Devil's Sight. Magical darkness doesn't impede the chance devil's darkvision.
Foul Luck. All creatures that the devil chooses subtracts 1d4 from every saving throw made within 25 feet of it as long as the devil is not incapacitated.
Magic Resistance. The chance devil has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The chance devil's spellcasting ability is Charisma (spell save DC 14). The devil can innately cast the following spells, requiring no material components:
at will: detect thoughts, disguise self
3/day each: charm person
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Card Throw. Ranged Weapon Attack: +5 to hit, range 15/100 ft., one target. Hit: 10 (2d6 + 3) fire damage. On a hit the card explodes and all creatures within 10 feet of the target must make a DC 14 Constitution saving throw. The creatures take 13 (3d8) thunder damage on a failure, and half as much on a success.
Luck Theft. The chance devil targets a creature it can see, forcing it to make a DC 15 Charisma saving throw. On a failure, the creature has disadvantage on all saving throws, attack rolls and ability checks until the end of the devil's next turn, while the chance devil gains advantage on saving throws, attack rolls and ability checks for the duration.
Description
Chance devils are devious creatures that prey on gamblers and performers. Like most devils, they make pacts with mortals for the aim of collecting their souls. However, their preferred contracts are risky for both the devil and the mortal. Chance devils bet their victim's deepest desires against their souls in a high-stakes game of chance or skill. A confident mortal may be tempted to take the bet, unaware that the fiend is more than able to cheat at even the most simple of games by reading their opponent's mind or stealing their luck.
Chance devils prefer to wear wealthy clothing, appearing almost entirely human. The only difference being their blood-red eyes, the small horns that protrude from their forehead, and their razor-sharp grins.
Lair and Lair Actions
Chance devils are attacked to places with heavy amounts of gambling. They may take up residence in the lounge rooms of fight pits or race tracks, or in out-of-the-way taverns. They remain hidden from the owners of the establishment after hours and pose as guests or staff while hunting for targets. A chance devil has a Challenge Rating of 6 in its layer.
Lair Actions
On initiative count 20 (losing initiative ties), the chance devil takes a lair action to cause one of the following effects; the chance devil can’t use the same effect two rounds in a row:
- The chance devil becomes invisible until it uses an action or takes damage. While invisible, the devil can move through solid objects as though it were difficult terrain. If it ends its turn inside a solid surface, the devil takes 10 force damage and is pushed into the nearest unoccupied space.
- Magical fumes coalesce in a 30 foot area around a point that the chance devil chooses. Creatures that start their turn in the area must make a DC Constitution saving throw. On a failure the creatures take 9 (2d8) poison damage, or half that damage on a success.
Regional Effects
The building containing a chance devil's lair is subtly changed by the fiend's presence, which creates one or more of the following effects:
- The interior of the building is unnaturally warm. The heat lulls unsuspecting guests into a mind-dulling haze. Humanoids that are unaware that a fiend lives in the building must succeed on a DC 14 saving throw or have disadvantage on Wisdom and Intelligence based ability checks until they leave, or become aware of the devil.
- Swarms of rats, insects, or crows are attracted to the building. These animals are uncommonly aggressive, and will attack non-fiendish creatures at random.
If the devil dies, these effects fade immediately.
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