Dispater

CreatureCoAp. 2222014

Large fiend, lawful evil

Armor Class
21 (natural armor, wrought-iron tower)
Hit Points
412 (33d10 + 231)
Speed
30 ft.
Challenge
27 (105,000 XP)
STR
28
+9
DEX
17
+3
CON
25
+7
INT
25
+7
WIS
22
+6
CHA
24
+7
Saving Throws
Con +15, Dex +11, Int +15, Str +17
Skills
Arcana +23, Insight +22, Stealth +11, Perception +14, Persuasion +15, Intimidation +15
Damage Resistances
cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
Damage Immunities
fire; poison
Condition Immunities
charmed; frightened; poisoned
Senses
darkvision 120 ft., passive Perception 24
Languages
Celestial, Common, Draconic, Infernal, telepathy 120 ft.

Traits

Devil's Sight.

Magical darkness doesn't impede Dispater's darkvision.

Fear Aura.

When a creature starts their turn within 120 feet of Dispater, they must succeed on a DC 22 Wisdom saving throw or have the frightened condition until they leave the aura. A creature that succeeds on the saving throw is immune to this effect for 1 hour.

Fiendish Regeneration.

Dispater regains 20 hit points at the start of his turn. If he takes radiant damage this trait doesn't function at the start of his next turn. Dispater dies only if he starts his turn with 0 hit points and is unable to regenerate.

Legendary Resistance (3/Day).

If Dispater fails a saving throw, he can choose to succeed instead.

Magic Resistance.

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

Rust Metal.

Any nonmagical weapon or ammunition made of metal that hits Dispater corrodes. After its hit, the weapon or ammunition is destroyed.

Actions

Multiattack.

Dispater makes four attacks using his Wrought- Iron Tower, Iron Column, or a combination of the two. He can replace one of the attacks with Superheat Metal (if available).

Wrought-Iron Tower.

Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 21 (2d8 + 12) bludgeoning damage plus 7 (2d6) fire damage. Dispater may replace the bludgeoning damage with damage of a type that the target is vulnerable to instead.

Iron Column.

Ranged Spell Attack: +15 to hit, range 60 ft., one target. Hit: 21 (2d8 + 12) bludgeoning damage plus 7 (2d6) fire damage. Dispater may replace the bludgeoning damage with damage of a type that the target is vulnerable to instead.

Superheat Metal 4.

Dispater targets a metal object he can see within 90 feet of him. The metal glows white-hot, burning all that touches it. If the object was held by a creature, the creature must succeed on a DC 23 Dexterity saving throw to drop the object or take 45 (10d8) fire damage. If the object is attached to a creature, or they couldn't feasibly drop it, they automatically fail the save. The object returns to room temperature at the end of Dispater's turn.

Nail Spray (2/Day).

Dispater conjures a storm of iron nails and launches them forward in a 90-foot-long, 5-foot-wide line. All creatures within the line must make a DC 23 Dexterity saving throw, taking 40 (16d4) piercing damage on a failed save, or half as much damage on a successful one. Nails launched from this ability stick into soft surfaces or fall to the ground after the attack finishes.

Legendary Actions

Staff.

Dispater makes a Wrought-Iron Tower attack.

Flesh to Iron (Costs 2 Actions).

Melee Spell Attack: +15 to hit, reach 5 ft., one target. Hit: 40 (6d10 + 7) force damage, and the target must make a DC 23 Constitution saving throw. On a failed save, the target's flesh begins to harden, and the creature's movement speed is halved for 1 minute. If the creature is harmed by Flesh to Iron again, while still partly iron, the rest of the creature also turns to iron, killing them.

Call Underling (Costs 3 Actions).

Dispater summons an allied erinyes in an unoccupied space that he can see.

Raw data
{
  "ac": [
    {
      "ac": 21,
      "from": [
        "natural armor",
        "{@item wrought-iron tower|CoA}"
      ]
    }
  ],
  "cr": "27",
  "hp": {
    "average": 412,
    "formula": "33d10 + 231"
  },
  "cha": 24,
  "con": 25,
  "dex": 17,
  "int": 25,
  "str": 28,
  "wis": 22,
  "name": "Dispater",
  "page": 222,
  "save": {
    "con": "+15",
    "dex": "+11",
    "int": "+15",
    "str": "+17"
  },
  "size": [
    "L"
  ],
  "type": {
    "tags": [
      "devil"
    ],
    "type": "fiend"
  },
  "skill": {
    "arcana": "+23",
    "insight": "+22",
    "stealth": "+11",
    "perception": "+14",
    "persuasion": "+15",
    "intimidation": "+15"
  },
  "speed": {
    "walk": 30
  },
  "trait": [
    {
      "name": "Devil's Sight",
      "entries": [
        "Magical darkness doesn't impede Dispater's darkvision."
      ]
    },
    {
      "name": "Fear Aura",
      "entries": [
        "When a creature starts their turn within 120 feet of Dispater, they must succeed on a {@dc 22} Wisdom saving throw or have the {@condition frightened} condition until they leave the aura. A creature that succeeds on the saving throw is immune to this effect for 1 hour."
      ]
    },
    {
      "name": "Fiendish Regeneration",
      "entries": [
        "Dispater regains 20 hit points at the start of his turn. If he takes radiant damage this trait doesn't function at the start of his next turn. Dispater dies only if he starts his turn with 0 hit points and is unable to regenerate."
      ]
    },
    {
      "name": "Legendary Resistance (3/Day)",
      "entries": [
        "If Dispater fails a saving throw, he can choose to succeed instead."
      ]
    },
    {
      "name": "Magic Resistance",
      "entries": [
        "Dispater has advantage on saving throws against spells and other magical effects."
      ]
    },
    {
      "name": "Rust Metal",
      "entries": [
        "Any nonmagical weapon or ammunition made of metal that hits Dispater corrodes. After its hit, the weapon or ammunition is destroyed."
      ]
    }
  ],
  "__prop": "monster",
  "action": [
    {
      "name": "Multiattack",
      "entries": [
        "Dispater makes four attacks using his Wrought- Iron Tower, Iron Column, or a combination of the two. He can replace one of the attacks with Superheat Metal (if available)."
      ]
    },
    {
      "name": "Wrought-Iron Tower",
      "entries": [
        "{@atk mw} {@hit 20} to hit, reach 10 ft., one target. {@h}21 ({@damage 2d8 + 12}) bludgeoning damage plus 7 ({@damage 2d6}) fire damage. Dispater may replace the bludgeoning damage with damage of a type that the target is vulnerable to instead."
      ]
    },
    {
      "name": "Iron Column",
      "entries": [
        "{@atk rs} {@hit 15} to hit, range 60 ft., one target. {@h}21 ({@damage 2d8 + 12}) bludgeoning damage plus 7 ({@damage 2d6}) fire damage. Dispater may replace the bludgeoning damage with damage of a type that the target is vulnerable to instead."
      ]
    },
    {
      "name": "Superheat Metal {@recharge 4}",
      "entries": [
        "Dispater targets a metal object he can see within 90 feet of him. The metal glows white-hot, burning all that touches it. If the object was held by a creature, the creature must succeed on a {@dc 23} Dexterity saving throw to drop the object or take 45 ({@damage 10d8}) fire damage. If the object is attached to a creature, or they couldn't feasibly drop it, they automatically fail the save. The object returns to room temperature at the end of Dispater's turn."
      ]
    },
    {
      "name": "Nail Spray (2/Day)",
      "entries": [
        "Dispater conjures a storm of iron nails and launches them forward in a 90-foot-long, 5-foot-wide line. All creatures within the line must make a {@dc 23} Dexterity saving throw, taking 40 ({@damage 16d4}) piercing damage on a failed save, or half as much damage on a successful one. Nails launched from this ability stick into soft surfaces or fall to the ground after the attack finishes."
      ]
    }
  ],
  "immune": [
    "fire",
    "poison"
  ],
  "resist": [
    "cold",
    {
      "cond": true,
      "note": "from nonmagical attacks that aren't silvered",
      "resist": [
        "bludgeoning",
        "piercing",
        "slashing"
      ]
    }
  ],
  "senses": [
    "darkvision 120 ft."
  ],
  "source": "CoA",
  "passive": 24,
  "hasFluff": true,
  "hasToken": true,
  "miscTags": [
    "MW",
    "RCH"
  ],
  "alignment": [
    "L",
    "E"
  ],
  "languages": [
    "Celestial",
    "Common",
    "Draconic",
    "Infernal",
    "telepathy 120 ft."
  ],
  "legendary": [
    {
      "name": "Staff",
      "entries": [
        "Dispater makes a Wrought-Iron Tower attack."
      ]
    },
    {
      "name": "Flesh to Iron (Costs 2 Actions)",
      "entries": [
        "{@atk ms} {@hit 15} to hit, reach 5 ft., one target. {@h}40 ({@damage 6d10 + 7}) force damage, and the target must make a {@dc 23} Constitution saving throw. On a failed save, the target's flesh begins to harden, and the creature's movement speed is halved for 1 minute. If the creature is harmed by Flesh to Iron again, while still partly iron, the rest of the creature also turns to iron, killing them."
      ]
    },
    {
      "name": "Call Underling (Costs 3 Actions)",
      "entries": [
        "Dispater summons an allied {@creature erinyes} in an unoccupied space that he can see."
      ]
    }
  ],
  "senseTags": [
    "SD"
  ],
  "traitTags": [
    "Devil's Sight",
    "Legendary Resistances",
    "Magic Resistance",
    "Regeneration"
  ],
  "actionTags": [
    "Multiattack"
  ],
  "damageTags": [
    "B",
    "F",
    "O",
    "P"
  ],
  "languageTags": [
    "C",
    "CE",
    "DR",
    "I",
    "TP"
  ],
  "attachedItems": [
    "wrought-iron tower|coa"
  ],
  "hasFluffImages": true,
  "legendaryGroup": {
    "name": "Dispater",
    "source": "CoA"
  },
  "conditionImmune": [
    "charmed",
    "frightened",
    "poisoned"
  ],
  "isNamedCreature": true,
  "savingThrowForced": [
    "constitution",
    "dexterity",
    "wisdom"
  ],
  "savingThrowForcedLegendary": [
    "constitution"
  ]
}
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