# Bone Devil

*Large* *Fiend*

- **Armor Class:** 19
- **Hit Points:** 142 (15d10+60)
- **Speed:** walk 50 ft. fly 40 ft.
- **Challenge Rating:** 9 (5,000 XP)
- **Source:** [A5e Monstrous Menagerie](https://enpublishingrpg.com/products/level-up-monstrous-menagerie-a5e) page 80

| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 18 (+4) | 16 (+3) | 18 (+4) | 16 (+3) | 14 (+2) | 16 (+3) |

- **Saving Throws**: Int +6, Wis +7, Cha +7
- **Skills:** athletics +8, deception +7, insight +7, perception +7, stealth +7
- **Damage Resistances:** cold; damage from nonmagical, non-silvered weapons
- **Senses:** darkvision 120 ft., passive Perception 16
- **Languages:** Infernal, telepathy 120 ft.

### Special Abilities

- **Devils Sight:** The devils darkvision penetrates magical darkness.
- **Lawful Evil:** The devil radiates a Lawful and Evil aura.
- **Magic Resistance:** The devil has advantage on saving throws against spells and magical effects.

### Actions

- **Barbed Spear:** Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the attack is a melee attack against a creature  the target is grappled (escape DC 16). Until this grapple ends  the devil can't use its barbed spear on another target.
- **Claw:** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (2d12 + 4) piercing damage.
- **Invisibility:** The devil magically turns invisible  along with any equipment it carries. This invisibility ends if the devil makes an attack  falls unconscious  or dismisses the effect.

### Bonus Actions

- **Sting:** Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 14 (4d6) poison damage, and the target makes a DC 15 Constitution saving throw, becoming poisoned for 1 minute on a failure. The target can repeat this saving throw at the end of each of its turns, ending the effect on a success.


