Barbed Devil
Medium Fiend (devil), lawful evil
- Armor Class
- 15 (natural armor)
- Hit Points
- 110 (13d8+52)
- Speed
- walk 30 ft.
- Challenge Rating
- 5
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 17 (+3) | 18 (+4) | 12 (+1) | 14 (+2) | 14 (+2) |
- Resistances
- cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
- Damage Immunities
- fire, poison
- Condition Immunities
- poisoned
- Senses
- darkvision 120 ft., passive Perception 18
- Languages
- Infernal, telepathy 120 ft.
Special Abilities
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
The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
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.