Barbed Devil

Medium
fiend
,
lawful evil
Challenge
5
(1,800 XP)
Armor Class:
15 (Natural Armor)
Hit Points:
110
(13d8 + 52)
STR
16
(+3)
DEX
17
(+3)
CON
18
(+4)
INT
12
(+1)
WIS
14
(+2)
CHA
14
(+2)
Speed:
30 ft.
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.

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.

Legendary Actions
Reactions
Condition Immunities:

Poisoned

Damage Immunities:

Fire, Poison

Damage Resistance:

Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered

Damage Vulnerabilities: