Horned Devil


 

Horned Devil, CR 11

Large outsider / fiend / devil, lawful evil
Armor Class 18
Hit Points 148 ( 17d10+55 )
Spell Points
Speed 20ft Fly: 60ft

STR

20
+6

DEX

17
+3

CON

19
+5

INT

13
+1

WIS

17
+3

CHA

17
+3

Proficiency Bonus 4
Saving Throws Str ( 1d20+10 ), Dex ( 1d20+7 ), Wis ( 1d20+7 ), Cha ( 1d20+7 )
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities ignited, poisoned
Senses Darkvision 120 ft., Passive Perception 11
Languages Telepathy 120 ft.

Spellcasting

Innate Spellcasting. The devil's innate spellcasting ability is Charisma (Spell Save DC 15), ( 1d20+7 ) to hit with Spell Attacks).   It can innately cast the following spells, requiring no material components or verbal components, but including somatic components (as a geometric spellcaster):   At will: Bane, Detect Evil and Good, Detect Magic, Produce Flame, Scorching Ray
3/day each: Banishment, Bestow Curse, Clairvoyance, Dispel Magic, Fireball, Suggestion
1/day each:Contagion, Dispel Evil and Good, Dominate Person, Fire Shield, Wall of Fire

Special Abilites

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.

Actions

Multiattack. The devil makes three attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.   Fork. Melee Attack : 1d20+10 to hit, reach 10 ft., one target. Hit: 15 ( 2d8+6 ) Piercing Damage.   Tail. Melee Attack : 1d20+10 to hit, reach 10 ft., one target. Hit: 10 ( 1d8+6 ) Piercing Damage. If the target is a creature other than an Undead or a Construct, it must succeed on a DC 17 Constitution saving throw or lose 10 ( 3d6 ) 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 increases by 10 ( 3d6 ). Any creature can take an Action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.   Hurl Flame. Ranged Spell Attack: 1d20+7 to hit, range 150 ft., one target. Hit: 14 ( 4d6 ) Fire Damage. If the target is a flammable object that isn't being worn or carried, it also Ignites.   Cast a Spell. The devil casts a spell from its list of innate spells available.

Legendary Actions

The devil can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The devil regains spent epic actions at the start of its turn.   Tail. The devil makes one tail attack.   Whirlwind Attack (Costs 2 Actions). The devil makes a fork attack against all creatures within reach.   Flame barrage (Costs 2 Actions). The devil makes three hurl flame attacks against targets of its choice.   Cast a Spell (Costs 3 Actions). The devil casts a spell from its list of innate spells available.



 
 

Item drops

Treasure Drops


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