Bone Devil
Large Fiend (devil), lawful evil
5,000 XP
Special Abilities
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 claws and one with its sting.
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.
Quick Reference
Running This Encounter
Bone Devils are cunning tacticians that exploit their intelligence (17) and infernal nature. Position the devil in elevated terrain or behind cover to maximize its ranged attacks. Use its telepathy to coordinate with allies and intimidate enemies. Have it retreat to difficult terrain if facing overwhelming force, using its flight advantage.
Combat Tactics
The bone devil opens combat with ranged spell attacks (lightning bolt, wall of fire) while keeping distance. It uses its tail attacks opportunistically when enemies approach, relying on its high AC and resistances to outlast opponents. If cornered, it attempts to charm or frighten enemies with its presence before teleporting away.
Environment & Setting
Ideal in Hell's architecture: narrow canyons of bone, infernal fortresses with multiple levels, or caverns with spiked pillars providing cover. The devil thrives in environments where flight and ranged attacks outmatch ground-based pursuit.