War Devil

(Chains of Asmodeus)

Huge fiend (devil), Lawful Evil

Armor Class11 (natural armor)
Hit Points237 (19d12 + 114)
Speed40 ft., fly 60 ft.
STRDEXCONINTWISCHA
24 (+7) 9 (-1) 23 (+6) 7 (-2) 13 (+1) 9 (-1)
Saving ThrowsCon +11, Str +12
SkillsAthletics +12, Insight +6, Intimidation +4, Perception +6
Damage Vulnerabilities—
Damage Resistancescold
Damage Immunitiesfire; poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
Condition Immunitiesfrightened; poisoned
Sensesdarkvision 120 ft., passive Perception 16
LanguagesInfernal, telepathy 120 ft.
Challenge16

Traits

Devil's Sight.

Magical darkness doesn't impede the war devil's darkvision.

Fear Aura.

Any hostile creature that starts its turn within 20 feet of the war devil must succeed on a DC 18 Wisdom saving throw or have the frightened condition until the start of the creature's next turn. If a creature's saving throw is successful, the creature is immune to the war devil's Fear Aura for the next 24 hours. This ability doesn't function if the war devil is unconscious.

Magic Resistance.

The war devil has advantage on saving throws against spells and other magical effects.

Actions

Multiattack.

The war devil makes two attacks using its Cold- Iron Ranseur, Claws, or a combination of the two.

Cold-Iron Ranseur.

Melee Attack Roll: +12 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) force damage plus 14 (4d6) cold damage.

Claws.

Melee Attack Roll: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage. If the target is a Large or smaller creature, it has the grappled condition (escape DC 20). While a creature is grappled, the war devil can't make Claws attacks.