Lunar Devil

Large fiend (devil), Lawful Evil

Armor Class

16 (natural armor)

Hit Points

94 (9d10+45)

Speed

walk 40 ft., fly 60 ft. (hover), lightwalking 80 ft.

Saves

Str +8, Dex +8, Con +8, Wis +5

Skills

Perception +5

Damage Resistances

cold; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered

Damage Immunities

fire, poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Languages

Celestial, Draconic, Elvish, Infernal, Sylvan, telepathy 120 ft.

Challenge

8

Devil's Sight

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

Innate Spellcasting

The devil's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: • At will: fly, major image, planar binding • 3/Day: greater invisibility • 1/Day: wall of ice

Light Incorporeality

The devil is semi-incorporeal when standing in moonlight, and is immune to all nonmagical attacks in such conditions. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source, with the exception of force damage. Holy water can affect the devil as it does incorporeal undead.

Lightwalking

Once per round, the lunar devil magically teleports, along with any equipment it is wearing or carrying, from one beam of moonlight to another within 80 feet. This relocation uses half of its speed.

Magic Resistance

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

Variant: Devil Summoning

Summon Devil (1/Day): The devil can attempt a magical summoning. The devil has a 40 percent chance of summoning either 2 chain devils or 1 lunar devil.

Actions

Multiattack

The devil makes three attacks: one with its bite, one with its claws, and one with its tail. Alternatively, it can use Hurl Moonlight twice.

Bite

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage.

Claw

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Tail

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.

Hurl Moonlight

Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 19 (3d12) cold damage and the target must succeed on a DC 15 Constitution saving throw or become blinded for 4 rounds.