b'Devil, Henchman \n'b'  Family:   Devils  \n'b'  Medium   fiend ,  lawful evil  \n'b'  Armor Class  18 (Infernal armor)  Hit Points  84 (13d8+26)  Speed  40 ft.\n'b' STATS STR: 18 (+4) DEX:  12 (+1)  CON:  15 (+2)  INT:  10 (+0)  WIS:  8 (-1)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +7,  Con  +5  Damage Immunities  poison  Condition Immunities   poisoned   Damage Resistances  cold, fire  Senses   darkvision  60 ft., passive  Perception  9  Languages  speaks and understands all languages  Challenge  5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Shape Change . Henchmen devils have an innate ability to change their form, assuming the form of any humanoid including their clothes. \n'b'  Innate Spellcasting . The Henchman\xe2\x80\x99s innate spellcasting ability is  Intelligence  (Spell save DC 11). It can innately cast the following spells, requiring no material components\n'b'\n'b'\n'b'  At Will : detect evil and good \n'b'  3/day each : hold person \n'b'  2/day each : firestorm,  glyph of warding  \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . A henchmen devil makes two weapon attacks. \n'b'  Claws .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target. 6 (1d4+4) slashing damage. \n'b'  Bilun (Pole Arm) .  Melee Weapon Attack : +7 to hit, reach 10 ft., one target. 11 (2d6+4) slashing damage. In addition, anyone hit by the Bilun must make a  Constitution  save (DC 11). If they fail, their mind becomes filled with doubt and confusion. They are at disadvantage on all attacks and ability checks. They may repeat this save at the end of each of their turns, ending the effect on a successful save. This effect can also be removed with a  greater restoration  spell.\xc2\xa0 \n'b'\n'b' ABOUT \n'b' Henchmen devils stand roughly 5 feet at the shoulder. They are muscular bipedal creatures with the lower torso of a goat and the upper torso of a man. Their faces are twisted with evil and crowned by a set of coiled horns. Their goat legs are covered in thick fur, black or brown with a hint of red in it. Their bodies reflect the color of burnt ash, grayish-black, charred or dark stained red. They have no pupils but see from hollow pools of darkness. They wield all manner of weaponry but prefer polearms with multiple points and edges. When shape-changing, they prefer to take the shape of a human, dressed nicely in a courtiers garb. \n'b'  Reluctant Spies . Though dull-witted, they are able to speak any language, good or evil, lawful or chaotic. This, combined with their shape-changing ability, means they are often used as spies and infiltrators. They dislike such duty but carry it out without hesitation. \n'b'  Simple and direct . Henchmen devils possess a tremendous reluctance to assume another form, instinctively seeing that as a weakness. In battle, they always assume their natural shape, discarding any subterfuge they may have adopted. They prefer the damage inflicted by their polearms to any other. \n'b'  Bilun (Pole Arm) : These long iron polearms are fashioned in the forges of the greater devils deep in the Wretched Plains. They are seven feet long from butt to point and are capped by a tri-bladed spear that is lined with notches, spikes, and twisted metal edges. The shaft is black as pitch, casting a reflection in its depths; its blade is a sickly yellow color, like tarnished gold.'