Basic Rules

Armor Class 15 (Natural)

Hit Points 110 (13d8+52)

Speed walk 30 ft.

STR DEX CON
16 (+3) 17 (+3) 18 (+4)
INT WIS CHA
12 (+1) 14 (+2) 14 (+2)

Saving Throws STR +6, CON +7, WIS +5, CHA +5

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 Poisoned

Senses Darkvision 120 ft., Passive Perception 18

Languages Infernal, telepathy 120 ft.

Challenge 5 (1800 XP)

Proficiency Bonus +3

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.