Barbed Devil

Medium / fiend / Lawful Evil / CR 5

Armor Class15
Hit Points110 (13d8 + 52)
Speed30 ft, climb 30 ft
Challenge5
Proficiency-
STR16+3
DEX17+3
CON18+4
INT12+1
WIS14+2
CHA14+2
Saving Throws

Strength +6, Constitution +7, Wisdom +5, Charisma +5

Skills

Deception +5, Insight +5, Perception +8

Initiative

+3

Senses

Darkvision 120 ft

Languages

Infernal

Damage resistances

Cold

Damage immunities

Fire, Poison

Condition immunities

Poisoned

Traits

Barbed Hide

turnStart

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

action

The barbed devil makes one Claws attack and one Tail attack, or it makes two Hurl Flame attacks.

Claws

action

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

action

Melee Weapon Attack: +6 to hit, reach 10 ft.. Hit: 14 (2d10 + 3) bludgeoning damage.

Hurl Flame

action

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