b'Devil, Flayer \n'b'  Family:   Devils  \n'b'  Large   fiend  (devil),  lawful evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  150 (12d10 + 84)  Speed  40 ft.\n'b' STATS STR: 24 (+7) DEX:  15 (+2)  CON:  24 (+7)  INT:  15 (+2)  WIS:  15 (+2)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Strength  +11  Skills   Athletics  +11,  Deception  +6,  Intimidation  +6,  Perception  +6  Damage Resistances  cold; bludgeoning, piercing, and slashing from nonmagical attacks that are not silvered  Damage Immunities  fire, poison  Condition Immunities   poisoned   Senses   darkvision  100 ft., passive  Perception  16  Languages  Abyssal, Common, Ignan, Infernal, telepathy 100 ft.  Challenge  9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Devil\xe2\x80\x99s Sight . Magical  darkness  doesn\xe2\x80\x99t impede the flayer\xe2\x80\x99s  darkvision . \n'b'  Magic Resistance . The flayer  devil  has advantage on saving throws against spells and other magical effects. \n'b'  Flensing . On a natural 20, the horned and serrated claws and fists of the flayer tears flesh from bone, dealing (5d8) necrotic damage to its opponent in addition to critical damage from its claw  attack . \n'b'  Regeneration . The flayer regains 10  hit points  at the start of its turn. If the flayer takes damage from a silvered weapon, this trait doesn\xe2\x80\x99t function at the start of the flayer\xe2\x80\x99s next turn. The flayer is destroyed only if it starts its turn with  0 hit points  and doesn\xe2\x80\x99t  regenerate . \n'b'  Innate Spellcasting . The flayer\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  detect evil and good ,  teleport  (self only),  scorching ray  \n'b'  1/day each :  wall of fire ,  protection from evil and good  \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The flayer makes one Bite  attack  and two Claw attacks. \n'b'  Bite .  Melee Weapon Attack : +11 to hit, reach 10 ft., one target.  Hit : 16 (2d8 + 7) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +11 to hit, reach 5 ft., one target.  Hit : 11 (1d8 + 7) slashing damage and 7 (2d6) necrotic damage. \n'b'  Unholy Burst (recharge 5-6) . A 30-foot cube of hellish brimstone bursts forth from the skin of the flayer, causing those within the wave to succeed DC 19  Constitution  save or gain the  poisoned  condition for one hour. \n'b'\n'b' ABOUT \n'b' Flayer devils are musclebound brutes with thick crimson skin that stinks of soot and brimstone. Their beastly horned head features a wide mouth filled with broken, rotting yellow fangs, and their eyes glow like molten metal. Their long arms end in horned fists and serrated hook-like claws. Flayers stand 13 feet tall and weigh more than 800 pounds. \n'b' When the barons and dukes of Hell need a brute to do a brute\xe2\x80\x99s job, they often call upon the legions of marzachs. These deadly giants of Hell use their horned fists and ripping claws to tear the flesh of their enemies to ribbons. Born from a choir of angelic warriors who were turned by the infernal lords, they have the power to emit an unholy burst of brimstone that sickens those around them.'