Barbed Devil
Armor ClassĀ 15 (natural armor)
Hit Points 110 (13d8 + 52)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 17 (+3) | 18 (+4) | 12 (+1) | 14 (+2) | 14 (+2) |
Saving ThrowsĀ Str +6, Con +7, Wis +5, Cha +5
SkillsĀ Deception +5, Insight +5, Perception +8
Damage ResistancesĀ cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage ImmunitiesĀ fire, poison
Condition ImmunitiesĀ poisoned
SensesĀ darkvision 120 ft., passive Perception 18
LanguagesĀ Infernal, telepathy 120 ft.
ChallengeĀ 5 (1800 XP)
Barbed Hide. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.
Devilās Sight. Magical darkness doesnāt impede the devilās 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 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isnāt being worn or carried, it also catches fire.
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