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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Barbed Devil/

Barbed Devil

Barbed Devil

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

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.

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