Devil, Henchman

Family: Devils

Medium fiend, lawful evil

Armor Class 18 (Infernal armor)
Hit Points 84 (13d8+26)
Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 15 (+2) 10 (+0) 8 (-1) 7 (-2)

Saving Throws Str +7, Con +5
Damage Immunities poison
Condition Immunities poisoned
Damage Resistances cold, fire
Senses darkvision 60 ft., passive Perception 9
Languages speaks and understands all languages
Challenge 5 (1,800 XP)

SPECIAL TRAITS

    • Shape Change. Henchmen devils have an innate ability to change their form, assuming the form of any humanoid including their clothes.
    • Innate Spellcasting. The Henchman’s innate spellcasting ability is Intelligence (Spell save DC 11). It can innately cast the following spells, requiring no material components
      • At Will: detect evil and good
      • 3/day each: hold person
      • 2/day each: firestorm, glyph of warding

ACTIONS

    • Multiattack. A henchmen devil makes two weapon attacks.
    • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 6 (1d4+4) slashing damage.
    • Bilun (Pole Arm). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 11 (2d6+4) slashing damage. In addition, anyone hit by the Bilun must make a Constitution save (DC 11). If they fail, their mind becomes filled with doubt and confusion. They are at disadvantage on all attacks and ability checks. They may repeat this save at the end of each of their turns, ending the effect on a successful save. This effect can also be removed with a greater restoration spell. 

ABOUT

Henchmen devils stand roughly 5 feet at the shoulder. They are muscular bipedal creatures with the lower torso of a goat and the upper torso of a man. Their faces are twisted with evil and crowned by a set of coiled horns. Their goat legs are covered in thick fur, black or brown with a hint of red in it. Their bodies reflect the color of burnt ash, grayish-black, charred or dark stained red. They have no pupils but see from hollow pools of darkness. They wield all manner of weaponry but prefer polearms with multiple points and edges. When shape-changing, they prefer to take the shape of a human, dressed nicely in a courtiers garb.

Reluctant Spies. Though dull-witted, they are able to speak any language, good or evil, lawful or chaotic. This, combined with their shape-changing ability, means they are often used as spies and infiltrators. They dislike such duty but carry it out without hesitation.

Simple and direct. Henchmen devils possess a tremendous reluctance to assume another form, instinctively seeing that as a weakness. In battle, they always assume their natural shape, discarding any subterfuge they may have adopted. They prefer the damage inflicted by their polearms to any other.

Bilun (Pole Arm): These long iron polearms are fashioned in the forges of the greater devils deep in the Wretched Plains. They are seven feet long from butt to point and are capped by a tri-bladed spear that is lined with notches, spikes, and twisted metal edges. The shaft is black as pitch, casting a reflection in its depths; its blade is a sickly yellow color, like tarnished gold.

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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