Large Fiend (Devil), Lawful Evil
Armor Class 22 Natural Armor
Hit Points 754 (52d6 + 572)
Speed 69 ft., Only when puss is present within a 480ft. range , Fly 120 ft., Walk 40 ft.
STR
18 (+4)
DEX
20 (+5)
CON
22 (+6)
INT
24 (+7)
WIS
26 (+8)
CHA
30 (+10)
Saving Throws DEX +14, CON +15, WIS +17, CHA +19
Skills Arcana +19, Deception +19, Insight +17, Intimidation +19, Perception +17, Persuasion +19
Damage Resistances Acid, Cold, Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Exhaustion, Poisoned, Unconscious
Senses Blindsight 240 ft., Darkvision 480ft., Truesight 69,420 ft., Passive Perception 27
Languages All Telepathy 500ft. All, Telepathy 500ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Aura of Chaos. When a creature starts its turn within 20 ft. of Becter, the person controlling Becter's stat sheet rolls a d8 to determine which type of elemental damage the creature will be subjugated to (1/Force, 2/Radiant, 3/Acid, 4/Fire, 5/Cold, 6/Lightning, 7/Thunder, 8/Necrotic). Then the creature must succeed on a DC 24 Dexterity Saving Throw, taking 30 (10d6) on a failure or half as much on a success.

Divine Spellcaster. Becter knows all spells from 0-9th Level, regardless of class or components required, & he may cast all spells at will, no spell slots required. Once per minute in combat, Becter can cast any & all ritual spells with a casting time of 1 minute or more as if they were an action instead. Any range that a spell requires is triple the distance cast from Becter.

Legendary Resistance (5/day). If Becter fails a saving throw, he can choose to succeed instead.

Limited Magic Immunity. Unless Becter wishes to be affected, he is immune to spells of 6th level or lower and has advantage on savings throws of all spells and magical effects

Regeneration. Becter regains 50 Hit Points at the start of his turn.

Actions

 

Multiattack (Recharge 5-6). Becter can make three melee attacks with his Staff of the Magi, each one charged with a 4th level or lower spell. The spell charge ends once all the attacks have been made.

Hellfire Pillar (Recharge 6). Becter chooses a point on the ground that he can see within 480 feet of him. A cylinder of hellfire, 100 feet tall with a 20-foot radius, rises from that point and lasts for 1 minute. Creatures in the area when the pillar erupts, or that end their turn in the area, lose their immunity or resistance to fire damage, or gain vulnerability to fire damage if they did not have any resistance or immunity, for 1 minute. In addition, each creature must make a DC 26 Dexterity saving throw, taking 210 (20d20) fire damage on a failure, or half as much damage on a success.

Staff of the Magi. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 3 (1d6) or 4 (1d8) versatile plus Spell Charge effects of the controllers choice.

Summon Devil (2/short rest). Becter magically summons (100% chance of success) one of the following type of devils: 2d4+2 bone devils, 1d6+2 horned devils, 1d6+2 erinyes, 1d4+2 ice devils, or 1d4 pit fiends; or (75% chance of success) one of his Dukes; or (25% chance of success) one archduke.

Bonus Actions

Elemental Affinity. As a Bonus Action, Becter can change any elemental damage type to any of the ones listed in the Aura of Chaos Trait.

Spellcasting. As a Bonus Action, Becter can cast a spell with a casting time of one action as a Bonus Action instead.

Reactions

Archduke's Dissonance (Recharge 5-6). Becter attempts to twist the mind of an assailant with disturbing, intrusive thoughts and images. The target must succeed on a DC 25 Wisdom Saving Throw. On a failure, they are goaded to attack an illusory visage of Becter, taking 39 (6d12) Psychic damage.

Spellcasting. Becter can cast a spell with a casting time of 1 Action or Bonus Action as a Reaction.

Legendary Actions

Becter can take 5 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. If Becter has unspent legendary actions at the end of the round, he may spend and immediately use his remaining legendary actions. Becter regains spent legendary actions at the start of his turn.

Spellcasting (Cost 1 Action). Becter chooses a spell of 4th level or lower & casts it, regardless of casting time.

Maddening Aura (Cost 2 Actions). Becter chooses a point he can see within range, up to 480 ft. Every creature within a 100 ft. cylinder of the area must succeed on a DC 25 Charisma Saving Throw or be subject to the effect of the spell Crown of Madness. Becter can command all creatures under the effect of the spell as an Action on his next turn. 

Cast from Hell (Cost 3 Actions). Becter chooses up to 5 other creatures within a 480 ft. radius. All creatures chosen this way must succeed on a DC 25 Charisma Saving Throw or be subject to the effects of the Banishment spell.

Oblivion Spear (Cost 4 Actions). Becter unleashes a spear of energy & throws it in a line 30 ft. wide & 200 ft. long. Each creature in this line (minus the last creature at the furthest point) must make a DC 25 Dexterity Saving Throw or take 40 (8d10) force damage, half on a success. All creatures within a 100 ft. radius of the furthest point must make the same Saving Throw. On a failure, they are subject to 90 (15d12) force damage, half on a success. Any creature that takes damage from this attack must succeed on a DC 25 Constitution Saving Throw at the start of each of their turns. On a failure, the creature is subject to 32 (8d8) necrotic damage. If a creature fails 3 times in a row, mortal creatures are treated as though they have less than 100HP and are subject to the Disintegrate spell, no save. Should a creature succeed on any of the Constitution Saving Throws beforehand, the effect ends.

Ascendant Form- True Terror (Cost 5 Actions/Recharge 6). Drawing on all aspects of his heritage and various sources of power, Becter becomes more than anyone can imagine. Temporarily he disappears from this reality for the remaining round of combat and re-emerges on initiative count 30 of the next round, disregarding initiative counts. On his emergence, all creatures of Becter's choice in the Nine Hell's are subject to a DC 30 Wisdom save, on a 1 any mortal creature makes they are erased from existence.  On a 2-5 any creature is subjected to madness, 3 levels of exhaustion and takes a permanent -5 to Intelligence, Wisdom and Charisma as well as 240 (24d20) psychic. On a 6-10 any creature is subjected to 1 level of exhaustion and 120 (20d12) psychic damage. On an 11-19 the creature is subject to the Blinded, and Frightened conditions and must look for any exit from the Nine Hell's if possible, even attacking allies to do so, at the end of subsequent turns they may roll a DC 30 Wisdom save, on a success the effect is ended and they become immune to these specific effects. On a 20-24 the creature falls to their knees in Becter's presence to worship him, during each of their subsequent turns they may roll a DC 30 Wisdom saving throw, on a success the effects end and they become immune to these specific effects. On a 25- 29 the creature becomes immobile as reality warps around them locking them in place for 1 full round of combat. 

When this Legendary action is used Becter gains 500 temporary hit points one time only. Further, he is granted the ability to warp space and time as he sees fit within his domain for 1 minute of combat.

In place of his spellcasting he may attempt to subject one creature within the Nine Hell to any point in time or space limited to his imagination. Conversely he can undo any events within the allotted minute or restructure anything as he sees fit. Any living or divine creature subjected to this specific ability must succeed on a DC 30 Constitution save, on a pass they are immune for 1 minute.

 

Mythic Actions

Becter has one Mythic Action point, & can only use his Mythic Action while in Ascendant Form, and only once a day. He can choose to expend the Mythic Action point at the end of another creatures turn.

Consolidation of Power (Cost One Action). Becter attempts to syphon all magic power from any entities within 120 ft. radius, centered on himself, followed by their lifeforce. Any creature within the radius must succeed on a DC 30 Intelligence Saving Throw, losing all unspent spell slots on a failure, or half, rounded down, for each level with spell slots remaining. In addition to this effect, for every spell slot stolen, Becter's magical spell attacks deal an additional 10 damage. Further, any creatures who failed the first saving throw must then succeed on a DC 30 Constitution Saving Throw. On a failure, the creature's Hit Point Maximum is reduced to one. For every Hit Point stolen this way, Becter gains Temporary Hit Points by the amount taken.

Description

Becter, a man once known as a hero, is now the Lord of the Nine Hells. To tell the true origin stories of Becter you must delve deep into an ancient history that is all but a fable now. Born by the sea side of a desolate continent, Becter was the child of a man named Edelweiss and the Goddess Nerwin. Having lived with his father through his formative years Becter hardly had room to breathe, which would cascade into where he is now. He left his forlorn home and traveled to Sublimis. It was here his story would truly unfold, a grand adventure very much so out of the ordinary. However, this is also where he learned to embrace his darker side. Selling his soul to Asmodeus, he gained power, but it was not enough. Becter would eventually betray the Dark Lord, and after a careless wish was completely bound to the fiends servitude.. That is until the Lady of Pain stepped in and imprisoned Asmodeus and thrust Becter and one known as Absynth into the dual rulership of the Hells. This would be a short arrangement however, as when Becter sent Absynth to slay the Lady of Pain, Absynth would also die. When this happened the remainder of the Nine Hells' power seeped into Becter, allowing him to ascend even further. The true issue lies however in his mixed lineage and how it reacts with his power. A man, born of a man and a God, has ascended to the throne of the Nine Hells. How much further can he grow?

Lair and Lair Actions

Overlord of Hell. Becter is the supreme ruler of the Nine Hells. This title has power and his might is greater anywhere in the Nine Hells. While on Baator, Becter is considered CR 35 (265,000 XP) and he gains the following attributes:

  • Becter rolls a critical hit on a natural 19-20.
  • Becter can, 2/day, use an action or legendary action to teleport anywhere in Baator.
  • Becter can, on an initiative count of 20 (losing initiative ties), use any of the domain actions available to the lord of the layer of Hell he is on.

Lord of Nessus. Like all of the Nine, Becters’ title has power and his might is greater while he is in his domain. While on Nessus, Becter is considered CR 37 (315,000 XP) and he gains the following attributes:

  • Becter has advantage on all attack rolls.
  • Becter rolls a critical hit on a natural 18-20.

Domain Actions:

While anywhere within the plane of Nessus, Becter can take a domain action as long as he is not incapacitated. On initiative count 20 (losing initiative ties), Becter can draw on the infernal power Nessus to take a domain action to cause one.

  • Becter teleports (3/day) to any location in Nessus.
  • Becter invades the mind of one creature within 240 feet of him. The creature must make a DC 25 Intelligence saving throw taking 55 (10d10) psychic damage on a failed save and half as much damage on a successful one. In addition, the target takes 22 (10d10) psychic damage at the end of each of its turns until it has attacked one ally twice or two allies once.
  • Becter conjures a cloud of burning ash that fills a 40-foot radius sphere centered on a point within 240 feet of him. The cloud spreads around corners, and is heavily obscured (not to Becter). Each creature in the cloud when it appears, or that ends its turn in the cloud, must make a DC 25 Constitution saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one. The cloud last for 1-minute and Becter can use a bonus action to move it 30 feet.

Monster Tags: Devil

Garretttarpley

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