Barbed Devil

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)
Hit Points 110 (13d8+52)
Speed 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, Bludgeoning, Piercing, And Slashing From Nonmagical Weapons That Aren'T Silvered
Damage 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.

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.

Reference Text

A medium fiend with a barbed hide, sharp claws, and a tail, surrounded by flames.