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Returning 35 results for 'senses of range devil variant'.
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Horned 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.Multiattack. The devil
","rollType":"roll","rollAction":"Tail"} hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound
Barbed Devil (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
Barbed Hide. At the start of each of its turns, the barbed devil deals 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Barbed Hide","rollDamageType":"piercing"} piercing damage to
any creature grappling it.
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
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
","rollAction":"Wall of Ice"}. The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or
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
Bone 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.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.
Summon Devil (1/Day). The devil chooses what to summon and attempts a magical summoning
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
Ice 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.Multiattack. The devil
damage.
Wall of Ice (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Wall of Ice"}. The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet
Monsters
Monster Manual
Flyby. The devil doesn’t provoke an Opportunity Attack when it flies out of an enemy’s reach.
Magic Resistance. The devil has Advantage on saving throws against spells and other magical
effects.Multiattack. The devil makes two attacks, using Infernal Fork and Tail Spine in any combination.
Infernal Fork. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit
Magic Items
Dungeon Master’s Guide
.
Special Senses. You have Darkvision and Truesight, both with a range of 120 feet.
Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded
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 attacks, using Searing Fork or Hurl Flame in any combination
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
Monsters
Monster Manual
Barbed Hide. At the start of each of its turns, the devil deals 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Barbed Hide", "rollDamageType":"Piercing"} Piercing damage to any
creature it is grapple;grappling or any creature grappling it.
Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body
Spells
Player’s Handbook
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
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.
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
Magic Items
Dungeon Master’s Guide
;4
−4
WIS
10
+0
+0
CHA
3
−4
−4
Senses Darkvision 60 ft.; Passive Perception 10
Languages None
CR 0 (XP 0; PB +2)
Figurine of Wondrous Power (Golden
has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can’t be used again until 7 days have passed.
Figurine of Wondrous
Spells
Player’s Handbook
can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.
Finally, when you cast a spell with a range of
of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts
Spells
Player’s Handbook
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or
Resistances Acid, Cold, Fire, Lightning, Poison
Immunities Charmed, Frightened, Poisoned
Senses Blindsight 30 ft., Darkvision 60 ft.; Passive Perception 12
Languages Draconic, understands
Spells
Player’s Handbook
You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose
15
+2
+2
Mod
Save
INT
4
−3
−3
WIS
14
+2
+2
CHA
3
−4
−4
Senses Darkvision 60 ft., Passive Perception 12
Spells
Player’s Handbook
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer
Immunities Psychic
Senses Darkvision 60 ft.; Passive Perception 10
Languages Deep Speech, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Regeneration
Spells
Player’s Handbook
You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth
(Fire only), Poison; Exhaustion, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Primordial, understands the languages you know
CR None (XP 0; PB equals your
Spells
Player’s Handbook
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose
, Frightened
Senses Darkvision 60 ft.; Passive Perception 12
Languages Celestial, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Actions
Multiattack. The spirit makes
Spells
Player’s Handbook
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
−3
−3
Resistances Poison
Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Understands the languages
Spells
Player’s Handbook
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy
Senses Darkvision 60 ft.; Passive Perception 10
Languages Sylvan, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Actions
Multiattack. The spirit makes a
Spells
Player’s Handbook
Objects animate at your command. Choose a number of nonmagical objects within range that aren’t being worn or carried, aren’t fixed to a surface, and aren’t Gargantuan. The maximum
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 30 ft.; Passive Perception 6
Languages Understands the languages you know
CR None (XP 0; PB equals your
Spells
Player’s Handbook
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land
Mod
Save
INT
4
–3
–3
WIS
14
+2
+2
CHA
5
−3
−3
Senses Darkvision 60 ft.; Passive Perception 12
Languages
Spells
Player’s Handbook
You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form
INT
4
−3
−3
WIS
10
+0
+0
CHA
9
−1
−1
Immunities Necrotic, Poison; Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft.; Passive
Spells
Player’s Handbook
You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed
14
+2
+2
Mod
Save
INT
6
−2
−2
WIS
12
+1
+1
CHA
8
−1
−1
Senses Passive Perception 11
Languages Telepathy
Monsters
Astarion's Book of Hungers
Diabolic Ward. Attack rolls against the devil have Disadvantage. If the devil makes an attack roll, this trait is suppressed until the start of its next turn.
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
Monsters
Stranger Things: Welcome to the Hellfire Club
Barbed Hide. At the start of each of its turns, the devil deals 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Barbed Hide", "rollDamageType":"Piercing"} Piercing damage to any
creature it is grappling or any creature grappling it.
Magic Resistance. The devil has Advantage on Saving Throw;Saving Throws against spells and other magical effects.Multiattack. The devil makes one
Erinyes (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
","rollType":"to hit","rollAction":"Longbow"} to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Longbow","rollDamageType":"piercing"} piercing
poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.
Summon Devil (1/Day). The devil chooses what to summon and attempts a magical summoning.
An erinyes
Amnizu (Summoner Variant)
Legacy
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Monsters
Mordenkainen’s Tome of Foes
sensed, experienced, and learned during the last 5 hours.
Summon Devil (1/Day). The amnizu summons 2d4;{"diceNotation":"2d4","rollType":"roll","rollAction":"Summon Devil"} bearded devil;bearded
devils or 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Summon Devil"} barbed devil;barbed devils. A summoned devil appears in an unoccupied space within 60 feet of the amnizu, acts as an ally
Monsters
Forgotten Realms: Adventures in Faerûn
), reach 5 ft. or range 20/80 ft. Hit: 14 (3d6 + 4);{"diceNotation":"3d6+4", "rollType":"damage", "rollAction":"Cursed Blade", "rollDamageType":"Slashing"} Slashing damage. Hit or Miss: The blade magically
financial recompense. These cunning serial killers and mass murderers remain a step ahead of investigators, at least until the cultists’ zealous bloodlust overwhelms their senses.
Cultists
The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Devil’s Sight. Magical darkness doesn’t impede the amnizu’s darkvision.
Magic Resistance. The amnizu has advantage on saving throws against spells and other magical
a success. If the target is stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours.
Summon Devil (1/Day). The amnizu summons 2d4;{"diceNotation
Monsters
Forgotten Realms: Adventures in Faerûn
Chardalyn Sense. Zlan senses the emotions of anyone touching a piece of chardalyn within 100 miles of itself.
Legendary Resistance (3/Day). If Zlan fails a saving throw, it can choose to succeed
":"Slam", "rollDamageType":"Necrotic"} Necrotic damage.
Bewildering Bolt. Ranged Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Bewildering Bolt"}, range 120 ft. Hit: 27
Monsters
Mordenkainen Presents: Monsters of the Multiverse
them into legions.
Amnizu (Summoner Variant);Variant: Devil Summoning
Some amnizus have an action that allows them to summon other devils:
Summon Devil (1/Day). The amnizu summons 2d4
Devil’s Sight. Magical darkness doesn’t impede the amnizu’s darkvision.
Magic Resistance. The amnizu has advantage on saving throws against spells and other magical