Mephistopheles

Large Fiend (Devil), Lawful Evil

STR
22 (+6)
DEX
23 (+6)
CON
22 (+6)
INT
30 (+10)
WIS
28 (+9)
CHA
26 (+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.

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

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.

Bonus Actions

Ashen Teleport.

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 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.

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.

Lair Actions

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

  • Conjure Hellfire.

    Mephistopheles covers a 5-foot square with Hellfire. Any creature that starts their turn in the Hellfire takes 27 (6d8) fire damage. The Hellfire remains until Mephistopheles dismisses it.

  • 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 Mephistopheles' lair is corrupted by his presence, which creates the following effect:

  • Geysers.

    Within 1 mile of Mephistopheles' lair, every 100 feet of movement results in a flame geyser erupting. Creatures within 10 feet of a geyser when it erupts must succeed on a DC 22 Dexterity saving throw or take 10 (3d6) fire damage. The geyser continues erupting for 24 hours.

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

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Mephistopheles

Source: Chains of Asmodeus, p. 223 - Licenses and attribution