Barbed Devil

Armor Class
15

(Natural Armor)

Hit Points
110
STR
16 (+3)
DEX
17 (+3)
CON
18 (+4)
INT
12 (+1)
WIS
14 (+2)
CHA
14 (+2)
Skills
Deception +4
Insight +4
Perception +4
Senses
Darkvision 120ft
Passive Perception 18
Languages
Infernal,
telepathy 120 ft.
Challenge
5

Traits

Barbed Hide - At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it. Damage: 1d10

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.