Large Fiend (Devil), Lawful Evil
Armor Class 22 (natural armor)
Hit Points 486 (36d10 + 288)
Speed 40 ft., Fly 60 ft.
STR
19 (+4)
DEX
21 (+5)
CON
26 (+8)
INT
30 (+10)
WIS
24 (+7)
CHA
27 (+8)
Saving Throws DEX +13, CON +16, INT +18, WIS +15
Skills Arcana +26, Deception +15, Insight +15, Perception +15, Persuasion +15
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Cold, Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 25
Languages All, Telepathy 120 ft.
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

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

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

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

Master of Magic. Mephistopheles has advantage on Constitution saving throws to maintain concentration.

Regeneration. Mephistopheles 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. Mephistopheles dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack. Mephistopheles make two attacks, he can replace one attack with spellcasting.

Mystic Staff. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 37 (5d12 + 5) force damage.

Arcane Bolt. Ranged Spell Attack: +18 to hit, range 300 ft., one target. Hit: 23 (2d12 + 10) force damage.

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

Spellcasting. Mephistopheles casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 26 +18 to hit with spell attacks):

At will: alter self, major image, sending, ray of frost (17th level), charm person, wall of force, fireball, cone of cold, counterspell, dispel magic, burning hands, magic missile

3/day each: plane shift, wall of ice, cone of cold, dominate person, hold person, power word pain, disintegrate, circle of death, mass suggestion, scrying, summon fiend

1/day each: freedom of movement, storm of vengeance, plane shift, power word kill, foresight, teleport, chain lightning, antimagic field

Legendary Actions

Mephistopheles can take 2 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. Mephistopheles regains spent legendary actions at the start of his turn.

Teleport. Mephistopheles uses Teleport.

Spellcasting (Costs 2 Actions). Mephistopheles uses spellcasting.

OctopuswithFish

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