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'     Saving Throws   Strength  +5,  Constitution  +5,  Wisdom  +2,  Charisma  +2  Skills   Athletics  +5,  Perception  +2  Damage Resistances  acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison  Condition Immunities   poisoned   Senses  darkvision 60 ft., passive  Perception  12  Languages  Infernal, telepathy 120 ft.  Challenge  5 (1,800 XP) \n'b' Special Traits \n'b'   Devil\xe2\x80\x99s Sight . Magical  darkness  doesn\xe2\x80\x99t impede the devil\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'   At will :  protection from evil and good  \n'b'  1/day :  plane shift  (self only) \n'b'\n'b'  Magic Resistance . The  devil  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 1 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'  Actions \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 1 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 1 minute, until it or the first hellstoker is slain, or until the first hellstoker takes an action to dismiss it.'