Medium Fiend (Devil), Lawful Evil
Armor Class 18 Infernal Studded Leather
Hit Points 105 (14d8 + 42)
Speed
STR
19 (+4)
DEX
22 (+6)
CON
17 (+3)
INT
16 (+3)
WIS
20 (+5)
CHA
17 (+3)
Saving Throws DEX +9, WIS +8
Skills Acrobatics +9, Deception +9, Perception +11, Sleight of Hand +9, Stealth +12
Damage Resistances Acid, 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 18
Languages Abyssal, Celestial, Infernal, Telepathy 100 ft.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

 Magic Weapons. The assassin devil's weapon attacks are magical.

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

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

Avoidance. If the assassin devil is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack (1/Turn). The assassin devil deals an extra 18 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin devil that isn’t incapacitated and the assassin devil doesn’t have disadvantage on the attack roll.

Innate Spellcasting. The assassin devil's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

Actions

Multiattack. The assassin devil makes two melee or ranged attacks.

Deadly Longswords. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 3) slashing damage. The assassin devil carries two, one of silver and one of cold iron, both enchanted by his rituals. 

Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d6 + 1) piercing damage. The assassin devil usually carries a collection of bolts with both silver and cold iron tips.

Bonus Actions

Limited Invisibility Field. The assassin devil can use a bonus action to become invisible. Any equipment the assassin devil wears or carries is also invisible as long as the equipment is on its person. This invisibility ends immediately after the assassin devil casts a spell, makes an attack roll or is hit by an attack, or at the end of the assassin devil's next turn.

Shadow Step. While in dim light or darkness, the assassin devil can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.

Shadow form. As a bonus action, the assassin devil turns into a shadow like form and for the next 1d6 rounds they count as constantly having half cover from all attacks unless in direct sunlight or illuminated by the daylight spell. 

Description

Assassin devils live alongside mortals. Through extensive uses of their spell-like abilities, they can move without detection, slipping unseen into secret meetings, eavesdropping on strategies, and assassinating particularly dangerous threats to baatezu plans. In Baator, they fulfill many of the same roles and lurk in the courts of pit fiends and archdevils alike.

Monster Tags: Devil

Lyxen

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