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Horned Devil

Lawful evil fiend with AC 18, 199 HP, and STR 22 for melee dominance at CR 11. Magic Resistance grants advantage on saves against spells and magical effects; Diabolical Restoration...

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.
STR 18 lawful evil fiend with 85 HP and AC 15, reaching enemies via chain-based attacks grounded in Diabolical Restoration (planar revival in Nine Hells if killed elsewhere) and Magic Resistance (advantage on spell saves). Darkvision 120 ft. and Infernal telepathy enable detection and command from 120 ft. away. Specific melee and reach mechanics not detailed in body; likely chains as signature weapon matching the archetype. Search fit: devil summoning, lawful evil fiend, melee diabolical enemy, planar resurrection.
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 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.

Horned Devil. Large fiend, lawful evil.

Languages: Infernal; telepathy 120 ft.

Traits: Diabolical Restoration; Magic Resistance

Large fiend · lawful evil

AC 18 · HP 199 · Speed 30 ft., fly 60 ft., swim 15 ft., climb 15 ft. · Initiative +7

STRDEXCONINTWISCHA
Score221721121618
Mod+6+3+5+1+3+4
Save+10+7+5+1+7+8

Senses darkvision 150 ft., passive Perception 13 · Challenge 11 (PB +4)

Immunities Fire, Poison · Condition Immunities Poisoned

Traits

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

Hurl Flame. Ranged Attack Roll: +8, range 150 ft. 26 (5d8 + 4) Fire damage. If the target is a flammable object that isn't being worn or carried, it starts burning.

Infernal Tail. Dexterity Saving Throw: DC 17, one creature the devil can see within 10 feet. Failure: 10 (1d8 + 6) Necrotic damage, and the target receives an infernal wound if it doesn't have one. While wounded, the target loses 10 (3d6) Hit Points at the start of each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 17 Wisdom (Medicine) check.

Multiattack. The devil makes three attacks, using Searing Fork or Hurl Flame in any combination. It can replace one attack with a use of Infernal Tail.

Searing Fork. Melee Attack Roll: +10, reach 10 ft. 15 (2d8 + 6) Piercing damage plus 9 (2d8) Fire damage.