← Monsters

Barbed Devil

Medium Fiend lawful evil

Armour class
15
Hit points
110 (13d8+52)
Speed
walk 30 ft.
Challenge
5
  • STR 16 (+3)
  • DEX 17 (+3)
  • CON 18 (+4)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 14 (+2)
Senses
darkvision 120 ft., passive Perception 18
Languages
Infernal, telepathy 120 ft.

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.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 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.

Multiattack. The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.

Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

System Reference Document 5.1 · Creative Commons Attribution 4.0

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