Huge Fiend (Devil), Lawful Evil
Armor Class 21 infernal plate
Hit Points 370 (28d12 + 168)
Speed 40 ft., Fly 60 ft.
STR
26 (+8)
DEX
18 (+4)
CON
23 (+6)
INT
21 (+5)
WIS
18 (+4)
CHA
25 (+7)
Saving Throws STR +15, CON +13, WIS +11, CHA +14
Skills Deception +13, History +11, Insight +10, Intimidation +13, Persuasion +13
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Gear Plate Armour, Greatsword
Senses Truesight 120 ft, Passive Perception 14
Languages All, Telepathy 120 ft
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

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

Unholy Commander. Fiends within 60 feet of Vorrukhan gain a +1 bonus to attack rolls and advantage on saving throws against being charmed or frightened.

Aura of Terror. Any creature of Vorrukhan’s choice that starts its turn within 30 feet must succeed on a DC 20 Wisdom saving throw or be frightened until the end of its next turn. A creature that succeeds is immune for 24 hours.

Fiendish Rebirth (1/Day). When Vorrukhan is reduced to 0 hit points, he explodes in fire and ash. Each creature within 30 feet takes 21 (6d6) fire damage (DC 20 Dexterity saving throw for half). Vorrukhan then reforms at half hit points in an unoccupied space within 60 feet.

Actions

Multiattack. Vorrukhan makes three melee attacks.

Infernal Command Blade. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) slashing damage plus 10 (3d6) necrotic damage. If the target is frightened, it also takes 9 (2d8) psychic damage.

Ashen Wave (Recharge 5–6). Vorrukhan exhales cursed ash in a 30-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 45 (10d8) fire and necrotic damage on a failed save, or half as much on a successful one. On a failed save, a creature is also blinded until the end of its next turn.

Tactical Reposition (Recharge 4–6). Vorrukhan teleports up to 60 feet to an unoccupied space he can see. Each creature adjacent to his starting space must succeed on a DC 20 Strength saving throw or take 14 (4d6) force damage and be knocked prone.

Legendary Actions

Vorrukhan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Vorrukhan regains spent legendary actions at the start of his turn.

Command Minion. One fiend within 60 feet makes one melee attack or moves up to its speed.

Ash Step. Vorrukhan teleports up to 30 feet in a puff of smoke.

Terrifying Glare (Costs 2 Actions). One creature Vorrukhan can see within 60 feet must succeed on a DC 20 Wisdom saving throw or be frightened until the end of its next turn. If the creature fails by 5 or more, it is also stunned until the end of Vorrukhan’s next turn.

Description

A towering figure of scorched iron and blackened flesh, Vorrukhan stands nearly twelve feet tall, his hulking frame draped in infernal plate etched with war runes and battle scars. His skin is ashen grey, like stone left in a funeral pyre, with burning cracks glowing faintly along his neck and arms. Twin wings, torn and ragged like banners dragged through hellfire, flicker with dying embers as he hovers above the battlefield. His eyes burn like coals buried in a furnace — cold, calculating, and cruel.

In one gauntleted hand, he wields a wicked, two-handed blade forged of soul-hardened steel — a weapon not of gods, but generals. Every motion is deliberate, every breath like the hiss of a dying fire. Though he does not shine with divine radiance, there is something far more dangerous in his presence: the weight of command, the echo of legions, and the silence of obedience born from fear.

Lair and Lair Actions

On initiative count 20 (losing ties), Vorrukhan can use one of the following lair actions:

Ash Storm. Ash and fire swirl in a 40-foot-radius sphere. The area is heavily obscured, and creatures take 2d6 fire damage at the start of their turn. Lasts until initiative count 20 on the next round.

Chains of Damnation. Infernal chains burst from the ground under a creature Vorrukhan can see. The target must succeed on a DC 20 Dexterity saving throw or be restrained until the next round.

Tactical Reinforcements. Vorrukhan summons 1 horned devil or 1d4 chain devils at a location he chooses on the battlefield.

Previous Versions

Name Date Modified Views Adds Version Actions
6/18/2025 9:00:55 AM
1
1
--
Coming Soon
6/18/2025 10:07:25 AM
1
1
--
Coming Soon

Monster Tags: Devil

TheMightyJoe52

Comments

Posts Quoted:
Reply
Clear All Quotes