Barbed Devil

Medium fiend (devil), lawful evil

Armor Class

15 (natural armor)

Hit Points

110 (13d8+52)

Speed

30 ft.

STR

16 (+3)

DEX

17 (+3)

CON

18 (+4)

INT

12 (+1)

WIS

14 (+2)

CHA

14 (+2)

Damage Immunities

fire, poison

Damage Resistances

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

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Saving Throws

Str +6, Con +7, Wis +5, Cha +5

Skills

Deception +5, Insight +5, Perception +8

Languages

Infernal, telepathy 120 ft.

Challenge

5 (1,800 XP)

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.

medium
fiend
cr5
monster-manual