Barbed Devil
Devil
Medium fiend (devil), lawful evil
Armour Class: 15 (natural armour)
Hit Points: 110 (13d8 + 52)
Speed: 30 ft.
STR | DEX | CON |
16 (+3) | 17 (+3) | 18 (+4) |
INT | WIS | CHA |
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.