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Automata Devil

Large · Fiend · CR 10 · Lawful Evil

Source. Tome of Beasts
Armor Class
17 (natural armor)
Hit Points and Hit Dice
168 (16d10+80)
Challenge Rating CR
10

Ability Scores

Core attributes and their modifiers.

STR
24
+7
DEX
17
+3
CON
20
+5
INT
11
+0
WIS
14
+2
CHA
19
+4

Overview

Category Monsters
Size Large
Type Fiend
Alignment Lawful Evil
XP 5900
Initiative Bonus +3

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

Strength +11 Dexterity +7 Constitution +9 Wisdom +6 Charisma +8

Skills

Athletics +11 Intimidation +8

Languages

Common, Infernal; telepathy 100.0 ft (30.5 m).

Resistances & Immunities

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

Environments

Arctic or Tundra Caves Coast Desert Forest or Jungle Grassland or Plains Hills Laboratory Lake Mountain Ocean Ruins Sewer Shadowfell The Abyss Astral Plane Elysium Ethereal Plane Feywild Hell Material Plane Plane of Air Plane of Earth Plane of Fire Plane of Water Swamp or Marsh Temple Badlands Tomb Underworld Urban

Traits

Devil's Sight

Magical darkness doesn't impede the devil's darkvision.

Innate Spellcasting

the automata devils' spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

at will: charm person, suggestion, teleport

1/day each: banishing smite, cloudkill

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 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: 2d6 slashing damage.

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Fear Aura

Automata devils radiate fear in a 10-foot radius. A creature that starts its turn in the affected area must make a successful DC 16 Wisdom saving throw or become frightened. A creature that makes the save successfully cannot be affected by the same automata devil's fear aura again.

Multiattack

The automata devil makes two melee attacks, using any combination of bite, claw, and whip attacks. The bite attack can be used only once per turn.

Punishing Maw

If a target is already grappled in a whip at the start of the automata devil's turn, both creatures make opposed Strength (Athletics) checks. If the grappled creature wins, it takes 9 (2d8) piercing damage and remains grappled. If the devil wins, the grappled creature is dragged into the devil's stomach maw, a mass of churning gears, razor teeth, and whirling blades. The creature takes 49 (4d20 + 7) slashing damage and is grappled, and the whip is free to attack again on the devil's next turn. The creature takes another 49 (4d20 + 7) slashing damage automatically at the start of each of the automata devil's turns for as long as it remains grappled in the maw. Only one creature can be grappled in the punishing maw at a time. The automata devil can freely "spit out"a creature or corpse during its turn, to free up the maw for another victim.

Whip

+11 to hit, reach 15 ft (4.6 m). Hit: 1d8 piercing damage.

Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 11 (1d8 + 7) slashing damage and the target is grappled (escape DC 17) and restrained. Only two targets can be grappled by the automata devil at one time, and each grappled target prevents one whip from being used to attack. An individual target can be grappled by only one whip at a time. A grappled target takes 9 (2d8) piercing damage at the start of its turn.

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 100 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Automata Devil

1 tips available

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

  • 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

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

  • 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 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

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 100 ft..

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