Medium Fiend (Devil), Lawful Evil
AC 21    Initiative +14 (24)
HP 337 (27d10 + 189)
Speed 30 ft., Fly 60 ft.
Mod Save
STR 26 +8 +8
DEX 14 +2 +8
CON 24 +7 +7
Mod Save
INT 22 +6 +6
WIS 18 +4 +10
CHA 24 +7 +7
Skills Deception +35, Perception +10, Persuasion +19
Resistances Cold
Immunities Fire, Poison; Poisoned
Senses Truesight 120 ft.; Passive Perception 20
Languages Infernal, Telepathy 120 ft.
CR 20 (XP 25,000; PB +6)
Traits

Diabolical Restoration. If Aikiko, Hell's Princess, dies outside the Nine Hells, her body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.

Fear Aura. Aikiko, Hell's Princess, emanates an aura in a 20-foot Emanation while it doesn’t have the ]Incapacitated condition. Wisdom Saving Throw: DC 21, any enemy that starts its turn in the aura. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this pit fiend’s aura for 24 hours.

Legendary Resistance (4/Day). If Aikiko, Hell's Princess, fails a saving throw, it can choose to succeed instead.

Magic Resistance. Aikiko, Hell's Princess, has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Aikiko, Hell's Princess, makes two unarmed strikes, and 2 magic attacks.

Unarmed Strikes: +15 to hit. Damage: 5d20+30. Make a strength saving throw (DC 20) or be pushed back 15 feet.

Magic attacks:
    Disintegrate : 

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.

A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 16d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

   Dominate Person

One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.

You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.

You can command the target to take a Reaction but must take your own Reaction to do so.

   Power Word Stun

You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn.

The Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.

   Power Word Kill

You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.

 

Bonus Actions

Disengage

Reactions

Counter spell

Habitat: Planar (Nine Hells)

AeniaMaric

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