Barbed Devil icon: a horned devil’s face
Icon by Delapouite, CC BY 3.0

Barbed Devil 5e stat block

Medium fiend (devil), lawful evil · CR 5 · 2024 stat block below

Armor Class
15 (natural armor)
Hit Points
110 (13d8+52)
Speed
30 ft.
Challenge
5 (1,800 XP)
Proficiency bonus
+3
STRDEXCONINTWISCHA
16 (+3)17 (+3)18 (+4)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 attacks that aren't silvered
Damage immunities
fire, poison
Condition immunities
Poisoned
Senses
darkvision 120 ft., passive Perception 18
Languages
Infernal, telepathy 120 ft.

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.

How many barbed devils for a fight?

A barbed devil is worth 1,800 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many barbed devils fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.

Party levelLowModerateHigh
4th——1
5th112
6th123
7th123
8th234
9th245
10th356
11th469
12th4810
13th5912
14th61012+
15th71212+
16th812+12+
17th1012+12+
18th1112+12+
19th1212+12+

Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.

How the barbed devil compares at CR 5

Against the 26 other challenge 5 monsters in the SRD 5.1, the barbed devil has more hit points than 15 of them, which makes it tougher than most at its CR. See every CR 5 monster.

StatisticBarbed DevilCR 5 average
Armor Class1514.5
Hit points110102
Best attack bonus+6+7

Barbed Devil 2024 stat block

The 2024 Monster Manual revised the barbed devil, and the SRD 5.2 carries the new stat block. What changed:

Armor Class
15
Hit Points
110 (13d8 + 52)
Speed
30 ft., climb 30 ft.
Challenge
5 (1,800 XP)
STRDEXCONINTWISCHA
16 (+3)17 (+3)18 (+4)12 (+1)14 (+2)14 (+2)
Damage resistances
cold
Damage immunities
fire, poison
Condition immunities
Poisoned
Senses
darkvision 120 ft. (unimpeded by magical darkness), passive Perception 18
Languages
Infernal; telepathy 120 ft.

Traits

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.

Similar monsters

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