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D&D 5th Edition

Compendium

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Barbed Devil

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These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

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.

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.

Attributes

Barbed Devil

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 Resistance 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: (1d6 + 3) piercing damage.
  • Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 3) piercing damage.
  • Hurl Flame. Ranged Spell Attack: +5 to hit, reach 150 ft., one target. Hit: (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire