Barbed Devil
D&D 5e · 2024·Medium Fiend (Devil)·Lawful Evil
- Armor class
- 15
- Hit points
- 11013d8 + 52
- Challenge
- 51,800 XP
- Proficiency
- +3Initiative +3
Speed 30 ft., Climb 30 ft.
| Measure | Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|---|
| Score | 16 | 17 | 18 | 12 | 14 | 14 |
| Mod | +3 | +3 | +4 | +1 | +2 | +2 |
| Save | +6 | +3 | +7 | +1 | +5 | +5 |
- Skills
- Insight +5, Deception +5, Perception +8
- Resistances
- Cold
- Damage immunities
- Fire, Poison
- Condition immunities
- Poisoned
- Senses
- Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 18
- Languages
- Infernal; telepathy 120 ft.
Traits
Barbed Hide
At the start of each of its turns, the devil deals 5 (1d10) Piercing damage to any creature it is grappling or any creature grappling it.
Diabolical Restoration
If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.
Magic Resistance
The devil has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The devil makes one Claws attack and one Tail attack, or it makes two Hurl Flame attacks.
Claws
Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from both claws.
Tail
Melee Attack Roll: +6, reach 10 ft. Hit: 14 (2d10 + 3) Slashing damage.
Hurl Flame
Ranged Attack Roll: +5, range 150 ft. Hit: 17 (5d6) Fire damage. If the target is a flammable object that isn't being worn or carried, it starts burning.