Blade Devil (5e Creature)
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Huge fiend (devil), lawful evil
Saving Throws Wis +7
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Innate Spellcasting. The devil's innate spellcasting ability is Charisma (spell save DC 19). The devil can innately cast the following spells, requiring no material components:
Hone the Blade. When the devil casts magic weapon, it can choose the level at which the spell is cast, and does not need to concentrate on the spell. The devil's scimitar attack below includes the casting of a 6th-level or higher magic weapon spell.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Reactive. The devil can take one reaction per turn, instead of one reaction per round.
Multiattack. The devil makes four weapon attacks.
Scimitar. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 21 (3d6 + 11) slashing damage.
Blade Storm (Recharge 5-6). Each creature within 10 feet of the devil must make a DC 22 Dexterity saving throw, taking 70 (20d6) slashing damage on a failed save, or half as much damage on a successful one.
Counterattack. When a creature damages the devil, the devil may make one melee weapon attack against that creature if that creature is within the devil's reach.
Blade devils are towering fiends with four muscular arms and a taste for violence. It is said that a blade devil can pick up a weapon that it has never seen before and defeat a master after mere minutes of practice, though, as the name suggests, blade devils have a preference for using bladed weapons.