Mephistopheles (CoA)

Large fiend (devil), lawful evil

Armor Class

21 (natural armor)

Hit Points

460 (40d10 + 240)

Speed

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 120 ft.

Challenge

27

Proficiency Bonus

+8

Devil's Sight

Magical darkness doesn't impede Mephistopheles' darkvision.

Fiendish 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 only dies if he starts his turn with 0 hit points and is unable to regenerate.

Flyby

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

Hellfire Mastery

Fire damage that Mephistopheles inflicts ignores resistances and immunities. Mephistopheles is immune to this effect.

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.

Actions

Multiattack

Mephistopheles makes three Ranseur attacks. He can replace one of the attacks with Hellfire Lash (if available).

Ranseur +3

Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 18 (4d8) fire or cold damage (Mephistopheles' choice).

Hellfire Implosion (Recharge 4-6)

A bright streak of Hellfire appears at a point that Mephistopheles can see within 150 feet of him. Each creature in a 20-foot-radius sphere centered on that point must make a DC 22 Dexterity saving throw. Targets take 31 (9d6) fire damage on a failed save, or half as much damage on a successful one.

Hellfire Lash (Recharge 5-6)

Mephistopheles unleashes a 60-foot-long, 5-foot-wide lash of Hellfire that ignites a 5-foot-radius sphere around where it strikes. Any targets in the area of effect must make a DC 22 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much on a successful one.

Spellcasting

Mephistopheles casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 26): • At will: Darkness, Detect Evil and Good, Detect Magic, Dispel Magic, Geas (duration 1 year), Greater Restoration, Hallow, Hold Monster, Locate Creature, Locate Object, Major Image, Resurrection, Scrying, Suggestion, Wall of Fire • 1/Day each: Meteor Swarm, Symbol, Wish

Ashen Teleport (Bonus Action)

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

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 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 9 (2d8) bludgeoning damage plus 9 (2d8) fire damage. Creatures that failed the save also have the prone condition.

Hellfire Storm (Costs 2 Actions)

Mephistopheles creates a rain of Hellfire at a point he can see within 150 feet. Each creature within a 20-foot-radius sphere centered on that point must make a DC 24 Dexterity saving throw. Targets take 38 (7d10) fire damage on a failed save, or half as much damage on a successful one.

Call Underling (Costs 3 Actions)

Mephistopheles summons an allied horned devil in an unoccupied space that he can see.