War Devil

Huge fiend (devil), lawful evil

Armor Class

11 (natural armor)

Hit Points

237 (19d12 + 114)

Speed

40 ft., fly 60 ft.

Saves

Str +12, Con +11

Skills

Athletics +12, Insight +6, Intimidation +4, Perception +6

Damage Resistances

cold

Damage Immunities

fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Condition Immunities

frightened, poisoned

Senses

darkvision 120 ft.

Languages

Infernal, telepathy 120 ft.

Challenge

16

Proficiency Bonus

+5

Devil's Sight

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

Fear Aura

Any hostile creature that starts its turn within 20 feet of the war devil must succeed on a DC 18 Wisdom saving throw or have the frightened condition until the start of the creature's next turn. If a creature's saving throw is successful, the creature is immune to the war devil's Fear Aura for the next 24 hours. This ability doesn't function if the war devil is unconscious.

Magic Resistance

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

Actions

Multiattack

The war devil makes two attacks using its Cold-Iron Ranseur, Claws, or a combination of the two.

Cold-Iron Ranseur

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) force damage plus 14 (4d6) cold damage.

Claws

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage. If the target is a Large or smaller creature, it has the grappled condition (escape DC 20). While a creature is grappled, the war devil can't make Claws attacks.