Barbed Devil

Monster Manual (2025) p. 30

Size
Medium
Type
fiend (devil)
Alignment
lawful evil
AC
15
Initiative
3
Hit Points
110 (13d8+52)
Speed
walk 30 ft., climb 30 ft.
Saving Throws
Str +6, Wis +5, Con +7, Cha +5
Skills
Insight +5, Deception +5, Perception +8
Resistances
cold
Immunities
fire, poison
Condition Immunities
poisoned
Senses
darkvision 120 ft. (unimpeded by magical darkness)
Passive Perception
18
Languages
Infernal; telepathy 120 ft.
Challenge
5
Environment
planar (nine hells)
STR
16
+3
DEX
17
+3
CON
18
+4
INT
12
+1
WIS
14
+2
CHA
14
+2

Traits

Proficiency Bonus

+3

Treasure

Any: The monster's treasure hoard can include monetary treasure and any kinds of magic items.

Barbed Hide

At the start of each of its turns, the devil deals 5 (1d10) Piercing damage to any creature it is grappling or any creature grappling it.

Diabolical Restoration

If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.

Magic Resistance

The devil has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The devil makes one Claws attack and one Tail attack, or it makes two Hurl Flame attacks.

Claws

Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from both claws.

Tail

Melee Attack Roll: +6, reach 10 ft. Hit: 14 (2d10 + 3) Slashing damage.

Hurl Flame

Ranged Attack Roll: +5, range 150 ft. Hit: 17 (5d6) Fire damage. If the target is a flammable object that isn't being worn or carried, it starts burning.

Other data

description

Infernal collectors, barbed devils fanatically protect troves of treasure and scour the planes of existence for additions to their hoards. Also known as hamatulas among the ranks of the Nine Hells, these devils bedeck their barbed hides with their most prized possessions and trophies taken from those who failed to steal from them. When threatened, barbed devils strike with their thorny limbs and hurl infernal flame. Barbed devils often serve as guards and accountants for ice devil generals, pit fiend warlords, archdevils, and similarly powerful villains. In return, barbed devils gain protection for their own collections. Many barbed devils also maintain networks of imps that search the planes for treasures of interest or usefully greedy mortals. Barbed devils rarely collect anything as prosaic as coins and gems. Rather, they pride themselves on having the multiverse's greatest collection of one kind of thing—typically items of rare pedigree or emblems of power. Barbed devils refuse to steal what they covet; instead they strike bargains to claim both treasure and mortal souls.