Fiendish Blessing. Anril's AC includes his Charisma bonus.
Devil's Sight. Magical darkness doesn't impede Anril's darkvision.
Fiendish Regeneration. Anril regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Anril dies only if he starts his turn with 0 hit points and can't regenerate.
Legendary Resistance (3/day). If Anril fails a saving throw, he can choose to succeed instead.
Magic Resistance. Anril has advantage on saving throws against spells and other magical effects.
Special Equipment. Anril carries a magic whip named Soulsliver. In the hands of anyone other than Anril, Soulsliver is a +2 Whip.
Innate Spellcasting. Anril's innate spellcasting ability is Charisma (spell save DC 20). He can innately cast the following spells, requiring no material components:
At will: alter self, charm person, command, darkness, detect magic, fireball, hypnotic pattern, suggestion
2/day each: dimension door, hold monster, wall of fire
1/day each: dominate monster, summon fiend, plane shift (self only)
Multiattack. Anril uses Hellfire Lash (if available), Deceitful Whispers, or Innate Spellcasting. He then makes two attacks with Soulsliver.
Hellfire Lash (Recharge 5-6). Anril unleashes a 60-foot-long, 5-foot-wide lash of Hellfire that ignites a 5-foot-radius [Tooltip Not Found] around where it strikes. Any targets in the area of effect must make a DC 20 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much on a successful one.
Deceitful Whispers. Anril whispers to a humanoid he can see within 30 feet. The target must succeed on a DC 18 Wisdom saving throw. On a failed save, the target is magically charmed by him until the end of their next turn and must use their reaction to immediately make an attack against one of his enemies, chosen by him.
Soulsliver. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) slashing damage, plus 9 (2d8) fire damage. If the target is a creature, it is cursed by entropic magic, taking 9 (2d8) necrotic damage at the start of each of its turns. Immediately after taking this damage, the target must make a DC 18 Constitution saving throw, ending the effect on itself on a success. Until it succeeds on this save, it can't regain hit points.
Wreath in Flame. In response to being hit by an attack, Anril utters an infernal word, causing green flames to erupt around his attacker, causing 13 (3d8) fire damage.
Anril can take 3 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. Anril regains spent legendary actions at the start of his turn.
Deceive. Anril uses his Deceitful Whispers action.
Immolating Gaze (Costs 2 Actions). Anril turns his magical gaze toward one creature he can see within 120 feet of him and commands them to combust. The target must succeed on a DC 17 Wisdom saving throw against this magic or take 22 (4d10)
Call Underling (Costs 3 Actions). Anril summons an allied spined devil in an unoccupied space he can see.
Description
Roleplaying Characteristics
Personality Traits
If I can't seize control, I'll serve in the meantime.
Nobody is as smart as me, and I need to prove that all the time.
Ideal
Ambition. The need to improve my station drives my every action.
Bond
We don't corrupt mortals. We teach them enlightened self-interest.
Flaws
I am secretly jealous of the freedom that mortals enjoy.
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