Devils

Barbed Devil

Medium fiend (devil), lawful evil

Armor Class
15 (natural armor)
Hit Points
110 (13d8 + 52)
Speed
30 ft.
STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2)
Saving Throws
Str +6, Con +7, Wis +5, Cha +5
Skills
Deception +5, Insight +5, Perception +8
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 18
Languages
Infernal, telepathy 120 ft.
Challenge
5 (1,800 XP)
Barbed Hide.

At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.

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: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.

Claw.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Tail.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Hurl Flame.

Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.

Bearded Devil

Medium fiend (devil), lawful evil

Armor Class
13 (natural armor)
Hit Points
52 (8d8 + 16)
Speed
30 ft.
STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 9 (−1) 11 (+0) 11 (+0)
Saving Throws
Str +5, Con +4, Wis +2
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
Infernal, telepathy 120 ft.
Challenge
3 (700 XP)
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 glaive.

Beard.

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) 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.

Glaive.

Melee Weapon Attack: +5 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 pointsat 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.

Bone Devil

Large fiend (devil), lawful evil

Armor Class
19 (natural armor)
Hit Points
142 (15d10 + 60)
Speed
40 ft., fly 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 16 (+3)
Saving Throws
Int +5, Wis +6, Cha +7
Skills
Deception +7, Insight +6
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 12
Languages
Infernal, telepathy 120 ft.
Challenge
9 (5,000 XP)
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 attacks: two with its claws 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.

Chain Devil

Medium fiend (devil), lawful evil

Armor Class
16 (natural armor)
Hit Points
85 (10d8 + 40)
Speed
30 ft.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2)
Saving Throws
Con +7, Wis +4, Cha +5
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 11
Languages
Infernal, telepathy 120 ft.
Challenge
8 (3,900 XP)
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 two attacks with its chains.

Chain.

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn’t already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.

Animate Chains (Recharges after a Short or Long Rest).

Up to four chains the devil can see within 60 feet of it magically sprout razor‐edged barbs and animate under the devil’s control, provided that the chains aren’t being worn or carried.

Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can’t make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.

Reactions

Unnerving Mask.

When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature’s departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.

Erinyes

Medium fiend (devil), lawful evil

Armor Class
18 (plate)
Hit Points
153 (18d8 + 72)
Speed
30 ft., fly 60 ft.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 18 (+4)
Saving Throws
Dex +7, Con +8, Wis +6, Cha +8
Damage Resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities
fire, poison
Condition Immunities
poisoned
Senses
truesight 120 ft., passive Perception 12
Languages
Infernal, telepathy 120 ft.
Challenge
12 (8,400 XP)
Hellish Weapons.

The erinyes’s weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).

Magic Resistance.

The erinyes has advantage on saving throws against spells and other magical effects.

Actions

Multiattack.

The erinyes makes three attacks.

Longsword.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage.

Longbow.

Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.

Reactions

Parry.

The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.

Horned Devil

Large fiend (devil), lawful evil

Armor Class
18 (natural armor)
Hit Points
178 (17d10 + 85)
Speed
20 ft., fly 60 ft.
STR DEX CON INT WIS CHA
22 (+6) 17 (+3) 21 (+5) 12 (+1) 16 (+3) 17 (+3)
Saving Throws
Str +10, Dex +7, Wis +7, Cha +7
Damage 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)
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.

Ice Devil

Large fiend (devil), lawful evil

Armor Class
18 (natural armor)
Hit Points
180 (19d10 + 76)
Speed
40 ft.
STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 18 (+4) 18 (+4) 15 (+2) 18 (+4)
Saving Throws
Dex +7, Con +9, Wis +7, Cha +9
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities
cold, fire, poison
Condition Immunities
poisoned
Senses
blindsight 60 ft., darkvision 120 ft., passive Perception 12
Languages
Infernal, telepathy 120 ft.
Challenge
14 (11,500 XP)
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 attacks: one with its bite, one with its claws, and one with its tail.

Bite.

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.

Claws.

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.

Tail.

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.

Wall of Ice (Recharge 6).

The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it’s a hemispherical dome up to 20 feet in diameter.

When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.

The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10‐foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.

Imp

Tiny fiend (devil, shapechanger), lawful evil

Armor Class
13
Hit Points
10 (3d4 + 3)
Speed
20 ft., fly 40 ft.
STR DEX CON INT WIS CHA
6 (−2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
Skills
Deception +4, Insight +3, Persuasion +4, Stealth +5
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 11
Languages
Infernal, Common
Challenge
1 (200 XP)
Shapechanger.

The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Devil’s Sight.

Magical darkness doesn’t impede the imp’s darkvision.

Magic Resistance.

The imp has advantage on saving throws against spells and other magical effects.

Actions

Sting (Bite in Beast Form).

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Invisibility.

The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

Lemure

Medium fiend (devil), lawful evil

Armor Class
7
Hit Points
13 (3d8)
Speed
15 ft.
STR DEX CON INT WIS CHA
10 (+0) 5 (−3) 11 (+0) 1 (−5) 11 (+0) 3 (−4)
Damage Resistances
cold
Damage Immunities
fire, poison
Condition Immunities
charmed, frightened, poisoned
Senses
darkvision 120 ft., passive Perception 10
Languages
understands Infernal but can’t speak
Challenge
0 (10 XP)
Devil’s Sight.

Magical darkness doesn’t impede the lemure’s darkvision.

Hellish Rejuvenation.

A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good‐aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.

Actions

Fist.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Pit Fiend

Large fiend (devil), lawful evil

Armor Class
19 (natural armor)
Hit Points
300 (24d10 + 168)
Speed
30 ft., fly 60 ft.
STR DEX CON INT WIS CHA
26 (+8) 14 (+2) 24 (+7) 22 (+6) 18 (+4) 24 (+7)
Saving Throws
Dex +8, Con +13, Wis +10
Damage Resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities
fire, poison
Condition Immunities
poisoned
Senses
truesight 120 ft., passive Perception 14
Languages
Infernal, telepathy 120 ft.
Challenge
20 (25,000 XP)
Fear Aura.

Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to the pit fiend’s Fear Aura for the next 24 hours.

Magic Resistance.

The pit fiend has advantage on saving throws against spells and other magical effects.

Magic Weapons.

The pit fiend’s weapon attacks are magical.

Innate Spellcasting.

The pit fiend’s spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:

At will:
detect magic, fireball
3/day each:
hold monster, wall of fire

Actions

Multiattack.

The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.

Bite.

Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw.

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Mace.

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.

Tail.

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.