Armor Class 11 (natural armor)
Hit Points 237 (19d12 + 114)
Speed 40 ft., fly 60 ft.
Saving Throws STR +12, CON +11
Skills Athletics +12, Insight +6, Intimidation +4, Perception +6
Damage Resistances cold
Damage Immunities fire, poison, [object Object]
Condition Immunities frightened, poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Infernal, telepathy 120 ft.
Challenge 16
Devil's Sight. Magical darkness doesn't impede the war devil's darkvision.
Fear Aura. Any hostile creature that starts its turn within 20 feet of the war devil must succeed on a DC 18 Wisdom saving throw or have the frightened condition until the start of the creature's next turn. If a creature's saving throw is successful, the creature is immune to the war devil's Fear Aura for the next 24 hours. This ability doesn't function if the war devil is unconscious.
Magic Resistance. The war devil has advantage on saving throws against spells and other magical effects.
Multiattack. The war devil makes two attacks using its Cold- Iron Ranseur, Claws, or a combination of the two.
Cold-Iron Ranseur. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) force damage plus 14 (4d6) cold damage.
Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage. If the target is a Large or smaller creature, it has the grappled condition (escape DC 20). While a creature is grappled, the war devil can't make Claws attacks.
CoA, p. 260