Medium Fiend (Devil), Lawful Evil
Armor Class 15 (natural armor)
Hit Points 110 (13d8 + 52)
Speed 30 ft.
STR
16 (+3)
DEX
17 (+3)
CON
18 (+4)
INT
12 (+1)
WIS
14 (+2)
CHA
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)
Proficiency Bonus +3
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.

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.

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. 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.

Monster Tags: Devil

Jordan96

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