Strength +6, Constitution +7, Wisdom +5, Charisma +5
Deception +5, Insight +5, Perception +8
+3
Darkvision 120 ft
Infernal
Cold, Bludgeoning, Piercing, Slashing From Attacks That Aren'T Magical Or Silvered
Fire, Poison
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.
Magic Resistance
The barbed devil has advantage on saving throws against spells and other magical effects.
Devil Sight
Magical darkness doesn't impede the barbed devil's Darkvision.
Actions
Multiattack
The barbed 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.. Hit: 6 (1d6 + 3) piercing damage.
Tail
Melee Weapon Attack: +6 to hit, reach 5 ft.. Hit: 10 (2d6 + 3) piercing damage.
Hurl Flame
Ranged Spell Attack: +5 to hit, range 150 ft.. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.