Mod | Save | ||
---|---|---|---|
STR | 22 | +6 | +10 |
DEX | 17 | +3 | +7 |
CON | 21 | +5 | +5 |
Mod | Save | ||
---|---|---|---|
INT | 12 | +1 | +1 |
WIS | 16 | +3 | +7 |
CHA | 18 | +4 | +8 |
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 three attacks, using Searing Fork or Hurl Flame in any combination. It can replace one attack with a use of Infernal Tail.
Searing Fork. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Piercing damage plus 9 (2d8) Fire damage.
Hurl Flame. Ranged Attack Roll: +8, range 150 ft. Hit: 26 (5d8 + 4) Fire damage. If the target is a flammable object that isn’t being worn or carried, it starts burning.
Infernal Tail. Dexterity Saving Throw: DC 17, one creature the devil can see within 10 feet. Failure: 10 (1d8 + 6) Necrotic damage, and the target receives an infernal wound if it doesn’t have one. While wounded, the target loses 10 (3d6) 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.
Gained +21 HP, gain 10 feet of movement speed on ground, does way more damage, gain 30 feet more darkvision for unknown reasons, got 1 extra charisma, Hurl flame damage is doubled and gains an extra +1 to hit, Fork now does an addition 9(2d8) fire damage, the infernal wound wisdom check went up by 5 from 12 to 17 now, and like everything else in the manual better initiative. It lost Cold Resistance, non-magical weapon resistance, and the tail is no longer at attack role its just a saving throw which kind of sucks and the infernal wound does not stack anymore sadly, and heals on its own after a minute though most PCs should have bled out by then honestly. Overall some pretty substantial buffs to this guy, and while the infernal wound nerf is sad this is still a major glow up for the malebranche.
I find the saving throws for the tail to be a nice change for more adaptability, since the devil used to only be able to attack, but now it also has saving throws it can force the party to make. So now when the wizard casts shield, the devil can ignore the +5 ac when using its tail since it's no longer an attack roll. Adds some nice variation imo.
I agree!