Ability Score Improvements. Strength +8, Dexterity+8, Constitution +6, Intelligence +4, Wisdom +2, Charisma +6, as a fiend the Half Devil/Demon can have a stat above 20 but not above 30.
Damage Resistances. Cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Senses. Darkvision 60 feet
Languages. bonus abyssal/infernal as appropriate.
Fiendish Blessing. Add charisma bonus to AC
Innate Spellcasting. Charisma based, can innately cast the following spells, requiring no material components:
- 3/day each: alter self, command, detect magic
- 1/day: plane shift (self only)
Actions. Gain a extra attack.
Fire Ray. ranged spell attack, 120 feet range, 3d6 fire damage. Can attack with this as a normal attack.
Fiendish Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiends’s spoken commands. If the target suffers any harm from the fiend or another creature or receives a suicidal command from the fiend, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the Fiendish Charm for the next 24 hours.