Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Celestial, Draconic, Elvish, Infernal, Sylvan, telepathy 120.0 ft (36.6 m).
Resistances & Immunities
Traits
Devil’s Sight
Magical darkness doesn’t impede the lunar devil’s darkvision.
Light Incorporeality
The lunar devil is translucent when standing in moonlight and is immune to damage from all nonmagical weapons in such conditions.
Lightwalking
Once on its turn, the lunar devil can use half its movement to step magically into one area of moonlight within its reach and emerge from a second area of moonlight within 80 feet of the first, appearing in an unoccupied space within that second area.
Magic Resistance
The lunar devil has advantage on saving throws against spells and other magical effects.
Actions
Bite
+8 to hit, reach 5 ft (1.5 m). Hit: 2d10+5 plus 2d8 cold damage.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 9 (2d8) cold damage.
Claw
+8 to hit, reach 10 ft (3 m). Hit: 2d6+5 slashing damage.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Hurl Moonlight
+7 to hit, range 150 ft (45.7 m). Hit: 3d8+4 cold damage.
Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 17 (3d8 + 4) cold damage, and the target must succeed on a DC 15 Constitution saving throw or become blinded until the end of its next turn.
Multiattack
The lunar devil makes one Bite attack, one Claw attack, and one Tail attack, or it makes three Hurl Moonlight attacks.
Spellcasting
The lunar devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):
- At Will: fly, major image
3/day: greater invisibility
1/day: wall of ice
Summon Devil
The lunar devil magically calls 1d4 giant owls that are Fiends with the lunar devil's damage resistances and immunities (but not its Light Incorporeality trait). The lunar devil has a 25 percent chance of calling one lunar devil instead. The called creatures arrive in 1d4 rounds, acting as allies of the devil and obeying its telepathic commands. The creatures remain for 1 hour, until the devil dies, or until the devil dismisses them as a bonus action.
Tail
+8 to hit, reach 10 ft (3 m). Hit: 2d8+5 bludgeoning damage.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
About Lunar Devil
Lunar Devil is a large fiend with a Challenge Rating of 8. It has a lawful evil alignment.
In combat, this creature maintains an Armor Class of 16 and possesses 94 hit points (derived from 9d10 + 45).
Lunar Devil has communication capabilities including Celestial, Draconic, Elvish, Infernal, Sylvan, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Lunar Devil
4 tips available
GM Tips: Using Lunar Devil
When using Lunar Devil in your D&D 5e campaign, consider these tactical approaches:
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Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
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Cold Damage Strategy: Cold-based attacks can slow or freeze. Prepare 'Heat Metal' or fire spells as countermeasures. Ice terrain can be used to create difficult terrain for melee characters.
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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.
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Incorporeal Movement: This creature can pass through objects and walls! Use 'Magic Circle', 'Forcecage', or other magical barriers. Physical obstacles are ineffective.
Player Guide: Facing Lunar Devil
4 strategies available
Player Guide: Facing Lunar Devil
When your party encounters this creature, keep these strategies in mind:
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Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
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Cold Damage Protection: This creature deals cold damage! Get cold resistance or use fire spells. Avoid water surfaces - they can freeze and create difficult terrain. 'Heat Metal' can counter cold.
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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.
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Hit Incorporeal Creature: This creature can pass through objects! Use magical weapons or spells. Physical attacks may not work. 'Magic Missile' or 'Spiritual Weapon' are effective.
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 8.
Solo Encounter:
A single character of level 11 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 7,200 XP
- Hard: 10,800 XP
- Deadly: 14,400 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 Lunar Devil?
- Lunar Devil has a Challenge Rating of 8, making it appropriate for parties of level 8.0.
- What type of creature is Lunar Devil?
- Lunar Devil is a Large Fiend, which affects how certain spells and abilities interact with it.
- What languages does Lunar Devil speak?
- Lunar Devil can communicate in Celestial, Draconic, Elvish, Infernal, Sylvan, telepathy 120 ft..
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