Search This Blog

Monday, May 6, 2024

War Angel

War Angel

Huge Celestial, Typically any Good alignment

Armor Class 15 (natural armor)
Hit Points 250 (20d12 + 120)
Speed 40 ft., fly 40 ft. (hover)

STR    26 (+8)
DEX    12 (+1)
CON    22 (+6)
INT    15 (+2)
WIS    16 (+3)
CHA    17 (+3)

Saving Throws CON +10, INT +6, CHA +7
Skills Athletics +11, Insight +7, Perception +11
Senses Truesight 60 ft., Passive Perception 21
Languages all
Challenge 11 (7,200 XP)

Proficiency Bonus +4


Control Weather (8th-level Spell). The angel can cast the control weather spell, requiring no material components and using Charisma as the spellcasting ability.

Actions

Multiattack. The angel makes two Slam attacks or two Telekinetic Strike attacks.

Mace. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 5 (1d10) radiant damage.

Divine Strike. Ranged Spell Attack: +7 to hit, range 240 ft., one target. Hit: 25 (4d10 + 3) radiant damage.

Change Shape. The angel magically transforms to look and feel like a Beast or a Humanoid it has seen or to return to its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, don’t change. It reverts to its true form if it dies.

Spellcasting. The angel casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):

At will: detect magic, fog cloud, light, thaumaturgy

3/day each: invisibility, revivify, shield, tongues

1/day each: haste, flame strike

Bonus Actions

Celestial Step (Recharge 4–6). The giant teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Friday, January 12, 2024

Baphomet's Champion

Champion of Baphomet large monstrosity, chaotic evil
Armor Class 17 (splint armor)
Hit Points 90 (12d10 + 36)
Speed 40 ft.


STR    22 (+6)
DEX    11 (+0)
CON    16 (+3)
INT    10 (+0)
WIS    16 (+3)
CHA    14 (+2)


Skills Perception +9
Senses Darkvision 60 ft., Passive Perception 19
Languages Abyssal, Common
Proficiency Bonus +3

Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 13 (3d8) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.

Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) slashing damage and 13 (3d8) necrotic damage.

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Bonus Actions

Demand (Recharge 5-6). The champion calls out an Abyssal command that affects any creature of its choice that understands a language. Each chosen creature within 20 ft. of the minotaur must make a Wisdom saving throw (DC 13) or be stunned, prone, or frightened until the end of the minotaur's next turn.

Sunday, April 30, 2023

Asomdeus' Chosen

 Asmodeus’ Chosen

The Lord of Hell has a constant retinue of Pit Fiends to “protect” him and destroy his assailants, so he doesn’t have to waste his time. Unlike normal Pit Fiends these are closest to the “children” of Asmodeus as they are born of his blood. When the Prince of Lies bleeds, they form out of the pools of his blood as powerful as any devil can be before being promoted to an Archdevil. This makes them feared by other devils, all demons, and even celestials. They have fiendish servants of their own in their own territories and thus are never found alone or too far away from their lord; they are the truest threat to any mortal in existence.



Asmodeus’ Chosen huge fiend (devil), lawful evil

AC 22 (natural armor)

HP 464 (32d12+256)

Speed 40 ft., fly 70 ft.

STR 29/+9

DEX 16/+3

CON 26/+8

INT 24/+7

WIS 20/+5

CHA 28/+9

Saving Throws Dex +10, Con +15, Wis +12

Skills Religion +14, Intimidation +16, Insight +12, Perception +12

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities cold, fire, poison

Condition Immunities poisoned, frightened, charmed

Senses truesight 120 ft., passive Perception 22

Languages all, telepathy 1 mile

Proficiency Bonus +7

Fear Aura. Any creature hostile to the pit fiend within 30 feet must make a DC 24 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save the creature is frightened for 1 minute. The creature can remake the save at the end of its turn and if successful, becomes immune to the fiend’s Fear Aura for 24 hours.

Magic Resistance. The pit fiend has advantage on saving throws against magical effects.

Hellish Weapons. All of the pit fiend’s attacks are magical and deal an additional 17 (5d6) fire damage which has been included in the attacks below.

Actions

Multiattack. The Chosen makes four attacks: one bite, one ax, one claw, and one tail attack. Or it casts a spell and makes a tail attack

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 30 (6d6+9) piercing damage and 17 (5d6) fire damage.. The target must make a DC 23 Constitution save or become poisoned. While poisoned in this way, the target can’t regain hit points and has their hit point maximum reduced by 21 (6d6) at the start of its turns. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 22 (3d8+9) slashing damage and 17 (5d6) fire damage.

Infernal Ax. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 25 (3d10+9) slashing damage and 17 (5d6) fire damage.

Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. 31 (4d10+9) bludgeoning damage and 17 (5d6) fire damage.

Spellcasting. Asmodeus’ Chosen can cast the following spells with no material components. Its spellcasting ability is Charisma (spell save DC 24).

At will: detect magic, dispel magic, fireball (5th level)

3/day each: hold monster, wall of fire, geas, banishment

1/day each: plane shift, fire storm, harm, dominate monster


Saturday, February 18, 2023

Cambion Sorcerer

Cambion Sorcerer medium fiend, Any Evil Alignment


Armor Class 20 (scale mail)
Hit Points 97 (13d8 + 39)
Speed 30 ft., fly 60 ft.


STR 18 (+4)
DEX 18 (+4)
CON 16 (+3)
INT 14 (+2)
WIS 12 (+1)
CHA 19 (+4)



Saving Throws Str +8, Con +7, Int +6, Cha +8

Skills Deception +8, Intimidation +8, Perception +5, Stealth +8

Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks

Senses Darkvision 60 ft., passive Perception 15

Languages Abyssal, Common, Infernal

Proficiency Bonus +4


Fiendish Blessing. The AC of the cambion includes its Charisma bonus.


Magic Resistance. The cambion has advantage on saving throws against spells and other magical effects.


Actions

Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice.


Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Fire Ray. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 13 (4d6) fire damage.

Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 16 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours.

Innate Spellcasting. The cambion's spellcasting ability is Charisma (spell save DC 16). The cambion can innately cast the following spells, requiring no material components:

3/day each: alter self, command, detect magic, shield

1/day: plane shift (self only), slow, fireball (5th level)

Sunday, October 23, 2022

Archfey

Archfey (Large fey, any chaotic alignment)

Armor Class 21 (natural armor)
Hit Points 243 (18d10 + 144)
Speed 50 ft., fly 100 ft.

STR    22/+6
DEX   26/+8
CON   26/+8
INT     25/+7
WIS    25/+7
CHA   30/+10

Saving Throws Int +14, Wis +14, Cha +17
Skills Perception +14, Persuasion +17, Stealth +15
Damage Resistances lightning, acid; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities psychic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 24
Languages All
Proficiency Bonus +7

Wednesday, October 5, 2022

Erinyes Commander

Erinyes Commander medium fiend (devil), lawful evil

Armor Class 18 (plate)
Hit Points 161 (19d8 + 76)
Speed 30 ft., fly 60 ft.

STR 20/+5
DEX 16/+3
CON 18/+4
INT 14/+2
WIS 14/+2
CHA 18/+4

Saving Throws DEX +7, CON +8, WIS +6, CHA +8
Skills Athletics +9, Perception +6
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 16
Languages Infernal, Telepathy 120 ft.
Proficiency Bonus +4

Monday, October 3, 2022

Ice Devil Paladin

Ice Devil Paladin large fiend (devil), lawful evil

Armor Class 18 (natural armor)
Hit Points 189 (120d10 + 80)
Speed 40 ft.

STR 22/+6
DEX 14/+2
CON 18/+4
INT 18/+4
WIS 15/+2
CHA 18/+4

Saving Throws Dex +7, Con +9, Wis +7, Cha +9
Skills Athletics +11, Intimidation +9, Insight +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison, cold
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 12
Languages Infernal, telepathy 120 ft.
Proficiency Bonus +5