Heat Aura. Any creature that starts its turn within 10 feet of Auriel must make a DC 21 Constitution saving throw, unless Auriel is incapacitated. On a failed save, the creature takes 3d10 fire damage and half that on a successful save.
Silphium (1/Day). When Auriel is reduced to 0 hit points, each creature in a 30-foot-radius sphere centered on Auriel must make a Dexterity saving throw. A target takes 8d6 fire damage and is pushed back by 30 feet, or half as much damage on a successful one. The plate armour on Auriel is destroyed and will be reformed after a long rest.
Magic Resistance. The Auriel has advantage on saving throws against spells and other magical effects.
Magic Weapons. Auriel's weapon attacks are magical.
Innate Spellcasting. Auriel's spellcasting ability is Charisma (spell save DC 21). Auriel can innately cast the following spells, requiring no material components:
At will: burning hands, fireball, invisible mage hand
3/day each: wall of fire, Ashardalon’s Stride at 5th level.
Shapechanger. Auriel can use its action to polymorph itself into a Small or Medium humanoid, or back into its true form. Without wings, the devil loses its flying speed.
Alternatively, if it is in a form without wings, Auriel can use its action to regain its wings from its true form and will regain its flying speed as a consequence.
Legendary Resistance (3/Day). If Auriel fails a saving throw, it can choose to succeed instead.
Multiattack. The Auriel makes four attacks Lover's Sting attacks. It can replace one of each Lover's Sting attacks with a bite, tail, or claw attack respectively once per turn.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (2d8 + 8) slashing damage.
Lover's Sting. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: (2d6 + 11) slashing damage plus (1d8) psychic damage.
Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (3d10 + 8) bludgeoning damage plus (2d6) necrotic damage.
The devil summons 3d4 Spined Devil with no chance of failure.
A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains until it or its summoner dies, or until its summoner dismisses it as an action.
Devotion. As a bonus action (1/Day), Auriel can use the ring Devotion to summon Fire Elemental Devotion.
Devotion appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Fire elemental Devotion
Large Elemental, Typically Neutral
Armor Class 18 (natural armor)
Hit Points 123 {{19d8 + 38}}
Speed 40 ft
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Paralyzed, Petrified, Poisoned, Prone
Senses darkvision 60 ft, passive Perception 10
Languages Ignan, one language of its creator’s choice
Challenge 7 (2,900 XP) Proficiency Bonus +3
Special Traits
Illumination. Devotion sheds bright light in a 20-foot radius and dim light in a 40-foot radius.
Water Susceptibility. For every 5 feet Devotion moves in 1 foot or more of water, it takes 2 (1d4) cold damage.
Embrace. Devotion can choose to move into another creature's space. Each creature in the elemental's space must make a DC 15 Dexterity saving throw. On a failure, a target takes (2d8 + 4) fire damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe. If the saving throw is successful, the target is pushed out of the elemental's space.
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes (2d8 + 4) fire damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.
Actions
Multiattack. Devotion makes three Fiery Strikes attacks.
Fiery Strikes. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d6 + 4) force damage. Each attack that hits deals an extra (2d6) fire damage.
Description
Archfiend of Dashvikiri, companion to Ipanoor and is held in his utmost trust. Being long lived, it has extensive knowledge of the going on of what happened in Dashvikiri.
Holds the greatsword Lover's Sting, a crystal embedded in its chest Silphium, and a magical ring Devotion. Of which the above items can be looted from a defeated Auriel or stolen from it.
Comments