Barbed Devil

Barbed Devil

Medium fiend (devil), lawful evil

16 (+3)17 (+3)18 (+4)12 (+1)14 (+2)14 (+2)
15110 (13d8+52)5+3

Speed 30 ft.
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 weapons that aren't silvered
Damage immunities fire, poison
Condition immunities Poisoned
Senses darkvision 120 ft., passive perception 18
Languages Infernal, telepathy 120 ft.

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.


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.