Friday, December 15, 2017

D&D 5th Edition: Shard Devil

Shard Devils are summoned to the Prime Material Plane that requires unhallowed ground and a ritual requiring at least three sacrifices to an Archdevil.  Once the ritual is completed, the profane ground is surrounded by crystaline growths, close to 10 feet tall, that erupt from the earth. Finally, within in the next 24 hours the growths transform into 3d6 shard devils.

Medium fiend, chaotic evil

Armor Class 16 (natural armor)
Hit Points 142 (15d10 + 90) 
Speed 50 ft.
   Str            Dex         Con           Int         Wis         Cha
16 (+3)        12 (+1)        19 (+4)        11 (+0)      12 (+1)      11 (+0)

Saving Throws CON +8, WIS +5
Damage Resistances Fire; Force; Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities Poison
Condition Immunities Poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Common, Infernal
Challenge 9 (5,000 XP)

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

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

Multiattack. The devil makes three attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
Hit: 14 (2d10 + 3) piercing damage.

Shard. Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 14 (2d10 + 3) slashing damage.

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