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Devra

Medium fiend (shapechanger), chaotic evil

Armor Class 17 (natural armor, ring of protection, ioun stone)
Hit Points 121 (22d8 + 22)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
8 (–1) 17 (+3) 13 (+1) 18 (+4) 12 (+1) 20 (+5)

Saving Throws Intelligence +8, Wisdom +5, Charisma +9
Skills Arcana +8, Deception +13, Insight +9, Perception +9, Persuasion +13
Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 19
Languages Abyssal, Common, Infernal, telepathy 60 ft.
Challenge 15 (13,000 XP)

Special Traits

Actions

  • Claw (fiend form only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  • +1 Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
  • Charm. One humanoid Devra can see within 30 feet of her must succeed on a DC 16 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Devra’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to Devra’s Charm for the next 24 hours. Devra can have only one target charmed at a time. If she charms another, the effect on the previous target ends.
  • Draining Kiss. Devra kisses a creature charmed by her or a willing creature. The target must make a DC 16 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
  • Etherealness. Devra magically enters the Ethereal Plane from the Material Plane, or vice versa.

Bonus Actions

  • Hypnosis. Devra uses her charming voice to hypnotize one creature within 15 feet of her who can hear and understand her. The creature must succeed on a DC 17 Wisdom saving throw or be charmed until the end of her next turn. A hypnotized creature is incapacitated and does nothing but gaze at Devra. The effect ends for a hypnotized creature if that creature takes damage or is more than 15 feet from Devra.
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City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene