Small Fiend (Devil), Chaotic Evil
Armor Class 15 Natural Armor
Hit Points 33 (6d6 + 12)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
8 (-1)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws DEX +5, CON +4
Skills Perception +3, Stealth +5
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Poisoned
Senses Darkvision 60 ft, Passive Perception 13
Languages Abyssal, Ignan
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Fiery Body. A creature that touches the Cinderling or hits it with a melee attack while within 5 feet of it takes Hit: 3 (1d6) fire damage.

Death Burst. When the Cinderling dies, it explodes in a burst of fiery embers. Each creature within 10 feet of it must succeed on a DC 12 Dexterity saving throw, taking Hit: 7 (2d6) fire damage. on a failed save, or half as much damage on a successful one.

Innate Spellcasting (1/Day). The Cinderling can cast *Burning Hands* at 2nd level. Its spellcasting ability is Charisma (spell save DC 11). Each creature in a 15-foot cone must make a DC 11 Dexterity saving throw, taking Hit: 9 (3d6) fire damage. on a failed save, or half as much damage on a successful one.

Actions

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) slashing damage and an additional Hit: 3 (1d6) fire damage.

Fiery Spit. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a flammable object that isn’t being worn or carried, it catches fire.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

FarmerJohn264

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