Legendary Resistance (3/day). If the archdevil fails a saving throw, it can choose to succeed instead.
Devil's Sight. Magical darkness doesn't impede the archdevil's darkvision.
Infernal Mage Armor. The archdevil's AC includes its Charisma modifier. The archdevil also has Advantage on saving throws against spells and other magical effects, as well as resistance to damage dealt by spells or magical effects.
Spellcasting. The archdevil is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). The archdevil has the following spells prepared:
Cantrips (at will): chill touch (4d8), fire bolt (4d10), shocking grasp (4d8), thaumaturgy, vicious mockery (4d4)
1st level (4 slots): hellish rebuke, magic missile, shield, thunderwave
2nd level (3 slots): blur, crown of madness, hold person, invisibility
3rd level (3 slots): counterspell, fireball, hypnotic pattern, lightning bolt
4th level (3 slots): confusion, dimension door, phantasmal killer, wall of fire
5th level (3 slots): flame strike, hold monster, immolation, mislead
6th level (2 slots): chain lightning, disintegrate
7th level (2 slots): fire storm, plane shift
8th level (1 slots): dominate monster, maddening darkness
9th level (1 slots): blade of disaster
Archdevil Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage plus (3d12) necrotic damage. If a creature is reduced to 0 hit points with this weapon, the creature must succeed on a DC 15 Constitution saving throw. On a failed save, the creature dies and can only be revived by a resurrection spell or a more powerful healing magic
Voice of Power (3/day). The archdevil speaks a word of power. The first time it uses this action between long rests, it casts the power word pain spell. The second time it uses this action, it casts power word stun. The third and final time it uses this action, it casts power word kill.
The archdevil can take three legendary actions, choosing from the options below. Only one action can be used at a time and only at the end of another creature's turn. The archdevil regains spent legendary actions at the start of its turn.
Cantrip (Costs 1 Action). The archdevil casts a cantrip.
Command (Costs 2 Actions). The archdevil casts the Command spell, targeting up to four creatures.
Apparate (Costs 2 Actions). The archdevil magically teleports up to 120 feet to an unoccupied space it can see.
Dominate (Costs 3 Actions). The Archdevil attempts to take control of a creature within 60 feet of it. The target must succeed on a DC 21 Wisdom saving throw or be charmed by the archdevil until the end of the archdevil's next turn. While charmed ,the devil takes precise control of that creature. At the start of the archdevil's turns, it must expend all its legendary actions for the round to maintain control over the charmed creature. If the devil starts its turn with 100 hit points or less, it cannot use this legendary action or maintain it over a previously charmed creature.
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