Barbed Devil
Medium Fiend
- Armor Class: 15
- Hit Points: 102 (12d8+48)
- Speed: walk 30 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie, page 78
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
16 (+3) |
18 (+4) |
12 (+1) |
14 (+2) |
14 (+2) |
- Saving Throws: Str +7, Con +7, Wis +5, Cha +5
- Skills: athletics +7, deception +5, insight +5, perception +5
- Damage Immunities: fire, poison
- Damage Resistances: cold; damage from nonmagical, non-silvered weapons
- Condition Immunities: poisoned
- Senses: darkvision 120 ft., passive Perception 17
- Languages: Infernal, telepathy 120 ft.
Special Abilities
- Barbed Hide: A creature that grapples or is grappled by the devil takes 5 (1d10) piercing damage at the beginning of the devils turn.
- Devils Sight: The devils darkvision penetrates magical darkness.
- Lawful Evil: The devil radiates a Lawful and Evil aura.
- Magic Resistance: The devil has advantage on saving throws against spells and magical effects.
Actions
- Multiattack: The devil makes two attacks with its claws and one with its tail. Alternatively it uses Hurl Flame twice.
- Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If both claw attacks hit the same Medium or smaller creature it is grappled (escape DC 15). While the target is grappled this attack may be used only against the grappled creature and has advantage against that creature.
- Tail: Melee Weapon Attack: +7 to hit, reach 5 ft., one target the devil is not grappling. Hit: 10 (2d6 + 3) piercing damage.
- Hurl Flame: Ranged Spell Attack: +6 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a creature it catches on fire taking 5 (1d10) ongoing fire damage. If the target is an unattended flammable object it catches on fire. A creature can use an action to extinguish this fire.
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