Horned Devil

Large / fiend / Lawful Evil / CR 11

Armor Class18
Hit Points199 (19d10 + 95)
Speed30 ft, fly 60 ft
Challenge11
Proficiency-
STR22+6
DEX17+3
CON21+5
INT12+1
WIS16+3
CHA18+4
Saving Throws

Strength +10, Dexterity +7, Wisdom +7, Charisma +8

Initiative

+7

Senses

Darkvision 150 ft

Languages

Infernal

Damage resistances

Cold

Damage immunities

Fire, Poison

Condition immunities

Poisoned

Traits

Diabolical Restoration

If the horned devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.

Magic Resistance

The horned devil has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack

action

The horned devil makes three attacks, using Searing Fork or Hurl Flame in any combination. It can replace one attack with a use of Infernal Tail.

Searing Fork

action

Melee Weapon Attack: +10 to hit, reach 10 ft.. Hit: 15 (2d8 + 6) piercing plus 9 (2d8) fire damage.

Hurl Flame

action

Ranged Weapon Attack: +8 to hit, range 150 ft.. Hit: 26 (5d8 + 4) fire damage. If the target is a flammable object that isn't being worn or carried, it starts burning.

Infernal Tail

action

Dexterity Saving Throw: DC 17, one creature the horned devil can see within 10 ft.
Failure: 10 (1d8 + 6) necrotic damage, and the target receives an infernal wound if it doesn't have one. While wounded, the target loses 10 (3d6) Hit Points at the start of each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 17 Wisdom (Medicine).

Creature Rules

Horned Devil