Artillerist Devil (5e Creature)
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Artillerist Devil[edit]
Medium fiend (devil), lawful evil Armor Class 17 (natural armor)
Saving Throws Str +4, Dex +5, Con +3, Wis +4 Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. ACTIONSMultiattack. The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack. If Hellfire Burst is charged, the devil can use it in place of two attacks. Fork. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 5 (1d10) fire damage. The target must succeed on a DC 13 Constitution saving throw or become covered in magical flames. Until the target uses an action to put out the fire, it takes 5 (1d10) fire damage at the start of its turns. The target can also end the ongoing fire damage by succeeding on a DC 13 Constitution saving throw made at the end of each of its turns. Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 13 Constitution saving throw or lose 7 (2d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 7 (2d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 7 (2d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. If the target is a creature, roll a d8. On a 1 or 2, the target takes an additional 7 (2d6) fire damage at the start of its next turn. Hellfire Burst (Recharge 5-6). The devil launches an ember that quickly erupts into a conflagration of hellfire. Each creature in a 20-foot sphere originating from a point within 90 feet of the devil must make a DC 13 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. Fire damage from this ability ignores resistance (but not immunity).
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Artillerist devils have little interest in entering pacts with mortals and bargaining for mortal souls. They are another martial devil supplemental to bearded devils and merregons. Whereas those devils stand shoulder-to-shoulder on the front lines, an artillerist devil soars above, posed to rain hellfire on foolhardy adventurers and demons alike. |
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