Demon Prince
The brothers of Apollyon were cast into the Nine Hells at the end of the Second Age and transformed into Demon Princes. Each holds a layer and the sin it embodies. They remember what they were, and every bargain they offer is shaped by it.
- Physiology
- Fiend, Celestial
- Size
- Colossal
- Speed
- 50 ft., fly 120 ft.
- Armor class
- 22 (fallen radiance)
- Hit points
- 312 (16d20 + 144)
- Proficiency
- +6
- STR 30 +10 save +16
- DEX 18 +4 save +4
- CON 28 +9 save +15
- INT 24 +7 save +7
- WIS 22 +6 save +12
- CHA 26 +8 save +14
- Skills
- Deception +14 , Insight +12 , Persuasion +14 , Arcana +13 , History +13
- Passive Perception
- 16
- Senses
- truesight 240 ft., telepathy 5280 ft.
- Languages
- All
- Damage resistances
- cold, radiant, bludgeoning, piercing, slashing
- Damage immunities
- fire, poison, necrotic
- Condition immunities
- charmed , frightened , poisoned , exhausted , prone
- Found in
- The Nine Hells
Spells
Channels with CHA. Save DC 22, spell attack +14 .
The prince kept its casting from before the fall. Its spells are the old liturgy run backward, and celestials who hear it recognize the cadence.
- At will Darkness , Detect Thoughts , Grasp , Fear , Suggestion
- 3/day each Dominate Person , Hold Monster , Wall of Fire
- 1/day each Circle of Death , Eyebite , Planar Ally
Traits
-
Legendary Resistance
Three times per day, when it fails a saving throw, it may choose to succeed instead.
-
Remembers the Light
Radiant damage against the prince is halved, and it knows the true name of any celestial it can see.
-
Sovereign of a Layer
Fiends within a mile obey it without exception and cannot be turned or commanded by anything else.
Actions
-
Sundering Strike
+16 to hit · reach 20 ft.
3d12 + 10 necrotic damage
Three attacks: two with the blade and one with the open hand. A creature hit by the hand loses its resistances and immunities to radiant and necrotic damage until the end of the prince's next turn.
-
The Offer
DC 22 Charisma save
The prince names aloud what one creature within 120 feet most wants. On a failed save that creature is Charmed for one hour and takes 10d10 psychic damage the first time it acts against the prince; on a success it takes half that damage.
-
Fall
DC 22 Dexterity save
A 40-foot radius within 240 feet. Each creature there takes 18d8 fire damage on a failed save, or half as much on a success. Recharges on a 5 or 6.
-
Enforce Terms Reaction
When a creature within 120 feet breaks an agreement it made with the prince, in this fight or in any earlier one, the creature takes 8d10 psychic damage and is Frightened of the prince until the end of its next turn, with no saving throw.
-
Regard Legendary
DC 22 Wisdom save
The prince looks at one creature it can see. That creature makes a Wisdom saving throw or takes 4d10 psychic damage and has disadvantage on its next attack roll.
-
Fiery Flyby Legendary
The prince flies up to half its speed without provoking opportunity attacks. Each creature it passes within 10 feet of takes 3d6 fire damage.
-
Name the Celestial Legendary
DC 22 Charisma save
Costs two legendary actions. The prince speaks the true name of one celestial it can see. That creature is Stunned until the end of its next turn unless it succeeds on a Charisma saving throw, and every celestial within 120 feet hears the name said.