Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
5e Updates: Monstrous Compendium
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="dave2008" data-source="post: 8985404" data-attributes="member: 83242"><p>[ATTACH=full]281231[/ATTACH]</p><p><a href="https://www.artstation.com/artwork/AlwR3z" target="_blank">Mephistopheles </a>by Vera Slepysheva</p><p></p><table style='width: 100%'><tr><td><strong><span style="font-size: 22px">Mephistopheles (WIP)</span></strong></td><td><strong>Challenge</strong> 28</td></tr><tr><td><em>Large fiend (archdevil), lawful evil</em></td><td>240,000 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> 22 (Natural Armor)</p><p><strong>Hit Points</strong> 868 (56d10 + 560; bloodied 434)</p><p><strong>Speed </strong>60 ft., fly 180 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>28 (+9)</td><td>28 (+9)</td><td>30 (+10)</td><td>30 (+10)</td><td>29 (+9)</td><td>30 (+10)</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> Str + 17, Dex +16, Con +18, Int+17, Wis +17, Cha +16</p><p><strong>Skills </strong>arcana +28, deception +18, insight +17, intimidation +18, perception +17, persuasion +18, religion +18</p><p><strong>Damage Resistances </strong>acid, lightning</p><p><strong>Damage Immunities</strong> cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered</p><p><strong>Condition Immunities</strong> charmed, exhaustion, frightened, petrified, poisoned</p><p><strong>Senses </strong>truesight 400 ft., Passive Perception 35</p><p><strong>Languages </strong>all, telepathy 240 ft.</p><p><strong>Proficiency Bonus</strong> +8 <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 Mephistopheles 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 Mephistopheles drops to 0 hit points, and he is not in Cania, his body is destroyed but his essence travels back to his domain in Cania, and is unable to take physical form for a time.</p><p></p><p><em><strong>Fire Aura. </strong></em>Mephistopheles can wrap himself in dark flames that extend 10 feet all around him. Creatures that start their turn in the aura take 14 (4d6) fire damage.</p><p></p><p><strong><em>Infernal Might. </em></strong>While in Hell, Mephistopheles's attacks ignore all resistances of creatures with less than 19 hit dice and he scores a critical hit on a roll of 17 or greater.</p><p></p><p><strong><em>Limited Magic Immunity.</em></strong> Unless he wishes to be affected, Mephistopheles 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 Mephistopheles has disadvantage on the attack roll.</p><p></p><p><strong><em>Lord of Cania.</em></strong> While in Maladomini, Mephistopheles 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><em><strong>Lord of Hellfire.</strong></em> When Mephistopheles' attacks have the hellfire damage type, the damage is treated as both fire and cold damage. A target must be resistant or immune to both damage types to get the benefit of their resistance or immunity.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><em><strong>Multiattack. </strong></em>Mephistopheles makes three melee attacks. He can replace one of this attacks to cast an at will spell.</p><p></p><p><em><strong>Scratch.</strong> </em>Melee Weapon Attack: +19 to hit, reach 10ft or range 400 ft., one target. Hit: 21 (2d8 + 12) magical piercing damage and 14 (4d6) cold, fire, or lightning damage, Mephistopheles’ choice.</p><p></p><p><em><strong>Burning Touch.</strong></em> Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 28 (8d6) hellfire damage and the creature must then make a DC 26 Constitution saving throw or lose all resistance to fire damage and burst into flames. A burning creature takes 9 (2d6) fire damage at the start of its turn until it takes an action to extinguish the flames.</p><p></p><p><em><strong>Hellfire Immolation (Recharge 6).</strong> </em>Mephistopheles magically wreathes one creature he can see within 300 feet of him in hellfire flames. The creature must make a DC 26 Dexterity saving throw, taking 110 (20d10) hellfire damage on a failure or half as much damage on a success. In addition, on a failed save the target burns for 1 minute taking 22 (4d10) hellfire damage at the start of each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the burning on a success.</p><p></p><p><em><strong>Innate Spellcasting.</strong></em> Mephestopheles' innate spellcasting ability is Charisma (spell save DC 26). He can innately cast the following spells at 8th level, requiring no material components:</p><p></p><p>At will: <a href="https://www.dndbeyond.com/spells/alter-self" target="_blank"><em>alter self</em></a> (can become any size when changing his appearance), <a href="https://www.dndbeyond.com/spells/bane" target="_blank"><em>bane</em></a><em>, <a href="https://www.dndbeyond.com/spells/blindness-deafness" target="_blank">blindness/deafness</a>, <a href="https://www.dndbeyond.com/spells/counterspell" target="_blank">counterspell</a>, </em><a href="https://www.dndbeyond.com/spells/detect-evil-and-good" target="_blank"><em>detect evil and good</em></a><em>, </em><a href="https://a5e.tools/spell/detect-magic" target="_blank"><em>detect magic</em></a><em>, </em><a href="https://a5e.tools/spell/dispel-magic" target="_blank"><em>dispell magic</em></a><em>, <a href="https://www.dndbeyond.com/spells/fireball" target="_blank">fireball</a>, <a href="https://www.dndbeyond.com/spells/guidance" target="_blank">guidance</a>, <a href="https://www.dndbeyond.com/spells/haste" target="_blank">haste</a>, <a href="https://www.dndbeyond.com/spells/inflict-wounds" target="_blank">inflict wounds</a>, </em><a href="https://www.dndbeyond.com/spells/invisibility" target="_blank"><em>invisibility</em></a> (self only),<em> <a href="https://www.dndbeyond.com/spells/lightning-bolt" target="_blank">lightning bolt</a>, <a href="https://www.dndbeyond.com/spells/mage-hand" target="_blank">mage hand</a>, <a href="https://www.dndbeyond.com/spells/magic-missile" target="_blank">magic missile</a>, <a href="https://www.dndbeyond.com/spells/mirror-image" target="_blank">mirror image</a>, <a href="https://www.dndbeyond.com/spells/prestidigitation" target="_blank">prestidigitation</a>, <a href="https://www.dndbeyond.com/spells/ray-of-frost" target="_blank">ray of frost</a>, <a href="https://www.dndbeyond.com/spells/shield" target="_blank"><em>shield</em></a>, <a href="https://www.dndbeyond.com/spells/shocking-grasp" target="_blank">shocking grasp</a>, <a href="https://www.dndbeyond.com/spells/web" target="_blank">web</a></em></p><p>3/day each: <em> <a href="https://www.dndbeyond.com/spells/arcane-eye" target="_blank">arcane eye</a>, <a href="https://www.dndbeyond.com/spells/banishment" target="_blank">banishment</a>, <a href="https://www.dndbeyond.com/spells/blight" target="_blank">blight</a>, <a href="https://www.dndbeyond.com/spells/cone-of-cold" target="_blank">cone of cold</a>, <a href="https://www.dndbeyond.com/spells/hold-monster" target="_blank">hold monster</a>, <a href="https://www.dndbeyond.com/spells/ice-storm" target="_blank">ice storm</a>, <a href="https://www.dndbeyond.com/spells/scrying" target="_blank">scrying</a>, </em><a href="https://www.dndbeyond.com/spells/wall-of-fire" target="_blank"><em>wall of fire</em></a>, <em><a href="https://www.dndbeyond.com/spells/wall-of-force" target="_blank">wall of force</a>, </em></p><p>2/day each: <a href="https://www.dndbeyond.com/spells/chain-lightning" target="_blank"><em>chain lightning</em></a><em>, <a href="https://www.dndbeyond.com/spells/disintegrate" target="_blank">disintegrate</a>, <a href="https://www.dndbeyond.com/spells/fire-storm" target="_blank">fire storm</a>, <a href="https://www.dndbeyond.com/spells/forcecage" target="_blank">forcecage</a>, <a href="https://www.dndbeyond.com/spells/prismatic-spray" target="_blank">prismatic spray</a>, </em><a href="https://www.dndbeyond.com/spells/wall-of-ice" target="_blank"><em>wall of ice</em></a></p><p>1/day each: <a href="https://www.dndbeyond.com/spells/abi-dalzims-horrid-wilting" target="_blank"><em>abi-dalzim’s horrid wilting</em></a><em>, <a href="https://www.dndbeyond.com/spells/meteor-swarm" target="_blank">meteor swarm</a>, <a href="https://www.dndbeyond.com/spells/power-word-kill" target="_blank">power word kill</a>, <a href="https://www.dndbeyond.com/spells/prismatic-wall" target="_blank">prismatic wall</a>, </em><a href="https://www.dndbeyond.com/spells/wish" target="_blank"><em>wish</em></a></p><p></p><p>[spoiler=Spells]</p><p><strong><em>Fireball (3rd level).</em></strong> Mephestopheles 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) hellfire damage on a failed save, or half as much damage on a successful one.</p><p></p><p><strong><em>Meteor Swarm (9th level).</em></strong> Mephestopheles selects four points within 1 mile of him. 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.</p><p>[/spoiler]</p><p></p><p><em><strong>Summon Devil (3/day).</strong></em> Mephistopheles magically summons one of the following types of devils: 1d6+2 bone devils, 1d4+2 horned devils, 1d3+2 ice devils, 1d4 pit fiends; or (75% chance of success) one of his Dukes.</p><p></p><p><em><strong>Teleport.</strong></em> Mephistopheles teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.</p><p></p><p><strong><u>REACTIONS</u></strong></p><p>Mephistopheles can take two reactions per round, but only one per turn.</p><p></p><p><strong><em>Counterspell.</em></strong> When a creature Mephistopheles 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, Mephistopheles makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect.</p><p></p><p><strong><em>Shield.</em></strong> If Mephistopheles is targeted by an attack that would hit him, or the <em>magic missile</em> spell, until the start of his next turn he gains a +5 bonus to his AC, including the triggering attack, and takes no damage from the spell <em>magic missile</em>.</p><p></p><p><strong><u>LEGENDARY ACTIONS</u></strong></p><p>Mephistopheles 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. Mephistopheles regains spent legendary actions at the start of his turn.</p><p></p><p><strong>Elite Recovery. </strong>Mephistopheles 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> Mephistophelesl regains 30 hit points.</p><p><strong>Teleport. </strong>Mephistopheles uses his Teleport action.</p><p><strong>MultiAttack (Costs 2 Actions).</strong> Mephistopheles makes two melee attacks or casts one at will spell.</p><p><strong>Spellcasting (Cost 3 Action).</strong> Mephistopheles casts a spell.</p><p><strong>Evoke Hellfire (Elite Action; Costs 2 Actions).</strong> Mephistopheles causes his fire aura to flare and burn with hellfire. The aura range and damage double until the end of his next turn and the damage type becomes hellfire.</p><p></p><p>[HR][/HR]</p><p><strong><u>EQUIPMENT</u></strong></p><p><strong><span style="font-size: 22px">Scratch</span></strong></p><p><em>Weapon (ranseur), artifact (requires attunement)</em></p><p></p><p>Scratch is a Large magic ranseur that grants a +3 bonus to attack and damage rolls made with it. It deals an additional 14 (4d6) fire or cold damage, your choice on a hit. Additionally, on a hi the target must make a DC 20 Constitutions saving throw or be <em>ignited</em> if they took fire damage or <em>freezing</em> if they took cold damage.</p><ul> <li data-xf-list-type="ul"><strong>Ignited. </strong>A creature that fails the save cannot take reactions and takes an additional 14 (4d6) fire damage at the start of each of its turns as long as it is ignited. The creature or an adjacent ally can use an action to make a DC 15 Dexterity or Wisdom check to extinguish the flames and they are no longer ignited on a success.</li> <li data-xf-list-type="ul"><strong>Freezing</strong>. A creature that fails the save begins to turn to ice and is <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Restrained" target="_blank">restrained</a>. The <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Restrained" target="_blank">restrained</a> creature must repeat the saving throw at the end of its next turn, becoming <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Petrified" target="_blank">petrified</a> (ice) on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the <a href="https://www.dndbeyond.com/spells/greater-restoration" target="_blank">greater restoration</a> spell or other magic.</li> </ul><p></p><p><strong><em>Hellfire. </em></strong>Damage inflicted by biter is difficult to heal. Until a creature has completed a long rest, any damaged caused by Biter cannot be healed.</p><p></p><p><strong><em>Spells.</em></strong> The ranseur has 40 charges. While holding this ranseur, you can use an action to cast one of the following spells (spell save DC 20, +12 to hit with attack spells): <a href="https://a5e.tools/spell/cone-cold" target="_blank"><em>cone of cold</em></a> (5 charges), <a href="https://a5e.tools/spell/feeblemind" target="_blank"><em>feeblemind</em></a> (8 charges), <a href="https://a5e.tools/spell/fireball" target="_blank"><em>fireball</em></a> (3 charges), <a href="https://a5e.tools/spell/geas" target="_blank">geas</a> (5 charges), <a href="https://a5e.tools/spell/hold-monster" target="_blank"><em>hold monster</em></a> (5 charges)</p><p></p><p>The ranseur regains 2d10 + 10 charges daily at dawn.</p><p></p><p><strong><em>Special. </em></strong>While Mephistopheles is in possession of Scratch it uses his save DC and attack bonus and it will return to his hand instantly at his will, no action.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8985404, member: 83242"] [ATTACH type="full" alt="1680859633090.png"]281231[/ATTACH] [URL='https://www.artstation.com/artwork/AlwR3z']Mephistopheles [/URL]by Vera Slepysheva [TABLE] [TR] [TD][B][SIZE=6]Mephistopheles (WIP)[/SIZE][/B][/TD] [TD][B]Challenge[/B] 28[/TD] [/TR] [TR] [TD][I]Large fiend (archdevil), lawful evil[/I][/TD] [TD]240,000 Elite XP[/TD] [/TR] [/TABLE] [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [B]Armor Class[/B] 22 (Natural Armor) [B]Hit Points[/B] 868 (56d10 + 560; bloodied 434) [B]Speed [/B]60 ft., fly 180 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]28 (+9)[/TD] [TD]28 (+9)[/TD] [TD]30 (+10)[/TD] [TD]30 (+10)[/TD] [TD]29 (+9)[/TD] [TD]30 (+10)[/TD] [/TR] [/TABLE] [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [B]Saving Throws[/B] Str + 17, Dex +16, Con +18, Int+17, Wis +17, Cha +16 [B]Skills [/B]arcana +28, deception +18, insight +17, intimidation +18, perception +17, persuasion +18, religion +18 [B]Damage Resistances [/B]acid, lightning [B]Damage Immunities[/B] cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered [B]Condition Immunities[/B] charmed, exhaustion, frightened, petrified, poisoned [B]Senses [/B]truesight 400 ft., Passive Perception 35 [B]Languages [/B]all, telepathy 240 ft. [B]Proficiency Bonus[/B] +8 [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 Mephistopheles 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 Mephistopheles drops to 0 hit points, and he is not in Cania, his body is destroyed but his essence travels back to his domain in Cania, and is unable to take physical form for a time. [I][B]Fire Aura. [/B][/I]Mephistopheles can wrap himself in dark flames that extend 10 feet all around him. Creatures that start their turn in the aura take 14 (4d6) fire damage. [B][I]Infernal Might. [/I][/B]While in Hell, Mephistopheles's attacks ignore all resistances of creatures with less than 19 hit dice and he scores a critical hit on a roll of 17 or greater. [B][I]Limited Magic Immunity.[/I][/B] Unless he wishes to be affected, Mephistopheles 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 Mephistopheles has disadvantage on the attack roll. [B][I]Lord of Cania.[/I][/B] While in Maladomini, Mephistopheles 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. [I][B]Lord of Hellfire.[/B][/I] When Mephistopheles' attacks have the hellfire damage type, the damage is treated as both fire and cold damage. A target must be resistant or immune to both damage types to get the benefit of their resistance or immunity. [B][U]ACTIONS[/U][/B] [I][B]Multiattack. [/B][/I]Mephistopheles makes three melee attacks. He can replace one of this attacks to cast an at will spell. [I][B]Scratch.[/B] [/I]Melee Weapon Attack: +19 to hit, reach 10ft or range 400 ft., one target. Hit: 21 (2d8 + 12) magical piercing damage and 14 (4d6) cold, fire, or lightning damage, Mephistopheles’ choice. [I][B]Burning Touch.[/B][/I] Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 28 (8d6) hellfire damage and the creature must then make a DC 26 Constitution saving throw or lose all resistance to fire damage and burst into flames. A burning creature takes 9 (2d6) fire damage at the start of its turn until it takes an action to extinguish the flames. [I][B]Hellfire Immolation (Recharge 6).[/B] [/I]Mephistopheles magically wreathes one creature he can see within 300 feet of him in hellfire flames. The creature must make a DC 26 Dexterity saving throw, taking 110 (20d10) hellfire damage on a failure or half as much damage on a success. In addition, on a failed save the target burns for 1 minute taking 22 (4d10) hellfire damage at the start of each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the burning on a success. [I][B]Innate Spellcasting.[/B][/I] Mephestopheles' innate spellcasting ability is Charisma (spell save DC 26). He can innately cast the following spells at 8th level, requiring no material components: At will: [URL='https://www.dndbeyond.com/spells/alter-self'][I]alter self[/I][/URL] (can become any size when changing his appearance), [URL='https://www.dndbeyond.com/spells/bane'][I]bane[/I][/URL][I], [URL='https://www.dndbeyond.com/spells/blindness-deafness']blindness/deafness[/URL], [URL='https://www.dndbeyond.com/spells/counterspell']counterspell[/URL], [/I][URL='https://www.dndbeyond.com/spells/detect-evil-and-good'][I]detect evil and good[/I][/URL][I], [/I][URL='https://a5e.tools/spell/detect-magic'][I]detect magic[/I][/URL][I], [/I][URL='https://a5e.tools/spell/dispel-magic'][I]dispell magic[/I][/URL][I], [URL='https://www.dndbeyond.com/spells/fireball']fireball[/URL], [URL='https://www.dndbeyond.com/spells/guidance']guidance[/URL], [URL='https://www.dndbeyond.com/spells/haste']haste[/URL], [URL='https://www.dndbeyond.com/spells/inflict-wounds']inflict wounds[/URL], [/I][URL='https://www.dndbeyond.com/spells/invisibility'][I]invisibility[/I][/URL] (self only),[I] [URL='https://www.dndbeyond.com/spells/lightning-bolt']lightning bolt[/URL], [URL='https://www.dndbeyond.com/spells/mage-hand']mage hand[/URL], [URL='https://www.dndbeyond.com/spells/magic-missile']magic missile[/URL], [URL='https://www.dndbeyond.com/spells/mirror-image']mirror image[/URL], [URL='https://www.dndbeyond.com/spells/prestidigitation']prestidigitation[/URL], [URL='https://www.dndbeyond.com/spells/ray-of-frost']ray of frost[/URL], [URL='https://www.dndbeyond.com/spells/shield'][I]shield[/I][/URL], [URL='https://www.dndbeyond.com/spells/shocking-grasp']shocking grasp[/URL], [URL='https://www.dndbeyond.com/spells/web']web[/URL][/I] 3/day each: [I] [URL='https://www.dndbeyond.com/spells/arcane-eye']arcane eye[/URL], [URL='https://www.dndbeyond.com/spells/banishment']banishment[/URL], [URL='https://www.dndbeyond.com/spells/blight']blight[/URL], [URL='https://www.dndbeyond.com/spells/cone-of-cold']cone of cold[/URL], [URL='https://www.dndbeyond.com/spells/hold-monster']hold monster[/URL], [URL='https://www.dndbeyond.com/spells/ice-storm']ice storm[/URL], [URL='https://www.dndbeyond.com/spells/scrying']scrying[/URL], [/I][URL='https://www.dndbeyond.com/spells/wall-of-fire'][I]wall of fire[/I][/URL], [I][URL='https://www.dndbeyond.com/spells/wall-of-force']wall of force[/URL], [/I] 2/day each: [URL='https://www.dndbeyond.com/spells/chain-lightning'][I]chain lightning[/I][/URL][I], [URL='https://www.dndbeyond.com/spells/disintegrate']disintegrate[/URL], [URL='https://www.dndbeyond.com/spells/fire-storm']fire storm[/URL], [URL='https://www.dndbeyond.com/spells/forcecage']forcecage[/URL], [URL='https://www.dndbeyond.com/spells/prismatic-spray']prismatic spray[/URL], [/I][URL='https://www.dndbeyond.com/spells/wall-of-ice'][I]wall of ice[/I][/URL] 1/day each: [URL='https://www.dndbeyond.com/spells/abi-dalzims-horrid-wilting'][I]abi-dalzim’s horrid wilting[/I][/URL][I], [URL='https://www.dndbeyond.com/spells/meteor-swarm']meteor swarm[/URL], [URL='https://www.dndbeyond.com/spells/power-word-kill']power word kill[/URL], [URL='https://www.dndbeyond.com/spells/prismatic-wall']prismatic wall[/URL], [/I][URL='https://www.dndbeyond.com/spells/wish'][I]wish[/I][/URL] [spoiler=Spells] [B][I]Fireball (3rd level).[/I][/B] Mephestopheles 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) hellfire damage on a failed save, or half as much damage on a successful one. [B][I]Meteor Swarm (9th level).[/I][/B] Mephestopheles selects four points within 1 mile of him. 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. [/spoiler] [I][B]Summon Devil (3/day).[/B][/I] Mephistopheles magically summons one of the following types of devils: 1d6+2 bone devils, 1d4+2 horned devils, 1d3+2 ice devils, 1d4 pit fiends; or (75% chance of success) one of his Dukes. [I][B]Teleport.[/B][/I] Mephistopheles teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. [B][U]REACTIONS[/U][/B] Mephistopheles can take two reactions per round, but only one per turn. [B][I]Counterspell.[/I][/B] When a creature Mephistopheles 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, Mephistopheles makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect. [B][I]Shield.[/I][/B] If Mephistopheles is targeted by an attack that would hit him, or the [I]magic missile[/I] spell, until the start of his next turn he gains a +5 bonus to his AC, including the triggering attack, and takes no damage from the spell [I]magic missile[/I]. [B][U]LEGENDARY ACTIONS[/U][/B] Mephistopheles 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. Mephistopheles regains spent legendary actions at the start of his turn. [B]Elite Recovery. [/B]Mephistopheles 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] Mephistophelesl regains 30 hit points. [B]Teleport. [/B]Mephistopheles uses his Teleport action. [B]MultiAttack (Costs 2 Actions).[/B] Mephistopheles makes two melee attacks or casts one at will spell. [B]Spellcasting (Cost 3 Action).[/B] Mephistopheles casts a spell. [B]Evoke Hellfire (Elite Action; Costs 2 Actions).[/B] Mephistopheles causes his fire aura to flare and burn with hellfire. The aura range and damage double until the end of his next turn and the damage type becomes hellfire. [HR][/HR] [B][U]EQUIPMENT[/U] [SIZE=6]Scratch[/SIZE][/B] [I]Weapon (ranseur), artifact (requires attunement)[/I] Scratch is a Large magic ranseur that grants a +3 bonus to attack and damage rolls made with it. It deals an additional 14 (4d6) fire or cold damage, your choice on a hit. Additionally, on a hi the target must make a DC 20 Constitutions saving throw or be [I]ignited[/I] if they took fire damage or [I]freezing[/I] if they took cold damage. [LIST] [*][B]Ignited. [/B]A creature that fails the save cannot take reactions and takes an additional 14 (4d6) fire damage at the start of each of its turns as long as it is ignited. The creature or an adjacent ally can use an action to make a DC 15 Dexterity or Wisdom check to extinguish the flames and they are no longer ignited on a success. [*][B]Freezing[/B]. A creature that fails the save begins to turn to ice and is [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Restrained']restrained[/URL]. The [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Restrained']restrained[/URL] creature must repeat the saving throw at the end of its next turn, becoming [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Petrified']petrified[/URL] (ice) on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the [URL='https://www.dndbeyond.com/spells/greater-restoration']greater restoration[/URL] spell or other magic. [/LIST] [B][I]Hellfire. [/I][/B]Damage inflicted by biter is difficult to heal. Until a creature has completed a long rest, any damaged caused by Biter cannot be healed. [B][I]Spells.[/I][/B] The ranseur has 40 charges. While holding this ranseur, you can use an action to cast one of the following spells (spell save DC 20, +12 to hit with attack spells): [URL='https://a5e.tools/spell/cone-cold'][I]cone of cold[/I][/URL] (5 charges), [URL='https://a5e.tools/spell/feeblemind'][I]feeblemind[/I][/URL] (8 charges), [URL='https://a5e.tools/spell/fireball'][I]fireball[/I][/URL] (3 charges), [URL='https://a5e.tools/spell/geas']geas[/URL] (5 charges), [URL='https://a5e.tools/spell/hold-monster'][I]hold monster[/I][/URL] (5 charges) The ranseur regains 2d10 + 10 charges daily at dawn. [B][I]Special. [/I][/B]While Mephistopheles is in possession of Scratch it uses his save DC and attack bonus and it will return to his hand instantly at his will, no action. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
5e Updates: Monstrous Compendium
Top