18 (natural armour)
180 (19d10 + 76)
40 ft.
Dex +7, Con +9, Wis +7, Cha +9
bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
cold, fire, poison
Poisoned
blindsight 60 ft., darkvision 120 ft., passive Perception 13
Infernal, telepathy 120 ft.
14 (11,500 XP)
Magical darkness doesn’t impede the devil’s darkvision.
The devil has advantage on saving throws against spells and other magical effects.
The devil makes three melee attacks: one with its bite, one with its claws, and one with its tail.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.
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.
13
10 (3d4 + 3)
20 ft., 40 ft.
Deception +4, Insight +3, Persuasion +4, Stealth +5
cold, bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
fire, poison
Poisoned
darkvision 120 ft., passive Perception 11
Infernal, Common
1 (200 XP)
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.
Magical darkness doesn’t impede the devil’s darkvision.
The devil has advantage on saving throws against spells and other magical effects.
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.
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.
15 (natural armour)
66 (12d8 + 12)
30 ft., fly 60 ft.
Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
darkvision 60 ft., passive Perception 13
Abyssal, Common, Infernal, telepathy 60 ft.
4 (1,100 XP)
The fiend ignores the range restriction on its telepathy when communicating with a creature it has Charmed. The two don’t even need to be on the same plane of existence.
The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically Charmed for 1 day. The Charmed target obeys the fiend’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend’s Charm for the next 24 hours. The fiend can have only one target Charmed at a time. If it charms another, the effect on the previous target ends.
The fiend kisses a creature Charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.
14
104 (16d8 + 32)
50 ft., fly 50 ft. (hover)
Perception +8, Stealth +10
bludgeoning, piercing, and slashing from nonmagical attacks
poison
Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
darkvision 60 ft., passive Perception 18
Auran, understands Common but doesn't speak it
6 (2,300 XP)
The stalker is Invisible.
The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.
The stalker makes two slam attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.