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Horned Devil

Horned Devil

Large fiend (devil), lawful evil

Armor Class 18 (natural armor)

Hit Points 148 (17d10+55)

Speed 20ft., fly 60ft.

STRDEXCONINTWISCHA
22 (+6)17 (+3)21 (+5)12 (+1)16 (+3)17 (+3)

Saving Throws Str +10, Dex +7, Wis +7, Cha +7

Damage Resistances

Damage Immunities fire, poison

Condition Immunities poisoned

Senses darkvision 120ft., passive Perception 13

Languages Infernal, telepathy 120ft.

Challenge 11 (7,200 XP)

Traits

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: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.

Fork

Melee Weapon Attack: +10 to hit, reach 10ft., one target.
Hit: 15 (2d8+6) piercing damage.

Tail

Melee Weapon Attack: +10 to hit, reach 10ft., one target.
Hit: 10 (1d8+6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Hurl Flame

Ranged Spell Attack: +7 to hit, range 150ft., one target.
Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

  • name Horned Devil
  • type fiend
  • ac 18
  • hp 148 (17d10+55)
  • size large
  • alignment lawful evil
  • abilities
      • name STR
      • value 22
      • name DEX
      • value 17
      • name CON
      • value 21
      • name INT
      • value 12
      • name WIS
      • value 16
      • name CHA
      • value 17
  • speed 20ft, fly 60ft
  • cr 11