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
Environments
Traits
Devil's Sight
Magical darkness doesn't impede the devil's darkvision.
Innate Spellcasting
the devil's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
at will: fly, major image, planar binding
3/day: greater invisibility
1/day: wall of ice
Light Incorporeality
The devil is semi-incorporeal when standing in moonlight, and is immune to all nonmagical attacks in such conditions. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source, with the exception of force damage. Holy water can affect the devil as it does incorporeal undead.
Lightwalking
Once per round, the lunar devil magically teleports, along with any equipment it is wearing or carrying, from one beam of moonlight to another within 80 feet. This relocation uses half of its speed.
Magic Resistance
The devil has advantage on saving throws against spells and other magical effects.
Variant: Devil Summoning
Summon Devil (1/Day): The devil can attempt a magical summoning. The devil has a 40 percent chance of summoning either 2 chain devils or 1 lunar devil.
Actions
Bite
+8 to hit, reach 5 ft (1.5 m). Hit: 1d12 piercing damage.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage.
Claw
+8 to hit, reach 10 ft (3 m). Hit: 2d6 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: 3d12 cold damage.
Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 19 (3d12) cold damage and the target must succeed on a DC 15 Constitution saving throw or become blinded for 4 rounds.
Multiattack
The devil makes three attacks: one with its bite, one with its claws, and one with its tail. Alternatively, it can use Hurl Moonlight twice.
Tail
+8 to hit, reach 10 ft (3 m). Hit: 1d8 bludgeoning damage.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 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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