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Returning 35 results for 'both before devil conquered repeat'.
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Bone Devil (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Summon Devil (1/Day). The devil chooses what to summon and attempts a magical summoning
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.Multiattack. The devil
Bearded Devil
Legacy
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Monsters
Basic Rules (2014)
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Steadfast. The devil
can't be frightened while it can see an allied creature within 30 feet of it.Multiattack. The devil makes two attacks: one with its beard and one with its glaive.
Beard. Melee Weapon Attack: +5
Bearded Devil (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Steadfast. The devil
can't be frightened while it can see an allied creature within 30 feet of it.Multiattack. The devil makes two attacks: one with its beard and one with its glaive.
Beard. Melee Weapon Attack: +5
Monsters
Lost Laboratory of Kwalish
Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Shards
of a Vorpal Sword. Shards of a vorpal sword once broken against the devil replace its claws. A successful DC 12 Intelligence (Arcana) or Wisdom (Perception) check identifies them as such. When the
Bone Devil (Polearm Variant)
Legacy
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Monsters
Monster Manual (2014)
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.Multiattack. The devil makes
, it is grappled (escape DC 14). Until this grapple ends, the devil can't use its polearm on another target.
Claw. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction
Bone Devil
Legacy
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Monsters
Basic Rules (2014)
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.Multiattack. The devil
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Fire, PoisonCold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Pit Fiend (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
","rollAction":"Bite","rollDamageType":"poison"} poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on
+ 8);{"diceNotation":"3d10+8","rollType":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage.
Summon Devil (1/Day). The devil chooses what to summon and attempts a magical
Ice Devil (Spear Variant)
Legacy
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Monsters
Monster Manual (2014)
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.Multiattack. The devil makes
an action or a bonus action on each of its turns, not both; and it can't take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Devil’s Sight. Magical darkness doesn’t impede the abishai’s darkvision.
Magic Resistance. The abishai has advantage on saving throws against spells and other magical
"} poison damage and become poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. The abishai
Hutijin
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Infernal Despair. Each creature within 15 feet of Hutijin that isn't a devil makes saving throws with disadvantage.
Innate Spellcasting. Hutijin's innate spellcasting ability is Charisma (spell save
":"damage","rollAction":"Bite","rollDamageType":"poison"} poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Each creature within 30 feet of him that isn’t a devil must succeed on a DC 22 Wisdom saving throw or become frightened of him for 1 minute. A creature can repeat the saving throw at the end of
Infernal Despair. Each creature within 30 feet of Hutijin that isn’t a devil makes saving throws with disadvantage.
Legendary Resistance (3/Day). If Hutijin fails a saving throw, he can choose
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Devil’s Sight. Magical darkness doesn’t impede the deathlock’s darkvision.
Turn Resistance. The deathlock has advantage on saving throws against any effect that turns Undead
become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success.
Spellcasting. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw
appearance helped rout Glasya and secured Graz’zt’s place as one of the preeminent demon lords of the Abyss.
A babau demon has the cunning of a devil and the bloodthirstiness of a demon
Ancient Blue Dragon
Legacy
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Monsters
Basic Rules (2014)
that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its
can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that
Adult Red Dragon
Legacy
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Monsters
Basic Rules (2014)
within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns
.
Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.
Lair Actions
On
Ancient Red Dragon
Legacy
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Monsters
Basic Rules (2014)
that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its
control.
Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.
Lair
Adult Red Dracolich
Legacy
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Monsters
Monster Manual (2014)
throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or
, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.
Lair Actions
On initiative count 20 (losing initiative ties), the dracolich takes a lair action to cause
Monsters
Spelljammer: Adventures in Space
Devil’s Sight. Magical darkness doesn’t impede the neogi’s darkvision.
Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can
(poison)","rollDamageType":"poison"} poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Devil’s Sight. Magical darkness doesn’t impede the neogi’s darkvision.
Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can
":"Bite","rollDamageType":"poison"} poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each
Adult Blue Dragon
Legacy
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Monsters
Basic Rules (2014)
that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Devil’s Sight. Magical darkness doesn’t impede the abishai’s darkvision.
Magic Resistance. The abishai has advantage on saving throws against spells and other magical
must succeed on a DC 18 Wisdom saving throw or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Devil’s Sight. Magical darkness doesn’t impede the yuan-ti’s darkvision.
Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical
spell), which lasts for up to 1 minute and can’t be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success or taking 11 (2d10
Monsters
Mordenkainen Presents: Monsters of the Multiverse
action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. The target can repeat the
Charisma saving throw or become charmed by Titivilus for 1 minute. The charmed target can repeat the saving throw if Titivilus deals any damage to it. A creature that succeeds on the saving throw is
Monsters
Baldur’s Gate: Descent into Avernus
Devil’s Sight. Magical darkness doesn’t impede Zariel’s darkvision.
Fiery Weapons. Zariel’s weapon attacks are magical. When she hits with any weapon, the weapon deals an
":"necrotic"} necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns
Monsters
Mordenkainen Presents: Monsters of the Multiverse
save, or half as much damage on a successful one. On a failure, the target is also poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the
must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
Monsters
Storm King's Thunder
DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving
see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Devil’s Sight. Magical darkness doesn’t impede Zariel’s darkvision.
Legendary Resistance (3/Day). If Zariel fails a saving throw, she can choose to succeed instead.
Magic
poisoned in this way, the target is blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. Zariel casts one of
Monsters
The Book of Many Things
its turns and has disadvantage on Wisdom saving throws. A target can repeat the Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting
":"Curdle Heart", "rollDamageType":"psychic"} psychic damage as the charmed condition applied by Hulgaz ends on it.Hulgaz is a devil who hails from the stinking swamps of Minauros, the third layer of the
Monsters
Storm King's Thunder
saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is
dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a
Monsters
Waterdeep: Dungeon of the Mad Mage
harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Keresta is destroyed, is on a different plane of existence than
under its command.
After Vanrak destroyed the vampire and conquered its lair, he took Keresta under his wing. Consumed by darkness and loss, Keresta was drawn to Shar like a moth to a flame and rose
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Bone Devil (Osyluth) Driven by hate, lust, and envy, bone devils act as the cruel taskmasters of the Nine Hells. They set weaker devils to work, taking special delight in seeing fiends that defy
them demoted. At the same time, they long for promotion and are bitterly envious of their superiors, attempting to curry favor though it irks them to do so. A bone devil appears as a humanoid husk, with
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Bearded Devil (Barbazu) Bearded devils serve archdevils as shock troops, fighting shoulder-to-shoulder and reveling in the glory of battle. They respond with violence to any slight, real or imagined
, gorging themselves on violence as their infernal saw-toothed glaives carve a path through their foes. A bearded devil is humanoid in form, with pointed ears, scaly skin, a long tail, and claws that
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
after earning a Barovian’s trust. The Devil Strahd About Strahd and vampires, the Barovians believe the following: Strahd von Zarovich is a vampire, and he dwells in Castle Ravenloft. No one is welcome
at the castle. The devil Strahd is a curse placed on the land because of a forgotten sin of the Barovians’ ancestors. (This is untrue, but Barovians believe it nonetheless.) A vampire must rest in
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Ice Devil
Large fiend (devil), lawful evil
Armor Class 18 (natural armor)
Hit
Ice Devil (Gelugon) Found most commonly on the cold layers of Stygia and Cania, ice devils serve as commanders of the infernal armies of the Nine Hells, tormenting lesser devils as an outlet for
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Barovians refer to him as “the devil Strahd.” Strahd has taken many consorts, but he has known only one true love: a Barovian peasant girl named Tatyana. (The Vistani don’t know what happened to her
about Barovia and Barovians: Strahd conquered this land centuries ago and named it after his father, King Barov. Strahd uses wolves, bats, and other creatures to spy on all of his realm. Barovians are






