Large Fiend (Devil), Lawful Evil
Armor Class 18 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 35 ft.
STR
22 (+6)
DEX
17 (+3)
CON
21 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
17 (+3)
Saving Throws STR +10, DEX +7, WIS +7, CHA +7
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Necrotic
Condition Immunities Blinded, Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 13
Languages Infernal, Telepathy 120 ft.
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

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

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

Actions

Multiattack. The devil makes three melee attacks: two with its claws and one with its tail. It can use Hurl Blue Flame in place of any melee attack.

Necrotic Clawing. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Bonus Actions

Instill Fear - creatures within a 50ft radius must make a DC 15 Wisdom saving throw or be afraid. Creatures affected have disadvantage on attack rolls against Arkaeus. Creatures can make a saving throw at the beginning of each turn.

Reactions

Hellish Rebuke - the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

 

Mythic Actions

Take Possesion - when Arkaeus has lower than 20% health he can attempt to possess a humanoid. The targeted creature must make a DC 18 wisdom saving throw. On a failed throw Arkaeus takes possesion of the character keeping that characters current HP + 2d10. Utilizing that characters abilities.    
      If the character dies Arkaeus evacuates the body and the character must make a successful death saving throw or expire. The character cannot be resurrected. 

Description

This devil posses a cultist named Tarlack. The cultist listens to the whispers of Arkaeus to mold the minds of the new world order to rid the magical region of the wonder in hopes of limiting the magical prowess of humans to dominate the Plane of Baltaurus. His Skin is thick with black ichor that acts as a natural armor around his skin. His eyes are black, the same icchor that lines his skin oozes from his mouth covering his teeth. He stands 7ft tall when not in possession of a humanoid. A single wing protrudes from his back limiting his ability for flight. He has a strong presence of darkness that can frighten others.

Lair and Lair Actions

His  Lair sits along the undercity in the underbelly of Bleeding Heart. A trading city beneath the floating citadels. The lair is decorated with pillars of fire and poison. Small fiends inhabit the area feeding on sewer rats. A fiery crevice lines the floor of the lair where cultists throw themselves to hell as sacrifices during ritual ceremonies. 

Monster Tags: Devil

87804

Comments

Posts Quoted:
Reply
Clear All Quotes