19 (natural armor)
142 (15d10+60)
walk 40 ft., fly 40 ft.
Int +5, Wis +6, Cha +7
Deception +7, Insight +6
cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
fire, poison
poisoned
darkvision 120 ft.
Infernal, telepathy 120 ft.
9
Magical darkness doesn't impede the devil's darkvision.
The devil has advantage on saving throws against spells and other magical effects.
The devil makes three attacks: two with its claws and one with its sting.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
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.
Some bone devils have the following action options. Multiattack: The devil makes two attacks: one 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 this grapple ends, the devil can't use its polearm on another target.