Large Fiend (Devil), Chaotic Evil
Armor Class 18
Hit Points 120 (15d8 + 30)
Speed 45 ft., Fly 60 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws DEX +6, CON +7, WIS +5, CHA +7
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision Devil's Sight. Magical darkness does not stop Darkvision, Passive Perception 13
Languages Common, Infernal Infernal
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Hellish Weapons. Calypso can summon weapons she is familiar with and attack with them. Use the weapons traditional base damage, but add 1d12 poison damage to every weapon attack.

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

Spell Caster: Calypso is a 4th-level spellcaster. Its spellcasting ability is [Charisma] (spell save DC 14, +4 to hit with spell attacks). Calypso has the following Sorcerer spells prepared:

  • At will: Charm Person , Ray of Sickness
  • 3/day: Charm Monster, Darkness, Counterspell
  • 1/day: Wall of Fire

Legendary Resistance (1/day). If Calypso fails a saving throw, she can choose to succeed instead.

 

Actions

Multiattack. Calypso makes three attacks from the following list. You may either do 1 of each, or 2 glaive attacks and one of the others.

  • Glaive (+1). Calypso summons and attacks with the weapon she used in her previous life. Melee Weapon Attack:  +8 to hit, reach 10 ft., 1 target. Hit: 8 (1d10 + 4) [piercing] damage and 7 (1d12) [poison] damage. 
  • Tail Strike. A scorpion-like tail reaches out and pierces your target. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 5 (1d4 + 4) [piercing] damage and 10 (2d8) [poison] damage. On hit, the target will also have to save on a DC 15 Saving throw or fall under the Poisoned condition.
  • Wicked Mockery: If a target within 30 feet can hear her (though it need not understand her), it must succeed on a DC 15 Wisdom saving throw or take 8 (3d4) psychic damage and become frightened by Calypso. Frightened creatures must immediately use their reaction, if available, to move as far as its speed allows away from her. Creatures don't move into obviously dangerous ground, such as a fire or a pit. A creature frightened this way must make a DC 15 Wisdom Saving throw at the end of each of its turns or remain frightened of Calypso. Once it succeeds on the saving throw, a creature is immune to all effects of Calypso's Wicked Mockery.

Glare. Calypso glares at a creature within 30 feet who is charmed or frightened by her, and it must make a DC15 Wisdom saving throw. On a failed save, the creature falls unconscious until Calypso chooses, or the sleeper takes damage, or someone uses an action to awaken the sleeper. Undead, and creatures immune to being magically put to sleep aren't affected. This version of unconscious does not drop the user to 0 HP.

 

Bonus Actions

Summon Imp (2/day): You can summon an imp to assist you in combat. 

Teleport: Teleport 15 feet away. 

Reactions

Parry. Calypso adds 4 to her AC against one melee attack that would hit it. To do so, she must see the attacker and be wielding a melee weapon.

 

Legendary Actions

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

Attack. Calypso makes an regular weapon attack with her glaive. 

Manipulate.  An allied fiend, or a creature charmed by Calypso uses its reaction to move as far as its speed allows, and make one attack against a target of Calypso's choice that she can see.

Scorn.  Calypso uses Wicked Mockery, or Glare.

Cast Spell. Cast a spell from your list above

Description

Calypso is 10.5 foot tall Devil. Granddaughter of Glasya, ruler of the 3rd level of Hell. She has purple-ish, red skin, leathery wings, a scorpion barbed tail, and a wide array of magical aura surrounding her. She has a very chaotic demeaner during battle, cackling as her enemies fall around her.

This monster was created for one of my players (a half-devil) to roleplay when they lost themselves to Glasya's control. Glasya intended to break into the prime material plane by overtaking the consciousness of her granddaughter. The rest of the party had to fight to subdue and return her to normal.  Took a lot of inspiration from this from several Glasya homebrews. Scaled down the damage and power as this is not Glasya herself.

1.5 Edition Notes -  made some minor adjustments to errors I noticed, and made it more accessible to be used in other games. Added dice rollers to be used during an encounter on DND Beyond. Placeholder photo for now until I paint the mini. Mini STL is located in the comments.

Previous Versions

Name Date Modified Views Adds Version Actions
2/18/2023 12:01:59 AM
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Coming Soon

Monster Tags: Devil

PirateKingShanks

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