13 (natural armor)
93 (11d8+44)
walk 30 ft.
Dex +4, Con +7, Cha +5
Perception +5, Stealth +4
acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
fire, poison
poisoned
darkvision 120 ft.
Celestial, Common, Gnoll, Infernal, telepathy 120 ft.
6
Magical darkness doesn't impede the devil's darkvision.
The devil has advantage on saving throws against spells and other magical effects.
The devil's spellcasting ability is Charisma (spell save DC 13). The devil can innately cast the following spells, requiring no material components: • At will: darkness • 1/Day each: harm, teleport
Summon Devil (1/Day): The salt devil has a 40 percent chance of summoning one salt devil
The devil makes two scimitar attacks.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the target is neither undead nor a construct, it also takes 5 (1d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. Plants, oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. If the saving throw fails by 5 or more, the target also gains one level of exhaustion.