Barbed Devil [1/2]Fiend · CR 5
Barbed Devil [1/2]Medium Fiend (Devil), Lawful Evil
STR+316
DEX+317
CON+418
INT+112
WIS+214
CHA+214
AC15
HP110
CR5
SPD30 ft., Climb 30 ft.

TRAITS

Barbed HideAt 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 RestorationIf 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.

Barbed Devil [2/2]Fiend · CR 5
Barbed Devil [2/2]Medium Fiend (Devil), Lawful Evil

TRAITS (cont.)

Magic ResistanceThe devil has Advantage on saving throws against spells and other magical effects.

ACTIONS

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

ClawsMelee 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.

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

Hurl FlameRanged 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.

Barbed Devil [1/3]Medium Fiend (Devil), Lawful Evil
CR5
15Armor Class
110Hit Points
30 ft., Climb 30 ft.Speed
STR16+3
DEX17+3
CON18+4
INT12+1
WIS14+2
CHA14+2

Initiative. +3

Senses. Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 18

Resistances. Cold

Immunities. Fire, Poison; Poisoned

Languages. Infernal; telepathy 120 ft.

Traits

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

SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Fiend
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Barbed Devil [2/3]Medium Fiend (Devil), Lawful Evil
CR5
15Armor Class
110Hit Points
30 ft., Climb 30 ft.Speed
STR16+3
DEX17+3
CON18+4
INT12+1
WIS14+2
CHA14+2

Traits (cont.)

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.

SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Fiend
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Barbed Devil [3/3]Medium Fiend (Devil), Lawful Evil
CR5
15Armor Class
110Hit Points
30 ft., Climb 30 ft.Speed
STR16+3
DEX17+3
CON18+4
INT12+1
WIS14+2
CHA14+2

Actions (cont.)

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.

SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Fiend
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com

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Barbed Devil — printable monster card

Medium Fiend (Devil), Lawful Evil

  • CR 5
  • Fiend
  • Medium

Full stat block

Armor Class
15
Hit Points
110
Initiative
+3
Speed
30 ft., Climb 30 ft.
Senses
Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 18
Resistances
Cold
Immunities
Fire, Poison; Poisoned
Languages
Infernal; telepathy 120 ft.
Challenge Rating
5 (1,800 XP)
Proficiency bonus
+3
Saving throw proficiencies
Strength, Constitution, Wisdom, Charisma
Skill proficiencies
Deception, Insight, Perception (expertise)
Ability scores
STR DEX CON INT WIS CHA
16 +3 17 +3 18 +4 12 +1 14 +2 14 +2

Traits

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.

See also