Devil's Sight. Magical darkness doesn’t impede the avatar’s darkvision.
Magic Resistance. The avatar has advantage on saving throws against spells and other magical effects.
Magic Weapons. The avatar's weapon attacks are magical.
Rust Metal. Any nonmagical weapon or ammunition made of metal that hits the avatar corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the avatar is destroyed after dealing damage.
Dreadful Appearance. When the avatar apers all creatures within 120 feet, that can se it, must make a DC 18 Wisdom saving throw or become frighten for one minute. The creature can try to save again at the ending of each of its turns. A creature that succeeds on the saving throw is immune to this effect for 1 hour.
Multiattack. The devil spawn makes two blood-iron mace or blood-iron burst attacks. The avatar can replace one of the attacks whit superheat metal (if available).
Blood-Iron Mace. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 5) bludgeoning damage plus 7 (2d6) fire damage.
Blood-Iron Burst. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 22 (4d8 + 4) fire damage.
Superheat Metal (Recharge 5-6). The avatar targets a metal object it can see within 90 feet of it. The metal glows white-hot, burning all that touches it. If the object was held by a creature, the creature must succeed on a DC 18 Dexterity saving throw, taking 32 (7d8) fire damage. If the object is attached to a creature, or they couldn't feasibly drop it, they automatically fail the save. The object returns to room temperature at the end of the avatar's turn.
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