CR 8 devil with AC 15 and 85 HP; Magic Resistance grants advantage on saves against spells and magical effects. Diabolical Restoration revives it in the Nine Hells if killed elsewh...
Granted Features
Automatic:
Small fiend with DEX 17 and AC 13, leveraging Magic Resistance for advantage on saves against spells and magical effects. Darkvision 120 ft. and Infernal speech enable reconnaissance and communication with Nine Hells denizens. Search fit: devil scout, magical resistance, infernal language, low-CR fiend.
CR 0 fiend with AC 9 and 9 HP; practically helpless with STR 10 and DEX 5 (−3 Initiative), understanding Infernal but unable to speak. Hellish Restoration trait enables revival in the Nine Hells if slain elsewhere. Darkvision 120 ft. enables vision in darkness. Baseline summoned or conjured creature with minimal threat; typically animated as expendable thralls or test subjects rather than tactical combatants. Search fit: lowest-CR devil, lawful evil pawn, planar minion, infernal resurrection mechanic.
Medium fiend with AC 13 and 58 HP; Magic Resistance grants advantage on saves versus spells and magical effects. Bearded Devil deals melee damage with beard attacks and pairs high-damage output with telepathy 120 ft. for coordinated infernal tactics. Lawful evil alignment and darkvision 120 ft. mark it as a mid-CR threat combining resilience against magic with direct combat threat. Search fit: magic-resistant fiend, devil minion, infernal combat, telepathic coordination.
Medium fiend with AC 15, 110 HP, and three signature traits: Barbed Hide causes damage when struck in melee, Diabolical Restoration revives it in the Nine Hells if killed elsewhere, and Magic Resistance grants advantage on saves against spells. Barbed Devils communicate via telepathy to 120 feet and have darkvision 120 feet. Infernal melee attacks pair with spellcasting to enable summoning and control in combat. Search fit: devil minion, melee threat, infernal damage, magic resistance, Nine Hells persistence.
Large lawful evil fiend with CR 9, AC 16, 161 HP. Diabolical Restoration revives it in the Nine Hells if killed elsewhere; Magic Resistance grants advantage on saving throws against spells. Telepathy at 120 ft., Infernal speech, darkvision 120 ft. STR 18, DEX 16, CHA 16 support melee threat and social manipulation. Search fit: Nine Hells resurrection, magic resistance, lawful evil devil, telepathic fiend.
CR 11 Large fiend with AC 18, 199 HP, and STR 22. Diabolical Restoration revives it in the Nine Hells if killed elsewhere; Magic Resistance grants advantage on saves against spells. Telepathy 120 ft. and darkvision 150 ft. enable remote coordination. Multiattack combines melee attacks with infernal strikes; exact attack damage not detailed in body. Search fit: devil summoning, lawful evil fiend, multiattack threat, Nine Hells resurrection.
CR 12 lawful evil fiend with AC 18 and 178 HP. Diabolical Restoration revives it in the Nine Hells if killed elsewhere; Magic Resistance grants advantage on saves against spells and magical effects. Truesight 120 ft. and telepathy 120 ft. enable supernatural awareness and communication. A mid-to-high-tier devil lieutenant with planar resurrection and magical defenses. Search fit: devil summoning, planar enemy, magic resistance, Nine Hells revival.
CR 20 large fiend with AC 21, STR 26, and 337 HP; commands Diabolical Restoration (auto-revive in Nine Hells if killed elsewhere), Fear Aura, and Legendary Resistance (4/day). Telepathy 120 ft. and truesight 120 ft. enable omniscient command. Summons CR 1–9 devils (Imp, Lemure, Bearded Devil, Barbed Devil, Chain Devil, Bone Devil, Horned Devil) as automatic abilities, combining ranged elemental strikes, poisoning, grapple restraint, and infernal wounds to devastate action economy.
Chain Devil. Medium fiend, lawful evil.
Languages: Infernal; telepathy 120 ft.
Traits: Diabolical Restoration; Magic Resistance
Medium fiend · lawful evil
AC 15 · HP 85 · Speed 30 ft., swim 15 ft., climb 15 ft. · Initiative +5
Diabolical Restoration.If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.
Magic Resistance.The devil has Advantage on saving throws against spells and other magical effects.
Actions
Chain.Melee Attack Roll: +7, reach 10 ft. 11 (2d6 + 4) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two chains, and it has the Restrained condition until the grapple ends.
Conjure Infernal Chain.The devil conjures a fiery chain to bind a creature. Dexterity Saving Throw: DC 15, one creature the devil can see within 60 feet. Failure: 9 (2d4 + 4) Fire damage, and the target has the Restrained condition until the end of the devil's next turn, at which point the chain disappears. If the target is Large or smaller, the devil moves the target up to 30 feet straight toward itself. Success: The chain disappears.
Multiattack.The devil makes two Chain attacks and uses Conjure Infernal Chain.