AC 19 (natural armor)
HP 142 (15d10 + 60; bloodied 71)
Speed 50 ft., fly 40 ft.
Proficiency +4; Maneuver DC 16
Saving Throws Int +6, Wis +7, Cha +7
Skills Athletics +8, Deception +7, Insight +7 (+1d4), Perception +7, Stealth +7
Damage Resistances cold; damage from nonmagical, non-silvered weapons
Senses darkvision 120 ft., passive Perception 16
Languages Infernal, telepathy 120 ft.
Devil’s Sight. The devil’s 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.
Combat
The bone devil prefers melee combat to ranged combat, using Invisibility to ambush when it can. It grapples enemies with its spear and then uses its claw and sting against a grappled foe. Some bone devils don’t have barbed spears and simply claw and sting their foes.
Devil Names
Abathon, Alashel, Arcaxes, Asardel, Atha-Xul, Barashiel, Bel Nakari, Beleth, Besthelias, Bethegar, Brimstone, Calderax, Cenereth, Damaceus, Decimeth, Demedal, Elthodrath, Gethen, Glibris, Gur-Toras, Heleph, Ibaris, Kamien, Kush, Lorza, Machem, Maethiel, Meltis, Nensis, Silithis, Thaxes, Turel, Vish-Alatith, Zethayn, Zir
Legends and Lore
With an Arcana or Religion check, characters can learn the following:
DC 10 Many scholars believe that devils are angels that fell from grace. When touched by evil, mortal souls may transform into devils, as well.
DC 15 Neither fire nor poison harms a devil, and even magical darkness doesn’t impede a devil’s vision. They are supernaturally resistant to mundane damage, although magical and silvered weapons wound them normally.
DC 20 Though irredeemably evil, devils can be bargained with at the bargainer’s peril. They generally keep their word.
Bone devils are gaunt figures with the tails of scorpions and delicate, insectile wings. They are the enforcers of the hell’s hierarchy, zealously punishing devils who fail in their duties or plot to depose their superiors. More than any other type of devil, bone devils relish cruelty. As a result, they are generally solitary creatures, despised both by their subordinates and the more powerful devils they serve.
1 Whispering poison into a mortal’s ear
2 Engaging the pious in philosophical debate, so as to sow doubt
3 Offers the party the information they seek, for a price
4 Indulging pleasures of the flesh: enjoying a meal, listening to music, flirting with mortals
5 Hunting a mortal who defaulted on a deal
6 Imprisoned by ancient runes and seals; can’t leave its current general area
7 Guarding or otherwise serving a summoner
8 Guarding a sinister treasure, such as a forbidden book or cursed weapon
Wilderness and Underground Signs
1 A shrine to an archdevil, lit with black candles
2 Footprints, strangely warm to the touch
3 A waft of brimstone at a lonely crossroads
4 The remains of a humanoid who was clearly tortured to death
Settlement Signs
1 Statues of saints crying blood
2 Church bells magically fall silent
3 An infernal contract, as yet unsigned
4 Animals gather in large numbers, become aggressive, or die unexpectedly
Most devils are imprisoned in Hell but some are loosed upon the world by wicked spellcasters.
CR 3–4 bearded devil ; 2 lemure bands ; imp leading lemure band
CR 5–10 1 or 2 barbed devils ; bone devil ; chain devil ; 2 or 3 bearded devils ; bearded devil , barbed devil , or night hag leading 2 lemure bands
Treasure a silver cup etched with a blasphemous word (the first three times the word is spoken, the cup fills with a greater healing potion ; the fourth time, the cup breaks)
CR 11–16 horned devil , erinyes , ice devil , or chained one , possibly with 1 or 2 lemure bands ; 3 barbed devils ; barbed devil with 3 bearded devils
Treasure signed infernal contract that frees an evil soul from Hell if destroyed, manual of quickness of action
CR 17–22 pit fiend ; bone devil , chain devil , horned devil , erinyes , or ice devil with 3 bearded devils ; erinyes with 1d6 + 3 harpies ; chain devil with chained one
Treasure 3 rubies (5,000 gp each), spell scrolls of magic circle and raise dead , rope of entanglement
CR 23–30 pit fiend with 1 to 3 bearded devils or hell hounds ; 4 bearded devils or barbed devils with bone devil , chain devil , or horned devil ; 2 erinyes or ice devils ; ice devil with 1d4 + 2 winter wolves
Treasure 1,300 pp, 2 potions of flying , 3 trident (named Artifice; acts as a hat of disguise but the trident can’t be disguised)
CR 31+ Pit Fiend General , possibly with 1d4 + 2 emure bands or bearded devils ; pit fiend with 3 or 4 barbed devils ; 3 or 4 erinyes
Treasure gold and ruby scepter (25,000 gp), forbidden book with gold and diamond binding (25,000 gp), 13 star rubies (1,000 gp each), spell scroll of gate , animated shield , deck of many things
Fiends are evil-aligned creatures from Hell, the Abyss, and other cursed realms. Most fiends are demons and devils, each of which have their own subtypes and hierarchies. Some fiends, such as hell hounds , are neither demons nor devils.