Barbed Hide: At the start of each of this barbed devil monster’s turn, actually this monster would deal 5 (1d10) piercing damage to the any kind of creature which is grappling it.
Devil’s Sight: Basically, the magical darkness does not impede any devil’s darkvision.
Magic Resistance: The devil has an advantage on the saving throws mostly which are against to the dnd spells and other magical effects too.
Multiattack: Normally, the barbed devil monster can make three melee attacks such as: one with its tail and the remaining two with its claws. Of course it has an alternative option too, that it can use Hurl Flame twice.
Claw: By using this claw attack this monster can make a Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 6 (1d6 + 3) piercing damage.
Tail: By using this tail attack this monster can make a Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Hurl Flame: Also this monster can make a ranged spell attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. Suppose, the target is one flammable object which is not being worn or else carried, even it can also catches the fire.
Attributes Of Barbed Devil Monster DnD 5E
|AC||15 (Natural Armor)|
|Languages||Infernal, Telepathy 120 Ft.|
|Resistances||Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered|
|Roll 0||Claw 1d20 + 6 1d6+3|
|Roll 1||Tail 1d20 + 6 2d6+3|
|Roll 2||Flame 1d20 + 5 3d6|
|Saving Throws||Str +6, Con +7, Wis +5, Cha +5|
|Senses||Darkvision 120 Ft.|
|Skills||Deception +5, Insight +5, Perception +8|