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Nephirron Devil

Huge · Fiend · CR 16 · Lawful Evil

Armor Class
19 (natural armor)
Hit Points and Hit Dice
225 (18d12+108)
Challenge Rating CR
16

Ability Scores

Core attributes and their modifiers.

STR
27
+8
DEX
14
+2
CON
23
+6
INT
22
+6
WIS
19
+4
CHA
25
+7

Overview

Category Monsters
Size Huge
Type Fiend
Alignment Lawful Evil
XP 15000
Initiative Bonus +2

Movement

Walk 40 ft (12.2 m)
Fly 80 ft (24.4 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Truesight 90 ft (27.4 m)
Passive Perception 19

Saving Throws

Dexterity +7 Constitution +11 Wisdom +9

Skills

Arcana +11 Deception +12 Insight +9 Intimidation +12 Perception +9 Persuasion +12

Languages

Draconic, Infernal, telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
fire, poison
Damage Resistances
acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Condition Immunities
frightened, poisoned

Traits

Devil’s Sight

Magical darkness doesn’t impede the nephirron’s darkvision.

Innate Spellcasting

The nephirron devil’s spellcasting ability is Charisma (spell save DC 20). The nephirron can innately cast the following spells, requiring no material components:
At will: detect thoughts, protection from evil and good, teleport (self plus 150 pounds only)
3/day each: flame strike, scrying, wall of ice
1/day each: confusion, mass suggestion, shapechange (dragon or humanoid form only)

Magic Resistance

The nephirron has advantage on saving throws against spells and other magical effects.

Master Liar

The nephirron has advantage on Charisma (Deception) checks when telling a lie.

Actions

Bite

+13 to hit, reach 10 ft (3 m). Hit: 4d8+8 piercing damage.

Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw or fall unconscious for 1 minute, or until it takes damage or someone uses an action to shake or slap it awake. Dragons and dragon-like creatures, such as dragonborn, have disadvantage on this saving throw.

Claw

+13 to hit, reach 5 ft (1.5 m). Hit: 2d6+8 slashing damage.

Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Multiattack

The nephirron devil makes one bite attack and two claw attacks.

Reactions

Sculpt Breath

Recharge 6

When the nephirron is in the area of a spell, such as fireball, or a breath weapon, it can create a hole in the spell or breath weapon, protecting itself from the effects. If it does so, the nephirron automatically succeeds on its saving throw against the spell or breath weapon and takes no damage if it would normally take half damage on a successful save.

About Nephirron Devil

Nephirron Devil is a huge fiend with a Challenge Rating of 16. It has a lawful evil alignment.

In combat, this creature maintains an Armor Class of 19 and possesses 225 hit points (derived from 18d12+108).

Nephirron Devil has communication capabilities including Draconic, Infernal, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Nephirron Devil

3 tips available

When using Nephirron Devil in your D&D 5e campaign, consider these tactical approaches:

  • 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.
  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
  • 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 Nephirron Devil

3 strategies available

When your party encounters this creature, keep these strategies in mind:

  • 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.
  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
  • 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

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 16.

Solo Encounter:

A single character of level 20 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 27,200 XP
  • Hard: 40,800 XP
  • Deadly: 54,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Nephirron Devil?
Nephirron Devil has a Challenge Rating of 16, making it appropriate for parties of level 16.0.
What type of creature is Nephirron Devil?
Nephirron Devil is a Huge Fiend, which affects how certain spells and abilities interact with it.
What languages does Nephirron Devil speak?
Nephirron Devil can communicate in Draconic, Infernal, telepathy 120 ft..

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