12 (natural armor)
63 (14d8)
walk 30 ft., fly 10 ft.
Wis +2, Cha +6
Stealth +5
cold, fire, poison
poisoned
darkvision 60 ft.
Common, Infernal
4
While the wind's harp devil remains motionless, it is indistinguishable from an ordinary object.
The wind's harp devil has advantage on saving throws against spells and other magical effects.
The wind's harp devil has advantage on attack rolls against a creature if at least one of its allies is an air elemental, wind demon, or similar creature of air, is within 20 feet of the target, and isn't incapacitated.
The wind's harp devil makes two infernal noise attacks.
Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 9 (2d8) psychic damage plus 3 (1d6) thunder damage.
The wind's harp devil creates an infernal cacophony. Each creature within 30 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) psychic damage and 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one. Devils are immune to the hellish chorus.