Armor Class
15
natural armor, suave
Hit Points
40
(9d6 + 9)
Speed
STR
10
(+0)
DEX
15
(+2)
CON
12
(+1)
INT
14
(+2)
WIS
14
(+2)
CHA
15
(+2)
Skills
Acrobatics +6, Deception +6, Insight +6
Damage Resistances
Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities
Fire, Poison
Condition Immunities
Poisoned
Senses
Darkvision 120 ft., Passive Perception 12
Languages
Common, Infernal, Telepathy 120 ft.
Challenge
2 (450 XP)
Proficiency Bonus
+2
Traits
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Flyby. The devil doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Suave. Amrik adds his Charisma modifier to his AC, attack rolls, and damage rolls.
Actions
Multiattack. The devil makes three attacks: one with its bite, one with its fork, and one with its tail spines or three with its tail spines.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage.
Fork. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
Tail Spine. Ranged Weapon Attack: +6 to hit, range 20/80 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 5 (1d6+2) fire damage.
Same Tricks (1/day). Amrik throws a smoke bomb up to 20 feet away. Every creature within a 10-foot-radius sphere must make a DC12 Dexterity saving throw or take 1d10 fire damage. Smoke then fills the area, causing the area to be heavily obscured. A strong wind disperses it.
Bonus Actions
Ready for Anything. Amrik can take the Dodge action as a bonus action.
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