Large Fiend (Devil), Lawful Evil
Armor Class 19 (natural armor)
Hit Points 207 (18d10 + 108)
Speed 20 ft., Fly 60 ft.
STR
24 (+7)
DEX
17 (+3)
CON
22 (+6)
INT
13 (+1)
WIS
17 (+3)
CHA
18 (+4)
Saving Throws STR +12, DEX +8, WIS +8, CHA +9
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 13
Languages All, Telepathy 120 ft.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Charge. If the cornugon moves at least 15 feet straight toward a target and then hits it with a gore attack, the attack deals an extra 9 (2d8) damage to the target. If the target is a creature, it must succeed on a DC 19 saving throw or be pushed up to 10 feet away and knocked prone.

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

Innate Spellcasting. The cornugon's 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:

At will: detect evil and good, detect magic, fire bolt (3d10 damage)

2/day each: dispel magic, fireball, lightning bolt, major image

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

Actions

Multiattack. The cornugon makes three melee attacks: one with its bite and two with its claws. Alternatively, it can make one claw attack and cast one spell.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Gore. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) piercing damage.

Teleport (1/Day). The cornugon magically teleports, along with any equipment it is wearing and carrying, up to 120 feet to an unoccupied space it can see.

Description

Cornugon devils are an elite subtype of horned devils that serve under archdevils. They are known for their strength, fighting prowess, and magical abilities.

 Terrifying Fiends. Typical cornugon devils stand at around 11 to 12 feet tall, are overly muscular, and have steel-like scales or tough fur covering their body. Two great horns flank each side of their head, and their massive leathery or feathered wings stand well above their full body, enough to serve as a shield in battle. Their appearances vary, and will closely resemble the archdevils they serve. For example, cornugon devils who serve under Bael will look like massive winged minotaurs while those who serve under Dispater will look like armored humanoids that have ridged, iron scales covering its body and metallic wings.

 Archdevils' Elite. Cornugon devils are often tasked to lead lesser devils in combat or if grouped together, serve as the archdevil's elite troops. When a favored cultist prays for an archdevil to deal with a major threat and the cultist's sacrifice is deemed worthy, the archdevil may send a cornugon.

 Warrior Spellcasters. In combat, cornugon devils take a dual role. They start off as artillery support, unleashing devastating long range spells from afar to break clustered enemy ranks while also dispelling any magical threats and barriers that may hinder their allies. When the battle finally joins, they take flight and dive at the most dangerous but vulnerable targets, such as enemy spellcasters. Against challenging opponents, cornugon devils will utilize both their martial and spellcasting abilities to full advantage, often creating illusions to distract and mislead while making hit and run tactics.

Monster Tags: Devilfiend

SadHorizon

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