### Barbed Devil *Medium fiend (devil), lawful evil* **Armor Class** 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 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 Immunities** fire, poison **Condition Immunities** poisoned **Senses** darkvision 120 ft., passive Perception 18 **Languages** Infernal, telepathy 120 ft. **Challenge** 5 (1,800 XP) ***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.