Converting Devil May Cry 1 Bosses into Dungeons and Dragons 5e monsters

Converting Devil May Cry 1 Bosses into Dungeons and Dragons 5e monsters

The recent Devil May Cry Anime motivated me to replay all the games. While playing, I decided to convert each of the Bosses and enemies into Dungeons and Dragons Monsters. Today I started with the four bosses that are not Nero Angelo. Phantom, Griffon, and Nightmare. The goal is to make them playable and replicate their game abilities as closely as possible without falling into unplayability due to excessive abilities. 

Phantom 

Phantom is the first boss you encounter in the game. At the end of mission 3: Destroyer of Ardor. For a first boss, he is tough, at least the first time. He is a bus-sized spider-ish demon. Covered in lava that hardens and reflects your sword attacks unless you are in Devil Trigger, which I translated to Immunity to slashing damage from non-Magical weapons. He leaves a lava trail that deals negligible damage, and can also take out a giant scorpion tail to strike at you. All of that, ignoring the fireball he can throw at your face. Overall, an interesting creature. So, let's look at its stats. 

Phantom sPhantom
Spidery lava demon 

[Large] [Demon ]
AC 14 				Initiative  +6(16)
HP 168 (14d10+84)

Speed 30 ft

	STR	DEX	CON	INT	WIS	CHA
	20 (+5)+9	14 (+2)+2	22 (+6) +10	10 (+0) +0	12(+1)+0	10 (+0)+0

Skills Intimidation+4
Vulnerabilities Cold
Immunities Fire, Slashing, and Piercing from Nonmagical weapons
Senses Passive Perception 13
Languages Common, Abyssal, 

Traits
Fire aura. At the start of each of the creature’s turns, each creature within 5 feet of it takes 7 (2d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. 

Actions
Multiattack. Phantom makes two claw attacks and one stinger attack 
Claw. Melee Attack roll: +9, reach 5 ft., one target. Hit: 12 (2d6 +5) Bludgeoning damage plus 4(1d6) Fire damage
Stinger. Melee Attack roll: +8 to hit, reach 15 ft., one target. Hit: 15 (2d8 +5) bludgeoning damage plus 10 (3d6) fire damage
Flamestrike (Recharge 4-6). Ranged attack roll: +6, range 30 ft. Hit: 21 (6d6) Fire damage, and the creature is knocked prone.  
tatblock

Griffon

Griffon is a large avian monster that appears on Mission 9: New Strength. The demon has control over lightning, which makes my homonim sword not so useful against him. It also uses a lot of area attacks with lightning rays that force you to be on the lookout for them. A lot of the problem when trying to replicate videogame creatures into Dungeons & Dragons monsters is to give them every single ability or combo in their statblock. While flavorful, it makes them unwieldy to use, and you end up using only two or three attacks with them. For Griffon, I gave it Lightning Bombs and Channel Lighting to replicate the area attacks. Griffon can dish out a lot of damage in an area, but can take it back since, at the end, he is just a demonic bird. 

Griffon
Avian electrical monster 

[Large] [Demon ]
AC 16 				Initiative  +6(16)
HP 153 (18d10+54)

Speed Fly 40 ft

	STR	DEX	CON	INT	WIS	CHA
	16 (+3)+0	20 (+5)+9	16 (+3) +3	12 (+1) +0	14(+2)+6	10 (+0)+0

Immunities Lighting 
Senses Passive Perception 16
Languages Common, Abyssal,
CR: 11

Actions
Multiattack. Griffon makes two Lightning strike attacks and one Beak attack. He can change the beak attack for Lightning bombs or Lightning net. 
Beak. Melee Attack roll: +7, reach 5 ft., one target. Hit: 7 (1d8 +3) Piercing damage plus 4(1d6) Lighting damage
Lighting Strike. Ranged Attack roll: +9, range 60 ft., one target. Hit: 20 (4d8 ) Lighting damage 
Lighting Net. Dexterity saving throw: DC 14, each creature in a 25-foot long, 25-foot wide area that Griffon can see. Failure 22 (4d10) Lightning damage. Success Half damage 
Lighting Bombs (Recharge 5-6). Dexterity saving throw: DC 18, each creature in a 50-foot long, 5-foot wide Line Failure 36 (6d10) Lightning damage. Success Half damage 
Channel Lighting (Recharge 6). Dexterity saving throw: DC 20, One creature within 60 ft.Failure  55 (10d10) Lightning damage.  Success Half damage

Nightmare 

Nightmare is a large construct made as a weapon of hell. It is a bioweapon, a remnant of when Devil May Cry 1 was initially intended to be Resident Evil 4. The monster first appears in Mission 16: Nightmare of Darkness. Since it is a construct with specific conditions for its lair, it was the most complicated of the four to create. Similar to Griffon, when replicating every single attack into a Dungeons and Dragons Monster Statblock, you run into the issue of having too many abilities. Adding recharge times can make it unwieldy. For Nightmare, the solution came in the form of the Beholder Statblock. Since Nightmare attacks follow a pattern, I replicated them as a table that you roll whenever the Nightmare acts. For separation of gameplay and story reasons, I left the ability to move you to another boss minifight as a trait, so it's optional for your games. I would love to create a cinematic encounter using the Epic Encounters system, which I designed several years ago in a past job. However, I would need more time and some support, as it involves creating maps, alternative win conditions, and specific stat blocks. 

Nightmare statblock 
Nightmare
Demonic Bio-construct
[Large] [Demon ][construct]
AC 18 				Initiative  +2(12)
HP 168 (14d10+84)

Speed 30 ft

	STR	DEX	CON	INT	WIS	CHA
	20 (+5)+10	14 (+2)+7	24 (+7) +12	10 (+0) +5	12(+0)+5	10 (+0)+5

Skills Intimidation+4
Immunities Bludgeoning, Slashing, and Piercing from Nonmagical weapons, Psychic, Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision, 120 ft, Passive Perception 15
Languages none, but understand Abyssal 
CR: 13

Traits
Bio-Construct. Nightmare only obeys instructions from its demonic master.  
Magic Resistance. Nightmare has Advantage on saving throws against spells and other magical effects. 
Actions
Multiattack. Nightmare makes three core routine attacks. 
Core routine. Nightmare uses one of the following attacks against a target that is within 90 ft of itself. It can’t use the same attack twice in a row. 
Demonic shards. Ranged Attack roll: +10 , range 30 ft., three target. Hit: 18 (4d8 ) Force Damage 
Spinning blade. Ranged Attack roll: +12 , range 60 ft., one target. Hit: 33 (6d10 ) Slashing damage plus 7(2d6) cold damage
Liquid frost. Constitution saving throw:DC 21, each creature in a 50-foot long, 5 foot wide Line Failure 36 (6d10) Lightning damage. Success Half damage 
Lance. Melee Attack roll: +10, reach 15 ft., one target. Hit: 10 (3d6) Piercing damage plus 27  (6d8) cold damage. 
Reaction
Spike. After getting hit, Nightmare makes one lance attack.

Nero Angelo 

Nero Angelo is Vergil when enslaved by Mundus, using the Black Knight Armor (if you want stats for the Black Knight Armor, please let me know in the comments). As Vergil, he was a fallen devil hunter who used Yamato. Since this article focuses on the bosses in their Devil May Cry 1 iterations, I am basing his attack set on the original game alone. The first thing I wanted to replicate was the use of combos. Most enemies in Dungeons and Dragons use Multiattack to justify several actions vs all the actions of a party. At some point in my life, I developed a system to make boss battles that rely on an action pool for the monsters. While in future iterations I may make use of that ruleset, I want to use the basic one here. Using Multiattack and the option to change the attacks for other actions, I can give Nero Angelo versatility. He can make the full 4 slash combo, dealing 1d6 extra damage on each attack if he hits the same target, or he can change part of those 4 slashes for other options. He can make High Time and then Helm Breaker, or Streak and then High Time, the choice is yours. For the Devil Trigger, I wanted to incorporate some of the game's abilities without requiring extensive tracking. Ultimately, it's just an effect that activates when he takes 30 or more damage in a single round, granting him Advantage and regeneration. 

Nero angelo
Fallen demon hunter
[medium] [Demon ]
AC 20				Initiative  +2(12)
HP 190(20d10+80)

Speed 35 ft

	STR	DEX	CON	INT	WIS	CHA
	20 (+5)+11	18 (+4)+10	18 (+4) +10	12 (+1) +1	14(+2)+8	14 (+2)+2


Vulnerabilities Psychic
Immunities Bludgeoning, Slashing, and Piercing from non-Magical weapons, Exhaustion, Frightened, Paralyzed ,Petrified, Poisoned
Senses Darkvision, 120 ft,Passive Perception 18
Languages common, abyssal
CR: 15

Traits
Devil trigger (3/day). After taking 30 or more damage in a single round Nero Angelo can activate his Devil Trigger, while the Devil trigger is active he advantage on all attack rolls. The devil trigger lasts for two rounds. At the beginning of its turn Nero Angelo regenerates 10 Hit points. 
Legendary Resistance(3/day). If Nero Angelo fails a saving throw, he can choose to succeed instead. 
Magic Resistance. Nero Angelo has Advantage on saving throws against spells and other magical effects.
Opening. When Nero Angelo inflicts damage from its attack, if he continues attacking the same target, each successive hit deals 4 (1d6) extra damage. 


 
Actions
Multiattack. Nero Angelo makes four Slash attacks, he can change two slash attacks for  High Time, Helm Breaker or Streak. 
Slash. Melee Attack roll: +11, reach 5 ft., one target. Hit: 9 (1d8 +5) Slashing damage plus 4(1d6) Necrotic Damage 
High Time. Melee Attack roll: +11, reach 5 ft., one target. Hit: 14 (2d8 +5) Slashing damage and the target is pushed off his feet. 
Helm Breaker. Melee Attack roll: +11, reach 5 ft., one target. Hit: 22 (3d8 +5) Slashing damage plus 7(2d6) Necrotic damage. If the target was first hit by High Time, the attack deals 11(2d8) bludgeoning damage. 
Streak. Melee Attack roll: Nero Angelo moves half his speed and then makes a Slash Attack 
Hell orb (Recharge 4-6t. Nero Angelo releases three magic orbs. They can attack the same target or up to three targets. Dexterity saving throw: DC 21,Failure 22 (4d10) Fire damage. Success Half damage 
Reaction
Parry. Trigger: Nero Angelo is hit by a melee attack while holding a weapon. Response: Nero Angelo adds 6 to its AC. 
Counterattack. Trigger: A Melee attack against Nero Angelo fails. Response: Nero Angelo makes one Slash attack. 

Legendary actions
Teleport. Nero Angelo teleports up to 90 feet to an unoccupied space it can see. 
Trigger explosion. Nero Angelo activates its Devil Trigger, it deals 11 (2d10) Necrotic damage to all creatures within 10 feet. 
Streak. Nero Angelo uses Streak.

That would be all for today, hope you enjoy it. Let me know in the comments If I should go for three, four  or five bosses next time. 

Alastor Guzman
Game designer and writer
https://www.axostories.com

Game designer and writer. Nebula finalist. Ennie winner. Short stories, videogames, and tabletop games. Alastor has credits accross a long list of mediums but Axostories is its happy place. DnD Radiant Citadel • Ixalan • Pathfinder • MtG • Kult Divinity Lost Enby Bi They/Them

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