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<blockquote data-quote="dave2008" data-source="post: 8985397" data-attributes="member: 83242"><p>[ATTACH=full]281267[/ATTACH]</p><p><a href="https://www.artstation.com/artwork/AqvQxm" target="_blank">Devil Boruta</a> by Lucas Staniec</p><p></p><table style='width: 100%'><tr><td><strong><span style="font-size: 22px">Dispater (WIP)</span></strong></td><td><strong>Challenge</strong> 24</td></tr><tr><td><em>Large fiend (archdevil), lawful evil</em></td><td>124,000 Elite XP</td></tr></table><p><img src="https://www.enworld.org/attachments/1599650724997-png.125937/" alt="1599650724997.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Armor Class</strong> 24 (Natural Armor)</p><p><strong>Hit Points</strong> 551 (38d10 + 342; bloodied 275)</p><p><strong>Speed 5</strong>0 ft., fly 50 ft.</p><p><img src="https://www.enworld.org/attachments/1599650724997-png.125937/" alt="1599650724997.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>26 (+8)</td><td>22 (+6)</td><td>28 (+9)</td><td>25 (+7)</td><td>24 (+7)</td><td>27 (+8)</td></tr></table><p><img src="https://www.enworld.org/attachments/1599650724997-png.125937/" alt="1599650724997.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Saving Throws</strong> Dex +14, Int+15, Wis +15, Cha +16</p><p><strong>Skills </strong>arcana +14, deception +15, history +14, insight +14</p><p><strong>Damage Resistances </strong>acid, cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> charmed, exhaustion, frightened, poisoned</p><p><strong>Senses </strong>truesight 240 ft., Passive Perception 17</p><p><strong>Languages </strong>all, telepathy 120 ft.</p><p><strong>Proficiency Bonus</strong> +7 <strong>Maneuver DC</strong> 23</p><p><img src="https://www.enworld.org/attachments/1599650724997-png.125937/" alt="1599650724997.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong><em>Archduke (Elite Trait; 1/Rest). </em></strong>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.</p><p></p><p><em><strong>Banishment.</strong></em> 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.</p><p></p><p><strong><em>Infernal Might. </em></strong>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.</p><p></p><p><strong><em>Corrosion. </em></strong>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.</p><p></p><p><strong><em>Limited Magic Immunity.</em></strong> 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.</p><p></p><p><strong><em>Lord of Dis.</em></strong> 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.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><strong><em>Multiattack. </em></strong>Dispater makes three melee attacks,. He can replace one of these with a Devil's Eye attack.</p><p></p><p><strong>Rod of Dispater. </strong><em>Melee Weapon Attack:</em> +18 to hit, reach 10 ft, one target. <em>Hit:</em> 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.</p><p></p><p><strong>Slam. </strong><em>Melee Weapon Attack:</em> +15 to hit, reach 5 ft, one target. <em>Hit:</em> 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.</p><p></p><p><strong><em>Devil’s Eye. </em></strong><em>Ranged Spell Attack: </em>+15 to hit, range 300 ft., one target. <em>Hit:</em> 44 (8d10) necrotic damage.</p><p></p><p><strong><em>Flesh to Iron. </em></strong><em>Melee Spell Attack:</em> +15 to hit, reach 5ft, one creature. <em>Hit:</em> 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.</p><p></p><p><strong><em>Corroding Touch. </em></strong><em>Melee Spell Attack:</em> +15 to hit, reach 5ft, one metal item. <em>Hit:</em> one metal object (up to 10 cubic feat) corrodes, suffering the effects of Dispater's Corrosion.</p><p></p><p><strong><em>Innate Spellcasting.</em></strong> 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:</p><p></p><p>At will: <a href="https://www.dndbeyond.com/spells/alter-self" target="_blank">alter self</a> (can become Medium when changing his appearance), <a href="https://www.dndbeyond.com/spells/cloud-of-daggers" target="_blank">cloud of daggers</a> (6th level), <a href="https://www.dndbeyond.com/spells/detect-magic" target="_blank">detect magic</a>, <a href="https://www.dndbeyond.com/spells/fireball" target="_blank">fireball</a>, <a href="https://www.dndbeyond.com/spells/heat-metal" target="_blank">heat metal</a> (6th level), <a href="https://www.dndbeyond.com/spells/invisibility" target="_blank">invisibility</a> (self only), <a href="https://www.dndbeyond.com/spells/scrying" target="_blank">scrying</a>, <a href="https://www.dndbeyond.com/spells/suggestion" target="_blank">suggestion</a></p><p>3/day each: <a href="https://www.dndbeyond.com/spells/blade-barrier" target="_blank">blade barrier</a>, <a href="https://www.dndbeyond.com/spells/dominate-monster" target="_blank">dominate monster</a>, <a href="https://www.dndbeyond.com/spells/dispel-magic" target="_blank">dispel magic</a>, <a href="https://www.dndbeyond.com/spells/mass-suggestion" target="_blank">mass suggestion</a>, <a href="https://www.dndbeyond.com/spells/staggering-smite" target="_blank">staggering smite</a>, <a href="https://www.dndbeyond.com/spells/wall-of-force" target="_blank">wall of force</a></p><p>1/day each: <a href="https://www.dndbeyond.com/spells/contingency" target="_blank">contingency</a>, <a href="https://www.dndbeyond.com/spells/forcecage" target="_blank">forcecage</a>, <a href="https://www.dndbeyond.com/spells/invulnerability" target="_blank">invulnerability</a>, <a href="https://www.dndbeyond.com/spells/spiritual-weapon" target="_blank">spiritual weapon</a> (8th level)</p><p>[spoiler=Spells]</p><p><strong><em>Fireball (3rd level).</em></strong> 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.</p><p></p><p><strong><em>Blade Barrier (5th level; Concentration).</em></strong> 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 <a href="https://a5e.tools/rules/world-bonuses-penalties-and-cover" target="_blank">three-quarters cover</a> and its area is <a href="https://a5e.tools/rules/world-bonuses-penalties-and-cover" target="_blank">difficult terrain</a> .</p><p></p><p>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 <a href="https://a5e.tools/rules/saving-throw" target="_blank">saving throw</a> , taking 6d10 slashing damage on a failed save, or half as much on a successful save.</p><p>[/spoiler]</p><p></p><p><strong><em>Summon Devil (3/day).</em></strong> Dispater magically summons one of the following types of devils:1d6 erinyes, 1d2 pit fiends; or (50% chance of success) one of his Dukes.</p><p></p><p><em><strong>Teleport.</strong></em> Dispater teleports, along with any equipment he is wearing or carrying, up to 90 feet to an unoccupied space he can see.</p><p></p><p><strong><em>Wall of Iron (7th level; Concentration; 3/Day).</em></strong> Dispater conjures a nonmagical wall of solid iron. The spell works like the spell <a href="https://a5e.tools/spell/wall-stone" target="_blank">Wall of Stone</a> with the following modifications:</p><ul> <li data-xf-list-type="ul">The walls are either 2" or 1" thick.</li> <li data-xf-list-type="ul">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.</li> </ul><p><strong><u>REACTIONS</u></strong></p><p><strong><em>Iron Shield. </em></strong>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.</p><p></p><p><strong><u>LEGENDARY ACTIONS</u></strong></p><p>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.</p><p></p><p><strong>Elite Recovery. </strong>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 <a href="https://a5e.tools/rules/conditions" target="_blank">unconscious</a> or <a href="https://a5e.tools/rules/conditions" target="_blank">incapacitated</a>.</p><p><strong>Regenerate.</strong> Dispater regains 20 hit points.</p><p><strong>Teleport.</strong> Dispater uses Teleport.</p><p><strong>Attack (Cost 2 Actions). </strong>Dispater makes a melee attack or a Devil's Eye attack.</p><p><strong>Mind Corruption (Cost 2 actions). </strong><em>Ranged Spell Attack:</em> +15 to hit, range 120 ft., one creature. <em>Hit:</em> 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.</p><p><strong>Wall of Iron (Costs 3 Actions).</strong> Dispater casts Wall of Iron.</p><p><strong>Gaze of Dispater (Elite Action; Costs 2 Actions).</strong> 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 <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Frightened" target="_blank">frightened</a> of Dispater until their next long rest on a failure, or half as much damage on a success.</p><p><strong>Shrapnel (Elite Action; Costs 3 Actions; Recharge 5-6).</strong> 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.</p><p></p><p>[HR][/HR]</p><p><strong><u>EQUIPMENT</u></strong></p><p><strong>Rod of Dispater.</strong></p><p><em>Rod, artifact (requires attunement)</em></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong><em>Rulership</em></strong>. 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 <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed" target="_blank">charmed</a> by you for 8 hours. While <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed" target="_blank">charmed</a> 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 <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed" target="_blank">charmed</a> in this way.</p><p></p><p><strong><em>Spells.</em></strong> While holding this rod, you can cast one of the following spells (spell save DC 20, +12 to hit with attack spells): <a href="https://a5e.tools/spell/acid-arrow" target="_blank"><em>acid arrow</em></a> (1 charge/ level); <a href="https://www.dndbeyond.com/spells/destructive-wave" target="_blank"><em>destructive wave</em></a> (5 charges); <a href="https://www.dndbeyond.com/spells/searing-smite" target="_blank"><em>searing smite</em></a> (1 charge/ level)</p><p></p><p><strong><em>Special. </em></strong>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.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8985397, member: 83242"] [ATTACH type="full" alt="1680868186785.png"]281267[/ATTACH] [URL='https://www.artstation.com/artwork/AqvQxm']Devil Boruta[/URL] by Lucas Staniec [TABLE] [TR] [TD][B][SIZE=6]Dispater (WIP)[/SIZE][/B][/TD] [TD][B]Challenge[/B] 24[/TD] [/TR] [TR] [TD][I]Large fiend (archdevil), lawful evil[/I][/TD] [TD]124,000 Elite XP[/TD] [/TR] [/TABLE] [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [B]Armor Class[/B] 24 (Natural Armor) [B]Hit Points[/B] 551 (38d10 + 342; bloodied 275) [B]Speed 5[/B]0 ft., fly 50 ft. [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]26 (+8)[/TD] [TD]22 (+6)[/TD] [TD]28 (+9)[/TD] [TD]25 (+7)[/TD] [TD]24 (+7)[/TD] [TD]27 (+8)[/TD] [/TR] [/TABLE] [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [B]Saving Throws[/B] Dex +14, Int+15, Wis +15, Cha +16 [B]Skills [/B]arcana +14, deception +15, history +14, insight +14 [B]Damage Resistances [/B]acid, cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered [B]Damage Immunities[/B] poison [B]Condition Immunities[/B] charmed, exhaustion, frightened, poisoned [B]Senses [/B]truesight 240 ft., Passive Perception 17 [B]Languages [/B]all, telepathy 120 ft. [B]Proficiency Bonus[/B] +7 [B]Maneuver DC[/B] 23 [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [B][I]Archduke (Elite Trait; 1/Rest). [/I][/B]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. [I][B]Banishment.[/B][/I] 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. [B][I]Infernal Might. [/I][/B]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. [B][I]Corrosion. [/I][/B]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. [B][I]Limited Magic Immunity.[/I][/B] 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. [B][I]Lord of Dis.[/I][/B] 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. [B][U]ACTIONS[/U] [I]Multiattack. [/I][/B]Dispater makes three melee attacks,. He can replace one of these with a Devil's Eye attack. [B]Rod of Dispater. [/B][I]Melee Weapon Attack:[/I] +18 to hit, reach 10 ft, one target. [I]Hit:[/I] 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. [B]Slam. [/B][I]Melee Weapon Attack:[/I] +15 to hit, reach 5 ft, one target. [I]Hit:[/I] 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. [B][I]Devil’s Eye. [/I][/B][I]Ranged Spell Attack: [/I]+15 to hit, range 300 ft., one target. [I]Hit:[/I] 44 (8d10) necrotic damage. [B][I]Flesh to Iron. [/I][/B][I]Melee Spell Attack:[/I] +15 to hit, reach 5ft, one creature. [I]Hit:[/I] 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. [B][I]Corroding Touch. [/I][/B][I]Melee Spell Attack:[/I] +15 to hit, reach 5ft, one metal item. [I]Hit:[/I] one metal object (up to 10 cubic feat) corrodes, suffering the effects of Dispater's Corrosion. [B][I]Innate Spellcasting.[/I][/B] 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: [URL='https://www.dndbeyond.com/spells/alter-self']alter self[/URL] (can become Medium when changing his appearance), [URL='https://www.dndbeyond.com/spells/cloud-of-daggers']cloud of daggers[/URL] (6th level), [URL='https://www.dndbeyond.com/spells/detect-magic']detect magic[/URL], [URL='https://www.dndbeyond.com/spells/fireball']fireball[/URL], [URL='https://www.dndbeyond.com/spells/heat-metal']heat metal[/URL] (6th level), [URL='https://www.dndbeyond.com/spells/invisibility']invisibility[/URL] (self only), [URL='https://www.dndbeyond.com/spells/scrying']scrying[/URL], [URL='https://www.dndbeyond.com/spells/suggestion']suggestion[/URL] 3/day each: [URL='https://www.dndbeyond.com/spells/blade-barrier']blade barrier[/URL], [URL='https://www.dndbeyond.com/spells/dominate-monster']dominate monster[/URL], [URL='https://www.dndbeyond.com/spells/dispel-magic']dispel magic[/URL], [URL='https://www.dndbeyond.com/spells/mass-suggestion']mass suggestion[/URL], [URL='https://www.dndbeyond.com/spells/staggering-smite']staggering smite[/URL], [URL='https://www.dndbeyond.com/spells/wall-of-force']wall of force[/URL] 1/day each: [URL='https://www.dndbeyond.com/spells/contingency']contingency[/URL], [URL='https://www.dndbeyond.com/spells/forcecage']forcecage[/URL], [URL='https://www.dndbeyond.com/spells/invulnerability']invulnerability[/URL], [URL='https://www.dndbeyond.com/spells/spiritual-weapon']spiritual weapon[/URL] (8th level) [spoiler=Spells] [B][I]Fireball (3rd level).[/I][/B] 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. [B][I]Blade Barrier (5th level; Concentration).[/I][/B] 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 [URL='https://a5e.tools/rules/world-bonuses-penalties-and-cover']three-quarters cover[/URL] and its area is [URL='https://a5e.tools/rules/world-bonuses-penalties-and-cover']difficult terrain[/URL] . 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 [URL='https://a5e.tools/rules/saving-throw']saving throw[/URL] , taking 6d10 slashing damage on a failed save, or half as much on a successful save. [/spoiler] [B][I]Summon Devil (3/day).[/I][/B] Dispater magically summons one of the following types of devils:1d6 erinyes, 1d2 pit fiends; or (50% chance of success) one of his Dukes. [I][B]Teleport.[/B][/I] Dispater teleports, along with any equipment he is wearing or carrying, up to 90 feet to an unoccupied space he can see. [B][I]Wall of Iron (7th level; Concentration; 3/Day).[/I][/B] Dispater conjures a nonmagical wall of solid iron. The spell works like the spell [URL='https://a5e.tools/spell/wall-stone']Wall of Stone[/URL] with the following modifications: [LIST] [*]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. [/LIST] [B][U]REACTIONS[/U] [I]Iron Shield. [/I][/B]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. [B][U]LEGENDARY ACTIONS[/U][/B] 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. [B]Elite Recovery. [/B]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 [URL='https://a5e.tools/rules/conditions']unconscious[/URL] or [URL='https://a5e.tools/rules/conditions']incapacitated[/URL]. [B]Regenerate.[/B] Dispater regains 20 hit points. [B]Teleport.[/B] Dispater uses Teleport. [B]Attack (Cost 2 Actions). [/B]Dispater makes a melee attack or a Devil's Eye attack. [B]Mind Corruption (Cost 2 actions). [/B][I]Ranged Spell Attack:[/I] +15 to hit, range 120 ft., one creature. [I]Hit:[/I] 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. [B]Wall of Iron (Costs 3 Actions).[/B] Dispater casts Wall of Iron. [B]Gaze of Dispater (Elite Action; Costs 2 Actions).[/B] 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 [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Frightened']frightened[/URL] of Dispater until their next long rest on a failure, or half as much damage on a success. [B]Shrapnel (Elite Action; Costs 3 Actions; Recharge 5-6).[/B] 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. [HR][/HR] [B][U]EQUIPMENT[/U] Rod of Dispater.[/B] [I]Rod, artifact (requires attunement)[/I] 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. [B][I]Rulership[/I][/B]. 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 [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed']charmed[/URL] by you for 8 hours. While [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed']charmed[/URL] 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 [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed']charmed[/URL] in this way. [B][I]Spells.[/I][/B] While holding this rod, you can cast one of the following spells (spell save DC 20, +12 to hit with attack spells): [URL='https://a5e.tools/spell/acid-arrow'][I]acid arrow[/I][/URL] (1 charge/ level); [URL='https://www.dndbeyond.com/spells/destructive-wave'][I]destructive wave[/I][/URL] (5 charges); [URL='https://www.dndbeyond.com/spells/searing-smite'][I]searing smite[/I][/URL] (1 charge/ level) [B][I]Special. [/I][/B]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. [/QUOTE]
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