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.


This data originates from the System Reference Document V5.1 "SRD5" and is suitable for D&D 5e. "D&D", "D&D 5e", and other such product names are owned by Wizards of the Coast.

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