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.