Combat Statistics

CR 5
Challenge Rating
1,800 XP
15
Armor Class
110
Hit Points
(13d8)
Speed: {"walk":30} ft.
Strength
16
(+3)
Dexterity
17
(+3)
hit points, healing, and concentration saves." data-tooltip-category="ability_score" title="Measures health, stamina, and vital force. Affects hit points, healing, and concentration saves.">Constitution
18
(+4)
Intelligence
12
(+1)
Wisdom
14
(+2)
Charisma
14
(+2)
Skills: Deception +5, Insight +5, Perception +8
Damage Resistances: ["cold", "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"]
Damage Immunities: ["fire", "poison"]
Condition Immunities: [{"index":"poisoned", "name":"Poisoned", "url":"/api/2014/conditions/poisoned"}]
Senses: Darkvision 120 ft., Passive Perception 18 ft. passive Perception 18
Languages: ["Infernal", "telepathy 120 ft."]
Proficiency Bonus: +3

Special Abilities

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.

Quick Reference

Type: Fiend
Size: Medium
Alignment: lawful evil
Environment: Any

DM Tools

💰 Loot Generator

CR 5 | Challenge Rating: 5
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