Medium Fiend (Devil), Lawful Evil
AC 16 Infernal Protection    Initiative +7 (17)
HP 153 (15d10 + 70)
Speed 30 ft., Fly 60 ft.
Mod Save
STR 15 +2 +2
DEX 18 +4 +8
CON 17 +3 +3
Mod Save
INT 20 +5 +9
WIS 18 +4 +8
CHA 20 +5 +9
Resistances Cold
Immunities Fire, Poison; Charmed, Poisoned
Gear Searing Blade, Infernal Dirk
Senses Darkvision 150 ft. (unimpeded by magical Darkness); Passive Perception 16
Languages Infernal, Telepathy 120 ft.
CR 10 (XP 5,900, or 10,000 in lair; PB +4)
Traits

Diabolical Restoration. If Advocatus dies outside the Nine Hells, his body disappears in sulfurous smoke, and he gains a new body instantly, reviving with all of his Hit Points in his lair in the Nine Hells.

Magic Resistance. Advocatus has Advantage on saving throws against spells and other magical effects while in his lair.

Legendary Resistance (2/Day, or 5/Day in Lair). If Advocatus fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Advocatus makes three attacks, using Searing Blade. It can replace one attack with a use of Infernal Dirk.

Searing Blade. Melee Attack Roll: +10, reach 10 ft. Hit: 14 (3d6 + 4) Slashing damage. On a roll of 6 on any of the attack dice, add an additional 3 (d6) Fire Damage.

Infernal Dirk. Melee or Ranged Attack Roll: , +12 ], reach 5 ft. or range 60 ft. Hit: 9 (2d4 + 4) Piercing damage. Additionally, the target must make a DC 15 Constitution Check. Failure: The target receives an infernal wound if it doesn’t have one. While wounded, the target 3 (d6) Fire damage at the start of each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 15 Wisdom (Medicine) check. If Advocatus and the target are both in his lair, both DCs are increased to DC 17, and the wound deals 10 (3d6) Fire damage at the start of each of its turns and heal Advocatus the same amount, instead.

Spellcasting. Advocatus casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16):

At Will: Detect Magic, Detect Thoughts, PrestidigitationScrying
2/Day Each:InvisibilityDispel MagicFireball (level 3 version), Plane Shift (only on self)

Bonus Actions

Summon Barbed Devil. Once a day, Advocatus may summon a [creatures]barbed devil[/creatures] at any point he can see within 50 ft. The creature follows his orders until it is dismissed by him. If Advocatus is in his lair, he may summon the creature at any location inside of his lair, and has unlimited uses per day, though only one per turn. 

 

 

Reactions

Burning Counterspell. Advocatus casts Counterspell in response to the spell’s trigger, using the same spellcasting ability as Spellcasting. The caster of the countered spell takes 3 (d6) Fire damage.  If Advocatus is in his lair, the target then takes 7 (2d6) Fire damage instead.

Legendary Actions

Legendary Action Uses: 2 (5 in Lair). Immediately after another creature’s turn, Advocatus can expend a use to take one of the following actions. Advocatus regains all expended uses at the start of each of his turns.

 

Infernal Barbs. Advocatus casts Silvery Barbs in response to another creature succeeding an attack roll, an ability check, or a saving throw. If Advocatus is in his lair, the target then takes 7 (2d6) Fire damage.

Summon Imp. Advocatus may summon a [creatures]imp[/creatures] at any point he can see within 50 ft. of him. Advocatus may then not use this ability until the start of his next turn. The creature follows his orders until it is dismissed by him. If Advocatus is in his lair, he may summon the creature at any location inside of his lair.

Burning Teleport. Advocatus teleports up to 60 feet to an unoccupied space it can see, and each creature within 10 feet of the space he left takes 7 (2d6) Fire damage. If Advocatus is in his lair, the target takes 14  (4d6) Fire damage instead

Burning Strike. Advocatus moves up to half his movement speed and makes one Searing Blade attack.

(2 Actions) Infernal Whisper. Advocatus targets one creature it can see within 120 feet of itself. The target must succeed on a DC 14 Wisdom saving throw or take 11 (2d6 + 4) psychic damage and get a -1 on all rolls (to a minimum of 1) until the end of Advocatus' next turn as incomprehensible whispers fill the target’s mind. If Advocatus is in his lair, the DC rises to 17, the damage is increased to 18 (4d6 + 4) psychic damage and the target is stunned instead.

(3 Actions) Summon Horned Devil. If Advocatus is in his lair, he summons a [creatures]horned devil[/creatures] at any point he can see within 50 ft. of him. The creature follows his orders until it is dismissed by him. Advocatus may only use this ability once every hour.

Description

Alone in a burning castle deep in the Nine Hells, Advocatus sits on his throne of flame, dealing in mortal souls. Unlike most devils, who grant boons in exchange for souls, Advocatus makes deals with mortals to bring him more souls, in exchange for the return of their own. By doing this, he has accrued a great deal of power and has set his sights on gathering even more from his devilish rivals.

Cold and calculating, Advocatus is enthralled by the art of the deal, rarely raising his own weapon to defend himself, preferring his mortal champions and devilish thralls to do it for him. Rare for a Devil, Advocatus has no interest in tricking mortals out of their souls, he believes honest deals will ensure the mortals' loyalties.

Besides, mortals will do almost anything to regain their souls... what better guarantee than desperation?

Lair and Lair Actions

 

Advocatus dwells in the Fortress of the Damned, in the Nine Hells. Taking the appearance of a massive floating castle wreathed in flame, the fortress is under his complete control, and is where he does his dealings with mortals and other fiends, alike.

Damned Dominion: Advocatus knows the location of all creatures within his lair, and may cast spells on them regardless of sight or range requirements.

Damned Defense: Advocatus' armor class is raised to 18 points while in his lair, and he gains resistance to all non-magical piercing, bludgeoning, and slashing damage. He also becomes immune to being paralyzed, petrified, frightened, and stunned.

Vicious Flames: While Advocatus is in his lair, all 6s rolled on damage dice for Infernal Barbs, Burning teleport, Burning Counterspell, Infernal Dirk, Searing Blade, and Infernal Whisper cause an additional 3 (d6) Fire damage to be dealt to the target creature. Advocatus is then healed by this same amount.

Magical Mastery: while Advocatus is in his lair, his spell save DC for all spells is increased to 18, and he may cast the following spells:

At Will: InvisibilityDispel MagicFireball (level 3 version), Dimension Door

2/Day Each: Scorching RayFireball (level 5 version), Plane Shift

1/Day Each: Power Word Kill

 

 

 

Monster Tags: fiend

Habitat: Planar (Nine Hells)

SemajLu_The_Crusader

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