Barbed Devil · CR 5
Type: Fiend · Size: Medium · Grade: Medium (capacity 100 MP) Harvest check: Medicine, Survival or a fitting tool · see Harvesting Creatures
Harvest
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Specific parts
| Part | Classification | Grade | Capacity | Check | Load · portions | Drawback damage | Ruin damage |
|---|---|---|---|---|---|---|---|
| Claws | Elemental (Fire) | Low | 10 | Medicine or Survival 10 | medium · 1 | Bludgeoning, Force, Thunder | – |
| Spines | Creature Part, Trophy | Low | 10 | Medicine or Survival 10 | medium · 1 | Bludgeoning, Necrotic | Acid |
| Spiny Hide | Unique | Medium | 100 | Medicine or Survival 15 | heavy · 1 | Bludgeoning, Necrotic | Acid |
Drawback damage: +5 DC for each listed type the creature took during the fight. Ruin damage: the part is ruined if the creature took any listed type. See Damage to parts.
Killed outside an infernal realm
A devil slain anywhere else dissolves: only Infernal Ichor can be harvested (grade Medium, DC 15). Tick Killed outside its home realm in the harvest tool.
Trait parts
Grade = the creature’s grade (Medium), DC 15.
- Cryohide – from Cold
- Heatproof Hide – from Fire
- Detoxin – from Poison
- Night Eyes – from Darkvision
- Mindreach Matter – from Telepathy
- Barium Sanguine – from Magic Resistance
Part descriptions
Spiny Hide
Scaly hide bristling with spikes and barbs.
Good for: spiked armour and shields (minor fit).
Statblock
Barbed Devil – SRD 5.2
Medium Fiend, Lawful Evil
AC 15 · HP 110 (13d8 + 52) · Speed 30 ft., Climb 30 ft.
Score Save Score Save STR 16 (+3) +6 INT 12 (+1) +1 DEX 17 (+3) +3 WIS 14 (+2) +5 CON 18 (+4) +7 CHA 14 (+2) +5 Skills Deception +5, Insight +5, Perception +8
Resistances Cold
Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft. (unimpeded by magical darkness); Passive Perception 18
Languages Infernal; telepathy 120 ft.
CR 5 (XP 1,800; PB +3)
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.
Statblock from the System Reference Document 5.2 (CC-BY 4.0). See Credits and License.
Based on Nord Games – Foraging, Harvesting (p. 180); SRD 5.1 (size) – part descriptions rewritten in our own words.