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Habitat: Planar (Nine Hells); Treasure: Implements

Bone devils are gaunt, nightmarish Fiends with pallid skin stretched tight over frames that combine human and insectile features. Also known as osyluths, these Fiends command weaker devils and other beings aligned with infernal legions. Bone devils ensure that the commands of hellish sovereigns are exacted efficiently and that non-devils fulfill their commitments to the Nine Hells. They slay those who renege on infernal deals, sending treacherous mortal souls to face unspeakable punishments.

When not serving their diabolical masters, bone devils tempt self-obsessed mortals with promises of other creatures’ adulation and obedience. These devils prop up petty tyrants, helping them grow increasingly calloused and amoral.

Bone devils travel across the multiverse to fulfill diabolical orders. If left with no other choices, they might conscript mortals to aid them in their vicious goals. Roll on or choose a result from the Bone Devil Objectives table to inspire a bone devil’s goals.

Bone Devil Objectives
1d4 
The Bone Devil Seeks To ...
1
Capture a soul that escaped the Nine Hells.
2
Convey a message or make an example of someone in the name of an archdevil.
3
Find someone who broke a deal with a devil.
4
Slay someone or steal something as part of its pact with a wicked magic-user.
Bone devils are just one of a thousand reasons never to make a deal with a devil, but they’re a significant one. Break said deal, and it’ll likely be one of these nightmares that drags you down to the Nine Hells.
—Sylvira Savikas, Candlekeep sage

Traits

Diabolical Restoration. If the 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 devil has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The devil makes two Claw attacks and one Infernal Sting attack.

Claw. Melee Attack Roll: +8, reach 10 ft. Hit: 13 (2d8 + 4) Slashing damage.

Infernal Sting. Melee Attack Roll: +8, reach 10 ft. Hit: 15 (2d10 + 4) Piercing damage plus 18 (4d8) Poison damage, and the target has the Poisoned condition until the start of the devil’s next turn. While Poisoned, the target can’t regain Hit Points.


Bone Devil

Large Fiend (Devil), Lawful Evil
  • Armor Class 16
  • Hit Points 161 (17d10 + 68)
  • Speed 40 ft., Fly 40 ft.
  • Initiative +7 (17)
STR
18 (4)
DEX
16 (3)
CON
18 (4)
INT
13 (1)
WIS
14 (2)
CHA
16 (3)
  • Saving Throws Str +8, Dex +3, Con +4, Int +5, Wis +6, Cha +7
  • Skills Deception +7, Insight +6
  • Damage Resistance Cold
  • Damage Immunities Fire, Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft. (unimpeded by magical Darkness), passive Perception 12
  • Languages Infernal; telepathy 120 ft.
  • Challenge 9 (5000 XP)
  • Habitat Planar (Nine Hells)
  • Treasure Implements
  • Diabolical Restoration. If the 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 devil has Advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The devil makes two Claw attacks and one Infernal Sting attack.
  • Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (2d8 + 4) Slashing damage.
  • Infernal Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (2d10 + 4) Piercing damage plus (4d8)Poison damage. The target has the Poisoned condition until the start of the devil's next turn. While Poisoned, the target can't regain Hit Points.
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