Devil's Sight. Magical darkness doesn't impede Arthenmyr's Darkvision.
Magic Resistance. Arthenmyr has Advantage on saving throws against spells and other magical effects.
Follow Through. If Arthenmyr hits a target with two Claws attacks in one turn, he makes a free Beard attack on that target. If the attack hits, the target becomes infected with the Devil's Chills disease in addition to the normal effects of the attack. Each dawn, a creature infected with this disease must make a DC 17 Constitution saving throw or take a -1d3 penalty to Strength until the disease is cured. If a creature's Strength is reduced to 0 by this disease, the creature dies. If a creature makes the saving throw, the disease is cured. The disease can also be cured by normal means of curing diseases.
Multiattack. Arthenmyr: makes one Beard attack, one Claws attack, and one Glaive attack; two Claws attacks and one Glaive attack; or three Claws attacks.
Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1d10+2 Piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be Poisoned for 1 minute. While Poisoned in this way, the target can't regain hit points. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1d8+3 Slashing damage.
Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 1d12+3 Slashing damage. If the target is a creature other than an Undead or a Construct, it must succeed on a DC 12 Constitution saving throw or lose 1d10 HP at the start of each of its turns due to an infernal wound. Each time Arthenmyr hits a creature with an infernal wound with this attack, the damage dealt by the wound increases by 1d10. Any creature can take an action to stanch the wound with a successful DC 12 Medicine check. The wound also closes if the target receives magical healing.
Spellcasting. Arthenmyr is a devil sorcerer and can cast the following spells innately without material components:
At-will: Acid Splash, Primal Savagery, Sorcerous Burst (always selects Acid damage unless target has resistance or immunity to Acid)
1st-level (4 slots): Chromatic Orb (always selects Acid damage unless target has resistance or immunity to Acid), Ray of Sickness, Tasha's Caustic Orb
2nd-level (3 slots): Acid Arrow, Caustic Grip, Dragon's Breath (always selects Acid damage unless target has resistance or immunity to Acid)
3rd-level (2 slots): Elemental Weapon (always selects Acid damage unless target has resistance or immunity to Acid), Hunger of Hadar, Melf's Minute Meteors
4th-level (2 slots): Elemental Bane (always selects Acid damage unless target has resistance or immunity to Acid), Vitriolic Sphere
5th-level (2 slots): Acid Rain (Deep Magic for 5th Edition), Cloudkill
6th-level (2 slots): Investiture of Flame, Summon Fiend
7th-level (1 slot): Prismatic Spray
Comments