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Basic Rules

Barbed Devil CR: 5

Medium fiend (devil), lawful evil
Armor Class: 15 (natural armor)
Hit Points: 110 ( 13d8+52 )
Speed: 6 sq

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; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: Darkvision 24 sq., Passive Perception 18
Languages: Infernal, Telepathy 24 sq.
Challenge Rating: 5 ( 1'800 XP)
Proficiency Bonus: +3

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 1 sq., one target. Hit: 6 ( 1d6+3 ) piercing damage.   Tail. Melee Weapon Attack: +6 to hit, reach 5 sq., one target. Hit: 10 ( 2d6+3 ) piercing damage.   Hurl Flame. Ranged Spell Attack: +5 to hit, range 30 sq., 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.


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