Medium Fiend (Demon), Chaotic Evil
Armor Class 13 Natural Armor
Hit Points 80 (8d8 + 16)
Speed 45 ft.
STR
16 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
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 16
Languages Infernal, Common, Elvish, Dwarvish, Abyssal, Fey, Telepathy 120 ft.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll

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.

Steadfast. The devil can't be frightened while it can see an allied creature within 30 feet of it.

Actions

Multiattack. The spy makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Multiattack. The devil makes two attacks: one with its beard and one with its glaive.


Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d8 + 2) piercing damage. The target must succeed on a dc 12 constitution saving throw or be poisoned for 1 minute While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success


Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) 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 5 (1d10). 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

Description

A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their masters.

Monster Tags: NPC

Habitat: Urban

The_Nilknarf

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