b'Devilflame Juggler \n'b'  Family:   Devils  \n'b'  Large   fiend  (devil),  lawful evil  \n'b'  Armor Class  18 (natural armor)  Hit Points  178 (17d10 + 85)  Speed  40 ft., climb 20 ft.\n'b' STATS STR: 17 (+3) DEX:  21 (+5)  CON:  20 (+5)  INT:  13 (+1)  WIS:  14 (+2)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Int  +6,  Wis  +7,  Cha  +9  Skills   Acrobatics  +10,  Performance  +9,  Sleight of Hand  +10  Damage Resistances  cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons  Damage Immunities  fire, poison  Condition Immunities   exhaustion ,  poisoned   Senses   darkvision  120 ft., passive  Perception  12  Languages  Infernal, telepathy 120 ft.  Challenge  13 (10,000 XP)  Proficiency Bonus  +5 \n'b' SPECIAL TRAITS \n'b'\n'b'  Devil\xe2\x80\x99s Sight . Magical  darkness  doesn\xe2\x80\x99t impede the juggler\xe2\x80\x99s  darkvision . \n'b'  Dizzying Movement . If the juggler moves at least 15 feet on a turn, each creature that can see the movement must succeed on a DC 18  Constitution  saving throw or be  poisoned  until the end of its next turn. \n'b'  Magic Resistance . The juggler has advantage on saving throws against spells and other magical effects. \n'b'  Standing Leap . The juggler\xe2\x80\x99s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The juggler makes three Deft Touch or Devilflame Sphere attacks. If the juggler hits one creature with two Deft Touch or two Devilflame Sphere attacks, the target must succeed  Devil , Devilflame Juggler on a DC 18  Wisdom  saving throw or be  frightened  until the end of its next turn. \n'b'  Deft Touch .  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 15 (3d6 + 5) slashing damage plus 9 (2d8) fire damage. Instead of dealing damage, the juggler can steal one item the target is wearing or carrying, provided the item weighs no more than 15 pounds and isn\xe2\x80\x99t wrapped around or firmly attached to the target, such as a shirt or belt. \n'b'  Devilflame Sphere .  Ranged Spell Attack : +9 to hit, range 120 ft., one target.  Hit : 22 (4d8 + 4) fire damage. \n'b'  Fiery Flourish (Recharge 5\xe2\x80\x936) . The juggler tosses a ball of hellfire at a creature it can see within 90 feet of it. The target must make a DC 18  Dexterity  saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one. The ball then splits and bounces to up to four creatures within 30 feet of the target. Each of these creatures must make a DC 18  Dexterity  saving throw, taking 22 (5d8) fire damage on a failed save, or half as much damage on a successful one. This fire ignites flammable objects that aren\xe2\x80\x99t being worn or carried and that are between each of the targets. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Nimble Leap . The juggler takes the  Dash  or  Disengage  action. \n'b'\n'b' REACTIONS \n'b'\n'b'  Uncanny Dodge . The juggler halves the damage from an  attack  that hits it. The juggler must be able to see the attacker. \n'b'\n'b' ABOUT \n'b' A four-armed  devil  with hands for feet and a grinning face for a torso leaps to and fro, juggling balls of fire. \n'b' Insolent bards who die and end up in Hell become twisted caricatures of themselves called devilflame jugglers. Large but very nimble, these fiends bounce around on six hands attached to limbs that extend from a grinning, diabolical visage in its torso. From this torso, the creature belches orbs of hellfire fueled by the souls of entertainers who sold theirs for notoriety. \n'b'  Bound by Absurd Law . Punished by eons-old infernal contracts, devilflame jugglers are victims in their own bodies, constantly on fire inside and compelled by contract to leap about for others\xe2\x80\x99 amusement. To cease moving spells disaster, as more powerful, and sadistic, devils descend upon it to force it back into capering and entertaining. \n'b'  Gifts Among Princes . Devilflame jugglers serve as entertainers to demons, other devils, or efreeti on the Plane of Fire, and popular ones are given as gifts. While performing, they are often ordered to distract their hosts to free up other devilish spies for diabolical plots.'