CR 0 lawful evil fiend with AC 9, 9 HP, and Hellish Restoration trait. Understands Infernal but cannot speak; darkvision 120 ft. reveals low DEX (5) and INT (1), marking it as a mi...
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.
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 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.
Lemure. Medium fiend, lawful evil.
Languages: Understands Infernal but can't speak
Traits: Hellish Restoration
Medium fiend · lawful evil
AC 9 · HP 9 · Speed 20 ft., swim 10 ft., climb 10 ft. · Initiative -3
Hellish Restoration.If the lemure dies in the Nine Hells, it revives with all its Hit Points in 1d10 days unless it is killed by a creature under the effects of a Bless spell or its remains are sprinkled with Holy Water.
Actions
Vile Slime.Melee Attack Roll: +2, reach 5 ft. 2 (1d4) Poison damage.