Magic Resistance. The arch-vile has advantage on saving throws against spells and other magical effects, and saving throws made to maintain concentration on a spell or its Devil Magicks.
Innate Spellcasting. The arch-vile's innate spellcasting ability is Charisma (spell attack bonus +8, save DC 16). It can innately cast the following spells, requiring no material components.
At will: Detect Magic, Produce Flame
3/day: Revivify (targeting a fiend or undead that isn't an arch-vile, and restoring an additional 3d8 hit points)
1/day: Counterspell
1/week: Raise Dead (targeting a fiend or undead)
Devil Magicks. The arch-vile chooses a creature it can see within 120 feet to be the target of its Devil Magicks. The arch-vile begins concentrating, as if on a spell. While concentrating, its speed is 0. If the arch-vile is still concentrating at the start of its next turn and can see the target, the arch-vile conjures a blast of magical flame. the target must make a DC 16 Dexterity saving throw and take 33 (6d10) radiant damage, halved on a successful save. Regardless of the saving throw result, all creatures within 5 feet of the target including the target itself take 11 (2d10) fire damage.
This ability is considered a 3rd-level spell, and requires Verbal and Somatic components.
Description
An arch-vile is a kind of demon from the legions of Hell possessing Devil Magicks and resurrection abilities. In combat the arch-vile will destroy anyone that gets in its way, even other demons, but raises the corpses of dead demons after the battle is over. In a pinch, it might also use its resurrection abilities in the middle of a battle to turn the tide of numbers to its side.
Devil Magicks. Devil Magicks are a special ability innate to arch-viles. A select few mages learn how to mimic an arch-vile's power. You might choose to allow your players to learn Devil Magicks - if you do, it is a 3rd level Evocation spell with a duration of 1 round.
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