Coromn (Crown Devil)

Family: Devils

Medium fiend (devil), lawful evil

Armor Class 14
Hit Points 97 (15d8 + 30)
Speed 30 ft.

14 (+2) 18 (+4) 15 (+2) 17 (+3) 18 (+4) 19 (+4)

Saving Throws Str +5, Con +5, Wis +7, Cha +7
Skills Arcana +6, Deception +7, History +6, Intimidation +7, Perception +7, Persuasion +7, Religion +6
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 17
Languages Common, Infernal, telepathy 120 ft.
Challenge 6 (2,300 XP)
Proficiency Bonus +3


  • Accursed Coronation. As an action, the coromn can possess a crown it can see. While possessing a crown, the coromn disappears and resides within the material of the object itself. It can’t be targeted by any attack, spell, or other effect except ones that bar or banish fiends. It retains its game statistics, including senses and languages, but can’t physically manipulate objects or speak. It can cast spells and use Delegate. The possession lasts until the coromn uses a bonus action to end it or is forced out by an effect like the dispel evil and good spell. When the possession ends, the coromn reappears in an unoccupied space within 5 feet of the crown. Upon first touching the possessed crown, a creature must make a DC 15 Wisdom saving throw. On a failure, the creature dons the crown and becomes magically charmed by the coromn. The charmed creature is under the coromn’s control and can’t take reactions, and it and the coromn can communicate telepathically with each other. The wearer can repeat the saving throw every 24 hours, but the save’s DC increases by 1 each time (to a maximum DC 20 after 5 days).
  • By Royal Decree. While possessing a crown, the coromn and its crown are immune to any magical effects that would remove the crown, destroy it, or otherwise sever the physical connection between the crown and the humanoid wearing it.
  • Devil’s Sight. Magical darkness doesn’t impede the coromn’s darkvision.
  • Innate Spellcasting. The coromn’s innate spellcasting ability is Charisma (spell save DC 15). The coromn can innately cast the following spells, requiring no components:
  • Magic Resistance. The coromn has advantage on saving throws against spells and other magical effects.


  • Multiattack. The coromn attacks twice with its longsword or uses Delegate twice.
  • Longsword (Devil Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
  • Delegate. The coromn commands a minion to do its bidding. One willing creature of CR 5 or less that can hear and understand the coromn can use its reaction to move and make an attack.


Coromns, also known as crown devils, rarely busy themselves with the machinations of Hell. Instead, these duplicitous fiends spend the majority of their time spreading corruption and dissent in the lands of mortals. Their true power is not physical, but the ability to manipulate the malleable minds and easily bent morals of their mortal targets.

A coromn achieves its foul agenda by appearing as a beautiful crown, diadem, or other royal finery before an unsuspecting ruler. Upon donning the fiendish finery, this powerful sovereign-who may well have been a just and beneficent governor-becomes a puppet dictator subject to the crown devil’s every whim.

A crown devil’s whispers can turn even the kindest of kings into hellish tyrants.

Section 15: Copyright Notice

Battlezoo Bestiary (5E) © 2022, Skyscraper Studios, Inc.; Authors: William Fischer, Stephen Glicker, Paul Hughes, Patrick Renie, Sen.H.H.S., and Mark Seifter.

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