Horned Devil · CR 11
Type: Fiend · Size: Large · Grade: High (capacity 1,000 MP) Harvest check: Medicine, Survival or a fitting tool · see Harvesting Creatures
Harvest
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Specific parts
| Part | Classification | Grade | Capacity | Check | Load · portions | Drawback damage | Ruin damage |
|---|---|---|---|---|---|---|---|
| Barbed Tail | Unique | High | 1,000 | Medicine or Survival 20 | medium · 1 | Bludgeoning, Force, Necrotic, Thunder | – |
| Claws | Elemental (Fire) | High | 1,000 | Medicine or Survival 20 | medium · 1 | Bludgeoning, Force, Thunder | – |
| Horn | Creature Part, Trophy | High | 1,000 | Medicine or Survival 20 | medium · 1 | Bludgeoning, Force, Thunder | – |
Drawback damage: +5 DC for each listed type the creature took during the fight. Ruin damage: the part is ruined if the creature took any listed type. See Damage to parts.
Killed outside an infernal realm
A devil slain anywhere else dissolves: only Infernal Ichor can be harvested (grade High, DC 20). Tick Killed outside its home realm in the harvest tool.
Trait parts
Grade = the creature’s grade (High), DC 20.
- Cryohide – from Cold
- Heatproof Hide – from Fire
- Detoxin – from Poison
- Night Eyes – from Darkvision
- Mindreach Matter – from Telepathy
- Barium Sanguine – from Magic Resistance
- Aerial Locomotion Structure – from Flight (wings)
Part descriptions
Barbed Tail
A long, thin tail ending in a barbed sting that tears flesh with ease.
Good for: a sword of wounding (good fit).
Statblock
Horned Devil – SRD 5.2
Large Fiend, Lawful Evil
AC 18 · HP 199 (19d10 + 95) · Speed 30 ft., Fly 60 ft.
Score Save Score Save STR 22 (+6) +10 INT 12 (+1) +1 DEX 17 (+3) +7 WIS 16 (+3) +7 CON 21 (+5) +5 CHA 18 (+4) +8 Resistances Cold
Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 150 ft. (unimpeded by magical darkness); Passive Perception 13
Languages Infernal; telepathy 120 ft.
CR 11 (XP 7,200; PB +4)
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
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. Hit: 15 (2d8 + 6) Piercing damage plus 9 (2d8) Fire damage.
Hurl Flame. Ranged Attack Roll: +8, range 150 ft. Hit: 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.
Statblock from the System Reference Document 5.2 (CC-BY 4.0). See Credits and License.
Based on Nord Games – Foraging, Harvesting (p. 182); SRD 5.1 (size) – part descriptions rewritten in our own words.