Large Fiend (Devil), Lawful Evil
Armor Class 20 Natural Armor
Hit Points 500 (27d10 + 216)
Speed
STR
28 (+9)
DEX
22 (+6)
CON
26 (+8)
INT
24 (+7)
WIS
20 (+5)
CHA
28 (+9)
Saving Throws DEX +13, CON +15, WIS +12, CHA +16
Skills Deception +16, Intimidation +20, Persuasion +13
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 15
Languages Infernal, Telepathy 120 FT.
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Fear Aura. Any Creature hostile to the arch devil that starts its turn within 30 feet of it must make a dc 22 Wisdom saving throw, unless the arch devil is incapacitated. On a failed save, the creature is frightened until the start of it's next turn. If a creature's saving throw is successful, the creature is immune to the arch devil's Fear Aura for the next 24 hours.

Innate Spellcasting. The Arch Devil's spell casting ability is Charisma (Spell save DC 22, +11 spell attack). The Arch Devil can innately cast the following spells, requiring no material components:

At will: Alter self, [Tooltip Not Found], eldritch blast (four beams), Fireball

3/day each: Dispel evil and good, Blade Barrier, Wall of Fire, Flame strike 

Legendary Resistance (3/day).  If the Arch Devil Fails a saving throw, it can choose to succeed instead.

Magic Resistance. The The arch devil has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Arch Devil's weapons attacks are magical.

 

Actions

Multiattack. The Arch devil makes four claw attacks. it can substitute incinerate for one of these Claw attacks.

Claw. Melee weapon attack: +11 to hit, reach 10ft. one target. Hit 18 (2d8+9) Slashing damage. The target must succeed on a DC 22 constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 32 (9d6) poison damage at the start of each of its turns. the poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a sucess.

Incinerate. (recharge 5-6). Melee weapon attack +11 to hit, reach 10ft, one target. Hit 42 (12d6) fire damage. An incinerating cloud spreads out from the target, causing all creatures within 5ft. of the target to make a Dexterity saving throw DC 20 or take 21 (6d6) fire damage. (success - half damage).

Legendary Actions

The Arch Devil can take 3 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. The arch Devil regains spent legendary Actions at the start of its turn.

Claw. The arch devil can make one claw Attack

Spell (cost 2 actions). The Arch Devil can cast a spell that requires an action or bonus action.

Move. The arch devil moves up to its speed without Provoking Opportunity attacks.

Description

Arch devils Represent the highest achievable rank in the nine Hells, just below it's supreme ruler. Their Enhanced power is bestowed upon them by the ruler of Hell, along with advisers, Nobles, and a Domain to Overrule.

Generals to a God. An arch devil's power and authority may only be challenged by another arch Devil or the god of Nine Hells himself.

Note. The Arch Devil is a Powerful antagonist to High-level Adventures. They are not often found without a Cadre of lower-level devils and an elite guard.

GmGrimfang

Comments

Posts Quoted:
Reply
Clear All Quotes