Medium Fiend (Devil), Lawful Evil
Armor Class 15 natural
Hit Points 51 (6d8 + 24)
Speed 30 ft.
STR
17 (+3)
DEX
19 (+4)
CON
18 (+4)
INT
20 (+5)
WIS
19 (+4)
CHA
20 (+5)
Skills Arcana +7, Deception +7, Insight +6, Persuasion +7, Religion +7
Damage Resistances Acid, Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 60 ft, Passive Perception 14
Languages Common, Draconic, Infernal, Telepathy 100 ft
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Innate Spellcasting. The contract devil’s innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The contract devil can innately cast the following spells, requiring no material components:

At will: detect thoughts, produce flame, tongues.

3/day each: dimension door (self only), identify, major image, sending

1/day each: arcane eye, bestow curse, contact other plane, hold person, locate creature, scorching ray, silence, plane shift (evil planes only), teleport (self only)

Magic Resistance. The contract devil has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The contract devil makes two whipping contract attacks.

Whipping Contract. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 9 (2d4 + 4) magical slashing damage. A creature that has made any kind of agreement with the contract devil and takes damage from this attack makes a DC 15 Charisma saving throw or gains the charmed condition for 1 minute.

Description

When powerful mages beseech dark powers, contract devils use their acumen with words and understanding of fell agreements to entrap all but the cleverest bargainers. These fiends frequently goad fools into making deals without realizing their error—a mistake that proves severe indeed.

 

Monster Tags: Devilfiend

IZORx10DM

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