Barbed Devil

Devil

Medium fiend (devil), lawful evil

Armour Class: 15 (natural armour)
Hit Points: 110 (13d8 + 52)
Speed: 30 ft.

STRDEXCON
16 (+3)17 (+3)18 (+4)
INTWISCHA
12 (+1)14 (+2)14 (+2)

Saving Throws: Str +6, Con +7, Wis +5, Cha +5
Skills: Deception +5, Insight +5, Perception +8
Damage Resistances: 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)


Abilities

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: 6 (1d6 + 3) piercing damage.

Tail – Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Hurl Flame – Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.