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Phongor, Inquisitor of Nessus

Phongor, Inquisitor of Nessus CR: 23

Medium fiend, lawful evil
Armor Class: 19 (natural armour)
Hit Points: 233 (31d8+91)
Speed: 30 ft , fly: 60 ft

STR

19 +4

DEX

26 +8

CON

17 +3

INT

21 +5

WIS

22 +6

CHA

24 +7

Saving Throws: Dexterity +15, Constitution +10, Wisdom +12, Charisma +14
Skills: Acrobatics +15, Deception + 14, Insight +20, Intimidation + 14, Investigation +12, Perception +13
Damage Resistances: Cold; Bludgeoning, Piercing and Slashing damage from non silvered weapons
Damage Immunities: Fire, Poison
Condition Immunities: Charmed, Deafened, Exhaustion, Frightened
Senses: Truesight 120 ft., Passive Perception 23
Languages: All, Telepathy 120 ft.
Challenge Rating: 23
Proficiency Bonus: +7

Phongor can cast the following spells, requiring no material components and using his Charisma as the spellcasting ability (spell save DC 22):

  • At will: command, disguise self, sending
  • 3/day: cure wounds (5th level version), scrying, suggestion, symbol (pain only)
  • 1/day: detect thoughts, dominate monster, modify memory, plane shift (self only), zone of truth


Legendary Resistance (3/day). If Phongor fails a saving throw, he can choose to succeed instead.   Magic Resistance. Phongor has advantage on saving throws against spells and other magical effects.   Malevolent Aura. When creature starts it's turn within 60 feet of Phongor, or the first time it moves within 60 feet, it must make a DC 22 Wisdom saving throw. On a failure, it gains the frightened condition for 1 minute. The creature can make the saving throw again at the end of its turn to end this effect. A creature that saves against this effect is immune to his Malevolent Aura for 24 hours.   Regeneration. Phongor 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. Phongor dies only if he starts his turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. Phongor makes two attacks with his Venom Whip and one with his Shocking Claw. He can replace his shocking claw attack with a use of his spellcasting.   Venom Whip. Melee Weapon Attack: +15 to hit, reach 20 ft., one creature. Hit: 2d8+8 slashing damage, 2d8 necrotic damage, and the target must succeed on a DC 22 Constitution saving throw or gain the poisoned condition for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   Shocking Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one creature. Hit: 2d8+8 lightning damage and the target must succeed on a DC 22 Dexterity saving throw or gain the stunned condition until the end of its next turn.   Omen of Torment (Recharge 5–6). Wisdom Saving Throw: DC 22, disadvantage for creatures with the frightened condition, each creature within 60 feet of Phongor. Failure: 11d6 psychic damage. Success: Half damage.   Teleport. Phongor teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Reactions

Feel No Pain. In response to taking damage from a spell or attack, Phongor makes one melee attack against the creature which attacked him.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature's turn, Phongor can expend a use to take one of the following actions. Phongor regains all expended uses at the start of each of his turns.

  • Consuming Hellfire (Costs 2 Actions). Phongor targets a creature within 120 feet that he can see and summons the flames from Nessus to engulf it. The creature must succeed on a DC 22 Dexterity saving throw or take 4d10 fire damage.
  • Frightful Stare. Phongor targets a creature he can see with 120 feet who has the frightened condition. The creature must succeed on a DC 22 Charisma saving throw or gain the incapacitated condition and it's speed becomes 0 until the end of its next turn.
  • Teleport. Phongor uses Teleport.

Mental characteristics

Personal history

Phongor is the Inquisitor of Hell, more specifically the Inquisitor of Nessus, and a direct vassal of Asmodeus. He is second to only Asmodeus himself as the most feared devil in Nessus.   The inquisitor is directly responsible to Asmodeus for providing complete and accurate news of all planes, the Hells included, and little escapes his probing and persuasive tactics. To accomplish his duties he subverted the spies of Adramalech, enlisted his own spies, and then enlisted spies to spy on his spies, for he is wholly paranoid and trusts no-one. Furthermore, despite not being able to feel pain himself, he has perfected the arts of torture on all manner of beings, from the denziens of Hell to the intruders, using his many instruments of pain, both delicate and brutal, in the depths of Malsheem.
Alignment
Lawful Evil
Species
Children
Gender
Male (he/him)

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