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Large fiend · CR 9

Bone Devil

Armor Class19
Hit Points142 (15d10+60)
Speed40 ft., fly 40 ft.
ChallengeCR 9 (5,000 XP)
STR
18
(+4)
DEX
16
(+3)
CON
18
(+4)
INT
13
(+1)
WIS
14
(+2)
CHA
16
(+3)
Saving ThrowsINT +5, WIS +6, CHA +7
SkillsDeception +7, Insight +6
Resistancescold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Immunitiesfire, poison
Cond. ImmunePoisoned
Sensesdarkvision 120 ft., passive Perception 12
LanguagesInfernal, telepathy 120 ft.
Special Abilities
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.

Running Bone Devil in an encounter

As a CR 9 threat worth 5,000 XP, Bone Devil is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 9 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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