Armor Class
17
(natural armor)
Hit Points
80
(11d8 + 16)
Speed
25 ft.
STR
19
(+4)
DEX
14
(+2)
CON
17
(+3)
INT
8
(-1)
WIS
10
(+0)
CHA
4
(-3)
Saving Throws
STR +6, CON +5, WIS +2, CHA −1
Skills
Insight +5, Perception +8
Damage Resistances
Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities
Bludgeoning, Fire, Poison
Condition Immunities
Poisoned
Senses
Darkvision 120 ft., Passive Perception 18
Languages
Infernal, Telepathy 120 ft.
Challenge
4 (1,100 XP)
Proficiency Bonus
+2
Traits
Thick Hide. Rolls against it lower than a 10 cause the attacker to rebound giving the Devil advantage on the next round.
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has an advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The devil makes two melee attacks with its scythes. Or one swing with his blade and an unarmed strike.
Arm Blades. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d6 +4) Slashing damage.
Kick. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (2d6 + 4) and the target must make a DC 10 Con Save or get knocked Prone
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