TEXT: Enhanced Devils
  Enhanced Devils
  AN EVENTYR GAMES COMPENDIUM
  AN EVENTYR GAMES COMPENDIUM
  Expanded rules for devils in 
  Expanded rules for devils in 
  5th edition 
  5th edition D&D
  D&D
  
  1
  D
  evils. The name itself carries the 
  promise of dark seduction, unfathomable 
  evil and exciting encounters. Ranging 
  from the lowly lemure to the towering 
  pit fiend, the Nine Hells has no shortage 
  of infernal foes you can use in your 
  campaign. Most of the devils presented to 
  us in the Monster Manual share an issue, however, they 
  aren’t always dynamic or exciting. If you’re just using a 
  few devils as henchmen, this probably isn’t too big an 
  issue, but if you’re running a campaign like Baldur’s 
  Gate: Descent into Avernus, you may want devils with a 
  bit more complexity and depth.
  In this document, we’ll take a look at all the devils 
  presented in the Monster Manual, assessing their strong 
  points and shortcomings before enhancing them with 
  alternate features. The point is not to make the devils 
  more powerful, but to make them more exciting. We 
  don’t increase their hit points, AC, or damage output, 
  but aim to instead give them new viable options in 
  combat. Of course, increased versatility never makes a 
  monster weaker, but we’re fine with that, as long as they 
  are a lot more fun to play with – or against. All changes 
  are colorized, and we’ve also included most spells and 
  options directly in the statblock, so that your devils gain 
  added complexity without being more difficult to run. 
  Lemure
  The lemure possesses only a singular action: a fist 
  attack. To supply it with just a bit more versatility and 
  depth, we’ve given it the Pitiful Babble-feature.
  Pitiful Babble
  While simple and easily resisted, this debuff allows the 
  lemure to take a supporting role by weakening its foes
  Imp
  Even at its low CR, the imp is one of the more versatile 
  devils. It has a strong attack, and can change form and 
  turn invisible. To round out its combat options just a bit, 
  we’ve given it the Vicious Mockery-feature.
  Vicious Mockery
  A simple cantrip, but one that thematically fits the imp, 
  while also giving it an additional combat option, vicious 
  mockery is the perfect fit for the already versatile devil.
  Lemure
  Lemure
  Medium fiend (devil), lawful evil
  Armor Class
  Armor Class 7 7
  Hit Points
  Hit Points 13 (3d8)
   13 (3d8)
  Speed
  Speed 15 ft.
   15 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  5 (-3)
  11 (+0)
  1 (-5)
  11 (+0)
  3 (-4)
  Damage Resistances
  Damage Resistances cold
   cold
  Damage Immunities
  Damage Immunities fire, poison
   fire, poison
  Condition Immunities
  Condition Immunities charmed, frightened, poisoned
   charmed, frightened, poisoned
  Senses
  Senses darkvision 120 ft., passive Perception 10
   darkvision 120 ft., passive Perception 10
  Languages
  Languages understands Infernal, but can’t speak
   understands Infernal, but can’t speak
  Challenge
  Challenge 0 (10 XP) 
   0 (10 XP) 
  Devil’s Sight. 
  Devil’s Sight. Magical darkness doesn’t impede the lemure’s 
  Magical darkness doesn’t impede the lemure’s 
  darkvision.
  darkvision.
  Hellish Rejuvenation. 
  Hellish Rejuvenation. A lemure that dies in the Nine Hells 
  A lemure that dies in the Nine Hells 
  comes back to life with all its hit points in 1d10 days unless it 
  comes back to life with all its hit points in 1d10 days unless it 
  is killed by a good-aligned creature with a 
  is killed by a good-aligned creature with a bless
  bless spell cast on 
   spell cast on 
  that creature or its remains are sprinkled with holy water.
  that creature or its remains are sprinkled with holy water.
  Actions
  Fist. 
  Fist. Melee Weapon Attack:
  Melee Weapon Attack: +2 to hit, reach 5 ft. 
   +2 to hit, reach 5 ft. Hit:
  Hit: 2 (1d4) 
   2 (1d4) 
  bludgeoning damage.
  bludgeoning damage.
  Pitiful Babble. 
  Pitiful Babble. Each creature within 10 ft. of the lemure that 
  Each creature within 10 ft. of the lemure that 
  can hear it must make a DC 10 Wisdom saving throw. On a 
  can hear it must make a DC 10 Wisdom saving throw. On a 
  failure, the creature has disadvantage on the next attack roll or 
  failure, the creature has disadvantage on the next attack roll or 
  ability check it makes until the end of its next turn.
  ability check it makes until the end of its next turn.
  Imp
  Imp
  Tiny fiend (devil, shapechanger), lawful evil
  Armor Class
  Armor Class 13
   13
  Hit Points
  Hit Points 10 (3d4 + 3)
   10 (3d4 + 3)
  Speed
  Speed 20 ft., fly 40 ft.
   20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  17 (+3)
  13 (+1)
  11 (+0)
  12 (+1)
  14 (+2)
  Skills
  Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
   Deception +4, Insight +3, Persuasion +4, Stealth +5
  Damage Resistances
  Damage Resistances cold; bludgeoning, piercing, and slashing 
   cold; bludgeoning, piercing, and slashing 
  from nonmagical weapons that aren’t silvered
  from nonmagical weapons that aren’t silvered
  Damage Immunities
  Damage Immunities fire, poison
   fire, poison
  Condition Immunities
  Condition Immunities poisoned
   poisoned
  Senses
  Senses darkvision 120 ft., passive Perception 11
   darkvision 120 ft., passive Perception 11
  Languages
  Languages Infernal, Common
   Infernal, Common
  Challenge
  Challenge 1 (200 XP) 
   1 (200 XP) 
  Shapechanger. 
  Shapechanger. The imp can use its action to polymorph into a 
  The imp can use its action to polymorph into a 
  beast form that resembles a rat (speed 20 ft.), a raven (20 ft., 
  beast form that resembles a rat (speed 20 ft.), a raven (20 ft., 
  fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true 
  fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true 
  form. Its statistics are the same in each form, except for the 
  form. Its statistics are the same in each form, except for the 
  speed changes noted. Any equipment it is wearing or carrying 
  speed changes noted. Any equipment it is wearing or carrying 
  isn’t transformed. It reverts to its true form if it dies.
  isn’t transformed. It reverts to its true form if it dies.
  Devil’s Sight. 
  Devil’s Sight. Magical darkness doesn’t impede the imp’s 
  Magical darkness doesn’t impede the imp’s 
  darkvision.
  darkvision.
  Magic Resistance. 
  Magic Resistance. The imp has advantage on saving throws 
  The imp has advantage on saving throws 
  against spells and other magical effects.
  against spells and other magical effects.
  Actions
  Sting (Bite in Beast Form). 
  Sting (Bite in Beast Form). Melee Weapon Attack:
  Melee Weapon Attack: +5 to hit, 
   +5 to hit, 
  reach 5 ft. 
  reach 5 ft. Hit:
  Hit: 5 (1d4 + 3) piercing damage, and the target 
   5 (1d4 + 3) piercing damage, and the target 
  must make a DC 11 Constitution saving throw, taking 10 (3d6) 
  must make a DC 11 Constitution saving throw, taking 10 (3d6) 
  poison damage on a failed save, or half as much damage on a 
  poison damage on a failed save, or half as much damage on a 
  successful one.
  successful one.
  Invisibility. 
  Invisibility. The imp magically turns invisible until it attacks 
  The imp magically turns invisible until it attacks 
  or until its concentration ends (as if concentrating on a spell). 
  or until its concentration ends (as if concentrating on a spell). 
  Any equipment the imp wears or carries is invisible with it.
  Any equipment the imp wears or carries is invisible with it.
  Vicious Mockery. 
  Vicious Mockery. A target within 60 ft. that can hear the 
  A target within 60 ft. that can hear the 
  imp (though it doesn’t need to able to understand it), must 
  imp (though it doesn’t need to able to understand it), must 
  succeed on a DC 12 Wisdom saving throw or take 1d4 psychic 
  succeed on a DC 12 Wisdom saving throw or take 1d4 psychic 
  damage and have disadvantage on the next attack roll it 
  damage and have disadvantage on the next attack roll it 
  makes before the end of its next turn.
  makes before the end of its next turn.
  Enhanced Devils
  
  2
  Spined Devil
  Spined Devil
  Small fiend (devil), lawful evil
  Armor Class
  Armor Class 13 (natural armor) 
   13 (natural armor) 
  Hit Points
  Hit Points 22 (5d6 + 5)
   22 (5d6 + 5)
  Speed
  Speed 20 ft., fly 40 ft.
   20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  15 (+2)
  12 (+1)
  11 (+0)
  14 (+2)
  8 (-1)
  Damage Resistances
  Damage Resistances cold; bludgeoning, piercing, and slashing 
   cold; bludgeoning, piercing, and slashing 
  from nonmagical weapons that aren’t silvered
  from nonmagical weapons that aren’t silvered
  Damage Immunities
  Damage Immunities fire, poison
   fire, poison
  Condition Immunities
  Condition Immunities poisoned
   poisoned
  Senses
  Senses darkvision 60 ft., passive Perception 12
   darkvision 60 ft., passive Perception 12
  Languages
  Languages infernal, telepathy 120 ft.
   infernal, telepathy 120 ft.
  Challenge
  Challenge 2 (450 XP) 
   2 (450 XP) 
  Devil’s Sight. 
  Devil’s Sight. Magical darkness doesn’t impede the spined 
  Magical darkness doesn’t impede the spined 
  devil’s darkvision.
  devil’s darkvision.
  Flyby. 
  Flyby. The spined devil doesn’t provoke opportunity attacks 
  The spined devil doesn’t provoke opportunity attacks 
  when it flies out of an enemy’s reach.
  when it flies out of an enemy’s reach.
  Limited Spines. 
  Limited Spines. The devil has twelve tail spines. Used spines 
  The devil has twelve tail spines. Used spines 
  regrow by the time the devil finishes a long rest.
  regrow by the time the devil finishes a long rest.
  Magic Resistance. 
  Magic Resistance. The spined devil has advantage on saving 
  The spined devil has advantage on saving 
  throws against spells and other magical effects.
  throws against spells and other magical effects.
  Actions
  Multiattack. 
  Multiattack. The devil makes two attacks: one with its bite 
  The devil makes two attacks: one with its bite 
  and one with its fork or two with its tail spines.
  and one with its fork or two with its tail spines.
  Bite. 
  Bite. Melee Weapon Attack:
  Melee Weapon Attack: +2 to hit, reach 5 ft. 
   +2 to hit, reach 5 ft. Hit:
  Hit: 5 (2d4) 
   5 (2d4) 
  piercing damage.
  piercing damage.
  Fork. 
  Fork. Melee Weapon Attack:
  Melee Weapon Attack: +2 to hit, reach 5 ft. 
   +2 to hit, reach 5 ft. Hit:
  Hit: 3 (1d6) 
   3 (1d6) 
  piercing damage.
  piercing damage.
  Tail Spine. 
  Tail Spine. Ranged Weapon Attack:
  Ranged Weapon Attack: +4 to hit, range 20/80 ft. 
   +4 to hit, range 20/80 ft. 
  Hit:
  Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) fire damage.
   4 (1d4 + 2) piercing damage plus 3 (1d6) fire damage.
  Reckless Dive. 
  Reckless Dive. The devil flies up to its speed towards a target 
  The devil flies up to its speed towards a target 
  creature, which can make an opportunity attack against the 
  creature, which can make an opportunity attack against the 
  devil as a reaction, when it comes within reach. If the devil 
  devil as a reaction, when it comes within reach. If the devil 
  survives, it can then make a Bite attack and a Fork attack 
  survives, it can then make a Bite attack and a Fork attack 
  against that creature with advantage, dealing an additional 
  against that creature with advantage, dealing an additional 
  1d6 piercing damage on a successful hit.
  1d6 piercing damage on a successful hit.
  Searing Spines. 
  Searing Spines. The devil shakes itself, showering nearby 
  The devil shakes itself, showering nearby 
  creatures with burning-hot spine-splinters. Each creature 
  creatures with burning-hot spine-splinters. Each creature 
  within 10 ft. of the devil must make a DC 12 Constitution 
  within 10 ft. of the devil must make a DC 12 Constitution 
  saving throw. On a failure, it takes 7 (2d6) fire damage and is 
  saving throw. On a failure, it takes 7 (2d6) fire damage and is 
  blinded until the end of its next turn. On a success, it takes 
  blinded until the end of its next turn. On a success, it takes 
  only half damage and isn’t blinded.
  only half damage and isn’t blinded.
  Spined Devil
  The spined devil is a fun and versatile devil suitable 
  for low-level parties. It can fly, and has both melee and 
  ranged attacks. Beyond that, however, the spined devil 
  isn’t very notable – all it can do is damage, and against 
  strong characters, it’s little more than a glorified gnat. 
  To give it some more versatility, we’ve added two new 
  features: Reckless Dive and Searing Spines.
  Reckless Dive
  This feature doesn’t necessarily provide the devil with 
  a new option, as much as it makes using melee attacks 
  more enticing. Allowing the spined devil to expose itself 
  to gain advantage on attacks and deal extra damage 
  gives it a valid tactical choice in combat. Granted, it’s 
  not an option the spined devil is likely to use frequently, 
  unless on the material plane, where death isn’t 
  permanent, or if ordered by a devil of higher rank.
  Searing Spines
  This area of effect-feature provides the spined devil with 
  a quick effect it can use in close quarters. By showering 
  its enemies with searing sparks, it can deal a little 
  damage and potentially blind its foes temporarily. A 
  good option when surrounded or facing enemies with 
  high AC.
  
  3
  Bearded Devil
  Bearded Devil
  Medium fiend (devil), lawful evil
  Armor Class
  Armor Class 13 (natural armor) 
   13 (natural armor) 
  Hit Points
  Hit Points 52 (8d8 + 16)
   52 (8d8 + 16)
  Speed
  Speed 30 ft.
   30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  15 (+2)
  15 (+2)
  9 (-1)
  11 (+0)
  11 (+0)
  Saving Throws
  Saving Throws Str +5, Con +4, Wis +2
   Str +5, Con +4, Wis +2
  Damage Resistances
  Damage Resistances cold; bludgeoning, piercing, and slashing 
   cold; bludgeoning, piercing, and slashing 
  from nonmagical weapons that aren’t silvered
  from nonmagical weapons that aren’t silvered
  Damage Immunities
  Damage Immunities fire, poison
   fire, poison
  Condition Immunities
  Condition Immunities poisoned
   poisoned
  Senses
  Senses darkvision 120 ft., passive Perception 10
   darkvision 120 ft., passive Perception 10
  Languages
  Languages Infernal, telepathy 120 ft.
   Infernal, telepathy 120 ft.
  Challenge
  Challenge 3 (700 XP) 
   3 (700 XP) 
  Devil’s Sight. 
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  Magical darkness doesn’t impede the devil’s 
  darkvision.
  darkvision.
  Innate Spellcasting. 
  Innate Spellcasting. The devil’s innate spellcasting ability is 
  The devil’s innate spellcasting ability is 
  Wisdom (spell save DC 10, +2 to hit with spell attacks). It 
  Wisdom (spell save DC 10, +2 to hit with spell attacks). It 
  can innately cast the following spells, requiring no material 
  can innately cast the following spells, requiring no material 
  components:
  components:
  • 1/day each: darkness, silence
  Magic Resistance. 
  Magic Resistance. The devil has advantage on saving throws 
  The devil has advantage on saving throws 
  against spells and other magical effects.
  against spells and other magical effects.
  Steadfast. 
  Steadfast. The devil can’t be frightened while it can see an 
  The devil can’t be frightened while it can see an 
  allied creature within 30 feet of it.
  allied creature within 30 feet of it.
  Actions
  Multiattack. 
  Multiattack. The devil makes two attacks: one with its beard 
  The devil makes two attacks: one with its beard 
  and one with its glaive.
  and one with its glaive.
  Beard. 
  Beard. Melee Weapon Attack:
  Melee Weapon Attack: +5 to hit, reach 5 ft. 
   +5 to hit, reach 5 ft. Hit:
  Hit: 6 (1d8 + 
   6 (1d8 + 
  2) piercing damage, and the target must succeed on a DC 12 
  2) piercing damage, and the target must succeed on a DC 12 
  Constitution saving throw or be poisoned for 1 minute. While 
  Constitution saving throw or be poisoned for 1 minute. While 
  poisoned in this way, the target can’t regain hit points. The 
  poisoned in this way, the target can’t regain hit points. The 
  target can repeat the saving throw at the end of each of its 
  target can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
  turns, ending the effect on itself on a success.
  Glaive. 
  Glaive. Melee Weapon Attack:
  Melee Weapon Attack: +5 to hit, reach 10 ft. 
   +5 to hit, reach 10 ft. Hit:
  Hit: 8 
   8 
  (1d10 + 3) slashing damage. If the target is a creature other 
  (1d10 + 3) slashing damage. If the target is a creature other 
  than an undead or a construct, it must succeed on a DC 12 
  than an undead or a construct, it must succeed on a DC 12 
  Constitution saving throw or lose 5 (1d10) hit points at the 
  Constitution saving throw or lose 5 (1d10) hit points at the 
  start of each of its turns due to an infernal wound. Each time 
  start of each of its turns due to an infernal wound. Each time 
  the devil hits the wounded target with this attack, the damage 
  the devil hits the wounded target with this attack, the damage 
  dealt by the wound increases by 5 (1d10). Any creature can 
  dealt by the wound increases by 5 (1d10). Any creature can 
  take an action to stanch the wound with a successful DC 12 
  take an action to stanch the wound with a successful DC 12 
  Wisdom (Medicine) check. The wound also closes if the target 
  Wisdom (Medicine) check. The wound also closes if the target 
  receives magical healing.
  receives magical healing.
  Devastating Strike. 
  Devastating Strike. The devil makes a glaive attack with 
  The devil makes a glaive attack with 
  advantage. If the attack hits, the target has disadvantage on 
  advantage. If the attack hits, the target has disadvantage on 
  its Constitution saving throws against taking damage from its 
  its Constitution saving throws against taking damage from its 
  infernal wound.
  infernal wound.
  Darkness (1/day). 
  Darkness (1/day). Magical darkness spreads in a 15-foot-radius 
  Magical darkness spreads in a 15-foot-radius 
  sphere from a point within 60 ft., lasting 10 minutes or until 
  sphere from a point within 60 ft., lasting 10 minutes or until 
  the devil loses its concentration. The darkness spreads around 
  the devil loses its concentration. The darkness spreads around 
  corners. A creature with darkvision can’t see through this 
  corners. A creature with darkvision can’t see through this 
  darkness, and nonmagical light can’t illuminate it. If the point 
  darkness, and nonmagical light can’t illuminate it. If the point 
  is on an object, the darkness emanates from the object and 
  is on an object, the darkness emanates from the object and 
  moves with it. Completely covering the source of the darkness 
  moves with it. Completely covering the source of the darkness 
  with an opaque object, such as a bowl or a helm, blocks the 
  with an opaque object, such as a bowl or a helm, blocks the 
  darkness. If any of this spell’s area overlaps with an area of 
  darkness. If any of this spell’s area overlaps with an area of 
  light created by a spell of 2nd level or lower, the spell that 
  light created by a spell of 2nd level or lower, the spell that 
  created the light is dispelled.
  created the light is dispelled.
  Silence (1/day). 
  Silence (1/day). For 10 minutes or until the devil loses its 
  For 10 minutes or until the devil loses its 
  concentration, no sound can be created within or pass 
  concentration, no sound can be created within or pass 
  through a 20-foot-radius sphere centered on a point of the 
  through a 20-foot-radius sphere centered on a point of the 
  devil’s choice within 120 ft. Any creature or object entirely 
  devil’s choice within 120 ft. Any creature or object entirely 
  inside the sphere is immune to thunder damage, and 
  inside the sphere is immune to thunder damage, and 
  creatures are deafened while entirely inside it. Casting a spell 
  creatures are deafened while entirely inside it. Casting a spell 
  that includes a verbal component is impossible there. 
  that includes a verbal component is impossible there. 
  Bearded Devil
  The bearded devil has some interesting attack options: 
  a poisonous beard-attack and a glaive that dishes out 
  nasty wounds. On the downside, it has nothing else 
  besides those two attacks, so it’s far from the most 
  dynamic of foes. To add some more versatility and depth 
  to the Bearded Devil, we’ve given it two new features: 
  Innate Spellcasting and Devastating Strike.
  Innate Spellcasting
  With only two 2nd-level spells at its disposal, this feature 
  doesn’t increase the devil’s power level significantly, but 
  gives it some additional and useful options in combat. 
  Silence can help neutralize enemy spellcasters, when 
  that seems more pertinent than simply attacking, while 
  darkness, in conjunction with the Devil’s Sight feature, 
  works well to control the battlefield and hamper the 
  devil’s enemies. Most importantly, it gives you, the DM, 
  additional tactical options.
  Devastating Strike
  On the surface this might look weaker than simply 
  using multiattack – and in most situations it probably 
  is. But sometimes, whether it has disadvantage on its 
  attacks, a nearly dead foe in front of it, or simply for 
  added dramatic effect, gaining an increased chance of 
  inflicting a devastating infernal wound can be preferable 
  to making two attacks.
  
  4
  Barbed Devil
  Beyond impressive saving throws, the barbed devil 
  features a barbed hide, two melee attacks and a fiery 
  ranged attack. Still, when you consider its options, the 
  barbed devil is actually quite limited – single target 
  damage is basically the only option. To round out the 
  barbed devil a bit more, we’ve altered it’s tail attack 
  and given it two new features: Innate Spellcasting and 
  Piercing Shriek.
  Improved Tail Attack
  Barbed Hide deals 1d10 damage each turn to any 
  creature grappled by the barbed devil, but without an 
  easy way to grapple a target, this feature is likely to go 
  unused in most scenarios. By reducing the damage 
  of the tail attack from 10 (2d6 + 3) to 8 (1d10 + 3), 
  and instead allowing the devil to make a free grapple 
  attempt, we’ve increased the synergy between the devil’s 
  attack options and features.
  Innate Spellcasting
  Staying true to the theme of barbs and spikes, the 
  barbed devil gains two spells it can cast a single time 
  each day. Cloud of daggers provides the barbed devil 
  with a means to deal quick damage in an area, while 
  spike growth gives it the ability to alter the battlefield in 
  its favor.
  Piercing Shriek
  Piercing Shriek is a throwback to older editions, where 
  the barbed devil had the ability to terrify its enemies. 
  Instead of a simple fear aura, however, we’ve made this 
  an active feature so we don’t have to alter the devil’s 
  challenge rating. With a decent DC, a short-term fear-
  effect and some psychic damage, Piercing Shriek should 
  often be a worthwhile use of the devil’s action.
  Barbed Devil
  Barbed Devil
  Medium fiend (devil), lawful evil
  Armor Class
  Armor Class 15 (natural armor) 
   15 (natural armor) 
  Hit Points
  Hit Points 110 (13d8 + 52)
   110 (13d8 + 52)
  Speed
  Speed 30 ft.
   30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  17 (+3)
  18 (+4)
  12 (+1)
  14 (+2)
  14 (+2)
  Saving Throws
  Saving Throws Str +6, Con +7, Wis +5, Cha +5
   Str +6, Con +7, Wis +5, Cha +5
  Skills
  Skills Deception +5, Insight +5, Perception +8
   Deception +5, Insight +5, Perception +8
  Damage Resistances
  Damage Resistances cold; bludgeoning, piercing, and slashing 
   cold; bludgeoning, piercing, and slashing 
  from nonmagical weapons that aren’t silvered
  from nonmagical weapons that aren’t silvered
  Damage Immunities
  Damage Immunities fire, poison
   fire, poison
  Condition Immunities
  Condition Immunities poisoned
   poisoned
  Senses
  Senses darkvision 120 ft., passive Perception 18
   darkvision 120 ft., passive Perception 18
  Languages
  Languages Infernal, telepathy 120 ft.
   Infernal, telepathy 120 ft.
  Challenge
  Challenge 5 (1,800 XP)
   5 (1,800 XP)
  Barbed Hide. 
  Barbed Hide. At the start of each of its turns, the devil deals 5 
  At the start of each of its turns, the devil deals 5 
  (1d10) piercing damage to any creature grappling it.
  (1d10) piercing damage to any creature grappling it.
  Devil’s Sight. 
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  Magical darkness doesn’t impede the devil’s 
  darkvision.
  darkvision.
  Innate Spellcasting. 
  Innate Spellcasting. The devil’s innate spellcasting ability 
  The devil’s innate spellcasting ability 
  is Wisdom (spell save DC 13, +5 to hit with spell attacks). It 
  is Wisdom (spell save DC 13, +5 to hit with spell attacks). It 
  can innately cast the following spells, requiring no material 
  can innately cast the following spells, requiring no material 
  components:
  components:
  • 1/day each: cloud of daggers, spike growth
  Magic Resistance. 
  Magic Resistance. The devil has advantage on saving throws 
  The devil has advantage on saving throws 
  against spells and other magical effects.
  against spells and other magical effects.
  Actions
  Multiattack. 
  Multiattack. The devil makes three melee attacks: one with its 
  The devil makes three melee attacks: one with its 
  tail and two with its claws. Alternatively, it can use Hurl Flame 
  tail and two with its claws. Alternatively, it can use Hurl Flame 
  twice.
  twice.
  Claw. 
  Claw. Melee Weapon Attack:
  Melee Weapon Attack: +6 to hit, reach 5 ft. 
   +6 to hit, reach 5 ft. Hit:
  Hit: 6 (1d6 + 
   6 (1d6 + 
  3) piercing damage.
  3) piercing damage.
  Tail. 
  Tail. Melee Weapon Attack:
  Melee Weapon Attack: +6 to hit, reach 5 ft. 
   +6 to hit, reach 5 ft. Hit:
  Hit: 8 8 (1d10 
  (1d10 
  + 3)
  + 3) piercing damage 
  piercing damage and the barbed devil can attempt to 
  and the barbed devil can attempt to 
  grapple the target.
  grapple the target.
  Hurl Flame. 
  Hurl Flame. Ranged Spell Attack:
  Ranged Spell Attack: +5 to hit, range 150 ft. 
   +5 to hit, range 150 ft. Hit:
  Hit: 10 
   10 
  (3d6) fire damage. If the target is a flammable object that isn’t 
  (3d6) fire damage. If the target is a flammable object that isn’t 
  being worn or carried, it also catches fire.
  being worn or carried, it also catches fire.
  Piercing Shriek. 
  Piercing Shriek. The devil flares its spikes in a terrible display 
  The devil flares its spikes in a terrible display 
  and emits a horrible shriek. Each creature within 30 ft. of the 
  and emits a horrible shriek. Each creature within 30 ft. of the 
  devil who can see it must make a DC 13 Wisdom saving throw. 
  devil who can see it must make a DC 13 Wisdom saving throw. 
  On a failure, a creature takes 13 (3d8) psychic damage and is 
  On a failure, a creature takes 13 (3d8) psychic damage and is 
  frightened of the devil until the end of its next turn. 
  frightened of the devil until the end of its next turn. 
  Cloud of Daggers (1/day). 
  Cloud of Daggers (1/day). The devil fills the air with spinning 
  The devil fills the air with spinning 
  daggers in a cube 5 feet on each side, centered on a point 
  daggers in a cube 5 feet on each side, centered on a point 
  within 60 ft. A creature takes 4d4 slashing damage when it 
  within 60 ft. A creature takes 4d4 slashing damage when it 
  enters the spell’s area for the first time on a turn or starts its 
  enters the spell’s area for the first time on a turn or starts its 
  turn there. The spell lasts for 1 minute or until the devil loses 
  turn there. The spell lasts for 1 minute or until the devil loses 
  its concentration.
  its concentration.
  Spiked Growth (1/day). 
  Spiked Growth (1/day). The ground in a 20-foot radius 
  The ground in a 20-foot radius 
  centered on a point within 150 ft. twists and sprouts hard 
  centered on a point within 150 ft. twists and sprouts hard 
  spikes and thorns. The area becomes difficult terrain for 10 
  spikes and thorns. The area becomes difficult terrain for 10 
  minutes or until the devil loses its concentration. When a 
  minutes or until the devil loses its concentration. When a 
  creature moves into or within the area, it takes 2d4 piercing 
  creature moves into or within the area, it takes 2d4 piercing 
  damage for every 5 feet it travels. The transformation of the 
  damage for every 5 feet it travels. The transformation of the 
  ground is camouflaged to look natural. Any creature that 
  ground is camouflaged to look natural. Any creature that 
  can’t see the area at the time the spell is cast must make a 
  can’t see the area at the time the spell is cast must make a 
  DC 13 Wisdom (Perception) check to recognize the terrain as 
  DC 13 Wisdom (Perception) check to recognize the terrain as 
  hazardous before entering it.
  hazardous before entering it.
  
  5
  Chain Devil
  The chain devil can be a frightening foe, especially if 
  there’s a bunch of chains lying around in the vicinity. 
  Additionally, between Animate Chains and Unnerving 
  Mask the chain devil is also a decently dynamic foe, 
  which means it needs less help than some of the other 
  devils. To just give it that last bit of versatility, we’ve 
  supplied the chain devil with the feature Whirling 
  Chains.
  Whirling Chains
  This feature grants the chain devil both a means to hit 
  multiple foes at once, as well as an added measure of 
  defense, when it uses the whirling chains to deflect and 
  frustrate incoming attacks. It’s viable when the devil is 
  surrounded by multiple foes, stalling for time, or trying 
  to cover its retreat. Synergy with Animate Chains allows 
  it to become more effective if the chain devil has imbued 
  magical chains to aid it in combat.
  Chain Devil
  Chain Devil
  Medium fiend (devil), lawful evil
  Armor Class
  Armor Class 16 (natural armor)
   16 (natural armor)
  Hit Points
  Hit Points 85 (10d8 + 40)
   85 (10d8 + 40)
  Speed
  Speed 30 ft.
   30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  15 (+2)
  18 (+4)
  11 (+0)
  12 (+1)
  14 (+2)
  Saving Throws
  Saving Throws Con +7, Wis +4, Cha +5
   Con +7, Wis +4, Cha +5
  Damage Resistances
  Damage Resistances cold; bludgeoning, piercing, and slashing 
   cold; bludgeoning, piercing, and slashing 
  from nonmagical weapons that aren’t silvered
  from nonmagical weapons that aren’t silvered
  Damage Immunities
  Damage Immunities fire, poison
   fire, poison
  Condition Immunities
  Condition Immunities poisoned
   poisoned
  Senses
  Senses darkvision 120 ft., passive Perception 11
   darkvision 120 ft., passive Perception 11
  Languages
  Languages Infernal, telepathy 120 ft.
   Infernal, telepathy 120 ft.
  Challenge
  Challenge 8 (3,900 XP)
   8 (3,900 XP)
  Devil’s Sight. 
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  Magical darkness doesn’t impede the devil’s 
  darkvision.
  darkvision.
  Magic Resistance. 
  Magic Resistance. The devil has advantage on saving throws 
  The devil has advantage on saving throws 
  against spells and other magical effects.
  against spells and other magical effects.
  Actions
  Multiattack. 
  Multiattack. The devil makes two attacks with its chains.
  The devil makes two attacks with its chains.
  Chain. 
  Chain. Melee Weapon Attack:
  Melee Weapon Attack: +8 to hit, reach 10 ft. 
   +8 to hit, reach 10 ft. Hit:
  Hit: 11 (2d6 
   11 (2d6 
  + 4) slashing damage. The target is grappled (escape DC 14) if 
  + 4) slashing damage. The target is grappled (escape DC 14) if 
  the devil isn’t already grappling a creature. Until this grapple 
  the devil isn’t already grappling a creature. Until this grapple 
  ends, the target is restrained and takes 7 (2d6) piercing 
  ends, the target is restrained and takes 7 (2d6) piercing 
  damage at the start of each of its turns.
  damage at the start of each of its turns.
  Animate Chains (Recharges after a Short or Long Rest). 
  Animate Chains (Recharges after a Short or Long Rest). Up 
  Up 
  to four chains the devil can see within 60 feet of it magically 
  to four chains the devil can see within 60 feet of it magically 
  sprout razor-edged barbs and animate under the devil’s 
  sprout razor-edged barbs and animate under the devil’s 
  control, provided that the chains aren’t being worn or carried. 
  control, provided that the chains aren’t being worn or carried. 
  Each animated chain is an object with AC 20, 20 hit points, 
  Each animated chain is an object with AC 20, 20 hit points, 
  resistance to piercing damage, and immunity to psychic and 
  resistance to piercing damage, and immunity to psychic and 
  thunder damage. When the devil uses Multiattack on its turn, 
  thunder damage. When the devil uses Multiattack on its turn, 
  it can use each animated chain to make one additional chain 
  it can use each animated chain to make one additional chain 
  attack. An animated chain can grapple one creature of its own 
  attack. An animated chain can grapple one creature of its own 
  but can’t make attacks while grappling. An animated chain 
  but can’t make attacks while grappling. An animated chain 
  reverts to its inanimate state if reduced to 0 hit points or if the 
  reverts to its inanimate state if reduced to 0 hit points or if the 
  devil is incapacitated or dies.
  devil is incapacitated or dies.
  Whirling Chains. 
  Whirling Chains. The devil flings its chains around in a 
  The devil flings its chains around in a 
  frenzied whirlwind. Each creature within 10 ft. must make a 
  frenzied whirlwind. Each creature within 10 ft. must make a 
  DC 14 Dexterity saving throw. On a failure, the creature takes 
  DC 14 Dexterity saving throw. On a failure, the creature takes 
  10 (3d6) slashing damage plus 7 (2d6) slashing damage for 
  10 (3d6) slashing damage plus 7 (2d6) slashing damage for 
  each chain animated with the devil’s animate chains feature 
  each chain animated with the devil’s animate chains feature 
  that is within 10 ft. of it. On a success, the creature takes only 
  that is within 10 ft. of it. On a success, the creature takes only 
  half as much damage. Additionally, melee and ranged weapon 
  half as much damage. Additionally, melee and ranged weapon 
  attacks against the devil are made with disadvantage until the 
  attacks against the devil are made with disadvantage until the 
  start of its next turn.
  start of its next turn.
  Reactions
  Unnerving Mask. 
  Unnerving Mask. When a creature the devil can see starts its 
  When a creature the devil can see starts its 
  turn within 30 feet of the devil, the devil can create the illusion 
  turn within 30 feet of the devil, the devil can create the illusion 
  that it looks like one of the creature’s departed loved ones 
  that it looks like one of the creature’s departed loved ones 
  or bitter enemies. If the creature can see the devil, it must 
  or bitter enemies. If the creature can see the devil, it must 
  succeed on a DC 14 Wisdom saving throw or be frightened 
  succeed on a DC 14 Wisdom saving throw or be frightened 
  until the end of its turn.
  until the end of its turn. 
  
  6
  Bone Devil
  The bone devil is a terrifying foe, sporting not only a 
  grotesque appearance, but also a flying speed and a 
  devilish array of melee attack options. It lacks, however, 
  ranged options as well as control, which is what we aim 
  to provide it with Bone Spear and Grotesque Regrowth.
  Bone Spear
  The ability to rip out one of its own bones and hurl it add 
  an adversary allows the devil to strike at foes out of its 
  range. In addition, the bone spear has the added benefit 
  of severely hampering a creature hit by it, making 
  it useful not only for damage, but also to diminish 
  particularly troublesome foes.
  Grotesque Regrowth
  This feature gives the devil the ability to heal itself. 
  Often, however, self-healing isn’t the best choice in 
  combat, which is why this feature is combined with 
  an effect that scares enemies – the sickening visual 
  of the bone devil’s form reshaping itself giving them 
  pause – which in turn grants the bone devil a measure 
  of battlefield control.
  Bone Devil
  Bone Devil
  Large fiend (devil), lawful evil
  Armor Class
  Armor Class 19 (natural armor)
   19 (natural armor)
  Hit Points
  Hit Points 142 (15d10 + 60)
   142 (15d10 + 60)
  Speed
  Speed 40 ft., fly 40 ft.
   40 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  18 (+4)
  13 (+1)
  14 (+2)
  16 (+3)
  Saving Throws
  Saving Throws Int +5, Wis +6, Cha +7
   Int +5, Wis +6, Cha +7
  Skills
  Skills Deception +7, Insight +6
   Deception +7, Insight +6
  Damage Resistances
  Damage Resistances cold; bludgeoning, piercing, and 
   cold; bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren’t silvered
  slashing from nonmagical weapons that aren’t silvered
  Damage Immunities
  Damage Immunities fire, poison
   fire, poison
  Condition Immunities
  Condition Immunities poisoned
   poisoned
  Senses
  Senses darkvision 120 ft., passive Perception 12
   darkvision 120 ft., passive Perception 12
  Languages
  Languages Infernal, telepathy 120 ft.
   Infernal, telepathy 120 ft.
  Challenge
  Challenge 9 (5,000 XP)
   9 (5,000 XP)
  Devil’s Sight. 
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  Magical darkness doesn’t impede the devil’s 
  darkvision.
  darkvision.
  Magic Resistance. 
  Magic Resistance. The devil has advantage on saving throws 
  The devil has advantage on saving throws 
  against spells and other magical effects.
  against spells and other magical effects.
  Actions
  Multiattack. 
  Multiattack. The devil makes three attacks: two with its claws 
  The devil makes three attacks: two with its claws 
  and one with its sting.
  and one with its sting.
  Claw. 
  Claw. Melee Weapon Attack:
  Melee Weapon Attack: +8 to hit, reach 10 ft. 
   +8 to hit, reach 10 ft. Hit:
  Hit: 8 (1d8 
   8 (1d8 
  + 4) slashing damage.
  + 4) slashing damage.
  Sting. 
  Sting. Melee Weapon Attack:
  Melee Weapon Attack: +8 to hit, reach 10 ft. 
   +8 to hit, reach 10 ft. Hit:
  Hit: 13 
   13 
  (2d8 + 4) piercing damage plus 17 (5d6) poison damage, 
  (2d8 + 4) piercing damage plus 17 (5d6) poison damage, 
  and the target must succeed on a DC 14 Constitution 
  and the target must succeed on a DC 14 Constitution 
  saving throw or become poisoned for 1 minute. The target 
  saving throw or become poisoned for 1 minute. The target 
  can repeat the saving throw at the end of each of its turns, 
  can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  ending the effect on itself on a success.
  Bone Spear. 
  Bone Spear. Ranged Weapon Attack:
  Ranged Weapon Attack: +8 to hit, range 60/120 ft. 
   +8 to hit, range 60/120 ft. 
  Hit:
  Hit: 31 (6d8 + 4) piercing damage, and the target is impaled 
   31 (6d8 + 4) piercing damage, and the target is impaled 
  by a massive bone fragment. While impaled, the target’s 
  by a massive bone fragment. While impaled, the target’s 
  move speed is halved and it has disadvantage on ability 
  move speed is halved and it has disadvantage on ability 
  checks, weapon attacks and saving throws using Strength or 
  checks, weapon attacks and saving throws using Strength or 
  Dexterity. The bone fragment can be removed as an action 
  Dexterity. The bone fragment can be removed as an action 
  by a creature that succeeds on a DC 14 Strength (Medicine) 
  by a creature that succeeds on a DC 14 Strength (Medicine) 
  check. 
  check. 
  Grotesque Regrowth. 
  Grotesque Regrowth. The bone devil pauses to magically 
  The bone devil pauses to magically 
  reknit its bones, regaining 33 (6d10) hit points. Additionally, 
  reknit its bones, regaining 33 (6d10) hit points. Additionally, 
  each creature of the devil’s choice within 30 ft. that can see 
  each creature of the devil’s choice within 30 ft. that can see 
  it must succeed on a DC 14 Wisdom saving throw or be 
  it must succeed on a DC 14 Wisdom saving throw or be 
  frightened of the devil until the end of its next turn. 
  frightened of the devil until the end of its next turn. 
  
  7
  Horned Devil
  On paper, the horned devil is a fearsome foe – 
  devastating melee attacks and a versatile ranged attack. 
  However, when we look closer, the statblock tells a 
  different tale. Defensively, it’s impressive, with AC 18 
  and 178 hit points, but on the attack, it falls short with 
  only around 40 damage on the average turn. Add to that 
  a glaring lack of attack options, and the horned devil 
  doesn’t provide much excitement for a challenge rating 
  of 11. To alleviate that, we’ve given it two new features: 
  Innate Spellcasting and Hellscape Eruption.
  Innate Spellcasting
  Dispel magic provides an extra option in those clutch 
  situations, where robbing the foe of a magical benefit 
  is the most important thing. Hypnotic pattern is pure 
  control, giving the horned devil the means to disable a 
  large number of foes with a single spell. 
  Hellscape Eruption
  By channelling its infernal powers to cause a minor 
  volcano to erupt, the horned devil can shape the 
  battlefield to its needs and deal damage in an area. 
  Perfect against clustered enemies, pesky spellcasters, 
  and in similar scenarios, Hellscape Eruption is likely to 
  be used nearly as often as it is available.
  Horned Devil
  Horned Devil
  Large fiend (devil), lawful evil
  Armor Class
  Armor Class 18 (natural armor)
   18 (natural armor)
  Hit Points
  Hit Points 178 (17d10 + 85)
   178 (17d10 + 85)
  Speed
  Speed 20 ft., fly 60 ft.
   20 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  17 (+3)
  21 (+5)
  12 (+1)
  16 (+3)
  17 (+3)
  Saving Throws
  Saving Throws Str +10, Dex +7, Wis +7, Cha +7
   Str +10, Dex +7, Wis +7, Cha +7
  Damage Resistances
  Damage Resistances cold, bludgeoning, piercing, and 
   cold, bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren’t silvered
  slashing from nonmagical weapons that aren’t silvered
  Damage Immunities
  Damage Immunities fire, poison
   fire, poison
  Condition Immunities
  Condition Immunities poisoned
   poisoned
  Senses
  Senses darkvision 120 ft., passive Perception 13
   darkvision 120 ft., passive Perception 13
  Languages
  Languages Infernal, telepathy 120 ft.
   Infernal, telepathy 120 ft.
  Challenge
  Challenge 11 (7,200 XP)
   11 (7,200 XP)
  Devil’s Sight. 
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  Magical darkness doesn’t impede the devil’s 
  darkvision.
  darkvision.
  Innate Spellcasting. 
  Innate Spellcasting. The devil’s innate spellcasting ability 
  The devil’s innate spellcasting ability 
  is Wisdom (spell save DC 15, +7 to hit with spell attacks). It 
  is Wisdom (spell save DC 15, +7 to hit with spell attacks). It 
  can innately cast the following spells, requiring no material 
  can innately cast the following spells, requiring no material 
  components:
  components:
  • 3/day: dispel magic
  • 1/day: hypnotic pattern
  Magic Resistance. 
  Magic Resistance. The devil has advantage on saving throws 
  The devil has advantage on saving throws 
  against spells and other magical effects.
  against spells and other magical effects.
  Actions
  Multiattack. 
  Multiattack. The devil makes three melee attacks: two with 
  The devil makes three melee attacks: two with 
  its fork and one with its tail. It can use Hurl Flame in place of 
  its fork and one with its tail. It can use Hurl Flame in place of 
  any melee attack.
  any melee attack.
  Fork. 
  Fork. Melee Weapon Attack:
  Melee Weapon Attack: +10 to hit, reach 10 ft. 
   +10 to hit, reach 10 ft. Hit:
  Hit: 15 
   15 
  (2d8 + 6) piercing damage.
  (2d8 + 6) piercing damage.
  Tail. 
  Tail. Melee Weapon Attack:
  Melee Weapon Attack: +10 to hit, reach 10 ft. 
   +10 to hit, reach 10 ft. Hit:
  Hit: 10 
   10 
  (1d8 + 6) piercing damage. If the target is a creature other 
  (1d8 + 6) piercing damage. If the target is a creature other 
  than an undead or a construct, it must succeed on a DC 17 
  than an undead or a construct, it must succeed on a DC 17 
  Constitution saving throw or lose 10 (3d6) hit points at the 
  Constitution saving throw or lose 10 (3d6) hit points at the 
  start of each of its turns due to an infernal wound. Each 
  start of each of its turns due to an infernal wound. Each 
  time the devil hits the wounded target with this attack, the 
  time the devil hits the wounded target with this attack, the 
  damage dealt by the wound increases by 10 (3d6). Any 
  damage dealt by the wound increases by 10 (3d6). Any 
  creature can take an action to stanch the wound with a 
  creature can take an action to stanch the wound with a 
  successful DC 12 Wisdom (Medicine) check. The wound also 
  successful DC 12 Wisdom (Medicine) check. The wound also 
  closes if the target receives magical healing.
  closes if the target receives magical healing.
  Hurl Flame. 
  Hurl Flame. Ranged Spell Attack:
  Ranged Spell Attack: +7 to hit, range 150 ft. 
   +7 to hit, range 150 ft. Hit:
  Hit: 
  14 (4d6) fire damage. If the target is a flammable object that 
  14 (4d6) fire damage. If the target is a flammable object that 
  isn’t being worn or carried, it also catches fire.
  isn’t being worn or carried, it also catches fire.
  Dispel Magic (3/day). 
  Dispel Magic (3/day). Any spell of 3rd level or lower on one 
  Any spell of 3rd level or lower on one 
  creature, object or magical effect within 120 ft. ends. For each 
  creature, object or magical effect within 120 ft. ends. For each 
  spell of 4th level or higher on the target, the devil can make 
  spell of 4th level or higher on the target, the devil can make 
  an ability check using its spellcasting ability (+7) against a 
  an ability check using its spellcasting ability (+7) against a 
  DC of 10 + the spell’s level. On a successful check, the spell 
  DC of 10 + the spell’s level. On a successful check, the spell 
  ends.
  ends.
  Hypnotic Pattern (1/day). 
  Hypnotic Pattern (1/day). The devil creates a twisting 
  The devil creates a twisting 
  pattern of colors that weaves through the air inside a 30-foot 
  pattern of colors that weaves through the air inside a 30-foot 
  cube within 120 ft. The pattern appears for a moment and 
  cube within 120 ft. The pattern appears for a moment and 
  vanishes. Each creature in the area who sees the pattern 
  vanishes. Each creature in the area who sees the pattern 
  must make a DC 15 Wisdom saving throw. On a failed save, 
  must make a DC 15 Wisdom saving throw. On a failed save, 
  the creature becomes charmed for the duration. While 
  the creature becomes charmed for the duration. While 
  charmed by this spell, the creature is incapacitated and has 
  charmed by this spell, the creature is incapacitated and has 
  a speed of 0. The spell ends for an affected creature if it 
  a speed of 0. The spell ends for an affected creature if it 
  takes any damage or if someone uses an action to shake the 
  takes any damage or if someone uses an action to shake the 
  creature out of its stupor.
  creature out of its stupor.
  Hellscape Eruption (recharge 5-6). 
  Hellscape Eruption (recharge 5-6). The devil uses its infernal 
  The devil uses its infernal 
  powers to cause the ground at a point within 60 ft. to bulge 
  powers to cause the ground at a point within 60 ft. to bulge 
  and erupt as a small, infernal volcano. Each creature in a 10-
  and erupt as a small, infernal volcano. Each creature in a 10-
  foot radius of that point must succeed on a DC 15 Strength 
  foot radius of that point must succeed on a DC 15 Strength 
  saving throw or be knocked prone. Afterward, each creature 
  saving throw or be knocked prone. Afterward, each creature 
  must make a DC 15 Dexterity saving throw as magma spews 
  must make a DC 15 Dexterity saving throw as magma spews 
  forth. On a failure, a creature takes 33 (6d10) fire damage. 
  forth. On a failure, a creature takes 33 (6d10) fire damage. 
  On a success, the creature takes only half as much damage. 
  On a success, the creature takes only half as much damage. 
  
  8
  Erinyes
  Erinyes
  Medium fiend (devil), lawful evil
  Armor Class
  Armor Class 18 (plate)
   18 (plate)
  Hit Points
  Hit Points 153 (18d8 + 72)
   153 (18d8 + 72)
  Speed
  Speed 30 ft., fly 60 ft.
   30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  18 (+4)
  14 (+2)
  14 (+2)
  18 (+4)
  Saving Throws
  Saving Throws Dex +7, Con +8, Wis +6, Cha +8
   Dex +7, Con +8, Wis +6, Cha +8
  Damage Resistances
  Damage Resistances cold; bludgeoning, piercing, and 
   cold; bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren’t silvered
  slashing from nonmagical weapons that aren’t silvered
  Damage Immunities
  Damage Immunities fire, poison
   fire, poison
  Condition Immunities
  Condition Immunities poisoned
   poisoned
  Senses
  Senses truesight 120 ft., passive Perception 12
   truesight 120 ft., passive Perception 12
  Languages
  Languages Infernal, telepathy 120 ft.
   Infernal, telepathy 120 ft.
  Challenge
  Challenge 12 (8,400 XP)
   12 (8,400 XP)
  Hellish Weapons. 
  Hellish Weapons. The erinyes’ weapon attacks are magical 
  The erinyes’ weapon attacks are magical 
  and deal an extra 13 (3d8) poison damage on a hit (included 
  and deal an extra 13 (3d8) poison damage on a hit (included 
  in the attacks).
  in the attacks).
  Innate Spellcasting. 
  Innate Spellcasting. The erinyes’ innate spellcasting ability is 
  The erinyes’ innate spellcasting ability is 
  Charisma (spell save DC 16, +8 to hit with spell attacks). It 
  Charisma (spell save DC 16, +8 to hit with spell attacks). It 
  can innately cast the following spells, requiring no material 
  can innately cast the following spells, requiring no material 
  components:
  components:
  • 3/day each: dominate person, fireball (as a 5th-level spell)
  Magic Resistance. 
  Magic Resistance. The erinyes has advantage on saving 
  The erinyes has advantage on saving 
  throws against spells and other magical effects.
  throws against spells and other magical effects.
  Actions
  Multiattack. 
  Multiattack. The erinyes makes three attacks, or two attacks 
  The erinyes makes three attacks, or two attacks 
  and uses its rope of entanglement.
  and uses its rope of entanglement.
  Longsword. 
  Longsword. Melee Weapon Attack:
  Melee Weapon Attack: +8 to hit, reach 5 ft. 
   +8 to hit, reach 5 ft. Hit:
  Hit: 8 
   8 
  (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage 
  (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage 
  if used with two hands, plus 13 (3d8) poison damage.
  if used with two hands, plus 13 (3d8) poison damage.
  Longbow. 
  Longbow. Ranged Weapon Attack:
  Ranged Weapon Attack: +7 to hit, range 150/600 
   +7 to hit, range 150/600 
  ft. 
  ft. Hit:
  Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison 
   7 (1d8 + 3) piercing damage plus 13 (3d8) poison 
  damage, and the target must succeed on a DC 14 
  damage, and the target must succeed on a DC 14 
  Constitution saving throw or be poisoned. The poison lasts 
  Constitution saving throw or be poisoned. The poison lasts 
  until it is removed by the lesser restoration spell or similar 
  until it is removed by the lesser restoration spell or similar 
  magic.
  magic.
  Rope of Entanglement. 
  Rope of Entanglement. The erinyes commands its rope of 
  The erinyes commands its rope of 
  entanglement (AC 20, 20 hit points) to entangle a creature 
  entanglement (AC 20, 20 hit points) to entangle a creature 
  within 20 ft. The target must succeed on a DC 15 Dexterity 
  within 20 ft. The target must succeed on a DC 15 Dexterity 
  saving throw or become restrained (escape DC 15). The 
  saving throw or become restrained (escape DC 15). The 
  erinyes can also use a bonus action to release the target.
  erinyes can also use a bonus action to release the target.
  Dominate Person (3/day). 
  Dominate Person (3/day). A target humanoid the erinyes can 
  A target humanoid the erinyes can 
  see within 60 ft. must succeed on a DC 16 Wisdom saving 
  see within 60 ft. must succeed on a DC 16 Wisdom saving 
  throw or be charmed by it for 1 minute, or until the erinyes 
  throw or be charmed by it for 1 minute, or until the erinyes 
  loses its concentration. If the target is fighting the erinyes 
  loses its concentration. If the target is fighting the erinyes 
  or creatures friendly to the erinyes, the target has advantage 
  or creatures friendly to the erinyes, the target has advantage 
  on the saving throw. While the target is charmed and on the 
  on the saving throw. While the target is charmed and on the 
  same plane of existence, the erinyes can telepathically issue 
  same plane of existence, the erinyes can telepathically issue 
  simple and general commands to the creature (no action 
  simple and general commands to the creature (no action 
  required), which the target does its best to obey. If the target 
  required), which the target does its best to obey. If the target 
  completes the order and doesn’t receive further direction, 
  completes the order and doesn’t receive further direction, 
  it defends and preserves itself to the best of its ability. The 
  it defends and preserves itself to the best of its ability. The 
  erinyes can also use its action to take total and precise 
  erinyes can also use its action to take total and precise 
  control of the target. Until the end of the erinyes’ next turn, 
  control of the target. Until the end of the erinyes’ next turn, 
  the target takes only the actions it chooses, and doesn’t do 
  the target takes only the actions it chooses, and doesn’t do 
  anything else. During this time the erinyes can also cause the 
  anything else. During this time the erinyes can also cause the 
  creature to use a reaction, but this requires it to use its own 
  creature to use a reaction, but this requires it to use its own 
  reaction as well. Each time the target takes damage, it makes 
  reaction as well. Each time the target takes damage, it makes 
  a new Wisdom saving throw against the spell. If the saving 
  a new Wisdom saving throw against the spell. If the saving 
  throw succeeds, the spell ends.
  throw succeeds, the spell ends.
  Fireball (3/day). 
  Fireball (3/day). Each creature in a 20-foot-radius sphere 
  Each creature in a 20-foot-radius sphere 
  centered on a point within 150 ft. must make a DC 16 
  centered on a point within 150 ft. must make a DC 16 
  Dexterity saving throw. A target takes 35 (10d6) fire damage 
  Dexterity saving throw. A target takes 35 (10d6) fire damage 
  on a failed save, or half as much damage on a successful one. 
  on a failed save, or half as much damage on a successful one. 
  The fire spreads around corners. It ignites flammable objects 
  The fire spreads around corners. It ignites flammable objects 
  in the area that aren’t being worn or carried.
  in the area that aren’t being worn or carried.
  Reactions
  Parry. 
  Parry. The erinyes adds 4 to its AC against one melee attack 
  The erinyes adds 4 to its AC against one melee attack 
  that would hit it. To do so, the erinyes must see the attacker 
  that would hit it. To do so, the erinyes must see the attacker 
  and be wielding a melee weapon. 
  and be wielding a melee weapon. 
  Erinyes
  The erinyes is a flavorful foe – beautiful but deathly, 
  enticing but poisonous. And, unfortunately, challenging 
  but also one-dimensional. The erinyes has only one 
  gimmick: attack, attack, attack. Below we’ve expanded 
  upon a variant option from the Monster Manual, Rope 
  of Entanglement, and added an additional option of our 
  own, Innate Spellcasting, to round out the erinyes.
  Innate Spellcasting
  The erinyes spell options provide it with a measure of 
  both control and area of effect. Dominate person can 
  always be put to good use against a strong, but weak-
  willed foe, while a 5th-level fireball works great against 
  clusters of foes. Even though its ordinary Multiattack 
  averages 66 damage in a round, these spells can still be 
  used to great benefit in the right situation.
  Rope of Entanglement
  The Rope of Entanglement is already a variant 
  suggested in the Monster Manual, so all we’ve done here 
  is to elaborate on the use of the Rope of Entanglement 
  directly in the stat block, and make it a standard option 
  (which you can always disregard if you don’t want 
  your erinyes to possess the item). As an action, rope of 
  entanglement allows the erinyes to control a single foe 
  at the expense of only a single attack – a good trade in 
  most situations.
  
  9
  Ice Devil
  Ice Devil
  Large fiend (devil), lawful evil
  Armor Class
  Armor Class 18 (natural armor)
   18 (natural armor)
  Hit Points
  Hit Points 180 (19d10 + 76)
   180 (19d10 + 76)
  Speed
  Speed 40 ft.
   40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  14 (+2)
  18 (+4)
  18 (+4)
  15 (+2)
  18 (+4)
  Saving Throws
  Saving Throws Dex +7, Con +9, Wis +7, Cha +9
   Dex +7, Con +9, Wis +7, Cha +9
  Damage Resistances
  Damage Resistances bludgeoning, piercing, and slashing from 
   bludgeoning, piercing, and slashing from 
  nonmagical weapons that aren’t silvered
  nonmagical weapons that aren’t silvered
  Damage Immunities
  Damage Immunities cold, fire, poison
   cold, fire, poison
  Condition Immunities
  Condition Immunities poisoned
   poisoned
  Senses
  Senses blindsight 60 ft., darkvision 120 ft., passive 
   blindsight 60 ft., darkvision 120 ft., passive 
  Perception 12
  Perception 12
  Languages
  Languages Infernal, telepathy 120 ft.
   Infernal, telepathy 120 ft.
  Challenge
  Challenge 14 (11,500 XP)
   14 (11,500 XP)
  Devil’s Sight. 
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  Magical darkness doesn’t impede the devil’s 
  darkvision.
  darkvision.
  Magic Resistance. 
  Magic Resistance. The devil has advantage on saving throws 
  The devil has advantage on saving throws 
  against spells and other magical effects.
  against spells and other magical effects.
  Actions
  Multiattack. 
  Multiattack. The devil makes three attacks: one with its bite, 
  The devil makes three attacks: one with its bite, 
  one with its claws, and one with its tail, 
  one with its claws, and one with its tail, or two attacks: one 
  or two attacks: one 
  with its spear and one with its tail.
  with its spear and one with its tail.
  Ice Spear. 
  Ice Spear. Melee Weapon Attack:
  Melee Weapon Attack: +10 to hit, reach 10 ft., one 
   +10 to hit, reach 10 ft., one 
  target. 
  target. Hit:
  Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) 
   14 (2d8 + 5) piercing damage plus 10 (3d6) 
  cold damage. If the target is a creature, it must succeed 
  cold damage. If the target is a creature, it must succeed 
  on a DC 15 Constitution saving throw, or for 1 minute, its 
  on a DC 15 Constitution saving throw, or for 1 minute, its 
  speed is reduced by 10 feet; it can take either an action or a 
  speed is reduced by 10 feet; it can take either an action or a 
  bonus action on each of its turns, not both; and it can’t take 
  bonus action on each of its turns, not both; and it can’t take 
  reactions. The target can repeat the saving throw at the end of 
  reactions. The target can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success.
  each of its turns, ending the effect on itself on a success.
  Bite. 
  Bite. Melee Weapon Attack:
  Melee Weapon Attack: +10 to hit, reach 5 ft. 
   +10 to hit, reach 5 ft. Hit:
  Hit: 12 (2d6 + 
   12 (2d6 + 
  5) piercing damage plus 10 (3d6) cold damage.
  5) piercing damage plus 10 (3d6) cold damage.
  Claws. 
  Claws. Melee Weapon Attack:
  Melee Weapon Attack: +10 to hit, reach 5 ft. 
   +10 to hit, reach 5 ft. Hit:
  Hit: 10 (2d4 
   10 (2d4 
  + 5) slashing damage plus 10 (3d6) cold damage.
  + 5) slashing damage plus 10 (3d6) cold damage.
  Tail. 
  Tail. Melee Weapon Attack:
  Melee Weapon Attack: +10 to hit, reach 10 ft. 
   +10 to hit, reach 10 ft. Hit:
  Hit: 12 (2d6 + 
   12 (2d6 + 
  5) bludgeoning damage plus 10 (3d6) cold damage.
  5) bludgeoning damage plus 10 (3d6) cold damage.
  Ice Knife. 
  Ice Knife. Ranged Spell Attack:
  Ranged Spell Attack: +9 to hit, range 60 ft. 
   +9 to hit, range 60 ft. Hit:
  Hit: 27 
   27 
  (5d10) piercing damage. Hit or miss, the target and each 
  (5d10) piercing damage. Hit or miss, the target and each 
  creature within 5 feet of it must succeed on a DC 17 Dexterity 
  creature within 5 feet of it must succeed on a DC 17 Dexterity 
  saving throw or take 21 (6d6) cold damage.
  saving throw or take 21 (6d6) cold damage.
  Wall of Ice (Recharge 6). 
  Wall of Ice (Recharge 6). The devil magically forms an opaque 
  The devil magically forms an opaque 
  wall of ice on a solid surface it can see within 60 feet of it. The 
  wall of ice on a solid surface it can see within 60 feet of it. The 
  wall is 1 foot thick and up to 30 feet long and 10 feet high, or 
  wall is 1 foot thick and up to 30 feet long and 10 feet high, or 
  it’s a hemispherical dome up to 20 feet in diameter. When 
  it’s a hemispherical dome up to 20 feet in diameter. When 
  the wall appears, each creature in its space is pushed out of it 
  the wall appears, each creature in its space is pushed out of it 
  by the shortest route. The creature chooses which side of the 
  by the shortest route. The creature chooses which side of the 
  wall to end up on, unless the creature is incapacitated. The 
  wall to end up on, unless the creature is incapacitated. The 
  creature then makes a DC 17 Dexterity saving throw, taking 
  creature then makes a DC 17 Dexterity saving throw, taking 
  35 (10d6) cold damage on a failed save, or half as much 
  35 (10d6) cold damage on a failed save, or half as much 
  damage on a successful one. The wall lasts for 1 minute 
  damage on a successful one. The wall lasts for 1 minute 
  or until the devil is incapacitated or dies. The wall can be 
  or until the devil is incapacitated or dies. The wall can be 
  damaged and breached; each 10-foot section has AC 5, 30 
  damaged and breached; each 10-foot section has AC 5, 30 
  hit points, vulnerability to fire damage, and immunity to acid, 
  hit points, vulnerability to fire damage, and immunity to acid, 
  cold, necrotic, poison, and psychic damage. If a section is 
  cold, necrotic, poison, and psychic damage. If a section is 
  destroyed, it leaves behind a sheet of frigid air in the space the 
  destroyed, it leaves behind a sheet of frigid air in the space the 
  wall occupied. Whenever a creature finishes moving through 
  wall occupied. Whenever a creature finishes moving through 
  the frigid air on a turn, willingly or otherwise, the creature 
  the frigid air on a turn, willingly or otherwise, the creature 
  must make a DC 17 Constitution saving throw, taking 17 (5d6) 
  must make a DC 17 Constitution saving throw, taking 17 (5d6) 
  cold damage on a failed save, or half as much damage on a 
  cold damage on a failed save, or half as much damage on a 
  successful one. The frigid air dissipates when the rest of the 
  successful one. The frigid air dissipates when the rest of the 
  wall vanishes
  wall vanishes. . 
  Ice Devil
  The ice devil is a flavorful foe with a heavy damage 
  output – an average of 64 damage when using all three 
  attacks – and a decent body. It even comes with a very 
  fitting and powerful feature, Wall of Ice, which it can use 
  to great effect. Still, while the Wall of Ice is recharging, 
  the Ice Devil has nothing else to do but attack – which 
  isn’t all that exciting.
  In the Monster’s Manual we’re given the option for an 
  ice devil with a spear, which it seems foolish not to use – 
  so we’ve added it directly to the stat block. To round out 
  its options, we’ve also given it the Ice Knife-feature.
  Ice Spear
  Using Ice Spear instead of Bite and Claws comes out to 
  less damage, but the possibility of seriously debilitating 
  a foe while keeping combat at a pleasant 10 ft. range 
  makes this a viable combat option.
  Ice Knife
  This simple 1st-level spell – beefed up to 5th level and 
  given some extra damage – gives the Ice Devil a ranged 
  attack option, which it sorely needs. While only truly 
  impactful when enemies are clustered tightly together, 
  it’s bound to come in handy in situations where melee 
  attacks aren’t an option.
  
  10
  Pit Fiend
  Pit Fiend
  Large fiend (devil), lawful evil
  Armor Class
  Armor Class 19 (natural armor)
   19 (natural armor)
  Hit Points
  Hit Points 300 (24d10 + 168)
   300 (24d10 + 168)
  Speed
  Speed 30 ft., fly 60 ft.
   30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  14 (+2)
  24 (+7)
  22 (+6)
  18 (+4)
  24 (+7)
  Saving Throws
  Saving Throws Dex +8, Con +13, Wis +10
   Dex +8, Con +13, Wis +10
  Damage Resistances
  Damage Resistances cold, bludgeoning, piercing, and 
   cold, bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren’t silvered
  slashing from nonmagical weapons that aren’t silvered
  Damage Immunities
  Damage Immunities fire, poison
   fire, poison
  Condition Immunities
  Condition Immunities poisoned
   poisoned
  Senses
  Senses truesight 120 ft., passive Perception 14
   truesight 120 ft., passive Perception 14
  Languages
  Languages Infernal, telepathy 120 ft.
   Infernal, telepathy 120 ft.
  Challenge
  Challenge 20 (25,000 XP)
   20 (25,000 XP)
  Fear Aura. 
  Fear Aura. Any creature hostile to the pit fiend that starts 
  Any creature hostile to the pit fiend that starts 
  its turn within 20 feet of the pit fiend must make a DC 21 
  its turn within 20 feet of the pit fiend must make a DC 21 
  Wisdom saving throw, unless the pit fiend is incapacitated. 
  Wisdom saving throw, unless the pit fiend is incapacitated. 
  On a failed save, the creature is frightened until the start of 
  On a failed save, the creature is frightened until the start of 
  its next turn. If a creature’s saving throw is successful, the 
  its next turn. If a creature’s saving throw is successful, the 
  creature is immune to the pit fiend’s Fear Aura for the next 
  creature is immune to the pit fiend’s Fear Aura for the next 
  24 hours.
  24 hours.
  Innate Spellcasting. 
  Innate Spellcasting. The pit fiend’s spellcasting ability is 
  The pit fiend’s spellcasting ability is 
  Charisma (spell save DC 21). The pit fiend can innately cast 
  Charisma (spell save DC 21). The pit fiend can innately cast 
  the following spells, requiring no material components:
  the following spells, requiring no material components:
  • At will: detect magic, fireball (as a 7th-level spell)
  • 3/day each: hold monster (as a 7th-level spell), wall of fire 
  (as a 7th-level spell)
  Magic Resistance. 
  Magic Resistance. The pit fiend has advantage on saving 
  The pit fiend has advantage on saving 
  throws against spells and other magical effects.
  throws against spells and other magical effects.
  Magic Weapons. 
  Magic Weapons. The pit fiend’s weapon attacks are magical.
  The pit fiend’s weapon attacks are magical.
  Actions
  Multiattack. 
  Multiattack. The pit fiend makes three attacks, choosing 
  The pit fiend makes three attacks, choosing 
  from its bite, claw, mace or tail attacks, only two of which can 
  from its bite, claw, mace or tail attacks, only two of which can 
  be the same attack.
  be the same attack.
  Bite. 
  Bite. Melee Weapon Attack:
  Melee Weapon Attack: +14 to hit, reach 5 ft. 
   +14 to hit, reach 5 ft. Hit:
  Hit: 22 (4d6 
   22 (4d6 
  + 8) piercing damage. The target must succeed on a DC 
  + 8) piercing damage. The target must succeed on a DC 
  21 Constitution saving throw or become poisoned. While 
  21 Constitution saving throw or become poisoned. While 
  poisoned in this way, the target can’t regain hit points, and it 
  poisoned in this way, the target can’t regain hit points, and it 
  takes 21 (6d6) poison damage at the start of each of its turns. 
  takes 21 (6d6) poison damage at the start of each of its turns. 
  The poisoned target can repeat the saving throw at the end of 
  The poisoned target can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success.
  each of its turns, ending the effect on itself on a success.
  Claw. 
  Claw. Melee Weapon Attack:
  Melee Weapon Attack: +14 to hit, reach 10 ft. 
   +14 to hit, reach 10 ft. Hit:
  Hit: 17 
   17 
  (2d8 + 8) slashing damage 
  (2d8 + 8) slashing damage and the pit fiend regains hit 
  and the pit fiend regains hit 
  points equal to the damage dealt by the attack.
  points equal to the damage dealt by the attack.
  Mace. 
  Mace. Melee Weapon Attack:
  Melee Weapon Attack: +14 to hit, reach 10 ft. 
   +14 to hit, reach 10 ft. Hit:
  Hit: 15 
   15 
  (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.
  (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.
  Tail. 
  Tail. Melee Weapon Attack:
  Melee Weapon Attack: +14 to hit, reach 10 ft. 
   +14 to hit, reach 10 ft. Hit:
  Hit: 24 
   24 
  (3d10 + 8) bludgeoning damage
  (3d10 + 8) bludgeoning damage. If the target is medium or 
  . If the target is medium or 
  smaller, it must succeed on a DC 21 Strength saving throw or 
  smaller, it must succeed on a DC 21 Strength saving throw or 
  be knocked prone.
  be knocked prone.
  Fireball. 
  Fireball. The pit fiend throws a fireball at a point within 150 
  The pit fiend throws a fireball at a point within 150 
  ft. Each creature. Each creature in a 20-foot-radius sphere 
  ft. Each creature. Each creature in a 20-foot-radius sphere 
  centered on that point must make a DC 21 Dexterity saving 
  centered on that point must make a DC 21 Dexterity saving 
  throw. A target takes 42 (12d6) fire damage on a failed 
  throw. A target takes 42 (12d6) fire damage on a failed 
  save, or half as much damage on a successful one. The fire 
  save, or half as much damage on a successful one. The fire 
  spreads around corners. It ignites flammable objects in the 
  spreads around corners. It ignites flammable objects in the 
  area that aren’t being worn or carried.
  area that aren’t being worn or carried.
  Hold Monster (3/day). 
  Hold Monster (3/day). Up to three creatures of the pit fiend’s 
  Up to three creatures of the pit fiend’s 
  choice within 30 ft. of each other and within 90 ft. of it must 
  choice within 30 ft. of each other and within 90 ft. of it must 
  succeed on a DC 21 Wisdom saving throw or be paralyzed 
  succeed on a DC 21 Wisdom saving throw or be paralyzed 
  for 1 minute or until the pit fiend loses its concentration. This 
  for 1 minute or until the pit fiend loses its concentration. This 
  spell has no effect on undead. At the end of each of its turns, 
  spell has no effect on undead. At the end of each of its turns, 
  the target can make another Wisdom saving throw. On a 
  the target can make another Wisdom saving throw. On a 
  success, the spell ends on the target.
  success, the spell ends on the target.
  Wall of Fire (3/day). 
  Wall of Fire (3/day). The pit fiend creates a wall of fire on 
  The pit fiend creates a wall of fire on 
  a solid surface within range. The wall is up to 60 feet long, 
  a solid surface within range. The wall is up to 60 feet long, 
  20 feet high, and 1 foot thick, or a ringed wall up to 20 
  20 feet high, and 1 foot thick, or a ringed wall up to 20 
  feet in diameter, 20 feet high, and 1 foot thick. The wall is 
  feet in diameter, 20 feet high, and 1 foot thick. The wall is 
  opaque and lasts for 1 minute or until the pit fiend loses its 
  opaque and lasts for 1 minute or until the pit fiend loses its 
  concentration. When the wall appears, each creature within 
  concentration. When the wall appears, each creature within 
  its area must make a DC 21 Dexterity saving throw. On a 
  its area must make a DC 21 Dexterity saving throw. On a 
  failed save, a creature takes 36 (8d8) fire damage, or half as 
  failed save, a creature takes 36 (8d8) fire damage, or half as 
  much damage on a successful save. One side of the wall, 
  much damage on a successful save. One side of the wall, 
  selected by the pit fiend when creating the wall, deals 36 
  selected by the pit fiend when creating the wall, deals 36 
  (8d8) fire damage to each creature that ends its turn within 
  (8d8) fire damage to each creature that ends its turn within 
  10 feet of that side or inside the wall. A creature takes the 
  10 feet of that side or inside the wall. A creature takes the 
  same damage when it enters the wall for the first time on a 
  same damage when it enters the wall for the first time on a 
  turn or ends its turn there. The other side deals no damage.
  turn or ends its turn there. The other side deals no damage.
  Pit Fiend
  The mighty pit fiend. The biggest, baddest non-legendary  
  devil in the Monster Manual. There’s a lot to work with 
  here – a Fear Aura, some useful spells and a bite attack 
  that carries a nasty poison. Thus, all we’ve done here is 
  some tweaking, making some options more viable and 
  added choices to increase the tactical depth.
  Improved Spellcasting
  The pit fiend’s melee attacks come out to an average 
  of just shy of 100 damage per round, not counting the 
  poison from its bite – hard for a fireball, hold monster 
  and wall of fire to compete with. We’ve increased the 
  level of these spells to make them more competitive. 
  While this does increase the pit fiend’s power a bit, one 
  can argue that the pit fiend is a bit weak for its CR to 
  begin with, so it shouldn’t be too problematic.
  Improved Attack Options
  To give the Pit Fiend some tactical depth, its claw and 
  tail attack options have been enhanced, so that all four 
  of its attacks have an unique spin. At the same time, 
  we’ve reduced its total number of attacks from four to 
  three, but allowed it to choose which attacks to make, 
  giving it just a bit a more tactical depth.  
  
  An Eventyr Games 
  Compendium
  We hope you’ve enjoyed the options in this 
  compendium. If you find any errors, have a good 
  idea, or just want to get in touch, reach out at 
  jvaleur@eventyrgames.com or eventyrgames.com. 
  To be notified about similar content, as well as 
  special promotions and new products, click here 
  to join our mailing list.
  DM’s Guild Best Sellers
  Baldur’s Gate: Descent into Avernus Complete 
  DM’s Bundle
  Ghosts of Saltmarsh Complete DM’s Bundle
  Waterdeep: Dragon Heist Complete DM’s Bundle
  Storm King’s Thunder Complete DM’s Bundle
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Eventyr/Complete DM's Bundle - Baldur's Gate - Descent into Avernus/Enhanced Devils.pdf