Barbed Devil

Mediumfiend (devil),lawful evil
Armor Class
15
Hit Points
110(13d8+ 52)
Speed
30 ft. ft.
str
16 (+3)
dex
17 (+3)
con
18 (+4)
int
12 (+1)
wis
14 (+2)
cha
14 (+2)
Proficiency Bonus
+3.0
Saving Throws
Str +6, Con +7, Wis +5, Cha +5
Skills
Deception +5, Insight +5, Perception +8
Damage Resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities
fire, poison
Condition Immunities
poisoned
Senses
darkvision 120 ft., passive Perception 18
Languages
Infernal, telepathy 120 ft.
Challenge
5(1800 XP)

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.

Description

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.