Devil, Automata

A nightmare wrapped in chains and built of cutting cogs and whirring gears, an automata devil howls like a hurricane in battle. Once chain devils, automata devils have been promoted to greater power.

Guards and Overseers. Sometimes called castigas, automata devils are made to monitor others. They are often put in charge of prisoners or infernal factories.

Pierced by Chain and Wire. This slender creature’s skin is pierced with barbs, sharp nails, and coils of wire, which have been threaded through its flesh. Chains are buried under blisters and scabs. This infernal horror’s eyelids—both front and back pairs—have been sewn back with wire, while six arms ending in large grasping hands erupt from its shoulders.

Coiled Metal Whips. The creature’s back is broad and massive. Its head is a black mass ending in two large mandibles. By its side, it carries a huge coiled whip that squirms like a snake and is said to scent lies and treachery. The creature’s stomach opens up like a second mouth, filled with spines.

Automata, Devil

Large fiend (devil), lawful evil
Armor Class 17 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 40 ft.
STR DEX CON INT WIS CHA
24 (+7) 17 (+3) 20 (+5) 11 (+0) 14 (+2) 19 (+4)

Saving Throws Str +11, Dex +7, Con +9, Wis +6, Cha +8
Skills Athletics +11, Intimidation +8
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft.
Languages Common, Infernal; telepathy 100 ft.
Challenge 10 (5,900 XP)

Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.

Magic Resistance. The automata devil has advantage on saving throws against spells and other magical effects.

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

Actions

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.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) slashing damage.

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

Whip. 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.

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.

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.

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