Large Fiend (Devil), Lawful Evil
Armor Class 25 Plate armor
Hit Points 420 (40d10 + 200)
Speed 40 ft., Fly 60 ft.
STR
24 (+7)
DEX
20 (+5)
CON
21 (+5)
INT
26 (+8)
WIS
20 (+5)
CHA
22 (+6)
Saving Throws DEX +13, WIS +13, CHA +14
Skills Arcana +16, Deception +13, History +16, Persuasion +13
Damage Resistances Cold, Force, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Stunned
Senses Darkvision 120 ft range, Passive Perception 22
Languages Common, Infernal
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Evil Aura. Any good aligned creature that starts its turn within 40 feet of Anakis must make a DC 22 wisdom saving throw. On a failed save, the creature's alignment switches to lawful evil and it is inclined to do evil things. An affected creature can be cured with the dispel evil and good spell

Immortality. Anakis is immortal and will come back to life 1d4 hours after death. This is impossible to stop and those who try will take 2d20 fire damage upon attempting to do so by any means.

Other stuff. Endless evil possibilities, no point in listing them all.

Spellcasting. Anakis is a 20-level spellcaster. Her spellcasting ability is charisma (spell save DC 28, +14 to hit with spell attacks). She has following warlock spells prepared:
Cantrips (at will): All warlock cantrips
9th level (8 slots): All warlock spells plus the ones from the fiend patron option all upcast to 9th level

Actions

Multiattack. Anakis makes three attacks

Magic longsword. Melee Weapon Attack: +15 to hit, reach 5 ft. Hit: 32 (2d10 + 7) slashing damage.

Hellfire. Ranged Weapon Attack: +14 to hit, range 240 ft. Hit: 56 (4d10 + 6) fire damage.

Magic longbow. Ranged Weapon Attack: +15 to hit, range 120 ft. Hit: 23 (2d8 + 3) piercing damage.

Invisibility. Turns invisible for 2d4 rounds.

Bonus Actions

Heal self. Spends one bonus action to regain 2d10 hit points.

Darkness. Casts the spell Darkness as a 2nd level spell.

Request assistance. Anakis calls 1d4 pit fiends and 1d8 imps to help with combat.

Reactions

Fiery reaction. As a reaction to being attacked or damaged, Anakis can cast Fireball as a 5th level spell directed at the creature who attacked her.

Legendary Actions

Three times per round at the end of another creature's turn, Anakis can chose to use one of the following legendary actions:

Secretive retreat. (3 per day) Anakis can Disengage, become invisible, and slip away from combat going unnoticed for 1d4 rounds

Regenerate health. (5 per day) Anakis recovers 4d10 hp

Magical destruction. (2 per day) Anakis creates a magic wave that deals 4d8 + 6 force damage to all creatures within 25 feet of her and pushes said creatures 50 feet back

Description

Anakis is an archdevil who currently resides on the first layer of the Nine Hells and is determined to dethrone the layer's current leader Zariel. Known for making deals with only the most powerful warlocks, Anakis is often avoided by those trying to obtain magic despite tending to "accidentally" give those warlocks extra power. Though technically capable of changing forms Anakis tends to appear as a tall, humanoid figure with small horns, a tail, red skin, draconic wings, and gold, catlike eyes. According to most people who have met or made a deal with her, she is "somewhat scary but by far the least hatable archdevil."

Previous Versions

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Monster Tags: Devil

Aur_The_Great