Barbed Devil
Medium fiend (devil), lawful evil
Armor Class
15Hit Points
13d8 + 52 (110)Speed
- walk
- 30 ft.
STR
16 (+3)
DEX
17 (+3)
CON
18 (+4)
INT
12 (+1)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws Cha +5, Con +7, Wis +5
Senses darkvision 120 ft., passive Perception 18
Languages Infernal, telepathy 120 ft.
Challenge 5 (1,800XP)
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.