Barbed Devil

Medium fiend (devil), Lawful Evil

Armor Class15 (natural armor)
Hit Points110 (13d8 + 52)
Speed30 ft.
STRDEXCONINTWISCHA
16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2)
Saving ThrowsCha +5, Con +7, Str +6, Wis +5
SkillsDeception +5, Insight +5, Perception +8
Damage Vulnerabilities—
Damage Resistancescold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
Damage Immunitiesfire; poison
Condition Immunitiespoisoned
Sensesdarkvision 120 ft., passive Perception 18
LanguagesInfernal, telepathy 120 ft.
Challenge5

Traits

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 Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Tail.

Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Hurl Flame.

Ranged Spell Attack Roll: +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.