Yellow Devil (5e Creature)

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Yellow Devil[edit]

Huge swarm of medium constructs, lawful neutral


Armor Class 13
Hit Points 310 (20d12 + 180)
Speed 35


STR DEX CON INT WIS CHA
27 (+8) 17 (+3) 28 (+9) 17 (+3) 10 (+0) 7 (-2)

Saving Throws Str +18, Con +19
Skills Athletics +13, Intimidation +3
Proficiency Bonus +5
Damage Resistances lightning; bludgeoning, piercing, and slashing from attacks that are adamantine
Damage Immunities all damage types except damages listed as its resistances
Condition Immunities charmed, frightened, petrified, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages Understands the languages of its creator but cannot speak coherently
Challenge 13 (10,000 XP)


Adamantine Weapons. The yellow devil's weapons count as adamantine.

yellow devil. The default description would appear here.

Vulnerable Eye. The yellow devil has a single eye, about the size of a small creature, hidden in its body, which it can move to the surface and open, or close and hide again, as a bonus action on its turn. While the eye is open, the Yellow Devil has 120 ft. of darkvision (which it can see normally beyond) and can use its eye beam, but its eye can be attacked by creatures with ranged or reach weapons and spells. The eye (AC 15) has no damage immunities and resistance only to nonmagical piercing, slashing, and bludgeoning that isn't adamantine, and is vulnerable to lightning damage.

ACTIONS

Multiattack. If the yellow devil's eye is open, it makes three eye beam attacks.

Eye Beam. Ranged Weapon Attack: +8 to hit, range 70 ft., one target. Hit: 13 (2d8 + 3) fire or lightning damage.

Slam. Melee Weapon Attack: +13 to hit, reach 15 ft., up to two targets within 5 feet of each other. Hit: 13 (6d12 + 8) bludgeoning damage.


LEGENDARY ACTIONS

The can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.

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