b'Devil, Orobas \n'b'  Family:   Devils  \n'b'  Large   fiend  (devil),  lawful evil  \n'b'  Armor Class  19 (natural armor, shield)  Hit Points  203 (14d10 + 126)  Speed  40 ft.\n'b' STATS STR: 26 (+8) DEX:  14 (+2)  CON:  28 (+9)  INT:  23 (+6)  WIS:  26 (+8)  CHA:  21 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +13,  Dex  +7,  Con  +14,  Wis  +13  Skills   Deception  +10,  History  +11,  Insight  +13,  Perception  +13,  Persuasion  +10  Damage Resistances  acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons  Damage Immunities  fire, poison  Condition Immunities   poisoned   Senses  truesight 90 ft., passive  Perception  23  Languages  Celestial, Infernal, telepathy 100 ft.  Challenge  14 (11,500 XP)  Proficiency Bonus  +5 \n'b' SPECIAL TRAITS \n'b'\n'b'  Deceptive Advice . When the orobas casts a spell of the  divination  school, it has advantage on  Charisma  ( Deception ) checks for 1 minute. \n'b'  Hellish Weapons . The orobas\xe2\x80\x99s weapon attacks are magical. When the orobas hits with any weapon, the weapon deals an extra 3d8 fire damage (included in the  attack ). \n'b'  Magic Resistance . The orobas has advantage on saving throws against spells and other magical effects. \n'b'  Sense Consecrated . The orobas can pinpoint the location of Celestials, consecrated places or objects, and creatures wielding divine or celestial power, such as clerics, paladins, or aasimars, within 60 feet of it. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The orobas makes one Bite  attack , one Flail attack, and one Stomp attack, or it makes four Hurl Flame attacks. \n'b'  Bite .  Melee Weapon Attack : +13 to hit, reach 5 ft., one target.  Hit : 15 (2d6 + 8) piercing damage plus 13 (3d8) fire damage and 10 (3d6) poison damage, and the target must succeed on a DC 18  Constitution  saving throw or become  poisoned  for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  Flail .  Melee Weapon Attack : +13 to hit, reach 10 ft., one target.  Hit : 17 (2d8 + 8) bludgeoning damage plus 13 (3d8) fire damage. \n'b'  Stomp .  Melee Weapon Attack : +13 to hit, reach 5 ft., one target.  Hit : 11 (1d6 + 8) bludgeoning damage plus 13 (3d8) fire damage. \n'b'  Hurl Flame .  Ranged Spell Attack : +10 to hit, range 120 ft., one target.  Hit : 23 (4d8 + 5) fire damage. \n'b'  Teleport . The orobas magically teleports, along with any equipment, up to 120 feet to an unoccupied space it can see. \n'b'  Spellcasting . The orobas casts one of the following spells, requiring no material components and using  Charisma  as the spellcasting ability (spell save DC 18):\n'b'\n'b'\n'b'  At will :  augury ,  detect thoughts ,  guidance  \n'b'  3/day each :  locate creature ,  nondetection  \n'b'  1/day each :  contact other plane  (as an action),  legend lore  (as an action) \n'b'\n'b' REACTIONS \n'b'\n'b'  Prediction (3/Day) . When the orobas makes an ability check or  attack , it can choose to have advantage on the roll. \n'b'\n'b' ABOUT \n'b' Tall and powerful, this creature resembles a strong man with well-chiseled muscles, save its equine head, flaring nostrils, and hoofed feet.\xc2\xa0 \n'b' Orobas devils thrive in Hell, selling their knowledge to those who have the coin or souls. The common phrase, \xe2\x80\x9cnever trust a gift horse,\xe2\x80\x9d stems from these corrupting devils. \n'b'  Horse-Headed but Wise . Orobas devils look like horrific horse-headed humans. Sulfuric smoke curls from their nostrils, and flames dance across their flails. This beast-like appearance belies their true strength; these devils possess an uncanny prescience and affinity for divination. \n'b'  Masters of Deceit . When bargaining with an orobas, one must speak truthfully\xe2\x80\x94or possess an exceptionally quick tongue and the most charming smile. \n'b'  Surrounded by Lessers . Orobas devils gather lesser devils both as chattel and defense. Their analytical minds telepathically confer the strengths and weaknesses of foes to their allies. With surprising speed, the deceivers can assess a battlefield, weigh outcomes, and redirect forces.'