Strength +6, Constitution +7, Wisdom +5, Charisma +5
Deception +5, Insight +5, Perception +8
+3
Darkvision 120 ft
Infernal
Cold
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 it is grappling or any creature grappling it.
Diabolical Restoration
If the barbed devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.
Magic Resistance
The barbed devil has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The barbed devil makes one Claws attack and one Tail attack, or it makes two Hurl Flame attacks.
Claws
Melee Weapon Attack: +6 to hit, reach 5 ft.. Hit: 10 (2d6 + 3) slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from both claws.
Tail
Melee Weapon Attack: +6 to hit, reach 10 ft.. Hit: 14 (2d10 + 3) bludgeoning damage.
Hurl Flame
Ranged Weapon Attack: +5 to hit, range 150 ft.. Hit: 17 (5d6) fire damage. If the target is a flammable object that isn't being worn or carried, it starts burning.
Creature Rules
Barbed Devil