Barbed Hide. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it or being grappled by 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.
Long Limbed. The devil has an additional 5ft of reach on all melee attacks. In addition, it can hold a creature in a grapple with one hand.
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. If the attack lands, the devil may attempt to grapple the Target. The devil can grapple as many targets as it has arms. If an arm is holding a creature, it cannot be used to make another claw attack until that creature is released.
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.
Call Spined Devil Minion. Bonus action. Barking an order in infernal, the devil calls for reinforcements. A Spined Devil enters the battle, sharing initiative with the Barbed Devil and starting with 1 HP.
Pinwheel. The devil curls into a ball, and somersaults forward. The devil moves 20ft forward in a straight line. Any creature caught in this line must make a DC 14 Dexterity check or be pushed the rest of the way with the Devil. Alternatively, the Creature may make a DC 18 Athletics Check to attempt to stop the devil's movement. Any creatures caught in the roll take 1d10 Piercing damage, plus 1d10 Bludgeoning damage if the Devil strikes a wall.
Grapple. The Devil immediately attempts to make a claw attack against one target creature.
Barbed Shrapnel. The Devil Launches Barbed scales out in all directions. Any creatures adjacent to the Devil must make a DC 14 Dexterity Saving throw or take 1d10 piercing Damage.
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