Barbed Devil
Medium fiend, lawful evil
STR
16
DEX
17
CON
18
INT
12
WIS
14
CHA
14
Armor Class: 15
Hit Points: 110 (13d8+52)
Speed: Walk 30 ft., Swim
Challenge Rating: 5 (1800 XP)
Saving Throws: Str +6 Con +7 Wis +5 Cha +5
Skills: Deception +5 Insight +5 Perception +8
Senses: darkvision 120 ft. passive perception 18
Languages: Infernal, telepathy 120 ft.
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.