Large Fiend (Devil), Lawful Evil
Armor Class 23 (Natural Armor)
Hit Points 695 (45d10 + 195)
Speed 50 ft., Fly 150 ft.
STR
27 (+8)
DEX
28 (+9)
CON
30 (+10)
INT
30 (+10)
WIS
29 (+9)
CHA
30 (+10)
Saving Throws CON +18, INT +18, WIS +17, CHA +18
Skills Arcana +20, Intimidation +18, Perception +16
Damage Resistances Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Truesight 240 ft., Passive Perception 26
Languages All, Telepathy 120 ft.
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Banishment. When Mephistopheles drops to 0 hit points, his body is destroyed but his essence travels back to his lair in Cania, and is unable to take physical form for a time.

Devil’s Sight. Magical darkness doesn’t impede Mephistopheles' darkvision.

Fire Aura. Mephistopheles can wrap himself in dark flames that extend 10 feet all around him. Creatures that start their turn in the aura take 21 (6d6) fire damage.

Innate Spellcasting. Mephestopheles' innate spellcasting ability is Charisma (spell save DC 26). He can innately cast the following spells at 8th level, requiring no material components:

At will: alter self (can become any size when changing his appearance), cone of cold, detect evil and good, fireball, ice storm, invisibility (self only), wall of ice, wall of fire

3/day each: bane, blight, fire storm

1/day each: meteor swarm, wish, power word kill

Legendary Resistance (3/Day). If Mephestopheles fails a saving throw, he can choose to succeed instead.

Lord of Hellfire. When Mephistopheles' attacks have the hellfire damage type it ignores resistance to fire and treats immunity to fire damage as resistance to fire damage instead.

Limited Magic Immunity. Unless Mephistopheles wishes to be affected he is immune to spells of 5th level or lower and has advantage on saving throws of all spells and magical effects.

Regeneration. Mephistopheles regains 30 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of her next turn. Mephistopheles dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Spellcasting. Mephistopheles is an 15th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 26, +15 to hit with spell attacks). Mephistopheles typically has the following wizard spells prepared:

Cantrips (at will): guidance, mage hand, prestidigitation, ray of frost, shocking grasp

1st level (4 slots): inflict wounds, magic missile, shield

2nd level (3 slots): blindness/deafness, melf’s acid arrow, mirror image, scorching ray, web

3rd level (3 slots): counterspell, haste, lightning bolt

4th level (3 slots): arcane eye, banishment, otiluke’s resilient sphere

5th level (2 slots): hold monster, scrying, wall of force

6th level (1 slot): chain lightning, disintegrate

7th level (1 slot): prismatic spray, forcecage

8th level (1 slot): abi-dalzim’s horrid wilting, prismatic wall

Actions

Multiattack. Mephistopheles makes three attacks, any combination of scratch and burning touch attacks.

Scratch. Melee Weapon Attack: +16 to hit, reach 10ft, one target. Hit: 33 (4d8 + 16) piercing damage and 25 (7d6) cold, fire, or lightning damage, Mephistopheles’ choice.

Scratch. Ranged Weapon Attack: +15 to hit, range 200/400 ft, one target. Hit: 33 (4d8 + 16) piercing damage and 25 (7d6) cold, fire, or lightning damage, Mephistopheles’ choice.

Burning Touch. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 42 (12d6) hellfire damage and the creature must then make a DC 24 Constitution saving throw or lose all resistance to fire damage and burst into flames. A burning creature takes 21 (6d6) fire damage at the start of its turn until it takes an action to extinguish the flames.

Evoke Hellfire. Mephistopheles causes his fire aura to flare and burn with hellfire. The aura range and damage double until the start of his next turn and the damage type becomes hellfire. In addition, creatures in the area when Mephistopheles aura flares must make a DC 26 Dexterity saving throw, taking 68 (10d12) hellfire damage on a failure or half as much damage on a success.

Hellfire Immolation (Recharge 6). Mephistopheles magically wreathes one creature he can see within 300 feet of him in hellfire flames. The creature must make a DC 26 Dexterity saving throw, taking 168 (16d20) hellfire damage on a failure or half as much damage on a success. In addition, on a failed save the target burns for 1 minute taking 35 (10d6) hellfire damage at the start of each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the burning on a success. These flames cannot be extinguished by nonmagical means.

Summon Devil (3/day). Mephistopheles magically summons (100% chance of success) one of the following types of devils: 1d6+2 bone devils, 1d4+2 horned devils, 1d3+2 ice devils, 1d4 pit fiends; or (75% chance of success) one of his Dukes.

Legendary Actions

Mephistopheles 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. If Mephistopheles has unspent legendary actions at the end of the round, he may spend and immediately use his remaining legendary actions. Mephistopheles regains spent legendary actions at the start of his turn.

Attack. Mephistopheles makes a burning touch or scratch attack.

Move. Mephistopheles moves up to half his speed.

Disengage (1/round). Mephistopheles takes the disengage action.

Spellcasting (2/round). Mephistopheles casts a spell.

Teleport (Costs 2 Actions). Mephistopheles magically teleports along with anything is carrying up to 240 feet to an unoccupied space he can see.

Empowered Immolation (Costs 3 Actions, 1/day). Mephistopheles makes a hellfire immolation attack and It inflicts double the amount of initial hellfire damage.

Description

Mephistopheles also known as the Lord of No Mercy and the Cold Lord, was the lord of Cania, the eighth level of the Nine Hells. He was the main opponent of Baalzebul during the Reckoning of Hell, and still holds a claim to his own layer. He sought to take Baalzebul's layer away from him, that he may gain enough power to one day challenge Asmodeus for rulership of all the Nine Hells.

Mephistopheles was something of a walking contradiction. Unstable and thoroughly wicked, he presented multiple faces to those he meets. On the one hand, he was charming, erudite, and civil. But beneath the veneer of respectability was a vicious temper and unchecked ambition. He was patient and cunning, yet when alone, he flew into a fury, screaming and shrieking, tearing at his skin and destroying everything around him in a thunderous explosion of hellfire and devastating magic.

He had one goal, one reason for existence: He coveted Asmodeus’s throne. It was, in his mind, his destiny to rule the Nine Hells. So confident was he that he has told this to Asmodeus himself. One would have thought that such arrogance would have been reason enough for the Lord of the Ninth to bring this archdevil to heel, but curiously, Asmodeus hasn’t. It seemed he was content to let Mephistopheles have his delusions. Mephistopheles' naked ambition and haughtiness did not sit well with his peers. Some were drawn to his power, such as Dispater, but most despised him, seeing him as an unstable and unpredictable element in the Hells’ convoluted politics. Among his enemies, Baalzebul was his greatest. The Lord of Lies had long opposed his every effort. So long as Baalzebul lived, Mephistopheles spent his time hatching plots to eliminate his ancient rival, leaving Asmodeus secure in his position as the Lord of the Nine Hells.

Despite his distractions, Mephistopheles still posed a grave threat. He commanded legions of ice devils as well as the pit fiends, barbazu, and cornugons that have flocked to his banner. In addition, it fell to him to protect the only gate into Nessus, so he nominally commanded the army whose sole duty it was to safeguard Asmodeus’s realm. To make matters worse, he had mastered the very essence of Hell, channeling it into a foul destructive energy called hellfire. With such tools at his disposal, it seemed Mephistopheles will one day make good on his promise to rule in Asmodeus’ stead. Thankfully, Mephistopheles did not exert the same influence on the Prime Material Plane. Many mortals confused him and Asmodeus, believing they are one in the same. This frustrated Mephistopheles to no end; above all, he wanted to be worshiped as a god. Still, he had a number of small cults that revered him as the god of hellfire. He also attracted disaffected devil worshipers, stealing individuals from other archdevils.

His temples were strange places, hidden and out of the way. Decorated with fire pits, they were unbearably hot and the pits were rigged so that they flared up during ceremonies at the most dramatic moments. The cultists met to perform sacrifices, binding their living victim on a blackened altar and immolating him alive. His screams added the chorus to their silent prayers.

Scratch. Scratch is a +4 epic trident that inflicts and extra 35 (10d6) cold, fire, or lightning damage (Mephistopheles’ choice), included in the attack. In addition, it magically returns to his hand when summoned (free action).

Lair and Lair Actions

Lord of Cania. Like all of the Nine, Mephistopheles’s title has power and his might is greater while he is in his domain. While on Cania Mephistopheles is considered CR 35 (265,000XP) and he gains the following attributes:

  • Mephistopheles can use legendary resistance 5/day.

  • Mephistopheles can use 5 legendary actions.

  • Mephistopheles has advantage on all attack rolls.

  • Mephistopheles rolls a critical hit on a natural 18-20.

  • Mephistopheles regains 50 hit points at the start of his turn.

  • Mephistopheles can use domain actions.

  • Mephistopheles attacks that inflict cold damage do maximum damage.

Domain Actions:

While anywhere within the plane of Cania, Mephistopheles can take a domain action as long as he is not incapacitated.

On initiative count 20 (losing initiative ties), Mephistopheles can draw on the infernal power Cania to take a domain action to cause one of the following effects:

    • Mephistopheles teleports (3/day) to any location within Cania.

    • Mephistopheles use the power of Cania to freeze a creature into a solid block of ice, targeting one creature he can see within 480 feet of him. The creature must make a DC 26 Dexterity saving throw, taking 36 (8d8) cold damage and be restrained on a failure, and half as much damage on a success. Restrained creatures must make a DC 24 Constitution saving throw at the end of their next turn, taking 36 (8d8) cold damage and be frozen in a block of ice (petrified) on a failure or half as much cold damage and ending the effect on a success.

    • Mephistopheles magically summons the tortured souls of Cania to his aid. They reach up from the frozen pits of Cania, grasping at his enemies within an 80-foot radius area centered on a point Mephistopheles can see within 1 mile of him. Each creature in the area when Mephistopheles summons the souls, or that starts it turn in the area, must make a DC 25 Dexterity saving throw, taking 10 (3d6) cold damage and 10 (3d6) necrotic damage, and be restrained on a failure, or half as much damage on a success. The souls remain for 1 minute or until Mephistopheles uses another domain power.

    • Mephistopheles conjures a freezing fog that fills a 40-foot radius sphere centered on a point within 240 feet of him. The fog spreads around corners, and is heavily obscured (not to Mephistopheles). Each creature in the fog when it appears, or that ends its turn in the fog, must make a DC 24 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. The fog last for 1- hour and Mephistopheles can use a bonus action to move it 20 feet,

Vyzaelyr

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