Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 26 (5d6 + 9) piercing damage and the target must succeed at a DC 24 Constitution saving throw or suffer an additional 44 (8d10) poison damage.
Action
Claw
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) slashing damage.
Action
Grimfang
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (2d12 + 9) slashing damage and the target must succeed at a DC 24 Constitution saving throw or die. A creature that is killed by Grimfang cannot be brought back to life by any means short of a wish.
Action
Hellfire
Ranged Weapon Attack: +10 to hit, range 60/120 ft., two targets. Hit: 21 (4d8 + 3) fire and necrotic damage.
Action
Multiattack
The Executioner makes one Grimfang attack, one Bite attack, and two Claw attacks, or one Grimfang attack, one Tail Swipe and two Claw attacks. He may substitute one Hellfire attack for his Claw attacks.
Action
Tail
Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage and the target is grappled (escape DC 25). A creature that starts its turn grappled by the Executioner suffers 11 (2d10) bludgeoning damage. The Executioner has only one tail and can grapple only one creature with it at a time.
Legendary Action
Execution
The Executioner makes a Grimfang attack.
Legendary Action
Fiendish Recovery (costs 2 actions)
The Executioner recovers 50 hit points and ends one condition effecting it.
Legendary Action
Strafe
The Executioner moves up to 60 feet, and this movement does not provoke opportunity attacks. At any point during this movement, he may make one Hellfire attack.
Legendary Action
Wing Buffet (costs 2 actions)
The Executioner buffets the air with his wings to create a 20-foot cone of powerful wind. All creatures caught in this area must succeed at a DC 25 Strength check or be knocked prone and pushed 15 feet away from the Executioner.
Special
1/day each
meteor swarm, power word kill
Special
3/day
confusion
Special
At will
animate dead, bane, detect evil and good, detect thoughts, dispel magic, hold monster, invisibility, magic circle, major image, teleport (self only), true seeing, power word stun, wall of fire
Special
Devil's Sight
Magical darkness doesn't impede the devil's darkvision.
Special
Fear Aura
Any hostile target that starts its turn within 20 feet of the Executioner must make a DC 23 Wisdom saving throw, unless the Executioner is incapacitated. On a failed save, the target is frightened until the start of its next turn. If the target's saving throw is successful, the target is immune to the Executioner's fear aura for the next 24 hours.
Special
Innate Spellcasting
The Executioner's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can cast the following spells, requiring no material components:
Special
Legendary Resistance (3/day)
If the Executioner fails a saving throw, he can choose to succeed instead.
Special
Magic Resistance
The Executioner has advantage on saving throws against spells and other magical effects.
Special
Magic Weapons
The Executioner's weapon attacks are magical.
Special
Regeneration
The Executioner regains 10 hit points at the start of its turn. If the Executioner takes damage from a silvered weapon, this trait doesn't function at the start of the Executioner's next turn. The Executioner is destroyed only if he starts its turn with 0 hit points and doesn't regenerate.
Special
wish
1/week