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Barbed Devil

Medium fiend · CR 5

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.