Barbed Devil
CR 5 Medium lawful evil fiend with AC 15 and 110 HP. Magic Resistance grants advantage on saves against spells and magical effects. Barbed Hide trait likely imposes damage on melee...
Barbed Devil. Medium fiend, lawful evil.
Languages: Infernal; telepathy 120 ft.
Traits: Barbed Hide; Diabolical Restoration; Magic Resistance
Medium fiend · lawful evil
AC 15 · HP 110 · Speed 30 ft., swim 15 ft., climb 30 ft. · Initiative +3
| 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 Deception +5, Insight +5, Perception +8 · Senses darkvision 120 ft., passive Perception 18 · Challenge 5 (PB +3)
Resistances Cold · Immunities Fire, Poison · Condition Immunities Poisoned
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
Claws. Melee Attack Roll: +6, reach 5 ft. 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.
Hurl Flame. Ranged Attack Roll: +5, range 150 ft. 17 (5d6) Fire damage. If the target is a flammable object that isn't being worn or carried, it starts burning.
Multiattack. The devil makes one Claws attack and one Tail attack, or it makes two Hurl Flame attacks.
Tail. Melee Attack Roll: +6, reach 10 ft. 14 (2d10 + 3) Slashing damage.
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