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 5th level or lower and other magical effects.
Innate Spellcasting. The devilfiend's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit on spell attacks). The devilfiend can innately cast the following spells, requiring no material components:
At will: control flames, true strike
2/day: dispel magic (only effects Enchantment, Transmutation, and Conjuration magic)
Multiattack. The devilfiend makes one bite attack and one attack with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d12 + 1) slashing damage + 1 fire damage + 1 force damage.
Hurl Flame. Ranged Spell Attack: +4 to hit, range 25/75 ft., one target. Hit: 7 (1d10 + 2) fire damage + 1 force damage and the target must succeed on a DC 12 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.
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