Satan Reincarnate (Mythic Trait; Recharges after a Short or Long Rest). If Lucifer is reduced to 0 hit points, he doesn’t die or fall unconscious. Instead, he regains 50 hit points. In addition, Lucifer takes on a more draconic appearance with scales and red accents, granting him 75 temporary hit points. While Lucifer has these temporary hit points weapons created using Dark Light Arsenal have unlimited duration.
Legendary Resistance (3/Day). If Lucifer fails a saving throw, it can choose to succeed instead.
Magic Resistance. Lucifer has advantage on saving throws against spells and other magical effects
Special Equipment. Lucifer carries the cross that sealed Satan ages ago. A creature that tries to move or carry the cross must succeed on a DC 30 Strength check. The cross can only be destroyed by a Wish spell or an effect of greater power.
Multiattack. Lucifer makes two attacks.
Cross of Satan. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 35 (6d8 + 8) bludgeoning damage.
Dragon Claw (Recharge 5-6). As a replacement to one of Lucifer's attacks, he can channel the power of the cross to transform one of his arms into the arm of an ancient dragon. With the arm he can make the following attack:
Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 24 (3d10 + 8) slashing damage plus 38 (7d10) fire damage.
Heresy Corruption. Lucifer targets one creature it can see within 120 feet of it. The target must make a DC 18 Charisma saving throw. A celestial makes this save with disadvantage. On a successful save, the target is immune to Lucifer's Heresy Corruption for 1 hour. On a failed save, the target is influenced by the Cross of Satan and is charmed by Lucifer for 1 hour. While charmed in this way, the target's alignment is changed to lawful evil, and it feels a inexplicable admiration for Lucifer. After attacking a creature the target would normally consider an ally, or doing something drastically out of character, it may repeat this save.
Teleport. Lucifer magically teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see.
Arsenal Command. Lucifer moves all weapons he created using Dark Light Arsenal up to 30 feet and makes an attack with each of them.
Lucifer can take 4 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. Lucifer regains spent legendary actions at the start of its turn.
Teleport (Costs 2 Actions). Lucifer uses Teleport.
Dark Light Arsenal (Costs 2 Actions). Lucifer creates a floating weapon made of dark holy light within 30 feet of him that lasts until the end of his next turn. This weapon counts as a 4th-level spell for the purpose of Dispel Magic. When he takes this action he can immediately make a melee attack with the weapon using the following attack:
Dark Light Weapon. Melee Spell Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 6) radiant damage.
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