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.
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.
The devil has Advantage on saving throws against spells and other magical effects.
The devil makes one Claws attack and one Tail attack, or it makes two Hurl Flame attacks.
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.
Melee Attack Roll: +6, reach 10 ft. Hit: 14 (2d10 + 3) Slashing damage.
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.
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
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)
Actions (cont.)
Fire damage. If the target is a flammable object that isn’t being worn or carried, it starts burning.
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Barbed Devil — printable monster card
Medium Fiend (Devil), Lawful Evil
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)
| 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.