D&D 5E 5e Updates: Monstrous Compendium


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dave2008

Legend
FATHER LYYMRIC (WIP)


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Image by James Zhang, © Wizards of the Coast.

Description
This immense creature resembles a crystalline humanoid, with rocky plates growing along its back. Its head is flat and insectile, with three glaring yellow eyes above a fanged maw. Its arms end in long, mantis-like claws.

History
In the time of Myth Drannor, a group of high elves adept in High Magic opened a gate to the Far Realm, seeking knowledge. What they got was the creature known as Father Llymic. Averting catastrophe, they imprisoned Father Llymic's body in the Thunder Peaks, where he waited for darkness to bring him freedom.

When it came, travelers crossing the Thunder Gap, which ran near Llymic's prison, would be the first to notice something wrong and run afoul of his brood spawn. When he awoke, they would threaten all Cormyr, the Dalelands, and Sembia. Worse, a splinter sect of the church of Shar known as the Black Ice endeavored to free Father Llymic for Shar's dark glory. They camped close to his prison, seeking to release him, while some were transformed.

Sunlight is anathema to Father Llymic, and light of any kind weakens him. When Father Llymic is awake and active, he promises, the sun will never shine, and creatures of cold and darkness can take over the planet. In combat, he focuses on attacking as many creatures as possible, hoping to inflict his curse on any survivors to create more children in the coming days. Those he cannot afflict in such a way are scissored to pieces with his razor-sharp claws, or frozen solid with cold magic.

Goals
Father Llymic is an alien evil, trapped under the ice on the top of a polar mountain and working his influence subtly on the world around him. He is currently in a state of stasis, able to send an illusory avatar to interact with the world, but unable to move or battle. Father Llymic uses this avatar to lure creatures to visit his mountain, whereupon his soul chill aura can transform them into his monstrous children. He also uses this avatar to coordinate the actions of his existing minions, sending them on raids to increase their numbers. The more children of Llymic exist, the more his bonds become loosened, and eventually he will rise triumphant into the polar winter.

Father LlymricChallenge 24
Huge elite aberration (elder evil), chaotic evil150,000 elite XP
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Armor Class 20 (Natural Armor)
Hit Points 744 (48d12 + 432; bloodied 372)
Speed 50 ft. climb 50 ft., fly 50 ft.
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STRDEXCONINTWISCHA
26 (+8)18 (+4)28 (+9)23 (+6)20 (+5)25 (+7)
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Saving Throws Str +15, Dex +11, Con +16, Wis +12
Skills Arcana +13, Insight +12, Intimidation +14
Damage Resistances cold, poison, psychic
Damage Vulnerabilities Radiant
Damage Immunities cold; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses blindsight 240 ft., truesight 120 ft., Passive Perception 15
Languages all, telepathy 600 ft.
Proficiency Bonus +7; Maneuver DC 23
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Anathematic Secrecy. Father Llymic can't be targeted by divination magic and is immune to any spell or effect that would alter its form, read its thoughts, or magically influence its thoughts or behavior.

Elder Evil (Elite Trait, 1/Rest). When Father Llymic is first bloodied, all conditions and effects it is suffering end for it, all of its abilities recharge, and it can use its Elite Actions and Traits.

Fever Dream. Any creature that takes a long rest within 1000 feet of Father Llymic's frozen form must make a DC 23 Wisdom saving throw, contracting Brood Fever on a failure.

Ice Walk. Father Llymic can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost him extra moment.

Light Torpor. If Father Llymic is exposed to natural sunlight, he must succeed on a DC 25 Constitution saving throw at the end of his turn or slip into suspended animation, he is paralyzed and has resistance to all damage except psychic . This condition is removed when Father Llymic is in darkness for at least one round.

Limited Magic Immunity. Father Llymic is immune to cantrips and he has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against him has disadvantage on the attack roll.

Siege Monster. Father Llymic deals double damage to objects and structures.

Soul Chill Aura. Any creature that starts its turn within 30 feet of Father Llymic must make a DC 25 Constitution saving throw or gain one level of exhaustion (fatigue).

ACTIONS
Multiattack.
Father Llymic uses Summon Brood if it is available. He then makes three claw attacks. He can replace one of these with a bite or brood seed attack.

Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one grappled or incapacitated target. Hit: 18 (2d10+ 7) piercing damage plus 11 (2d10) cold damage and the target must make a DC 25 Constitution saving throw or gain one level of exhaustion (fatigue).

Claw. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 11 (2d10) cold damage and the target must make DC 24 or be grappled. A Medium or smaller creature grappled this way is also restrained.

Brood Seed. Melee Spell Attack. +14 to hit, reach 15 ft., one creature. Hit. Father Llymic implants a target with a brood seed and the target takes on level of exhaustion. The target must make a DC 22 Constitution saving throw at the start of each of its turns. On a failed save, the target gains one levels of exhaustion. If the target succeeds on three of saves within one minute, the effect ends for it and one level of exhaustion inflicted by the seed is removed. Additionally, one level of exhaustion caused by the seed can be removed by a greater restoration spell or if the target takes 20 radiant damage. A creature can only have one brood seed at a time. If a creature dies from the effects of the seed, it rises on its next turn as a brood spawn barbarian under the control of Father Lymric.

Summon Brood (Recharge 6). Father Llymic magically summons two brood spawn barbarians in unoccupied spaces within 60 feet of him. These brood spawns act on their own initiative count and follow Father Llymic's orders to the best of their ability.

Innate Spellcasting. Father Llymic's innate spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no components:

At will: chill touch (17th level), cone of cold, darkness (60-foot radius), detect magic, dispel magic, sleet storm
3/day each: ice storm, wall of ice
1/day each: incendiary cloud (w/ cold damage), Storm of Vengeance (w/ freezing rain)

Psychic Avatar (1/Day). Father Llymic can create an illusory avatar as in the spell project image. Additionally, Father Llymic can use his innate spellcasting through the avatar, but all saving throws made against them have advantage.

Cone of Cold (5th-level; V, S, M). A blast of magical cold erupts from the Father Llymric's hand in a 60-foot cone. Creatures in the area must make a DC 20 Constitution saving throw or take 36 (8d8) cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.

LEGENDARY ACTIONS
Father Llymic can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If Father Llymic has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. Father Llymic regains spent legendary actions at the start of its turn.

Chill Stride (Elite Action). Father Llymic moves up to half his speed. An creature that hits him with a melee attack during this move takes 11 (2d10) cold damage.
Claw. Father Llymic makes a claw attack.
Command Brood. A brood spawn barbarian within 120 ft of Father Llymic can use its reaction to move up to half its speed and make an attack on a target of Kyuss's choice.
Elite Recovery. Father Llymic ends one negative effect currently affecting him. He can do so as long as he has at least 1 hit point, even while unconscious or incapacitated.
Regeneration (Elite Action). Father Llymic regenerates 30 hit points or reattaches a severed body part.
Cast a Spell (Costs 2 Actions). Father Llymic casts one of his innate spells.
Savage Claws (Elite Action; Costs 3 Actions). Father Llymic makes a claw attack against each creature within 15 feet of him.
 
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dave2008

Legend
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Zariel by Faith Mills

Zariel (WIP)Challenge 24
Large fiend (archduke), lawful evil124,000 Elite XP
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Armor Class 21 (Natural Armor)
Hit Points 609 (42d10 + 378; bloodied 304)
Speed 60 ft., fly 180 ft.
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STRDEXCONINTWISCHA
25 (+7)24 (+7)28 (+9)26 (+8)27 (+8)28 (+9)
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Saving Throws Dex +14, Int+15, Wis +15, Cha +16
Skills Athletics +14, Intimidation +16, Perception +15
Damage Resistances Cold, Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses darkvision 240 ft., Passive Perception 25
Languages all, telepathy 120 ft.
Proficiency Bonus +7 Maneuver DC 23
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Archduke (Elite Trait; 1/Rest). The first time Zariel is bloodied, all conditions and effects she is suffering end for her, all of her abilities recharge, and her Elite Actions and Traits are active for 1 hour.

Banishment. When Zariel drops to 0 hit points, and she is not in Avernus, her body is destroyed but her essence travels back to her domain in Avernus, and is unable to take physical form for a time.

Devil’s Sight. Magical darkness doesn’t impede Zariel’s darkvision.

Fires of Avernus (Elite Trait). When Zariels Archduke trait is active, her melee attacks deal an extra 9 (2d8) fire damage on a hit.

Infernal Might. While in Hell, Zariel's attacks ignore all resistances of creatures with less than 17 hit dice and she scores a critical hit on a roll of 18 or greater.

Limited Magic Immunity. Unless she wishes to be affected, Zariel is immune to cantrips and she has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Zariel has disadvantage on the attack roll.

Lord of Avernus. While in Avernus, Zariel can’t be surprised or changed into another form against her will, she can’t be targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense her emotions or read her thoughts. Additionally, Wisdom (Insight) checks made to ascertain her intentions or sincerity have disadvantage.

ACTIONS
Multiattack. Zariel makes two Flail or Longsword attacks. She can replace one attack with a use of Withering Curse, if available, or a Hellfire Bolt.

Chain Flail (+3). Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) magical bludgeoning damage plus 31 (7d8) fire damage.

Longsword (+2). Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 9) magical slashing damage, or 19 (2d10 + 9) magical slashing damage when used with two hands, plus 31 (7d8) fire damage.

Hellfire Bolt. Ranged Spell Attack: +16 to hit, range 300 ft., one target. Hit: 32 (6d10) fire and force damage.

Withering Curse (Recharge 5–6). Zariel targets one creature she can see within 90 feet of her. The target must succeed on a DC 26 Constitution saving throw or take 44 (8d10) necrotic damage and be poisoned for 1 minute. While 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 the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 24):

At will: alter self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Fireball. Zariel casts the fireball spell. A bright streak flashes to a point Zariel chooses within 120 feet of her that then explodes in flame. Each creature in a 20-foot radius sphere from that point must make a DC 24 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.

Finger of Death. Zariel cast the spell Finger of Death. A creature of Zariel's choice within 60 feet of her must make a DC 20 Constitution saving throw, taking 61 (7d8 + 30) necrotic damage on a failed saving throw or half damage on a success. A humanoid killed by this spell turns into a zombie under the Zariel's control at the start of her next turn.

Summon Devils (2/day). Zariel magically summons one of the following types of devils (100% chance of success):1d3+1 bone devils, 1d3+1 Erinyes, or (50% chance of success) one her Dukes.

Teleport. Zariel teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.
attacks.

REACTIONS
Chain Parry. When a ranged attack would hit her, Zariel adds 7 to her AC against the attack and any other ranged attacks until the start of her next turn. Zariel must see the attackers and be wielding a her chain flail to gain this bonus.

LEGENDARY ACTIONS
Zariel can take 3 legendary actions, choosing from the options below. She can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Zariel regains spent legendary actions at the start of her turn.

Elite Recovery. Zariel ends one condition or negative effect currently affecting her. She can do so as long as she has at least 1 hit point, even while unconscious or incapacitated.
Regenerate. Zariel regains 20 hit points.
Teleport. Zariel uses Teleport.
Attack (Cost 2 Actions). Zariel makes a Chain Flail, Longsword, or Hellfire Bolt attack.
Immolating Gaze (Costs 2 Actions). Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to burn. The target must succeed on a DC 24 Wisdom saving throw or take 22 (4d10) fire damage.
Cast a Spell (Cost 2 Actions). Zariel casts an at will spell.
Flail Storm (Elite Action; Costs 3 Actions). Zariel make an Chain Flail attack on all targets of her choice within 20 feet of her. On a hit the target must make a DC 24 Strength saving throw or be knocked prone.
War Cry (Elite Action; Costs 3 Actions). Zariel's shouts a defiant command. Every target of her choice within 120 feet of her must make a DC 24 Constitution saving throw or be pushed back 20 feet and land prone. Additionally, all magical effects of her choice within 120 feet of her are dispelled (except 9th level spells and similar magic) and any allies of her choice that can hear her and are within 120 feet of her gain 20 temporary hit points.
Summon Erinyes (Elite Trait; Costs 3 Actions). Zariel uses her summon devils action to summon Erinyes.
 
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dave2008

Legend
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Devil Boruta by Lucas Staniec

Dispater (WIP)Challenge 24
Large fiend (archdevil), lawful evil124,000 Elite XP
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Armor Class 24 (Natural Armor)
Hit Points 551 (38d10 + 342; bloodied 275)
Speed 50 ft., fly 50 ft.
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STRDEXCONINTWISCHA
26 (+8)22 (+6)28 (+9)25 (+7)24 (+7)27 (+8)
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Saving Throws Dex +14, Int+15, Wis +15, Cha +16
Skills arcana +14, deception +15, history +14, insight +14
Damage Resistances acid, cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 240 ft., Passive Perception 17
Languages all, telepathy 120 ft.
Proficiency Bonus +7 Maneuver DC 23
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Archduke (Elite Trait; 1/Rest). The first time Dispater is bloodied, all conditions and effects he is suffering end for him, all of his abilities recharge, and his Elite Actions and Traits are active for 1 hour.

Banishment. When Dispater drops to 0 hit points, and he is not in Avernus, his body is destroyed but his essence travels back to his domain in Avernus, and is unable to take physical form for a time.

Infernal Might. While in Hell, Dispater's attacks ignore all resistances of creatures with less than 17 hit dice and he scores a critical hit on a roll of 18 or greater.

Corrosion. Any nonmagical metal, up to 10 cubic feat, that touches Dispater instantly corrodes into a pile of rust. A magic item made of metal, including constructs, that touches Dispater takes a permanent and cumulative -1 penalty to damage and attack rolls, or AC for armor and shields. If its penalty drops to -5, the item is destroyed. Ammunition and weapons made of metal that hit Dispater are destroyed after dealing damage.

Limited Magic Immunity. Unless he wishes to be affected, Dispater is immune to cantrips and he has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Dispater has disadvantage on the attack roll.

Lord of Dis. While in Dis, Dispater can’t be surprised or changed into another form against his will, he can’t be targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense his emotions or read his thoughts. Additionally, Wisdom (Insight) checks made to ascertain his intentions or sincerity have disadvantage.

ACTIONS
Multiattack.
Dispater makes three melee attacks,. He can replace one of these with a Devil's Eye attack.

Rod of Dispater. Melee Weapon Attack: +18 to hit, reach 10 ft, one target. Hit: 20 (2d8 + 11) magical bludgeoning damage plus 28 (8d6) force damage and the target must make a DC 23 Strength saving throw or be pushed 15 feet.

Slam. Melee Weapon Attack: +15 to hit, reach 5 ft, one target. Hit: 13 (2d4 + 8) magical bludgeoning damage plus 14 (4d6) force damage and the target must make a DC 23 Strength saving throw or be knocked prone or grappled, Dispater's choice.

Devil’s Eye. Ranged Spell Attack: +15 to hit, range 300 ft., one target. Hit: 44 (8d10) necrotic damage.

Flesh to Iron. Melee Spell Attack: +15 to hit, reach 5ft, one creature. Hit: the creature is restrained and must make a saving throw at the end of each of its turns. On a success, the effect ends. On a failure, the creature is turned into iron (petrified) for 24 hours.

Corroding Touch. Melee Spell Attack: +15 to hit, reach 5ft, one metal item. Hit: one metal object (up to 10 cubic feat) corrodes, suffering the effects of Dispater's Corrosion.

Innate Spellcasting. Dispater’s spellcasting ability is Charisma (spell save DC 23, +15 to hit with attack spells). Dispater can innately cast the following spells, requiring no material components:

At will: alter self (can become Medium when changing his appearance), cloud of daggers (6th level), detect magic, fireball, heat metal (6th level), invisibility (self only), scrying, suggestion
3/day each: blade barrier, dominate monster, dispel magic, mass suggestion, staggering smite, wall of force
1/day each: contingency, forcecage, invulnerability, spiritual weapon (8th level)
Fireball (3rd level). Dispater chooses within 120 feet of her that then explodes in flame. Each creature in a 20-foot radius sphere from that point must make a DC 24 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.

Blade Barrier (5th level; Concentration). Dispater creates a wall of slashing blades that can be up to 20 feet high and 5 feet thick, and can either be a straight wall up to 100 feet long or a ringed wall of up to 60 feet in diameter. The wall provides three-quarters cover and its area is difficult terrain .

When a creature starts its turn within the wall’s area or enters the wall’s area for the first time on a turn, it makes a Dexterity saving throw , taking 6d10 slashing damage on a failed save, or half as much on a successful save.

Summon Devil (3/day). Dispater magically summons one of the following types of devils:1d6 erinyes, 1d2 pit fiends; or (50% chance of success) one of his Dukes.

Teleport. Dispater teleports, along with any equipment he is wearing or carrying, up to 90 feet to an unoccupied space he can see.

Wall of Iron (7th level; Concentration; 3/Day). Dispater conjures a nonmagical wall of solid iron. The spell works like the spell Wall of Stone with the following modifications:
  • The walls are either 2" or 1" thick.
  • Each panel has an AC 20 and 100 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it but does not cause connected panels to collapse.
REACTIONS
Iron Shield.
If Dispater would be hit by an attack or is the target of the magic missile spell, he conjures one 10-foot by 15-foot iron panel, as in his Wall of Iron action except it doesn't require concentration and only a single panel with 50 hit points is conjured. The panel appears in Dispater's space or in an unoccupied space between him and the origin of the attack, becoming the target of the attack instead of Dispater. The panel crumbles into a pile of rust at the end of Dispater's next turn.

LEGENDARY ACTIONS
Dispater can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Dispater regains spent legendary actions at the start of her turn.

Elite Recovery. Dispater ends one condition or negative effect currently affecting him. He can do so as long as she has at least 1 hit point, even while unconscious or incapacitated.
Regenerate. Dispater regains 20 hit points.
Teleport. Dispater uses Teleport.
Attack (Cost 2 Actions). Dispater makes a melee attack or a Devil's Eye attack.
Mind Corruption (Cost 2 actions). Ranged Spell Attack: +15 to hit, range 120 ft., one creature. Hit: 36 (8d8) psychic damage and the creature must make a DC 23 Wisdom saving throw or be stunned until the end of Dispater's next turn.
Wall of Iron (Costs 3 Actions). Dispater casts Wall of Iron.
Gaze of Dispater (Elite Action; Costs 2 Actions). Dispater forces on creature he can see within 120 feet of him to relive its worst memory. The creature must make a DC 23 wisdom saving throw, taking 33 (6d10) psychic damage and be frightened of Dispater until their next long rest on a failure, or half as much damage on a success.
Shrapnel (Elite Action; Costs 3 Actions; Recharge 5-6). Shards of magical iron blast forth from Dispater's hand. Each creature in a 90-foot cone must make a DC 23 Dexterity saving throw, taking 55 (10d10) slashing damage on a failed save, or half as much on a success.



EQUIPMENT
Rod of Dispater.

Rod, artifact (requires attunement)

This rod can be wielded as a Large magic mace that grants a +3 bonus to attack and damage rolls made with it. IT deals an additional 14 (4d6) force on a hit.

The rod has 30 charges that you can use an action for the following properties. The rod regains 2d10+4 expended charges daily at dawn.

Rulership. You use 10 charges, present the rod and command obedience from each creature of your choice that you can see within 240 feet of you. Each target must succeed on a DC 20 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way.

Spells. While holding this rod, you can cast one of the following spells (spell save DC 20, +12 to hit with attack spells): acid arrow (1 charge/ level); destructive wave (5 charges); searing smite (1 charge/ level)

Special. While Dispater is in possession of the rod he is able to summon twice the number of devils or double his chance of summoning one of his Dukes. See his Summon Devil action. Additionally, if Dispater is not incapacitated and on the same plane as the rod, he can instantly summon it to his hand, no action.
 
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dave2008

Legend
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Demon Mammon by Anastasiya Pankova

Mammon (WIP)Challenge 24
Huge fiend (archdevil), lawful evil124,000 Elite XP
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Armor Class 20 (Natural Armor)
Hit Points 638 (44d12 + 352; bloodied 319)
Speed 60 ft., fly 50 ft.
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STRDEXCONINTWISCHA
28 (+9)20 (+5)27 (+8)25 (+7)24 (+7)26 (+8)
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Saving Throws Dex +14, Int+15, Wis +15, Cha +16
Skills athletics +16, insight +14, intimidation +15, persuasion +15, perception +14
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities acid, fire, poison
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses truesight 240 ft., Passive Perception 24
Languages all, telepathy 240 ft.
Proficiency Bonus +7 Maneuver DC 23
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Archduke (Elite Trait; 1/Rest). The first time Mammon is bloodied, all conditions and effects he is suffering end for him, all of his abilities recharge, and his Elite Actions and Traits are active for 1 hour.

Banishment. When Mammon drops to 0 hit points, and he is not in Avernus, his body is destroyed but his essence travels back to his domain in Avernus, and is unable to take physical form for a time.

Infernal Might. While in Hell, Mammon 's attacks ignore all resistances of creatures with less than 17 hit dice and he scores a critical hit on a roll of 18 or greater.

Limited Magic Immunity. Unless he wishes to be affected, Mammon is immune to cantrips and he has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Mammon has disadvantage on the attack roll.

Lord of Minauros. While in Minauros, Mammon can’t be surprised or changed into another form against his will, he can’t be targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense his emotions or read his thoughts. Additionally, Wisdom (Insight) checks made to ascertain his intentions or sincerity have disadvantage.

Poison Skin. Any creature within 5 feet of mammon that hits him with a melee attack or touches him in any way, takes 18 (4d8) poison damage.

ACTIONS
Multiattack.
Mammon makes two melee attacks.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) magical slashing damage plus 18 (4d8) force damage and 18 (4d8) poison damage and the target must make a DC 24 Strength saving throw or be grappled, knocked prone, or pushed 15 feet, Mammon's choice.

Bite. Melee Weapon Attack: +16 to hit, reach 5ft, one grappled or incapacitated target. Hit: 18 (3d6 + 8) piercing damage plus 18 (4d8) poison damage and the target is poisoned.

Spear. Melee Weapon Attack: +16 to hit, reach 15 ft. or ranged 120 ft., one target. Hit: 21 (3d8 + 8) piercing damage plus 18 (4d8) acid damage and the target must make a DC 23 Constitution saving throw or their speed is reduced in half for 1 minute. The spear magically returns to Mammon after being thrown.

Touch of Greed (recharge 5-6). Melee Spell Attack. +16 to hit, reach 5 ft., one target. Hit 22 (4d10) psychic plus 18 (4d8) poison damage and the target must make a DC 23 Wisdom save or become obsessed with an object of Mammon’s choice that the target can see for 1 minute. An obsessed creature can only use its action to dash in the direction of the object and attack anyone in possession of the object or who is within 5 feet of the object. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

If the object is subject to the sympathy spell or curse of mammon, all saving throws are made with disadvantage.

Curse of Mammon (1/day). Mammon causes one object he sees worth at least 5 gold pieces to be cursed. Anyone carrying or having the object on their person must make a DC 23 Wisdom saving throw or believe that everyone he or she can see is trying to steal the item. If Mammon has also cast sympathy on the item, the save is made with disadvantage. The cursed individual will attack anyone who comes within 5 feet of him or her. At the end of a long rest, a cursed individual can make another saving throw, ending the curse on a success.

Summon Devil (2/day). Mammon magically summons one of the following types of devils: 3d6 abishai, 3d6 bearded devils, 2d6 chain devils, 2d4 barbed devils; or (50% chance of success) one of his dukes.

Innate Spellcasting. Mammon’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit). He can innately cast the following spells, requiring no material components:

At will: burning hands, chromatic orb (acid), evard’s black tentacles (appear as tar covered humanoids)
3/day each: hold monster, antipathy/sympathy (1 minute casting time), heat metal (9th level, disadvantage if metal is precious)
1/day each: finger of death, power word kill, imprisonment (chain), wall of thorns (9th level, summons spiked chains)
Finger of Death (7th level Spell). A creature of Mammon's choice within 60 feet of him must make a DC 20 Constitution saving throw, taking 61 (7d8 + 30) necrotic damage on a failed saving throw or half damage on a success. A humanoid killed by this spell turns into a zombie under the Mammon's control at the start of her next turn.

Summon Devil (2/day). Mammon magically summons one of the following types of devils: 3d6 black abishai, 3d6 bearded devils, 2d6 chain devils, 2d4 barbed devils; or (50% chance of success) one of his dukes.

Teleport. Mammon teleports, along with any equipment he is wearing or carrying, up to 90 feet to an unoccupied space he can see.

LEGENDARY ACTIONS
Mammon can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Mammon regains spent legendary actions at the start of his turn.

Bite. Mammon makes a Bite attack.
Elite Recovery. Mammon ends one condition or negative effect currently affecting him. He can do so as long as she has at least 1 hit point, even while unconscious or incapacitated.
Regenerate. Mammon regains 30 hit points.
Teleport. Mammon uses his Teleport action.
Attack (Cost 2 Actions). Mammon makes a Claw or Spear attack.
Cast a Spell (Elite Action; Cost 2 Actions). Mammon casts a spell.
Charge of Destruction (Elite Action; Costs 3 Actions). Mammon moves up to his speed without provoking opportunity attacks, and he can make one Claw against each creature he moves past. Mammon can enter the space of Medium or smaller creatures during this move, but cannot end this movement in another creatures space.
 
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dave2008

Legend
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King and Queen of Hell by Antti Hakosaari

Fierna (WIP)Challenge 24
Medium fiend (archdevil), lawful evil124,000 Elite XP
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Armor Class 20 (Natural Armor)
Hit Points 575 (50d8 + 350; bloodied 287)
Speed 50 ft., fly 50 ft.
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STRDEXCONINTWISCHA
24 (+7)28 (+9)25 (+7)27 (+6)26 (+8)29 (+9)
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Saving Throws Str +14, Dex +16, Con +14, Int +13, Wis +15, Cha +16
Skills acrobatics +16, arcana +13, deception +16, perception +15 persuasion +16, stealth +16
Damage Resistances acid, cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, petrified, poisoned
Senses truesight 240 ft., Passive Perception 25
Languages all, telepathy 240 ft.
Proficiency Bonus +7 Maneuver DC 24
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Archduke (Elite Trait; 1/Rest). The first time Fierna is bloodied, all conditions and effects she is suffering end for her, all of his abilities recharge, and her Elite Actions and Traits are active for 1 hour.

Banishment. When Fierna drops to 0 hit points, and she is not in Avernus, her body is destroyed but her essence travels back to her domain in Avernus, and is unable to take physical form for a time.

Infernal Might. While in Hell, Fierna's attacks ignore all resistances of creatures with less than 17 hit dice and she scores a critical hit on a roll of 18 or greater.

Limited Magic Immunity. Unless she wishes to be affected, Fierna immune to cantrips and she has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Fierna has disadvantage on the attack roll.

Lord of Phlegethos. While in Phlegethos, Fierna can’t be surprised or changed into another form against her will, she can’t be targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense her emotions or read her thoughts. Additionally, Wisdom (Insight) checks made to ascertain her intentions or sincerity have disadvantage.

Unwavering Charm. Fierna may use a bonus action, instead of a standard action, to exert precise control of a creature when a spell of effect allows a creature she has charmed to be controlled. And she does not need to use concentration on spells or effects that cause the charmed condition.

ACTIONS
Multiattack. Fierna makes three melee attacks. She can replace one of these attacks with a Fire Bolt attack or to cast a spell.

Flame Blade. Melee Spell Attack: +16 to hit, reach 5ft, one target. Hit: 12 (1d6 + 9) magical piercing damage plus 18 (4d8) fire damage.

Slam. Melee Weapon Attack: +16 to hit, reach 5ft, one target. Hit: 12 (1d6 + 9) magical bludgeoning damage and the target must make a DC 24 Dexterity saving throw or be grappled.

Flame Bolt. Fierna creates 4 bolts of fire and cast them at her enemies. Ranged Spell Attack: +14 to hit, range 180ft, up to four targets in range. Hit: 21 (1d8 + 17) fire damage per bolt

Kiss. Melee Spell Attack: +16 to hit, reach 5 ft., one willing creature (no attack roll), or a creature that is grappled by Fierna, incapacitated, or restrained. Hit: 21 (6d6) necrotic damage and the creature must make a DC 24 Wisodm saving throw or be dominated as in the spell dominate monster. A creture that is charmed by Fierna has disadvantage on the saving throw. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Fierna regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Lust (1/Rest). Fierna compels any creature she wished within 120 feet of her that can see to look at her. The creatures must make a DC 24 Wisdom saving throw or be charmed by her. Charmed creatures can only move slowly, half speed, towards Fierna. They cannot take actions or bonus actions, but can make reactions. A charmed creature my attempt another saving throw at the end of each of its turns or if it takes damage from a creature other than Fierna, ending the effect on a success. A charmed creature is a willing target of Fierna’s kiss.

Innate Spellcasting. Fierna’s innate spellcasting ability is Charisma (spell save DC 24, +16 to hit). She can innately cast the following spells, requiring no material components:

At will: burning hands, fireball, geas, locate creature, locate object, scrying, wall of fire
3/day each: counterspell, dominate person, fire storm, fly, project image, shield, teleport
1/day each: meteor swarm, prismatic wall
Fireball (3rd level). Fierna casts the fireball spell. A bright streak flashes to a point Fierna chooses within 120 feet of her that then explodes in flame. Each creature in a 20-foot radius sphere from that point must make a DC 24 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.

Meteor Swarm (9th level). Fierna selects four points within 1 mile of her. A sphere of flame strikes the ground at each point and explodes in a 40-foot radius. The effects of a sphere reach around corners. Creatures and objects in the area take 14d6 fire damage and 14d6 bludgeoning damage, and flammable unattended objects catch on fire. If a creature is in the area of more than one sphere, it is affected only once.

Summon Devil (1/day). Fierna magically summons one of the following types of devils (100% chance of success): 1d6+3 barbed devils; or (75% chance of success) one of her Dukes.

Teleport. Fierna teleports, along with any equipment he is wearing or carrying, up to 90 feet to an unoccupied space he can see.

REACTIONS
Counterspell.
When a creature Fierna can see witthin 60 feet of her casts a spell, she can attempt to disrupt it. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, Fiernamakes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect.

Return Blow. When a creature misses Fierna with a melee attack, she can make a Slam attack against that creature.

Shield. If Fierna is targeted by an attack that would hit her, or the magic missile spell, until the start of her next turn he gains a +5 bonus to her AC, including the triggering attack, and takes no damage from the spell magic missile.

LEGENDARY ACTIONS
Fierna can take 3 legendary actions, choosing from the options below. She can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Fierna regains spent legendary actions at the start of her turn.

Attack. Fierna makes a flame blade attack.
Elite Recovery. Fierna ends one condition or negative effect currently affecting her. She can do so as long as she has at least 1 hit point, even while unconscious or incapacitated.
Regenerate. Fierna regains 30 hit points.
Teleport. Fierna uses her Teleport action.
Infernal Magic (Cost 2 Actions). Fierna makes a Flame Bolt attack or casts a spell.
Hell's Charm (Elite Action; Cost 2 Actions). Fierna moves up to her speed without provoking opportunity attacks, and she can make one Kiss attack against each creature she moves past. When used this way, see can target any creature with her Kiss attack.
Consort of Phlegethos (Elite Action; Costs 3 Actions; 1/day). Fierna magically summons her father, Belial, to an unoccupied space she can see.
 
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dave2008

Legend
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King and Queen of Hell by Antti Hakosaari


Belial (WIP)Challenge 24
Large fiend (archdevil), lawful evil124,000 Elite XP
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Armor Class 22 (Natural Armor)
Hit Points 667 (46d10 + 414; bloodied 333)
Speed 50 ft., fly 50 ft.
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STRDEXCONINTWISCHA
27 (+8)26 (+8)28 (+9)27 (+8)24 (+7)27 (+8)
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Saving Throws Dex +15, Int+15, Wis +14, Cha +15
Skills arcana +15, deception +15, insight +14, intimidation +15, persuasion +15
Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison, lightning
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 240 ft., Passive Perception 17
Languages all, telepathy 180 ft.
Proficiency Bonus +7 Maneuver DC 23
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Archduke (Elite Trait; 1/Rest). The first time Belial is bloodied, all conditions and effects he is suffering end for him, all of his abilities recharge, and his Elite Actions and Traits are active for 1 hour.

Aura of Pain. Any creature that Belial wishes that is within 60 feet of him must make a DC 23 Wisdom saving throw or be overcome with intense pain. Afflicted creatures cannot concentrate and have disadvantage on all attacks and creatures have advantage to hit them while they are within the range of the aura. A creature may repeat this save at the end of their turn ending the effects on a successful save. If a creature saves or the effect ends for it, it is immune to the aura for 24 hours.

Banishment. When Belial drops to 0 hit points, and he is not in Phlegethos, his body is destroyed but his essence travels back to his domain in Phlegethos, and is unable to take physical form for a time.

Infernal Might. While in Hell, Belial's attacks ignore all resistances of creatures with less than 17 hit dice and he scores a critical hit on a roll of 18 or greater.

Limited Magic Immunity. Unless he wishes to be affected, Belial is immune to cantrips and he has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Belial has disadvantage on the attack roll.

ACTIONS
Multiattack.
Belial makes three Malicious Woe attacks. He can replace one of this attacks with a Crippling Pain attack.

Malicious Woe. Melee Weapon Attack: +18 to hit, reach 10ft or range 240 ft., one target. Hit: 20 (2d8 + 11) magical piercing damage plus 18 (4d8) fire damage and if the target fails a DC 23 Dexterity saving throw, and Belial wishes, it is also restrained.

While a target is restrained by Malicious Woe, it takes 18 (4d8) fire damage at the start of each of its turns. The target, or a creature adjacent to it, can use an action to free the target, ending the condition and inflicting 9 (2d8) piercing damage on the target.

Crippling Pain. Ranged Spell Attack: +15 to hit, range 180ft., one target. Hit: 35 (10d6) psychic damage and the target must make a DC 23 Wisdom saving throw or drop any items it is holding, fall prone, and is paralyzed until the end of Belials next turn.

Innate Spellcasting. Dispater’s spellcasting ability is Charisma (spell save DC 23, +15 to hit with attack spells). Dispater can innately cast the following spells, requiring no material components:

At will: alter self (can become Medium when changing his appearance), cloud of daggers (6th level), detect magic, fireball, heat metal (6th level), invisibility (self only), scrying, suggestion
3/day each: blade barrier, dominate monster, dispel magic, mass suggestion, staggering smite, wall of force
1/day each: contingency, forcecage, invulnerability, spiritual weapon (8th level)
Fireball (3rd level). Dispater chooses within 120 feet of her that then explodes in flame. Each creature in a 20-foot radius sphere from that point must make a DC 24 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.

Blade Barrier (5th level; Concentration). Dispater creates a wall of slashing blades that can be up to 20 feet high and 5 feet thick, and can either be a straight wall up to 100 feet long or a ringed wall of up to 60 feet in diameter. The wall provides three-quarters cover and its area is difficult terrain .

When a creature starts its turn within the wall’s area or enters the wall’s area for the first time on a turn, it makes a Dexterity saving throw , taking 6d10 slashing damage on a failed save, or half as much on a successful save.

Summon Devil (2/day). Belial magically summons (100% chance of success) one of the following types of devils:1d4 bone devils, 1d6 barbed devils, 1d6+1 green abishai devils, 1d6+2 bearded devils, 2d6 spined devils; or (75% chance of success) Fierna.

Teleport. Belial teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

LEGENDARY ACTIONS
Belial can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Belial regains spent legendary actions at the start of her turn.

Elite Recovery. Belial ends one condition or negative effect currently affecting him. He can do so as long as she has at least 1 hit point, even while unconscious or incapacitated.
Regenerate. Belial regains 30 hit points.
Teleport. Belial uses his Teleport action.
Attack (Cost 2 Actions). Belial makes a Malicious Woe or Crippling Pain attack.
Cast a Spell (Cost 2 Actions). Belial cast a spell.
Painful Twist (Elite Action; Cost 2 Actions). Belial makes a Malicious Woe attack. On a hit, the target must make a DC 23 Constitution saving throw or suffer one level of exhaustion.
Hellish Pain (Costs 3 Actions). Belial touches one creature adjacent to himself causing them to make a DC 23 Constitution saving throw or take 35 (10d6) psychic damage and be stunned until the end of their next turn.
Consort of Phlegethos (Elite Action; Costs 3 Actions;1/day). Belial magically summons his daughter, Fierna, to an unoccupied space he can see.



EQUIPMENT
Malicious Woe

Weapon (bident), artifact (requires attunement)

This Large military fork (bident) grants a +3 bonus to attack and damage rolls made with it and it deals an additional 18 (4d8) fire damage on a hit.

Returning. The bident magically returns to your hand when summoned (no action).

Spells. The bident has 20 charges and it regains 1d10+4 expended charges daily at dawn. While holding this bident, you can spend charges to cast one of the following spells (spell save DC 20, +12 to hit with attack spells): bane (1 charge); bestow curse (3 charges); power word pain (7 charges)

Special. While Belial is in possession of the Malicious Woe, attacks made with the bident ignore immunity to fire damage.
 
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dave2008

Legend
1680869290617.png

Levistus, Archdevil of the 5th by LegendLORE

ICY TOMB
The stats provide below are for when Levistus in free from is his imprisonment. However, Levistus is currently entombed in a large mass of Stygian ice a minimum of 20 feet thick. While imprisoned his ability to take actions is extremely limited. He can only communicate telepathically and he cannot take any physical actions. He can, through sheer will, move the ice 1 foot per round. In addition, he can cast the following spells (save DC 24) requiring no components, while he is entombed:

at will: charm person, major image, counterspell,
3/day each: hold monster, scrying,
2/day each: dominate monster, power word kill,
1/day each: wish (to replicate another spell only)

The ice does block line of effect for spells and ranged attacks that target him and each 5 feet of ice has AC 15 and 100hp. As long as the ice remains in Stygia, it regenerates 20 hp per round. Anyone within 10 feet of the ice must make a DC 24 Constitution saving throw, taking 55 (10d10) cold damage on a failure and half as much on a success. The ice is vulnerable to fire.

Levistus (WIP)Challenge 25
Large fiend (archdevil), lawful evil150,000 Elite XP
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Armor Class 20 (Natural Armor)
Hit Points 675 (50d10 + 400; bloodied 337)
Speed 50 ft., fly 50 ft., swim 50 ft.
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STRDEXCONINTWISCHA
25 (+7)28 (+9)26 (+8)24 (+7)26 (+8)28 (+9)
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Saving Throws Dex +17, Con +16, Wis +16, Cha +17
Skills acrobatics +17, deception +17, insight +16, perception +16, persuasion +17
Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities cold, fire, poison
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses truesight 240 ft., Passive Perception 26
Languages all, telepathy 240 ft.
Proficiency Bonus +8 Maneuver DC 25
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Archduke (Elite Trait; 1/Rest). The first time Levistus is bloodied, all conditions and effects he is suffering end for him, all of his abilities recharge, and his Elite Actions and Traits are active for 1 hour.

Banishment. When Levistus drops to 0 hit points, and he is not in Stygia, his body is destroyed but his essence travels back to his domain in Stygia, and is unable to take physical form for a time.

Ice Walk. Levistus can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost him extra movement.

Infernal Might. While in Hell, Levistus's attacks ignore all resistances of creatures with less than 18 hit dice and he scores a critical hit on a roll of 18 or greater.

Limited Magic Immunity. Unless he wishes to be affected, Levistus is immune to cantrips and he has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Levistus has disadvantage on the attack roll.

Lord of Stygia. While in Stygia, Levistus can’t be surprised or changed into another form against his will, he can’t be targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense his emotions or read his thoughts. Additionally, Wisdom (Insight) checks made to ascertain his intentions or sincerity have disadvantage.

Stygian Depths. When Levistus uses a spell, ability, or effect that inflicts cold damage, it inflicts and additional 9 (2d8) cold damage (included in the attacks).

ACTIONS
Multiattack. Levistus makes three attacks, any combination of Rapier and Chilling Touch attacks. He can replace one of these attacks with an Icy Glare attack.

Rapier. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 21 (2d8 + 12) magical piercing damage and the creature must make a DC 24 Dexterity or Strength saving throw or drop an item they are holding (Levistus' choice).

Chilling Touch. Melee Spell Attack: +17 to hit, reach 5ft, one target. Hit: 22 (4d10) cold damage and they must make a DC 25 Constitution saving throw or be paralyzed until the end of their next turn.

Icy Glare. Ranged Spell Attack: +17 to hit, range 240ft., one target. Hit: 55 (10d10) cold damage and the target must make a DC 24 Constitution saving throw. On a failed save the creature begins to turn to ice and is restrained. The target must repeat the saving throw at the end of its next turn. On a success it takes 22 (4d10) cold damage and the effect ends. On a failure the creature is turned to ice (petrified, but no change in weight and no resistance to damage except immunity to cold) until freed by a greater restoration spell or similar magic.

Innate Spellcasting. Levistus' innate spellcasting ability is Charisma (spell save DC 25, to hit +17). He can innately cast the following spells, requiring no material components:

At will: charm person, counterspell, cone of cold, misty step, major image, sleet storm, water walk
3/day each: hold monster, maelstrom, scrying,
2/day each: dominate monster, power word kill
1/day each: tsunami, wish (to replicate another spell only)

Cone of Cold (5th Level). A blast of cold in a 60-foot cone erupts from Levistus' hand. Each creature in the cone must make a DC 25 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much on a success.

Summon Devil (2/day). Levistus magically summons 1d8+4 bone devils, 1d4 ice devils, or (50% chance of success) one of his Dukes.

Teleport. Levistus teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

REACTIONS
Counterspell.
When a creatureLevistus can see witthin 60 feet of him casts a spell, he can attempt to disrupt it. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, Leviustus makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect.

Parry. Levistus adds 8 to its AC against one attack that would hit him. To do so, Levistus must see the attacker and be wielding a melee weapon.

Quick Feet. If Levistus succeeds on a saving throw and would suffer damage or an effect, he moves up to half his speed without provoking opportunity attacks and takes no damage from the attack or effect.

LEGENDARY ACTIONS
Levistus can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Levistus regains spent legendary actions at the start of his turn.

Attack. Levistus makes a Rapier or Chilling Touch attack.
Elite Recovery. Levistus ends one condition or negative effect currently affecting him. He can do so as long as she has at least 1 hit point, even while unconscious or incapacitated.
Regenerate. Levistus regains 30 hit points.
Teleport. Levistus uses his Teleport action.
Cast a Spell (Cost 3 Actions). Levistus casts a spell.
Glare (Elite Action; Cost 2 actions). Levistus makes and Icy Glare attack.
 
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dave2008

Legend
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Succubus Queen by Marina Trembach

Glaysa (WIP)Challenge 26
Large fiend (archdevil), lawful evil124,000 Elite XP
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Armor Class 22 (Natural Armor)
Hit Points 702 (52d10 + 416; bloodied 351)
Speed 60 ft., fly 180 ft.
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STRDEXCONINTWISCHA
24 (+7)29 (+9)26 (+8)29 (+9)29 (+9)30 (+10)
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Saving Throws Dex +17, Con +16, Wis +17, Cha +18
Skills acrobatics +16, arcana +17, deception +18, insight +17, perception +17 persuasion +26, stealth +17
Damage Resistances cold, poison
Damage Immunities fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Condition Immunities charmed, exhaustion, petrified, poisoned
Senses truesight 240 ft., Passive Perception 27
Languages all, telepathy 240 ft.
Proficiency Bonus +8 Maneuver DC 25
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Archduke (Elite Trait; 1/Rest). The first time Glaysa is bloodied, all conditions and effects she is suffering end for her, all of her abilities recharge, and her Elite Actions and Traits are active for 1 hour.

Banishment. When Glaysa drops to 0 hit points, and she is not in Malbolge, her body is destroyed but her essence travels back to her domain in Malbolge, and is unable to take physical form for a time.

Confusion Aura. Any creature that Glaysa chooses within 20 feet of her must make a DC 30 Wisdom saving throw or be under the effects of the spell confusion. A creature may repeat this saving throw at the end of each of its turns, ending the effect on itself with a success. If a creature succeeds on the save, or the effect on them ends, they are immune to Glaysa’s aura for 24 hours.

Infernal Might. While in Hell, Glaysa's attacks ignore all resistances of creatures with less than 18 hit dice and she scores a critical hit on a roll of 18 or greater.

Limited Magic Immunity. Unless she wishes to be affected, Glaysa immune to cantrips and she has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Fierna has disadvantage on the attack roll.

Lord of Malbolge. While in Malbolge, Glaysa can’t be surprised or changed into another form against her will, she can’t be targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense her emotions or read her thoughts. Additionally, Wisdom (Insight) checks made to ascertain her intentions or sincerity have disadvantage.

ACTIONS
Multiattack.
Glasya can make a bite attack. She then makes four melee attacks. She can cast a spell in place of two of these attacks.

Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one creature charmed or grappled by Glasya, incapacitated, or restrained. Hit: 12 (2d4 + 7) magical piercing damage plus 11 (2d10) necrotic damage and the creature must then make a DC 25 Constitution saving throw or be paralyzed for 1 hour. A creature may repeat this saving throw at the end of each of its turns, ending the effect on a successful save.

Slam. Melee Weapon Attack: +17 to hit, reach 5 ft., one creature. Hit: 12 (2d4 + 7) magical bludgeoning damage and if the target is medium or smaller it is grappled.

Nettle. Melee Weapon Attack. +20 to hit, reach 5 ft., one target. Hit 17 (2d4+12) magical piercing damage and 11 (2d10) poison damage and the target must make DC 25 constitution saving throw or be poisoned for 1 minute.

Spite. Melee Weapon Attack: +18 to hit, reach 10ft, one target. Hit: 19 (2d8 + 10) magical bludgeoning damage plus 9 (2d8) force damage and the target must make a DC 23 Strength saving throw of be incapacitated until the end of its next turn.

Diseased Touch. Melee Weapon Attack: +17 to hit, reach 5ft, one target. Hit: The creature must make a DC 25 Constitution saving throw or be diseased. A diseased creature takes one level of exhaustion (cumulative) at the start of each of its turn. A creature may repeat the saving throw at the end of each of its turns, stopping the progression of the effect on a successful save, but previously attained level of exhaustion remain.

Innate Spellcasting. Glasya’s innate spellcasting ability is Charisma (spell save DC 26, +15 to hit). She can innately cast the following spells, requiring no material components:

At will: confusion, dominate person, finger of death (rise as vampire spawn), vicious mockery (29 psychic damage), warding bond
3/day each: blight (8th level), counterspell, dominate monster (9th level), hold monster, phantasmal killer, vampiric touch (8th level),
1/day each: feeblemind, giant insect, power word kill, true polymorph, wish (to replicate another spell only)
Finger of Death (7th level Spell). A creature of Mammon's choice within 60 feet of him must make a DC 20 Constitution saving throw, taking 61 (7d8 + 30) necrotic damage on a failed saving throw or half damage on a success. A humanoid killed by this spell turns into a zombie under the Mammon's control at the start of her next turn.

Summon (3/day). Glasya magically summons 1d6 erinyes, 1d6 horned devils, or 1d6 vampires, or 1d2 pit fiends; or (75% chance of success) one of her dukes.

Teleport. Glasya teleports, along with any equipment he is wearing or carrying, up to 180 feet to an unoccupied space he can see.

REACTIONS
Glasya can take two reactions per round, but only one per turn.

Counterspell. When a creature Glasya can see witthin 60 feet of her casts a spell, she can attempt to disrupt it. If the spell is 6th level or lower, it fails and has no effect. If the spell is 7th level or higher, Glasya makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect.

LEGENDARY ACTIONS
Glasya can take 3 legendary actions, choosing from the options below. She can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Glasya regains spent legendary actions at the start of her turn.

Attack. Glasya makes a melee attack.
Elite Recovery. Glasya ends one condition or negative effect currently affecting her. She can do so as long as she has at least 1 hit point, even while unconscious or incapacitated.
Regenerate. Glasya regains 30 hit points.
Teleport. Glasya uses her Teleport action.
Cast a Spell (Costs 2 Actions). Glasya cast a spell.
Charming Corruption (Costs 2 Actions). Glasya targets one creature she can see within 300 feet of her. The creature must make a DC 25 Wisdom saving throw, taking 44 (8d10) physic damage and is then charmed on a failure, or half as much damage on a successful save.
Unwilling Teleport (Costs 2 Actions). Glasya magically teleports herself and one creature she can see. The creature must succeed on a DC 25 Charisma saving throw or switch places with Glasya.
Withering Dance (Elite Action; Cost 3 Actions). Glasya teleports up to 60 feet and makes a Diseased Touch attack. She can then repeat this teleport and attack sequence two more times and finish with a final teleport of up to 60 feet.
Curse of Glasya (Elite Action; Cost 3 Actions). An angelic voice telepathically offers a "gift" to help defeat Glasya to each creature Glaysa can see within 120 feet of her. If the target accepts, it gains 30 temporary hit points, but it is cursed. If the target dies while cursed it raises the next round as a vampire under Glasya's control. If a target declines the offer, it must make a DC 25 Wisdom saving throw, taking 28 (8d6) psychic damage on a failed save or half as much damage on a succesful one.



EQUIPMENT
Nettle

Weapon (dagger), artifact (requires attunement)

This Large dagger grants a +3 bonus to attack and damage rolls made with it. On a hit, it deals an additional 11 (2d10) poison damage on a hit and the target must make a DC 15 Constitution saving throw or be poisoned for 1 minute.

Dancing. You can use a bonus action to toss Nettle into the air and speak the command word. When you do so, the dagger begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

While the dagger hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the dagger to attack one creature within 5 feet of it.

Returning. The dagger magically returns to your hand when summoned (no action).

Special. While Glaysa is in possession of Nettle it uses her save DC and , attacks made with it ignore resistance to poison damage.

Spite, Hell's Flail
Weapon (flail), artifact (requires attunement)

This Large flail grants a +3 bonus to attack and damage rolls made with it. On a hit, it deals an additional 9 (2d8) force damage on a hit and the target must make a DC 15 Strength saving throw or be incapacitated until the end of its next turn.

Returning. The flail magically returns to your hand when summoned (no action).

Extending. You can use a bonus action to extend or retract the reach of the flail by 5 feet.

Terror. Spite has 5 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 60-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature can't take reactions. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

The flail regains 1d4 expended charges daily at dawn.

Smite. If a celestial or creature of good alignment as 25 hit points or fewer after taking damage from Spite, the target dies.

Special. While Glaysa is in possession of Spite it uses her save DC and, attacks made with it ignore resistance to force damage.
 
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