Barbed Hide. At the start of each of its turns, the barbed devil deals 6 (1d12) 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.
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: +8 to hit, reach 5 ft., one target. Hit: 6 (2d6 + 3) piercing damage.
Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Falchion. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 7 (1d6 + 5) slashing damage. Additionally causes 10 cold damage.
Hurl Flame. Ranged Spell Attack: +8 to hit, range 150 ft., one target. Hit: 10 (5d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
Lair and Lair Actions
Lair: Ship
Ship Name: The Consumer
On initiative count 20 the ship can make up to 5 attacks. Melee Weapon Attack: +10 to hit, one target. Hit: 2 (1d8) piercing, bludgeoning, or slashing damage (Dependent on what the DM uses on the ship to attack i.e Rope, barrels etc.... Additionally the target must make a DC 15 Dex save or become grappled and restrained.
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