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.