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Barbed Devil

Monster Image

Basic

Size: Medium

Type: fiend

Alignment: lawful evil

Health

Hit Points: 110

Hit Dice: 13d8

HP Roll: 13d8+52

Armor

Type: natural

Value: 15

Movement

Walk: 30 ft.

Fly: None

Swim: None

Ability Scores

Strength: 16

Dexterity: 17

Constitution: 18

Intelligence: 12

Wisdom: 14

Charisma: 14

Proficiencies

  • Saving Throw: STR: +6
  • Saving Throw: CON: +7
  • Saving Throw: WIS: +5
  • Saving Throw: CHA: +5
  • Skill: Deception: +5
  • Skill: Insight: +5
  • Skill: Perception: +8

Senses

  • darkvision: 120 ft.
  • passive_perception: 18

Damage Vulnerabilities

None

Damage Resistances

  • cold
  • bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Damage Immunities

  • fire
  • poison

Condition Immunities

  • Poisoned

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.

Legendary Actions

None

Other Information

Languages: Infernal, telepathy 120 ft.

Challenge Rating: 5

Proficiency Bonus: 3

XP: 1800