Gorson, the Blood Duke
Large fiend (devil), lawful evil
Armor Class
19 (natural armor)
Hit Points
218 (19d10 + 114)
Speed
50 ft.
STR
22 (+6)
DEX
15 (+2)
CON
23 (+6)
INT
16 (+3)
WIS
18 (+4)
CHA
20 (+5)
Damage Immunities
fire, poison; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
Damage Resistances
acid, cold
Condition Immunities
charmed, exhaustion, frightened, poisoned
Senses
truesight 120 ft., passive Perception 28
Saving Throws
Int +10, Wis +11, Cha +12
Skills
Acrobatics +9, Arcana +10, Athletics +13, Perception +18, Stealth +9
Languages
Abyssal, Celestial, Common, Draconic, Giant, Goblin, Infernal; telepathy 100 ft.
Challenge
21 (33,000 XP)
Innate Spellcasting. Gorson’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can cast the following spells, requiring no material components.
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At will: detect magic, charm person
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3/day each: dispel magic, lightning bolt, suggestion, wall of fire
Keen Smell. Gorson has advantage on Wisdom (Perception) checks that rely on smell.
Legendary Resistance (3/day). If Gorson fails a saving throw, it can choose to succeed instead.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Magic Weapon. The devil’s weapon attacks are magical.
Pounce. If Gorson moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 21 Strength saving throw or be knocked prone. If the target is prone, Gorson can make one claw attack or one battleaxe attack as a bonus action against it.
Running Leap. With a 10-foot running start, Gorson can long jump up to 50 feet.
Actions
Multiattack. Gorson makes two attacks with its claw, and then two battleaxe attacks or two slam attacks. If it uses the battleaxe two-handed, it can’t also make claw attacks that turn.
Battleaxe. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) slashing damage, or 28 (4d10 + 6) slashing damage if used with two hands to make a melee attack.
Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage.
Summon (1/day). Gorson summons 2d6 bearded devils, 2d4 barbed devils, 1 bone devil, or 1 erinyes. The summoned devil appears in an unoccupied space within 60 feet of Gorson, but can’t summon other devils. It remains for 1 minute, until it or Gorson is slain, or until Gorson takes an action to dismiss it.
Legendary Actions
Gorson 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. Gorson regains spent legendary actions at the start of its turn.
Jump. Gorson leaps up to 25 feet in any direction without provoking attacks of opportunity.
Rake (Costs 2 Actions). Gorson rakes its forepaws at one prone creature within 5 feet, attacking twice with its claw attack.
Ferocious Roar (Costs 3 Actions). Gorson releases a thunderous roar, audible out to 100 feet. Allies of Gorson who can hear it gain 19 (4d6 + 5) temporary hit points. Hostile creatures must make a DC 20 Wisdom saving throw. On a failed saving throw, the target takes 19 (4d6 + 5) psychic damage and is frightened for 1 minute. On a successful saving throw, the target takes half damage and is not frightened. While frightened, the target must drop whatever it is holding and use its action to Dash away from Gorson. A creature who succeeds on the saving throw, or for whom the effect ends, is immune to Gorson’s Ferocious Roar for 24 hours.