Medium Humanoid (Devil, Tiefling, Warlock), Lawful Evil
AC 13 (15 with mage armor)    Initiative +2 (12)
HP 102 (9d8 + 24)
Speed 30 ft.
Mod Save
STR 10 +0 +0
DEX 14 +2 +2
CON 19 +4 +4
Mod Save
INT 14 +2 +2
WIS 12 +1 +5
CHA 20 +5 +9
Skills Arcana +6, Deception +9, History +6, Insight +5, Persuasion +9, Religion +6, Sleight of Hand +6
Resistances Fire
Senses Darkvision 120 ft.; Passive Perception 11
Languages any two languages (usually Abyssal or Infernal)
CR 9 (XP 5,000; PB +4)
Traits

Dark One’s Own Luck (Recharges after a Short or Long Rest). When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll’s effects occur.

Eldritch Mind: You have Advantage on Con. saving throws that you make to maintain Concentration.

Repelling Blast: When you hit a Large or smaller creature with Eldritch Blast, you can push the creature up to 10 ft. straight away from you.

Devil’s Sight: You can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 ft. of yourself.

Dark One’s Blessing: When you reduce an enemy to 0 HP, you gain 14 Temp HP. You also gain this benefit if someone else reduces an enemy within 10 ft. of you to 0 HP.

Spell Sniper: 
Bypass Cover. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover.
Casting in Melee. Being within 5 ft. of an enemy doesn't impose Disadvantage on your attack rolls with spells. 
Increased Range. When you cast a spell that has a range of at least 10 ft. and requires you to make an attack roll, you can increase the spell's range by 60 ft.

Alert (initiative +6)
Initiative Proficiency. When you roll Initiative, add +4 to the roll. 
Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.

Actions

Multiattack. The warlock makes three Scimitar attacks, can exchange 2 attacks to instead cast Eldritch Blast

Infernal Scimitar. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d6 + 2) Slashing damage. If the target is a creature and doesn’t already have an infernal wound, it is subjected to the following effect. Constitution Saving Throw: DC 17. Failure: The target receives an infernal wound. While wounded, the target loses 5 (1d10) Hit Points at the start of each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 17 Wisdom (Medicine) check.

Eldritch blast 2 bolts of energy, +9 to hit, range 120ft, Hit: 1d10+5. When you hit a Large or smaller creature with Eldritch Blast, you can push the creature up to 10 ft. straight away from you.

Hellfire. Green flame explodes in a 10-foot-radius sphere centered on a point within 120 feet of the warlock. Each creature in that area must make a DC 15 Dexterity saving throw, taking 16 (3d10) fire damage and 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one.

Spellcasting. The warlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 17, spell att +9):

At will: mage armor (self only), mage hand, friends, message, guidance, fire bolt

1/day each: darkness, Hold Person (as a 5th level spell), Synaptic Static

Bonus Actions

Misty Step: Can cast misty step once per day

Infernal Insight (Recharges after a Short or Long Rest). As a bonus action, this creature gains advantage on all ability checks and attack rolls it makes until the end of the current turn.

Reactions

Fiendish Rebuke (3/Day). In response to being damaged by a visible creature within 60 feet of it, the warlock forces that creature to make a DC 17 Dex saving throw, taking 3d10 necrotic damage and 3d10 fire damage on a failed save, or half as much damage on a successful one.

Vexing Escape (1/Day). As a reaction when this creature takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see.

Description

Bryde is the head of the Onyx Knuckles. They have made a pact with Capasia, a powerful erinyes in the service of Dispater. Bryde was killed and pushed through a portal into the Hells. Capasia found him and his returned him to Parthia as he infernal captain due to the information he was able to provide.  

Habitat: ArcticDesertUnderdarkUrban

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