b'Devil Initiate \n'b'  Medium   humanoid  (any),  any evil alignment  \n'b'  Armor Class  16 (natural armor)  Hit Points  49 (9d8 + 9)  Speed  40 ft.\n'b' STATS STR: 10 (+0) DEX:  16 (+3)  CON:  13 (+1)  INT:  11 (+0)  WIS:  16 (+3)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity  +5,  Wisdom  +5  Skills   Acrobatics  +5,  Stealth  +5  Damage Resistances  fire  Senses  passive  Perception  13  Languages  Common, Infernal  Challenge  4 (1,100 XP) \n'b' Special Traits \n'b'   Fists of Dark Flame  (1/day). The devil initiate wreaths its fists in flame. It deals an additional 7 (2d6) fire damage when it hits with its Unarmed Strikes for 1 minute. \n'b'  Slow Fall . The devil initiate reduces any falling damage by 30. If it does not take damage from a fall, it does not fall  prone . \n'b'  Actions \n'b'   Multiattack . The devil initiate makes two Unarmed Strikes. It can use its Flurry of Blows ability in place of one of the Unarmed Strikes. \n'b'  Unarmed Strike .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 6 (1d6 + 3) bludgeoning damage. \n'b'  Flurry of Blows  (3/day).  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 13 (3d6 + 3) bludgeoning damage, and the target suffers one of the following effects of the devil initiate\xe2\x80\x99s choice: The target must succeed on a DC 14  Dexterity  saving throw or be knocked  prone . The target must make a DC 14  Strength  saving throw or be pushed up to 15 feet away from it. The target can\xe2\x80\x99t take  reactions  until the end of its next turn. \n'b'  Reactions \n'b'   Deflect Missiles . If it has one hand free, the devil initiate can use its  reaction  in response to being hit with a ranged weapon  attack . It reduces the damage by 11 (1d10 + 6). If it reduces the damage to 0, it can catch the missile if it is small enough for it to hold with one hand.'