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Monsters

Barbed Devil

Barbed Hide inflicts 1d10 piercing damage each round on creatures it grapples via both-claw grapple (DC 13 escape), paired with Diabolical Restoration to revive in the Nine Hells i...

CR 5
AC
15
STR
16
DEX
17
CON
18
INT
12
WIS
14
CHA
14
Speed30 ft, swim 15 ft, climb 30 ft
Actions
  • Claws +6 2d6+3 piercing reach 5 ft
  • Hurl Flame +5 5d6 fire 150 ft
  • Multiattack
  • Tail +6 2d10+3 slashing reach 10 ft
Granted Features
Automatic:
Type
Medium fiend
CR
5
AC
15
STR
16
DEX
17
CON
18
INT
12
WIS
14
CHA
14
Alignment
lawful evil

Special Abilities

  • 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.

Barbed Devil. Medium fiend, lawful evil.

Languages: Infernal; telepathy 120 ft.

Traits: Barbed Hide; Diabolical Restoration; Magic Resistance