Diavolo Spinoso
Barbed Diavolo
Medium fiend (devil), lawful evil
classe Armatura 15 (natural armor)
Punti Ferita 110 (13d8+52)
Velocità 30 ft.
| STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 16 (+3) | 17 (+3) | 18 (+4) | 12 (+1) | 14 (+2) | 14 (+2) |
Tiri Salvezza Str +6, Con +7, Wis +5, Cha +5
Abilità Ingannare +5, Intuizione +5, Percezione +8
Danno Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Danno Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Percezione 18
Linguaggi Infernal, telepathy 120 ft.
Challenge 5 (1,800 XP)
Barbed Hide. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.
Diavolo's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistenza. 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. Arma da Mischia Attacco: +6 to hit, reach 5 ft., one target. Colpito: 6 (1d6+3) piercing damage.
Tail. Arma da Mischia Attacco: +6 to hit, reach 5 ft., one target. Colpito: 10 (2d6+3) piercing damage.
Hurl Flame. Ranged Attacco dell'incantesimo: +5 to hit, range 150 ft., one target. Colpito: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.