Barbed Devil
Barbed devils are fiends that serve as enforcers in the Nine Hells.
Source: Systems Reference Document
Attributes
STR
DEX
CON
INT
WIS
CHA
Stat | Value |
---|---|
Creature Type | Medium Fiend |
Alignment | LAWFUL_EVIL |
Armor Class | 13 () |
Hit Points | 110 (13d8 + 52) |
Combat Rating | 5 CR |
Speed | 30 ft |
Senses | Passive Perception 18 , Darkvision 120 ft |
Languages | Infernal, telepathy 120 ft. |
Damage Resistances | cold, non silvered bludgeoning, non silvered piercing, non silvered slashing |
Damage Immunities | fire, poison |
Condition Immunities | poisoned |
Skills
Proficiencies: Deception, Deception
Expertise: Perception
Deception
+5
Perception
+8
Abilities
Devil’s Sight
Magical darkness doesn’t impede the barbed devil’s darkvision.
Magic Resistance
The barbed devil has advantage on saving throws against spells and other magical effects.
Barbed Hide
At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.
Damage: 1d10
Actions
Multiattack : action
The barbed devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.
Claw : action
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing damage.
Rolls:
Attack: 1d20 + 5
Damage: 1d6 + 2
Tail : action
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Rolls:
Attack: 1d20 + 6
Damage: 2d6 + 3
Hurl Flame : action
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.
Rolls:
Attack: 1d20 + 5
Damage: 3d6
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