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Devil, Devilflame Juggler

Large · Fiend · CR 13 · Lawful Evil

Armor Class
18 (natural armor)
Hit Points and Hit Dice
178 (17d10+85)
Challenge Rating CR
13

Ability Scores

Core attributes and their modifiers.

STR
17
+3
DEX
21
+5
CON
20
+5
INT
13
+1
WIS
14
+2
CHA
19
+4

Overview

Category Monsters
Size Large
Type Fiend
Alignment Lawful Evil
XP 10000
Initiative Bonus +5

Movement

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

Senses

Darkvision 120 ft (36.6 m)
Passive Perception 12

Saving Throws

Intelligence +6 Wisdom +7 Charisma +9

Skills

Perception +2

Languages

Infernal, telepathy 120'

Resistances & Immunities

Damage Immunities
fire, poison
Damage Resistances
cold; nonmagic B/P/S attacks not made w/silvered weapons
Condition Immunities
exhaustion, poisoned

Traits

Devil’s Sight

Magical darkness doesn’t impede its darkvision.

Dizzying Movement

If it moves 15 ft.+ on a turn each creature that can see the move: poisoned until end of its next turn (DC 18 Con).

Magic Resistance

Advantage: spell/magic effect saves.

Standing Leap

Its long jump is up to 30' and its high jump is up to 15 ft. with or with o a running start.

Bonus Actions

Nimble Leap

The juggler takes the Dash or Disengage action.

Reactions

Uncanny Dodge

When an attacker it can see hits it with an attack can choose to take half dmg instead.

About Devil, Devilflame Juggler

Devil, Devilflame Juggler is a large fiend with a Challenge Rating of 13. It has a lawful evil alignment.

In combat, this creature maintains an Armor Class of 18 and possesses 178 hit points (derived from 17d10+85).

Devil, Devilflame Juggler has communication capabilities including Infernal, telepathy 120'. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Devil, Devilflame Juggler

2 tips available

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

  • Climbing Advantage: This creature can climb at 20 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.
  • 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 Devil, Devilflame Juggler

2 strategies available

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

  • Climbing Defense: This creature can climb at 20 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.
  • 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 13.

Solo Encounter:

A single character of level 17 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 18,200 XP
  • Hard: 27,300 XP
  • Deadly: 36,400 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 Devil, Devilflame Juggler?
Devil, Devilflame Juggler has a Challenge Rating of 13, making it appropriate for parties of level 13.0.
What type of creature is Devil, Devilflame Juggler?
Devil, Devilflame Juggler is a Large Fiend, which affects how certain spells and abilities interact with it.
What languages does Devil, Devilflame Juggler speak?
Devil, Devilflame Juggler can communicate in Infernal, telepathy 120'.

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