- Armor Class
- 18 (natural armor)
- Hit Points
- 178 (17d10+85)
- Speed
- 20 ft., fly 60 ft.
- Challenge
- 11 (7,200 XP)
- Proficiency bonus
- +4
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 22 (+6) | 17 (+3) | 21 (+5) | 12 (+1) | 16 (+3) | 17 (+3) |
- Saving throws
- Str +10, Dex +7, Wis +7, Cha +7
- Damage resistances
- cold, bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
- Damage immunities
- fire, poison
- Senses
- darkvision 120 ft., passive Perception 13
- Languages
- Infernal, telepathy 120 ft.
Traits
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: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.
Fork. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
A horned devil is worth 7,200 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many horned 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 6 other challenge 11 monsters in the SRD 5.1, the horned devil has more hit points than 3 of them, which makes it tougher than most at its CR. See every CR 11 monster.
Horned Devil 2024 stat block
The 2024 Monster Manual revised the horned devil, and the SRD 5.2 carries the new stat block. What changed:
- Hit points: 178 → 199.
- Speed: 20 ft., fly 60 ft. → 30 ft., fly 60 ft..
- Ability scores: CHA 17 → 18.
- New in its stat block: Diabolical Restoration, Searing Fork and Infernal Tail.
- Gone from it: Devil's Sight, Fork and Tail.
- Armor Class
- 18
- Hit Points
- 199 (19d10 + 95)
- Speed
- 30 ft., fly 60 ft.
- Challenge
- 11 (7,200 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 22 (+6) | 17 (+3) | 21 (+5) | 12 (+1) | 16 (+3) | 18 (+4) |
- Damage resistances
- cold
- Damage immunities
- fire, poison
- Senses
- darkvision 150 ft. (unimpeded by magical darkness), passive Perception 13
- Languages
- Infernal; telepathy 120 ft.
Traits
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 three attacks, using Searing Fork or Hurl Flame in any combination. It can replace one attack with a use of Infernal Tail.
Searing Fork. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Piercing damage plus 9 (2d8) Fire damage.
Hurl Flame. Ranged Attack Roll: +8, range 150 ft. Hit: 26 (5d8 + 4) Fire damage. If the target is a flammable object that isn’t being worn or carried, it starts burning.
Infernal Tail. Dexterity Saving Throw: DC 17, one creature the devil can see within 10 feet. Failure: 10 (1d8 + 6) Necrotic damage, and the target receives an infernal wound if it doesn’t have one. While wounded, the target loses 10 (3d6) Hit Points at the start of each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 17 Wisdom (Medicine) check.