Medium Fiend (Devil), Lawful Evil
Armor Class 17 (natural armor)
Hit Points 160 (16d10 + 80)
Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
18 (+4)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws CON +8, WIS +5, CHA +6
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Blindsight 120, Darkvision 120 ft., Passive Perception 11
Languages Infernal, Telepathy 120 ft.
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Magic Resistance. The butcher has advantage on saving throws against spells and other magical effects.

Dark Servant. The butcher is imbued with the power of its deceitful master and can tell when a creature is lying without an insight check

Corrupting Beacon(1/day). Once per day, the butcher can use this ability when it hits an attack and the target must succeed on a DC 19 Charisma saving throw or be marked. A marked target has an extra 1d10 points of necrotic damage dealt to it and can be tracked to any plane of existence. A creature that has been marked must make a DC 19 charisma saving throw at the end of every long rest or begin to hear the voices of the chained oblivion. if the creature fails three fails before a greater restoration is cast on them they will get chains tied around them and if they fail 5 they will be turned into a chained butcher. 

Actions

Multiattack. The devil makes two attacks with its chains.

Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.

Chain Blast. Ranged Weapon Attack: +8 to hit, reach 60 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Blade Cone. (Recharge 5–6). The devil throws blade in a 60-foot cone. Each creature in that area must make a DC 19 constitution saving throw, taking 63 (12d6) slashing damage on a failed save, or half as much damage on a successful one.

Animate Chains (Recharges after a Short or Long Rest). Up to four chains the devil can see within 60 feet of it magically sprout razor-­edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.

Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.

Reactions

Unnerving Mask. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.

Legendary Actions

Chain Blast. Ranged Weapon Attack: +8 to hit, reach 60 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Monster Tags: Devil

Rosnoah02

Comments

Posts Quoted:
Reply
Clear All Quotes