Large Fiend (Devil), Lawful Evil
Armor Class 20 (Natural Armor)
Hit Points 690 (42d10 + 460)
Speed 40 ft., Swim 40 ft.
STR
26 (+8)
DEX
30 (+10)
CON
28 (+9)
INT
26 (+8)
WIS
28 (+9)
CHA
30 (+10)
Saving Throws DEX +18, CON +17, WIS +17, CHA +18
Skills Acrobatics +20, Insight +17, Intimidation +18, Perception +16
Damage Resistances Acid, 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 480 ft.
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Death Throws.  When Levistus’ hit points drop to 0, he explodes and each creature within 40 feet of him must make a DC 25 Dexterity saving throw taking 68 (8d10) cold damage on a failed save, or half as much on a success. Levistus' essence then travels back to his castle in Stygia and is unable to take physical form for a time.

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

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

At will: misty step, major image, sleet, storm, water walk

3/day each: counterspell, hold monster, maelstrom, scrying

1/day each: power word kill, tsunami, wall of thorns (9th level, summons bones instead of thorns, no mechanical difference, except bone devils take no damage and are not slowed moving through the wall)/

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

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

Stygian Depths. When Levistus uses water in a spell, ability, or effect it causes an extra 22 (4d10) cold damage. every round a creature targeted by the spell or ability is in contact with the water. A creature that take the cold damage must also make a DC 28 wisdom save or be under the effects of a confusion spell for 2 (1d4) rounds. A creature can only suffer the confusion effect once per day.

Cruel Necessity. Cruel Necessity is +4 epic rapier that deals an extra 14 (3d8) damage when wielded by Levistus, included in the attack.

Icy Tomb. Levistus is currently imprisoned in a large mass of Stygian ice a minimum of 20 feet thick. While imprisoned his ability to take actions is extremely limited. He can only communicate telepathically and he cannot take any physical actions. He can, through sheer will, move the ice1 foot per round. In addition, he can cast the following spells while entombed: charm person, major image, counterspell, dominate monster, hold monster, power word kill, scrying, and wish

However, the ice does block line of effect for spells and ranged attacks. In addition, each 5 feet of ice has AC 15 and 100hp and regenerates 20 hp of ice per round and anyone within 10 feet of the ice must make a DC 25 Constitution saving throw, taking 55 (10d10) cold damage on a failure and half as much on a success. The ice is vulnerable to fire.

Actions

Multiattack. Levistus makes four cruel necessity or chilling touch attacks.

Chilling Touch. Melee Weapon Attack: +15 to hit, reach 5ft, one target. Hit: 22 (4d10) cold damage and must make a DC 24 Constitution saving throw or be paralyzed for one minute. The creature may repeat this save at the end of their turn, ending the effect on a successful save.

Cruel Necessity. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 34 (4d8 + 16) piercing damage.

Icy Glare. Ranged Spell Attack: +15 to hit, range 240ft., one target Levistus can see. Hit: 55 (10d10) cold damage and the target must make a DC 24 Constitution saving throw. On a failed save the creature begins to turn to ice and is restrained. It must repeat the saving throw at the end of its next turn. On a success it takes 22 (4d10) cold damage and the effect ends. On a failure the creature is turned to ice (petrified, but no change in weight and no resistance to damage except immunity to cold) until freed by a greater restoration spell or similar magic.

Elaborate Parry. Levistus focuses his efforts on an impenetrable defense and gains a +4 bonus to his armor class and gains an extra reaction for 1d4 rounds.

Disarming Strike. When Levistus uses cruel necessity and hits a creature wielding a weapon he can choose to spend his bonus action and attempt to disarm the target. The creature must make a DC 24 Dexterity or Strength saving throw or drop their weapon.

Infernal Summons (3/day). Levistus magically summons (100% chance of success) 1d8+4 bone devils, 1d4 ice devils, or (50% chance of success) one of his Dukes.

 

Reactions

Master Footwork. When Levistus is hit with a weapon attack he can spend his reaction and gain a +4 bonus to his AC. If the hit becomes a miss he can redirect the attack to another target of his choice within the attacks range.

Evasion. If Levistus succeeds on a saving throw and would suffer damage or an effect; he can spend his reaction to take no damage or effect.

Legendary Actions

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

Attack. Levistus makes a cruel necessity or chilling touch attack.

Parry. Levistus gains a +2 cumulative bonus to his armor class until the start of his next turn. This stacks with evasion.

Cast a Spell (1/round). Levistus casts a spell.

Glare (Cost 2 actions). Levistus makes and icy glare attack.

Teleport (Cost 2 actions). Levistus magically teleports along with anything is carrying up to 120 feet to an unoccupied space his can see.

 

Description

Once a mighty angel charged with watching the tides of the Blood War, Zariel succumbed to the corrupting influence of the Nine Hells and fell from grace. Asmodeus admired Zariel’s passion for war and offered her rulership of Avernus. She accepted his offer and was transformed by Asmodeus into an archdevil.

Zariel’s “rise” came at the expense of Bel, her pit fiend predecessor. Zariel and Bel hate each other. To keep Bel busy and out of her sight, Zariel tasks him with forging weapons, armor, and gruesome demon-slaying machines.

To replenish her legions, Zariel needs the souls of mortals to create lemures, which she can then promote to higher forms of devils. Only by tempting mortals with power on the Material Plane and striking bargains with them can she bind them to her in the afterlife.

Matalotok. Zariel recently defeated the demon lord Kostchtchie and took his hammer, Matalotok, which grants Zariel immunity to cold damage. Without this hammer, Zariel has resistance to cold damage instead.

Lair and Lair Actions

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

  • Levistus can use legendary resistance 4/day.

  • Levistus can use 4 legendary actions.

  • Levistus has advantage on all attack rolls.

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

  • Levistus regains 60 hit points at the start of his turn.

  • Levistus can use domain actions.

Domain Action:

While anywhere within the plane of Stygia, Levistus can take a domain action as long as he is not incapacitated. On initiative count 20 (losing initiative ties), Levistus can draw on the infernal power Stygia to take a domain action to cause one of the following effects:

    • Levistus teleports (3/day) to any location within Stygia.

    • Three times per day Levistus can draw forth terrible cold fire that covers the ground in a 50 foot radius centered on a point within 500 feet of Levistus. Any creature Levistus chooses within this area must make a DC 28 Dexterity saving throw or take 55 (10d10) fire damage, and 55 (10d10) cold damage, or half on a successful save.

    • Levistus causes an 80 foot wide pit full of cold water to open within 240 feet of him. The water has a strong current pulling anyone in it to the center of the pit (DC 28 strength check to move against the current; anything with a swim speed has advantage on this check). Refer to stygian depths.

    • Levistus conjures a 300 foot tall and 20 foot diameter geyser of water to erupt within 100 feet of him. Any creature within the area takes 39 (6d12) bludgeoning damage and must make a DC 28 Strength saving throw or be knocked prone, as well as the effects of stygian depths.

    • Levistus can,1/day, causes one nonmagical melee weapon he can see to become cursed. Once cursed the weapon is considered magical for purposes of overcoming resistance and does 1 extra die of damage. Anyone attempting to attune to the weapon must make a DC 28 wisdom saving throw. On a failure the creature becomes attuned to the weapon and must attack every fiend it sees or suffer 18 (4d8) psychic damage each round it is not attacking a fiend with the weapon. If the creature succeeds it is not attuned to the weapon, it takes 18 (4d8) psychic damage, and the weapon is destroyed. At the end of its turns the creature may attempt break its attunement to the weapon, on a success the creature is no longer attuned, it takes 18 (4d8) psychic damage, and the weapon is destroyed.

Vyzaelyr

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