Large Fiend (Devil), Lawful Evil
Armor Class 18 natural armor
Hit Points 197 (26d8 + 93)
Speed 30 ft., Fly 35 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
17 (+3)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws STR +9, CON +9, WIS +7
Skills Athletics +9, Deception +11, History +9, Intimidation +11, Perception +7
Damage Resistances Bludgeoning, Cold, Piercing, Slashing
Damage Immunities Fire, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 17
Languages Common, Goblin, Infernal, Telepathy 120 ft.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Bloodlust. Whenever he reduces a hostile creature to 0 hit points, Andromalius gains 98 temporary hit points.

Devil’s Sight. Magical darkness doesn't impede Andromalius’ darkvision.

Innate Spellcasting. Andromalius’ innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Andromalius can innately cast the following spells, requiring no material components:

At will: command, hellish rebuke
3/day each: fireball
1/day each: incendiary cloud

Legendary Resistance (3/Day). If Andromalius fails a saving throw, he can choose to succeed instead.

Magic Resistance. Andromalius has advantage on saving throws against spells and other magical effects.

Magic Weapons. Andromalius’ weapon attacks are magical.

Regeneration. Andromalius 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. He dies only if he starts his turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. Andromalius makes three greatsword attacks.

Greatsword. Melee Weapon Attack: +9 to hit, reach 10 ft., 1 target. Hit: 18 (2d12 + 6) slashing damage. 

Acheron Roar (Recharge 6). Andromalius targets one creature he can see within 60 feet of him. That creature must succeed on a DC 18 Charisma saving throw or become mindlessly hostile for one minute. While in this state, the creature spends all of its turns trying to attack the nearest creature. If there is a tie between one or more creatures, prioritize creatures of lower challenge rating that aren’t fiends.

Teleport. Andromalius magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions

Andromalius can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of his turn.

Brimstone Aura. Each creature within a 20 foot radius of Andromalius takes 4 (1d8) fire damage.

Greatsword. Andromalius makes an attack with his greatsword.

Teleport. Andromalius uses his teleport action.

Description

Earl Andromalius is a powerful archdevil, a servant of the god of tyranny, Lord Bane. Andromalius commands legions of merregons and is the ruler of Cube 1717, a floating metal cube designed as a battle station by a mad derro architect named Avnas. Each face of the cube has its own localized gravity and is like a different face of a mile-wide die, with the “pips” being hatches that lead into the battle station, a prison and laboratory where horrifying experiments are carried out upon court-martialed soldiers and other doomed souls. Some become food for horrid monsters. Others are used for weapons testing and destroyed by steel and hellfire. Once, three particularly cunning conspirators who tried to unseat Earl Andromalius were fused together into a horrible undead entity, a skull lord named Vargo, doomed to suffer forever in the prisons of the cube.

Previous Versions

Name Date Modified Views Adds Version Actions
12/12/2019 3:04:37 AM
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Monster Tags: Devilfiend

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