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SRD

Barbed Devil CR: 5

Medium fiend, lawful evil
Armor Class: 15
Hit Points: 110
Speed: 30 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 120ft. (unimpeded by magical Darkness), Passive Perception 18
Languages: Infernal, Telepathy 120ft.
Challenge Rating: 5 ( 1800 XP)
Proficiency Bonus: +3

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. Hit: 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. Hit: 14 (2d10 + 3) Slashing damage.   Hurl Flame. Ranged Attack Roll: +5, range 150 ft. Hit: 17 (5d6) Fire damage. If the target is a flammable object that isn’t being worn or carried, it starts burning.

Infernal collectors, barbed devils fanatically protect troves of treasure and scour the planes of existence for additions to their hoards. Also known as hamatulas among the ranks of the Nine Hells, these devils bedeck their barbed hides with their most prized possessions and trophies taken from those who failed to steal from them. When threatened, barbed devils strike with their thorny limbs and hurl infernal flame.   Barbed devils often serve as guards and accountants for Ice Devil generals, Pit Fiend warlords, archdevils, and similarly powerful villains. In return, barbed devils gain protection for their own collections. Many barbed devils also maintain networks of imps that search the planes for treasures of interest or usefully greedy mortals.   Barbed devils rarely collect anything as prosaic as coins and gems. Rather, they pride themselves on having the multiverse’s greatest collection of one kind of thing—typically items of rare pedigree or emblems of power. Barbed devils refuse to steal what they covet; instead they strike bargains to claim both treasure and mortal souls.

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