18 (natural armor)
262 (25d8 + 150)
30 ft.
Con +13, Int +14, Wis +12, Cha +14
Deception +14, Intimidation +14, Investigation +14, Perception +12, Persuasion +14
cold, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
poison
poisoned
darkvision 60 ft.
all, telepathy 120 ft.
23
As a bonus action, Greed targets one creature he can see within 90 feet of him. The target must make a DC 21 Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by Greed until the start of Greed's next turn. Once charmed, the devil often makes deals with creatures that he never intends to make good on. The parchment he has victims sign is worthless. On a successful save, the target becomes immune to Greed's Corruption for the next 24 hours.
Magical darkness doesn't impede Greed's darkvision.
Greed can pinpoint, by scent, the location of coins and gems, within 120 feet of him.
A pair of hell hounds are always at his side.
Greed's innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). He can innately cast the following spells, requiring no components • At will: friends, prestidigitation, ray of frost, vicious mockery (5th level) • 3/Day each: charm person, dancing lights, dissonant whispers (5th level) • 1/Day each: cloud of daggers (5th level), cone of cold, suggestion
Greed is immune to any effect that would sense his emotions or read his thoughts, as well as any divination spell that he refuses. Wisdom (Insight) checks made to ascertain Greed's intentions or sincerity have disadvantage.
If Greed fails a saving throw, it can choose to succeed instead.
Greed has advantage on saving throws against spells and other magical effects.
Greed's weapon attacks are magical.
Greed makes two melee attacks.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 22 (5d8) cold damage.
Greed targets one creature he can see within 60 ft. of him. If the target can see him, the target must succeed on a DC 20 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Greed casts charm person or major image.
The devil attacks with his magic sword.
Greed vanishes in a mist, only to reappear nearby.