Horned DevilLarge fiend (devil)
- 11 (7,200 XP)
Dashing Strike. If the horned devil uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.
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.
Multiattack. The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.
Fork. Melee Weapon Attack: +10 to hit, reach 3 m. Hit: 15 (2d8 + 6) piercing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 3 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 DC 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 take an action to stanch the wound with a successful DC 12 Medicine check. The wound also closes if the target receives magical healing.
Hurl Flame. Ranged Spell Attack: +7 to hit, range 45 m. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.