AC 18 (natural armor)
HP 168 (16d10 + 80; bloodied 84)
Speed 30 ft., fly 60 ft.
Proficiency +4; Maneuver DC 17
Saving Throws Str +9, Dex +7, Wis +7, Cha +7
Skills Athletics +9, Intimidation +7
Damage Resistances cold; damage from nonmagical, non-silvered weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13
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
Multiattack. The devil makes two attacks with its fork and one with its tail. It can replace any melee attack with Hurl Flame.
Fork. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 3 (1d6) fire damage.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage. If the target is a creature other than an undead or construct, it makes a DC 17 Constitution saving throw . On a failure, it receives an infernal wound and takes 11 (2d10) ongoing piercing damage. Each time the devil hits the wounded target with this attack, the ongoing damage increases by 11 (2d10). A creature can spend an action to make a DC 12 Medicine check, ending the ongoing damage on a success. At least 1 hit point of magical healing also ends the ongoing damage.
Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is an unattended flammable object or a creature, it catches fire, taking 5 (1d10) ongoing fire damage. A creature can use an action to extinguish this fire.
Inferno (1/Day, While Bloodied ). The devil waves its fork, igniting a trail of roaring flame. Any creature within 10 feet of the devil makes a DC 15 Dexterity saving throw , taking 49 (14d6) fire damage on a failure or half damage on a success.
REACTIONS
Pin (1/Day). When a creature misses the devil with a melee attack, the devil makes a fork attack against that creature. On a hit, the target is impaled by the fork and grappled (escape DC 17). Until this grapple ends, the devil can’t make fork attacks or use Inferno, but the target takes 7 (2d6) piercing damage plus 3 (1d6) fire damage at the beginning of each of its turns.
Combat
The horned devil prefers to fight in melee, especially against weak enemies. It goads a ranged creature into making a melee attack, pins it, and keeps it pinned while hurling flame at other opponents. If fighting a melee combatant, the devil tries to pin the creature while 10 feet away from it, so that the creature can’t counterattack. When bloodied, it releases a pinned opponent in order to use Inferno. The horned devil follows orders to the letter and rarely retreats, but it might agree to a ceasefire if its orders aren’t specific.
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.
Considered to be the lowest ranking of the greater devils, horned devils are nonetheless terrors on the battlefield. They soar above the legions of hell, hurling bolts of flame or swooping down to skewer opponents with their forks or lash them with their wicked tails. Outside of combat, horned devils are inordinately lazy, sometimes entering a state of hibernation until their superiors activate them.
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.