Pack Tactics. The devilfiend has advantage on an attack roll against a creature if at least one of the devilfiend's allies is within 5 feet of the creature and the ally isn't incapacitated.
Lesser Magic Resistance. The devilfiend has advantage on saving throws against spells of 4th level or lower and other magical effects.
Brute. A melee weapon deals one extra die of its damage when the devilfiend hits with it (included in the attack).
Constrained Horror. The devilfiend has disadvantage on saving throws against being restrained.
Multiattack. The devilfiend makes one bite or tail attack, two attacks with its claws, and one with its chain. Alternatively, it makes two hurl flame attacks and one melee attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage + 2 (1d4) fire damage.
Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Chain. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hurl Flame. Ranged Spell Attack: +4 to hit, range 25/75 ft., one target. Hit: 12 (2d10 + 1) fire damage and the target must succeed on a DC 13 Constitution saving throw or take 1 fire damage at the start of its next turns for the next 2 rounds. If the target is a flammable object that isn't being worn or carried, it is ignited.
Burst Free. If the devilfiend succeeds on a Strength check against breaking a chain, it can choose to make a claw, bite, or hurl flame attack against a target within reach.
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