Homebrew
Spellcasting. Mephistopheles casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 25):
Hear Name. Mephistopheles hears his name when spoken, regardless of distance or planar boundaries. If a creature speaks his name twice in the same breath, Mephistopheles learns the creature's name. If a creature speaks his name three times in the same breath, Mephistopheles learns the creature’s name and precise location, and can hear the following 25 words spoken by that speaker. Mephistopheles can also observe through the creature's senses for up to 666 rounds (1 hour and 6 minutes). Once per day, Mephistopheles can bestow a +4 profane bonus to one ability score (up to 22) on a creature who speaks his name thrice. The bonus persists for 1d6 hours. While the bonus is active, Mephistopheles can communicate telepathically with and use Divination and Enchantment spells or abilities on the creature at any distance (even across planar boundaries). The profane gift can be dispelled early (for example, with Dispel Evil And Good), or Mephistopheles can remove it as a free action. If the gift is removed early, roll 3d6. If the total equals or exceeds the creature's Charisma score, that score is reduced to 0. The creature is stunned until it regains at least 1 point of Charisma.
Special Equipment. Mephistopheles wields Calamus, a magical quill pen described at the end of his statblock. This item is not accounted for in his statistics.
Devil's Sight. Magical darkness doesn't impede Mephistopheles' darkvision.
Fiendish Regeneration. Mephistopheles regains 20 hit points at the start of his turn. If he takes radiant damage this trait doesn't function at the start of his next turn. Mephistopheles only dies if he starts his turn with 0 hit points and is unable to regenerate.
Flyby. Mephistopheles doesn't provoke opportunity attacks when he flies out of an enemy's reach.
Hellfire Mastery. Fire damage (or cold damage while on his domain of Cania) that Mephistopheles inflicts ignores resistances and immunities. Mephistopheles is immune to this effect.
Legendary Resistance (3/Day). If Mephistopheles fails a saving throw, he can choose to succeed instead.
Magic Resistance. Mephistopheles has advantage on saving throws against spells and other magical effects.
Multiattack. Mephistopheles makes three Trident attacks. He can replace one of the attacks with a use of Embrace the Void or Fear the Void (if available).
Embrace the Void. Mephistopheles chooses a void opened by his Conjure the Void Legendary Action. Each creature in a 10-foot-radius sphere centered on that void must make a DC 22 Constitution saving throw. A creature takes (9) 2d8 cold damage on a failed save or half has much damage on a successful one, and every creature that fails the save is pulled up to 10 feet toward the void. In addition, unsecured objects that are completely within the sphere are likewise pulled up to 10 feet. Creatures and objects dragged toward the void end their movement adjacent to it.
Fear the Void. Mephistopheles causes Hellfire to bloom from a void of his choice opened by his Conjure the Void Legendary Action. Each creature in a 20-foot-radius sphere centered on the middle of that void must make a DC 22 Dexterity saving throw. Targets take 31 (9d6) fire damage on a failed save, or half as much damage on a successful one.
Trident +3. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) piercing damage plus 14 (4d6) fire or cold damage (Mephistopheles' choice). The trident can also be thrown (range 20/60), and returns to the Mephistopheles’s hand immediately after it is used to make a ranged attack.
Ashen Teleport. Mephistopheles' body and any equipment he is wearing or carrying turns to ash, then he magically teleports up to 120 feet to an unoccupied space he can see and re-forms.
Delay the Darkness. Mephistopheles closes a void created by his Call the Void Legendary Action.
Ashen Essence. When he takes damage from a melee or ranged weapon attack, Mephistopheles can cause his body and all of his gear to collapse into ashes while he teleports to any point within 30 feet of his prior position and re-forms.
Arcane Deflection. When a creature within 60 feet of him that he can see casts a spell targeting Mephistopheles, he can expend a legendary action and his reaction to attempt to deflect it. The caster and Mephistopheles make opposed spellcasting ability checks (Mephistopheles uses Intelligence). If Mephistopheles wins the contest, the spell is diverted to a different valid spell target of the caster's choice, or at the caster if no other targets are available.
Legendary Action Uses: 3. Immediately after another creature's turn, Mephistopheles can expend a use to take one of the following actions. Mephistopheles regains all expended uses at the start of each of his turns.
Wing Attack (Costs 2 Actions). Mephistopheles beats his wings. Each creature within 15 feet of him must succeed on a DC 22 Dexterity saving throw or take damage and be knocked prone. Mephistopheles can then fly up to half his flying speed. Mephistopheles has three pairs of wings, and, while the save DC and damage dice rolled for the gust is identical, the damage type depends on the wings. A gust from his burning wings deals 12 (2d6 + 5) points of fire damage. A gust from his draconic wings deals 12 (2d6 + 5) bludgeoning damage. A gust from his raven wings deals 12 (2d6 + 5) points of thunder damage.
Call the Void. Mephistopheles opens 1d3 pits of fire (ice in Cania) in unoccupied spaces he can see within 120 feet of him. Each pit fills a 5 foot square, is 5 feet deep, and counts as difficult terrain. Mephistopheles can have a maximum of 6 voids open simultaneously. Voids can be closed by Mephistopheles as a bonus action or filled by other creatures.
Command the Void. Mephistopheles uses Embrace the Void or Fear the Void.
Call Underling (Costs 3 Actions). Mephistopheles summons an allied horned devil or fire hellion in an unoccupied space that he can see.
Soulpiercer. Mephistopheles makes two attacks with his +3 trident. If both attacks hit the same creature, it takes an extra 7 (2d6) psychic damage and must succeed on a DC 25 Wisdom saving throw or become stunned until the start of his next turn.
Hellfrost Cleansing (Costs 2 Actions). Each creature currently affected by Frostbound Edict, Seal the Pact, or Frozen Moment must succeed on a DC 22 Constitution saving throw, or the creature takes 26 (4d12) force damage and any spell of 6th level or lower on it ends.Mephistopheles' Lair Actions are replaced by Villain Actions. Time-based Villain Actions take effect on initiative count 20 (losing initiative ties), but others take effect when their triggering condition is satisfied. Unlike traditional Lair Actions, these Villain Actions can be used in any devils' territory in the Dark Dimension.
Round 1: Frostbound Edict. "You dare to challenge me? Here? In my seat of power?" Mephistopheles raises four spikes of obsidian ice at the corners of a 120 feet square centered on him. The battlefield is boxed in by supernatural ice under extreme cold rules (DMG, pg. 110) and is difficult terrain for creatures other than devils as long as any obsidian ice pillar stands. The anchor pillars are objects with 40 HP, immunity to all conditions, immunity to psychic and poison damage, and vulnerability to fire, bludgeoning, and thunder damage.
Round 3: Seal the Pact. Mephistopheles invokes infernal law on up to 3 creatures he can see within 120 feet. Each creature must make a DC 25 Wisdom saving throw or become cursed. A cursed creature cannot regain hit points and takes 10 psychic damage each time they damage Mephistopheles or one of his allies. This curses ends on a creature if that creature deals at least 10 damage to itself as penance for its offenses, at the end of its next long rest, or if removed by remove curse, wish, or similar magic.
Round 5 or after taking 200 damage: Frozen Moment. "Time is another contract I have negotiated." All creatures except devils within 60 feet of Mephistopheles must succeed on a DC 22 Wisdom saving throw or become frozen in time until the next initiative count 20 (if this effect was triggered by time) or the start of Mephistopheles’ next turn (if triggered by damage). No time passes for frozen creatures, while unfrozen creatures take 2 turns in a row, during which they can use actions and move as normal. This spell ends if one of the actions Mephistopheles or his allies use during this period, or any effects that he or his allies create during this period, affects a creature other than the unfrozen creatures. In addition, the effect ends if Mephistopheles move to a place more than 1,000 feet from the location where he was when Frozen Moment triggered.
At 100 HP or less: Hellfire Ascension. Mephistopheles burns a contract, tapping into its latent power. Mephistopheles regains 100 HP. Every creature within 90 feet of him takes 28 (8d6) cold and 28 (8d6) fire damage (DC 22 Dex save for half). He gains resistance to all damage until the end of his next turn.
Fire burns cold throughout the entirety of Cania. While on this splinter, effects that deal cold damage instead deal fire damage and vice versa (i.e., Fireball deals cold damage, a white dragon's breath weapon deals fire damage). Unless otherwise specified, this swap does not apply to effects that grant resistance or immunity to cold damage or fire damage (i.e. A tiefling's Hellish Resistance does not switch from fire resistance to cold resistance).
The region of Cania containing Mephistopheles' lair is deeply warped by his presence, which creates the following effect:
Geysers. Within 1 mile of Mephistopheles' lair, every 100 feet of movement on the ground results in a flame geyser erupting. Creatures within 10 feet of a geyser when it erupts must succeed on a DC 22 Dexterity saving throw or take 10 (3d6) fire damage. The geyser continues erupting for 24 hours.
If Mephistopheles dies, the effects fade over the course of 1d10 days.
This magical quill pen is the greatest weapon Mephistopheles has. With it he can scribe infernal contracts that grant any number of boons, but typically do so in the form of a wish spell, replacing a class level for a level of the Warlock (Fiend) class, or the Eldritch Adept feat. In the hands of one who is attuned to it, Calamus can be wielded as a +3 dagger or as a wand. Mephistopheles rarely does so, preferring to fight with words (or if violence is unavoidable, his trident). Calamus can be stowed or summoned as a bonus action, and the pen can magically change in size to better conform to the grip of its user.
Any creature besides Mephistopheles that tries to attune to the quill must make a DC 17 Constitution saving throw. On a successful save, the creature takes 4d6 fire damage + 4d6 cold damage + 4d6 psychic damage. On a failed save, the creature dies and their soul is funneled into the River Styx where it is reborn instantly as a lemure devil.
Random Properties. Calamus has 2 minor beneficial properties, 1 major beneficial property, 2 minor detrimental properties, and 1 major detrimental property. While attuned to Mephistopheles, the detrimental properties are supressed.Destroying the Quill. If Calamus is used to pen a contract that results in Asmodeus having to void the creation of Mephistopheles, the quill crumbles away to ashes.