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Barbed Devil 2014

CR 5 fiend

Medium fiend (Devils), lawful evil


Armor Class
15 (natural armor)
Hit Points
110 (13d8+52)
Speed
30 ft.

STR16 (+3)
DEX17 (+3)
CON18 (+4)
INT12 (+1)
WIS14 (+2)
CHA14 (+2)

Saving Throws
Strength +6, Constitution +7, Wisdom +5, Charisma +5
Skills
Deception +5, Insight +5, Perception +8
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) · Proficiency Bonus +3

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.

Environments: Hell

Other versions

Source: System Reference Document 5.1 (Wizards of the Coast) · License: Creative Commons Attribution 4.0 / OPEN GAME LICENSE Version 1.0a details