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.
Provoking Presence. Any creatures that start or ends its turn within 60 feet of this fiend becomes provoked by it, and must make a Wisdom save DC 15. Upon a fail, the creature must make all attacks against this fiend. Upon a success, the encroaching creature is not provoked.
Infernal Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Big Shield. The fiend adds +5 to its armor class. It can use this reaction once per turn.
Deflect (3/day). The fiend reflects one ranged weapon or spell attack, causing it to miss.
Description
A legendary shield demon of a massive size and ornate design. It is said to have fended off a million-strong army in the past.
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