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 two attacks: one with its claw or Bone Spear and one with its sting.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bone Spear. Ranged Weapon Attack: +8 to hit, range 60/120 ft. Hit: 31 (6d8 + 4) piercing damage, and the target is impaled by a massive bone fragment. While impaled, the target’s move speed is halved and it has disadvantage on ability checks, weapon attacks and saving throws using Strength or Dexterity. The bone fragment can be removed as an action by a creature that succeeds on a DC 14 Strength (Medicine) check.
Grotesque Regrowth. The bone devil pauses to magically reknit its bones, regaining 33 (6d10) hit points. Additionally, each creature of the devil’s choice within 30 ft. that can see it must succeed on a DC 14 Wisdom saving throw or be frightened of the devil until the end of its next turn.
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