1.6 KiB
Barbed Devil
- Alias: Diable barbelé
- Medium fiend (devil), lawful evil
- Armor Class 15 (natural armor)
- Hit Points 110 (13d8 + 52)
- Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 17 (+3) | 18 (+4) | 12 (+1) | 14 (+2) | 14 (+2) |
- Saving Throws Str +6, Con +7, Wis +5, Cha +5
- Skills Deception +5, Insight +5, Perception +8
- Senses darkvision 120 ft., passive Perception 18
- Languages Infernal, telepathy 120 ft.
- Challenge 5 (1800 XP)
- Damage Immunities fire, poison
- Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
- Condition Immunities poisoned
Special Features
Barbed Hide. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The 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., one target.
Hit: 6 (1d6 + 3) piercing damage.
Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage.
Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., one target.
Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.