Barbed Devil

5.5e

medium fiend, lawful evil

Challenge 5 (1800 XP)

STR
16 (+3)
DEX
17 (+3)
CON
18 (+4)
INT
12 (+1)
WIS
14 (+2)
CHA
14 (+2)

Defense

Armor Class 15 (natural armor)
Hit Points 110 (13d8+52)
Speed 30 ft., climb 30 ft.

Proficiencies & Senses

Saving Throws Str +6, Con +7, Wis +5, Cha +5
Skills Deception +5, Insight +5, Perception +5
Languages Infernal, Telepathy 120 Ft.
Darkvision 120 ft.
Passive Perception 15

Traits

Damage Resistances Cold
Damage Immunities Fire, Poison
Condition Immunities Poisoned

Traits

Barbed Hide

At the start of each of its turns, the barbed devil deals 1d10 piercing damage to any creature it is grappling or any creature grappling it.

Diabolical Restoration

If the barbed devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.

Magic Resistance

The barbed devil has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The barbed devil makes one Claws attack and one Tail attack, or it makes two Hurl Flame attacks.

Claws

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6+3 slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from both claws.

Tail

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 2d10+3 bludgeoning damage.

Hurl Flame

Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 5d6 fire damage. If the target is a flammable object that isn't being worn or carried, it starts burning.

Reference Text

A barbed devil is a fiend that dwells in the Nine Hells, known for its cruel nature and barbed hide.