Ghost Devil (Chainsaw Man Supplement)

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Ghost Devil[edit]

Large fiend (Devil), chaotic evil


Armor Class 16 (natural armor)
Hit Points 76 (8d10 + 32)
Speed 30ft, 40ft hover.


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

Saving Throws Str +5, Con +4
Skills Athletics 7, Perception 5
Proficiency Bonus +2
Damage Immunities Poison
Condition Immunities Poisoned, Exhaustion
Senses passive Perception 15, 60ft Blindsight
Languages common
Challenge 4 (1,100 XP)


Devil Power Usages. The Bat Devil has 7 usages.

Dread Tiers. The Snake Devil has 200 Dread Tiers.

Phasing. The Ghost Devil can move through objects and structures, however if it ends its turn in either one of these while not possessing an object it will be moved 5ft backwards.

Undead Nature. The Ghost Devil is immune to the exhausted condition.

Brawn. The Ghost Devil receives half the amount of damage when failing a strength saving throw.

Intangible Fear. Once per round, The Ghost Devil may use its movement speed to pass through a creature. The creature must make a Wisdom saving throw. On a failure, the creature is frightened for one minute and may remake this save at the beginning of its turn.

Blindsight. Creatures that aren’t frightened by the Ghost Devil cannot be seen by the ghost devil.

Unparalleled Strength. The Ghost Devil counts as gargantuan for the purposes of grappling, additionally its carrying capacity is increased by 30 pounds.

ACTIONS

Multiattack. The Ghost Devil can make one rabid strike.

Rabid Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (d12+3) bludgeoning damage.

BONUS ACTIONS

Rabid Strikes If the Ghost Devil has performed an attack action , it may perform one more attack as a bonus action.

Regeneration. The Ghost Devil may spend a number of blood points up to its Charisma modifier+Its Proficiency Bonus every blood spent It will regain a d6 worth of hit points or regenerate a missing limb

Possession. as a bonus action for one usage, The Ghost Devil may possess an object of its choice. While inside the object, the Ghost Devil is considered hidden, and may expend a free action to leave the object.

Telekinesis. As a bonus action for two usages, The Ghost Devil may “pick up” an object or structure within 30 feet of you and up to your carrying capacity, launching it at an enemy. Creatures must make a DC 13 Dexterity saving throw. On a failure, the creature takes 2d12 bludgeoning, piercing, or slashing damage, depending on the object. For every 10 feet the object travels, add a d8 to the resulting damage.

REACTIONS

Regeneration. The Ghost Devil may spend a number of blood points up to its Charisma modifier+Its Proficiency Bonus every blood spent It will regain a d6 worth of hit points or regenerate a missing limb.

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"Aki Can Cry.", source [1]

The Ghost Devil is 4 levels in the ;Devil class

Improved Durability. The Ghost Devil uses the improved Durability Rule

Fear Boons

Incredible Might. The Ghost Devil’s carry capacity is now doubled.

The Ghost Devil has the following Feats: ;Unparalleled Strength

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