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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