Aggressive. As a bonus action, the archdevil can move up to its speed toward a hostile creature that it can see and make an attack with its halberd.
Fear Aura. Any creature hostile to the archdevil that starts its turn within 20 feet of it must make a DC 23 Wisdom saving throw, unless the archdevil is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the archdevil’s Fear Aura for the next 24 hours.
Hellish Weapons. The archdevil’s weapon attacks are magical and deal an extra 18 (4d8) fire damage on a hit (included in the attacks).
Innate Spellcasting. The archdevil’s innate spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no material components:
At will: alter self, animate dead, create undead, [Tooltip Not Found] (self only), major image, mislead, suggestion
1/day each: imprisonment, symbol (discord only)
Legendary Resistance (3/Day). If the archdevil fails a saving throw, it can choose to succeed instead.
Magic Resistance. The archdevil has advantage on saving throws against spells and other magical effects.
Precision Attack (1/turn). When the archdevil would miss an attack, it can add 1d10 to the result of the attack roll.
Regeneration. The archdevil regains 20 hit points at the start of its turn. If it takes radiant damage, this trait doesn't function at the start of its next turn. The archdevil dies only if it starts its turn with 0 hit points and doesn't regenerate.
Sweeping Attack (1/turn). When the archdevil hits a creature with a melee weapon attack, it can deal 5 (1d10) damage to another creature within 5 feet of the target if the attack would hit the second creature.
Multiattack. The archdevil makes four melee weapon attacks.
Halberd. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 22 (2d10 + 11) slashing damage plus 18 (4d8) fire damage and the target must succeed on a DC 23 Strength saving throw or drop one item it is holding of the archdevil’s choice and be pushed up to 15 feet away from the archdevil and knocked prone.
Tusk. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage plus 18 (4d8) fire damage.
Teleport. The archdevil magically teleports, along with any equipment it is wearing and carrying, up to 120 feet to an unoccupied space it can see.
Parrying Maneuver. When another creature hits the archdevil with a melee attack, the archdevil can use its reaction to reduce the damage by 6 (1d10+1).
Riposte. When a creature misses the archdevil with a melee attack or enters the archdevil’s reach, the archdevil can use its reaction to make a melee weapon attack against the creature.
The archdevil can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The archdevil regains spent legendary actions at the start of its turn.
Attack. The archdevil makes a melee weapon attack.
Teleport. The archdevil uses its Teleport action.
Spell (Costs 2 Actions). The archdevil casts a spell with its innate spellcasting trait that has a casting time of 1 action.
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