Gargantuan Fiend (Angel, Cursed, Devil, Shapechanger), Typically Neutral Evil
Armor Class 30 Natural Armor
Hit Points 420 (21d20)
Speed 120 ft.
STR
25 (+7)
DEX
20 (+5)
CON
18 (+4)
INT
23 (+6)
WIS
22 (+6)
CHA
20 (+5)
Saving Throws WIS +15
Skills History +30
Damage Resistances All damage but Force, Radiant, and Psychic
Condition Immunities Blinded, Exhaustion, Frightened, Grappled
Senses Darkvision, Truesight, Passive Perception 20
Languages All, Telepathy
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Patron. Though selective on who he accepts, Adariel is a potential Patron for Witches (Warlocks).

Multiclass Spellcaster. As a master of magic (20th lv caster), Adariel has access to all spells from the Warlock & Wizard spell lists. This trait is also passed to those he contracts with.

Adariel's spellcasting ability is [CHA 20], & he has the following spells prepared: chill touch, control flames, fire bolt, & toll the dead as cantrips; Arms of Hadar, blight, elemental bane, finger of death, incendiary cloud, power word: kill, power word: pain, summon greater demon, & time stop as spells.

Actions

Divine Awareness. Adariel knows if it hears a lie.

Legendary Resistance (3/Day). If Adariel fails a saving throw, it can choose to succeed instead.

Probing Telepathy. If a creature communicates telepathically with Adariel, he learns the creature's greatest desires if he can see the creature.

Regeneration. Adariel regains 10 hit points at the start of its turn. If Adariel takes psychic or radiant damage, this trait doesn't function at the start of his next turn. Adariel dies only if it starts its turn with 0 hit points and doesn't regenerate.

Rejuvenation. If he dies, Adariel returns to life in 1d6 days and regains all his hit points. Only a wish spell can prevent this trait from functioning.

Sense Magic. Adariel senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Shielded Mind. Adariel is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

Death Glare. Adariel targets one frightened creature it can see within 30 feet. If the target can see him, it must succeed on a DC 23 Wisdom saving throw against this magic or drop to 0 hit points.

Bonus Actions

Consume Life. As a bonus action, Adariel can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 23 Constitution saving throw against this magic or die. If the target dies, Adariel regains the amount of hit points lost.

Reactions

Unnerving Mask. When a creature Adariel can see starts its turn within 30 ft of him, Adariel can create the illusion that he looks like one of the creature's departed loved ones or bitter enemies. If the creature can see Adariel, it must succeed on a DC 23 Wisdom saving throw or be frightened until the end of its turn.

Legendary Actions

Searing Burst (Costs 2 Actions). Adariel emits magical, divine energy. Each creature of his choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking (10d6) fire damage plus (12d6) radiant damage on a failed save, or half as much damage on a successful one.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Adariel was once a Seraphim Angel before joining the other Watchers when they descended to the Mortal Realm. Unlike others who took human wives, Adariel would instead gather worshipers & entire cults around him. Like the other Watchers, Adariel was eventually cast into the Infernal Realm where he became one of the greater demons before quickly using his power to rise as one of Hell's ruling elite, a Devil.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: DevilAngelShapechanger

JamyzinNylfjid

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