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.
Assassinate. The devil has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit they score against a creature that is surprised is a critical hit.
Sneak Attack. Once per turn, the devil can deal an extra (6d6) damage to one creature it hits with an attack if it has advantage on the attack roll. the devil doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and it doesn't have disadvantage on the attack roll.
Hellish Weapons. The devil's weapon attacks are magical and deal an extra 13 (3d8) fire damage on a hit (included in the attacks).
Multiattack. The devil makes three attacks.
Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage, plus 13 (3d8) fire damage.
Poisoned Crossbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 13 (3d8) fire damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.
Cunning Action. The devil can take a bonus action on each of its turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Uncanny Dodge. When an attacker that the devil can see hits it with an attack, it can use it's reaction to halve the attack's damage against itself.
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