Osyluth Pike

Osyluth Pike (Bone Devil)

Large fiend (devil)
Challenge

STR
4
DEX
4
CON
4
INT
1
WIS
2
CHA
3

142
15d10+60
22
Soak
2
Fort
+5
Ref
+5
Will
+5
Defense note natural armor
Damage resistances cold; bludgeoning, piercing, and slashing from attacks that aren’t silvered
Damage immunities fire, poison
Condition immunities burning, poisoned

Speed 8 m., fly 8 m.
Skills Athletics +7 (18), Brawn +7 (18), Deception +6 (17), Insight +5 (16), Perception +5 (16)
Senses darkvision 20 m.
Languages Infernal, telepathy 20 m.

Devil’s Sight. Magical darkness doesn’t impede the osyluth pike’s darkvision.

Magic Resistance. The osyluth pike has advantage on saving throws against spells and other magical effects.

Maneuvers. The osyluth pike uses maneuvers (maneuver save Difficulty 16). It has 20 stamina dice which are d8s, a dice limit of 4, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: nimble, positioning strike, slashing blades, spring attack, step of the wind, swipe, tear flesh, vault

2 stamina dice: frenzy, tear tendon, uncanny dodge

Actions (3)

Claw (2/turn). Melee Weapon Attack: +7 to hit, reach 2 m. Hit: 8 (1d8 + 4) slashing damage.

Hooked Pike (1/turn). Melee Weapon Attack: +7 to hit, reach 2 m. Hit: 15 (2d10 + 4) piercing damage. If the target is a Huge or smaller creature, it is grappled (escape Difficulty 13). Until this grapple ends, the devil can’t use its polearm on another target.

Sting (1/turn). Melee Weapon Attack: +7 to hit, reach 2 m. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage and the target must succeed on a Difficulty 16 Fortitude saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Summon Devil (1/long rest). The osyluth pike has a 40 percent chance of summoning 2d6 spinagons or one osyluth. A summoned devil appears in an unoccupied space within 10 meters of the osyluth pike, acts as its ally, and can’t summon other devils. It remains for 1 minute, until it or the osyluth pike dies, or until the osyluth pike dismisses it on its turn (no action required).

Lower planesmm

Maneuvers

As a reaction, which you use when an enemy moves within 1 meter of you, you can move up to half your speed without provoking opportunity attacks.

As an action, make a weapon attack to knock the creature off balance with your blow.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you move into the creature’s space, and it moves 1 meter in a direction you choose.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and target a creature of a larger size for each additional stamina die expended.

If the target is Large, you can occupy any space that it left. You cannot use this maneuver if you or the target would end up sharing the same space as another creature or terrain such as a wall.

As an action, you can use the Dash action. During your Dash, if you move within 1 meter of a creature, you can make a melee weapon attack against that creature. You can only attack one creature you pass.

Enhance

You can attack an additional creature you pass for each additional stamina die expended, but you can only attack each creature once.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action twice or use the Disengage action and the Dash action. You also have advantage on Athletics checks to jump for the turn.

As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

As a reaction, which you use when a creature misses you with a melee weapon attack, you can maneuver yourself into a more advantageous position. You can move up to half your speed without provoking opportunity attacks and add half the stamina die’s result to the attack’s damage roll on your next attack before the end of your next turn.

Enhance

You can increase the damage for each additional stamina die expended and add the full stamina dice result to the attack’s damage roll.

As an action, make a melee weapon attack against two different creatures.

Enhance

You can attack an additional creature for each additional stamina die expended.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

As a reaction, which you use when you are hit by an attack or missed by 4 or less that you can see or when you make a Reflex saving throw, you spin gracefully away, avoiding the swing or effect. You make the roll with advantage or the attack against you is made with disadvantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.