The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god.
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Lesser Devils The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils. Driven by hate, lust, and envy, bone devils act as the cruel taskmasters of the Nine Hells.
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They set weaker devils to work, taking special delight in seeing fiends that defy them demoted. At the same time, they long for promotion and are bitterly envious of their superiors, attempting to curry favor though it irks them to do so. A bone devil appears as a humanoid husk, with dried skin stretched tight across its skeletal frame.
It bears a fearsome skull-like head and the tail of a scorpion, and a foul odor of decay hangs in the air around it. Though they are devastating in combat with their claws, bone devils also wield hooked polearms made of bone, which they use to subdue enemies before striking with their venomous tails. Filip Burburan created the artwork for the bone devil. On a personal note, the bone devil has forever been one of my favorite creatures within the game.
It may be their skeletal visage, strange hooked polearm, or scorpion tail—all worked together, it makes for a suitably horrid fiend! As written in the preface:.
Devil, Crystalline (3pp) – 5th Edition SRD
Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 1d Any creature can take an action to stanch the wound with a successful DC 12 Wisdom Medicine check. The wound also closes if the target receives magical healing. Challenge 9 5, XP. The devil makes three attacks: two with its claws and one with its sting. Challenge 8 3, XP.
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Until this grapple ends, the target is restrained and takes 7 2d6 piercing damage at the start of each of its turns. Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.
Unnerving Mask. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn. Challenge 12 8, XP. Hellish Weapons. The erinyes has advantage on saving throws against spells and other magical effects. The poison lasts until it is removed by the lesser restoration spell or similar magic. The erinyes adds 4 to its AC against one melee attack that would hit it.
OGC:Warmonger Devil (5e Creature)
To do so, the erinyes must see the attacker and be wielding a melee weapon. Challenge 11 7, XP. The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 3d6 hit points at the start of each of its turns due to an infernal wound.
Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 3d6. Hit: 14 4d6 fire damage. The devil makes three attacks: one with its bite, one with its claws, and one with its tail.
Deal with a devil. 5e
Wall of Ice Recharge 6. The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated.
The creature then makes a DC 17 Dexterity saving throw, taking 35 10d6 cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 5d6 cold damage on a failed save, or half as much damage on a successful one.
The frigid air dissipates when the rest of the wall vanishes.