Free interactive D&D 5e SRD stat block

Bone Devil

Large Fiend, CR 9, AC 16, 161 HP. Lawful Evil.

Large Fiend (Devil), Lawful Evil

AC
16
Initiative
+7 (17)
HP
161 (17d10+68)
Speed
40 ft., Fly 40 ft.
ScoreModSave
STR 18 +4 +8
DEX 16 +3 +3
CON 18 +4 +4
INT 13 +1 +5
WIS 14 +2 +6
CHA 16 +3 +7
Skills
Deception +7 , Insight +6
Resistances
Cold
Immunities
Fire, Poison, Poisoned
Senses
Darkvision 120 ft.; Passive Perception 12
Languages
Infernal, telepathy 120 ft.
CR
9 (XP 5,000; 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 two Claw attacks and one Infernal Sting attack.

Claw. Melee Attack Roll: +8, reach 10 ft. Hit: 13 (2d8+4) Slashing damage.

Infernal Sting. Melee Attack Roll: +8, reach 10 ft. Hit: 15 (2d10+4) Piercing damage plus 18 (4d8) Poison damage, and the target has the Poisoned condition until the start of the devil's next turn. While Poisoned, the target can't regain Hit Points.

How to run Bone Devil

A bone devil is the middle management of Hell, and it fights like a foreman who knows exactly what every tool in the box can do. It opens at range whenever possible, talks first when it has leverage, and never picks a fight it can postpone for a better one. Telepathy 120 ft. and Infernal mean it can negotiate from across the room before any character has a chance to roll initiative.

Once combat starts, the Multiattack is the centerpiece: two Claws at +8 for 13 each plus one Infernal Sting at +8 for 15 piercing and 18 poison, with the Poisoned condition blocking healing until the start of the devil's next turn. Pick the cleric or the bard. A healer who can't heal is a healer the party can't recover from, and the bone devil's 161 HP and AC 16 mean the fight will run several rounds. Use the 40 ft. fly speed to stay just above the reach of the front line and force the melee to chase, then drop in for a full Multiattack and lift away on the next turn if the dice go badly. Magic Resistance turns most save-or-suck spells into a 50/50, so don't let the table assume a single Hold Monster ends the encounter.

Bone devils retreat. They are bureaucrats with knives. Once Bloodied or once an objective is achieved, the devil will withdraw via flight or by parley, often offering information on a rival as the price of disengagement. Diabolical Restoration means death simply puts it back in the Nine Hells with a grudge, so a fled bone devil is a recurring NPC whether the party wanted one or not.

When the devil first speaks, give it a name and a contract. The PC who killed its last vessel is on a list, and the devil should reference that fact before the first claw lands.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
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