Large Fiend (Devil), Neutral Evil
Armor Class 18 (natural armor)
Hit Points 120 (12d10 + 62)
Speed 30 ft.
STR
19 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
14 (+2)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws STR +7, CON +7, INT +5, CHA +5
Skills Arcana +5, Athletics +7, Perception +4
Damage Vulnerabilities Radiant
Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 17
Languages Common, Infernal
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Innate Spellcasting. The devil’s innate spellcasting ability is Intelligence (spell save DC 12). The devil can innately cast the following spells, requiring no material components:

At will: darkness, fear, dispel magic, counterspell

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.

Actions

Multiattack. The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.

Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Monster Tags: Devil

Thamiel