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