b'Devil, Hellstoker \n'b'  Family:   Devils  \n'b'  Medium   fiend  (devil),  lawful evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  58 (9d8 + 18)  Speed  30 ft.\n'b' STATS STR: 15 (+2) DEX:  13 (+1)  CON:  15 (+2)  INT:  6 (-3)  WIS:  10 (+0)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +5,  Con  +5,  Wis  +3,  Cha  +3  Skills   Athletics  +5,  Perception  +3  Damage Resistances  acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison  Condition Immunities   poisoned   Senses   darkvision  60 ft., passive  Perception  13  Languages  Infernal, telepathy 120 ft.  Challenge  5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Devil\xe2\x80\x99s Sight . Magical  darkness  doesn\xe2\x80\x99t impede the hellstoker\xe2\x80\x99s  darkvision . \n'b'  Innate Spellcasting . The hellstoker\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 11). It can cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  protection from evil and good  \n'b'  1/day :  plane shift  (self only) \n'b'\n'b'  Magic Resistance . The hellstoker has advantage on saving throws against spells and other magical effects. \n'b'  Oily Hide . A hellstoker has advantage on ability checks and saving throws to resist being  grappled  or  restrained . In addition, if a hellstoker takes fire damage, it bursts into flame for one minute. During this time, a creature who enters the area or begins their turn in the area must make a DC 13  Dexterity  saving throw, taking 4 (1d8) fire damage on a failed saving throw, or half as much damage on a successful saving throw. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The hellstoker makes two Spear attacks. \n'b'  Spear .  Melee Weapon Attack : +5 to hit, reach 5 ft., or range 20/60 ft., one target.  Hit : 5 (1d6 + 2) piercing damage or 6 (1d8 + 2) piercing damage if used with two hands to make a  melee attack . \n'b'  Bellows . The hellstoker releases a blast of fire from its bellows in a 15-foot cone. Creatures in the area must make a DC 13  Dexterity  saving throw, taking 14 (4d6) fire damage on a failed saving throw, or half as much damage on a successful saving throw. \n'b'  Summon (1/day) . The hellstoker has a 35% chance to summon 2d8 lemures or a hellstoker. The summoned demon appears in an unoccupied space within 60 feet of the hellstoker, but can\xe2\x80\x99t summon other demons. It remains for one minute, until it or the first hellstoker is slain, or until the first hellstoker takes an action to dismiss it. \n'b'\n'b' ABOUT \n'b' Hellstoker devils are rarely found away from the furnaces they tend in the lower pits of Hell where they maintain the reserves of oil made from the rendered flesh of mortals. When their supply runs low and there are no lesser devils or demons to feed the rendering vats, hellstokers go on hunting raids into the world. They capture as many mortals as possible before returning to the Lower Planes to make their precious oil \xe2\x80\x93 after a little light torture of course.'