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 claws and one with its sting.
Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one creature. Hit: 8 (1d10 + 3) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13). Until this grapple ends, the devil has advantage on attack rolls against it and can't use this attack against other targets. When the devil moves, any Medium or smaller target it is grappling moves with it.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Description
Advespas are female, wasplike devils that patrol the skies above the infernal planes. They are often found under the command of some more powerful baatezu. An advespa appears as a huge, heavy-bodied wasp with a female face. It has small, antennalike horns, protruding humanoid features, dripping mandibles, a chitinous hide, and a pair of dark, resilient, insect wings. Its lower abdomen terminates in a barbed, poisonous stinger, which may be brought up over the creature’s head in the manner of a scorpion’s tail. The most common advespa is entirely black; in fact, it looks as if it had been carved from obsidian or some other dark stone. The more powerful advespas (those with higher stations and slightly higher Charisma scores) have striations of yellow, red, and orange, and they tend to be smaller than the common advespas. These colorful advespas usually serve as the leaders of squads and swarms.
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