Devil's Sight. Magical darkness doesn't impede the devil's Darkvision.
Demon Stalker. The devil knows the exact location of all demons within 60 feet of it, including those behind full cover.
Demon Slayer. The devil's weapon attacks count as magical if the target is a demon.
Innate Spellcasting. The devil's spellcasting ability is charisma (spell save DC 13). The devil can innately cast the following spells, requiring only verbal components:
At will: Detect Evil and Good (Evil only), Sacred Flame.
2/day each: Hunter's Mark, Spike Growth, Pass Without Trace, Protection from Evil and Good (Effecting only demons).
1/day: Banishing Smite (only banishing demons).
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Pack Tactics. The devil has advantage on an attack roll against a creature if at least one of the devil's allies is within 5 feet of that creature and that ally isn't incapacitated.
Multiattack. The devil makes two melee attacks. It can replace one to use Soulsear, if available.
Bite. Melee weapon attack: +7 to hit, reach 5 ft, one target. Hit: 11 (2d6 + 4) piercing damage, the target is grappled (escape DC 14), and the target must make a DC 13 Wisdom saving throw or be infected with an Infernal Curse unless it is a Devil. While grappled in this way, a target is restrained, takes 3 (1d6) piercing damage at the start of each of its turns, and the devil can't bite another target.
A creature infected with this Infernal curse has disadvantage on Wisdom (perception) checks and attack rolls, it must succeed on a DC 13 Dexterity saving throw whenever it takes the dash action, or fall prone. If the target is a Demon, all creatures score a critical hit against it on a 19-20 on the d20 of an attack roll, all devils know its exact location while it is within 30 feet of them, and all damage dealt by devils to the cursed target ignores its damage resistances.
Soulsear (Recharge 6). Golden flames explode from the devil's body in a 15-foot radius sphere. All creatures in this area must make a DC 14 Dexterity saving throw, taking 11 (2d10) radiant and becoming blinded until the end of their next turn on a failed save, or taking half as much damage and not being blinded on a successful one. Demons in this area take an additional 3 (1d6) radiant damage and 3(1d6) necrotic damage on a failed save.
Description
Centipede like in appearance, the Abyszal'nsk Stalker is a direct product of the Blood War. Created by Devils with the specific purpose of hunting down and slaying Demons.
Although they can be used in direct battles against demons, Abyszal'nsk Stalkers are often deployed as, well, stalkers. Whether hunting after demons encroaching in Avernus or assassinating them in the Abyss itself.
While Abyszal'nsk Stalker are capable of shredding a type one to two demon, they are often sent out in small groups or with accompanying devils, who they lead on the demon's trail like blood hounds.
Due to their comparatively low intelligence and the specific roles they play elsewhere in the Nine Hells, Abyszal'nsk Stalkers not only do not actively seek out mortals, they are not even equipped with the ability to create a contract if they did.
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