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