| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +2 |
| DEX | 9 | -1 | -1 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 24 | +7 | +9 |
| WIS | 15 | +2 | +4 |
| CHA | 18 | +4 | +6 |
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 casts Hellfire once and uses Battlefield Commander.
Hellfire. Charisma Saving Throw: DC 17, one creature within 120 feet of the devil. Failure: 5 (2d4) Fire damage plus 5 (2d4) Necrotic damage, and the target has Disadvantage on the next saving throw it makes before the start of the devil's next turn.
Battlefield Commander. The devils casts Suggestion using Intelligence as the spellcasting ability (spell save DC 17), or it teleports 20 feet to an unoccupied space.
Wreath in Flame. The devil chooses an ally within 30 feet and empowers the ally's weapons, causing it to deal an additional 5 (2d4) Fire damage on one of its attacks.
Infernal Advisor (Recharge 6). Trigger: An allied creature within 90 feet of the devil fails a d20 Test or misses with an attack roll. Response: The devil gives the ally Advantage on the roll.
Description
Nearly indistinguishable from a tiefling, the vizier devil is a mastermind at infiltration of mortal societies. They corrupt their targets by offering what seems to be beneficial advice but slowly making their requests more sinister until the target is condemned.







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