Barbed Devil

Medium · Fiend · CR 5

Barbed Devil
Type
Fiend
Size
Medium
Alignment
lawful evil
Armour class
15 (natural armor)
Hit points
110 (13d8+52)
Initiative
+3
Speed
30 ft.
Saving throws
Strength +6, Constitution +7, Wisdom +5, Charisma +5
Skills
Deception +5, Insight +5, Perception +8
Damage resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage immunities
fire, poison
Condition immunities
poisoned
Senses
darkvision 120 ft., passive Perception 18
Languages
Infernal, telepathy 120 ft.
Challenge
5 (1,800 XP)
Ability scores
STRDEXCONINTWISCHA
16 (+3)17 (+3)18 (+4)12 (+1)14 (+2)14 (+2)

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

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 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.

Multiattack. The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.

Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.