Fiendish Aspect, Wrath

Large fiend (demon), chaotic evil

Armor Class 18 (plate)
Hit Points 230 (20d10 + 120)
Speed 30 ft.

Str Dex Con Int Wis Cha
25 (+7) 18 (+4) 22 (+6) 22 (+6) 18 (+4) 21 (+5)

Saving Throws Con +13, Int +13, Cha +12
Skills Athletics +14, Intimidation +12, Perception +11
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 21
Languages Abyssal, telepathy 120 ft.
Challenge 23 (50,000 XP)

Special Traits

  • Demonic Shadows. Wrath darkens the area around his body in a 10-foot radius. Nonmagical light can’t illuminate this area of dim light.
  • Innate Spellcasting. Wrath’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). Wrath can innately cast the following spells, requiring no components:
  • Legendary Resistance (3/day). If Wrath fails a saving throw, he can choose to succeed instead.
  • Magic Resistance. Wrath has advantage on saving throws against spells and other magical effects.
  • Magical Weapons. Wrath’s weapon attacks are magical.

Actions

  • Multiattack. Wrath makes two melee attacks or two ranged attacks.
  • Rod of Wrath. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage plus 22 (5d8) force damage.
  • Bolts of Wrath. Ranged Weapon Attack: +11 to hit, range 30/80 ft., one target. Hit: 22 (4d8 + 4) force damage.
  • Wrathful Shout (recharge 5-6). Wrath utters a dreadful word of power. Each creature within 30 feet of him must succeed on a DC 20 Wisdom saving throw or become frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that saves against this effect is immune for the next 24 hours.

Legendary Actions

Can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Spent legendary actions are regained at the start of each turn.

  • Cantrip. Wrath casts a cantrip.
  • Rod Attack (Costs 2 Actions). Wrath makes a rod attack.
  • Skull Gaze (Costs 2 Actions). Wrath targets one creature he can see within 30 feet of him. If the target can see Wrath and isn’t a construct or undead, it must succeed on a DC 20 Charisma saving throw or reduce its hit point maximum by 11 (2d10) and give Wrath an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a ghoul under Wrath’s control.

About

A tall humanoid wearing an ominous skull mask looks out across an immense temple. He is clad in black plate mail and strikes an imposing figure. His legions of followers await every word that explodes from their leader’s lips. This is Wrath, the most dangerous demon in the city.

Cruel Commander. He is a horrid, monstrous being who uses violence to get what he wants. This fiend brings wrath down on anyone or anything that doesn’t bend to his will.

Wave of Hate. The violent general crushes his opposition with dark magic or his lethal rod. He encourages his many followers to act without mercy. This demon only seeks power and nothing else. He doesn’t negotiate and continues to expand his influence.

Dark Steed. Wrath is often seen riding on an especially large nightmare. His minions trail behind their master, and the mounted entourage is known as the Abyssal March.

Section 15: Copyright Notice

Monsters of the City Sins and Virtues A Collection of Monsters for 5th Edition © 2020 Cawood Publishing. Author: Andrew Cawood

Section 15: Copyright Notice

Monsters of the City Sins and Virtues A Collection of Monsters for 5th Edition © 2020 Cawood Publishing. Author: Andrew Cawood

This is not the complete license attribution - see the full license for this page