Traits
Barbed Hide: At the beginning of each of its turns and the barbed devil will deal 5 (1d10) piercing damage to any creature Grappling it.
Devil’s Sight: The magical darkness does not impede the devil’s Darkvision.
Magic Resistance: The Barbed devil has the advantage on the saving throws which are against to the spells and also other magical effects.
Actions
Multiattack: Actually, the devil can make three melee attacks: those are one with its tail and two with its claws. Alternatively, it have capability to 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. Whenever if the target has been a flammable object which is not being worn or carried and it also catches the fire.
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Barbed Devil Monster 5e Attributes
AC |
15 (Natural Armor)
|
Alignment |
Lawful Evil
|
CHA | 14 |
CON | 18 |
Challenge Rating
|
5 |
Condition Immunities
|
Poisoned |
DEX
|
17 |
HP |
110 (13d8+52)
|
INT | 12 |
Immunities |
Fire, Poison
|
Languages |
Infernal, Telepathy 120 Ft.
|
Passive Perception
|
18
|
Resistances |
Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren’t Silvered
|
Roll 0
|
Claw 1d20 + 6 1d6+3
|
Roll 1
|
Tail 1d20 + 6 2d6+3
|
Roll 2
|
Flame 1d20 + 5 3d6
|
STR
|
16
|
Saving Throws
|
Str +6, Con +7, Wis +5, Cha +5
|
Senses
|
Darkvision 120 Ft.
|
Size
|
Medium
|
Skills
|
Deception +5, Insight +5, Perception +8
|
Speed
|
30 ft.
|
Type
|
fiend (devil)
|
WIS
|
14
|