Archvile (5e Creature)

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Archvile[edit]

Large fiend (demon), chaotic evil


Armor Class 16 (natural armor)
Hit Points 92 (8d10 + 48)
Speed 45 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 22 (+6) 12 (+1) 14 (+2) 16 (+3)

Damage Resistances cold, lightning
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 12
Languages Abyssal, telepathy 120 ft.
Challenge 8 (3,900 XP)


Innate Spellcasting. The archvile's spellcasting ability is Charisma (spell save DC 14). The archvile can innately cast the following spells, requiring no material components:

At will: detect magic, dispel magic
3/day each: revivify (can only target fiends; target regains an additional 10 (3d6) hit points), wall of fire

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

ACTIONS

Punch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage

Argent Explosion. Ranged Weapon Attack: +6 to hit, range 500 ft., one target. Hit: 7 (2d6) fire damage.


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Doom Eternal Archvile

Archviles are among the worst demons to fight in Hell, or anywhere for that matter. Being responsible for the fall of many paladins, the archvile revels in the pain of others, being known to take its time with victims to prolong their suffering for its own pleasure. The archvile in combat is much like Hell's version of a medic, being able to revive its fallen demonic brothers and sisters with intense argent magic.


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