Legion of Hell (5e Creature)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 03:08, 3 January 2023 (MST) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing a description. Incomplete. See the 5e Creature Design Guide if you need help.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

[edit]

colossal swarm of large fiends, any evil


Armor Class 13 (natural armor)
Hit Points 666
Speed 50 ft., fly 150 ft.


STR DEX CON INT WIS CHA
30 (+10) 17 (+3) 30 (+10) 12 (+1) 16 (+3) 17 (+3)

Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception X
Languages Infernal, telepathy 120 ft.
Challenge 30 (155,000 XP)


Fear Aura. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.

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

Magic Weapons. The pit fiend's weapon attacks are magical.

Innate Spellcasting. The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:

At will: detect magic, fireball
3/day each: hold monster, wall of fire

ACTIONS

Swarm. Melee Weapon Attack: +19 to hit, reach 10 ft., all targets within reach. Hit: 24 (4d6+10) bludgeoning damage, 24 (4d6+10) piercing damage, 24 (4d6+10) slashing damage, and 28 (8d6) fire damage.


bwar.jpg
The legions of hell are advancing

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: