Barbed Devil

Medium Fiend, lawful evil


AC
15 (natural armor)
HP
110 (13d8 + 52)
Speed
30 ft., climb 30 ft.
STRDEXCONINTWISCHA
16 (+3)17 (+3)18 (+4)12 (+1)14 (+2)14 (+2)
Saves
Str +6, Dex +3, Con +7, Int +1, Wis +5, Cha +5
Skills
Deception +5, Insight +5, Perception +8
Resistances
cold
Immunities
fire, poison; poisoned
Senses
darkvision 120 ft., passive Perception 18
Languages
Infernal; telepathy 120 ft.
CR
5 (XP 1,800)

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

Multiattack.

The devil makes one Claws attack and one Tail attack, or it makes two Hurl Flame attacks.

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.

Tail.

Melee Attack Roll: +6, reach 10 ft. 14 (2d10 + 3) Slashing damage.

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.