If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While poisoned in this way, the target can’t regain hit points. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. The devil makes two attacks: one with its beard and one with its glaive.īeard. The devil can’t be frightened while it can see an allied creature within 30 feet of it. The devil has advantage on saving throws against spells and other magical effects. Senses darkvision 120 ft., passive Perception 10 If the target is a flammable object that isn’t being worn or carried, it also catches fire. Ranged Spell Attack: +5 to hit, range 150 ft., one target. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Alternatively, it can use Hurl Flame twice.Ĭlaw. The devil makes three melee attacks: one with its tail and two with its claws. Magical darkness doesn’t impede the devil’s darkvision. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.ĭevil’s Sight. Senses darkvision 120 ft., passive Perception 18īarbed Hide. Skills Deception +5, Insight +5, Perception +8ĭamage Resistances cold bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Saving Throws Str +6, Con +7, Wis +5, Cha +5
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