Barbed Hide. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.
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.
Devil's Luck. The devil has unparalleled luck. Because of this, it cannot roll a natural one.
Imposing Size. All players encountering the devil must roll a DC 16 charisma saving throw or become frightened by the devil
Multiattack. The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8+7) piercing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 7) piercing damage.
Infernal Breath. Ranged Spell Attack: +6 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
Body Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., area. Hit: 47 (4d20 + 7) bludgeoning damage. All creatures in the devil's area must make a DC 18 Dexterity saving throw or be crushed by the Devil's body. After attacking, the devil is prone for 2 turns. All attacks made against the devil after this attack have advantage for the next two turns.
Description
The Bush Devil appears in many places in the mortal realm. It is commonly seen in the desert harassing tribes living there, though it occasionally appears outside the desert, causing chaos and devastation everywhere it goes. Stories tell of this devil destroying entire villages creating dozens of refugee situations before returning to its plane.
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