Barbed Devil
Medium Fiend (devil), lawful evil
1,800 XP
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
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.