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Returning 8 results for 'dash devil'.
Other Suggestions:
dawn devil
death devil
days devil
dust devil
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened of him for 1 minute. While frightened in this way, the target must take the Dash
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Include the settlement’s name, decide how big it is, add a dash of flavor (“The smell of the local tanneries never lifts from this town”), and let the adventurers get on with their business. The history
. Think about the people who run the adventurers’ favorite tavern. And then add a handful of wild cards: a shady dealer, a mad prophet, a retired mercenary, a drunken rake, or anyone else who adds a dash
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
second-most powerful devil in Dis, entirely by saying the right thing at the right time to get what he wanted. Charming and pleasant, he is a master at negotiation, able to twist words so as to leave
. Titivilus
Medium Fiend (Devil), Lawful Evil
Armor Class 20 (natural armor)
Hit Points 150 (20d8 + 60)
Speed 40 ft., fly 60 ft.
STR
19 (+4)
DEX
22 (+6)
CON
17 (+3
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
target has the Prone condition.
Chain Devil Medium Fiend (Devil), Lawful Evil
AC 15 Initiative +5 (15)
HP 85 (10d8 + 40)
Speed 30 ft.
Ability Score Mod Save
Str 18 +4 +4
Dex
Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.
Magic Resistance
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
potential.
Moloch
Large fiend (devil), lawful evil
Armor Class 19 (natural armor)
Hit Points 253 (22d10 + 132)
Speed 30 ft.
STR
26(+8)
DEX
19(+4)
CON
22(+6)
INT
21(+5
, and become frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from Moloch by the safest available route on each of its turns, unless there is
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
. Moloch
Large Fiend (Devil), Lawful Evil
Armor Class 19 (natural armor)
Hit Points 253 (22d10 + 132)
Speed 30 ft.
STR
26 (+8)
DEX
19 (+4)
CON
22 (+6)
INT
21
creature must take the Dash action and move away from Moloch 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. If the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
weren’t so remorselessly evil, he’d be an excellent administrator of the Balance. Titivilus
Medium fiend (devil), lawful evil
Armor Class 20 (natural armor)
Hit Points 127 (17d8 + 51)
Speed 40
frightened in this way, the target must take the Dash 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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
on a monster’s challenge rating are noted with a dash (—). When assigning special traits, actions, or reactions to a monster, keep in mind that not all monsters need them. The more you add, the more
-round damage. Death Burst Magmin Increase the monster’s effective damage output for 1 round by the amount noted in the trait, and assume it affects two creatures. Devil Sight Barbed devil — Dive