- Armor Class
- 19 (natural armor)
- Hit Points
- 142 (15d10+60)
- Speed
- 40 ft., fly 40 ft.
- Challenge
- 9 (5,000 XP)
- Proficiency bonus
- +4
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 18 (+4) | 16 (+3) | 18 (+4) | 13 (+1) | 14 (+2) | 16 (+3) |
- Saving throws
- Int +5, Wis +6, Cha +7
- Skills
- Deception +7, Insight +6
- Damage resistances
- cold, bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
- Damage immunities
- fire, poison
- Senses
- darkvision 120 ft., passive Perception 12
- Languages
- Infernal, telepathy 120 ft.
Traits
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The devil makes three attacks: two with its claws and one with its sting.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
A bone devil is worth 5,000 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many bone devils fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
Against the 7 other challenge 9 monsters in the SRD 5.1, the bone devil has more hit points than 2 of them, which makes it a little frailer than most at its CR. See every CR 9 monster.
Bone Devil 2024 stat block
The 2024 Monster Manual revised the bone devil, and the SRD 5.2 carries the new stat block. What changed:
- Armor Class: 19 → 16.
- Hit points: 142 → 161.
- New in its stat block: Diabolical Restoration and Infernal Sting.
- Gone from it: Devil's Sight and Sting.
- Armor Class
- 16
- Hit Points
- 161 (17d10 + 68)
- Speed
- 40 ft., fly 40 ft.
- Challenge
- 9 (5,000 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 18 (+4) | 16 (+3) | 18 (+4) | 13 (+1) | 14 (+2) | 16 (+3) |
- Damage resistances
- cold
- Damage immunities
- fire, poison
- Senses
- darkvision 120 ft. (unimpeded by magical darkness), passive Perception 12
- Languages
- Infernal; telepathy 120 ft.
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.