Devil’s Sight. Magical darkness doesn’t impede Dispater’s darkvision.
Legendary Resistance (3/Day). If Dispater fails a saving throw, he can choose to succeed instead.
Limited Magic Immunity. Dispater can't be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects.
Regeneration. Dispater regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Dispater dies only if he starts his turn with 0 hit points and doesn’t regenerate.
Multiattack. Dispater makes two Adamantine Claws attacks.
Adamantine Claws. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) force damage, plus 22 (4d10) necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to the necrotic damage taken.
Teleport. Dispater teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Spellcasting. Dispater casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: alter self, major image, nondetection, sending, scrying, shield
3/day each: mislead, modify memory, power word pain, charm person, bigbys hand, invisibility
Dispater 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. Dispater regains spent legendary actions at the start of his turn.
Teleport. Dispater uses Teleport.
Assault (Costs 2 Actions). Dispater makes one attack.
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