STR
16
(3)
DEX
17
(3)
CON
18
(4)
INT
12
(1)
WIS
14
(2)
CHA
14
(2)
Saving Throws:
STR +6
,
CON +7
,
WIS +5
,
CHA +5
Skills:
Deception +5
,
Insight +5
,
Perception +8
Damage Vulnerabilities:
—
Damage Resistances:
cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities:
fire, poison
Condition Immunities:
Poisoned
Senses:
darkvision 120 ft.
Languages: Infernal, telepathy 120 ft.
Proficiency Bonus: 3
Traits:
-
Barbed Hide. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.
-
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
-
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Actions:
-
Multiattack - The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.
-
Claw - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
-
Tail - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
-
Hurl Flame - Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.