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Horned Devil 2014

CR 11 fiend

Large fiend (Devils), lawful evil


Armor Class
18 (natural armor)
Hit Points
178 (17d10+85)
Speed
20 ft., fly 60 ft.

STR22 (+6)
DEX17 (+3)
CON21 (+5)
INT12 (+1)
WIS16 (+3)
CHA17 (+3)

Saving Throws
Strength +10, Dexterity +7, Wisdom +7, Charisma +7
Skills
Resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities
fire, poison
Condition Immunities
poisoned
Senses
darkvision 120 ft., passive Perception 13
Languages
Infernal, telepathy 120 ft.
Challenge
11 (7,200 XP) · Proficiency Bonus +4

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.

Actions

Multiattack.

The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.

Fork.

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Tail.

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) 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 10 (3d6). 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.

Hurl Flame.

Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Environments: Hell

Other versions

Source: System Reference Document 5.1 (Wizards of the Coast) · License: Creative Commons Attribution 4.0 / OPEN GAME LICENSE Version 1.0a details