b'Devil, Gorson (Blood Duke of Aplistia) \n'b'  Family:   Devils  \n'b'  Large   fiend  (devil),  lawful evil  \n'b'  Armor Class  22 (natural armor)  Hit Points  391 (27d10 + 243)  Speed  50 ft.\n'b' STATS STR: 30 (+10) DEX:  28 (+9)  CON:  28 (+9)  INT:  20 (+5)  WIS:  20 (+5)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Constitution  +16,  Wisdom  +12,  Charisma  +12  Skills   Deception  +12,  Insight  +12,  Intimidation  +12,  Perception  +12,  Persuasion  +12,  Stealth  +16  Damage Resistances  cold; bludgeoning, piercing, and slashing from nonmagical attacks that are not silver  Damage Immunities  fire, poison  Condition Immunities   poisoned   Senses   darkvision  60 ft., passive  Perception  22  Languages  Abyssal, Celestial, Common, Draconic, Goblin, Ignan, Infernal, telepathy 100 ft.  Challenge  22 (41,000 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'  Innate Spellcasting . Gorson\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 20, +12 to hit with spell attacks). He can cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  animate dead ,  bane , charm monster,  detect evil and good ,  detect magic ,  detect thoughts ,  dispel magic ,  lightning bolt ,  magic circle ,  see invisibility ,  suggestion ,  teleport  (self),  tongues ,  wall of fire  \n'b'  1/day :  symbol  \n'b'\n'b'  Legendary Resistance (3/day) . If Gorson fails a saving throw, he can choose to succeed instead. \n'b'  Magic Resistance . Gorson has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . Gorson\xe2\x80\x99s weapon attacks are magical. \n'b'  Regeneration . Gorson regains 10  hit points  at the start of his turn. If Gorson takes damage from a silvered weapon, this trait doesn\xe2\x80\x99t function at the start of Gorson\xe2\x80\x99s next turn. Gorson is destroyed only if he starts his turn with  0 hit points  and doesn\xe2\x80\x99t  regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . Gorson makes one Battleaxe  attack  and two Claw attacks. \n'b'  Battleaxe .  Melee Weapon Attack : +17 to hit, reach 5 ft., one target.  Hit : 23 (2d12 + 10) slashing damage plus 17 (5d6) necrotic damage. \n'b'  Claw .  Melee Weapon Attack : +17 to hit, reach 5 ft., one target.  Hit : 19 (2d8 + 10) slashing damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Gorson can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. Gorson regains spent legendary actions at the start of his turn. \n'b'\n'b'  No Pity . Gorson makes a Battleaxe  attack . \n'b'  Pounce and Rake . Gorson moves up to 50 feet and makes two Claw attacks with advantage. \n'b'  Roar (costs 2 actions) . Gorson lets loose a massive leonine roar. All creatures within a 30-foot cone originating from Gorson must make a DC 25  Constitution  saving throw, taking 36 (8d8) thunder damage on a failure, or half as much on a success. \n'b'  Fiendish Recovery (costs 2 actions) . Gorson recovers 50  hit points  and ends one condition affecting him. \n'b'\n'b' ABOUT \n'b' Gorson is a centaur with the muscular body of a great cat and the head of a goat-horned lion. It has the torso of a beast man and a bifurcated devil\xe2\x80\x99s tail sprouts from his rump. Gorson is a vicious combatant who favors disemboweling his foes. The beastly Gorson serves as a bodyguard to the greedy Mammon and is never far from the Miser\xe2\x80\x99s side. Despite his ferocity, Gorson has a keen intellect and is a clever military strategist who often places traps for his foes to injure them before he moves in for the kill.'