Bone Devil PolearmLarge 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.
Hooked Polearm (1/turn). Melee Weapon Attack: +8 to hit, reach 2 m. Hit: 17 (2d12 + 4) piercing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the devil can’t use its polearm on another target.
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 DC 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.
No concoctions, maneuvers, or spells
All monsters in this system should have maneuvers or spells. You should add some maneuvers or spells to this monster. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all monsters via https://github.com/mlenser/kryx-rpg-issues/issues/9