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.

Here Be Taverns creates simple random generators for busy Game Masters.
Try ourmonstergenerator for free!

All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.