Devil, Cenobite

Medium humanoid (any), any evil alignment

Armor Class 19 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 50 ft.

10 (+0) 20 (+5) 16 (+3) 11 (+0) 18 (+4) 12 (+1)

Saving Throws Dexterity +9, Wisdom +9
Skills Acrobatics +9, Stealth +9
Damage Immunities fire, poison
Condition Immunities poisoned
Senses passive Perception 14
Languages Common, Infernal
Challenge 11 (7,200 XP)

Special Traits

  • Fists of Dark Flame (1/day). The devil cenobite wreaths its fists in flame. It deals an additional 7 (2d6) fire damage when it hits with its Unarmed Strikes for 1 minute.
  • Innate Spellcasting. The devil cenobite’s innate spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It can cast the following spells, requiring no material components.
  • Magic Weapons. The devil cenobite’s weapon attacks are considered magical for the purposes of damage resistances and immunities.
  • Slow Fall. The devil cenobite reduces any falling damage by 30. If it does not take damage from a fall, it does not fall prone.


  • Multiattack. The devil cenobite makes three Unarmed Strikes. It can use its Flurry of Blows or Unholy Strike ability in place of one of the Unarmed Strikes.
  • Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.
  • Flurry of Blows (3/day). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d10 + 5) bludgeoning damage, and the target suffers one of the following effects of the devil cenobite’s choice: The target must succeed on a DC 16 Dexterity saving throw or be knocked prone. The target must make a DC 16 Strength saving throw or be pushed up to 15 feet away from it. The target can’t take reactions until the end of its next turn.
  • Unholy Strike (3/day). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw. On a failed saving throw, the target’s maximum hit points are reduced by an equal amount. Lost hit points are regained when the target takes a long rest.


  • Deflect Missiles. If it has one hand free, the devil cenobite can use its reaction in response to being hit with a ranged weapon attack. It reduces the damage by 22 (1d10 + 17). If it reduces the damage to 0, it can catch the missile if it is small enough for it to hold with one hand.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene