b'The Archdevil of Greed \n'b'  Family:   Devils  \n'b'  Huge   fiend  (devil),  lawful evil  \n'b'  Armor Class  20 (natural armor)  Hit Points  378 (28d12 + 196)  Speed  50 ft.\n'b' STATS STR: 22 (+6) DEX:  13 (+1)  CON:  24 (+7)  INT:  23 (+6)  WIS:  21 (+5)  CHA:  26 (+8)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dex  +9,  Int  +14,  Wis  +13,  Cha  +16  Skills   Deception  +16,  Insight  +13,  Perception  +13,  Persuasion  +16  Damage Resistances  cold  Damage Immunities  fire, poison; bludgeoning, piercing, and slashing from weapons that aren\xe2\x80\x99t silvered  Condition Immunities   charmed ,  exhaustion ,  frightened ,  poisoned   Senses   truesight  120 ft., passive Perception 23  Languages  all, telepathy 120 ft.  Challenge  25 (75,000 XP) \n'b' Special Traits \n'b'   Innate Spellcasting . The archdevil of greed\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 24, +16 to hit with spell attacks). He can innately cast the following spells, requiring no material components: \n'b'   At will :  charm person ,  detect magic ,  dispel magic ,  fabricate  (the archdevil of greed can create valuable objects),  heat metal , magic aura \n'b'  3/day each :  animate objects ,   counterspell ,  creation ,  instant summons ,  legend lore ,  teleport  \n'b'  1/day each :  imprisonment  (minimus containment only, inside gems),  sunburst  \n'b'   Legendary Resistance (3/day) . If the archdevil of greed fails a saving throw, he can choose to succeed instead. \n'b'  Magic Resistance . The archdevil of greed has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The archdevil of greed\xe2\x80\x99s weapon attacks are magical. \n'b'  Actions \n'b'   Multiattack . The archdevil of greed makes three attacks. \n'b'  Purse .  Melee Weapon Attack : +14 to hit, reach 10 ft., one target.  Hit : 19 (3d8 + 6) bludgeoning damage plus 18 (4d8) radiant damage. \n'b'  Molten Coins .  Ranged Weapon Attack : +14 to hit, range 40/120 ft., one target.  Hit : 16 (3d6 + 6) bludgeoning damage plus 18 (4d8) fire damage. \n'b'  Your Weight In Gold (Recharge 5-6) . The archdevil of greed can use this ability as a  bonus action  immediately after hitting a creature with his purse  attack . The creature must make a DC 24  Constitution  saving throw. If the saving throw fails by 5 or more, the creature is instantly  petrified  by being turned to solid gold. Otherwise, a creature that fails the saving throw is  restrained . A  restrained  creature repeats the saving throw at the end of its next turn, becoming  petrified  on a failure or ending the effect on a success. The petrification lasts until the creature receives a  greater restoration  spell or comparable magic. \n'b'  Legendary Actions \n'b' The archdevil of greed 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\xe2\x80\x99s turn. The archdevil of greed regains spent legendary  actions  at the start of his turn. \n'b'   Attack . The archdevil of greed makes one purse or molten coins  attack . \n'b'  Make It Rain!  The archdevil of greed casts gold and jewels into a 5-foot radius within 60 feet. One creature within 60 feet of the treasure that can see it must make a DC 24  Wisdom  saving throw. On a failure, the creature must use its  reaction  to move its speed toward the trinkets, which vanish at the end of the turn. \n'b'  Deep Pockets (3  actions ) . The archdevil of greed recharges his Your Weight In Gold ability. \n'b'  Lair \n'b' The archdevil of greed resides within a realm of overwhelming opulence. \n'b' The forests grow golden trees with emerald leaves. Streams of liquid silver wind past fields of lapis wildflowers. The Archdevil of Greed\xe2\x80\x99s home, the Halls of Avarice, is in the heart of a golden city. \n'b' Everything within his palace is made of a precious substance, and it is filled to bursting with breathtaking treasures. \n'b' Lair Actions \n'b' On  initiative  count 20 (losing  initiative  ties), the archdevil of greed takes a lair action to cause one of the following effects; the archdevil of greed can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'  The archdevil of greed infuses a pile of treasure in his lair with life. \n'b' It becomes an earth elemental made of precious metals and gems. The elemental acts immediately and lasts until destroyed or until the archdevil of greed uses this action again. \n'b' Stacked piles of treasure shift and slide, collapsing onto a creature the archdevil of greed can see. The creature is  restrained  until  initiative  count 20 on the following round, or until it or an adjacent ally uses an action to make a successful DC 18  Strength  check to free it. \n'b' The archdevil of greed magically teleports from one area of treasure to another within 150 feet. \n'b'  Regional Effects \n'b' The region containing the archdevil of greed\xe2\x80\x99s lair is warped by the archdevil\xe2\x80\x99s magic, which creates one or more of the following effects: \n'b'  Treasure in the possession of creatures other than the archdevil of greed turns to worthless materials such as lead, wood, or gravel, after spending 24 hours within 1 mile of the lair. The resulting junk resumes its valuable form when the archdevil of greed claims it, or by means of a  wish  spell or comparable magic. \n'b' Creatures that spend more than 1 hour within 1 mile of the archdevil of greed\xe2\x80\x99s lair become obsessed with gaining the most generous payment or portion of wealth in any dealing unless they succeed on a DC 18  Wisdom  saving throw. A creature that saves successfully is immune to this effect for 24 hours. \n'b' The effect can be removed by a  greater restoration  spell or comparable magic. \n'b' Any naturally occurring treasure in the archdevil of greed\xe2\x80\x99s home plane reverts to worthless junk if removed from the plane. Similarly, any mundane item left behind transforms into something fantastically valuable, as long as it remains on the plane. \n'b'  If The archdevil of greed dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.'