Barbed Devil
Medium · Fiend · Lawful Evil
HP110
AC15
CR5
Speed 30 ft., Climb 30 ft.
Ability Scores
STR16 (+3)
DEX17 (+3)
CON18 (+4)
INT12 (+1)
WIS14 (+2)
CHA14 (+2)
Details
Initiative +3 (13) Saving Throws STR +6, CON +7, WIS +5, CHA +5 Skills Deception +5, Insight +5, Perception +8 Resistances Cold Immunities Fire, Poison; Poisoned Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 18 Languages Infernal; telepathy 120 ft.
Traits
- Barbed Hide. At the start of each of its turns, the devil deals 5 (1d10) 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: +6, reach 5 ft. Hit: 10 (2d6 + 3) 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: +6, reach 10 ft. Hit: 14 (2d10 + 3) Slashing damage.
- Hurl Flame. Ranged Attack Roll: +5, 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.
All text above is reproduced verbatim from the D&D 5e 2024 SRD. No AI interpretation.