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D&D 5th Edition

Compendium

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Bone Devil

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These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

Traits

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.

Actions

Multiattack: The devil makes three attacks: two with its claws and one with its sting.

ClawMelee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Sting: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Attributes

Bone Devil

Large fiend (devil), Lawful Evil
  • Armor Class 19 (Natural Armor)
  • Hit Points 142 (15d10+60)
  • Speed 40 ft., fly 40 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
13 (+1)
WIS
14 (+2)
CHA
16 (+3)
  • Saving Throws Int +5, Wis +6, Cha +7
  • Skills Deception +7, Insight +6
  • Damage Resistance Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered
  • Damage Immunities Fire, Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 Ft., passive Perception 12
  • Languages Infernal, Telepathy 120 Ft.
  • Challenge 9 (5,000 XP)
  • 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.

Actions


  • Multiattack. The devil makes three attacks: two with its claws and one with its sting.
  • Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (1d8 + 4) slashing damage.
  • Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (2d8 + 4) piercing damage plus (5d6)poison damage. The target must succeed on a dc 14 constitution saving throw or become poisoned for 1 minute The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success