A devil wreathed in vicious barbs that tear anything that grapples it. Patient, perceptive, and utterly loyal to the Nine Hells — a living weapon that hurts you just by being touched.
Ability Scores
STR
16(+3)
DEX
17(+3)
CON
18(+4)
INT
12(+1)
WIS
14(+2)
CHA
14(+2)
ARMOR CLASS
15
HIT POINTS
110
13d8 + 52
SPEED
30 ft., climb 30 ft.
INITIATIVE
13
+3
Saving Throws
STR+6
Proficient
DEX+3
Base modifier
CON+7
Proficient
INT+1
Base modifier
WIS+5
Proficient
CHA+5
Proficient
Skills
Insight +5, Perception +5, Deception +5
Resistances
Cold
Damage Immunities
Fire, Poison
Condition Immunities
Poisoned
Senses
Darkvision 120 ft. (unimpeded by magical Darkness), passive Perception 15
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 it is grappling or any creature grappling it.
Getting close to a barbed devil is a mistake. Grabbing one is a worse one. The barbs aren't passive — they work actively against anything pressing in, puncturing with every shift and struggle. The devil doesn't need to do anything extra. It just needs to hold on, and the damage takes care of itself.
Diabolical Restoration
If the Barbed 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.
Killing a barbed devil is not the same as destroying one. The body collapses into sulphurous smoke and somewhere in the Nine Hells, it simply returns — whole, restored, and no doubt noting exactly who was responsible. The only permanent death for a devil happens in its home plane. Everywhere else is just a temporary inconvenience.
Magic Resistance
The Barbed Devil has Advantage on saving throws against spells and other magical effects.
Hell forges its soldiers against every kind of threat, and magic is no exception. Spells that would stop a lesser creature in its tracks find less purchase here — the barbed devil weathering magical effects with the same stubborn resilience it brings to everything else. Advantage on every magical saving throw is not luck. It is the product of an existence spent in a place where power is currency and weakness is fatal.
Actions
Multiattack
The Barbed Devil makes one Claws attack and one Tail attack, or it makes two Hurl Flame attacks.
The barbed devil doesn't rush — it calculates. One set of claws to grab and hold, one tail to punish whatever it's already caught. Or if the target is keeping their distance, two jets of flame hurled with casual precision. Either way, it has already decided how this ends.
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.
It doesn't need to be close to be dangerous. The flame leaves its hand like a thrown coal — tight, controlled, precise at distances that should make ranged combat feel safe. It doesn't. And if something flammable is in the way, the fire doesn't stop when the attack does. It finds its own work to do.
Claws
Melee Attack Roll: +6, reach 5 ft.
Hit: 10 (2d6 + 3) piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 14) from one of two claws.
The barbs aren't just on its skin — they're on its hands, curved and hooked, designed to catch and keep. When the claws close around a victim, pulling free isn't just painful, it's a contest of strength against something that was built specifically to not let go. Two claws, two potential holds, and the devil is perfectly content to wait.
Tail
Melee Attack Roll: +6, reach 10 ft.
Hit: 14 (2d10 + 3) slashing damage.
The tail moves faster than anything that size has any right to. Ten feet of reach, and at the end of it a whipping arc of barbed flesh that opens wounds rather than bruises them — the slashing bite of it carrying the full torque of the devil's body behind the strike. A follow-up to the claws, or a warning to anyone thinking about flanking it.
Creator Notes
Official D&D 5th Edition creature from the System Reference Document 5.2. Stats, abilities, and descriptions are faithful to the original SRD text. Extracted and formatted for Rolling Realm to provide a comprehensive library of official monsters as templates and references for homebrewers.
Created by @LightReign
RollingRealm.com
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