Haste Devil

Medium fiend (devil), chaotic evil

Armor Class

16

Hit Points

78 (12d8 + 24)

Speed

90 ft.

STR

14 (+2)

DEX

22 (+6)

CON

14 (+2)

INT

10 (+0)

WIS

10 (+0)

CHA

9 (-1)

Damage Immunities

poison

Damage Resistances

bludgeoning, piercing, and slashing damage from nonmagical, nonsilvered weapons

Condition Immunities

grappled, restrained, poisoned, paralyzed

Senses

darkvision 60 ft., passive Perception 10

Skills

Acrobatics +9

Languages

Common, Infernal

Challenge

5 (1,800 XP)

Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.

Impossible Speed. The devil cannot have its speed reduced by any effect and can move triple its speed when it takes the dash action.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Numbing Strikes. Whenever the devil makes a melee attack against a creature, it doesn’t provoke attacks of opportunity from that creature for the rest of the turn, whether it hits or not.

Actions

Multiattack. The devil uses its Whirlwind ability. It then makes three attacks with its unarmed strike.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 8 (1d4 + 6) bludgeoning damage.

Whirlwind. The devil performs a quick spin that generates a whirlwind in a 10 ft. radius sphere centered on itself. All other creatures within this whirlwind must succeed on a DC 13 Strength saving throw or take 10 (3d6) bludgeoning damage and be flung up to 20 feet away from the whirlwind in a random direction and knocked prone. If a thrown target strikes an object, such as a·wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.

medium
fiend
cr5
nerzugals-extended-bestiary