Medium Fiend (Devil), Lawful Evil
Armor Class 16 (natural armor)
Hit Points 160 (13d8 + 52)
Speed 30 ft.
STR
18 (+4)
DEX
17 (+3)
CON
18 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws STR +7, CON +7, WIS +6, CHA +5
Skills Deception +5, Insight +5, Perception +8
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 19
Languages Infernal, Telepathy 120 ft.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Barbed Hide. At the start of each of its turns, the barbed devil deals 7 (2d6) piercing damage to any creature grappling it.

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.

Innate Spellcasting. The devil's spellcasting ability is Wisdom (spell  save DC 14). The devil can innately cast the following spells, without  providing material components:
2/day each: hold person, major image
1/day: blight

Actions

Multiattack. The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the target is a creature other than an  undead or a construct, it must succeed on a DC 15 Wisdom saving  throw or be frightened. A frightened creature repeats the saving  throw at the end of each of its turns, ending the effect on itself with
a success. If the target's saving throw is successful, the target is  immune to being frightened by the devil's claw for the next 24 hours.

Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is Medium or smaller,  it is grappled (escape DC 14). Until this grapple ends, the target is  restrained, the devil can automatically hit the target with its tail, and  the devil can't make tail attacks.

Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Reactions

Redirect Attack. When a creature the devil can see targets it with  an attack, the devil chooses another ally within 5 feet of it. The two  swap places, and the chosen ally becomes the target instead.

Directed Strike (2/Day). When a creature the devil can see within  30 feet of it makes an attack roll, and the creature can hear the devil,  the devil grants advantage to that roll.

Description

Barbed Devil Captains are former guards and soldiers that display  unusual cunning and tactical prowess. These hamatula warriors  lead shock troops into battle, directing their attacks where they  can do the most damage. It will not hesitate to sacrifice one of its
own to save its own skin since it believes it is more valuable alive  than any of its ilk.

Monster Tags: Devil

Ag3ntGandhi

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