Medium Fiend (Wizard), Lawful Evil
Armor Class 14 (Natural armor)
Hit Points 71 (11d8 + 22)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
18 (+4)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws WIS +4, CHA +6
Skills Arcana +7, Perception +5
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., Truesight 60 feet., Passive Perception 14
Languages Celestial, Common, Infernal, Primordial, Telepathy 120 ft.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Devil's Sight. Magical darkness doesn't impede the devil's darkvision. 

Spellcasting. The devil arcanist casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15) :

At will : control flames, fire bolt, mage hand, prestidigitation

3/day each : detect magic*, fog cloud*, magic missile

2/day each : darkness*, dispel magic, haste*, invisibility*, sending, suggestion*, vortex warp

1/day each : banishment*, dimension door, synaptic static

*concentration spells

Actions

Multiattack. The devil makes three hellfire rays attacks, one of which it can replace by a tail attack.

Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) slashing damage, and the target substract 1d8 to the next saving throws it makes before the end of the devil arcanist's next turn.

Hellfire Rays. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 7 (2d6) fire damage and 7 (2d6) necrotic damage.

Infernal Orb (Recharge 5-6). The devil arcanist hurls a magical ball of infernal fire that explodes in a 20-foot-radius sphere centered on a point the devil arcanist can see within 150 feet of itself. The sphere spreads around corners. Each creature in that area must make a DC 15 Dexterity saving throw. A creature takes 24 (7d6) fire damage and 24 (7d6) necrotic damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Teleport. The devil teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space that it can see.

Reactions

Spell Drain. When the devil sees a creature makes a ranged spell attack or a spell that forces to make a saving throws within 60 feet, it can attempt to drain some of the magic of the spell to empower itself. The creature must succeed on a DC 15 saving throw using the ability score used in casting the spell.

On a success, the spell is not drained and is cast as normal. On a failed check, the caster substract 1d8 to it's spell attack roll, or the target or targets of it's spell adds 1d8 to their saving throw. The devils then gains either 10 (3d6) temporary Hit Points, or regains one use of it's thrice or twice per day spells. If the check is failed by 5 or more, the spell fails, and the devil instead gains 21 (6d6) temporary Hit Points, or regains a use of one of it's once per day spells.

Description

Devils that act as the eyes and personal assistants of Amnizus, acting as their accountants and lieutenants.They specialize in spellcasting, slinging rays and blasts of arcane and hellfire at their foes, while weakening enemy spellcasters.

Round 1 & 2 : Hellfire Orb/Synaptic Static, or Vortex Warp to move allies out of bad positions

Round 3 : Banishment/Dimension Door, or Vortex Warp to move allies out of bad positions

DCR 3 - OCR 9

_Lucanoptek_

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