Medium Or Small Fiend (Devil), Chaotic Neutral
Armor Class 17 Unnatural reflexes, infernal grace
Hit Points 145 (17d8 + 68)
Speed 40 ft., Walk 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
16 (+3)
INT
11 (+0)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws DEX +8, WIS +5, CHA +9
Skills Acrobatics +9, Deception +10, Insight +6, Intimidation +10
Damage Resistances Fire, Necrotic, Psychic
Condition Immunities Charmed
Senses Darkvision 60’, Passive Perception 11
Languages Common, Infernal Common, Infernal
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Trait Name. Enter the description for your special trait.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]

  • Tone at the Table
  • Important:

 

  • She should feel:
  • • Dangerous
  • • Unstable
  • • But still clearly a child

 

  • Moments of:
  • • Anger
  • • Hurt
  • • Pride
  • • Desperation
Actions

Action Name. Enter the description for your action.

Action Melee Attack. Melee Weapon Attack: +# to hit, reach # ft., # target. Hit: # (#d# + #) [damage type] damage.

Action Ranged Attack. Ranged Weapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.

  • Multiattack
  • Althea makes two attacks with Chainblade or one attack + one ability.
  • Chainblade
  • A summoned infernal chain weapon made entirely of flames
  • Melee Weapon Attack: +9 to hit, reach 10 ft
  • Hit:
  • 10 (1d8 + 6) slashing + 7 (2d6) fire
  •  
  • Target must succeed DC 15 Strength save or be:
  • • pulled 10 ft toward her

 

“ Get Away From Me!”

  •  burst of energy in a 15-ft radius:
  • • DC 15 Wisdom save
  • • Fail:
  • • 5d8 psychic damage
  • • frightened until end of next turn
  • • Success:
  • • half damage

 l

  • Lash of Judgment (1/day)
  •  
  • Single target within 30 ft:
  • • DC 16 Charisma save
  •  
  • On fail:
  • • restrained by spectral chains until the end of this creatures turn
  • • takes 4d10 fire damage
Bonus Actions

Stomp & Flick

  • She lashes out impulsively:
  • • One creature within 5 ft must succeed DC 14 Dex save or fall prone

Look at Me!”

  • Choose one creature within 30 ft:
  • • Must succeed DC 15 Wis save or:
  • • has disadvantage attacking anyone except Althea
Reactions

Reaction Name. Enter the description for your action.

Petulant Retaliation

  • When hit:
  • • Deal 10 psychic damage back to attacker
  • Meltdown (1/day)
  • “I HATE YOU!”
  • Triggered when Althea drops below half HP.
  • For 1 minute:
  • Gains resistance to all damage
  • Makes 3 attacks instead of 2
  • Deals +1d10 damage
  • BUT:
  • At the end of each turn:
  •  Roll 1d4:
  •  1–2 → attacks nearest creature next turn
  •  3–4 → acts normally
  • After Effect
  • She collapses emotionally:
  • disadvantage on all attacks for 1 minute
  • visibly shaken, angry, or crying
Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Althea is:

  • • Petulant
  • • Proud
  • • Impulsive
  • • Desperate to be taken seriously
  • • Loyal to her “new” family
  • She doesn’t strategize.
  • She reacts.
  • Traits
  • Child of Two Monsters
  • When she takes damage, she gains +2 damage on attacks until end of next turn (stacks up to +6).
  • Tantrum Spiral
  • During combat, at the start of her turn, roll 1d10:
  • Roll for Effect
  • 1 Outburst — she must attack the nearest enemy
  • 2–4 Disadvantage on next attack (frustration)
  • 5–9 No effect
  • 10 Frenzy — advantage + +2d8 damage this turn
  • Infernal Defiance
  • When forced to make a saving throw, Althea can reroll.
  • If she does (no matter the outcome of the save):
  • • She takes 10 psychic damage

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Devil

jzerfas

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