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.
Steadfast: The devil can't be
Frightened while it can see an allied creature within 30 feet of it.
Multiattack: The devil makes two attacks: one with its beard and one with its
Glaive.
Beard: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12
Constitution saving throw or be
Poisoned for 1 minute. While
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 turns,
Ending the
Effect on itself on a success.
Glaive: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an
Undead or a
Construct, it must succeed on a DC 12
Constitution saving throw or lose 5 (1d10)
Hit Points 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 5 (1d10). Any creature can take an
Action to
Stanch the wound with a successful DC 12
Wisdom (Medicine) check. The wound also closes if the target receives
Magical Healing.