THE SHARED REFERENCE Adventurer

Monster

War Devil

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Official reference · CoA · 2014

Creature type
Fiend
Size
Huge
Armor class
11 (natural armor)
Hit points
237 (19d12 + 114)
Speed
Walk 40 ft., Fly 60 ft.
Challenge rating
16
Alignment
Lawful Evil
Strength
24
Dexterity
9
Constitution
23
Intelligence
7
Wisdom
13
Charisma
9
Passive Perception
16
Saving Throws
str: +12; con: +11
Skills
athletics: +12; insight: +6; intimidation: +4; perception: +6
Senses
darkvision 120 ft.
Languages
Infernal, telepathy 120 ft.
Resistances
cold
Immunities
fire, poison, immune: bludgeoning, piercing, slashing; note: from nonmagical attacks that aren't silvered; cond: True
Condition Immunities
frightened, poisoned

Traits

Devil's Sight

Magical darkness doesn't impede the war devil's darkvision.

Fear Aura

Any hostile creature that starts its turn within 20 feet of the war devil must succeed on a DC 18 Wisdom saving throw or have the frightened condition until the start of the creature's next turn. If a creature's saving throw is successful, the creature is immune to the war devil's Fear Aura for the next 24 hours. This ability doesn't function if the war devil is unconscious.

Magic Resistance

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

Actions

Multiattack

The war devil makes two attacks using its Cold- Iron Ranseur, Claws, or a combination of the two.

Cold-Iron Ranseur

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) force damage plus 14 (4d6) cold damage.

Claws

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage. If the target is a Large or smaller creature, it has the grappled condition (escape DC 20). While a creature is grappled, the war devil can't make Claws attacks.

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