Citadel Devil (5e Creature)

Citadel Devil

Large fiend (devil), lawful evil


Armor Class 20 (plate, shield)
Hit Points 189 (18d10 + 90)
Speed 30 ft.


STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 20 (+5) 15 (+2) 17 (+3) 15 (+2)

Saving Throws Str +11, Con +10, Wis +8
Skills Perception +8
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 18
Languages Infernal, telepathy 120 ft.
Challenge 15 (13,000 XP)


Brave. The devil has advantage on saving throws against being frightened.

ACTIONS

Multiattack. The devil makes three attacks.

Spear. Melee or Ranged Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage, or 15 (2d8 + 6) piercing damage when used in two hands to make a melee attack.

Shield Bash. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 11 (2d4 + 6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.

REACTIONS

Parry. The devil adds 5 to its AC against one melee attack that would hit it. To do so, the devil must see the attacker and be wielding a melee weapon.

Citadel devils are hulking creatures clad head to toe in heavy plate and carry massive spears and shields, looking more like mobile fortresses than knights. They are created by the most powerful of devils to act as bodyguards.
Every citadel devil wears armour constantly, never removing it for any reason, leaving some sages to believe that citadel devils do not wear armour and that they are instead made entirely from fiendish metal. All that can be seen of whatever is within the armour is a pair of glowing red eyes.


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