Devil, Interlocutor

Family: Devils

Large fiend (devil), lawful evil

Armor Class 20 (natural armor)
Hit Points 273 (26d10 + 130)
Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 19 (+4) 20 (+5) 24 (+7) 21 (+5) 20 (+5)

Saving Throws Constitution +10, Intelligence +12, Wisdom +10, Charisma +10
Skills Deception +15, Insight +15, Medicine +10, Nature +12, Perception +10
Damage Resistances cold; bludgeoning, piercing and slashing from nonmagical weapons that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 20
Languages all, telepathy 120 ft.
Challenge 15 (13,000 XP)

Special Traits

    • Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
    • Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
    • Polyglot. The devil is fluent in all languages.
    • Tormentor. The devil is extremely gifted in the methods of torture and causing excruciating pain.
    • Surgical Strikes. The devil scores a critical hit on a roll of 18, 19, or 20.
    • Innate Spellcasting. The devil’s spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The devil can innately cast the following spells, requiring no material components:

Actions

      • Multiattack. The devil makes three melee attacks.
      • Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) slashing damage, and the target must succeed on a DC 18 Constitution saving throw or be incapacitated by excruciating pain until the end of the devil’s next turn.
      • Chain. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage. The target is grappled (escape DC 18) if the devil isn’t already grappling a creature. Until this grapple ends, the target is restrained, and must succeed on a DC 18 Constitution saving throw or be incapacitated by excruciating pain, and the target takes 10 (3d6) piercing damage at the start of each of its turns.
      • Animate Chains (Recharges after a Short or Long Rest). Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil’s control, provided that the chains aren’t being worn or carried. Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can’t make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.

Reactions

      • Unnerving Mask. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature’s departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 18 Wisdom saving throw or be frightened until the end of its turn.
Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.