Medium fiend, lawful evil
- Armor Class
- 15 (natural armor)
- Hit Points
- 110 (13d8 + 52)
- Speed
- 30 ft.
- Challenge
- 5 (1,800 XP)
- Saving Throws
- Cha +5, Con +7, Str +6, Wis +5
- Skills
- Insight +5, Deception +5, Perception +8
- Damage Resistances
- cold; bludgeoning, piercing, 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.
Traits
At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.
Magical darkness doesn't impede the devil's darkvision.
The devil has advantage on saving throws against spells and other magical effects.
Actions
The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
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.
The devil chooses what to summon and attempts a magical summoning.
A barbed devil has a 30 chance of summoning one barbed devil.
A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.