Medium Fiend (Devil), Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 60 (8d8 + 16)
Speed 30 ft., Swim 40 ft.
STR
16 (+3)
DEX
16 (+3)
CON
15 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
11 (+0)
Saving Throws STR +6, CON +5, WIS +5
Skills Survival +0
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 10
Languages Common, Infernal, Sylvan, Telepathy 120 ft.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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.

Steadfast. The devil can't be frightened while it can see an allied creature within 30 feet of it.

Actions

Multiattack. The devil makes two attacks: one with its beard and one with its saw blade, or two attacks with its pistol, or one attack with its saw blade and one with its pistol.

Beard. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Saw Blade. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Pistol. Ranged Weapon Attack: +6 to hit, range 30 ft., one target. Hit: 8 (1d10+3) piercing damage and 3 (1d6) fire damage.

Pistol spray. Squidbeard fires a cone of flaming ammunition from its pistol in a 30 ft. cone. All creature within that cone must make a DC 13 dexterity saving throw or take 8 (1d10+3) piercing damage and 3 (1d6) fire damage on a failed save and half as much on a success.

Legendary Actions

Captain Squidbeard can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Captain Squidbeard regains spent legendary actions at the start of its turn.

Move. Squidbeard moves up to its speed without provoking opportunity attacks.

Pistol. Ranged Weapon Attack: +6 to hit, range 30 ft., one target. Hit: 8 (1d10+3) piercing damage and 3 (1d6) fire damage.

Command.(Costs 2 Actions). Squidbeard commands one of his crew to make a melee attack on one creature in range.

Description

This purple skinned rebel of a fiend has taken up life as a pirate captain on the seas.

Monster Tags: Devil

Grovak

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