Large Fiend (Devil), Chaotic Evil
AC 18    Initiative +7 (17)
HP 104 (10d8 + 70)
Speed 30 ft., Fly 50 ft.
Mod Save
STR 25 +7 +10
DEX 25 +7 +10
CON 25 +7 +10
Mod Save
INT 5 −3 −3
WIS 5 −3 −3
CHA 5 −3 −3
Skills Acrobatics +10, Athletics +10
Immunities Fire, Poison; Poisoned
Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11
Languages knows languages it knew as a humanoid, can only speak infernal
CR 5 (XP 1,800; PB +3)
Traits

Hunger of Bel. While under the influence of Bel's hunger, you assume the form of a Bel Spawn. This transformation persists until you are brought to 0 hit points, or you devour humanoid flesh for 30 seconds, uninterrupted.

Magical Resistance. Bel Spawn have advantage on saving throws against spells and magical effects.

Actions

Multiattack. The Bel Spawn makes one Charge attack or two Claw attacks, and one Bite attack.

Charge. Melee Attack Roll: +10, range 5 ft. Hit: 17 (2d10 + 7) Piercing damage. If the target is a Large or smaller creature and the Bel Spawn moved 20+ feet straight toward it immediately before the hit, the target takes an extra 10 (2d10) Bludgeoning damage and has the Prone condition.

Claw. Melee Attack Roll: +10, reach 5 ft. Hit: 11 (1d8 + 7) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 18) from both claws.

Bite. Melee Attack Roll: +10, reach 5 ft. Hit: 12 (1d10 + 7) Piercing damage. On a successful hit, the target must make a Constitution saving throw (DC 18), taking 2d12 bleeding damage on a failure, half as much on a success. The Bel Spawn regains a number of hit points equal to the bleeding damage.

Reactions

Blood Frenzy. Immediately after reducing a humanoid creature to 0 hit points, the Bel Spawn can use its reaction to make a Charge attack on another creature within 30 ft of it, regardless of the amount of movement used prior.

Monster Tags: Devilfiend

Habitat: Planar (Nine Hells)

RamenHamster

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