Str- 27 |
Dex- 15 |
Con- 25 |
Wis- 19 |
Int- 23 |
Cha- 25 |
+8 |
+3 |
+7 |
+4 |
+6 |
+7 |
- Armor Class- 19
- HP- 250 (Immune to nonmagical attacks, resistance to everything, vulnerable to radiant damage)
- speed- 30ft
Sav Throws
Abilities
- Freezing Glare- Target must make a Con Save DC 20 or become overcome with freezing cold. While effected in this way, the target can’t regain hit points, and it takes 3d6 cold damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a target has overcome, can not be effected again until the next day.
- Fearful Voice (Recharge 5–6). Reaction- In response to taking damage, Levistus utters a dreadful word of power. Each creature within 30 feet of him that isn’t a devil must succeed on a DC 22 Wisdom saving throw or become frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that saves against this effect is immune to Levistus's Fearful Voice for 24 hours.
Actions
- Multiattack. Levistus makes three attacks, 2 with his sword and one Ice Ball
- Sword- Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Deals 2d6+5 piercing damage
- Ice Ball- Ranged Weapon Attack- AOE of 20ft, Dex Sav Dc 20, dealing 4d6 cold damage to anyone caught in the spikes. On failure, targets also have their movement halved until the next turn.
Legendary Actions
- 3 legendary resistances
- 1 point- can make an attack with his sword
- 2 points- can make an attack with his ice ball
- 2 points- Slow Ice. Targets a creature he can see within 120 feet and conjuring ice to form at its feet. The creature must succeed on a DC 20 Dexterity saving throw or have its movement speed reduced to 0. This lasts until
Lair Actions (at Initiative 20)
- Levistus targets a creature within 30 feet that can see and hear him. Levistus uses his telepathy to make a promise to that creature. The target must succeed on a DC 22 Wisdom saving throw, or they become charmed by Levistus. This lasts until the devil takes his next lair action.
- The Ground turns to ice, dealing 2d6 cold damage to anyone touching the ground