Medium Fiend (Devil), Lawful Evil
Armor Class 16 (natural armor)
Hit Points 85 (10d8 + 40)
Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
18 (+4)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws CON +7, WIS +4, CHA +5
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 11
Languages Infernal, Telepathy 120 ft.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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.

Block Chain.  When a Block Devil and a Chain Devil are within 60 ft. of each other, they can cast the following spells, but must share spell slots as a pair.  Each devil's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks).

1st level. (4 slots): Bane, Compel Duel, Dissonant Whispers, Distort Value (per Acquisitions Incorporated)

2nd level. (3 slots): Blindness/Deafness, Darkness, Mirror Image, Phantasmal Force

3rd level. (2 slots): Hypnotic Pattern, Meld into Stone, Incite Greed (per Acquisitions Incorporated)

Actions

Multiattack. The devil makes two attacks with its blocks, then uses From the Walls and Floors.

Block. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.  If the target is alive, it make a DC 14 Constitution saving throw.  If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. If a restrained creature is hit again with a block attack, it becomes petrified on a saving throw failure. The petrification lasts until the creature is freed by the greater restoration spell or other magic.

From the Walls and Floors. The Block Devil temporarily animates portions of a surrounding area made of stone, brick, mud, or plaster.  Make two additional attacks, which must be against targets within 5 ft. a wall or floor made from the proper material.  Any attack made through a painting, tapestry, or rug is made at disadvantage.  Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Reactions

Enticing Face. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create an illusory veil over one of the creature's eyes. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be blinded until the end of its turn.

Monster Tags: Devil

Hybridfive

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