Mod | Save | ||
---|---|---|---|
STR | 16 | +3 | +6 |
DEX | 17 | +3 | +3 |
CON | 18 | +4 | +7 |
Mod | Save | ||
---|---|---|---|
INT | 12 | +1 | +1 |
WIS | 14 | +2 | +5 |
CHA | 14 | +2 | +5 |
Barbed Hide. At the start of each of its turns, the devil deals 5 (1d10) Piercing damage to any creature it is grappling or any creature grappling it.
Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.
Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.
Multiattack. The devil makes one Claws attack and one Tail attack, or it makes two Hurl Flame attacks.
Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from both claws.
Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 14 (2d10 + 3) Slashing damage.
Hurl Flame. Ranged Attack Roll: +5, range 150 ft. Hit: 17 (5d6) Fire damage. If the target is a flammable object that isn’t being worn or carried, it starts burning.
So very slightly higher damage at melee and a way to actually grapple, but way higher ranged damage. Those are the only changes I can find besides from a random climbing speed. Overall, a solid upgrade.
It seems like the grapple DC should be at least 14 based on its strength modifier
I think it is calculated by CHA. Doesn't make any sense but that would be the spell save DC and it would not be the first in the new MM to have things based off of bizarre stats.
No, the DC is correct and it is based off Strength. Escape DC is calculated by 10 + Str Modifier (hence 13). See the Vampire's stat block for another example.
Wow, so this prompted me to go through the monster manual to look at grapple DC's to find out if they really did make that a consistency for monsters specifically and this looks to be the case. A player character's grapple DC is based off of (8 + modifier + proficiency), and all monsters now do not account for their proficiency bonus for the DC of their grapple and now in fact only use (10 + mod). On one hand this feels very wrong, but on the other hand it keeps the tarrasque from having an escape DC of 29.
"If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from both claws."
Meaning each claw is giving its own Grappled condition, so the creature has to succeed on two rolls - one for each claw?
I think it just means he holds the target with both claws so he cant make another claw attack. So only one check. But can be wrong ofc.
Loved the old art but tjis one is way better.
For stats. It has a climbing speed. Thats...nice i guess. Never had a situation with them were it was relevant but who knows.
Little dmg buff. Claw makes 4 average dmg more and grapple now so 5 average dmg on top of that but only one claw atrack per turn now so average 3 dmg more from that part. Also the escape dc is not that high and the hide dmg triggers at the start so chance is high it wont apply. The tail got 5 ft ramge which csn be usefull. Hurl flame now deals 7 dmg more per hit.
Overall I like the changes. Especially cause his barbed hide can be used now