SRD5:Barbed Devil
| Barbed Devil | ||||||||||||
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| Medium Fiend (Devils), Lawful Evil | ||||||||||||
| Armor Class: 15 (natural armor) | ||||||||||||
| Hit Points: 110 (13d8+52) | ||||||||||||
| Speed: 30 ft. | ||||||||||||
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| Saving Throws: Str +6, Con +7, Wis +5, Cha +5 | ||||||||||||
| Skills: Deception +5, Insight +5, Perception +8 | ||||||||||||
| Damage Resistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks. that aren't silvered. | ||||||||||||
| Damage Immunity: fire, poison | ||||||||||||
| Condition Immune: poisoned | ||||||||||||
| Senses: darkvision 120 ft., passive perception 18 | ||||||||||||
| Languages: Infernal, Common | ||||||||||||
| Challenge: 5 (1,800 xp)Proficiency Bonus (PB): +3 | ||||||||||||
| 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. ActionsMultiattack. 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: +6 to hit, range 150 ft., one target. Hit: 10 (2d6+3) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire. |
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