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Lvl 100 mafia boss

Medium Human , Neutral Evil

Armor Class 20
Hit Points 80
Speed 30ft

STR
18 +4
DEX
16 +3
CON
20 +5
INT
18 +4
WIS
14 +2
CHA
16 +3

Saving Throws Dex +9, Wis +7, Cha +9
Skills Athletics +11, Perception +9
Senses passive Perception 19
Languages Common
Challenge 8 (4,800 XP)




Magic weapons. Diavolo's weapon attacks are considered magical   Diavolo can make up to two Stand Strikes, but once he has hit an enemy he cannot make any more attacks.   You're not getting away! If a creature grapples Diavolo, he automatically grapples them as a free action if he succeeds on the check. Furthermore, when a creature attempts to break away from Diavolo's grapple, he may use his reaction to attack them, causing them to automatically fail the check to escape his grapple.


Actions

Stand Strike Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 36 (5d12 + 6) bludgeoning or piercing damage.   Time Erase Using Diavolo's whole turn, Diavolo can use "Time Erase" and become unable to be detected in any manner by the enemy. All rolls made by hostile creatures are made with a disadvantage. At the start of Diavolo's next turn, he returns to normal and everyone other than Diavolo has forgotten what has transpired between now and the moment Diavolo activated "Time Erase" because it never happened. While "Time Erase" is active, Diavolo cannot affect others and they cannot affect Diavolo.

Reactions

Epitaph As a reaction, Diavolo can impose disadvantage on one enemy's attacks for that turn.


 

Created by

likelytofail.

Statblock Type

NPC

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