Infernal Reckless Summoning. At the end of Archdevil of Wrath's turn, he can summon a number of CR 5 Fiends based on the number of successful attacks that he made that turn multiplied by 2. So if he manages to hit 4 times in his turn, he summons 8 CR 5 Fiends. These Fiends act immedietly after Archdevil of Wrath's turn. These Fiends can include Barbed Devils, Balgura's, Hellwasps, Nighthags and Tanarukk's.
Absolute Destruction Aura. Archdevil of Wrath has an Aura that affects all creatures within a 200 foot range. This Aura is an inate ability of the Archdevil of Wrath, and there is no method to remove this Aura without killing the Archdevil of Wrath. At the end of a creatures turn except for the Archdevil of Wrath, if it fails to attack for any reason, whether it be by choice or due to inactivity, they have to make a Wisdom saving throw vs DC 18 or take 35 (10d6) Necrotic Damage, in addition if a creature is killed by this effect, all creatures except for the Archdevil of Wrath take 4d6 Necrotic Damage with no save to prevent it. Fiends except for the Archdevil of Wrath automatically fail's this save and die upon failure.
Wrath. The Archdevil of Wrath is a creature of violence, and is always in combat. As such, the Archdevil of Wrath is always attacking something, and if there are no other hostile creatures in his sight, he will attack any of his summoned fiends or any other living creature within a 1000 foot range.
Magical Resistance. The Archdevil of Wrath has advantage on all saving throws against spells and magical effects.
Archdevil's Sight. The Archdevil of Wrath's vision is never impeded by magical darkness, and he gains advantage on perception checks to find creatures hiding in any form of darkness.
The Never-Ending Spirit of Violence. The Archdevil of Wrath has regeneration, and regains 25 HP per turn, and an addition 10 for every Fiend killed around within a 200 foot range.
Violent Frenzy. Using a Standard Action, The Archdevil of Wrath can forgo 2 of his melee attacks to force creatures around him to make a wisdom saving throw vs DC 18. If a creature fails, they have to use their reaction to move to the closest living creature and make a single attack against it with their strongest weapon or non spell based attack. This feature does not force a creature to use sneak attack or smite against these targets.
Multiattack. The Archdevil of Wrath can make 4 Melee Weapon Attacks or 2 Demon Meteor Attacks on it's turn
Action Melee Attack. Melee Weapon Attack: +14 to hit, reach 10 ft., 1 target. Hit: 17 (2d10 + 7) [magical slashing] damage plus 10 necrotic damage.
Action Ranged Attack. Demon Meteor: +9 to hit, range 30/120 ft., 1 target. Hit: 26 (3d12+ 8) [fire] damage plus 2d8 fire damage to creatures within 10 feet of the target.
Absolute Power Force. The Archdevil of Wrath can use a reaction to absorb damage that he takes from a single damage type from an attack or spell, then on his next successful hit he can add the damage he took to the total damage of his next attack.
Blind Rage. When a creature activates rage within the presence of the Archdevil of Wrath, they must succeed on a WIsdom saving throw DC 18, or else suffer the following penalties.
- 1. The affected individual cannot willingly end their rage.
- 2. While in this rage, the individual's normal bonuses to their damage is doubled.
- 3. The character is blinded by rage entirely, and will attack any creature that is close to them, especially their allies taking their entire action to violently attack the creature, even using reckless attack against said allies.
This affect lasts until the the Barbarian can succeed on the DC 18 Wisdom save, however when they do they exit from their rage and take 1 level of exhaustion, as well as 1d10 psychic damage.
The Archdevil of Wrath can take one of two legendary actions, only once per round each and only during another creatures turn. The Archdevil of Wrath regains spent legendary actions at the start of it's turn if their effects have ended.
Wrathful Rage (Cost's 1 bonus action). During a creatures turn, if they manage to score a hit, the Archdevil of Wrath can enter a Rage like a 15th lv Barbarian, gaining the Rage feature and its effects, such as relentless rage and persistent rage, as well as advantage on strength checks and saving throws, finally he also gets 3 additional damage to his melee weapon attacks. Finally, the Archdevil of Wrath also gets advantage on all of his melee weapon attacks on the crearture that scored a successful hit. This rage ends at the end of the Archdevil of Wrath's turn.
The Slaughterer of Fiends (Costs 1 bonus action) The Archdevil of Wrath can use it;s bonus action, forcing any fiend within 200 feet to stop it's turn in horror of the Archdevil of Wrath, except for Fiends who are immune to the frightened condition. If this is successful, the Fiends end their turn, causing the Absolute Destruction Aura to kill them and cause a massive burst of Necrotic Energy to burst from their bodies.
Description
There is one emotion that feeds into an unrelenting frenzy which causes unspeakable acts of violence. Wrath is one of the many sinful attributes that any living creature can feel. Barbarians are one's who embrace their internal wrath to rage out against the world. However, there is one creature that has more fury than any other living creature. Simply known as the Archdevil of Wrath, this creature embodies mindless rage and violence unlike any creature before, rivaling even the Tarrasque, if not in power, in mere ferocity. Creatures who try to fight the Archdevil of Wrath feel an intense anger burning inside them, causing them to act in violence, and creatures who give in to their violent tendencies tend to be the most susceptible to this anger.
The Archdevil of Wrath resembles a massive beast, like a Demonic Dragon, a Great Red Dragon that has become nothing but a violent creature, despite this it is clearly humanoid, and it tends to stand on it's two high legs. It also seems to have forgotten it's ability to fly, as despite having wings, it never uses them, opting to travel long distances on foot, dragging a massive great-sword that cuts deep into the ground itself.
This Archdevil of Wrath has lost all resemblance of any personality, and acts more like a wild beast than a creature, losing it's ability to talk, only able to communicate in roars and battle cry's. Despite this, the Archdevil is seemingly aware of it's most dangerous ability, that is to kill Fiends around it instantly creating a wave of necrotic energy that causing more death and distruction. It summons Fiends both to fight against them, but when the archedevil can, it will prioritize non fiendish creatures, especially adventurers that wander in it's direction. It's hatred of all living things, and it's tendency to kill anything that comes near to it, has left it in a constant state of combat, never resting or taking a moment to negotiate. It only wants one thing, to kill.
Lair and Lair Actions
The Area where the Archdevil of Wrath resides within the Nine Hell's is an area of eternal combat. All around are the marks of battle, with dead corpses of many warriors spread throughout the land. It smells of decaying flesh and the ground within 1000 feet from the Archdevil of Wrath contains a pool of blood and a necrotic substance that has formed from centuries of death and violence at the hands of the Archdevil of Wrath.
Lair Actions
On initiative count 20 (losing initiative ties), the [Archdevil of Wrath] takes a lair action to cause one of the following effects; the [Archdevil of Wrath] can’t use the same effect two rounds in a row:
- Boiling Blood. The Archdevil of Wrath can cause the blood around him to boil to extreme temperatures. Any creature on the ground takes 2d6 fire damage if they stand in the pool of blood. Flying creatures are unaffected
- Necrotic Influence. The Archdevil of Wrath can force creatures to make a WIsdom saving throw vs DC 18 when they stand on the ground. If they fail, they gain vulnerability to Necrotic Damage until the next Lair Action. If they had resistence before to Necrotic, they take normal damage, if immune before it becomes resistence. Flying Creatures are unaffected.
Regional Effects
The region containing a legendary [Archdevil of Wrath]’s lair is [tainted with violence], which creates one or more of the following effects:
- The ground around within 1000 feet of the Archdevil of Wrath is dangerously toxic. Any organic matter touching the ground either rots, or is consumed by the dangerously necrotic ground. Any food items instantly spoil, water becomes undrinkable, and any creature wandering barefoot, or lying face first in the necrotic puddle take 1d6 necrotic damage every turn.
- Any creature that attempts to sleep in this region will be plagued with terrible thoughts, of butchering those they know and killing everything in a mindless frenzy. They must make a Wisdom Save vs DC 18 or suffer one level of exhaustion when trying to rest in this region.
If the [Archdevil of Wrath] dies, these effects fade over the course of 10d10 days.
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