Large Fiend (Devil), Lawful Evil
Armor Class 20 (natural armor)
Hit Points 171 (18d10 + 72)
Speed 40 ft., Fly 40 ft.
STR
20 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
13 (+1)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws INT +5, WIS +6, CHA +8
Skills Deception +8, Insight +6, Intimidation +8
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 Infernal, Telepathy 120 ft.
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Aura of Tyranny. An ally that is within 30 feet of the devil and can see and hear the devil and has less hit points than the devil has advantage to saving throws against being charmed and frightened, provided that the devil isn't incapacitated.

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Innate Spellcasting. The devil's innate spellcasting ability is Charisma (spell save DC 16). The devil can innately cast the following spells, without providing material components:
3/day each: fly, invisibility (self only), major image
1/day: wall of ice

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

Spur Allies. As a bonus action, the devil targets up to two allies within 30 feet that can see and hear the devil and must have less hit points than the devil. The target takes 3  (1d6) damage and uses its reaction to make one melee attack with advantage on the roll.

Actions

Multiattack. The devil can use its Frightful Presence. It then makes three attacks: two with its claws and one with its sting.  

Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) slashing damage.

Sting. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 21 (6d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Frightful Presence. Each creature of the devil's choice that is within 120 feet of the devil and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the devil's Frightful Presence for the next 24 hours.

Description

Bone devil taskmasters have perfected the art of driving and commanding less powerful devils to work.  So cruel and vicious are the osyluths' methods that their minions fear it more than anything else, and would rather die fighting than face the wrath of their taskmasters.

Monster Tags: Devil

Marduk2012

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