Devil's Sight. Magical darkness doesn't impede the Archvile's darkvision.
Magic Resistance. The Archvile has advantage on saving throws against spells and other magical effects.
Mass Raise. The Archvile can cast Mass Healing Word as a bonus action twice per long rest.
Inate Spellcasting. The Archvile can cast the following spells inately without requiring components. It's spellcasting ability is Wisdom. Save DC 18
Darkness (at will)
Dispel Magic, Hold Person(3rd level), Spirit Guardians (3/day)
Death Ward (self-cast each day), Banishment (2/day)
Flame Strike. (1/day)
Inflict Pain. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (4d10+6) Necrotic damage.
Crippling Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 14 (5d6) necrotic damage. The next attack roll made by the target has disadvantage.
Flame Wall. The Archvile uses its reaction to increase its AC by 5 to attacks from one cardinal or ordinal direction.
The Archvile has four legendary actions.
Firewalk (Costs 2 Actions). The Archvile forces all creatures within 10 feet of it to make a Constitution saving throw, taking 3d10 fire damage on a failed save, or half as much damage on a successful one. It then teleports itself to an unoccupied space withing 60 feet of its location.
Leeching Grasp. The Archvile makes a melee spell attack against a creature, dealing 2d6 necrotic damage on a hit. The Archvile can then spread half of the damage dealt as healing among allied creatures of his choice within 20 feet.
Attack. The Archvile uses Inflict Pain or Torturing Bolt.
Lair and Lair Actions
The Archvile's lair is the Gore Nest; an area filled with the collected bodies of slain mortals. The Archvile's purpose is to create a Gore Nest powerful enough to bring larger demons through into the Material Plane from the Abyss.
On initiative count 20, the Archvile makes a lair action. Only one effect can be active at any given time, and the action must be a different effect to the previously active effect.
Darkness. A 20-foot-radius sphere within the Gore Nest fills with magical darkness. Only a light spell of 3rd level or higher will allow sight.
Writhing Tentacles. Three bloody tentacles burst from pools of blood in the Gore Nest, each making one attack against a target within 15 feet of the tentacle (+6 to hit, 2d6 bludgeoning damage).
Grasping Tentacles. Masses of small tentacles begin grasping at creatures. Four 15-foot-radius areas become difficult terrain.
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Posted Mar 6, 2024Holy shit the archvile from doom