Medium Fiend (Devil), Lawful Evil
Armor Class 20 (natural armor)
Hit Points 165 (22d8 + 66)
Speed 10 ft., Fly 20 ft.
STR
19 (+4)
DEX
3 (-4)
CON
17 (+3)
INT
14 (+2)
WIS
22 (+6)
CHA
18 (+4)
Saving Throws STR +9, WIS +11, CHA +9
Damage Resistances Cold, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire
Condition Immunities Charmed, Deafened, Frightened, Poisoned
Senses Darkvision 120 ft. (penetrates magical darkness), Passive Perception 16
Languages Understands Infernal but can’t speak
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Aura of Clarity. Creatures within 30 feet of the devil are immune to being deafened.

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Innate Spellcasting. The devil’s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The devil can cast the following spells without requiring material or somatic components:

Cantrips (at will): chill touch (see actions below), gust

3/day each: contagion, dimension door, spirit guardians, shatter (3rd-level version), thunderwave (3rd-level version)

1/day each: circle of death, divine word, power word stun

1/week: power word kill*

*this spell has additional effects, see actions below

Magic Weapons. The devil‘s weapon attacks are magical.

Actions

Multiattack. The devil makes three attacks with its claws. It can replace one of these attacks with a cantrip.

Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 11 (2d10) necrotic damage.

Chill Touch (Cantrip). Ranged Spell Attack: +9 to hit, range 120 ft., one creature. Hit: 13 (3d8) necrotic damage. On a hit, the target can't regain hit points until the start of the devil’s next turn. If the target is undead, it also has disadvantage on attack rolls against the devil until the end of the devil’s next turn.

Hellish Chime (Recharge 6). The devil’s body chimes as a bell. This wail has no effect on constructs, bell devils, and undead. All other creatures within 30 feet of the devil that can hear it must make a DC 16 Constitution saving throw. Any creature trapped by the devil’s Imprison also has to make this saving throw as if it were within 30 feet of the devil. On a failure, a creature loses one half of its current hit points (rounded up). On a success, a creature loses one fourth of its current hit points (rounded up). If a creature is immune to being frightened, it automatically succeeds on this saving throw.

Power Word Kill (9th-level spell, 1/week). The devil produces a deadly chime that can compel one creature it can see within 60 feet of itself to die instantly. If the creature the devil chose has 100 hit points or fewer, it dies. Otherwise, the creature takes 100 psychic damage and must make a DC 16 Constitution saving throw. On a failed save, it must roll 2d4 and suffer an additional effect based on the result:

2: The creature dies instantly.

3: The creature is reduced to 0 hit points.

4: The creature is reduced to 0 hit points but is stable.

5: The creature falls unconscious.

6: The creature is stunned unil the end of its next turn.

7: The creature is incapacitated until the end of its next turn.

8: The creature suffers no additional effect.

Bonus Actions

Imprison. The devil’s body chimes as a bell and it forces one creature of its choice within 30 feet of it that can hear it to make a DC 17 Charisma saving throw. On a failed save, it is banished to a demiplane. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. To maintain the imprisonment, the devil must concentrate, as if on a spell. If a creature succeeds on its saving throw or the effect ends for it, it is immune to this ability for 24 hours.

Reactions

Critical Toll. When the devil takes damage from a critical hit, it can use its reaction to recharge its Hellish Chime.

Description

Bell Devils, also known as Hell Bells, or Kydugons, appear as floating church bells with ghoulish faces and massive claws. While they will use their claws to tear apart those that threaten them, the greatest danger when encountering a Bell Devil are its magical chimes, of which it is known to have 13. 10 of these chimes produce the effect of a spell, some of which are very powerful. It also one chime which imprisons its target in a demiplane. For the last two chimes, one of them is said to scare its target half to death. And the final chime is said to be the final chime you will ever hear.

Even other devils tend to avoid bell devils, as archdevils often use them to punish other devils that have betrayed or failed them. Other than their archdevil masters, the only other devils typically found in the presence of a bell devil are merrogons or other bell devils. A group of multiple bell devils is known as a Toll.

Previous Versions

Name Date Modified Views Adds Version Actions
5/27/2023 11:46:20 PM
19
1
--
Coming Soon

Monster Tags: Devilfiend

Newb_DM

Comments

Posts Quoted:
Reply
Clear All Quotes