Medium Fiend (Devil), Neutral
Armor Class 16 (natural armor)
Hit Points 94 (14d12 + 3)
Speed 30 ft., Climb 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
19 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws STR +7, CON +8, WIS +7
Skills Arcana +2, History +4, Insight +4, Perception +4, Stealth +5
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered, Damage from Spells
Damage Immunities Acid, Fire, Poison
Condition Immunities Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 14
Languages Abyssal, Common, Infernal, Telepathy 120 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

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.

Actions

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

Monster Tags: Devil

Habitat: Planar (Abyss)

Jono11

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