Devilbound (5e Creature)

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Devilbound[edit]

Medium humanoid (any race, shapechanger), any evil alignment


Armor Class 17
Hit Points 68 (8d8 + 32)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 12 (+1) 14 (+2) 16 (+3)

Skills Deception +5, Insight +4, Intimidation +5, Perception +4, Persuasion +5
Proficiency Bonus +2
Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 14
Languages Abyssal, Common, Infernal
Challenge 4 (1,100 XP)


Shapechanger. The devilbound can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics are the same in each form, except for the speed changes accordingly. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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

Innate Spellcasting. The devilbound's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The devilbound can innately cast the following spells, requiring no material components:

At will: darkness, fire bolt
3/day each: command, detect magic
1/day each: confusion, fireball, fly, plane shift (self only)

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

Spider Climb. The devilbound can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Regeneration. The devilbound regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the devilbound takes radiant damage, this trait doesn't function at the start of the devilbound's next turn.

Mimicry. The devilbound can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Devilbound Weaknesses. The devilbound has the following flaws:
Contract Bound. The devilbound is vulnerable to damage dealt by the wielder of the contract, and the wielder gains the ability to command the devilbound as long as it wields the contract.
Straight to Hell. If the devilbound breaks the contract, or if it is ever killed, its soul is sent straight to the Lower Planes and only a wish spell can release it from capture.

ACTIONS

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, plus 3 (1d6) fire damage.

Fire Ray. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage.

Fiendish Charm. One humanoid the devilbound can see within 30 feet of it must succeed on a DC 13 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the devilbound's spoken commands. If the target suffers any harm from the devilbound or another creature or receives a suicidal command from the devilbound, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the devilbound's Fiendish Charm for the next 24 hours.

Summon Devil (1/Day). The devilbound attempts to magically summon two bearded devils with a 30 percent chance of success. If the attempt fails, the devilbound takes 16 (3d10) psychic damage. Otherwise, the summoned devils appear in an unoccupied space within 60 feet of its summoner, act as an ally of its summoner, and can't summon other devils. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

BONUS ACTIONS

Superior Invisibility. The devilbound magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the devilbound wears or carries is invisible with it.


Dark deals are done to assure greater powers from any source, even ones such as devils. Made by Shreya Shetty

Many mortals enter fiendish pacts to sate their greed or lust for power, and in return, they must obey a certain fiend.

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