Monster · CR 5 (1,800 XP) · 2024 rules

Barbed Devil

Medium fiend, lawful evil

  • Armor Class 15 (natural armor)
  • Hit Points 110 ()
  • Speed 30 ft., climb 30 ft.
  • Initiative +3 (13)
  • Saving Throws , , ,
  • Skills , ,
  • Resistances cold
  • Immunities fire, poison, poisoned
  • Senses Darkvision 120 ft., Passive Perception 18
  • Languages Infernal; telepathy 120 ft.
  • Challenge 5 (1,800 XP; PB +3)

Traits

Barbed Hide. At the start of each of its turns, the devil deals 5 () Piercing damage to any creature it is grappling or any creature grappling it.

Diabolical Restoration. If the 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 devil has Advantage on saving throws against spells and other magical effects.

Actions

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

Claws. Melee Attack Roll: , reach 5 ft. Hit: 10 () Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from both claws.

Tail. Melee Attack Roll: , reach 10 ft. Hit: 14 () Slashing damage.

Hurl Flame. Ranged Attack Roll: , range 150 ft. Hit: 17 () Fire damage. If the target is a flammable object that isn’t being worn or carried, it starts burning.

Tip: click any dice or bonus to roll it. Shift-click rolls with advantage.

From the System Reference Document 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. Credits