Barbed Devil
Barbed Devil, CR 5
STR
17
+3
DEX
17
+3
CON
18
+4
INT
13
+1
WIS
15
+2
CHA
15
+2
Special Abilites
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 Attack: 1d20+6 to hit, reach 5 ft., one target. Hit: 6 ( 1d6+3 ) Piercing Damage. Tail. Melee Attack: 1d20+6 to hit, reach 5 ft., one target. Hit: 10 ( 2d6+3 ) Piercing Damage. Hurl Flame. Ranged Spell Attack: 1d20+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 is Ignited.
Legendary Actions
The devil can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The devil regains spent epic actions at the start of its turn. Tail. The devil makes one tail attack. Grapple (Costs 2 Actions). The devil makes a Grapple Attack against one target: 1d20+6 to hit, Reach 5 ft. Hit: 2d10+3 Piercing Damage. At the end of the target's turn, if it is Grappled, the barbed devil deals it 5 ( 1d10 ) Piercing Damage. Whirlwind Flame (Costs 3 Actions). The devil makes a hurl flame attack against all creatures within 5 ft.
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