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 a number of melee attacks equal to the amount of free hands/weapons it has in hand, plus one tails attack.
Halberd. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Tails. Melee Weapon Attack: +3 to hit, reach 10 ft., nine targets. Hit: 2 (1d4) piercing damage.
Dagger. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 2 (1d4) piercing damage.
Spit Brass. Ranged Weapon Attack: +5 to hit, range 20 ft., one target. Hit: 3 (1d6) fire damage. Recharge: 5-6 The creature that is hit must make a DC 15 Dexterity Save or be petrified in brass, which cools immediately and the creature takes 1 cold damage every 1d6 hours. The petrification ends if the creature receives 10 or more fire damage in one minute.
Description
Insect-like devil that has four arms and spits molten brass. Generally wields two daggers, a halberd and a shield.
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