Calamity Devil (5e Creature)

From D&D Wiki

Jump to: navigation, search

Calamity Devil[edit]

Medium fiend (devil), lawful evil

Armor Class 18
Hit Points 150 (20d8 + 60)
Speed 30 ft.

10 (+0) 15 (+2) 16 (+3) 19 (+4) 16 (+3) 22 (+6)

Saving Throws Int +10, Wis +9, Cha +12
Skills Deception +18, Insight +15, Intimidation +12, Persuasion +12, Stealth +8
Proficiency Bonus +6
Damage Resistances cold; bludgeoning, piercing and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 13
Languages Infernal, telepathy 120 ft.
Challenge 17 (18,000 XP)

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

Infernal Exchange. If the devil uses an action or bonus action to directly deal damage to a creature, it takes necrotic damage equal to the damage dealt. This damage cannot be reduced or avoided.

Innate Spellcasting. The devil's innate spellcasting ability is Charisma (spell save DC 20). The devil can innately cast the following spells, requiring no material components:

At will: charm person, command, counterspell
3/day: hold person
1/day: hold monster

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

Reactive. The devil can take a reaction on every creature's turn in combat.


Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage or 4 (1d8) bludgeoning damage if used in two hands.

Curse of Calamity. The devil brings misfortune to one creature it can see within 60 feet of it. The target must succeed on a DC 20 Wisdom saving throw against this magic or be cursed for 1 minute. A creature cursed in this way has disadvantage on saving throws. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Teleport. The devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.


Calamitous Rebuke. When a creature within 60 feet of the devil that it can see deals damage to it, it can cause the creature to make a DC 20 Wisdom saving throw. The creature takes 27 (6d8) necrotic damage on a failed save, or half as much damage on a successful one.

β€œ Surely you see? The moment you chose to attack me was the moment your lives came to an end. Such is the fate of all those caught in my calamity. ”
β€”Ar'gan the calamity devil

The unassuming calamity devil is all but indistinguishable from any normal human, save for a short pair of horns, which can easily be concealed by a hat or other covering. This belies their true evil nature, as they pretend to be helpful mentors and promise unimaginable wonder and prosperity to those who heed their teachings. Of course, these teachings are carefully constructed lies meant to encourage the supplicant's darkest qualities and drive them to perform acts of evil. Those fools who continue to seek the calamity devil will, in time, only bring about their own downfall, at which point the devil claims their souls.

(0 votes)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!