Devild 2 Act 1
Devild 2 Act 1
Devild 2 Act 1
Medium Fiend (Devil), Typically Lawful Evil Some amnizus have an action that allows them to
summon other devils:
Armor Class Hit Points Speed Challenge PB Summon Devil (1/Day). The amnizu summons 2d4
21 (natural 202 (27d8 + 30 ft., fly 40 18 (20,000 bearded devils or 1d4 barbed devils. A summoned
+6
armor) 81) ft. XP) devil appears in an unoccupied space within 60
feet of the amnizu, acts as an ally of the amnizu,
STR DEX CON INT WIS CHA
and can't summon other devils. It remains for 1
11 (+0) 13 (+1) 16 (+3) 20 (+5) 12 (+1) 18 (+4)
minute, until the amnizu dies, or until its summoner
Saving Throws Dex +7, Con +9, Wis +7, Cha +10 dismisses it as an action
Skills Perception +7
Reactions
Instinctive Charm. When a creature within 60 feet of the
amnizu makes an attack roll against it, and another creature
is within the attack's range, the attacker must make a DC 19
Wisdom saving throw. On a failed save, the attacker must
target the creature that is closest to it, not including the
amnizu or itself. If multiple creatures are closest, the
attacker chooses which one to target. If the saving throw is
successful, the attacker is immune to the amnizu's
Instinctive Charm for 24 hours.
Bael MPMM p54 Fire Hellion BGG p140
Large Fiend (Devil), Lawful Evil Huge Fiend (Devil), typically Lawful Evil
Armor Class Hit Points Speed Challenge PB Armor Class Hit Points Speed Challenge PB
189 (18d10 19 (22,000 175 (14d12 11 (7,200
18 (plate) 30 ft. +6 18 (plate) 30 ft. +4
+ 90) XP) + 84) XP)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
24 (+7) 17 (+3) 20 (+5) 21 (+5) 24 (+7) 24 (+7) 25 (+7) 10 (+0) 23 (+6) 16 (+3) 14 (+2) 21 (+5)
Saving Throws Dex +9, Con +11, Int +11, Cha +13 Saving Throws Wis +6, Cha +9
Skills Intimidation +13, Perception +13, Persuasion +13 Skills Arcana +7, Athletics +11, Perception +6
Damage Res. cold; bludgeoning, piercing, and slashing from Damage Imm. fire
nonmagical attacks that aren't silvered
Condition Imm. charmed, frightened
Damage Imm. fire, poison
Senses darkvision 120 ft., passive Perception 16
Condition Imm. charmed, exhaustion, frightened, poisoned
Languages Common, Giant, Infernal
Senses truesight 120 ft., passive Perception 23
Magic Resistance. The hellion has advantage on saving
Languages all, telepathy 120 ft. throws against spells and other magical effects.
Dread. Any creature, other than a devil, that starts its turn Soul Taker. A Giant or a Humanoid that is reduced to 0 hit
within 10 feet of Bael must succeed on a DC 22 Wisdom points by the hellion dies, and its soul rises as a lemure (see
saving throw or be frightened of him until the start of its next the Monster Manual) on Avernus, one of the Nine Hells, in
turn. A creature succeeds on this saving throw automatically 1d4 hours. If the creature isn't revived before then, it can be
if Bael wishes it or if he is incapacitated. restored to life only by a wish spell or by killing the lemure
and casting true resurrection on the creature's original body.
Legendary Resistance (3/Day). If Bael fails a saving throw,
he can choose to succeed instead.
Actions
Multiattack. The hellion makes two Morningstar attacks.
Magic Resistance. Bael have advantage on saving throws
against spells and other magical effects. Morningstar. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 20 (3d8 + 7) piercing damage plus 11 (2d10)
Regeneration. Bael regains 20 hit points at the start of his
fire damage. If the target is a creature, it can't regain hit
turn. If he takes cold or radiant damage, this trait doesn't
points until the start of the hellion's next turn.
function at the start of his next turn. Bael dies only if he
starts his turn with 0 hit points and doesn't regenerate. Infernal Orb. The hellion hurls a magical ball of fire that
explodes in a 20-foot-radius sphere centered on a point the
Actions
hellion can see within 120 feet of itself. The sphere spreads
Multiattack. Bael makes two Hellish Morningstar attacks.
around corners. Each creature in that area must make a DC
Hellish Morningstar. Melee Weapon Attack: +13 to hit, reach 17 Dexterity saving throw. A creature takes 18 (4d8) fire
20 ft., one target. Hit: 16 (2d8 + 7) force damage plus 9 (2d8) damage and 18 (4d8) necrotic damage on a failed save, or
necrotic damage. half as much damage on a successful one.
Infernal Command. Each of Bael's allies within 60 feet of him
can't be charmed or frightened until the end of his next turn.
Spellcasting. Bael casts one of the following spells, requiring
no material components and using Charisma as the
spellcasting ability (spell save DC 21):
At will: alter self (can become Medium), charm person,
detect magic, invisibility, major image
3/day each: dispel magic, fly, suggestion, wall of fire
1/day: dominate monster
Teleport. Bael teleports, along with any equipment he is
wearing or carrying, up to 120 feet to an unoccupied space
he can see.
Legendary Actions
Bael can take 3 legendary actions, choosing from the
options below. Only one legendary action can be used at a
time and only at the end of another creature's turn. Bael
regains spent legendary actions at the start of its turn.
29 (+9) 17 (+3) 22 (+6) 19 (+4) 16 (+3) 23 (+6) Banish. Geryon casts the banishment spell.
Chill Blast. Geryon causes a blast of cold to burst from the
Saving Throws Dex +10, Con +13, Wis +10, Cha +13
ground at a point he can see within 120 feet of him. The
Skills Deception +13, Intimidation +13, Perception +10 cold fills a cube, 10 feet on each side, centered on that
point. Each creature in that area must succeed on a DC 21
Damage Res. bludgeoning, piercing, and slashing from Constitution saving throw or take 28 (8d6) cold damage.
nonmagical attacks that aren't silvered
Hateful Restraints. Geryon targets one creature he can see
Damage Imm. cold, fire, poison within 60 feet of him. The target must succeed on a DC 21
Wisdom saving throw or become restrained for 1 minute.
Condition Imm. charmed, exhaustion, frightened, poisoned The target can end the effect on itself if it deals any
Senses truesight 120 ft., passive Perception 20 damage to one or more of its allies.
Large Fiend (Devil), Lawful Evil Large Fiend (Devil), Lawful Evil
Armor Class Hit Points Speed Challenge PB Armor Class Hit Points Speed Challenge PB
17 (natural 190 (20d10 30 ft., fly 30 14 (11,500 19 (natural 200 (16d10 30 ft., fly 60 21 (33,000
+5 +7
armor) + 80) ft. (hover) XP) armor) + 112) ft. XP)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 18 (+4) 14 (+2) 15 (+2) 20 (+5) 27 (+8) 15 (+2) 25 (+7) 23 (+6) 19 (+4) 25 (+7)
Saving Throws Wis +7, Cha +10 Saving Throws Dex +9, Con +14, Wis +11
Skills Deception +10, Insight +7, Perception +7, Persuasion Skills Intimidation +14, Perception +11
+10
Damage Res. cold; bludgeoning, piercing, and slashing from
Damage Res. acid, cold; bludgeoning, piercing, and slashing nonmagical attacks that aren't silvered
from nonmagical attacks that aren't silvered
Damage Imm. fire, poison
Damage Imm. fire, poison
Condition Imm. charmed, exhaustion, frightened, poisoned
Condition Imm. charmed, poisoned
Senses truesight 120 ft., passive Perception 21
Senses truesight 120 ft., passive Perception 17
Languages all, telepathy 120 ft.
Languages Abyssal, Common, telepathy 120 ft.
Infernal Despair. Each creature within 30 feet of Hutijin that
Legendary Resistance (3/Day). If Hulgaz fails a saving throw, isn't a devil makes saving throws with disadvantage.
she can choose to succeed instead. Legendary Resistance (3/Day). If Hutijin fails a saving throw,
Magic Resistance. Hulgaz has advantage on saving throws he can choose to succeed instead.
against spells and other magical effects. Magic Resistance. Hutijin has advantage on saving throws
Actions against spells and other magical effects.
Multiattack. Hulgaz makes two Claw attacks and one Regeneration. Hutijin regains 20 hit points at the start of his
Intoxicating Sting attack. turn. If he takes radiant damage, this trait doesn't function at
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. the start of his next turn. Hutijin dies only if he starts his turn
Hit: 12 (2d8 + 3) slashing damage. with 0 hit points and doesn't regenerate.
Intoxicating Sting. Melee Weapon Attack: +8 to hit, reach 10 Actions
ft., one creature. Hit: 8 (1d10 + 3) piercing damage plus 10 Multiattack. Hutijin makes one Bite attack, one Claw attack,
(3d6) poison damage, and the target must succeed on a DC one Mace attack, and one Tail attack.
17 Wisdom saving throw or have the charmed condition until Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
the start of Hulgaz's next turn. Hit: 15 (2d6 + 8) fire damage. The target must succeed on a
Brimstone Vapor (Recharge 5–6). Hulgaz exhales a 30-foot DC 22 Constitution saving throw or become poisoned. While
cone of noxious, scorching-hot vapor. Each creature in that poisoned in this way, the target can't regain hit points, and it
area must succeed on a DC 17 Constitution saving throw or takes 10 (3d6) poison damage at the start of each of its
have the poisoned condition for 1 minute. While poisoned in turns. The poisoned target can repeat the saving throw at
this way, a creature takes 31 (7d8) fire damage at the start the end of each of its turns, ending the effect on itself on a
of each of its turns and has disadvantage on Wisdom saving success.
throws. A target can repeat the Constitution saving throw at Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one
the end of each of its turns, ending the effect on itself on a target. Hit: 17 (2d8 + 8) cold damage.
success.
Mace. Melee Weapon Attack: +15 to hit, reach 5 ft., one
Spellcasting. Hulgaz casts one of the following spells, target. Hit: 15 (2d6 + 8) force damage.
requiring no material components and using Charisma as
Tail. Melee Weapon Attack: +15 to hit, reach 10 ft., one
the spellcasting ability (spell save DC 18):
target. Hit: 19 (2d10 + 8) thunder damage.
At will: Charm Person
2/day each: Dispel Magic, Fog Cloud Spellcasting. Hutijin casts one of the following spells,
requiring no material components and using Charisma as
1/day: Teleport
the spellcasting ability (spell save DC 22):
Legendary Actions At will: alter self (can become Medium when changing his
appearance), detect magic, hold monster, invisibility (self
Hulgaz can take 3 legendary actions, choosing from the
only), lightning bolt, suggestion, wall of fire
options below. Only one legendary action can be used at a
3/day: dispel magic
time and only at the end of another creature's turn. Hulgaz
regains spent legendary actions at the start of its turn. Teleport. Hutijin teleports, along with any equipment he is
wearing and carrying, up to 120 feet to an unoccupied space
Attack. Hulgaz makes one Claw attack. he can see.
Charm. Hulgaz uses Spellcasting to cast Charm Person. Reactions
Curdle Heart (Costs 2 Actions). Hulgaz sours the good Fearful Voice (Recharge 5–6). In response to taking damage,
feelings of her charmed victims. She chooses any number of Hutijin utters a dreadful word of power. Each creature within
creatures she can see who are charmed by her. Each target 30 feet of him that isn't a devil must succeed on a DC 22
takes 17 (5d6) psychic damage as the charmed condition Wisdom saving throw or become frightened of him for 1
applied by Hulgaz ends on it. minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. A
creature that saves against this effect is immune to his
Fearful Voice for 24 hours. Moloch MPMM p183
Hutijin can take 3 legendary actions, choosing from the Armor Class Hit Points Speed Challenge PB
options below. Only one legendary action can be used at a 19 (natural 253 (22d10 21 (33,000
30 ft. +7
time and only at the end of another creature's turn. Hutijin armor) + 132) XP)
regains spent legendary actions at the start of its turn. STR DEX CON INT WIS CHA
Attack. Hutijin makes one Claw, Mace, or Tail attack. 26 (+8) 19 (+4) 22 (+6) 21 (+5) 18 (+4) 23 (+6)
Teleport. Hutijin uses Teleport. Saving Throws Dex +11, Con +13, Wis +11, Cha +13
Lightning Storm (Costs 2 Actions). Hutijin releases lightning
Skills Deception +13, Intimidation +13, Perception +11
in a 30-foot radius, blocked only by total cover. All other
creatures in that area must each make a DC 22 Dexterity Damage Res. cold; bludgeoning, piercing, and slashing from
saving throw, taking 18 (4d8) lightning damage on a failed nonmagical attacks that aren't silvered
save, or half as much damage on a successful one.
Damage Imm. fire, poison
Teleport. Moloch uses Teleport. Medium Fiend (Devil), Typically Lawful Evil
Cast a Spell (Costs 2 Actions). Moloch uses Spellcasting. Armor Class Hit Points Speed Challenge PB
13 (natural 1/2 (100
11 (2d8 + 2) 20 ft. +2
Narzugon MPMM p190 armor) XP)
Medium Fiend (Devil), Typically Lawful Evil STR DEX CON INT WIS CHA
Armor Class Hit Points Speed Challenge PB 16 (+3) 11 (+0) 13 (+1) 3 (-4) 8 (-1) 1 (-5)
20 (plate Skills Perception +1
112 (15d8 + 13 (10,000
armor, 30 ft. +5
45) XP) Damage Res. acid, cold
shield)
STR DEX CON INT WIS CHA Damage Imm. fire, poison
20 (+5) 10 (+0) 17 (+3) 16 (+3) 14 (+2) 19 (+4) Condition Imm. blinded, charmed, frightened, poisoned
Saving Throws Dex +5, Con +8, Cha +9 Senses blindsight 20 ft. (blind beyond this radius), passive
Perception 11
Skills Perception +12
Languages understands Infernal but can't speak
Damage Res. acid, cold; bludgeoning, piercing, and slashing
from nonmagical attacks that aren't silvered Cloud of Vermin. Any creature, other than a devil, that starts
Damage Imm. fire, poison its turn within 20 feet of one or more nupperibos must
succeed on a DC 11 Constitution saving throw or take 5
Condition Imm. charmed, frightened, poisoned (2d4) acid damage. A creature within the areas of two or
Senses darkvision 120 ft., passive Perception 22 more nupperibos makes the saving throw with disadvantage.
Driven Tracker. In the Nine Hells, the nupperibo can
Languages Common, Infernal, telepathy 120 ft.
flawlessly track any creature that has taken damage from
any nupperibo's Cloud of Vermin within the previous 24
Infernal Tack. The narzugon wears spurs that are part of
hours.
infernal tack, which allow it to summon its nightmare
companion as an action. Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Magic Resistance. The narzugon has advantage on saving
Hit: 6 (1d6 + 3) piercing damage.
throws against spells and other magical effects.
Actions
Multiattack. The narzugon makes three Hellfire Lance
attacks. It also uses Infernal Command or Terrifying
Command.
Hellfire Lance. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 11 (1d12 + 5) piercing damage plus 16
(3d10) fire damage. If this damage kills a creature with a
soul, the soul rises from the River Styx as a lemure in
Avernus in 1d4 hours. If the creature isn't revived before
then, only a wish spell or killing the lemure and casting true
resurrection on the creature's original body can restore it to
life. Constructs and devils are immune to this effect.
Infernal Command. Each ally of the narzugon within 60 feet
of it can't be charmed or frightened until the end of the
narzugon's next turn.
Terrifying Command. Each creature within 60 feet of the
narzugon that isn't a Fiend must succeed on a DC 17
Charisma saving throw or become frightened of the
narzugon for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on
itself on a success. A creature that makes a successful
saving throw is immune to this narzugon's Terrifying
Command for 24 hours.
Healing (1/Day). The narzugon, or one creature it touches,
regains 100 hit points.
as long as the equipment is on its person. This invisibility
Orthon MPMM p205
ends immediately after it makes an attack roll or is hit by an
Large Fiend (Devil), Typically Lawful Evil attack roll.
Medium Fiend (Devil), Lawful Evil Titivilus can take 3 legendary actions, choosing from the
options below. Only one legendary action can be used at a
Armor Class Hit Points Speed Challenge PB time and only at the end of another creature's turn. Titivilus
20 (natural 150 (20d8 + 40 ft., fly 60 16 (15,000 regains spent legendary actions at the start of its turn.
+5
armor) 60) ft. XP)
Corrupting Guidance. Titivilus uses Twisting Words.
STR DEX CON INT WIS CHA Alternatively, he targets one creature charmed by him that is
19 (+4) 22 (+6) 17 (+3) 24 (+7) 22 (+6) 26 (+8) within 60 feet of him; that charmed target must succeed on
a DC 21 Charisma saving throw, or Titivilus decides how the
Saving Throws Dex +11, Con +8, Wis +11, Cha +13
target acts during its next turn.
Skills Deception +13, Insight +11, Intimidation +13, Teleport. Titivilus uses Teleport.
Persuasion +13
Assault (Costs 2 Actions). Titivilus makes one Silver Sword
Damage Res. cold; bludgeoning, piercing, and slashing from attack, or he uses Frightful Word.
nonmagical attacks that aren't silvered