Devil's Sight. Magical darkness doesn't impede Levistus's darkvision.
Fiendish Regeneration. Levistus regains 20 hit points at the start of his turn. If he takes radiant damage this trait doesn't function at the start of his next turn. Levistus only dies if he starts his turn with 0 hit points and is unable to regenerate.
Legendary Resistance (3/Day). If Levistus fails a saving throw, he can choose to succeed instead.
Magic Resistance. Levistus has advantage on saving throws against spells and other magical effects.
Sub-zero. Cold damage dealt by Levistus ignores resistances and immunities.
Multiattack. Levistus makes three Touch of Stygia or True-Ice Shards (Rapier) attacks. He can replace one of the attacks with Blizzard (if available).
Touch of Stygia. Melee Spell Attack: +15 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) psychic damage, and the target must succeed on a DC 23 Intelligence saving throw or have the stunned condition for 1 minute. The target may repeat the saving throw at the end of its turns, ending the effect on a success. A creature that succeeds on the saving throw is immune to this effect for 1 hour.
True-Ice Shards (Rapier). Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 24 (2d8 + 15) cold damage.
Blizzard (Recharge 4–6). Levistus chooses a point he can see within 300 feet of him. Each creature in a 20-foot-radius, 40-foot-high cylinder centered on that point must make a DC 23 Dexterity saving throw. Targets take 13 (3d8) force damage plus 13 (3d8) cold damage on a failed save, or half as much damage on a successful one.
Spellcasting. Levistus casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 23):
- At will: Cone of Cold, Darkness, Detect Thoughts, Ice Storm, Locate Animals or Plants, Locate Creature, Locate Object, Wall of Ice
- 2/day each: Find the Path, Scrying
- 1/day each: Symbol (pain or stunning), Wish
True-Ice Shards (Dagger). Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 19 (2d6 + 12) cold damage.
Challenge to Duel. Levistus challenges an enemy to attack only him. The target cannot make attacks or cast spells which target other creatures during its turn.
The Best Defense. As a reaction to being attacked, Levistus uses the rapier to increase his defense, adding +3 to his AC until the end of his next turn.
Counterspell. As a reaction to a creature he can see casting a spell, Levistus can attempt to prevent the casting. Levistus makes an Intelligence check (+7) against a DC of (10 + spell level). On a success, the creature's spell fails and has no effect.
Legendary Action Uses: 3. Immediately after another creature's turn, Levistus can expend a use to take one of the following actions. Levistus regains all expended uses at the start of each of their turns.
Amnesia. Levistus selects a stunned creature that he can see. The creature must succeed on a DC 23 Charisma saving throw or Levistus erases a specific memory from the target. The memory must be one that the target experienced in the last 24 hours and that lasted no more than 10 minutes. The memory can only be restored with a Remove Curse or a Greater Restoration spell.
Rapier and Dagger. Levistus makes a True-Ice Shards (Rapier) and a True-Ice Shards (Dagger) attack.
Call Underling (Costs 3 Actions). Levistus summons an allied ice devil in an unoccupied space that he can see.
Description
No archdevil is more hated than the Frozen Prince, Levistus, despite his reputation as an honorable and chivalrous archdevil. Rivaling Asmodeus and Dis in their ability to plan and strategize, Levistus is generally considered one of the most plausible archdevils for overthrowing the throne. His ambition was somewhat stifled when he committed an unspeakable betrayal and was imprisoned by Asmodeus deep within the ice of Stygia.
Even while imprisoned, Levistus continues to plot, choosing to force his rage inward and reflect. Divination and communication magic helps aid this effort, and even from within his icy tomb Levistus manages legions. Levistus is known to make many deals with adventurers, provided they can aid his search for freedom.
When the Reckoning happened. Asmodeus, noticing that Levistus played no part in the war, chose to reinstate him as ruler of Stygia. While Levistus still desired revenge on his jailor, he recognized the opportunity and pledged temporary allegiance to Asmodeus. Publicly, Levistus completely supports Asmodeus and his plans, though from beneath the ice he continues to plot his revenge.
Other archdevils describe Levistus as clever, charming, and observant, if not also traitorous. He was often known to engage adversaries in single combat, only calling upon his magic and followers if someone or something intervened. For this reason, he is often worshipped by honorable thieves and charlatans—rogues with a code.
Levistus is described as an attractive humanoid male, with dark hair, an impeccable goatee, and pale-white skin.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Levistus can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:
Icemaw. One creature within 60 feet of Levistus, that he can see, must make a DC 23 Dexterity saving throw. If a creature fails the saving throw, they sink half of their height into the ice and have the grappled condition (escape DC 21) and their movement becomes 0. If a creature already affected by Icemaw is affected by it a second time, they sink completely into the ice and begin suffocating.
Attack. The archdevil uses one of their available melee or ranged attacks against a single foe.
Cast a Spell. The archdevil uses their Spellcasting feature to cast an available spell. If the spell normally requires concentration, it lasts for the full duration instead.
Deceitful Whispers. The archdevil whispers to a creature they can see within 30 feet. The target must make a DC 22 Wisdom saving throw. On a failed save, the target has the charmed condition until the start of their next turn and must use their reaction immediately to make an attack against one of the archdevil's enemies, chosen by the archdevil.
Fiendish Fortitude. The archdevil recharges one of their expended abilities.
Frenzy. The archdevil casts Haste on themself. The effect ends at initiative count 20 of the next round.
Summon Underlings. The archdevil summons allied devils. The devils summoned depends on the archdevil using this feature. The summoned devils appear in unoccupied spaces which the archdevil can see. The Summoned Underlings table shows which devils each archdevil can summon.
Teleport. The archdevil teleports themself to an area they can see within 120 feet.
Trap. The archdevil casts the Hold Monster spell.
Regional Effects
The icy regions containing Levistus' lair is corrupted by his presence, which creates the following effect:
Frozen Landscape. Any creature that has the prone or unconscious conditions within 1 mile of the lair, takes 21 (6d6) cold damage at the start of their turn.
If Levistus dies, the effects fade over the course of 1d10 days.
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