- Armor Class
- 15 (natural armor)
- Hit Points
- 110 (13d8+52)
- Speed
- 30 ft.
- Challenge
- 5 (1,800 XP)
- Proficiency bonus
- +3
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 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
- 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.
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.
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.
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.
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:
- Speed: 30 ft. → 30 ft., climb 30 ft..
- New in its stat block: Diabolical Restoration and Claws.
- Gone from it: Devil's Sight and Claw.
- Armor Class
- 15
- Hit Points
- 110 (13d8 + 52)
- Speed
- 30 ft., climb 30 ft.
- Challenge
- 5 (1,800 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 16 (+3) | 17 (+3) | 18 (+4) | 12 (+1) | 14 (+2) | 14 (+2) |
- Damage resistances
- cold
- Damage immunities
- fire, poison
- 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.