Barbed Devil

Medium fiend (devil), lawful evil

  • Armor Class 15 (Natural Armor)
  • Hit Points 110 (13d8+52)
  • Speed 30 ft.

STR
16 (+3) 

DEX
17 (+3) 

CON
18 (+4)

INT
12 (+1) 

WIS
14 (+2) 

CHA
14 (+2)

  • Saving Throws Str +6, Con +7, Wis +5, Cha +5
  • Skills Deception +5, Insight +5, Perception +8
  • Damage Resistance Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren’t Silvered
  • Damage Immunities Fire, Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 Ft., passive Perception 18
  • Languages Infernal, Telepathy 120 Ft.
  • Challenge 5 (1,800 XP)
  • Barbed Hide. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.
  • Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
  • Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.
  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage.
  • Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 3) piercing damage.
  • Hurl Flame. Ranged Spell Attack: +5 to hit, reach 150 ft., one target. Hit: (3d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire