Channeler (5e Creature)

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Medium fiend (devil), lawful evil

Armor Class 15 (natural armour)
Hit Points 66 (12d8 + 12)
Speed 30 ft.

10 (+0) 14 (+2) 12 (+1) 16 (+3) 14 (+2) 8 (-1)

Saving Throws Dex +4, Wis +4
Skills Arcana +5, Perception +4
Proficiency Bonus +2
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 14
Languages Infernal, telepathy 60 ft.
Challenge 3 (700 XP)

Devil's Sight. Magical darkness doesn't impede the channeler's darkvision.

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

Spellcasting. The channeler is a 3rd level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The channeler has the following wizard spells prepared.

Cantrips (at will): blade ward, minor illusion, ray of frost
1st level (4 slots): burning hands, charm person, magic missile, sleep
2nd level (2 slots): acid arrow, misty step


Trident. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage when used in two hands to make a melee attack.

Power Dance (Recharge 5-6). The channeler does a little dance, increasing the strength of its companions. For 1 minute, each creature of the channeler's choice within 30 feet of it deals an additional 2 (1d4) damage when they hit with a melee weapon attack.


Misty Retreat. The channeler casts misty step, expending a spell slot as normal.

Channelers are devils gifted in the arcane arts. Sometimes referred to as "mage devils", they use their magic for insidious purposes.

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