Download as pdf or txt
Download as pdf or txt
You are on page 1of 1

Levi

Medium fiend (devil), lawful evil

Armor Class 17
Hit Points 102 (12d8+48)
Speed 35 ft

STR DEX CON INT WIS CHA


15 (+2) 20 (+5) 19 (+4) 17 (+3) 24 (+7) 18 (+4)

Saving Throws Dex + 9, Con + 8, Wis + 11


Skills Deception + 12, Insight + 15, Persuasion + 12
Damage Vulnerabilities None
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities Cold, fire, poison
Condition Immunities Charmed, exhaustion, frightened, poisoned
Senses Darkvision 120 ft
Languages All, telepathy 120 ft

Devil’s Sight. Magical darkness doesn’t impede the Avatar of Levistus’ darkvision.
Evasion. When the Avatar of Levistus is subjected to an Effect that allows him to make a Dexterity saving throw to take only half
damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Honed Reflexes. The Avatar of Levistus can make two reactions per round of combat.
Legendary Resistance (3/Day). If the Avatar of Levistus fails a saving throw, he can choose to succeed instead.
Magic Resistance. Levistus has advantage on saving throws against spells and other magical effects.
Magic Weapons. Levistus’s weapon attacks are magical.
Maneuvers. The Avatar of Levistus can use the following maneuvers from the Battle Master Maneuvers list: brace, disarming attack,
evasive footwork, riposte, and trip attack. He has 5 superiority dice which are d10s, and his save DC is 17.
Regeneration. The Avatar of Levistus regains 10 hit points at the start of his turn. lf he takes radiant damage, this trait doesn’t
function at the start of his next turn. The Avatar of Levistus dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Actions
Multiattack. The Avatar of Levistus makes 2 weapon attacks, one with his rapier and one with his dagger.

Cold Iron Rapier. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) piercing damage plus 13 (3d8) cold
damage.
Chardalyn Dagger. Melee/Ranged Weapon Attack: +12 to hit, reach 5 ft., range 20 ft./60 ft., one target. Hit: 10 (1d4 + 8) piercing
damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn.
Frost Step. The Avatar of Levistus magically teleports up to 90 ft to a spot he can see within range. Each creature within 10 ft of the
Avatar of Levistus must make a DC 17 Constitution saving throw, taking 16 (3d10) cold damage on a failed save, or half as much
damage on a successful one.
Stygian Smite (5/Day). When the Avatar of Levistus hits with one of his weapon attacks, he can choose to expend one use of this
feature and deal an additional 9 (2d8) cold damage.

Legendary Actions
The Avatar of Levistus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. The Avatar of Levistus Levistus regains spent legendary actions at the start of his
turn.

Attack. The Avatar of Levistus makes one attack with his rapier.
Frost Step (Costs 2 Actions). The Avatar of Levistus uses his Frost Step action.
Summon Icicle (Costs 2 Actions). The Avatar of Levistus causes ice to drop from the ceiling to a point he can see within 30 ft. Any
creature within 5 feet of that point must make a DC 17 Dexterity saving throw or take 2d6 piercing damage and 2d6 bludgeoning
damage. The area within 5 feet of the icicle is difficult terrain until the end of the Avatar of Levistus’ next turn.

Reactions
Parry. The Avatar of Levistus adds 4 to his AC against one melee attack that it can see that would hit it.
Spell Parry. When a creature within 30 ft that the Avatar of Levistus can see casts a spell that targets only him, and he either
succeeds on the saving throw or the spell attack misses him, he can choose to reflect the spell back at its caster. If the spell requires
an attack roll and the original attack roll would hit the caster’s AC, the spell hits the caster, missing otherwise. If the spell requires a
saving throw, the caster makes the appropriate saving throw against their own spell save DC.

You might also like