Fiendish Resistance. The vessel has advantage on saving throws against being charmed, poisoned, or frightened.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage and the target must make a DC 16 Constitution saving throw, taking 7 (2d6) poison or necrotic damage (vessel's choice) on a failure, or half as much on a success. Either the vessel or one of its allies then regains hit points equal to half the amount of poison or necrotic damage dealt.
Knife. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 10/30 ft., one target. Hit: 2 piercing or slashing damage (vessel's choice).
Spellcasting. The vessel casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks):
At will: eldritch blast, corruption, friends, cause fear, minor illusion, message
1/day each: crown of madness, enthrall, hellish rebuke, summon undead, banishment
Harness Fiendish Power (1/Long Rest). The vessel channels the terrible power of its patron archfiend and regains one "1/day each" spell slot.
Summon Fiendform (1/Day). In response to being reduced to 0 hit points, the vessel uses a last ditch effort to automatically kill itself, causing its body to disintegrate into dark energy. Their is then a 80% chance that the vessel then summons a horrific apparition of its fiendish master, which has the stat block of any Fiend of CR 5 or lower. The summoned fiendish apparition remains for 10 minutes or until reduced to 0 hit points.
Description
Archfiend's Vessel's are humanoids who, due to desperation or some other reason, have decided to devote their lives and souls to an extremely powerful fiendish being, granting them cleric-like and warlock-like abilities. This includes using their archfiend's power to summon other fiends and cast terrifying spells.
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