Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Horror to Behold. The devil has advantage on intimidation checks on non-devils. Non-devils that start their turn within 10 feet of the devil and can see it must succeed on a DC 15 saving throw or be frightened until their next turn.
Multiattack. The devil makes three attacks: two with its claws and one with its tail slam
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Tail Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 12 (3d6) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be knocked prone.
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