Devil, Endbringer

Family: Devils

Gargantuan fiend (devil), lawful evil

Armor Class 19 (natural armor)
Hit Points 418 (27d20 + 135)
Speed 30 ft., fly 60 ft. (can hover)

26 (+8) 18 (+4) 21 (+5) 16 (+3) 19 (+4) 18 (+4)

Saving Throws Con +12, Dex +11, Wis +11
Damage Immunities fire, poison
Condition Immunities poisoned
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks; acid, cold
Senses darkvision 60 ft., devil sight, passive Perception 14
Languages Celestial, Draconic, Infernal; telepathy 100 ft.
Challenge 23 (50,000 XP)


  • Cargo Cavity. An endbringer has a sizable cavity within its body. This space can comfortably fit eight Large or smaller creatures (or four Huge creatures). Any creature inside is protected from the external environment, no matter how hostile, and can breathe as normal. An endbringer has control over what enters and what leaves its cargo cavity. Entering or leaving a willing endbringer requires 10 feet of movement, during which the endbringer cannot move. Creatures cannot enter an uncooperative endbringer, but they can try to escape from inside as if they were attempting to escape being grappled (escape DC 25). Alternatively, some endbringers have this cavity replaced with a device capable of generating minor passages to Hell. This grants them they ability to cast gate, as the spell, only to call a devil. The endbringer must complete a short or long rest before gating another devil. Called devils aren’t trapped by this ability, and they aren’t forced to do the endbringer’s bidding, though they are usually friendly to the endbringer.
  • Devil’s Sight. Magical darkness doesn’t impede the endbringer’s darkvision.
  • Living Starship. An endbringer can take the form of a living starship while in space, moving at starship speeds and engaging in combat at that scale. An endbringer has no ability to enter space on its own.
  • Magic Resistance. The endbringer has advantage on saving throws against spells and other magical effects


  • Multiattack. The endbringer makes two slam attacks and four kick attacks.
  • Hellish Glare. Ranged Weapon Attack: +11 to hit, range 360 ft., one target. Hit: 44 (8d10) fire damage plus 44 (8d10) force damage.
  • Kick. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 29 (6d6 + 8) bludgeoning damage.
  • Slam. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.
  • Cataclysm. An endbringer in starship form can crash-land on a planet, space station, or similar object (as long as that object is at least 10 times the devil’s size). This devastating landing deals 60 (15d6+8) bludgeoning damage (no save) to creatures and objects in the area where the devil lands (a 30-foot-by-30-foot square) to all creatures and objects within 50 feet of the landing space must make a DC 25 Dexterity saving throw, taking 47 (6d12+8) bludgeoning damage on failed save and half as much on a success. If the endbringer crash-lands on a planet with an atmosphere, the heat of entry adds 35 (10d6) fire damage to the damage dealt. After using this ability, an endbringer is incapacitated for 1d4 rounds and then transforms into its terrestrial form.


Endbringer devils, called dhalochar in the infernal tongue, are forged to embody diabolical conquest. They are vessels and weapons of ruin, designed to create beachheads upon even the best defended worlds. They were made to withstand the depths of space and can traverse the void, stalking worlds like apocalyptic meteors. Any witnesses who survive an endbringer’s devastating crash landing swiftly realize that the titan’s assault has only just begun.

An endbringer devil stands roughly 90 feet tall and weighs approximately 400 tons.

Section 15: Copyright Notice

Mechanical Monsters (5E) © 2023, Legendary Games; Authors: Jason Nelson, Miguel Colon, Robert J. Grady, Nicholas Hite, Matt Kimmel, Michael Mifsud, James-Levi Cooke, Dan Dillon, Mike Myler, Ismael Alvarez, Jeff Lee, John Lynch.

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