Barbed Devil

The barbed Devil is a Medium fiend of challenge rating 5 in the fifth-edition System Reference Document.

SRD 5.1 (2014)

Barbed Devil

Size and type
Medium fiend
Challenge
5 (1,800 XP)
Armour class
15
Hit points
110 (13d8+52)
Speed
30 ft
Saving throws
Str +6, Con +7, Wis +5, Cha +5
Skills
Deception +5, Insight +5, Perception +8
Resistances
cold, bludgeoning, piercing and slashing from nonmagical attacks that aren't silvered
Damage immunities
fire, poison
Condition immunities
poisoned
Senses
darkvision 120 ft, passive perception 18
STR16+3
DEX17+3
CON18+4
INT12+1
WIS14+2
CHA14+2

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.

Page 274.

SRD 5.2.1 (2024)

Barbed Devil

Size and type
Medium fiend
Challenge
5 (1,800 XP)
Armour class
15
Hit points
110 (13d8+52)
Speed
30 ft, climb 30 ft
Saving throws
Str +6, Con +7, Wis +5, Cha +5
Skills
Deception +5, Insight +5, Perception +8
Resistances
cold
Damage immunities
fire, poison
Condition immunities
poisoned
Senses
darkvision 120 ft, passive perception 18
STR16+3
DEX17+3
CON18+4
INT12+1
WIS14+2
CHA14+2

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.

Page 262.

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