Large Fiend (Devil), Lawful Evil
Armor Class 13
Hit Points 85 (10d10 + 30)
Speed 20 ft.
STR
19 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
16 (+3)
WIS
18 (+4)
CHA
16 (+3)
Skills Deception +6, Insight +7, Persuasion +6, Stealth +6
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 14
Languages Common, Infernal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Innate Spellcasting. The asakku's innate spellcasting ability is Wisdom. It can innately cast the following spells (spell save DC 15), requiring no material components:

At will: Dancing Lights, Detect Thoughts, Fly, Polymorph, Prestidigitation, Shocking Grasp

1/day: Charm Person, Contagion, Silent Image, Tongues

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

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

Actions

Multiattack. The asakuu makes three attacks: one with it's bite, and two with his claw attack.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning or slashing damage (claw’s choice).

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage.

Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: # (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Monster Tags: DevilShapechanger

alfredsftw

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