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.
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.
Hellish Pitchfork. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage, and the target must make a DC 15 Constitution saving throw or become incapacitated, as it begins coughing uncontrollably. The target 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 this feature of the hellish pitchfork for the next 24 hours.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
Hypnotic Pattern (1/day). The devil creates a twisting pattern of colors that weaves through the air inside a 30-foot cube within 120 ft. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a DC 15 Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone uses an action to shake the creature out of its stupor.
Hellscape Eruption (recharge 5-6). The devil uses its infernal powers to cause the ground at a point within 60 ft. to bulge and erupt as a small, infernal volcano. Each creature in a 10- foot radius of that point must succeed on a DC 15 Strength saving throw or be knocked prone. Afterward, each creature must make a DC 15 Dexterity saving throw as magma spews forth. On a failure, a creature takes 33 (6d10) fire damage. On a success, the creature takes only half as much damage.
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