Barbed Devil

Medium fiend, lawful evil

Challenge:

5 /

XP:

1800

Armor Class:

15 (Natural Armor)

Hit Points:

110 (13d8 + 52)

Speed:

30
StrDexConIntWisCha
+16+17+18+12+14+14

Saving Throws:

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

Skills:

Deception: +5, Insight: +5, Perception: +8

Senses:

Darkvision 120 ft., Passive Perception 18

Languages:

Infernal, Telepathy 120 ft.

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.

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