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.
Innate Spellcasting. The devil's innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- 1/day each: cloud of daggers, spike growth
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
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. Hit: 8 (1d10 + 3) piercing damage and the barbed devil can attempt to grapple the target.
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.
Piercing Shriek. The devil flares its spikes in a terrible display and emits a horrible shriek. Each creature within 30 ft. of the devil who can see it must make a DC 13 Wisdom saving throw. On a failure, a creature takes 13 (3d8) psychic damage and is frightened of the devil until the end of its next turn.
Cloud of Daggers (1/day). The devil fills the air with spinning daggers in a cube 5 feet on each side, centered on a point within 60 ft. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there. The spell lasts for 1 minute or until the devil loses its concentration.
Spiked Growth (1/day). The ground in a 20-foot radius centered on a point within 150 ft. twists and sprouts hard spikes and thorns. The area becomes difficult terrain for 10 minutes or until the devil loses its concentration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a DC 13 Wisdom (Perception) check to recognize the terrain as hazardous before entering it.
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