Levistus

Medium Fiend (Devil), Lawful Evil

STR
19 (+4)
DEX
26 (+8)
CON
22 (+6)
INT
25 (+7)
WIS
28 (+9)
CHA
26 (+8)
Armor of Ice.

Levistus is always entombed in ice. The ice provides 100 temporary hit points. While Levistus has these temporary hit points, he has vulnerability to fire damage. If Levistus starts his turn with no temporary hit points from the ice, he regains 100 temporary hit points.

Devil's Sight.

Magical darkness doesn't impede Levistus's darkvision.

Legendary Resistance (3/Day).

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

Magic Resistance.

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

Sub-zero.

Cold damage dealt by Levistus ignores resistances and immunities.

Spellcasting.

Levistus casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 23):

At will: Cone of Cold, Darkness, Ice Storm, Wall of Ice

Actions

Multiattack.

Levistus makes three Touch of Stygia or Ice Bolt attacks. He can replace one of the attacks with Blizzard (if available).

Touch of Stygia.

Melee Spell Attack: +15 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) psychic damage, and the target must succeed on a DC 23 Intelligence saving throw or have the stunned condition for 1 minute. The target may repeat the saving throw at the end of its turns, ending the effect on a success. A creature that succeeds on the saving throw is immune to this effect for 1 hour.

Ice Bolt.

Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 23 (3d10 + 7) cold damage.

Blizzard (Recharge 4-6).

Levistus chooses a point he can see within 300 feet of him. Each creature in a 20-foot-radius, 40-foot-high cylinder centered on that point must make a DC 23 Dexterity saving throw. Targets take 13 (3d8) force damage plus 13 (3d8) cold damage on a failed save, or half as much damage on a successful one.

Reactions

Counterspell.

As a reaction to a creature he can see casting a spell, Levistus can attempt to prevent the casting. Levistus makes an Intelligence check (+7) against a DC of (10 + spell level). On a success, the creature's spell fails and has no effect.

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.

Amnesia.

Levistus selects a stunned creature that he can see. The creature must succeed on a DC 23 Charisma saving throw or Levistus erases a specific memory from the target. The memory must be one that the target experienced in the last 24 hours and that lasted no more than 10 minutes. The memory can only be restored with a Remove Curse or a Greater Restoration spell.

Froststrike.

Levistus makes an Ice Bolt attack. On a hit, the target falls and has the prone condition.

Call Underling (Costs 3 Actions).

Levistus summons an allied ice devil in an unoccupied space that he can see.

Lair Actions

On initiative count 20 (losing initiative ties), Levistus 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:

  • Icemaw.

    One creature within 60 feet of Levistus, that he can see, must make a DC 23 Dexterity saving throw. If a creature fails the saving throw, they sink half of their height into the ice and have the grappled condition (escape DC 21) and their movement becomes 0. If a creature already affected by Icemaw is affected by it a second time, they sink completely into the ice and begin suffocating.

  • 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 icy regions containing Levistus' lair is corrupted by his presence, which creates the following effect:

  • Frozen Landscape.

    Any creature that has the prone or unconscious conditions within 1 mile of the lair, takes 21 (6d6) cold damage at the start of their turn.

If Levistus dies, the effects fade over the course of 1d10 days.

Find this creature in the encounter builder

Levistus

Source: Chains of Asmodeus, p. 229 - Licenses and attribution