Medium fiend (devil), Lawful Evil
| Armor Class | 13 (natural armor) |
|---|---|
| Hit Points | 52 (8d8 + 16) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 15 (+2) | 15 (+2) | 9 (-1) | 11 (+0) | 11 (+0) |
| Saving Throws | Con +4, Str +5, Wis +2 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered |
| Damage Immunities | fire; poison |
| Condition Immunities | poisoned |
| Senses | darkvision 120 ft., passive Perception 10 |
| Languages | Infernal, telepathy 120 ft. |
| Challenge | 3 |
Magical darkness doesn't impede the devil's darkvision.
The devil has advantage on saving throws against spells and other magical effects.
The devil can't be frightened while it can see an allied creature within 30 feet of it.
The devil makes two attacks: one with its beard and one with its glaive.
Melee Attack Roll: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Melee Attack Roll: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Medium fiend (devil), Lawful Evil
| Armor Class | 13 |
|---|---|
| Hit Points | 58 (9d8 + 18) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 15 (+2) | 15 (+2) | 9 (-1) | 11 (+0) | 14 (+2) |
| Saving Throws | Cha +4, Con +4, Str +5 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | cold |
| Damage Immunities | fire; poison |
| Condition Immunities | frightened; poisoned |
| Senses | Darkvision 120 ft. (unimpeded by magical Darkness), passive Perception 10 |
| Languages | Infernal; telepathy 120 ft. |
| Challenge | 3 |
The devil has Advantage on saving throws against spells and other magical effects.
The devil makes one Beard attack and one Infernal Glaive attack.
Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage, and the target has the Poisoned condition until the start of the devil's next turn. Until this poison ends, the target can't regain Hit Points.
Melee Attack Roll: +5, reach 10 ft. Hit: 8 (1d10 + 3) Slashing damage. If the target is a creature and doesn't already have an infernal wound, it is subjected to the following effect. con DC 12. Failure: The target receives an infernal wound. While wounded, the target loses 5 (1d10) Hit Points at the start of each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 12 Wisdom (Medicine) check.
Medium fiend (devil), Lawful Evil
| Armor Class | 13 |
|---|---|
| Hit Points | 58 (9d8 + 18) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 15 (+2) | 15 (+2) | 9 (-1) | 11 (+0) | 14 (+2) |
| Saving Throws | Cha +4, Con +4, Str +5 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | cold |
| Damage Immunities | fire; poison |
| Condition Immunities | frightened; poisoned |
| Senses | Darkvision 120 ft. (unimpeded by magical Darkness), passive Perception 10 |
| Languages | Infernal; telepathy 120 ft. |
| Challenge | 3 |
The devil has Advantage on saving throws against spells and other magical effects.
The devil makes one Beard attack and one Infernal Glaive attack.
Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage, and the target has the Poisoned condition until the start of the devil's next turn. Until this poison ends, the target can't regain Hit Points.
Melee Attack Roll: +5, reach 10 ft. Hit: 8 (1d10 + 3) Slashing damage. If the target is a creature and doesn't already have an infernal wound, it is subjected to the following effect. con DC 12. Failure: The target receives an infernal wound. While wounded, the target loses 5 (1d10) Hit Points at the start of each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 12 Wisdom (Medicine) check.