THE SHARED REFERENCE Adventurer

Monster

Mephistopheles

Outside your table’s allowed sources

Official reference · CoA · 2014

Creature type
Fiend
Size
Large
Armor class
21 (natural armor)
Hit points
460 (40d10 + 240)
Speed
Walk 40 ft., Fly 100 ft.
Challenge rating
27
Alignment
Lawful Evil
Strength
22
Dexterity
23
Constitution
22
Intelligence
30
Wisdom
28
Charisma
26
Passive Perception
19
Saving Throws
int: +18; wis: +17; cha: +16
Skills
deception: +24; insight: +25; persuasion: +24
Senses
darkvision 120 ft.
Languages
all, telepathy 120 ft.
Resistances
acid, cold, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks that aren't silvered; cond: True
Immunities
fire, poison
Condition Immunities
charmed, exhaustion, frightened, poisoned

Traits

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.

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 action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

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.

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

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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