Barbed Devil [1/2]Fiend · CR 5
Barbed Devil [1/2]Medium Fiend (Devil), Lawful Evil
STR16+3DEX17+3CON18+4INT12+1WIS14+2CHA14+2
AC15HP110CR5SPD30 ft., Climb 30 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 instantly, reviving with all its Hit Points somewhere in the

Barbed Devil [2/2]Fiend · CR 5
Barbed Devil [2/2]Medium Fiend (Devil), Lawful Evil
TRAITS (cont.)
Diabolical Restoration (cont.)

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.

Barbed Devil [1/3]
Medium Fiend (Devil), Lawful Evil
5
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 instantly, reviving with all its Hit Points somewhere in the Nine

Fiend
Monster card
Barbed Devil [2/3]
Medium Fiend (Devil), Lawful Evil
5
15Armor Class
110Hit Points
30 ft., Climb 30 ft.Speed
STR16+3
DEX17+3
CON18+4
INT12+1
WIS14+2
CHA14+2

Traits (cont.)

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)

Fiend
Monster card
Barbed Devil [3/3]
Medium Fiend (Devil), Lawful Evil
5
15Armor Class
110Hit Points
30 ft., Climb 30 ft.Speed
STR16+3
DEX17+3
CON18+4
INT12+1
WIS14+2
CHA14+2

Actions (cont.)

Fire damage. If the target is a flammable object that isn’t being worn or carried, it starts burning.

Fiend
Monster card

A tent card folds in half: the name faces the players, the stat block faces you. This stat block is long: it continues on a second tent card instead of being truncated. Print both.

This stat block is long: it spans 3 cards instead of being truncated. Print them all.

Pick “Save as PDF” as the destination in the print dialog.

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