Talewrite

Barbed Devil

Medium fiend (devil), lawful evil · 2014 rules, SRD 5.1

Armor Class
15 (natural)
Hit Points
110 (13d8+52)
Speed
30 ft.
STRDEXCONINTWISCHA
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 (1,800 XP)

Traits

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.

Also in the 2024 rules (SRD 5.2).

This page includes material from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License (https://creativecommons.org/licenses/by/4.0/legalcode).