monsters fiend cr-5-10 Tome of Beasts 2023

Lunar Devil

Large Fiend, CR 8. From Tome of Beasts 2023.

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Lunar Devil

Large Fiend, Lawful Evil

Armor Class 16 (natural armor)

Hit Points 94 (9d10 + 45)

Speed 60 ft., fly 40 ft.

STR
21 (+5)
DEX
21 (+5)
CON
20 (+5)
INT
16 (+3)
WIS
15 (+2)
CHA
18 (+4)

Saving Throws Str +8, Dex +8, Con +8, Wis +5

Skills Perception +5

Damage Immunities fire, poison

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 15

Languages Celestial, Draconic, Elvish, Infernal, Sylvan, telepathy 120 ft.

Challenge 8 (3,900 XP)

Devil's Sight. Magical darkness doesn't impede the lunar devil's darkvision.
Light Incorporeality. The lunar devil is translucent when standing in moonlight and is immune to damage from all nonmagical weapons in such conditions.
Lightwalking. Once on its turn, the lunar devil can use half its movement to step magically into one area of moonlight within its reach and emerge from a second area of moonlight within 80 feet of the first, appearing in an unoccupied space within that second area.
Magic Resistance. The lunar devil has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The lunar devil makes one Bite attack, one Claw attack, and one Tail attack, or it makes three Hurl Moonlight attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 9 (2d8) cold damage.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Hurl Moonlight. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 17 (3d8 + 4) cold damage, and the target must succeed on a DC 15 Constitution saving throw or become blinded until the end of its next turn.
Summon Devil (1/Day). The lunar devil magically calls 1d4 giant owls that are Fiends with the lunar devil's damage resistances and immunities (but not its Light Incorporeality trait). The lunar devil has a 25 percent chance of calling one lunar devil instead. The called creatures arrive in 1d4 rounds, acting as allies of the devil and obeying its telepathic commands. The creatures remain for 1 hour, until the devil dies, or until the devil dismisses them as a bonus action.
Spellcasting. The lunar devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: fly, major image 3/day: greater invisibility 1/day: wall of ice

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