Bone Devil

Large Fiend

Armor Class 19

Hit Points 142 (15d10+60)

Speed fly +40, walk +50

Challenge 9

STR
18
+4
DEX
16
+3
CON
18
+4
INT
16
+3
WIS
14
+2
CHA
16
+3

Saving Throws cha +7, int +6, wis +7

Skills insight +7, stealth +7, athletics +8, deception +7, perception +7

Damage Resistances cold; damage from nonmagical, non-silvered weapons

Senses darkvision 120 ft., passive Perception 16

Languages Infernal, telepathy 120 ft.

Special Abilities

Devils Sight. The devils darkvision penetrates magical darkness.

Lawful Evil. The devil radiates a Lawful and Evil aura.

Magic Resistance. The devil has advantage on saving throws against spells and magical effects.

Actions

Barbed Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the attack is a melee attack against a creature the target is grappled (escape DC 16). Until this grapple ends the devil can't use its barbed spear on another target.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (2d12 + 4) piercing damage.

Invisibility. The devil magically turns invisible along with any equipment it carries. This invisibility ends if the devil makes an attack falls unconscious or dismisses the effect.

Bonus Actions

Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 14 (4d6) poison damage, and the target makes a DC 15 Constitution saving throw, becoming poisoned for 1 minute on a failure. The target can repeat this saving throw at the end of each of its turns, ending the effect on a success.

Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open