Reforged Devil

Medium • Fiend (Devil) • Lawful Evil

Armor Class 17

Hit Points 38 (7d8 + 7)

Speed 20 ft.

Initiative -2 (8)

STRDEXCONINTWISCHA
17 (+3)7 (-2)12 (+1)5 (-3)5 (-3)7 (-2)

Damage Resistances cold

Damage Immunities fire, poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft. (unimpeded by magical darkness), passive Perception 7

Languages understands Infernal but can’t speak

CR 2 (XP 450; PB +2)

A horned devil clad in dark metal armor, wielding blades with a snarling expression.

Machine Noises. The devil has disadvantage on Stealth checks.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Bloodied - Agonizing Scream. When the devil becomes bloodied, it screams. Wisdom Saving Throw: DC 11, each creature in a 5-foot emanation originating from the devil. Failure: The target becomes incapacitated. Failure or Success: The devil is incapacitated until the end of its next turn.

Unending Torment (1/Day). If damage reduces the devil to 0 hit points, it drops to 1 hit point instead, unless the damage is from a critical hit.

ACTIONS

Multiattack. The devil makes two Claw attacks. One of these attacks is made with disadvantage.

Claw. Melee Weapon Attack: +5, reach 5 ft. Hit: 7 (1d8 + 3) slashing damage. If the devil rolls a 1 on the d20, it takes 1d6 piercing damage.

REACTIONS

Engine of Pain. Trigger: The devil is hit by a creature within 5 feet of it. Response. The devil makes a Claw attack against the attacker.

Reforged Devil

Medium • Fiend (Devil) • Lawful Evil

Armor Class 16

Hit Points 13 (3d8)

Speed 20 ft.

Initiative -2 (8)

STRDEXCONINTWISCHA
13 (+1)7 (-2)11 (+0)5 (-3)5 (-3)7 (-2)

Damage Resistances cold

Damage Immunities fire, poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft. (unimpeded by magical darkness), passive Perception 7

Languages understands Infernal but can’t speak

CR 1/4 (XP 50; PB +2)

A horned devil clad in dark metal armor, wielding blades with a snarling expression.

Machine Noises. The devil has disadvantage on Stealth checks.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Bloodied - Agonizing Scream. When the devil becomes bloodied, it screams. Wisdom Saving Throw: DC 10, each creature in a 5-foot emanation originating from the devil. Failure: The target becomes incapacitated. Failure or Success: The devil is incapacitated until the end of its next turn.

Unending Torment (1/Day). If damage reduces the devil to 0 hit points, it drops to 1 hit point instead, unless the damage is from a critical hit.

ACTIONS

Multiattack. The devil makes two Claw attacks. One of these attacks is made with disadvantage.

Claw. Melee Weapon Attack: +3, reach 5 ft. Hit: 3 (1d4 + 1) slashing damage. If the devil rolls a 1 on the d20, it takes 1d4 piercing damage.

REACTIONS

Engine of Pain. Trigger: The devil is hit by a creature within 5 feet of it. Response. The devil makes a Claw attack against the attacker with disadvantage.

Reforged Devil

Medium • Fiend (Devil) • Lawful Evil

Armor Class 18

Hit Points 91 (14d8 + 28)

Speed 20 ft.

Initiative -2 (8)

STRDEXCONINTWISCHA
19 (+4)7 (-2)14 (+2)5 (-3)5 (-3)7 (-2)

Damage Resistances cold

Damage Immunities fire, poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft. (unimpeded by magical darkness), passive Perception 7

Languages understands Infernal but can’t speak

CR 5 (XP 1,800; PB +3)

A horned devil clad in dark metal armor, wielding blades with a snarling expression.

Machine Noises. The devil has disadvantage on Stealth checks.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Bloodied - Agonizing Scream. When the devil becomes bloodied, it screams. Wisdom Saving Throw: DC 13, each creature in a 5-foot emanation originating from the devil. Failure: The target becomes incapacitated. Failure or Success: The devil is incapacitated until the end of its next turn.

Unending Torment (2/Day). If damage reduces the devil to 0 hit points, it drops to 1 hit point instead, unless the damage is from a critical hit.

ACTIONS

Multiattack. The devil makes two Claw attacks. One of these attacks is made with disadvantage.

Claw. Melee Weapon Attack: +7, reach 5 ft. Hit: 13 (2d8 + 4) slashing damage. If the devil rolls a 1 on the d20, it takes 1d8 piercing damage.

REACTIONS

Engine of Pain. Trigger: The devil is hit by a creature within 5 feet of it. Response. The devil makes a Claw attack against the attacker.

QUICK REFERENCE

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.