| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +4 |
| DEX | 16 | +3 | +5 |
| CON | 13 | +1 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 14 | +2 | +2 |
| CHA | 17 | +3 | +5 |
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.
Multiattack. The devil makes three melee attacks: two with a fork and one tail attack.
Fork. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage, and the target has the Poisoned condition until the start of the devil’s next turn. Until this poison ends, the target can’t regain Hit Points.
Tail. Melee Attack Roll: +4, reach 10 ft. Hit: 5 (1d8 + 2) Piercing damage.If the target is a creature other than an undead or a construct, it must succeed on a DC 13 Constitution Saving Throw or loses 7 (2d6) Hit Points at the start of each of its turns. Any creature can take an action to stanch the wound, doing so by succeeding on a DC 12 Wisdom (Medicine) check.
Hurl Flame. Ranged Spell Attack: +5 Fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
Hellfire Burst (Recharge 5-6). The devil launches an ember that quickly erupts into a conflagration of hellfire. Each creature in a 20-foot sphere originating from a point within 90 feet of the devil must make a DC 13 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. Fire damage from this ability ignores resistance (but not immunity).
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