Devil, Automata

Family: Devils

Large fiend (devil), lawful evil

Armor Class 17 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 17 (+3) 20 (+5) 11 (+0) 14 (+2) 19 (+4)

Saving Throws Str +11, Dex +7, Wis +6, Cha +8
Skills Athletics +11, Intimidation +8
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 12
Languages Common, Infernal, telepathy 120 ft.
Challenge 10 (5,900 XP)
Proficiency Bonus +4

SPECIAL TRAITS

  • Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
  • Fear Aura. A creature that starts its turn within 10 feet of the automata devil must succeed on a DC 17 Wisdom saving throw or become frightened until the start of its next turn. On a successful saving throw, the creature is immune to the automata devil’s Fear Aura for 24 hours.
  • Magic Resistance. The automata devil has advantage on saving throws against spells and other magical effects.

ACTIONS

  • Multiattack. The automata devil makes one Bite attack, one Whip attack, and two Claw attacks. It can replace two Claw attacks with a use of Shredding Maw.
  • Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) slashing damage.
  • Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
  • Whip. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 12 (2d4 + 7) slashing damage, and the target is grappled (escape DC 17). The automata devil has two whips, each of which can grapple only one target.
  • Shredding Maw. One creature grappled by the automata devil is pulled up to 10 feet toward the devil’s central maw, which shreds the creature with churning gears, razor teeth, and whirling blades. The target must make a DC 17 Strength saving throw, taking 36 (8d8) slashing damage on a failed save, or half as much damage on a successful one.
  • Teleport. The automata devil magically teleports, along with any equipment it is wearing or carrying up to 120 feet to an unoccupied space it can see.

ABOUT

A nightmare wrapped in chains and held together by cutting cogs and whirring gears, this fiend howls like a hurricane in battle.

Guards and Overseers. Sometimes called castigas, automata devils are made to monitor others. They are often put in charge of prisoners or infernal factories.

Pierced by Chain and Wire. This slender creature’s skin is pierced with barbs, sharp nails, and coils of wire, which have been threaded through its flesh. Chains are buried under blisters and scabs. This infernal horror’s eyelids—both front and back pairs—are sewn back with wire, while six arms ending in large grasping hands erupt from its shoulders.

Coiled Metal Whips. The creature’s head is a dark mass ending in two large mandibles. By its side, it carries a huge coiled whip that squirms like a snake and is said to scent lies and treachery. The creature’s stomach opens up like a second mouth, lined with tooth-like spines.

Section 15: Copyright Notice

Tome of Beasts 1 ©2023 Open Design LLC; Authors: Daniel Kahn, Jeff Lee, and Mike Welham.

This is not the complete license attribution - see the full license for this page