Bone DevilLarge fiend (devil)
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.
Claw (2/turn). Melee Weapon Attack: +8 to hit, reach 2 m. Hit: 8 (1d8 + 4) slashing damage.
Sting (1/turn). Melee Weapon Attack: +8 to hit, reach 2 m. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a Difficulty 16 Fortitude 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.
Variant: Summon Devil (1/long rest). The bone devil has a 40 percent chance of summoning 2d6 spined devils or one bone devil. A summoned devil appears in an unoccupied space within 10 meters of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it on its turn (no action required).
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.