Large Fiend (Devil), Lawful Evil
Armor Class 22 (Natural Armor)
Hit Points 612 (36d10 + 252)
Speed 40 ft., Fly 160 ft.
STR
24 (+7)
DEX
29 (+9)
CON
25 (+7)
INT
29 (+9)
WIS
28 (+9)
CHA
30 (+10)
Saving Throws DEX +17, INT +17, WIS +17, CHA +18
Skills Intimidation +18, Perception +16, Persuasion +19, Stealth +17
Damage Resistances Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Acid, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Truesight 160 ft., Passive Perception 26
Languages All, Telepathy 120 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Banishment. When Glasya drops to 0 hit points, her body is destroyed but her essence travels back to her fortress in Malbolge, and is unable to take physical form for a time.

Devil’s Sight. Magical darkness doesn’t impede Glasya’s darkvision.

Confusion Aura. Any creature that Glaysa chooses within 20 feet of her must make a DC 24 Wisdom saving throw or be under the effects of the spell confusion. A creature may repeat this saving throw at the end of each of its turns, ending the effect on itself with a success. If a creature succeeds on the save, or the effect on them ends, they are immune to Glaysa’s aura for 24 hours.

Innate Spellcasting. Glasya’s innate spellcasting ability is Charisma (spell save DC 26, +15 to hit). She can innately cast the following spells, requiring no material components:

At will: confusion, dominate person, finger of death (rise as vampire spawn), vicious mockery (29 psychic damage), warding bond

3/day each: blight (8th level), counterspell, dominate monster (9th level), hold monster, phantasmal killer, vampiric touch (8th level),

1/day each: feeblemind, giant insect, power word kill, true polymorph

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

Magic Resistance. Glasya has advantage on saving throws against spells and other magical effects.

Regeneration. Glasya regains 30 hit points at the start of her turn.

Nettle. Nettle is a +3 epic dagger of venom with the following properties: the poison is always active and the user gains the poisoned condition for 1 minute after a successful attack, unless, like Glasya, they are immune to the poisoned condition.

Spite (Hell’s Flail). Spite is a +3 epic scourge that Glaysa can magically summon to her hand as a bonus action.

Actions

Multiattack. Glasya casts two spells or four cantrips or makes three melee weapon attacks.

Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one creature charmed or grappled by Glasya, incapacitated, or restrained. Hit: 18 (2d4 + 13) piercing damage plus 11 (2d10) poison damage and the creature must then make a DC 25 Constitution saving throw or be paralyzed. A creature may repeat this saving throw at the end of each of its turns, ending the effect on a successful save.

Nettle. Melee weapon attack. +15 to hit, reach 5 ft., one target. Hit 22 (3d4+15) slashing damage and 22 (4d10) poison damage and the target is poisoned for 1 minute.

Spite. Melee Weapon Attack: +14 to hit, reach 10ft, one target. Hit: 25 (3d6 + 15) bludgeoning damage, and 25 (3d6+15) piercing damage.

Diseased Touch. Melee Weapon Attack: +16 to hit, reach 5ft, one target. Hit: The creature must make a DC 25 Constitution saving throw or be diseased. A diseased creature takes one level of exhaustion (cumulative) at the start of its turn. A creature may repeat the saving throw at the end of each of its turns, stopping the progression of the effect on a successful save, but previously attained level of exhaustion remain.

Curse of Glasya. An angelic voice makes a telepathic offer to a creature that has attacked Glaysa. The attacker is offered the “gift” of 30 temporary hit points to help it defeat Glaysa. If the attacker accepts, it gets the temporary hit points, but it is under the curse of glasya. At any point until the curse is removed, if the target dies, and Glaysa lives, it rises as a vampire friendly to Glasya the next round,

Kiss of Sacrifice (Recharges when no one is under the effect of the Kiss of Sacrifice). Glasya kisses one willing creature or a creatures she has charmed. The recipient of the kiss immediately casts warding bond on Glasya even if it has no spell casting abilities (no components necessary). The spell cannot be dismissed. A creature under the influence of the kiss will automatically accept the curse of glasya.

Infernal Summons (1/day). Glasya magically summons (100% chance of success) 1d6 erinyes, 1d6 horned devils, or 1d6 vampires; or (75% chance of success) a duke of hell.

 

Legendary Actions

Glasya 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 Glasya has unspent legendary actions at the end of the round, she may spend and immediately use her remaining legendary actions. Glasya regains spent legendary actions at the start of her turn.

Attack. Glasya makes a melee attack.

Innate Spellcasting (1/round). Glasya casts a spell.

Teleport. Glasya magically teleports along with anything she is carrying up to 120 feet to an unoccupied space she can see.

Mind Corrupt (Costs 2 Actions). Glasya targets one creature she can see. The creature must make a DC 24 Wisdom saving throw, taking 60 (8d10+16) physic damage and be charmed on a failure, or half as much damage on a successful save.

Unwilling Teleport (Costs 2 Actions). Glasya magically teleports herself and one creature she can see. The creature must succeed on a DC 26 Charisma saving throw or switch places with Glasya.

Description

Glasya, also known as the Lady of the Sixth and the Daughter of Tyranny was a Princess of the Nine Hells and ruler of Malbolge, the sixth layer of Hell. She is noted as one of the most powerful and influential of the female devils for being the daughter of Asmodeus.

Glasya was once Mammon's favoured consort. However, this relationship changed when Mammon sided against Asmodeus in the Reckoning. Mammon slunk back to the Lord of Hell and Glasya was taken from him and appointed Queen of the erinyes, a position she absolutely despised. Since becoming Lord of the Sixth, Glasya has had a thriving friendship with Fierna, which frightens Belial as his 'loving' daughter may believe she no longer has any use for her manipulative father.

Glasya, unlike Bel, did not take the layer by force of arms. The Hag Countess, former ruler of Malbolge, was obsessed with gaining true divinity. After her attempted apotheosis went terribly wrong, the Hag began to grow and grow all at an uncontrollable rate. Her growth caused the layer to level as her bloated form encompassed her entire domain, effectively destroying the countess and ending her reign. With the Hag Countess no longer a concern, Glasya arrived on a palanquin carried by a multitude of lesser devils and took control of Malbolge.

 

 

Lair and Lair Actions

Lord of Malbolge. Like all of the Nine, Glaysa’s title has power and her might is greater while she is in her domain. While on Malbolge Glaysa is considered CR 30 (155,000XP) and she gains the following attributes:

  • Glaysa can use legendary resistance 4/day.

  • Glaysa can use 4 legendary actions.

  • Glaysa has advantage on all attack rolls.

  • Glaysa rolls a critical hit on a natural 19-20.

  • Glaysa regains 60 hit points at the start of her turn.

  • Glaysa can use domain actions.

Domain Actions:

While anywhere within the plane of Malbolge, Glaysa can take a domain action as long as she is not incapacitated.

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

    • Glaysa teleports (3/day) to any location within Malbolge.

    • Glasya causes a 20 foot radius, 20 foot deep pit of poisonous thorns to manifest from a point within 120 feet of her. Anyone falling into the pit takes 7 (2d6) bludgeoning damage, 18 (4d8) piercing damage and must make a DC 25 Constitution save or take 18 (4d8) poison damage. In addition, each round a creature starts its turn in the pit it must make a DC 25 Constitution saing throw, taking 18 (4d8) poison damage on a failure and half as much on a success. The pit is difficult terrain and any creature that moves will in the pit must make a DC 30 Dexterity (athletics) saving throw, taking 18 (4d8) piercing damage on a failure and half as much on a success.

    • Glasya summons the corrupted, negative energy of Malbolge. Glasya chooses one creature within 240 feet of her that she can see. That creature must make a DC 30 Wisdom saving throw. On failed save the creature takes 22 (4d10) Psychic damage, or half as much on a success. A creature that fails its save must also make a DC 25 Constitution saving throw or become infected with the Corruption of Malbolge. Infected creatures take 14 (4d6) psychic damage at the beginning of each of its turn. This effect continues until the creature leaves Malbolge, Glaysa dismisses it, or the afflicted creature is subject to greater restoration spell or similar powerful magic.

    • Glaysa chooses one creature within 150 feet of her that she can see. The target takes 18 (4d8) psychic damage and must make a DC 24 Wisdom saving throw. On a failed save, the creature’s Wisdom and Charisma scores become 1 until the end of its next turn. The creature cannot cast spells and automatically fails any attacks, checks or saving throws that require the afflicted abilities.

Vyzaelyr

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