Medium Fiend (Devil, Leader, Warlock), Lawful Evil
Armor Class 30 Natural
Hit Points 1100 (100d8 + 300)
Speed 60 ft., fly 70 ft., walk 70 ft., swim 30 ft. Symforá doesn't swim much, as to not get wet.
STR
27 (+8)
DEX
29 (+9)
CON
30 (+10)
INT
25 (+7)
WIS
27 (+8)
CHA
30 (+10)
Saving Throws DEX +18, CON +19, CHA +19
Skills Deception +40, Intimidation +40, Perception +37, Stealth +38
Damage Vulnerabilities Radiant
Damage Resistances Acid, Psychic
Damage Immunities Fire, Lightning, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120 ft., Darkvision 130 ft., Tremorsense 120 ft., Truesight 100 ft., Passive Perception 35
Languages All Primarily Abyssal, Telepathy 300 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (8/Day). If Symforá fails a saving throw, he can choose to succeed instead.

Magic Weapons. Symforá's weapon attacks are magical.

Umbral Awakening (Recharges after a Short or Long Rest). If Symforá would be reduced to 0 hit points, his current hit point total instead resets to 1000 hit points, he recharges his Sinful Smite, and he regains any expended uses of Legendary Resistance. Additionally, Symforá can now use the options in the “Mythic Actions” sections, adding 3 actions to the maximum. Award a party an additional 155,000 XP (310,000 XP total) for defeating Symforá after his Umbral Awakening activates.

Special Equipment. Symforá wields his own weapon called Symforá's Infernal Whip.

Reactive. Symforá can take one reaction on every turn in a combat.

Magic Resistance. Symforá has advantage on saving throws against spells and other magical effects meant to harm him.

Devil's Sight. Magical Darkness doesn't impede Symforá's darkvision.

Fear Aura. Any beast or humanoid with an intelligence above 5 that starts its turn within 10 ft. of Symforá must succeed on a DC 17 Wisdom saving throw or be frightened until the start of the creatures next turn.

Regeneration. Symforá regains 50 hit points at the start of its turn if it has at least 1 hit point. 

Immortal. Unless sealed away, Symforá will always come back within 1d10 days, being revived in a random location 30 ft. from where he was killed.

Innate Spellcasting. Symforá's innate spellcasting ability is Charisma (Spell save DC 30, +25 to hit). Symforá can cast the following spells without needing components or expending a spell slot:

At will: animate deadgeas (9th level), ice storm (9th level), thunderwave (9th level), fire bolt (max level), chill touch (max level), bestow curse (9th level), fireball (9th level), chain lightning (9th level), disguise self, identifyblight (6th level), phantasmal force
4/day each: blindness/deafness (9th level), enthralldispel magic (9th level), counterspell (9th level), slow (unlimited range), hold monstermass suggestion (9th level), wall of firewall of icesickening radiancepolymorph
3/day each: banishmentphantasmal killerdominate person (9th level), mental prisonharmfinger of deathforcecagedivine wordgreater invisibilitysymbol
2/day each: feebleminddominate monster (9th level), shapechangeimprisonmentmeteor swarmpower word killtrue polymorphmass polymorph
1/day each: dark star, true resurrection

Actions

Multiattack. Symforá makes 3 attacks: 2 with his claws, and one with his darkening grasp. He can replace one of these attacks with a use of his infernal whip.

Infernal Whip. Melee Weapon Attack: +32 to hit, reach 10 ft., 1 target. Hit: 60 (1d4 + 5d12 + 5) slashing damage + 12 (1d10 + 5) poison damage + 14 (1d12 + 5) fire damage.

Shadowy Shroud. Smoke vapor rotates around Symforá, devouring him. Anyone who wishes to see him must make a DC 19 Perception, or Investigation check. One he is seen, his cover is blown, and the shadows evaporate. These shadows last until the end of his next turn. While he is shrouded, his Darkening Grab does an extra 1d4 necrotic damage.

Darkening Grasp. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 23 (1d10 + 20) necrotic damage + 4 (1d6) poison damage + 5 (1d8) fire damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 14 (1d6 + 10) slashing damage + 14 (4d6) fire damage.

Bonus Actions

Change Shape. Symforá magically transforms into any creature that is below CR 25, while retaining his game statistics (other than its size). This transformation ends if Symforá is reduced to 0 hit points once or uses a bonus action to end it. He can choose to transform all of his gear, some of it, or none of it.

Elemental Bane. Symforá summons one elemental below CR 12 within 30 ft. of him. This elemental curses one creature it can see, devoting its life to hunting down and killing that creature unless commanded to do otherwise.

Psychic Step. Symforá magically teleports to an unoccupied space he can see within 60 feet of it.

Invisibility. Symforá magically turns invisible until he attacks or until his concentration ends (as if concentrating on a spell). Any equipment Symforá wears or carries is invisible with him.

Reactions

Shadow Shield. Symforá creates a pentagram of shadows, adding 5 to his AC against the attack that triggers this reaction.

Umbral Thrall. When Symforá is hit by an attack roll, one creature within 20 feet of him that is charmed or frightened by him is hit by the attack instead.

Legendary Actions

Symforá can take 5 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. Symforá regains spent legendary actions at the start of his turn. His mythic actions and legendary actions share the same 5 actions.

Infernal Whip (Costs 3 Actions). Symforá uses his Infernal Whip.

Spellcasting (Costs 2 Actions). Symforá uses spellcasting or he uses Psychic Step, Invisibility, Elemental Bane, or Change Shape.

Shove. One target within 5 ft. of Symforá makes a DC 19 Dexterity saving throw. On a fail they are pushed back 10 ft. and knocked prone. On a success they are only pushed back 10 ft.

Regain. Symforá regains 30 hit points.

Shadow Spin. Symforá generates a spinning pentagram of shadows, summoning either 2 shadows, 2 shadow mastiffs, 1 shadow mastiff alpha, 1 shadow demon, or 1 wraith within 10 ft. of him.

Mythic Actions

Symforá can take 5 mythic actions, choosing from the options below. Only one mythic action option can be used at a time and only at the end of another creature’s turn. Symforá regains spent mythic actions at the start of his turn. His mythic actions and legendary actions share the same 5 actions.

Sinful Smite (Costs 5 Actions, can only be used once per life). Melee Weapon Attack: +20 to hit, reach 15 ft., 1 target. Hit: 200 (35d10) force damage. 

Infernal Whip (Costs 3 Actions). Symforá uses his Infernal Whip.

Spellcasting (Costs 2 Actions). Symforá uses spellcasting or he uses Psychic Step, Invisibility, Elemental Bane, or Change Shape.

Description

Symforá Amartía is constantly disguised as a white haired, 25 year old man, wearing a suit named Lucius Gray. In reality he is a 300,000,000,000,000 year old devil that appears like a gargantuan, black and white praying mantis. He is the one and only dictator of the realm of Kenós. He is seen accompanied by Thorn Snjór, the seven sins, and several demons, devils, and shadow creatures. He wields a weapon forged in the river Styx by him and Thorn, called Symforá's Infernal Whip. Lucius Gray is the king of Continent 0, the continent where kingdom permafrost and other kingdoms reside. He was created by Asmodeus in Age -250,000,000,000,000. His symbol is a dragon head, with two shadowy praying mantis claws flanking it. All of his soldiers wear this symbol, as well as himself.

Lair and Lair Actions

Symforá's lair is his castle, and his realm.

Lair Actions

On initiative count 25 (losing initiative ties), Symforá takes a lair action to cause one of the following effects; symforá can’t use the same effect two rounds in a row:

  • Summon. Symforá summons 10 lemures, 5 imps, 2 barbed devils, or 1 ice devil within 60 ft. of him.
  • Alert. Symforá automatically alerts all of his allies in his layers about one thing.

Regional Effects

The region containing Symforá’s lair is morphed and distorted brutally by his heavy magic usage when he uses a lair action, which creates one or more of the following effects:

  • Ice spikes burst up in 1d10 random spots within 30 ft. of him that  deal 3d10 cold damage to any object or creature that collides with them.
  • Geysers of flames shoot up in 1d10 random spots within 30 ft. of him doing 3d10 fire damage to any object or creature that collides with them.
    If both of these effects collide with each other, it creates a pool of lava within a 10 ft. square centered on the collision point.

If Symforá dies, these effects fade over the course of 1d10 days.

Generic_DnD_Player

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