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<blockquote data-quote="dave2008" data-source="post: 8988572" data-attributes="member: 83242"><p>[ATTACH=full]281552[/ATTACH]</p><p><a href="https://www.deviantart.com/iromonik/art/Pit-fiend-918547655" target="_blank">Pit Fiend </a>by Ironmonik</p><p></p><table style='width: 100%'><tr><td><strong><span style="font-size: 22px">Bel (WIP)</span></strong></td><td><strong>Challenge</strong> 24</td></tr><tr><td><em>Large fiend (devil), 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> 20 (Natural Armor)</p><p><strong>Hit Points</strong> 540 (40d10 + 320; bloodied 270)</p><p><strong>Speed </strong>60 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>18 (+4)</td><td>26 (+8)</td><td>25 (+7)</td><td>20 (+5)</td><td>26 (+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 +11, Con +15, Wis +12</p><p><strong>Skills </strong>athletics +16, arcana +14, deception +15, insight +12, intimidation +15, persuasion +15</p><p><strong>Damage Resistances </strong>cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered</p><p><strong>Damage Immunities</strong> fire, poison</p><p><strong>Condition Immunities</strong> charmed, frightened, poisoned</p><p><strong>Senses </strong>truesight 180 ft., Passive Perception 15</p><p><strong>Languages </strong>Abyssal, Common, Infernaltelepathy 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>General of Avernus (Elite Trait; 1/Rest). </em></strong>The first time Bel 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 Bel drops to 0 hit points, and he is not in Hell, 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>Limited Magic Immunity.</em></strong> Unless he wishes to be affected, Bel 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 Bel has disadvantage on the attack roll.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><strong><em>Multiattack.</em></strong> Bel makes three attacks: two with his greatsword and one with his tail.</p><p></p><p><strong><em>Greatsword.</em></strong> <em>Melee Weapon Attack:</em> +18 to hit, reach 10 ft., one target. <em>Hit:</em> 24 (4d6 + 10) magical slashing damage plus 21 (6d6) fire damage. If the target is a flammable object that is not being held or worn, it catches fire.</p><p></p><p><strong><em>Tail.</em></strong> <em>Melee Weapon Attack:</em> +16 to hit, reach 10 ft., one target. <em>Hit:</em> 17 (2d8 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or be <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Stunned" target="_blank">stunned</a> until the end of its next turn.</p><p></p><p><strong><em>Innate Spellcasting.</em></strong> Bel’s spellcasting ability is Charisma (spell save DC 23). Bel can innately cast the following spells, requiring no material components:</p><p></p><p>At will: <a href="https://www.dndbeyond.com/spells/detect-magic" target="_blank"><em>detect magic</em></a><em>, </em><a href="https://www.dndbeyond.com/spells/fireball" target="_blank"><em>fireball</em></a></p><p>3/day each: <a href="https://www.dndbeyond.com/spells/dispel-magic" target="_blank"><em>dispel magic</em></a><em>, <a href="https://www.dndbeyond.com/spells/hold-monster" target="_blank">hold monster</a>, <a href="https://www.dndbeyond.com/spells/mirror-image" target="_blank">mirror image</a>, <a href="https://www.dndbeyond.com/spells/mislead" target="_blank">mislead</a>, <a href="https://www.dndbeyond.com/spells/raise-dead" target="_blank">raise dead</a>, <a href="https://www.dndbeyond.com/spells/teleport" target="_blank">teleport</a>, </em><a href="https://www.dndbeyond.com/spells/wall-of-fire" target="_blank"><em>wall of fire</em></a></p><p>1/day each: <a href="https://www.dndbeyond.com/spells/imprisonment" target="_blank"><em>imprisonment</em></a><em>, <a href="https://www.dndbeyond.com/spells/meteor-swarm" target="_blank">meteor swarm</a></em></p><p></p><p>[spoiler=Spells]</p><p><strong><em>Fireball (3rd level).</em></strong> A bright streak flashes to a point Bel chooses within 120 feet of him 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>Meteor Swarm (9th level).</em></strong> Bel 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><strong><em>Summon Devil (1/day).</em></strong> Bel magically summons1d4 Ice Devils or, (50% chance of success) one pit fiend.</p><p></p><p><em><strong>Teleport (Recharge 5-6).</strong></em> Bel magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.</p><p></p><p><strong><u>LEGENDARY ACTIONS</u></strong></p><p>Bel 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. Bel regains spent legendary actions at the start of his turn.</p><p></p><p><strong>Elite Recovery. </strong>Bel 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>Tactical Command.</strong> Bel orders a devil ally within 120 feet of him that can see or hear him to use a reaction, move up to its speed and make an attack on a target of Bel's choice.</p><p><strong>Tail.</strong> Bel makes Tail attack.</p><p><strong>Fireball (Cost 2 Actions).</strong> Bel casts <a href="https://www.dndbeyond.com/spells/fireball" target="_blank">fireball</a>.</p><p><strong>Mulitattack (Cost 2 Actions). </strong>Bel makes two greatsword attacks. He can move up to half his speed without provoking opportunity attacks. He can use this speed before, in-between, or after these attacks.</p><p><strong>Teleport (Elite Trait; Cost 2 Action). </strong>Bel recharges his Teleport action and immediately uses it.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8988572, member: 83242"] [ATTACH type="full" alt="1681155701509.png"]281552[/ATTACH] [URL='https://www.deviantart.com/iromonik/art/Pit-fiend-918547655']Pit Fiend [/URL]by Ironmonik [TABLE] [TR] [TD][B][SIZE=6]Bel (WIP)[/SIZE][/B][/TD] [TD][B]Challenge[/B] 24[/TD] [/TR] [TR] [TD][I]Large fiend (devil), 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] 20 (Natural Armor) [B]Hit Points[/B] 540 (40d10 + 320; bloodied 270) [B]Speed [/B]60 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]18 (+4)[/TD] [TD]26 (+8)[/TD] [TD]25 (+7)[/TD] [TD]20 (+5)[/TD] [TD]26 (+8)[/TD] [/TR] [/TABLE] [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [B]Saving Throws[/B] Dex +11, Con +15, Wis +12 [B]Skills [/B]athletics +16, arcana +14, deception +15, insight +12, intimidation +15, persuasion +15 [B]Damage Resistances [/B]cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered [B]Damage Immunities[/B] fire, poison [B]Condition Immunities[/B] charmed, frightened, poisoned [B]Senses [/B]truesight 180 ft., Passive Perception 15 [B]Languages [/B]Abyssal, Common, Infernaltelepathy 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]General of Avernus (Elite Trait; 1/Rest). [/I][/B]The first time Bel 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 Bel drops to 0 hit points, and he is not in Hell, 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]Limited Magic Immunity.[/I][/B] Unless he wishes to be affected, Bel 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 Bel has disadvantage on the attack roll. [B][U]ACTIONS[/U] [I]Multiattack.[/I][/B] Bel makes three attacks: two with his greatsword and one with his tail. [B][I]Greatsword.[/I][/B] [I]Melee Weapon Attack:[/I] +18 to hit, reach 10 ft., one target. [I]Hit:[/I] 24 (4d6 + 10) magical slashing damage plus 21 (6d6) fire damage. If the target is a flammable object that is not being held or worn, it catches fire. [B][I]Tail.[/I][/B] [I]Melee Weapon Attack:[/I] +16 to hit, reach 10 ft., one target. [I]Hit:[/I] 17 (2d8 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or be [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Stunned']stunned[/URL] until the end of its next turn. [B][I]Innate Spellcasting.[/I][/B] Bel’s spellcasting ability is Charisma (spell save DC 23). Bel can innately cast the following spells, requiring no material components: At will: [URL='https://www.dndbeyond.com/spells/detect-magic'][I]detect magic[/I][/URL][I], [/I][URL='https://www.dndbeyond.com/spells/fireball'][I]fireball[/I][/URL] 3/day each: [URL='https://www.dndbeyond.com/spells/dispel-magic'][I]dispel magic[/I][/URL][I], [URL='https://www.dndbeyond.com/spells/hold-monster']hold monster[/URL], [URL='https://www.dndbeyond.com/spells/mirror-image']mirror image[/URL], [URL='https://www.dndbeyond.com/spells/mislead']mislead[/URL], [URL='https://www.dndbeyond.com/spells/raise-dead']raise dead[/URL], [URL='https://www.dndbeyond.com/spells/teleport']teleport[/URL], [/I][URL='https://www.dndbeyond.com/spells/wall-of-fire'][I]wall of fire[/I][/URL] 1/day each: [URL='https://www.dndbeyond.com/spells/imprisonment'][I]imprisonment[/I][/URL][I], [URL='https://www.dndbeyond.com/spells/meteor-swarm']meteor swarm[/URL][/I] [spoiler=Spells] [B][I]Fireball (3rd level).[/I][/B] A bright streak flashes to a point Bel chooses within 120 feet of him 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]Meteor Swarm (9th level).[/I][/B] Bel 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] [B][I]Summon Devil (1/day).[/I][/B] Bel magically summons1d4 Ice Devils or, (50% chance of success) one pit fiend. [I][B]Teleport (Recharge 5-6).[/B][/I] Bel magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. [B][U]LEGENDARY ACTIONS[/U][/B] Bel 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. Bel regains spent legendary actions at the start of his turn. [B]Elite Recovery. [/B]Bel 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]Tactical Command.[/B] Bel orders a devil ally within 120 feet of him that can see or hear him to use a reaction, move up to its speed and make an attack on a target of Bel's choice. [B]Tail.[/B] Bel makes Tail attack. [B]Fireball (Cost 2 Actions).[/B] Bel casts [URL='https://www.dndbeyond.com/spells/fireball']fireball[/URL]. [B]Mulitattack (Cost 2 Actions). [/B]Bel makes two greatsword attacks. He can move up to half his speed without provoking opportunity attacks. He can use this speed before, in-between, or after these attacks. [B]Teleport (Elite Trait; Cost 2 Action). [/B]Bel recharges his Teleport action and immediately uses it. [/QUOTE]
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