Medium Fiend (Devil), Lawful Evil
Armor Class 21 Plate +2, Ring of protection
Hit Points 255 (30d8 + 120)
Speed 30 ft., Fly 50 ft.
STR
23 (+6)
DEX
16 (+3)
CON
19 (+4)
INT
14 (+2)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws STR +12, CON +10, WIS +8
Skills Intimidation +10, Perception +8
Damage Resistances Acid, Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 18
Languages Common, Draconic, Elvish, Goblin, Infernal telepathy 120 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Special Equipment:  Caradoc has the following magic items: Tariel, Ring of Protection, Ardzu

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

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

Gate's Warden: While attuned to Tariel Attacks of Opportunity made with this weapon do not consume you're reaction

Adamantine Armor any critical hit against you becomes a normal hit.

Tiamat's Gift: When taking damage of acid, lightning, poison, fire, or cold the armor gains 1 charge of the element and the corresponding eye lights up. Ardzu can hold up to one charge of each element type. As an action you can consume one charge to create a breath attack of that element. 

Actions

Multiattack.  Caradoc can use its Frightful Presence. He also makes three attacks with Tariel.

 Tariel. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit: 22 (1d10 + 8) .

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (5d10 + 6) piercing damage plus 38 (7d10) fire damage.

Frightful Presence. Each creature of the Caradoc’s choice that is within 120 feet and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened of it 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 the Caradoc’s Frightful Presence for the next 24 hours.

Incite Fanaticism. Caradoc chooses up to four of its allies within 60 feet of it that can see it. For 1 minute, each of those allies makes attack rolls with advantage and can’t be frightened.

Power of the Dragon Queen. Caradoc targets one dragon it can see within 120 feet of it. The dragon must make a DC 18 Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to Caradoc’s Power of the Dragon Queen for 1 hour. On a failed save, the target is charmed by Caradoc for 1 hour. While charmed in this way, the target regards the Caradoc as a trusted friend to be heeded and protected. This effect ends if the Caradoc or its companions deal damage to the target.

Breath weapon 1 charge: You exhale a 30-foot cone of the element's charge. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) of the charges element in damage on a failed save, or half as much damage on a successful on

Monster Tags: Devilfiend

Habitat: MountainUrban

Motser

Comments

Posts Quoted:
Reply
Clear All Quotes