Medium Fiend (Devil), Lawful Evil
Armor Class 20 Natural Armor
Hit Points 350 (30d8 + 210)
Speed 30 ft.
STR
20 (+5)
DEX
18 (+4)
CON
24 (+7)
INT
22 (+6)
WIS
20 (+5)
CHA
26 (+8)
Saving Throws DEX +11, CON +14, WIS +12, CHA +15
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 120 ft, Passive Perception 22
Languages All
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Absolute Order. Aeloria can use her action to target
one creature she can see within 60 feet. The target must
succeed on a DC 23 Wisdom saving throw or be charmed by
Aeloria for 1 hour. While charmed in this way, the creature
regards Aeloria as a trusted leader to be heeded and
protected. The creature isn't under Aeloria's control but takes
her requests or actions in the most favorable way it can. Each
time Aeloria or her allies do anything harmful to the target, it
can repeat the saving throw, ending the effect on itself on a
success.

Legendary Resistance (3/day). If Aeloria fails a saving throw,
she can choose to succeed instead.

Regeneration. Aeloria regains 20 hit points at the start of her
turn if she has at least 1 hit point.

Actions

Multiattack. Aeloria makes two melee attacks.

Crushing Blow. Melee Weapon Attack(any weapon for flavor): +12 to hit, reach 5 ft.,
one target. Hit: 21 (4d8 +3) bludgeoning damage.

Finger Gun. (Recharge 5-6). Aeloria targets one creature she can see
within 120 feet. The target must make a DC 23 Constitution
saving throw, taking 55 (10d10) force damage on a failed save,
or half as much damage on a successful one.

Bonus Actions

Chains of Control. Aeloria can summon ethereal chains to
bind a creature she can see within 60 feet. The target must
succeed on a DC 23 Strength saving throw or be restrained for
1 minute. The restrained target can repeat the saving throw at
the end of each of its turns, ending the effect on itself on a
success.

Reactions

Damage Transference. When Aeloria takes damage, she can
choose to transfer half of the damage to another creature
within 60 feet that is charmed by her. The chosen creature takes the damage instead, and Aeloria takes the remaining half.

Legendary Actions

Aeloria 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.
Aeloria regains spent legendary actions at the start of her
turn.

Finger Gun. Aeloria uses her Finger Gun ability.

Command Ally. Aeloria commands a creature charmed by
her within 60 feet to make one weapon attack as a reaction.

Teleport. Aeloria magically teleports, along with any
equipment she is wearing or carrying, up to 60 feet to an
unoccupied space she can see.

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

Enter a general description for your monster here.

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.

Habitat: Any

QuinAverion2114

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