Large Fiend (Devil), Lawful Evil
Armor Class 19 (natural armor)
Hit Points 511 (21d12 + 182)
Speed 55 ft.
STR
30 (+10)
DEX
15 (+2)
CON
22 (+6)
INT
11 (+0)
WIS
13 (+1)
CHA
22 (+6)
Saving Throws STR +18, CON +14
Skills Acrobatics +19, Athletics +15, Intimidation +19, Survival +13
Damage Resistances Cold, Force
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine or Silvered
Condition Immunities Frightened, Grappled, Poisoned, Restrained
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 13
Languages Common, Infernal, Telepathy 120 ft.
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Lord of Wrath (Recharges after a Short or Long Rest). If Andras would be reduced to 0 hit points, his current hit point total instead resets to 450 hit points, he recharges his Cone of Fire, and he regains any expended uses of Legendary Resistance. Additionally, Andras can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating Andras after his Lord of Wrath trait activates.

Rune of Wrath. Andras is infused with power of the Rune of Wrath, while infused with it, he scores a critical hit on weapon attacks on a roll of 18 or higher and if he scores a critical hit, he rolls damage dice four times, instead of twice. As long as there still exists creatures commiting the Sin of Wrath in the Multiverse, the Rune of Wrath exists. Additionally, while Beserked, Andras is surrounded by fire, granting him the following effect:

  • At the start of each of Andras’ turns, each creature within 5 feet of him takes 21 (6d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches Andras or hits him with a melee attack while within 5 feet of him takes 21 (6d6) fire damage.

Devil’s Sight. Magical darkness doesn’t impede Andras´s darkvision

Legendary Resistance (5/Day). If Andras fails a saving throw, he can choose to succeed instead.

Feral Instinct. Andras has advantage on initiative rolls.

Pack Tactics. Andras has advantage on an attack roll against a creature if at least one of the Andras's allies is within 5 feet of the creature and the ally isn't incapacitated.

Reckless. At the start of his turn, Andras can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.

Brutal Strikes. If Andras uses his Reckless feature, he can forgo any Advantage on one Strength-based attack roll of his choice on his turn. The chosen attack roll mustn’t have Disadvantage. If the chosen attack roll hits, the target takes an extra 19 (3d12) force damage, and you can cause two Brutal Strike effect of his choice. Andras has the following effect options.

  • Forceful Blow. The target is pushed 15 feet straight away from Andras, and he can then move up to half his Speed straight toward the target without provoking Opportunity Attacks.
  • Hamstring Blow. The target’s Speed is reduced by 15 feet until the start of Andras' next turn. A target can be affected by only one Hamstring Blow at a time—the most recent one.
  • Staggering Blow. The target has Disadvantage on the next saving throw it makes, and it can’t make Opportunity Attacks until the start of Andras' next turn.
  • Sundering Blow. Before the start of Andras' next turn, the next attack roll made by another creature against the target gains a +10 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.

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

Hellfire. Andras ignores resistance to fire, lightning and force damage and treats immunity as resistance. Additionally, whenever Andras deals damage other than psychic or radiant, he change it to either fire, lightning or force.

Indomitable Might. If Andras' total for a Strength check or Strength saving throw is less than his Strength score, he can use that score in place of the total.

Regeneration. Andras regains 20 hit points at the start of its turn. If Andras takes radiant or psychic damage, this trait doesn't function at the start of the Andras's next turn. Andras dies only if he starts its turn with 0 hit points and doesn't regenerate.

Innate Spellcasting. Andras´s spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Andras can innately cast the following spells, requiring no material components:

At will: Searing Smite (9th level), Hunter's MarkCompelled Duel

3/day each: Immolation, Wall of Fire, Fire Shield (warm only)

1/day each: Fire Storm, Symbol (fear only), Delayed Blast Fireball (9th level)

Actions

Multiattack. Andras uses his Battle Roar and then makes three greataxe attacks.

Greataxe. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 23 (3d8 + 10) force damage plus 21 (5d8) fire damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 30 (9d6) hit points at the start of each of its turns due to an exposed wound. Each time Andras hits the wounded target with this attack, the damage dealt by the wound increases by 30 (9d6). Any creature can take an action to stanch the wound with a successful DC 23 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Cone of Fire (Recharge 4–6). Andras erupts a blast of hellfire from his hands. Each creature in a 60-foot cone must make a DC 22 Dexterity saving throw. A creature takes 54 (12d8) fire damage on a failed save and any mundane metal objects they are wearing or carrying are melted into slag and destroyed. On a successful save, a creature takes half as much damage and their equipment isn’t destroyed.

Additionally, the fire remains in that area until the end of Andras’ next turn. For the duration, that area is difficult terrain, and a creature who enters that area for the first time on a turn or ends their turn there takes 28 (8d6) fire damage.

If a creature is reduced to 0 hit points by this effect, the creature immediately dies, and its body is reduced to ash.

Battle Roar. Each creature of the Andras’ choice that is within 120 feet of him, is aware of him and can hear him must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Andras´ Battle Roar for the next hour.

Bonus Actions

Berserk (4/day). Andras enters a berserked state for 1 minute. During this time, he has advantage on Strength checks and Strength saving throws, his attacks deal an extra 13 (2d6+6) fire damage on a hit and he has resistance towards all types of damage except psychic and force.

Change Shape. Andras magically transforms into any creature that is Huge or smaller, while retaining his game statistics (other than his size). This transformation ends if Andras is reduced to 0 hit points or uses a bonus action to end it.

Reactions

 Retaliation. When Andras takes damage from a creature that is within 10 feet of him, he can take a Reaction to make one Greataxe against that creature.

Legendary Actions

Andras can take 5 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. Andras regains spent legendary actions at the start of his turn.

Call of the Pack (Costs 3 Actions): Andras magically summons 3d4 Hell Hounds. The Hell Hounds appears in an unoccupied space within 60 feet of Andras and acts as Andras´s allies. The Hell Hounds remain until Andras dies or until he dismisses them as an action. 

Fury Attack: Andras attacks once with his greataxe.

Spellcasting (Costs 2 Actions): Andras casts a spell from his Innate Spellcasting trait.

Mythic Actions

If Andras´s Lord of Wrath trait has activated in the last hour, he can use the options below as legendary actions.

Ignition (Costs 2 Actions). Andras casts Immolation without consuming one of it´s daily uses and without requiring concentration.

Volcanic Orb (Costs 4 Actions). Andras evokes the flames of Phlegethos at the palm of his hand, then, condensing it into a powerful orb of magma he strikes it with full force at the ground. Each creature in a 60-foot-radius must makes a DC 26 Dexterity saving throw. A creature takes 70 (15d6 + 20) fire damage, are knocked 10 feet away from Andras in a straight line and are left prone on a failed save or half as much damage only on a successful one.

When the orb explodes, flammable objects that aren’t being worn or carried and creatures that are not immune to fire damage in the explosion start burning.

Description

Devils: Archdevils

At the top of the hierarchy of the Nine Hells stand the archdevils, a vicious and backbiting group made up of the Hells’ elite devils. They include the various lords, the nobles who owe them fealty, and some exiles and outcasts who have fallen out of favor. Favor in the Nine Hells shifts like the wind, and the fortunes of the great and mighty rise and fall at the whims of their betters. Many dread names are included in the rolls of the archdevils; the few described here are among those that adventurers are most likely to encounter.

Wish Fulfillment. All devils seek control over mortal souls, so they offer enticements to tempt mortals into making unwise bargains. Archdevils, possessing the true power of the Nine Hells, can fulfill nearly any desire (within the limits of a Wish spell) requested by the mortals they bind to their infernal contracts. Archdevils always fulfill the letter of the wish, rewarding desperate mortals with a twisted interpretation of their desires. In exchange for this gift, the devil expects and receives total power over a soul and usually claims it upon the mortal’s death. An archdevil can’t fulfill its own wish.

Greater Magical Knowledge. Archdevils have greater magical power and knowledge than any other devil in Hell. Because of that, Archdevils have a greater array of spells that they can cast, those being the following:

Cantrips: Archdevils know all cantrips and can cast each of them at their maximum level (level 17). If an Archdevil has an feature that grants them spells and they gain a cantrip, that cantrip will deal extra damage equal to their spellcasting modifier. Additionally, whenever uses their Spellcasting to cast the True Strike cantrip, they can change its damage from Radiant to either Psychic or Thunder.

At will: Detect Evil and Good, Detect Magic, Detect Poison and Disease, Detect Thoughts, Protection from Energy, Protection from Poison, Protection from Evil and Good, Locate Animals or Plants, Locate Creature, Locate Object, Fireball, Lightning Bolt, Sending

3/day each: Creation (9th level, as an action and lasting forever, regardless of the material created), Harm, Resurrection (as an action), Chain Lightning, Bestow Curse (9th level, 60 foot range), Heal, Hold Monster, Disintegrate, Summon Fiend (9th level, Devil form only), Plane Shift, Counterspell, Dispel Magic (9th level), Dominate Monster, Simulacrum (as an action)

1/day each: Prismatic Wall, Wall of Fire (9th level), Wall of Force, Wall of Ice (9th level), Wall of Light, Wall of Stone, Wall of Thorns (9th level), Wall of Water, Wall of Sand, Power Word Fortify, Power Word Pain, Power Word Heal, Power Word Kill, Forcecage, Word of Recall (towards their lair only), Scatter, Finger of Death, Sequester, Geas (9th level), Project Image

Quickness of Action.  Archdevils have mastered multiple ways of better adapting to certain situations in order to interact with mortals and found unique ways to escape danger. granting them the following Bonus Actions:

  • Swift Teleport. The Archdevil magically teleports, along with any equipment they are wearing and carrying, up to 30 feet to an unoccupied space they can see.
  • Change Shape. The Archdevil magically transforms into any creature that is Huge or smaller, while retaining their game statistics (other than their size). This transformation ends if the Archdevil is reduced to 0 hit points or uses a bonus action to end it.

Legendary Mastery. Archdevils are considered legendary creatures with increadible power, capable of easily bringing down entire kingdoms by themselves. All Archdevils have access to the following Legendary Actions in addition to the ones they already possess:

  • Cast a Spell (Costs 2 Actions): The Archdevil uses Spellcasting.
  • Teleport: The Archdevil magically teleports, along with any equipment they are wearing and carrying, up to 120 feet to an unoccupied space they can see.
  • Attack: The Archdevil makes one weapon attack.
  • Frightening Glare (Costs 3 Actions): The Archdevil targets one creature it can see within 60 feet of them. If the target can see the Archdevil, the target must succeed on a DC 23 Wisdom saving throw or become frightened of the Archdevil until the end of its next turn.
  • Summon Underling (Costs 3 Actions): The Archdevil magically summons 1d4 devils of CR 12 or lower. The devils appear in an unoccupied space within 60 feet of the Archdevil and acts as the Archdevil´s allies. The devils remain until the Archdevil dies or until it dismisses them as an action.

Andras

The Prince of Hell Hounds and Lord of Wrath, Andras is the only son of the Archduchess Fierna and her most precious and loyal follower. Known as the executor of the Hells, Andras always attends the trials his grandfather, Belial, helds, always carrying the death sentence when needed. Andras enjoys being surrounded by Hell Hounds as he finds them to be the most adorable creatures to have ever been created.

A warrior to the core, Andras is the major asset Hell has when a war starts getting out of control. Whenever Andras is deployed in the battlefield, the tide of the fight is always turned towards his favor.

Lair and Lair Actions

Andras’s Lair

Andras makes his lair in the same palace as his mother Fierna. His quarters are filled with running magma and resemble a large colosseum, where he can constantly fight.

Lair Actions

On initiative count 20 (losing initiative ties), Andras can take one of the following lair actions as long as he is in Hell; he can’t take the same lair action two rounds in a row:

Attack. Andras makes one Greataxe attack against one single foe within range.

Cast a Spell. Andras uses his Spellcasting feature to cast an available spell. If the spell normally requires concentration, it lasts for the full duration instead.

Deceitful Whispers. Andras whispers to a creature he can see within 30 feet. The target must make a DC 22 Wisdom saving throw. On a failed save, the target has the charmed condition until the start of their next turn and must use their reaction immediately to make an attack against one of Andras´s enemies, chosen by him.

Fiendish Fortitude. Andras recharges Cone of Fire.

Frenzy. Andras casts Haste on himself. The effect ends at initiative count 20 of the next round.

Summon Underlings. Andras summons 4 Hell Hounds that are allied to him in an unoccupied space which Andras can see.

Teleport. Andras teleports himself to an area he can see within 120 feet.

Trap. Andras casts the Hold Monster spell.

Magma Pond. Andras makes magma erupts from a point on the ground he see within 120 feet of him, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 23 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

Fireball. Andras casts the Fireball spell.

Regional Effects

The region containing Andras’s lair is warped by his magic, which creates one or more of the following effects:

Hellscape. The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.

Elemental Fissures. Rocky fissures within 1 mile of the lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.

Smoke. The area within 2 miles of the lair, but no closer than 500 feet, is filled with smoke, which causes the area to be heavily obscured. The smoke can’t be cleared away.

If Andras dies, these effects fade over the course of 1d10 days.

Previous Versions

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Monster Tags: Devil

BRitzOpedro

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