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Barbed Devil

Medium fiend (devil), lawful evil

Armor Class 15 (natural)
Hit Points 110 (13d8+52)
Speed walk 30 ft.
Challenge CR 5 (1800 XP) · Proficiency bonus +3
STR16+3
DEX17+3
CON18+4
INT12+1
WIS14+2
CHA14+2

Saving throws: STR +6, CON +7, WIS +5, CHA +5

Skills: Deception +5, Insight +5, Perception +8

Resistances: cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Immunities: fire, poison

Condition immunities: Poisoned

Senses: darkvision 120 ft., passive perception 18

Languages: Infernal, telepathy 120 ft.

Traits

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 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 isn't being worn or carried, it also catches fire.