Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Common, Infernal, telepathy 120.0 ft (36.6 m).
Resistances & Immunities
Traits
Devil’s Sight
Magical darkness doesn’t impede the devil’s darkvision.
Fear Aura
A creature that starts its turn within 10 feet of the automata devil must succeed on a DC 17 Wisdom saving throw or become frightened until the start of its next turn. On a successful saving throw, the creature is immune to the automata devil’s Fear Aura for 24 hours.
Magic Resistance
The automata devil has advantage on saving throws against spells and other magical effects.
Actions
Bite
+11 to hit, reach 5 ft (1.5 m). Hit: 2d10+7 slashing damage.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) slashing damage.
Claw
+11 to hit, reach 5 ft (1.5 m). Hit: 2d8+7 slashing damage.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
Multiattack
The automata devil makes one Bite attack, one Whip attack, and two Claw attacks. It can replace two Claw attacks with a use of Shredding Maw.
Shredding Maw
One creature grappled by the automata devil is pulled up to 10 feet toward the devil's central maw, which shreds the creature with churning gears, razor teeth, and whirling blades. The target must make a DC 17 Strength saving throw, taking 36 (8d8) slashing damage on a failed save, or half as much damage on a successful one.
Teleport
The automata devil magically teleports, along with any equipment it is wearing or carrying up to 120 feet to an unoccupied space it can see.
Whip
+11 to hit, reach 15 ft (4.6 m). Hit: 2d4+7 slashing damage.
Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 12 (2d4 + 7) slashing damage, and the target is grappled (escape DC 17). The automata devil has two whips, each of which can grapple only one target.
About Automata Devil
Automata Devil is a large fiend with a Challenge Rating of 10. It has a lawful evil alignment.
In combat, this creature maintains an Armor Class of 17 and possesses 168 hit points (derived from 16d10 + 80).
Automata Devil has communication capabilities including Common, Infernal, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Automata Devil
1 tips available
GM Tips: Using Automata Devil
When using Automata Devil in your D&D 5e campaign, consider these tactical approaches:
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Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.
Player Guide: Facing Automata Devil
1 strategies available
Player Guide: Facing Automata Devil
When your party encounters this creature, keep these strategies in mind:
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Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 10.
Solo Encounter:
A single character of level 13 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 11,000 XP
- Hard: 16,500 XP
- Deadly: 22,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Automata Devil?
- Automata Devil has a Challenge Rating of 10, making it appropriate for parties of level 10.0.
- What type of creature is Automata Devil?
- Automata Devil is a Large Fiend, which affects how certain spells and abilities interact with it.
- What languages does Automata Devil speak?
- Automata Devil can communicate in Common, Infernal, telepathy 120 ft..
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