Barbed Devil

Medium fiend, lawful evil

Armor Class 15 (natural armor)

Hit Points 110 (13d8 + 52)

Speed 30 ft., swim 15 ft., climb 30 ft.

str

16 (+3)

dex

17 (+3)

con

18 (+4)

int

12 (+1)

wis

14 (+2)

cha

14 (+2)

Saving Throws Str +6, Con +7, Wis +5, Cha +5

Skills Deception +5, Insight +5, Perception +8

Damage Resistances cold

Damage Immunities fire, poison

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 18

Languages Infernal; telepathy 120 ft.

Challenge 5 (1,800 XP)

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

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.

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.

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

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

Attack Summary

Claws attackmelee
+6 to hit|2d6+3 piercing
Range: 5 ft.
Hurl Flame attackranged
+5 to hit|5d6 fire
Range: 150 ft.
Tail attackmelee
+6 to hit|2d10+3 slashing
Range: 10 ft.