Huge Fiend (Devil), Any Evil Alignment
Armor Class 15 Natural Armor
Hit Points 150 (20d12 + 20)
Speed 50 ft.
STR
16 (+3)
DEX
18 (+4)
CON
13 (+1)
INT
20 (+5)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws DEX +11, INT +12, CHA +12
Skills Arcana +11, Intimidation +11, Perception +10
Damage Vulnerabilities Radiant
Damage Immunities Bludgeoning, Piercing, and Slashing from Mundane Attacks
Condition Immunities Frightened, Prone, Stunned
Senses Darkvision 400 ft, Truesight 120 ft, Passive Perception 18
Languages Abyssal, Common, Deep Speech, Undercommon Understands all languages.
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Incorporeal. The Evil Essence can move through any size opening unhindered, is unaffected by difficult terrain, and can occupy another creature's space. It has immunity from bludgeoning, piercing, and slashing damage from non-magical weapons. It cannot be knocked prone or moved by nonmagical means. 

Telekinetic Arms. The Evil Essence can carry any weapon that weighs less than 40 pounds. It uses the base stats for these weapons. The Evil Essence can carry up to five melee or ranged weapons at a time. It uses Intelligence for attack rolls with these weapons. It's range for these weapons is five feet greater than normal. 

Spellcasting. The Evil Essence is a 5th-level spellcaster. Its spellcasting ability is intelligence (spell save DC 20, +8 to hit with spell attacks). The Evil Essence has the following Warlock spells prepared:
Cantrips (at will): eldritch blast, chill touch, mind sliver

1st level (4 slots): cause fear, hexarms of hadar

2nd level (3 slots): misty stephold person

3rd level (2 slots): summon shadowspawn, fear

Split Mind. The Essence of Evil can concentrate on three concentration spells simultaneously. 

Actions

Multiattack. The Evil Essence casts one spell from its spell list. It then makes three weapon attacks and one shadowy bolt attack. 

Weapon. +11 to hit, +5 to damage. The Evil Essence makes one attack with a weapon it is holding. This can be a ranged or melee weapon. The Evil Essence is proficient with this weapon and can use it's intelligence modifier for the attack roll. 

Shadowy Bolt. Range 50 feet, +11 to hit, 3d10+5 force damage. The Evil Essence shoots a small dark tentacle at a creature it can see within range. On a hit, the creature takes 3d10+5 force damage and must make a Constitution saving throw. On a fail, the creature is stunned for 1 round. 

Bonus Actions

Intimidating Screech (Recharge 5-6): The Evil Essence lets out a bone-chilling scream of the souls it has destroyed. All creatures within 60 feet must make an intelligence saving throw (DC 20) or be frightened for 1 minute. It can repeat the saving throw at the end of each of its turns. 

Reactions

Misty Evasion. When targeted by an attack, the Evil Essence can use its reaction to cast misty step without expending a spell slot. It takes no damage from the attack that triggered this reaction. 

Legendary Actions

The Evil Essence has 5 legendary actions. It can use one of its legendary actions at the end of another creature's turn. It regains all spent legendary actions at the start of its turn. 

Terrifying Rage (Costs 3 Actions, 3/day). The Evil Essence casts summon shadowspawn and creates a fear-type shadowspawn. It then uses its Intimidating Screech. 

Shadowy Bolt. The Evil Essence uses its Shadow Bolt action. 

Enveloping Rage. The Evil Essence moves up to 20 feet to another creature's space. It then grapples the creature and uses a weapon attack. 

 

Description

The Evil Essence is a monster spawned in the aftermath of an evil act. A lich's creation, a pact between demons, or the creation of a werewolf pack could all result in an Evil Essence. Evil Essences hibernate in the lairs of their creation, only awakening when creatures arrive. A shadow with form, they lack any features of a creature, and dissolve into a puddle of inky shadow upon death. A being who destroys one of these pockets of evil finds themselves being praised by the good gods. While in this state, they appear to be in a coma. While in this coma they are unconscious and floating about four feet in the air surrounded by a strange blue light. The coma lasts for 1d4 hours, and when the character wakes from the coma, they gain resistance to necrotic damage for 1d20 days. 

Lair and Lair Actions

The area where an Evil Essence is created is touched by dark magic. This magic is under the control of the Essence of Evil. 

Lair Actions

At the end of the round, the Evil Essence takes a lair action to cause one of the following effects; the Evil Essence can’t use the same effect two rounds in a row:

  • Swarm of Zombies. 5 zombies appear in the entrance to the lair. They are under the Evil Essence's control.
  • Darkness. Around the Evil Essence, in a 100-foot radius sphere, the room fills with magical darkness. This darkness lasts for 1d4 rounds. 
  • Dark Power. Necrotic life fills the Essence of Evil. It regains 6d6 hit points and has advantage on attack rolls and saving throws for 1d4 rounds. 

Regional Effects

The region containing a legendary Evil Essence’s lair is cursed with dark magic, which causes all of the following effects:

  • Sunlight is dimmed within 10 miles of the Evil Essence's lair, surrounding the place with dim light. 
  • Creatures who die within 10 miles of the Evil Essence's lair are reanimated as either a zombie or skeleton after 1d10 hours. 
  • Good and neutral creatures within 10 miles have a permanent sense of foreboding. 

If the Evil Essence dies, these effects fade over the course of 2d12 days.

Previous Versions

Name Date Modified Views Adds Version Actions
6/12/2024 9:02:46 PM
0
1
5e
Coming Soon
6/12/2024 9:30:51 PM
0
1
--
Coming Soon
6/13/2024 3:04:57 PM
0
1
--
Coming Soon

Monster Tags: Devil

RippedRhinoVikings

Comments

Posts Quoted:
Reply
Clear All Quotes