Barbed Devil | Monsters
Type | Fiend |
---|---|
Hit Points | 110 (13d8 + 52) |
Armor Class | 15 |
Challenge | 5, 1800 XP |
Speed | 30 Ft. |
Size | Medium |
Alignment | Lawful Evil |
Languages | Infernal, Telepathy 120 Ft. |
Senses | Darkvision 120 Ft., Passive Perception 18 |
Skills | Deception +5, Insight +5, Perception +8 |
Condition Immunities | Poisoned |
Damage Immunities | Fire, Poison |
Damage Immunities | Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons That Aren't Silvered |
Saving Throws | Str +6, Con +7, Wis +5, Cha +5 |
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
---|---|---|---|---|---|
16 | 17 | 18 | 12 | 14 | 14 |
Description
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.