b'Devil, Barbed \n'b'  Family:   Devils  \n'b'  Medium   fiend  (devil),  lawful evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  110 (13d8 + 52)  Speed  30 ft.\n'b' STATS STR: 16 (+3) DEX:  17 (+3)  CON:  18 (+4)  INT:  12 (+1)  WIS:  14 (+2)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Str  +6,  Con  +7,  Wis  +5,  Cha  +5  Skills   Deception  +5,  Insight  +5,  Perception  +8  Damage Resistances  cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered  Damage Immunities  fire, poison  Condition Immunities   poisoned   Senses   darkvision  120 ft., passive Perception 18  Languages  Infernal, telepathy 120 ft.  Challenge  5 (1,800 XP) \n'b' Special Traits \n'b'   Barbed Hide : At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it. \n'b'  Devil\xe2\x80\x99s Sight : Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision. \n'b'  Magic Resistance : The devil has advantage on saving throws against spells and other magical effects. \n'b'  Actions \n'b'   Multiattack : The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice. \n'b'  Claw :  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 6 (1d6 + 3) piercing damage. \n'b'  Tail :  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) piercing damage. \n'b'  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\xe2\x80\x99t being worn or carried, it also catches fire. \n'b'  About \n'b' From the tip of its lashing tail to the serrated features of its fang-filled visage, this fiery-eyed sentinel bristles with barbs.'