Huge fiend, lawful evil
- Armor Class
- 11 (natural armor)
- Hit Points
- 237 (19d12 + 114)
- Speed
- fly 60 ft., 40 ft.
- Challenge
- 16 (15,000 XP)
- Saving Throws
- Con +11, Str +12
- Skills
- Insight +6, Athletics +12, Perception +6, Intimidation +4
- Damage Resistances
- cold
- Damage Immunities
- fire; poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
- Condition Immunities
- frightened; poisoned
- Senses
- darkvision 120 ft., passive Perception 16
- Languages
- Infernal, telepathy 120 ft.
Traits
Magical darkness doesn't impede the war devil's darkvision.
Any hostile creature that starts its turn within 20 feet of the war devil must succeed on a DC 18 Wisdom saving throw or have the frightened condition until the start of the creature's next turn. If a creature's saving throw is successful, the creature is immune to the war devil's Fear Aura for the next 24 hours. This ability doesn't function if the war devil is unconscious.
The war devil has advantage on saving throws against spells and other magical effects.
Actions
The war devil makes two attacks using its Cold- Iron Ranseur, Claws, or a combination of the two.
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) force damage plus 14 (4d6) cold damage.