Medium Fiend (Human), Lawful Neutral
Armor Class 20 Natural Armour
Hit Points 450 (40d8 + 270)
Speed 30 ft., Fly 80 ft.
STR
20 (+5)
DEX
24 (+7)
CON
20 (+5)
INT
14 (+2)
WIS
17 (+3)
CHA
20 (+5)
Saving Throws DEX +14, CON +12, WIS +10, CHA +12
Skills Acrobatics +13, Athletics +11, History +8, Intimidation +11, Perception +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned
Gear Yamato, Beowulf
Senses Darkvision 120 ft, Passive Perception 15
Languages Abyssal, Common, Infernal
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Demonic Bloodline.  Thanks to his fiendish heritage, empowered by the fruit of the Qliphoth tree Virgil gain 2 demonic energy each turn and can use it a couple of different ways.

Devil Trigger. (Costs Three charges of demonic energy then recharges of 5-6)  Enter an alternate mode, unleashing Virgil's fiendish heritage that lasts 4 turns or if hit points are reduced to 0.

  • Increases AC, spellcasting DC and saving throws and each damage die result by 2.
  • Regenerate 20 hp as soon as the effect is triggered and at the start of his turn
  • Increase speed by 20ft
  • gain resistance to all damage types except for force and psychic. 

Sin Devil Trigger  (Costs 8 Demonic energy then recharges on 6) same as devil trigger lasts.

  • Increases AC, spellcasting DC and saving throws and each damage die result by 5.
  • Regenerate 50 hp as soon as the effect is triggered and at the start of his turn
  • Increase speed by 50ft and gains an equal flight speed
  • Gain resistance to all damage (except for force and psychic) types with immunity to fire and cold damage
  • All attacks are Empowered
  • Creates a spectral duplicate (construct) that acts on its own also can use two multi attacks. Gives Virgil temporary HP 100 hp that can be bypassed by attacking Virgil directly. This duplicate persists even if Sin devil trigger has ended as long as the duplicate has temp HP.
  • Dark vision becomes True sight

Magic Resistance (Visual). Virgil has advantage on any saving throws against spells or magical effects as long as the caster is in eyesight

Magic weapons. Virgil's weapon attacks are magical

Legendary resistance (3/Day). If Virgil fails a saving throw, he can choose to succeed instead.

Actions

Yamato Multi-attack. Attacks 4 times with a combination of Yamato or Summoned Swords. Can replace one attack with Rapid slash or Judgement cut

Yamato. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 9)  slashing damage or 20 (2d10 + 9) if used with two hands. Plus an additional 5 (1d10) Force damage 

Empowered Yamato (Cost: 1 Demonic energy). Melee Weapon Attack: +15 to hit, reach 15 ft line. Hit: 27 (4d8 + 9)  slashing damage or 31 (4d10 + 9) if used with two hands. Plus an additional 11 (2d10) Force damage 

Summoned Swords. Ranged Weapon Attack: +11 to hit, range 80/300 ft., one target. Hit: #11 (1d8 + 7) piercing damage.

Empowered Summoned Swords (Cost: 1 Demonic energy). Ranged Weapon Attack: +11 to hit, range 80/300 ft., Three targets. Hit: 15 (2d8 + 7) piercing damage.

Rapid slash.  Virgil dashes his whole movement speed without provoking opportunity attacks before attacking once with Yamato against each creature he dashes past.

Judgement Cut. Releasing Yamato from its sheath, before re-sheathing it at a blinding speed, Virgil creates a 10 radius sphere of blades within 30 ft of him. any creature within the sphere must make a DC 20 dexterity saving throw, taking 33 (6d10) force damage or half as much on a successful save

Final Judgement Slash (costs 2 demonic energy and recharges on 6). Virgil unsheathes Yamato and disappears from view for a moment before reappearing 60ft away, every creature in a 40ft diameter of Virgil must make a DC 20 Saving throw, taking 90 (20d8) force damage on a failed save or half on a success. Any creature that falls 0 due to this attack can only be revived by 7th level resurrection or higher level spells.

Beowulf Multi-attack. Attacks 4 times with a combination of Beowulf or Summoned Swords. Can replace one attack with Beast uppercut or Lunar Phase.

Beowulf.  Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 9)  Bludgeoning damage. Plus an additional 5 (1d8) Force damage, imposes disadvantage on concentration saves for attacks made by this weapon.

Empowered Beowulf (Cost: 1 Demonic energy). Melee Weapon Attack: +15 to hit, reach 15 ft line. Hit: 37 (6d6 + 9) Bludgeoning damage. Plus an additional 11 (2d10) Force damage. Imposes disadvantage on concentration saves for attacks made by this weapon.

Beast Uppercut. Virgil slams his both his fists into the solar plexus of a singular target, they must make a DC 20 constitution save or take 54 (8d10 + 18), and be sent 50ft in a line. The creature take half damage on success and is only sent 25 ft. If the target is blasted into another creature they take half of the damage taken by the main target. 

Lunar Phase. Melee Weapon Attack: +12 to hit, single target, Virgil jumps and front flip heel dropkicks a singular target. Dealing 45 (8d10 + 9) bludgeoning damage and knocks them prone. 

Hell on earth (costs 2 demonic energy and recharges on 5-6). Virgil channel his power into a single fist and slams it into the ground at blinding speed creating a space devoid of sound. Deals damage based on this list and until Virgil's next turn, the 30ft radius around him is silenced   

  • 5 ft. away or closer -  10d10 force damage

  • 5 to 20 ft. away - 7d10 force damage

  • 21 to 30 ft. away - 5d10 force damage.
Bonus Actions

Bitter Taunt. Virgil casts the spell vicious mockery (as a 17th level caster).

Trick. Virgil Teleports up to 30ft away. Roll a D20 on a 13 or above Virgil gains advantage on the next attack he makes

 

Reactions

Parry and Counter. Virgil adds 4 to his AC against a single targets melee or ranged attacks that would hit him. Requires Virgil to be able to see his attacker and be wielding a melee weapon. Virgil's attacks against this creature have advantage until the start of his next turn.

Legendary Actions

Virgil has 3 legendary actions that he can take and regains each after his turns.

Attack. Attacks once with Yamato and once with a summoned sword.

Trick. Uses the trick bonus action.

Spiral blades (Costs 2 Actions). Eight spectral spinning blades appear around Virgil, any creature that enters within 5ft radius of Virgil or starts its turn within the spinning blades takes 9 (4d4) slashing damage. The swords last for 10 rounds, or until Virgil's concentration on these blades are broken or uses a bonus action to dismiss him.

While Spiral blades are active, Virgil gains access to two further legendary actions:

Blistering swords. Virgil launches the swords at a target creature, using the summoned sword attack that on hit deals 43 (8d8 +7) piercing damage. the swords are then dismissed . 

Heavy Rain. Virgil sends the swords above a target creature that rains down on the area around them. this creature and any other in a 15ft diameter need to make a DC 20 dexterity saving throw, taking 18 (4d8) piercing damage or half on a success. the swords are then dismissed.  

Mythic Actions

Yamato. Switches main weapon to Yamato

Beowulf. Switches main weapon to Beowulf

Description

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Lair and Lair Actions

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Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
4/27/2025 8:35:58 PM
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