Bone Devil Polearm

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)

Damage Immunities

fire, poison

Damage Resistances

cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Saving Throws

Int +5, Wis +6, Cha +7

Skills

Deception +7, Insight +6

Languages

Infernal, telepathy 120 ft.

Challenge

12 (8,400 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 hooked polearm and one with its sting.

Hooked Polearm. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is a huge or smaller creature, it is grappled (escape DC 14). Until the grapple ends, the devil can’t use its polearm on another target.

Claw. Melee 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 .

large
fiend
cr12
monster-manual