Magical Frenzy. When the berserker takes damage from a spell or magical effect, it flies into a frenzy. When in a frenzy, it must take its turn to either attack the nearest hostile creature or move up to its speed to the creature that last dealt it damage and attack it.
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Multiattack. The devil makes three attacks: two with its claws and one with its sting. Alternatively, it can make two axe attacks and one sting attack.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Description
Bone Devils wander the Nine Hells, tormenting lesser demons and aspiring to greater heights. Occasionally, they are exiled out into the Forgotten Realms, and seek positions where they can exert the control they had over demons. One such position is the leader of a gang of berserkers. These devils adopt the customs and weapons of the warriors they command.
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