b'Devil, Interlocutor \n'b'  Family:   Devils  \n'b'  Large   fiend  (devil),  lawful evil  \n'b'  Armor Class  20 (natural armor)  Hit Points  273 (26d10 + 130)  Speed  40 ft.\n'b' STATS STR: 23 (+6) DEX:  19 (+4)  CON:  20 (+5)  INT:  24 (+7)  WIS:  21 (+5)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Constitution  +10,  Intelligence  +12,  Wisdom  +10,  Charisma  +10  Skills   Deception  +15,  Insight  +15,  Medicine  +10,  Nature  +12,  Perception  +10  Damage Resistances  cold; bludgeoning, piercing and slashing from nonmagical weapons that aren\xe2\x80\x99t silvered  Damage Immunities  fire, poison  Condition Immunities   poisoned   Senses   darkvision  120 ft., passive  Perception  20  Languages  all, telepathy 120 ft.  Challenge  15 (13,000 XP) \n'b' Special Traits \n'b'\n'b'   Devil\xe2\x80\x99s Sight . Magical  darkness  doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s  darkvision . \n'b'  Magic Resistance . The devil has advantage on saving throws against spells and other magical effects. \n'b'  Polyglot . The devil is fluent in all languages. \n'b'  Tormentor . The devil is extremely gifted in the methods of torture and causing excruciating pain. \n'b'  Surgical Strikes . The devil scores a critical hit on a roll of 18, 19, or 20. \n'b'  Innate Spellcasting . The devil\xe2\x80\x99s spellcasting ability is  Intelligence  (spell save DC 20, +12 to hit with spell attacks). The  devil  can innately cast the following spells, requiring no material components:\n'b'\n'b'   At will :  acid splash ,  plane shift ,  shocking grasp , spare the dying \n'b'  3/day each :  cure wounds ,  greater restoration  \n'b'  1/day :  revivify  \n'b'\n'b'  Actions \n'b'\n'b'   Multiattack . The devil makes three  melee attacks . \n'b'  Claw .  Melee Weapon Attack : +11 to hit, reach 10 ft., one target.  Hit : 24 (4d8 + 6) slashing damage, and the target must succeed on a DC 18  Constitution  saving throw or be incapacitated by excruciating pain until the end of the devil\xe2\x80\x99s next turn. \n'b'  Chain .  Melee Weapon Attack : +11 to hit, reach 10 ft., one target.  Hit : 13 (2d6 + 6) slashing damage. The target is  grappled  (escape DC 18) if the  devil  isn\xe2\x80\x99t already grappling a creature. Until this grapple ends, the target is  restrained , and must succeed on a DC 18  Constitution  saving throw or be incapacitated by excruciating pain, and the target takes 10 (3d6) piercing damage at the start of each of its turns. \n'b'  Animate Chains (Recharges after a Short or Long Rest) . Up to four chains the  devil  can see within 60 feet of it magically sprout razor-edged barbs and animate under the  devil\xe2\x80\x99s  control, provided that the chains aren\xe2\x80\x99t being worn or carried. Each animated chain is an object with AC 20, 20  hit points ,  resistance  to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can\xe2\x80\x99t make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies. \n'b'\n'b'  Reactions \n'b'\n'b'   Unnerving Mask . When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature\xe2\x80\x99s departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 18  Wisdom  saving throw or be  frightened  until the end of its turn.'