All monsters

Barbed Devil

Medium, fiend, lawful evil

CR 5AC 15HP 110 (13d8)

Speed walk 30 ft

str
16
(+3)
dex
17
(+3)
con
18
(+4)
int
12
(+1)
wis
14
(+2)
cha
14
(+2)

Saving Throws CHA +5, CON +7, STR +6, WIS +5

Skills insight +5, deception +5, perception +8

Damage Resistances cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Damage Immunities fire, poison

Condition Immunities Poisoned

Senses darkvision: 120 ft., passive_perception: 18

Languages Infernal, telepathy 120 ft.

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.

From the 5.1 SRD distributed by Wizards of the Coast under CC-BY 4.0. Dungeon Diary is not affiliated with or endorsed by Wizards of the Coast.