Medium Fiend (Demon, Devil), Typically Neutral Evil
Armor Class 18 (plate)
Hit Points 155 (18d8 + 72)
Speed 30 ft., Fly 60 ft. When in gas-like form only
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws CHA +8
Skills Persuasion +7
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire
Condition Immunities Charmed, Poisoned
Senses Truesight 120 ft., Passive Perception 17
Languages Common, Infernal
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Iron Will. Alethia has advantage on saving throws against spells and other magical effects.

Desire For Blood. Alethia has +4 added to her initiative rolls.

Actions

Attack Barage. Alethia makes three attacks.

Spear. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Damage: 1d8+4, or 1d10 + 4 piercing damage if used with two hands.

Unarmed Strike. Melee Attack: +6 to hit, reach 5 ft., one target. Damage:1d4+1,

Bonus Actions

Recall Spear. Alethia can recall her spear after it is thrown as a bonus action.

Create Spear. Alethia can create 1d4 spears as her bonus action. (3 uses for this action, recharges at dawn)

Absorb. Alethia can use her bonus action to attempt to absorb any life around her in a 10ft radius. The creatures in the radius have to succeed a 12 constitution saving throw or suffer 1d8 necrotic damage and Alethia gains the hit points that the creatures lost.

Reactions

Parry. Alethia adds 2 to its AC against one melee attack that would hit it. To do so, Alethia must see the attacker and be wielding a melee weapon.

Legendary Actions

Alethia can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used one at a time per round. Alethia regains spent legendary actions if she kills or knocks a creature unconscious.

Burning Wound. This legendary action will cost Alethia full turn and she will release 1 spear and will have a +10 to hit. When this hits, it will deal 1d4 necrotic damage and it will continue to damage the creature unless if the creature makes a medicine check higher than 12.

Phase. The legendary ability allows Alethia to become untouchable for a round while she can't interact with any objects around her. This basically puts her in a gas-like form, but there is a red orb in the center of her gas-like form. The orb has 1 hit point and has an armor class of 18 and if hit, she is forced out of the form into her physical form and knocks her prone. Alethia can't do this legendary action again until 2 rounds after being hit. As a bonus action she can un-phase turning her back into her physical form.

Manipulator. While in her gas-like form, she can attempt to go to a creature and possess it. The creature has to make a wisdom saving throw higher than a 15 or fall under Alethia influence. When it comes to the creature's turn, they can attempt to make another wisdom saving throw to force Alethia out of the body. If successful, Alethia is forced out of the body into her gas-like form and the orb for only that turn have an armor class of 13.

 

Monster Tags: DevilDemon

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