Medium Fiend (Devil), Lawful Evil
Armor Class 15 Natural Armor
Hit Points 77 (14d8 + 14)
Speed 50 ft., walk 30 ft.
STR
11 (+0)
DEX
19 (+4)
CON
13 (+1)
INT
13 (+1)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws DEX +6
Skills Deception +9, Perception +4, Stealth +6
Damage Vulnerabilities Radiant
Damage Resistances Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Necrotic
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Infernal
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Hell's Blessing. As an action, the fiend can touch a creature within 10 ft. of it. The creature must succeed on a DC 15 Charisma saving throw or take 25 (5d10) necrotic damage and be charmed by the fiend. While charmed, the creature slowly changes it's alignment. every 1d10 hours, the creature changes it's alignment, changing in accordance to the table at the bottom. It changes from Chaotic to Neutral to Lawful first, before it changes slowly to evil. The effect can be ended by a Remove Curse, Greater Restoration, or similar magic of 5th level or higher. This trait can only be used once every two days.


Chaotic  =>  Neutral  =>  Lawful

Good  => Neutral  =>  Evil

Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.

 

Actions

Multiattack. The fiend makes three attacks: two with it's whip and one with it's claws.

Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 6 (1d4 + 4) slashing damage, plus 3 (1d6) fire damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.

The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

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