# Barbed Devil *Medium* *Fiend* *lawful evil* - **Armor Class:** 15 (natural armor) - **Hit Points:** 110 (13d8+52) - **Speed:** walk 30 ft. - **Challenge Rating:** 5 (1,800 XP) - **Source:** 5.1 SRD (2015 MM), page 274 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 16 (+3) | 17 (+3) | 18 (+4) | 12 (+1) | 14 (+2) | 14 (+2) | - **Saving Throws**: Str +6, Con +7, Wis +5, Cha +5 - **Skills:** deception +5, insight +5, perception +8 - **Damage Immunities:** fire, poison - **Damage Resistances:** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - **Condition Immunities:** poisoned - **Senses:** darkvision 120 ft., passive Perception 18 - **Languages:** Infernal, telepathy 120 ft. ### Special Abilities - **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.