Mephistopheles

Large fiend (devil), Lawful Evil

Armor Class

21 (natural armor)

Hit Points

460 (40d10 + 240)

Speed

walk 40 ft., fly 100 ft.

Saves

Int +18, Wis +17, Cha +16

Skills

Deception +24, Insight +25, Persuasion +24

Damage Resistances

acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Damage Immunities

fire, poison

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

darkvision 120 ft.

Languages

All, telepathy 100 ft.

Challenge

27

Devil's Sight

Magical darkness doesn't impede Mephistopheles's darkvision.

Flames of Hell

Mephistopheles is covered in dark flames. At the start of his turn, any creature within 5 feet of him takes 7 (2d6) fire damage, if Mephistopheles desires it.

Flyby

Mephistopheles doesn't provoke opportunity attacks when he flies out of an enemy's reach.

Hellfire Mastery

When Mephistopheles inflicts fire damage from a Hellfire ability on any opponent that fire damage ignores the target's fire resistance and immunity. Mephistopheles is immune to damage from his own hellfire abilities.

Innate Spellcasting

Mephistopheles's innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He can innately cast the following spells, requiring no material components: • At will: animate dead, detect evil and good, detect magic, dispel magic, fireball, geas (duration 1 year), greater restoration, hallow, hold monster, locate creature, locate object, major image, resurrection, scrying, suggestion, teleport, true seeing, wall of fire, wall of ice • 1/Day each: meteor swarm, symbol (any), wish

Legendary Resistance (3/Day)

If Mephistopheles fails a saving throw, he can choose to succeed instead.

Magic Resistance

Mephistopheles has advantage on saving throws against spells and other magical effects.

Magic Weapons

Mephistopheles's weapon attacks are magical.

Regeneration

Mephistopheles regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Mephistopheles dies only if he starts his turn with 0 hit points and is unable to regenerate.

Spellcasting

Mephistopheles is a 15th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). Mephistopheles has the following spells prepared: • Cantrips (at will): mage hand, ray of frost • 1st level (4 slots): absorb elements, mage armor, magic missile, shield • 2nd level (3 slots): scorching ray, web • 3rd level (3 slots): haste, sending, slow • 4th level (3 slots): acid arrow, banishment, storm sphere • 5th level (2 slots): arcane hand, cone of cold, scrying • 6th level (1 slot): chain lightning, disintegrate, eyebite • 7th level (1 slot): delayed blast fireball, forcecage, whirlwind • 8th level (1 slot): horrid wilting, sunburst

Actions

Multiattack

Mephistopheles uses his Hellfire Lash ability (if available) and then makes two attacks with his ranseur.

Ranseur, +3

Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage. At Mephistopheles's whim, a successful hit does an additional 27 (6d8) fire or cold damage.

Ashen Teleport

Mephistopheles's body and any equipment he is wearing or carrying turns to ash and he magically teleports up to 120 feet to an unoccupied space he can see and reforms.

Hellfire Lash (Recharge 5-6)

Mephistopheles unleashes a 60-foot long lash of hellfire that ignites a 5-foot radius around where it strikes. Any targets in the area of effect must make a DC 22 Dexterity check or take 22 (5d8) fire damage. The damage is halved on a successful saving throw.

Summon Allies (1/Day)

Mephistopheles summons 1d4 ice devils.

Legendary actions

Legendary Actions (3/Turn)

Mephistopheles can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Mephistopheles regains spent legendary actions at the start of his turn.

Hellfire Storm (Costs 2 Actions)

Mephistopheles selects an area up to 160 feet away from him and creates a hellfire explosion in a 20-foot radius. Anyone in the area that fails the DC 22 Dexterity saving throw takes 38 (7d10) fire damage. Those that succeed suffer only half the damage.

Hellfire Wings

Mephistopheles uses his wings to generate a burst of heat. Each creature within 10 feet of him must succeed on a DC 22 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone. They also must make a DC 22 Constitution saving throw or suffer 10 (3d6) fire damage.

Teleport

Mephistopheles uses his Ashen Teleport action.