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Traits

Magic Resistance

The demon has advantage on saving throws against spells and other magical effects.

6th

Improved Armor. The demon's Armor Class increases by 1.

6th

Abyssal Infusion. The demon's claws and hurl flame attack each deal an extra 3 (1d6) necrotic damage on a hit.

10th

Flight. The demons gains a flying speed of 60 feet.

14th

Improved Armor. The demon's Armor Class increases by 1.

14th

Abyssal Infusion. The demon's claws and hurl flame attack each now deal an extra 7 (2d6) necrotic damage on a hit.

18th

Fire Aura. At the start of each of the demon's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. The demon can choose to suppress this aura.

Spellcasting

2nd

Action: Spellcasting. The demon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC equals the captain's maneuver save DC): 1/day each: command, detect magic

At Will:

command, detect magic

Actions

Claws

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Hurl Flame

Ranged Weapon Attack: +3 to hit, range 60/240 ft., one target. Hit: 5 (1d8 + 1) fire damage.

6th:

Action: Spellcasting. The demon's Spellcasting improves. It can cast the following spells in addition to those in its statistics:

1/day each: darkness, hold person

10th:

Action: Spellcasting. The demon's Spellcasting improves. It can cast the following spells in addition to those in its statistics:

1/day each: fear, fireball