Large Undead (Devil), Lawful Evil
Armor Class 17 (natural armor)
Hit Points 127 (17d10 + 34)
Speed 50 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
12 (+1)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws STR +8, DEX +7, CON +8, WIS +6
Skills Acrobatics +7, Athletics +8, Perception +10
Damage Vulnerabilities Bludgeoning
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 120 ft., Passive Perception 18
Languages Common, Infernal, Telepathy 120 ft
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

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

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

Turn Immunity. The bone reaper is immune to effects that turn undead.

Undead Nature. Doesn’t require air, food, drink, or sleep.

Actions

Multiattack. The bone reaper makes three Claw attacks. One of these attacks may be replaced by a use of Bone Duster.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Bone Duster. Necrotic Flame from the beneath creature that you can see within 60 ft. The target must succeed on a DC 15 Dexterity saving throw or take 2d8 necrotic damage. The target gains no benefit from cover for this saving throw.

Grim Slasher. The bone reaper charges forward in a 15 ft line. Each creature in that area must make a DC 15 Dexterity saving throw, taking 2d8 slashing damage plus 4d6 necrotic damage, or half as much on a successful save. Creatures who fail the save are knocked prone. 

Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the bone reaper and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the bone reaper's Frightful Presence for the next 24 hours.

Burning Cyclone (Recharge 5–6).

A burning whirlwind howls outward as the bone reaper spins in place. The whirlwind is a 15-foot-radius, 30-foot-high cylinder centered on that point. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

A creature must make a DC 15 Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind. A restrained creature is hurled 2d4 × 10 feet away from it in a random direction, and the creature is no longer restrained.

 

Legendary Actions

The bone reaper can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The bone reaper regains spent legendary actions at the start of its turn.

Attack. The bone reaper makes one claw or bone duster attack.

Frightful Presence (Costs 2 Actions). Each creature of the bone reaper's choice within 30 feet of it must succeed on a DC 15 Wisdom saving throw or become frightened of the bone reaper until the end of its next turn.

Monster Tags: Devilundeadfiend

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