Sources
CR
Type
Size
Alignment
Movement

Monastery of the Distressed Body Grand Master

Large Fiend (Grand Master), Lawful Evil

Armor Class 19 (natural armor)
Hit Points 142 (15d10 + 60)
Speed 40 ft., fly 40 ft.
STR
18
+4
DEX
16
+3
CON
18
+4
INT
13
+1
WIS
14
+2
CHA
16
+3
Saving Throws INT +5, WIS +6, CHA +7
Skills Deception +7, Insight +6
Damage Resistances cold; bludgeoning, piercing, slashing, from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities Poisoned
Senses darkvision 120 ft., passive Perception 12
Languages Infernal, telepathy 120 ft.
Challenge 9 (5,000 XP)

Traits

Vorpal Claws. Shards of a vorpal sword once broken against the devil replace its claws. A successful DC 12 Intelligence (Arcana) or Wisdom (Perception) check identifies them as such. When the devil rolls a 20 on an attack roll with a claw, the target is decapitated. (At your option, the attack can instead deal an extra 6d8 slashing damage.) A target is immune to this effect if it is immune to slashing damage, has legendary actions, doesn't have or need a head, or if you decide that the target is too large for its head to be cut off by the devil's claws. If removed, the shards lose their magical powers.

Teleportation Bracelets. Local teleportation-field bracelets encircle the devil's arms and tail. These devices allow the Grand Master to make its claw and sting attacks remotely, though still on the devil's turn and using its actions.

Devil's Sight. Magical darkness doesn't impede the Grand Master's darkvision.

Magic Resistance. The Grand Master has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Grand Master makes three attacks: two with its claws and one with its sting.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit:8 (1d8 + 4) slashing damage.

Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit:13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.