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Lucie, The Prince of the Morning

Monster
Comments from the Finger:

Guys! Hero Club‘s Wild West campaign, Adversary, is closing in on its finale! I expect an awesome battle against the devil himself (voiced by the absolutely sinister Zachary Webber) and maybe some demons and cultists. In anticipation, I’ve crafted a completely overpowered statblock for Lucifer (or Lucie, as he’s known).

If you haven’t listened to it yet, give it a shot!

Lucie

Lucifer, the Prince of the Morning, is the first renegade against god, a fallen angel known to many as ‘the devil,’ though he is known to his associates as ‘Ol’ Lucie‘. He schemes in the darkness, prowling the Earth for mortals to tempt away from righteousness, but his ultimate goal is far more cataclysmic: Lucifer wishes nothing more than to drag God into a final confrontation, an apocalypse of wherein which he can conquer the world and kill God once and for all.
     Lucifer’s avatar in the mortal realm is the Tall Man, a dapper individual standing nearly eight feet tall with piercing blue eyes, whose magnetism is unmatched by any mortal. The Tall Man moves quickly through the world, or might even exist in many places at once, for he seems to strike deals and conspire with the wicked everywhere at once.

Lucie

Large fiend, lawful evil

Armor Class 21 (natural armor)
Hit Points 666 (49d10 + 397)
Speed 35 feet

STR 26 (+8) DEX 22 (+6) CON 26 (+8)
INT 25 (+7) WIS 25 (+7) CHA 33 (+11)

Saving Throws Int +15, Wis +15, Cha +19
Skills Deception +19, Perception +15, Persuasion +19
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapon
Damage Immunities radiant, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 feet, passive Perception 25
Languages all, telepathy 120 ft.
Challenge 26 (90,000 XP)

Legendary Resistance (3/Day). If Lucie fails a saving throw, he can choose to succeed instead.

Evil Presence. An evil shadow clings to Lucie wherever he walks. Magical darkness fills a 5-foot radius sphere, centered on Lucie. The darkness spreads around corners. A creature with Darkvision can’t see through this darkness, and nonmagical lights within the area are extinguished. A creature within this radius has disadvantage on attack rolls and saving throws and can’t take the disengage action.

Infernal Eye. Lucie knows the alignment of any creature he sees and he knows if he hears a lie.

Innate Spellcasting. Lucie’s spellcasting ability is Charisma (spell save DC 27). He can innately cast the following spells, requiring no material components:

At will: fly, invisibility (self only), telekinesis (Lucie can target three creatures or objects at once)
3/day each: dominate monster, finger of death, teleport, wall of fire
1/day each: gate, meteor swarm, time stop
 
Magic Resistance. Lucie has advantage on saving throws against spells and other magical effects.  
 
ACTIONS
 
Multiattack. Lucie makes two revolver attacks. 
 
Dark Sacrament. Each ally of Lucie within 60 feet gains 30 temporary hit points. 
 
Hurl Through Hell. One creature within 60 feet of Lucie vanishes as it is shunted to the underworld. At the end of the creature’s next turn, it returns to the space it previously occupied, or the nearest unoccupied space and makes a DC 27 Constitution save. On a failed save, it takes 36 (8d10) fire damage plus 36 (8d10) psychic damage, or half as much on a successful save.
 
Revolver. Ranged Weapon Attack: +14 to hit, range 40/120 ft., one target. Hit: 21 (6d6) necrotic damage.
 
LEGENDARY ACTIONS
 
Lucie can take 3 legendary action, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. Lucie regains spend legendary actions at the start of his turn.
 
Dominate (Costs 3 Actions). Lucie casts the spell dominate monster, if he has any uses of the spell remaining.
 
Grasp. Lucie uses his telekinesis to attempt to grip a creature he can see within 60 feet.
 
Hellfire (Costs 2 Actions). Lucie emits a scorching wave of hellfire. Each creature of his choice in a 10-foot radius must make a DC 27 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful save. 

 

 

 

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