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Returning 35 results for 'devil ignites are bonus'.
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Monsters
Monster Manual
Diabolical 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. The devil has Advantage on saving throws against spells and other magical effects.Multiattack. The devil makes three Ice Spear attacks. It can replace one attack with a Tail
Spells
Player’s Handbook
attack hits or misses, the spirit can teleport up to 30 feet to an unoccupied space it can see.
Fiery Strike (Devil Only). Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 150 ft. Hit: 2d6 + 3 + the spell’s level Fire damage.
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth
Magic Items
Dungeon Master’s Guide
you draw the card or at any other time before you die.
Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you
. This enmity lasts until either you or the devil dies.
A Question of Enmity
Two of the cards in the Deck of Many Things can earn a character the enmity of another being. With the Flames card, 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
, requiring no spell components or concentration. Wisdom is its spellcasting ability for this spell. While the spell persists, the abishai can move the area of darkness up to 60 feet as a bonus
Monsters
Bigby Presents: Glory of the Giants
", "rollType":"damage", "rollAction":"Hurl Lava", "rollDamageType":"fire"} fire damage. If the target is a creature or a flammable object, it ignites. Until a creature within 5 feet of the fire takes an
plant life.
Empowered Fire Giants. Fire giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls.
If the scion dies, existing ore remains, but new veins of ore stop forming. The
Magmin
Legacy
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Monsters
Basic Rules (2014)
area are ignited.
Ignited Illumination. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for
":"damage","rollAction":"Touch","rollDamageType":"fire"} fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3
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
Summon Fiend
Legacy
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Spells
Tasha’s Cauldron of Everything
, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends
higher level wherever the spell’s level appears in the stat block.
Fiendish Spirit
Large fiend
Armor Class 12 + the level of the spell (natural armor)
Hit Points 50 (Demon only) or 40 (Devil
Spells
Elemental Evil Player's Companion
creature takes half as much damage and isn’t pushed.
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.
Any creature that
Flaming Sphere
Legacy
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Spells
Basic Rules (2014)
Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into
and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At
Bael
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Dreadful. Bael can use a bonus action to appear dreadful until the start of his next turn. Each creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC 22
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.
Flames. A powerful devil
becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.
Fool. You lose 10,000 XP
Magic Items
Infernal Machine Rebuild
version of the green devil face of the Tomb of Horrors is fashioned into the hilt of the weapon, with the blade extending from its open mouth. The blade always appears ruined and rusting, and causes its
surroundings to appear reflected in the blade as if in a state of decay.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with it, the attack
Magic Items
Lost Laboratory of Kwalish
or at any other point during the adventure.
Flames. The Grand Master of the Monastery of the Distressed Body becomes your enemy. The bone devil seeks your ruin, savoring your suffering before
attempting to slay you. If the Grand Master has already been defeated, you gain the enmity of Garret Levistusson’s patron — a similarly powerful devil.
Fool. For the duration of the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
isn’t pushed. As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10
Dust Devil 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of dust) Duration: Concentration, up to 1 minute Choose an unoccupied 5-foot cube of air that you
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
isn’t pushed. As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10
Dust Devil 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of dust) Duration: Concentration, up to 1 minute Choose an unoccupied 5-foot cube of air that you
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Produce Flame Conjuration Cantrip (Druid) Casting Time: Bonus Action
Range: Self
Components: V, S
Duration: 10 minutes
A flickering flame appears in your hand and remains there for the
duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again. Until the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Produce Flame Conjuration Cantrip (Druid) Casting Time: Bonus Action
Range: Self
Components: V, S
Duration: 10 minutes
A flickering flame appears in your hand and remains there for the
duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again. Until the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
space it can see.
Fiery Strike (Devil Only). Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 150 ft. Hit: 2d6 + 3 + the spell’s level Fire damage.
Summon
Summon Fiend Level 6 Conjuration (Warlock, Wizard) ALEXANDRE HONORE Fiendish Spirit (Devil) Casting Time: Action
Range: 90 feet
Components: V, S, M (a bloody vial worth 600+ GP)
Duration
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
these devils are deployed). Bugles. Each devil on watch duty is issued an iron bugle. Blowing the bugle is a bonus action that blasts a hideous drone audible within 300 feet. Exterior Grounds. The
tower is staffed by an amnizu commander, a chain devil subcommander, ten bearded devils (each one with a hell hound on the end of a short chain), and two spined devils (see “Watchtower Locations” for how
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere
tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ice Devil Devil of Antipathy and Intellectual Arrogance Habitat: Planar (Nine Hells); Treasure: Arcana Nils Hamm Heartless strategists of the Nine Hells, ice devils—also known as gelugons—forsake
—there are few pleasures sweeter than proving a devil wrong.
—Tasha
Ice Devil Large Fiend (Devil), Lawful Evil
AC 18 Initiative +7 (17)
HP 228 (24d10 + 96)
Speed 40 ft.
Ability Score Mod
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or
the spell’s level appears in the stat block. Fiendish Spirit
Large fiend
Armor Class 12 + the level of the spell (natural armor)
Hit Points 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Special Traits A cambion linked to a specific devil typically gains any special traits conferred to that devil’s cultists. Some devils grant a unique ability to their spawn that replaces the
Charm. Fury of the Nine. As a bonus action, the cambion chooses another creature that can see or hear it within 120 feet. That creature gains advantage on all attack rolls and saving throws for the next minute or until the cambion uses this ability again.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere
tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Languages understands Infernal but can’t speak
Challenge 1/2 (100 XP) Proficiency Bonus +2
Cloud of Vermin. Any creature, other than a devil, that starts its turn within 20 feet of one or more
other vermin surround them in a terrifying, reeking sheath that torments any non-devil that draws near. A nupperibo knows nothing but the desire to destroy non-Fiends. Once a nupperibo’s vermin cloud
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
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
for their archdevil masters. Resembling a giant bipedal insect, an ice devil has clawed hands and feet, powerful mandibles, and a long tail covered in razor-sharp spikes. Some carry barbed spears
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
a powerful devil, hoping to learn tactics the devils have fine-tuned over millennia and to acquire magical gifts to help the giant rise in the ordning. Over time, the giant is corrupted, becoming a
Fiend in its own right. The devil teaches the giant how to forge with infernal iron and hellfire, enabling the giant to craft weapons that can funnel the souls of the slain to Avernus, the first layer
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
(−2)
Damage Immunities fire
Senses passive Perception 11
Languages —
Challenge 1 (200 XP) Proficiency Bonus +2
Fire Absorption. Whenever the giant strider is subjected to fire damage, it
saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren’t being
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
always have the Speak with Animals spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You
that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Abishais Each abishai was once a mortal who somehow won Tiamat’s favor before death and, as a reward, found its soul transformed into a draconic devil to serve at her pleasure in the Nine Hells. Each
Abishai
Medium Fiend (Devil), Typically Lawful Evil
Armor Class 15 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 30 ft., fly 40 ft.
STR
14 (+2)
DEX
17 (+3)
CON
14 (+2
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the next dawn. Fates. As a bonus action, you can brandish this card at one willing creature you can see within 30 feet of yourself, granting the creature a brief glimpse of the future. Until the start
. Once this property is used, it can’t be used again until the next dawn. Flames. You can use this card to summon a devil. The card is attuned to a specific devil with a challenge rating of 8 or lower
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
.
Bonus Actions
Flaming Blade. Warduke ignites or extinguishes his flame tongue longsword. While aflame, it sheds bright light in a 40-foot radius and dim light for an additional 40 feet.
Second Wind (Recharges after a Short or Long Rest). Warduke regains 13 hit points.
Perception 10
Languages Common
Challenge 5 (1,800 XP) Proficiency Bonus +3
Special Equipment. Warduke wears a dread helm (see appendix A) and wields a flame tongue longsword.
Actions
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. You also always have the Speak with Animals spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a
device produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
amnizus that patrol here drill the rules of the Nine Hells into the new arrivals’ minds and marshal them into legions. Variant: Devil Summoning Some amnizus have an action that allows them to summon other
devils: Summon Devil (1/Day). The amnizu summons 2d4 bearded devils or 1d4 barbed devils (both appear in the Monster Manual). A summoned devil appears in an unoccupied space within 60 feet of the






