OmnisGM/ rules
Barbed Devil

Barbed DevilMedium Fiend (Devil), Lawful Evil

Armor Class
15 (natural armor)
Hit Points
110 (13d8 + 52)
Speed
30 ft.
STRDEXCONINTWISCHA
SCORE161718121414
MOD+3+3+4+1+2+2
SAVE+3+3+4+1+2+2
Saving Throws
Str +6, Con +7, Wis +5, Cha +5
Skills
Deception +5, Insight +5, Perception +8
Resistances
Cold; Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren't silvered
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 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.

Build your character in OmnisGMAn interactive character sheet — for these very rules.
Includes material from the System Reference Document (SRD 5.2.1 / 5.1) by Wizards of the Coast, licensed under CC BY 4.0. Converted to Markdown, split into pages and cross-linked by OmnisGM. Legal
Images © OmnisGM — not part of the SRD and not covered by its license.
Dungeons & Dragons and D&D are trademarks of Wizards of the Coast LLC. OmnisGM is an independent project, not affiliated with or endorsed by Wizards of the Coast.