Horned 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.
Fork (2/turn). Melee Weapon Attack: +10 to hit, reach 2 m. Hit: 15 (2d8 + 6) piercing damage.
Tail (1/turn). Melee Weapon Attack: +10 to hit, reach 2 m. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a Difficulty 17 Fortitude saving throw or lose 10 (3d6) health 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 use an action to stanch the wound with a successful Difficulty 17 Medicine check. The wound also closes if the target receives magical healing.
Hurl Flame. Ranged Spell Attack: +7 to hit, range 20 m. Hit: 14 (4d6) fire damage, and the target is burning 1. The fire ignites flammable objects that aren’t being worn or carried.
Variant: Summon Devil (1/long rest). The horned devil has a 30 percent chance of summoning one horned 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.