Monster
Barbed Devil
Official reference · MM · 2014
- Creature type
- Fiend
- Size
- Medium
- Armor class
- 15 (natural armor)
- Hit points
- 110 (13d8 + 52)
- Speed
- Walk 30 ft.
- Challenge rating
- 5
- Alignment
- Lawful Evil
- Strength
- 16
- Dexterity
- 17
- Constitution
- 18
- Intelligence
- 12
- Wisdom
- 14
- Charisma
- 14
- Passive Perception
- 18
- Saving Throws
- str: +6; con: +7; wis: +5; cha: +5
- Skills
- deception: +5; insight: +5; perception: +8
- Senses
- darkvision 120 ft.
- Languages
- Infernal, telepathy 120 ft.
- Resistances
- cold, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks that aren't silvered; cond: True
- Immunities
- fire, poison
- Condition Immunities
- poisoned
Traits
Barbed Hide
At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.
Magical darkness doesn't impede the devil's darkvision.
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.