Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Infernal Regeneration. The devil at the start of every round gains 5 hit points. At the start of combat it can take the bonus action in which it gives itself 15 extra temporary hit points.
Thought Eater. When ever a creature casts the spell 'detect thoughts' the caster must succseed a DC 20 Charisma saving throw or gain 1 level of insanity from the Dm's choice.
Innate Spellcasting. The Baatezu has the innate spells that it can cast, it has the fallowing spells prepared and the save is DC 15.
5/day Fireball, Detect Thoughts, Lightning Bolt, Wall of Water,
Multiattack. The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.
Blade of Doom. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (4d8 + 6) piercing damage. If the target is a Demon or other none devil fiend that creature takes double the damage along with an extra 2d8 Fire damage even if they are immune or resistant.
Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
Pary. When ever an attack roll succeeds by 1 or less the Baatezu can instead increase its AC by 2 and defecting the hit.
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