Medium Fiend (Devil, Vampire), Lawful Evil
Armor Class 22 (natural armor)
Hit Points 180 (20d8 + 80)
Speed 50 ft., Fly 60 ft.
STR
18 (+4)
DEX
19 (+4)
CON
18 (+4)
INT
15 (+2)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws STR +13, DEX +13, CON +7, INT +5, WIS +12, CHA +14
Skills Arcana +7, Deception +11, Insight +8, Persuasion +11
Damage Resistances Cold, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Gear Blade of Val'rhyss, Absorbing Tattoo (Radiant)
Senses Darkvision 120 ft., Passive Perception 19
Languages Common, Infernal, Thieves' Cant, Undercommon and can read all writing
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Death Shroud. As an action, or whenever Ambrose reduces a creature to 0 hit points, Ambrose gains 20 temporary hit points. 

Devil's Sight. Magical darkness doesn't impede Ambrose's darkvision.

Enhanced Reflexes. Ambrose can take the dash, dodge, or disengage action as a bonus action on each of their turns. If Ambrose is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.

Fear Aura. Any creature hostile to Ambrose that starts its turn within 20 feet of them must make a DC 19 Wisdom saving throw, unless they Ambrose is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Ambrose's Fear Aura for the next 24 hours.

Spellcasting. Ambrose is a 14th-level spellcaster. Their spellcasting ability is Charisma (spell save DC 19, +13 to hit with spell attacks). Ambrose can cast the following spells requiring no material components:

Cantrips (at will): mage hand, prestidigitation, thaumaturgy

1st level (4 slots): charm personhellish rebuke, magic missiletasha's hideous laughter

2nd level (3 slots): misty step, spider climb

3rd level (3 slots): counterspell, darkness, fireballgaseous formlightning bolt

4th level (3 slots):

5th level (2 slots): cone of coldhold monster

6th level (1 slot): globe of invulnerability

7th level (1 slot): plane shift

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

Regeneration. Ambrose regains 20 hit points at the start of their turn if they aren't in sunlight or running water. If Ambrose takes radiant damage or damage from holy water, this trait doesn’t function at the start of their next turn. Ambrose only dies if they start their turn at 0 hit points and don't regenerate.

Undead Nature. Ambrose doesn't require air, food, drink, or sleep.

Actions

Multiattack. Ambrose makes two attacks with the Blade of Val'rhyss and two unarmed attacks, only one of which can be a bite attack. They can use Hurl Flame in place of any melee attack.

Blade of Val'rhyss (5/5). Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 13 (1d6 + 9) slashing damage plus 13 (5d4) necrotic damage. If the attack hits, Ambrose can choose to release five stored souls in the blade to cast power word kill on the target (DC 19 Charisma save). If this attack reduces a creature to 0 hit points, Ambrose can store their soul in the blade if there are less than five souls stored in this way.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) piercing damage plus 14 (4d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Ambrose regains that many hit points.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) force damage. Instead of dealing damage, Ambrose can grapple the target (escape DC 18).

Hurl Flame. Ranged Spell Attack: +13 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Reactions

Fate Fixer (3/Day). As a reaction to a d20 roll, Ambrose can change the die to read any face. They do so after seeing the initial roll but before any of the roll's effects occur.

Lair and Lair Actions

While Ambrose is in their lair, their challenge rating is 24 and they have three Legendary Actions, of which they can use the following:

Move. Ambrose moves up to their speed without provoking opportunity attacks.

Unarmed Strike. Ambrose makes a claw attack.

Cast a Spell (Costs 2 Actions). Ambrose uses Spellcasting.

Bite (Costs 2 Actions). Ambrose uses their bite attack.

Lair Actions

On initiative count 20 (losing initiative ties), Ambrose can take one of the following lair actions when in their lair; they can’t use the same effect two rounds in a row:

Darkness. Ambrose casts the darkness spell four times, targeting different areas with the spell. Ambrose doesn't need to concentrate on the spells, which end on initiative count 20 of the next round.

Double Down. Ambrose creates an illusory duplicate of themself, which appears in their space and lasts until initiative count 20 of the next round. On their turn, Ambrose can move the illusory duplicate a distance equal to their walking speed (no action required). The first time a creature or an object interacts physically with Ambrose (for example, by hitting them with an attack), there is a 50 percent chance that the illusory duplicate is affected, not Ambrose, in which case the illusion disappears.

Payment Due. Each creature of Ambrose's choice they can see that doesn’t have all its hit points must make a DC 20 Constitution saving throw, taking 17 (3d10) necrotic damage on a failed or half as much on a successful one.

Summon Devil. Ambrose summons 2d4 bearded devils, 1d4 barbed devils, one erinyes, or one horned devil.

A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. Ambrose can't use this lair action again until all devils summoned in this way have been defeated.

Regional Effects

The region containing Ambrose's lair is warped by their magic, creating the following effects:

Empty Hand. Whenever a creature other than Ambrose or one of their allies casts a Divination spell while within 1 mile of the lair, the creature makes a DC 20 Wisdom saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast the spell is wasted, but any resources used to cast it aren't expended.

Stack the Deck. Within 1 mile of the lair, when a creature casts a spell that either restores hit points or removes the charmed or frightened condition, the spell fails and is wasted unless the caster succeeds on a DC 20 saving throw using its spellcasting ability. Once a creature succeeds on the saving throw, it is immune to this regional effect for 24 hours.

The House Always Wins. Within 1 mile of the lair, creatures have disadvantage on death saving throws.

If Ambrose is destroyed before they can reform in their coffin, after 1d4 rounds the entire demiplane collapses and its contents fall into the layer of Malbolge on the Nine Hells.

Monster Tags: Devilundeadfiend

Habitat: Planar (Nine Hells)Planar (Shadowfell)Urban

Planeswalker_Essence

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