Devil, Cull

Family: Devils

Medium fiend, lawful evil

Armor Class 15 (natural armor)
Hit Points 121 (22d8+22)
Speed 40 ft., fly 80 ft., 40 ft. (climb)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 14 (+2) 16 (+3) 18 (+4)

Skills Deception +8, Persuasion +8
Saving Throws Dex +6, Cha +8
Damage Immunities poison
Condition Immunities poisoned
Damage Resistances cold, fire, bludgeoning, piercing and slashing from non-magical weapons
Senses darkvision 120 ft. passive Perception 13
Languages Common, Infernal, Sylvan
Challenge 9 (5,000 XP)

SPECIAL TRAITS

  • Innate Spellcasting. The cull’s spellcasting ability is Charisma (spell save DC 16). The cull can innately cast the following spells, requiring no material components:
  • Phantasmal Mirror. cull use this ability when they are surrounded. By drawing upon the ring of diamonds, they raise magical mirrors all about them so that anyone looking upon the cull is subject to the sorcery. Each creature within 30 feet of the cull who can see the mirrors must make a Wisdom save (DC 16). Those who fail take 4d10 psychic damage and are stunned. At the start of their turn, they make again attempt to save. If they succeed, they shake off the effect. If they fail, they remain stunned and take a further 4d10 psychic damage. Any creature reduced to 0hp by this effect has their soul trapped in the cull’s Mirror of Life Trapping. Anyone making their saving throw is immune from the phantasmal mirror for 24 hours.
  • Mirror of Life Trapping. Each Cull has a Mirror of Life Trapping bound to them. Should their mirror ever be shattered, they can form a new one after 24 hours. If the cull is killed, the mirror will continue to hold anyone already caught but loses its ability to entrap anyone.
  • Magic Resistance. The cull has advantage on saving throws against spells and other magical effects.
  • Mirror Movement (3/day). While in its lair, the cull may, as its movement action, enter a mirror within 10 feet of it and emerge from any other mirror in the lair.

ACTIONS

  • Nine Ring Broadsword. Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 6 (1d8+2) slashing. On a critical hit, the weapon inflicts an additional 14 slashing damage.
  • Whip. Melee Weapon Attack: +7 to hit, reach 15 ft. one target. Hit: 5 (1d4+3) slashing. On a hit, the target must make a DC 16 Strength save or suffer 2d10 Thunder damage.
  • Ice Storm (Recharge 6). By snapping its whip, the Cull can hurl an ice storm as per the spell. This is created by actually hurling ice shards from its personal mist aura, rather than creating a spell, so it cannot be countered.

ABOUT

Long ago, the cull shaped and molded their forms to mimic those of the dryads and other sylphs of the forest. To all appearances, they look like a human woman. They are tall and thin, their skin is pale and in the light translucent. Their hair hangs down in long curls upon their shoulders. The hair itself is of a pinkish hue, though beneath that color it is white. Long lashes shroud their wide, unblinking eyes. Their form is flawless, their hair never moves, they do not bruise or show wounds until death takes them. Wings hang over them, riding upon their backs, barely discernible to the naked eye; but when viewed appear with feathers, long and graceful. Their arms are overly long, with fingers to match and nails like claws. Their spines are clearly visible, pushing at the taut skin upon their backs. They are beautiful to behold, though terrible to see. A slight haze circles the cull at all times, it appears as a thin mist, only a few inches wide. It moves extremely quickly, circling her, between her legs and up around the back of her head. It consists of millions of tiny shards of diamonds.

Devil in the Circle. Cull are highly intelligent and exceedingly organized. With orderly thoughts, they organize everything around them. Their lairs, almost always built of white stone, evenly cut, lie in circular rooms. Corridors are in circles as well, there are no corners in the world of the cull. Few furnishings adorn their abodes, for the cull cannot lie down, nor sit. They almost always have mirrors in their halls, however; mirrors that hang upon the walls, rest upon the floor, or cling to the ceiling. The mirrors serve the cull as doorways, leading to other portions of their lair, or often to other palaces in the Wretched Plains or beyond them into the outer planes.

Narcissistic. The cull look at themselves constantly. They cherish jewels, but favor diamonds, pearls, and white opals. They have a tremendous envy of all things beautiful. If they cannot own it, they seek to destroy it.

Strange Officers. When the cull ride to war, they gather their cohorts around them in great circles; they carry huge mirrors at the fore, and these are their banners. The mirrors are magical and cast doubt and consternation before them. The cull favor whips of chain and adorn their bodies in white armor emblazoned with circles of varying size.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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