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Dispater
- STR
- 28 (+9)
- DEX
- 17 (+3)
- CON
- 25 (+7)
- INT
- 25 (+7)
- WIS
- 22 (+6)
- CHA
- 24 (+7)
Magical darkness doesn't impede Dispater's darkvision.
When a creature starts their turn within 120 feet of Dispater, they must succeed on a DC 22 Wisdom saving throw or have the frightened condition until they leave the aura. A creature that succeeds on the saving throw is immune to this effect for 1 hour.
Dispater 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. Dispater dies only if he starts his turn with 0 hit points and is unable to regenerate.
If Dispater fails a saving throw, he can choose to succeed instead.
Dispater has advantage on saving throws against spells and other magical effects.
Any nonmagical weapon or ammunition made of metal that hits Dispater corrodes. After its hit, the weapon or ammunition is destroyed.
Actions
Dispater makes four attacks using his Wrought- Iron Tower, Iron Column, or a combination of the two. He can replace one of the attacks with Superheat Metal (if available).
Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 21 (2d8 + 12) bludgeoning damage plus 7 (2d6) fire damage. Dispater may replace the bludgeoning damage with damage of a type that the target is vulnerable to instead.
Ranged Spell Attack: +15 to hit, range 60 ft., one target. Hit: 21 (2d8 + 12) bludgeoning damage plus 7 (2d6) fire damage. Dispater may replace the bludgeoning damage with damage of a type that the target is vulnerable to instead.
Dispater targets a metal object he can see within 90 feet of him. The metal glows white-hot, burning all that touches it. If the object was held by a creature, the creature must succeed on a DC 23 Dexterity saving throw to drop the object or take 45 (10d8) fire damage. If the object is attached to a creature, or they couldn't feasibly drop it, they automatically fail the save. The object returns to room temperature at the end of Dispater's turn.
Dispater conjures a storm of iron nails and launches them forward in a 90-foot-long, 5-foot-wide line. All creatures within the line must make a DC 23 Dexterity saving throw, taking 40 (16d4) piercing damage on a failed save, or half as much damage on a successful one. Nails launched from this ability stick into soft surfaces or fall to the ground after the attack finishes.
Legendary Actions
Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.
Dispater makes a Wrought-Iron Tower attack.
Melee Spell Attack: +15 to hit, reach 5 ft., one target. Hit: 40 (6d10 + 7) force damage, and the target must make a DC 23 Constitution saving throw. On a failed save, the target's flesh begins to harden, and the creature's movement speed is halved for 1 minute. If the creature is harmed by Flesh to Iron again, while still partly iron, the rest of the creature also turns to iron, killing them.
Dispater summons an allied erinyes in an unoccupied space that he can see.
Lair Actions
On initiative count 20 (losing initiative ties), Dispater can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:
- Buckle.
The area in a 120-foot-radius around Dispater bends and twists, becoming difficult terrain. Dispater's Superheat Metal ability is recharged.
- Attack.
The archdevil uses one of their available melee or ranged attacks against a single foe.
- Cast a Spell.
The archdevil uses their Spellcasting feature to cast an available spell. If the spell normally requires concentration, it lasts for the full duration instead.
- Deceitful Whispers.
The archdevil whispers to a creature they can see within 30 feet. The target must make a DC 22 Wisdom saving throw. On a failed save, the target has the charmed condition until the start of their next turn and must use their reaction immediately to make an attack against one of the archdevil's enemies, chosen by the archdevil.
- Fiendish Fortitude.
The archdevil recharges one of their expended abilities.
- Frenzy.
The archdevil casts Haste on themself. The effect ends at initiative count 20 of the next round.
- Summon Underlings.
The archdevil summons allied devils. The devils summoned depends on the archdevil using this feature. The summoned devils appear in unoccupied spaces which the archdevil can see. The Summoned Underlings table shows which devils each archdevil can summon.
- Teleport.
The archdevil teleports themself to an area they can see within 120 feet.
- Trap.
The archdevil casts the Hold Monster spell.
Regional Effects
The region containing Dispater's lair is corrupted by his presence, which creates the following effect:
- Din.
Within 6 miles of the lair, the sound of metal working is near inescapable. Any creature attempting a short or long rest may do so, but must make a DC 21 Constitution saving throw afterwards. Failure negates any benefits of the rest.
If Dispater dies, the effects fade over the course of 1d10 days.
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Source: Chains of Asmodeus, p. 222 - Licenses and attribution