Barbed Devil
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
NoneOther Information
Languages: Infernal, telepathy 120 ft.
Challenge Rating: 5
Proficiency Bonus: 3
XP: 1800