```metadata title: Ashmadai description: >- Up to date collection of Ashmadai adaptations from 4e to 5e. Includes: Mordail Vell (CR 5) & (CR 6), Favria (CR 4), Branded Zealot (CR 1), Hellfire Warlock (CR 1), Fimbrul Devil (CR 4) and Seared Devil (CR 2), Vizier Devil (CR 3), Ashmadai Garroter (Cr 2), Ashmadai Thug (CR 1) tags: - Neverwinter - DnD - Dungeons and Dragons - RPG - 5e - Ashmadai - Mordail Vel - Sword Coast - Forgotten Realms - D20 - Zealot - Hellfire - Warlock - Devil - Garroter - Fiend - Thug systems: - 5e renderer: V3 theme: 5ePHB ``` ```css /*=======--- Example CSS styling ---=======*/ /* Any CSS here will apply to your document! */ .myExampleClass { color: black; } ``` {{wide,text-align:center,position:absolute,top:380px, # Ashmadai: Notable NPCs & Monsters }} {{wide,text-align:right,position:absolute,top:470px,right:90px,font-size:12px #### Author: Avalassanor }} {{wide,text-align:center,position:relative,top:470px,right:0px,font-size:12px,font-family:Verdana Adaptation of characters from 4th-edition to 5th-edition based on Wizards of the Coast's Neverwinter Campaign Setting and numerous Monster Manuals of 4th edition. :: If you are a player and consider playing above mentioned campaign or any campaign set in Neverwinter around years 1451 DR – 1490 DR, and possibly onward, then take into consideration this warning about spoilers, please. Descriptions of the characters accompanying their statistic blocks had been written as an interpretation on information from campaign books and similar or derivative sources, and were meant as support for the DM, myself, in utilizing those information in play, while having essentials gathered in one place, as well as using them as a handy refreshers before sessions. :: I share this adaptation in case someone finds themselves in need of it, either because they want to play some of the old campaigns in 5e or simply wish to revisit Neverwinter in that time period. Everything had been tested in play and my players and I had a lot of fun — I hope you will have, as well! :: :: All art included here is a property of their respective owners, as I do not own any of them. Where possible artists have been credited. }} \page {{wide,text-align:left, ## Mordai Vell, Patriarch of Asmodeus }} {{font-size:10.5px,font-family:Helvetica     *Devil worship? In Neverwinter? Why, my pretty lass, I’m afraid you’ve been misinformed. The Lord Protector does his job well, and I assure you we’re safe from such things. Now, why don’t you let me pour you another cup of wine? If you’re frightened, you can sit closer to me.* — **Mordai Vell** :: Tall and dark, Mordai has luminous gold eyes even though most tieflings boast red or black ones. Charisma practically drips from him, setting all around him off their guard. His obvious wealth doesn’t hurt, either. As the last heir of a noble family (one whose holdings remained remarkably intact after the cataclysm), he exerts great influence over Neverwinter’s economy and politics.   Mordai is arrogance incarnate. He pursues whatever interests him, regardless of how far he must reach. He trusts in his combination of charm, status, wealth, and service to Asmodeus to gain him what he wants.   Mordai is a smooth operator—charming, rich, and always keen on how he might ally with new acquaintances and use them. The devil worshipper is generous, appealing, slick, and flirtatious when it suits his purposes. He rarely reveals his true loyalties—and only to select initiates and high-ranking cultists.   Mordai leads the Ashmadai sect that is more liberal in its interpretation of Asmodeus’s edicts. Its cultists have little loyalty to Thay (anyone else). Mordai sees even Asmodeus as a means to an end rather than as his master. The cult leader lies as easily and smoothly as other people breathe. Dissembling amuses him, and he crafts intrigues interwoven with truths so well that even his closest allies cannot tell when he intends treachery.   He met in secret with a duergar, Nimor Ironvice, who claims to know where to find an exotic metal easily imbued with infernal enchantments, hellthorn, and wants to sell its supplies to Mordai, who had the duergar followed ever since, but Nimor is careful to share that knowledge. }} \column {{position:relative,font-size:1px,text-align:center,mix-blend-mode:multiply, ![Mordai Vell](https://vignette.wikia.nocookie.net/forgottenrealms/images/a/a0/Mordai_Vell.jpg/revision/latest/scale-to-width-down/346?cb=20180122214122) {width:300px,} :: {{artist,text-align:center,position:relative,font-size:12px, [Credits:© Wizards of the Coast](https://company.wizards.com/en) }} }} {{monster,frame,wide ## Mordai Vell, Patriarch of Asmodeus *Medium humanoid (tiefling), neutral evil* ___ **Armour Class** :: 15 (*glamoured studded leather*) **Hit Points** :: 75 (10d8 + 30) **Speed** :: 30 ft. ___ |STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:---:|:---:| |10 (+0)|16 (+3)|16 (+3)|19 (+4)|12 (+1)|20 (+5)| ___ **Saving Throws** :: Int +7, Wis +4, Cha +8 **Skills** :: Deception +11, Persuasion +11, Religion +7, Stealth +7 **Damage Resistances** :: cold, poison **Damage Immunities** :: fire **Senses** :: darkvision 60 ft., Passive Perception 11 **Languages** :: Common, Infernal **Challenge** :: 5 (1,800 XP) ___ ***Dark Devotion.*** Mordai has advantage on saving throws against being charmed or frightened. : ***Devil's Luck (1/Turn).*** When an attack would hit Mordai, he can force the attacker to re-roll and the new roll is used instead. : ***Demands of Nessus.*** At the start of each of Mordai's turns, he can choose one ally it can see within 30 feet of himself. The chosen ally loses 10 hit points, and Mordai regains the same number of hit points. If Mordai is incapacitated, he makes no choice; instead, the closest ally within 30 feet is the chosen ally. : ***Innate Spellcasting.*** Mordai's innate spellcasting ability is Charisma(spell save DC 16). He can innately cast the following spells, requiring no material component. > At will:*vicious mockery* > 1/day each: *charm person* (2nd level version), *enthrall* : ***Infernal Constitution.*** Mordai has advantage on saving throws against being poisoned. : ### Actions ***Multiattack.*** Mordai makes two melee attacks. : ***Scimitar.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit*: 6 (1d6 + 3) slashing damage. : ***Fiery Corona (Recharge 5-6).*** Each creature of Mordai's choice within 10 feet of him must make a DC 14 Dexterity saving throw. On a failed save, a target takes 7 (2d6) fire damage plus 7 (2d6) force damage and becomes ignited, taking 5 (1d10) fire damage at the start of each of its turns unless a creature spends an action to douse off the flames or the flame is extinguished by another means. On a success, the creature takes half as much damage and isn't ignited. : ***Shrouded in Fire (Recharges after using Fiery Corona).*** Each creature of Mordai's choice within 5 feet of him must make a DC 14 Dexterity saving throw. On a failed save, a target takes 5 (1d10) fire damage. On a success, the damage is halved. Mordai becomes invisible and teleports up to 25 feet to an unoccupied space that he can see. The invisibility lasts until he attacks or casts a spell, or until the end of his next turn. }} {{footnote Ashmadai }} {{pageNumber 2 }} \page {{wide,text-align:left ## Mordai Vell, Beseecher of Maegera }} {{font-size:11px,font-family:Helvetica     In his immeasurable hubris, Mordai Vell decided to beseech the Dawn Titan, Maegera, to forcefully combine the raging power of the Nine Hells with the might of the slumbering primordial to create a weapon he wishes to keep for himself. A scepter made in an imagine of the original one, belonging to the Raging Devil, Asmodeus, however, containing much greater power that would allow him to challenge even the Dark Lord himself. If he ever succeeded in his plottings, it would spell dark times for Neverwinter. }} {{monster,frame,wide ## Mordai Vell, Beseecher of Maegera *Medium humanoid (tiefling), neutral evil* ___ **Armour Class** :: 15 (*glamoured studded leather*) **Hit Points** :: 112 (15d8 + 45) **Speed** :: 30 ft. ___ |STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:---:|:---:| |10 (+0)|16 (+3)|16 (+3)|19 (+4)|12 (+1)|20 (+5)| ___ **Saving Throws** :: Int +7, Wis +4, Cha +8 **Skills** :: Deception +11, Persuasion +11, Religion +7, Stealth +7 **Damage Resistances** :: cold, poison **Damage Immunities** :: fire **Senses** :: darkvision 60 ft., Passive Perception 11 **Languages** :: Common, Infernal **Challenge** :: 6 (2,300 XP) ___ ***Dark Devotion.*** Mordai has advantage on saving throws against being charmed or frightened. : ***Devil's Luck (1/Turn).*** When an attack would hit Mordai, he can force the attacker to re-roll and the new roll is used instead. : ***Demands of Nessus.*** At the start of each of Mordai's turns, he can choose one ally it can see within 30 feet of himself. The chosen ally loses 10 hit points, and Mordai regains the same number of hit points. If Mordai is incapacitated, he makes no choice; instead, the closest ally within 30 feet is the chosen ally. : > ***Innate Spellcasting.*** Mordai's innate spellcasting ability is Charisma(spell save DC 16). He can innately cast the following spells, requiring no material component. > At will: *vicious mockery* >1/day each: *charm Person* (2nd level version), *enthrall* : ***Infernal Constitution.*** Mordai has advantage on saving throws against being poisoned. : ***Soul Burn.*** As a bonus action, Mordai focuses the slumbering attention of Maegera against a creature that Mordai can see within 30 feet of himself. The creature must succeed on a DC 16 Wisdom saving throw, or takes 9 (2d8) fire damage plus 9 (2d8) force damage and is moved up to 10 feet in a direction of Mordai's choice. : ### Actions ***Multiattack.*** Mordai makes two melee attacks. : ***Scepter.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit*: 3 (1d6) fire damage plus 3 (1d6) force damage. : ***Chains of Maegera (Recharge 4-6).*** Each creature within 5 feet from the point of Mordai's choice, which he can see within 100 feet of him, must make a DC 14 Dexterity saving throw. On a failed saving throw the creature takes 7 (2d6) fire damage plus 7 (2d6) force damage and the creature is restrained until the end of its next turn. On a successful saving throw, the damage is halved and the creature is not restrained. : ### Rections ***Servant's Escape.*** When Mordai is hit by an attack, he can negate the attack damage and teleport to a spot that he can see up to 30 feet away from him. }} {{footnote Ashmadai }} {{pageNumber 3 }} \page {{wide,text-align:left ## Favria, Dwarf Assassin }} {{font-size:11px,font-family:Helvetica     If Mordai is the beautiful face of the Ashmadai, Favria represents its uglier reality—as the whip-scars across her face attest. Born as a slave to a group of Asmodeus-worshipping duergar, she escaped as a young adult after orchestrating a riot. Despite the abuses she suffered under the duergar, she has retained a vestige of her masters’ tyrannical faith. Some years later, Favria made her way to Neverwinter in search of Gauntlgrym. There she found kindred souls in the form of the Ashmadai. Over time, she intimidated many of the group’s members into lining up behind her. With the city as a supply base, she continues to search for the lost dwarven city, which she intends to find and claim for her infernal master. But she has other responsibilities as well. Hers is the face the Ashmadai shows to Valindra Shadowmantle, whom she believes holds the cult’s coveted sceptre of Asmodeus. Unlike Mordai, Favria knows what their god’s relic can do. And playing the obsequious servant doesn’t ruffle her feathers; she’s had plenty of practice. One day soon, she intends to slit some throats and claim her prize. Mordai’s complete opposite, Favria has no patience for the highbrow dance that nobles and politicians frequently engage in. If she sees a problem, she picks of it. However, she does recognise the general value of Mordai’s approach, and she has no desire to disrupt his efforts, which have gained the Ashmadai many new cultists and a lot more power. So Favria avoids staying in the city for long periods. Instead, she has set up camp in the ruins of Thundertree. From there, she tracks activity in the city and everywhere the Thayans employ the Ashmadai, such as at the Dread Ring. Like their leader, the members of Favria’s sect are brutal and zealous, preferring to solve their problems with blades rather than words. They respect the dwarf for her battle prowess and acknowledge her wits. The cultists intend to help Favria find Gauntlgrym. However, the Ashmadai leader has no idea that Asmodeus-worshipping duergar dwell at that site. Were she to find out, she might seek alliance with them for the good of the cult, or her hatred of those who abused her could overcome her good sense. }} {{position:absolute,bottom:45px,left:120px,mix-blend-mode:multiply, ![Favria](https://media-waterdeep.cursecdn.com/avatars/296/240/636611001296841458.jpeg) {width:250pxpx,} :: {{artist,text-align:center,position:relative,font-size:12px, [Credits:© Wizards of the Coast](https://company.wizards.com/en) }} }} \column {{monster,frame ## Favria, Dwarf Assassin *Medium humanoid (dwarf), lawful evil* ___ **Armour Class** :: 16 (studded leather) **Hit Points** :: 85 (9d8 + 45) **Speed** :: 25 ft. ___ |STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:---:|:---:| |13 (+1)|18 (+4)|20 (+5)|12 (+1)|14 (+2)|12 (+1)| ___ **Skills** :: Athletics +5, Insight +4, Intimidation +3, Stealth +8 **Damage Resistances** :: fire, poison **Senses** :: darkvision 60 ft, passive Perception 12 **Languages** :: Common, Dwarvish, thieves' cant **Challenge** :: 4 (1,100 XP) ___ ***Assassinate.*** During her first turn, Favria has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit Favria scores against a surprised creature is a critical hit. : ***Cunning Action.*** On each of her turns, Favria can use a bonus action to take the Dash, Disengage, or Hide action. : ***Dark Devotion.*** Favria has advantage on saving throws against being charmed or frightened. : ***Dwarven Resilience.*** Favria has advantage on saving throws against poison. : ***Sneak Attack (1/Turn).*** Favria deals an extra 7 (2d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of hers that isn't incapacitated and Favria doesn't have disadvantage on the attack roll. : ### Actions ***Multiattack.*** Favria makes two melee or ranged attacks. : ***Bladed Hand Crossbow.*** *Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit*: 5 (1d8 + 1) slashing damage if used to make a melee attack or 8 (1d6 + 4) piercing damage plus 3 (1d6) poison damage if used to make a ranged attack. }} {{footnote Ashmadai }} {{pageNumber 4 }} \page {{text-align:left ## Branded Zealot }} {{font-size:11px,font-family:Helvetica     ***Hotheaded Bully.*** Branded zealots make up the bulk of the initiated Ashmadai. They are unyielding in their drive to serve Asmodeus, drawing power from the soul-deep brands that mark their nefarious covenants. A typical branded zealot has little patience and a vicious temper, making the cultist easy to goad into a fight. }} :: {{monster,frame ## Branded Zealot *Medium humanoid (any), lawful evil* ___ **Armour Class** :: 11 **Hit Points** :: 32 (5d8 + 10) **Speed** :: 30 ft. ___ |STR|DEX|CON|INT|WIS|CHA |:---:|:---:|:---:|:---:|:---:|:---:| |13 (+1)|13 (+1)|14 (+2)|11 (+0)|12 (+1)|12 (+1)| ___ **Skills** :: Intimidation +3, Stealth +3 **Senses** :: passive Perception 11 **Languages** :: any one language (usually Common) **Challenge** :: 1 (200 XP) ___ ***Dark Devotion.*** The zealot has advantage on saving throws against being charmed or frightened. : ### Actions ***Multiattack.*** The zealot makes two melee attacks. : ***Branding Iron.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit*: 3 (1d4 + 1) bludgeoning damage plus 3 (1d6) fire damage. : ***Hellfire Chain.*** *Melee Weapon Attack*: +3 to hit, range 15 ft., one target. *Hit*: 4 (1d6 + 1) fire damage and the target must succeed on DC 11 Strength saving throw or become knocked prone and pulled up to 10 feet towards the zealot. If the target is a creature, it ignites. Until a creature takes an action to douse the fire or the flame is extinguished by another means, the target takes 5 (1d10) fire damage at the start of each of its turns. }} \column {{text-align:left ## Hellfire Warlock }} {{font-size:11px,font-family:Helvetica     ***Sleeper Agent.*** A hellfire warlock, having proved itself a dedicated and sinister servant, walks its path with Asmodeus’s blessing, gaining the ability to wield some diabolical power. Such a cunning devotee is careful to conceal the brand it bears. It insinuates itself into enemy sanctums, where its eventual betrayal can be both surprising and effective. }} :: {{monster,frame ## Hellfire Warlock *Medium humanoid (any), lawful evil* ___ **Armour Class** :: 12 **Hit Points** :: 37 (5d8 + 15) **Speed** :: 30 ft. ___ |STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:---:|:---:| |11 (+0)|14 (+2)|16 (+3)|17 (+3)|10 (+0)|18 (+4)| ___ **Skills** :: Deception +6, Stealth +4 **Damage Resistances** :: fire **Senses** :: passive Perception 10 **Languages** :: any one language (usually Common) **Challenge** :: 1 (200 XP) ___ ***Dark Devotion.*** The zealot has advantage on saving throws against being charmed or frightened. : ***Hellfire Affinity.*** Ignited creatures have disadvantage on attack rolls against the warlock and the warlock has advantage on saving throws against their spells and abilities. : ***Ride the Fire.*** Instead of moving on its turn, the warlock can teleport itself and an ignited creature it can see within 60 feet of it, swapping places. : ### Actions ***Hellfire Dagger.*** *Melee or Ranged Weapon Attack*: +4 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit*: 4 (1d4 + 2) piercing damage plus 2 (1d4) fire damage. : ***Hellfire.*** *Ranged Spell Attack*: +6 to hit, range 60 ft., one target. *Hit*: 7 (1d6 + 4) fire damage. If the target is a creature, it ignites. Until a creature takes an action to douse the fire or the flame is extinguished by another means, the target takes 3 (1d6) fire damage at the start of each of its turns. : ***Concussive Inferno (Recharges after a Short or Long Rest).*** Each creature of the warlock's choice within 10 feet of it must make a DC 13 Constitution saving throw. On a failed save, a target takes 9 (2d8) fire damage plus 9 (2d8) force damage and is pushed up to 10 feet directly away from the warlock and knocked prone. On a successful save, the creature takes half as much damage, is pushed up to 5 feet directly away from the warlock, and isn't knocked prone. }} {{footnote Ashmadai }} {{pageNumber 5 }} \page {{text-align:left,font-size:11px,font-family:Helvetica ## Fimbrul Devil :     ***Hellcold Harbinger.*** A fimbrul devil spreads winter wherever it goes, sapping life from warm flesh. It hails from Cania or Nessus, the Hells’ eighth and ninth layers. Foes who survive a battle with a fimbrul suffer persistent chills for years. }} :: {{monster,frame ## Fimbrul Devil *Medium fiend (devil), lawful evil* ___ **Armour Class** :: 15 (natural armour) **Hit Points** :: 51 (6d8 + 24) **Speed** :: 30 ft. ___ |STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:---:|:---:| |15 (+2)|17 (+3)|18 (+4)|11 (+0)|15 (+2)|10 (+0)| ___ **Saving Throws** :: Str +4, Con +6, Cha +2 **Skills** :: Stealth +5 **Damage Resistances** :: bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered **Damage Immunities** :: cold, fire, poison **Condition Immunities** :: poisoned **Senses** :: darkvision 120 ft., passive Perception 12 **Languages** :: Infernal, telepathy 120 ft. **Challenge** :: 4 (1,100 XP) ___ ***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision. : ***Ice Walk.*** The devil can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement. : ***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects. : ### Actions ***Multiattack***. The devil makes two melee attacks. : ***Icy Claw.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit*: 5 (1d4 + 3) slashing damage plus 2 (1d4) cold damage. : ***Icy Exhalation.*** The devil exhales bitter cold in a 15-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or take 9 (2d8) cold damage and have its speed reduced by half until the end of its next turn. : ***Frozen Prison (Recharges on Short or Long Rest).*** The devil forces a creature it can see within 30 feet of it to make a DC 14 Constitution saving throw. On a failed save, the target takes 16 (3d10) cold damage and is restrained for 1 minute. On a success, the target takes half as much damage and isn't restrained, although the target's speed is reduced to 0 until the end of their next turn. As an action, the restrained creature can make a DC 12 Strength check, ending the effect on a success. }} \column {{text-align:left,font-size:11px,font-family:Helvetica ## Seared Devil :     ***Burn Those Alive.*** Resembling a horribly burned humanoid, a seared devil crackles as it hurls its charred body at foes. The impact propels a cloud of ash into the air as the fiend’s stink sends bile up enemy throats. Jealousy fuels its actions, and it snarls as it races toward the freshest uncooked bodies. }} :: {{monster,frame ## Seared Devil *Medium fiend (devil), lawful evil* ___ **Armour Class** :: 13 (natural armour) **Hit Points** :: 42 (4d8 + 16) **Speed** :: 25 ft. ___ |STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:---:|:---:| |13 (+1)|14 (+2)|18 (+4)|9 (-1)|12 (+1)|7 (-2)| ___ **Skills** :: Stealth +4 **Damage Resistances** :: bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered **Damage Immunities** :: fire, poison **Condition Immunities** :: poisoned **Senses** :: darkvision 120 ft., passive Perception 12 **Languages** :: Infernal, Telepathy 120 ft. **Challenge** :: 2 (450 XP) ___ ***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision. : ***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects. : ### Actions ***Multiattack***. The devil makes two melee attacks. : ***Ashen Slam.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit* 5 (1d6 + 1) fire damage. : ### Reactions ***Choking Ashes.*** If a creature within 5 feet of the devil attacks a creature other than it, the devil can release a billowing cloud of ash against it. The creature must make a DC 14 Constitution saving throw or take 3 (1d6) fire damage and its speed is halved until the end of its next turn. }} {{footnote Ashmadai }} {{pageNumber 6 }} \page {{text-align:left,font-size:11px,font-family:Helvetica ## Vizier Devil :     **Political Infiltrators.** While Pit Finds often hold the titles of Ambassadors in the Nine Hells, it would be unwise for them to involve their fiendish self in any kind of diplomatic mission on the Prime Material. Unless, of course, a hostile takeover of a mortal government was on the agenda. Instead, devils prefer much subtler ways to corrupt and gain influence over mortals, and thus the Vizier Devils are the ones to serve as ambassadors, advisors or political figures among the unsuspecting humanoids, for Vizier looks exactly like a tiefling, however, its nature and motivations are much more vile and fiendish. They skillfully infiltrate governments and find there way to the sits of power, though they much prefer the role of a grey eminence over that of an overlord, as the latter puts them under too much scrutiny of the public eye. Their speciality is to corrupt rulers and nations by fueling the nationalistic spirit and getting them involved in seemingly noble activities that bear grim fruits. They divide mortals to conquer them. **Commanding Hellfire.** Vizier devil has the ability to hurl hellfire that forces the weak-minded creatures to follow the dark whispers of treachery, turning them against their own allies. The devil can share an insightful advice with their allies to aid them in battle. }} \column {{position:relative,font-size:1px,text-align:center,mix-blend-mode:multiply, ![Mordai Vell](http://2.bp.blogspot.com/-gbz0oflQDEU/UwmK5cNMhkI/AAAAAAAAKtY/ip58_soqlYo/s1600/haestus.jpg) {width:300px,} :: {{artist,text-align:center,position:relative,font-size:12px, [Credits:© Wizards of the Coast](https://company.wizards.com/en) }} }} :: {{monster,frame,wide ## Vizier Devil *Medium fiend (devil), lawful evil* ___ **Armor Class** :: 12 (natural armour) **Hit Points** :: 60 (8d8 + 24) **Speed** :: 30ft., teleport 20ft. ___ |STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:---:|:---:| |13 (+1)|12 (+1)|16 (+3)|19 (+4)|14 (+2)|17 (+3)| ___ **Saving Throws** :: Int + 6, Wis + 4 **Skills** :: Deception +5, Insight +4, Persuasion +5 **Damage Resistances** :: cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered **Damage Immunities** :: fire, poison **Condition Immunities** :: poisoned **Senses** :: darkvision 120 ft., passive Perception 12 **Languages** :: Common, Infernal **Challenge** :: 3 (700 XP) ___ ***Devil’s Sight.*** Magical darkness doesn’t impede the devil’s darkvision. : ***Hellfire Enchantment.*** At the start of each of its turns, the devil chooses one ally within 30 feet of it. Until the end of the ally’s next turn, it deals 3 (1d6) extra fire damage when it hits with a melee attack. : ***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects. : ### Actions ***Multiattack.*** The devil makes two melee attacks. : ***Fire Scepter.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit* 5 (1d8 + 1) bludgeoning damage plus 7 (2d6) fire damage. : ***Hurl Flame.*** *Ranged Spell Attack:* +6 to hit, range 60 ft., one target. *Hit*: 11 (3d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire. : ***Hellfire Command (Recharges after Short or Long Rest).*** The devil magically compels a creature it can see within 30 feet of it, and that can hear it (though it does not need to understand it), to do its bidding. The creature must make a DC 14 Wisdom saving throw. On a failed save, the target takes 18 (4d8) fire damage and is charmed until the end of its next turn, during which it uses its action and movement to attack a target of the devil's choice. On a successful save, the target takes half damage and is not charmed. : ### Reactions ***Infernal Advice.*** The devil can utter, or communicate telepathically, an advice when an ally that it can see within 60 feet of it misses with an attack. The creature can reroll its attack roll, provided it can understand the devil, but it must use the new roll. }} {{footnote Ashmadai }} {{pageNumber 7 }} \page {{text-align:left,font-size:11px,font-family:Helvetica ## Ashmadai Garroter :     ***Ruthless Killers.*** These Ashmadai favour garrote wire as their most favourite tool of murder. It allows them to keep their victim close and revel in their frantic struggle for a breath. They are skilled individuals, and like snakes hidden in a high grass, patiently waiting to catch their victims unaware. In case they needed to help their luck in creating perfect circumstances for them to strike, garroters carry a brimstone bomb, which bursts into an obscuring cloud once shattered. }} :: {{monster,frame ## Ashmadai Garroter *Medium humanoid (any), any evil* ___ **Armour Class** :: 15 (studded leather) **Hit Points** :: 32 (5d8 + 10) **Speed** :: 30 ft. ___ |STR|DEX|CON|INT|WIS|CHA |:---:|:---:|:---:|:---:|:---:|:---:| |12 (+1)|17 (+3)|14 (+2)|10 (+0)|11 (+0)|14 (+2)| ___ **Skills** :: Perception +2, Stealth +8 **Senses** :: passive Perception 12 **Languages** :: any one language (usually Common) **Challenge** :: 2 (450 XP) ___ ***Living Shield.*** While the garroter has a creature grappled, the garroter gains three-quarters cover (+5 to AC and Dexterity saving throws). If an attack misses the garroter, the grappled creature becomes the target of the attack instead. : ***Dark Devotion.*** The garroter has advantage on saving throws against being charmed or frightened. : ***Unrelenting Grapple.*** If a creature grappled by the garroter attempts to escape the grapple, the creature has disadvantage on its Strength (Athletics) and Dexterity (Acrobatics) roll to break the grapple. : ### Actions ***Multiattack.*** The garroter makes two melee attacks. : ***Shortsword.*** *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. *Hit*: 6 (1d6 + 3) piercing damage. : ***Garrote Wire (only when having advantage against a target).*** *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. *Hit*: 6 (1d6 + 3) slashing damage and the target is grappled (escape DC 13), if the target is Large or smaller. The garroter can't garrote another target until the grapple ends and has advantage on all attack rolls against the grappled creature. : ***Brimstone Cloud (1/Day).*** Cloud of brimstone bursts around the garroter causing the area within 5 feet of him to become heavily obscured, blocking line of sight for creatures other than the garroter. }} \column {{text-align:left,font-size:11px,font-family:Helvetica ## Ashmadai Thug :     ***Opportunist Initiates.*** It never takes much to become a servant to an ill-idea. Some lose their hope and their will to live in the face of misery and despair, others are unwilling to make an effort and work towards their dreams, and they are always those who were cast out by the society for whatever reason, whether justly or not. Sooner or later, they all often seek an easy solution to their problems, eventually ending up even worse: being blindly entangled with a devils-worshipping cult, where their existence means nothing, their soul is craved after and not even death is the way out. }} :: {{monster,frame ## Ashmadai Thug *Medium humanoid (any), any evil* ___ **Armour Class** :: 12 (studded leather) **Hit Points** :: 26 (4d8 + 8) **Speed** :: 30 ft. ___ |STR |DEX |CON |INT |WIS |CHA | |:---:|:---:|:---:|:---:|:---:|:---:| |13 (+1)|11 (+0)|14 (+2)|9 (-1)|10 (+0)|9 (-1)| ___ **Senses** :: passive Perception 10 **Languages** :: any one language (usually Common) **Challenge** :: 1 (200 XP) ___ ***Dark Devotion.*** The garroter has advantage on saving throws against being charmed or frightened. : ***Invoke Asmodeus (Recharges after Short or Long Rest).*** When the thug has less than half (13) hit points left, it can, as a bonus action, invoke Asmodeus. The next melee attack made by the thug deals extra 7 (2d6) fire damage, however, if the attack misses, the thug takes 3 (1d6) fire damage instead, as the Dark Lord favours the bold, yet punishes the weak among his ranks. : ***Pack Tactics.*** The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5ft. of the creature and the ally isn’t incapacitated. : ### Actions ***Multiattack***. The thug makes two melee attacks. : ***Club.*** *Melee Weapon Attack*: +3 to hit, reach 5 ft., one target. *Hit*: 3 (1d4 + 1) bludgeoning damage. : ***Heavy Crossbow.*** *Ranged Weapon Attack:* +2 to hit, range 100/400 ft., one target. *Hit:* 5 (1d10) piercing damage. }} {{footnote Ashmadai }} {{pageNumber 8 }}