Horned Devil

Horned Devil

Large fiend (devil), lawful evil

11
Challenge Rating
7200 XP

A horned devil, also known as a cornugon, is a powerful fiendish creature that resides in the infernal realms. Towering in stature, these demonic beings stand over 9 feet tall, with muscular bodies covered in dark red scales. Their most striking feature is a pair of large, curved horns that protrude from their forehead, lending them their fearsome name.

Horned devils possess a combination of physical prowess and infernal magic, making them formidable adversaries in combat. They are skilled warriors, wielding wicked weapons with deadly precision. Their strength and agility allow them to engage multiple foes simultaneously, while their infernal nature grants them resistance to various forms of damage.

In addition to their combat prowess, horned devils possess potent magical abilities. They can manipulate fire, conjuring flames to unleash devastating attacks upon their enemies. They are also capable of casting spells, often focusing on curses, summoning other fiends, or wielding dark enchantments to manipulate and control lesser beings.

Horned devils are ruthless and cunning, driven by a desire for power and dominance. They are often found leading infernal legions, enforcing the will of more powerful fiendish entities. Their influence extends beyond the battlefield, as they excel at manipulation and deceit, using their charismatic presence to sow discord and corruption.

When encountered, horned devils are typically found within the depths of hellish strongholds or summoned by powerful spellcasters seeking their aid. They are relentless adversaries, displaying a sadistic delight in tormenting their foes. Their intimidating presence and fearsome reputation make them a symbol of dread and danger in the realms touched by evil.

Defeating a horned devil is a daunting task, requiring exceptional strength, skill, and cunning. Their defeat often yields great rewards, as their remains can be used in dark rituals or crafted into potent infernal artifacts. However, one must approach such endeavors with caution, for the influence of a horned devil’s essence can corrupt even the noblest of intentions.

Special Abilities

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 three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.
  • Fork: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
  • Tail: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
  • Hurl Flame: Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.

Lore

The Stream

Armor Class: 18 (natural armor)
Hit Points: 178 (17d10+85)
Speed: 20 ft. (walk), 60 ft. (fly)
str
+6
22
dex
+3
17
con
+5
21
int
+1
12
wis
+3
16
cha
+3
17
Damage Resistances: cold | bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: fire | poison
Condition Immunities: Poisoned
Proficiency Bonus: +4

Proficiencies

  • Saving Throw: STR +10
  • Saving Throw: DEX +7
  • Saving Throw: WIS +7
  • Saving Throw: CHA +7

Senses

  • Passive Perception: 13
  • Darkvision: 120′
Languages: Infernal, telepathy 120 ft.

Credits: SRD 5.1