b'Devil, Ammon (Duke of Malbolge, Keeper of the Kennels, Lord of the Ditches) \n'b'  Family:   Devils  \n'b'  Large   fiend  (devil),  lawful evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  270 (20d10 + 160)  Speed  60 ft.\n'b' STATS STR: 28 (+9) DEX:  18 (+4)  CON:  26 (+8)  INT:  24 (+7)  WIS:  20 (+5)  CHA:  26 (+8)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Constitution  +15,  Wisdom  +12,  Charisma  +15  Skills   Arcana  +14,  Deception  +15,  Insight  +12,  Intimidation  +15,  Perception  +12,  Persuasion  +15,  Stealth  +11  Damage Resistances  cold; bludgeoning, piercing, and slashing from nonmagical attacks that are not silver  Damage Immunities  fire, poison  Condition Immunities   poisoned   Senses   darkvision  60 ft., passive  Perception  22  Languages  Abyssal, Celestial, Common, Draconic, Goblin, Ignan, Infernal, telepathy 100 ft.  Challenge  22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Devil\xe2\x80\x99s Sight . Magical  darkness  doesn\xe2\x80\x99t impede Ammon\xe2\x80\x99s  darkvision . \n'b'  Fear gaze . When a creature that can see Ammon\xe2\x80\x99s eyes starts its turn within 30 feet of him, Ammon can force it to make a DC 20  Wisdom  saving throw if Ammon isn\xe2\x80\x99t  incapacitated  and can see the creature. On a failure, the creature is  frightened  for one minute. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see Ammon until the start of its next turn, when it can avert its eyes again. If the creature looks at Ammon in the meantime, it must immediately attempt the save. While averting its eyes, any attacks on Ammon are done at disadvantage. \n'b'  Innate Spellcasting . Ammon\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 23, +15 to hit with spell attacks). It can cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  animate dead ,  bane , charm monster,  detect evil and good ,  detect thoughts ,  fireball ,  fly ,  geas ,  magic circle ,  polymorph ,  suggestion ,  symbol ,  teleport ,  tongues ,  wall of ice  \n'b'\n'b'  Legendary Resistance (3/day) . If Ammon fails a saving throw, he can choose to succeed instead. \n'b'  Magic Resistance . Ammon has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . Ammon\xe2\x80\x99s weapon attacks are magical. \n'b'  Regeneration . Ammon regains 15  hit points  at the start of his turn. If Ammon takes damage from a silvered weapon, this trait doesn\xe2\x80\x99t function at the start of Ammon\xe2\x80\x99s next turn. Ammon is destroyed only if he starts his turn with  0 hit points  and doesn\xe2\x80\x99t  regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . Ammon makes one Bite  attack  and two Mace attacks. \n'b'  Bite .  Melee Weapon Attack : +16 to hit, reach 5 ft., one target.  Hit : 18 (2d8 + 9) piercing damage. \n'b'  Mace .  Melee Weapon Attack : +16 to hit, reach 10 ft., one target.  Hit : 22 (2d12 + 9) bludgeoning damage plus 22 (5d8) thunder damage, and the target must make a DC 23  Constitution  saving throw, being  stunned  until the end of its next turn and  deafened  for one hour on a failure, or just  stunned  on a successful save. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Ammon can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. Ammon regains spent legendary actions at the start of his turn. \n'b'\n'b'  Swing Around . Ammon makes a Mace  attack . \n'b'  Thundersmash . Ammon strikes the ground with his mace. All creatures within a 20-foot cube centered on Ammon must make a DC 24  Strength  saving throw, taking 27 (6d8) thunder damage and being pushed to the edge of the area of effect on a failure, or taking half as much damage and not being pushed on a success. \n'b'  Call the Hounds (costs 2 actions) . Ammon summons 2d4  hell hounds  to his side to fight as his allies. \n'b'  Fiendish Recovery (costs 2 actions) . Ammon recovers 50  hit points  and ends one condition effecting him. \n'b'\n'b' ABOUT \n'b' Ammon is a 15-foot-tall fiendish humanoid with clawed hands and feet and the black-furred, lice-infested head of a wolf set with slavering jaws and glowing yellow eyes. An armor-plated left hand wields a cruel whip that coils of its own accord like a living serpent. \n'b' Ammon\xe2\x80\x99s iron fortress hangs from a precipice overlooking the Ditches of the Damned that surround the Ring of Hell known as the Pit of Malbolge. Ammon is attended by a host of werewolves, barbed devils, ghaddar, and his lieutenant, a pit fiend. The 10 ditches are greatly feared by worldly thieves and politicians who know they may very well end up plying eternity among the charlatans, confidence men, seducers, fraudsters, counterfeiters, and betrayers trapped there. \n'b' To keep the accursed dead in their ditches, Ammon oversees a kennel of 666 wolf-headed hell hounds he sired himself, as well as three legions of bone devils. The ditches are filled with nupperibos, lemurs, and even lesser souls who have found their just deserts in Malbolge.'