Barbed Devil

Medium fiend (devil), lawful evil
Armor Class 15 (natural armor)
Hit Points 110 (13d8+52)
Speed 30ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 17 (+3) | 18 (+4) | 12 (+1) | 14 (+2) | 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 attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120ft., passive Perception 18
Languages Infernal, telepathy 120ft.
Challenge 5 (1,800 XP)
Traits
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 5ft., one target.
Hit: 6 (1d6+3) piercing damage.
Tail
Melee Weapon Attack: +6 to hit, reach 5ft., one target.
Hit: 10 (2d6+3) piercing damage.
Hurl Flame
Ranged Spell Attack: +5 to hit, range 150ft., 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.
- name Barbed Devil
- type fiend
- ac 15
- hp 110 (13d8+52)
- size medium
- alignment lawful evil
- abilities
- name STR
- value 16
- name DEX
- value 17
- name CON
- value 18
- name INT
- value 12
- name WIS
- value 14
- name CHA
- value 14
- speed 30ft
- cr 5
- skills
- name Deception
- value 5
- name Insight
- value 5
- name Perception
- value 8