Tantrum. At the start of each of Demidevils turns she regains 15HP, she also has advantage on strength and constitution saving throws.
Possession of a Weapon. Demidevil may use action surge 3 times a day, additionally Demidevil cannot be disarmed of her weapons and while she weilds them she has advantage on the first weapon attack on each of her turns.
Working *****. Demidevil lands a critical hit on an 18-20 , when Demidevil lands a critical hit that creature must make a DC 16 Constitution saving throw or be incapacitated until the end of their next turn.
Titanium Spine. Demidevil has three reactions.
Maggots. For every 50 health Demidevil loses her AC is reduced by 2 but she gains an additional Wormblade attack on each of her turns.
Daughter of The Sea.
During Demidevils turn the Daughter of the Sea also Acts. Demidevil commands the daughter of the sea (no action required). Using this Demidevil can summon upto 8 spectral tentacles, each can move upto 30ft and take one of the following actions.
These tentacles are 15ft tall and have a reach of 15ft, These tentacles have an AC of 16 and 20HP, When one of these tentacles is killed Demidevil may resummon it on her turn at no cost. These tentacles have the following attributes: 20 STR, 14 DEX, 20 CON, 9 INT, 10 WIS, 10 CHA. These tentacles have resistance to non-magical attacks as well as an immunity to Cold and Psychic damage.
Tentacle Smash. The tentacle smashes at a target within range. +10 to hit, on hit this deals 14(2d8 + 7) cold damage, when a creature is hit they must make a DC 18 Strength saving throw or be knocked prone.
Constrict. A tentacle wraps itself around a creature, the target must make a DC 17 Dexterity saving throw or become restrained by a tentacle, while restrained this way the creature cannot make any attacks using its arms or legs. At the start of a creatures turn, while it is grappled, it takes 19(3d8 + 9) force damage. A creature may make a DC 17 strength saving throw at the end of each of its turns, on a success the grapple ends.
Throw. The tenactle attempts to grab and throw a creature. The target must make a DC 18 Dexterity saving throw or be thrown upto 40ft to an unnocupied space, the creature takes 13(2d6 +6) bludgeoning damage and is knocked prone.
Impale. The tencale flies forward impaling a target, +7 to hit, On a hit the creature takes 14(2d8+7) piercing damage. This attack is a critical on a 16-20, on a critical hit this attack adds 2 damage die.
Grab. Two or more tentacles attempt to grab a creature. The target must make a DC 17 Dexterity saving throw, for each additional tentacle above 2 this DC increases by 4. On a failure the creature is grappled as the tentacles begin to rip the creature apart. At the start of each of the creatures turn it takes 31(6d8+10) force damage. At the end of a creatures turn it may make a DC 18 strength saving throw, this DC increases by 4 for each additional tentacle. On a success, the grapple ends.
Multiattack. Demidevil makes thee Wormblade attacks and two flintlock attacks:
Wormblade. Melee Weapon Attack: +17 to hit, On hit this weapon deals 15(1d8 + 9) magical slashing damage, this weapon also deals an additional 15(3d6 + 5) cold damage, when hit a creature must make a Constitution saving throw where the DC is equal to the amount of cold damage the creature just took, on a failure the creature is paralyzed till the start of their next turn.
Flintlock. Ranged weapon attack 90/260. +14 to hit, On a hit this weapon deals 16(1d8 + 12) Piercing damage
No Brainer. Demidevil may take the Dash, Disengage or Hide action as bonus action on her turn.
Manners. When a creature targets Demidevil with an attack she may, as a reaction, add 1d12 to her AC for that attack. If this attack was a melee attack which she blocks she then may make one weapon attack against that target. If it was a ranged attack she may deflect it to another creature within 15ft which targets the creature using the original attack roll.
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