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Barbed Devil

Medium Fiend (devil), lawful evil

CR 5

1,800 XP

AC: 15 (natural armor)
HP: 110 (13d8+52)
Speed: walk 30 ft.
Skills: Deception +5, Insight +5, Perception +8
Senses: darkvision 120 ft., passive Perception 18
Languages: Infernal, telepathy 120 ft.
STR
16
+3
DEX
17
+3
CON
18
+4
INT
12
+1
WIS
14
+2
CHA
14
+2

Special Abilities

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.

Quick Reference

Challenge: CR 5
Type: Fiend
Size: Medium
Alignment: lawful evil
Best for party of 4 at level 8-10

Running This Encounter

Barbed Devils are cunning infernal tacticians that prefer ambush and positioning over direct assault. Use their high AC and mobility to control the battlefield, forcing the party to chase them through difficult terrain or around cover. They excel at hit-and-run tactics, using their barbed hide to punish melee attackers. Position them where they can retreat to advantageous positions while dealing steady damage.

Combat Tactics

Barbed Devils prioritize ranged attacks with their claw and tail strikes, staying at mid-range from melee combatants. They use their mobility to circle enemies and provoke opportunity attacks, triggering their barbed hide reaction for automatic damage. If cornered or reduced below half health, they attempt to retreat or summon allies rather than fight to the death.

Environment & Setting

Ideal in canyons, ruins, or hellscapes with abundant cover, difficult terrain, and multiple elevation levels. Enclosed caverns or structures with narrow corridors maximize their defensive benefits and tactical superiority.