Medium Fiend (Devil), Lawful Evil
Armor Class 21 (natural armor)
Hit Points 378 (36d8 + 216)
Speed 30 ft., Fly 60 ft.
STR
19 (+4)
DEX
26 (+8)
CON
23 (+6)
INT
24 (+7)
WIS
18 (+4)
CHA
28 (+9)
Saving Throws STR +12, DEX +16, CON +14, INT +15, WIS +12
Skills Deception +25, Perception +12, Persuasion +25, Sleight of Hand +24, Stealth +16
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 22
Languages All, Telepathy 120 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Devil’s Sight. Magical darkness doesn’t impede Glasya’s darkvision.

Legendary Resistance (3/Day). If Glasya fails a saving throw, she can choose to succeed instead.

Magic Resistance. Glasya has advantage on saving throws against spells and magical effects.

Regeneration. Glasya regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn’t function at the start of her next turn. Glasya dies only if she starts her turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack. Glasya makes three attacks, she can replace one attack with spellcasting or wardens grasp.

Claw. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 14 (1d12 + 6) force damage, plus 22 (5d8) lightning damage.

Chain. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) force damage. The target is grappled (escape DC 18) if Glasya isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 10 (3d6) force damage at the start of each of its turns.

Wardens Grasp. Glasya targets one creature she can see within 60 feet of her. The target must succeed on a DC 25 Dexterity saving throw or become restrained by spectral chains for 1 minute. The target can make a DC 25 Strength (athletics) or Dexterity (acrobatics) check at the start of each of their turns, ending the effect on a success. If a creature escapes the chains, they are immune to Glasya's Wardens Grasp for 24 hours.

Teleport. Glasya teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.

Spellcasting. Glasya casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 25 +17 to hit with spell attacks):

At will: alter self, major image, sending, fire bolt (17th level), charm person, detect evil and good, fireball, wall of fire, invisibility

3/day each: counterspell, immolation, dispel magic, silvery barbs, wall of force, freedom of movement, greater invisibility, hold person

1/day each: forcecage, dominate person, power word stun, chain lightning

Legendary Actions

Glasya 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. Glasya regains spent legendary actions at the start of her turn.

Teleport. Glasya uses Teleport.

Assault (Costs 2 Actions). Glasya makes one attack.

Electric Chains. Glasya deals 18 (4d8) lightning damage to any creature she is grappling.

OctopuswithFish

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