Barbed Devil
Armor Class 15
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 CHA+5, CON+7, STR+6, WIS+5
Skills deception +5, insight +5, perception +8
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision120 ft. , passive Perception 18
Languages Infernal, telepathy 120 ft.
Traits
- 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/Ranged Weapon Attack: +6 to hit.
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
- Tail. Melee/Ranged Weapon Attack: +6 to hit.
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
- Hurl Flame. Melee/Ranged Weapon Attack: +5 to hit.
- 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.