Large Celestial, Neutral Evil
Armor Class 17 Natural armor
Hit Points 51 (51d20)
Speed 35 ft.
STR
17 (+3)
DEX
17 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
15 (+2)
CHA
6 (-2)
Saving Throws STR +7
Skills Intimidation +5
Damage Resistances Slashing
Condition Immunities Charmed
Senses Truesight They have a keen smell for blood, Passive Perception 15
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Weapon devil. this creature has control of the weapon he/she are made of and can attack with their limbs.

 

Actions

Action Melee Attack. Melee Weapon Attack: +3 to hit, reach 10 ft., 1 target.

Bonus Actions

Special Ability. The creature can do a special move corresponding with the type of weapon the devil is doing 1d12 +1d8 of damage with a +4 to hit. (can only do 2 times a day)

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

The main look of a devil of this type is they have heavy black armor and their corresponding weapons converging with their hands and head.

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: Demon

0ath2order

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