16 (natural armor)
65 (10d8 + 20)
30 ft.
Int +4, Wis +4, Cha +8
Deception +8, Insight +4, Perception +4, Persuasion +8
cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
fire, poison
poisoned
darkvision 120 ft.
Infernal, Common, and one other
5
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 two melee attacks.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 3 (1d6) fire damage.
The devil targets one humanoid that he can see within 30 feet of him. If the target can see the devil, it must succeed on a DC 15 Wisdom saving throw or be magically charmed. The charmed creature regards the devil as a love interest. Although the target isn't under the devil's control, it takes the devil's requests or actions in the most favorable way it can. Each time the devil or its allies do something harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the devil dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the devil's Devilish Charm for the next 24 hours. The devil can have no more than two humanoids and up to four beasts charmed at a time.