melee Weapon Attack: + 16 to hit, reach 5 feet, one creature charmed or grappled by Glasya, incapacitated, or restrained. Hit: 9(3d6) piercing damage plus 6 (2d6) poison damage and the creature must then make a DC 25 Constitution saving throw or be paralyzed. A creature may repeat this saving throw at the end of each of its turns, ending the effect on a successful save.
 
Summon (recharge 6). Glasya magically summons (100% chance success): 1d6 erinyes, 1d6 horned devils, or 1d6 vampires; (75% chance of success) a pit fiend; or (60% chance success) a duke of hell
 
Control lair (only while in Malbogue). Glasya uses an action to control her layer. This ability can be as powerful as the DM desires. The attack bonus for attacks made with this ability is 17 and its DC is 25 for ability checks and saving throws and 16 for saves without any modifier. Area effects created by this ability only last a maximum of 4 (1d8) rounds 
Legendary Actions
Glasya can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only one at the end of another creature’s turn. Glasya regains spent legendary actions at the start of her turn.
Attack. Glasya makes a melee attack
Innate Spellcasting. Glasya casts a spell
Teleport. Glasya magically teleports along with anything she is carrying up to 120 feet to an unoccupied space she can see
Curse of Glasya. An angelic voice makes a telepathic offer to a creature that has attacked Glasya. The attacker is offered the “gift” of 30 temporary hit points to help it defeat Glasya. If the attacker accepts, it gets the temporary hit points, but it becomes affected by the curse of glasya. At any point until the curse is removed, if the target dies, and Glasya lives, the target rises as a vampire friendly to Glasya the next round.
Mind Corrupt (Costs 2 Actions). Glasya targets on creature that she can see. The creature must make a DC 26 Wisdom saving throw, taking 60 (8d10+20) psychic damage and become charmed on a failure, or half as much on a successful save
Unwilling Teleport. Glasya magically teleports herself and one creature she can see. The creature must succeed on a DC 25 Charisma saving throw or switch places with Glasya

Description

 

Objetos Magicos

  • Ring of protection: +1 to AC and saving throws while wearing it (not included in the stats)
  • Cloak of resistance: Advantage on saving throws while wearing it
  • Ring of Invisibility: Becomes invisible while wearing it
  • Nettle: Dagger: poison damage, tormenting soul effect
  • Spite: Chain scourge, enchantment effect
  • Bleed: Short sword, blood loss effect

Lair and Lair Actions

While on Malbolge, Glasya gains the following attributes:

  • Glasya can use legendary resistance 4/day
  • Glasya can use 4 legendary actions
  • Glasya has advantage on attack rolls
  • Glasya rolls a critical hit on a natural 19-20

Lair Action

On initiative count 20 (losing initiative ties), Glasya can take a layer action to cause one of the following effects; she can’t use the same effect two rounds in a row.

  • Glasya teleports to any location in Malbolge
  • Glasya causes a 20 foot radius, 20 foot deep pit of poisonous thorns to manifest from a point within 120 feet of her. Anyone falling into the pit takes 7 (1d6 + 4) bludgeoning damage, 16 (4d8) piercing damage and must make a DC 25 Constitution save or take 16 (4d8) poison damage. In addition, if creature starts its turn in the pit, it must make a DC 25 constitution saving throw, taking 16 (4d8) piercing damage on a failure or half as much on a success
  • Glasya targets one creature that she can see within 240 feet of her. The creature must make a DC 25 Wisdom saving through taking 11 (1d10 +6) psychic damage on a failed save or half as much in a success. If the creature fails its wisdom saving through, it must then make a DC 25 Constitution saving through or receive the effect of the corruption of Malbolge. Creatures that are infected take 5 psychic damage at the start of each of their turns, and the effect lasts untik either they leave Malbolge, Glasya removes it or a greater restoration or equally powerful magic removes it
  • Glasya targets one creature that she can see within 150 feet. The target takes 5 psychic damage and it must make a DC 25 Wisdom saving throw. On a failure, the creature’s wisdom and charisma scores become 1 until the end of its next turn. The creature cannot cast spells while under the effect of the curse of Malbolge
 
 
 
Only one layer action can be used per round and only after the creature with the highest initiative completes its turn

 

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