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View Full Version : D&D 5e/Next Archfiend (legendary spellcasting Balor/Pit Fiend equivalent)



rferries
2024-02-06, 03:03 AM
https://th.bing.com/th/id/OIG2.u7mt2E3n6p_r37c8a437?pid=ImgGn

"Care to bargain?"
Archfiend
Large Fiend, Any Evil
Armour Class 20 (fiendish blessing)
Hit Points 210 (20d10+100)
Speed 30 ft., fly 60 ft.


STR

DEX
CON
INT
WIS
CHA


20 (+5)
20 (+5)
20 (+5)
20 (+5)
20 (+5)
20 (+5)


Saving Throws Dex +11, Con +11, Wis +11, Cha +11
Skills Deception +11, Insight +11, Intimidation +11, Perception +11, Persuasion +11, Religion +11
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 21
Languages all, telepathy 120 ft.
Challenge 20 (25,000 XP) or 21 (33,000 XP) when encountered in lair
Proficiency Bonus +6
Dark Bargain. The archfiend may cast wish at will, but only at the behest of a mortal and only in exchange for some exorbitant payment (traditionally the mortal's soul). The archfiend cannot magically compel or directly threaten such a mortal while bargaining.

Fiendish Blessing. The AC of the archfiend includes its Charisma bonus.

Legendary Resistance (3/Day). If the archfiend fails a saving throw, it can choose to succeed instead.

Magic Resistance. The archfiend has advantage on saving throws against spells and other magical effects.

Magic Weapons. The archfiend's weapon attacks are magical.

Reactive. The archfiend can take one reaction on every turn in combat.

Shapechanger. The archfiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the archfiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Spellcasting. The archfiend is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:


1/day each: create undead, gate, glibness, plane shift

Cantrips (at will): eldritch blast, mage hand, minor illusion, prestidigitation

1st-5th level (4 5th-level slots): blight, blindness/deafness, contact other plane, counterspell, dispel magic, dream, fear, hallow, hallucinatory terrain, hellish rebuke, hex, hold monster, misty step, scrying, teleportation circle

Actions
Multiattack. The archfiend makes three melee attacks with its trident.

Trident. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 21 (6d6) fire damage.

Reactions
Dark One's Blessing. Whenever the archfiend reduces a hostile creature to 0 hit points, it gains 25 temporary hit points.

Parry. The archfiend adds 6 to its AC against one melee attack that would hit it. To do so, the archfiend must see the attacker and be wielding a melee weapon.

Legendary Actions
The archfiend 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. The archfiend regains spent legendary actions at the start of its turn.

Attack. The archfiend makes a trident attack.

Detect. The archfiend makes a Wisdom (Perception) check.

Move. The archfiend moves up to its speed without provoking opportunity attacks.

Recover Magic (Costs 3 Actions). The archfiend regains a spent 5th-level spell slot.

Lair Actions
On initiative count 20 (losing initiative ties), the archfiend takes a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:


The archfiend conjures a wall of fire, as the spell. The wall lasts the full duration without requiring concentration.
The archfiend rolls a d10 and summons a fiend or undead of that CR or lower. Summoned creatures fight to the death in service of the archfiend.
The archfiend binds the soul of a foe that died within the last round. Such a creature can't be restored to life until the archfiend releases it or is killed.

Regional Effects
A region containing an archfiend's lair becomes warped by the creature's unholy presence, which creates one or more of the following effects:


The land seems perpetually dim and gloomy, even during the day.
Corpses rise as zombies and skeletons after 1d10 days, even if buried.
Cultists and minor fiends are drawn to the area, or arise from natural creatures corrupted by the archfiend's presence.
Any divination spell cast in the realm functions normally, but also registers the presence of overwhelming evil.