Devil, Flesh Lord

Family: Devils

Large fiend (devil), lawful evil

Armor Class 19 (natural armor)
Hit Points 119 (12d10+48)
Speed 40 ft., climb 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 18 (+4) 14 (+2) 16 (+3)

Condition Immunities charmed, poisoned, blinded (unless deafened; see echolocation)
Condition vulnerabilities deafened (results in blinded and deafened)
Damage Resistances cold, fire; bludgeoning, piercing and slashing from non-magical weapons that aren’t silvered.
Senses blindsight 60 ft., passive Perception 12
Skills Arcana +10, History +7, Religion +8
Languages Infernal
Challenge 7 (2,900 XP)

SPECIAL TRAITS

  • Echolocation. The Flesh Lord cannot use its blindsight if it is deafened.
  • Regeneration. Flesh lords regenerate 1d10 damage every round.
  • Magic Resistance. Flesh lords gain advantage on saving throws against spells and magical effects.

ACTIONS

  • Multiattack. The flesh lord makes three attacks—two with its claws and one with its flaying dagger.
  • Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) slashing damage.
  • Flaying dagger. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 7 (1d6+4) slashing, plus 2 (1d4) necrotic, critical on 19-20. Victims must also succeed at a DC 17 Wisdom save or be racked with pain as their flesh is flayed from their body; this results in 2 (1d4) points of Wisdom damage and victims suffer disadvantage on all attacks, saving throws and ability checks. Wisdom damage lasts until the victim completes a long rest or is fully healed via magic, and if Wisdom reaches zero, victims can do nothing but lie and wail in agony (stunned) until the damage is restored. If the flesh lord is killed its flaying dagger dissolves to ash.
  • Summon Giant Spiders. Once per day, the flesh lord can summon 3 (1d6) giant spiders. These spiders appear anywhere the flesh lord desires within its line of sight, act on the flesh lord’s initiative, and obey its mental commands. If killed, the spiders disappear.
  • Spellcasting. The flesh lord is a natural spellcaster. Its spellcasting ability is Intelligence. Its save DC is 15 and its spell attack bonus is +5. It may use the following spell-like abilities, all at base level:

ABOUT

Flesh lords are tall, emaciated creatures with long arms and long legs. Their hands and feet are also long, slender and capped by wicked claws. Their pale skin clings to bones that jut out in painful outlines. The skin itself is dry, cracking at the touch and constantly peeling. The flesh lords encourage this with the long, fleshing knife they carry and constantly drag across their hides. They have no mouth, eyes, nor nose. Where their mouths should be are scars. The eye sockets remain but are covered with smooth flesh and the nose is a gash. They have two small holes above either cheek that allow them to hear the world around them. The Flesh Lord moves very quickly, running in a long gait, or crawling like an insect. They prefer to cling to the ceiling, dropping down on unsuspecting prey. However, their continually shedding skin places them at a disadvantage. Anyone keeping a watch on the floor is likely to notice the loose skin laying all about.

Echolocation. They cannot see, smell or talk. They do however have superior auditory skills. The openings in their skulls allow them to hear even the slightest sounds, from the echo of moving wind to whispers. from these sounds they derive a clear picture of what is going around them.

Flayers of Flesh. Flesh lords prefer to use their four-foot long fleshing dagger. The u-shaped blade is very sharp, can cut through most mail, and carves off long slivers of flesh. The peeled skin is harvested by the flesh lord after any encounter. They wrap the strips of skin together, making long, web-like ropes. The ropes are tough and cling to whatever they touch. The Flesh Lords often hang their victims with their own skin.

Masters of Torture. The flesh lord is an accomplished spellcaster, preferring to batter his victims with spells before filleting them alive with his long knife. They wield hold person spells to grab a victim, and as they are held, fillet them alive, cutting off strips of flesh that cause tremendous pain if little damage.

Section 15: Copyright Notice

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

This is not the complete section 15 entry - see the full license for this page