Barbed Devil
Medium Fiend lawful evil
- Armor Class: 15 (natural armor)
- Hit Points: 110 (13d8+52)
- Speed: walk 30 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: 5.1 SRD (2015 MM), page 274
| 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 Immunities: fire, poison
- Damage Resistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
- Condition Immunities: poisoned
- Senses: darkvision 120 ft., passive Perception 18
- Languages: Infernal, telepathy 120 ft.
Special 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.
Licensing – Markdown Format