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Huge fiend, lawful evil

Armor Class 24 (natural armor)
Hit Points 290 (20d12+160)
Speed 90 ft., fly 200 ft. (hover)

30 (+10) 27 (+8) 26 (+8) 27 (+8) 25 (+7) 31 (+10)

Saving Throws Con +18, Wis +16, Cha +19
Skills Insight +25, Intimidation +28, Perception +25, Persuasion +28, Sleight of Hand +26, Stealth +26
Damage Resistances acid, lightning, thunder; bludgeoning, piercing, and slashing
Damage Immunities cold, fire, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, diseased, exhaustion, frightened, poisoned, prone
Senses darkvision 300 ft., truesight 120 ft., passive Perception 35
Languages all, telepathy 300 ft.

Challenge 35 (255,000 XP)



  • Multiattack. Satan uses his Frightful Presence. He then makes three melee attacks or he uses Soulsucking Touch and makes two melee attacks.
  • Claws. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8+10) slashing damage plus 39 (6d12) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Satan regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If a humanoid is slain in this way, a fiend (with a CR equal to its CR + 3 or its level + 2) rises from the corpse 1 minute later. If a deva, planetar, or solar is slain in this way, a new fallen angel rises from the corpse 1d4 minutes later.
  • Frightful Presence. Each creature of Satan’s choice that is within 300 feet of him and aware of him must succeed on a DC 27 Wisdom saving throw or become frightened 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. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Satan’s Frightful Presence for the next 24 hours.
  • Soulsucking Touch. Satan reaches out at a creature within 50 feet that he can see, drawing away its life force. The target makes a DC 27 Charisma saving throw or reduces its Intelligence, Wisdom, and Charisma scores by 1d8 (roll separately for each). On a failure by 5 or more, the target rolls d10s instead. The target dies if this reduces an ability score to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a humanoid is slain in this way, a fiend (with a CR equal to its CR + 3 or its level +2) rises from the corpse 1 round later. If a deva, planetar, or solar is slain in this way, a new fallen angel rises from the corpse 1 minute later.
  • Change Shape. Satan magically polymorphs into any creature that has a challenge rating no higher than his own, or back into his true form. Satan reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (his choice). In a new form, Satan retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, including any lair actions of that form.


Satan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. He regains spent legendary actions at the start of his turn.

  • Attack. Satan makes a melee attack.
  • Cast a Spell (Costs 2 Actions). Satan innately casts a spell.
  • Conjure Fiend (Costs 3 Actions). Satan summons a fiend of challenge rating 15 or lower, which appears in an unoccupied space that he can see within 90 feet. The fiend disappears when it drops to 0 hit points. It obeys any verbal commands that Satan issues to it (no action required by him). If he doesn’t issue any commands to the fiend, it acts freely.


The frequently disputed and still reigning lord of Hell is one of the most powerful entities in all of existence. Many say he was a fallen angel, others that he is evil personified, and some even embrace the illusory safety of ignorance by claiming he doesn’t exist at all. Only the latter are truly wrong but the King of Lies is well aware of the power of knowledge and has sown deceits about its past everywhere mortals dwell, fooling many into disbelieving in him altogether. It’s also said that those who divine the true nature of Satan’s existence are destined for his fiery domain—and soon, not allowed to live with their secret long enough to share it.

Before ever involving himself directly the ancient evil sends his servants first (a devil, pack of fiends, or a single fallen angel) to assess a situation and the individuals involved. When Satan knows the weaknesses of those that might oppose him he determines how best to capitalize on their vulnerabilities—kidnapping loved ones, acquiring sought after items of power, and the like—as preparations for negotiating. He revels in the games that follow, toying with foes and then making it abundantly clear he is far superior. Then the dealing begins, though whatever is offered always has hidden strings attached and no mortal yet has successfully come out the other side of a bargain with Satan happier than when it started.

Foolish adventurers that dare to challenge Satan in combat a second time discover that he is utterly merciless, spreading suffering to not only its victims but also bringing woe to everyone they hold dear afterwards. Every round summons a fiend, and he is ruthless when selecting targets (utilizing intimate knowledge of his foes and their tactics). As soon as an enemy is close to being slain he focuses on that target to add yet another soul to his armies, allowing foes no time to intervene and heal companions, and just in case things turn against him he always saves at least one time stop for an escape.

Section 15: Copyright Notice
Legendary Adventures © 2020 Mike Myler, published under license by Legendary Games.