Infernal, Barbed Devil
Humanoid infernals with sharp claws and a spiked tail, leathery gray skin with protruding spikes
Basic Fantasy Field Guide Omnibus
| Armor Class | 20 (m) |
|---|---|
| Hit Dice | 8* |
| Number Appearing | 1d2 Lair 3d4 |
| Attacks | 2 claws, 1 tail, plus special |
| Damage | 2d4 claw, 3d4 tail plus special |
| Movement | 60' |
| Save As | Fighter: 8 |
| Morale | 9 |
| XP | 944 |
| Treasure Type | None |
Barbed devils are humanoid infernals with sharp claws and a spiked tail. Their skin is thick, leathery, and gray, with small spikes protruding from their joints and a slightly cone-shaped head. Despite being somewhat hunched, they still stand a full 7 feet tall. They are not particularly intelligent, and are usually minions of some greater devil or other infernal creature.
Special Abilities
Freakishly perceptive: Effectively impossible to surprise.
Fear: Any living creature struck by a barbed devil must save vs. Magic Wands or suffer fear (as the reversed form of remove fear).
Hold person: Can create the effects of the spell hold person as often as once per round instead of attacking.
Flame: Can create a flame in the palm of its hand at will, which can be used for any purpose the creature desires or which can be thrown as a missile weapon with the same range as a dagger, doing 1d8 points of damage on a successful hit as well as igniting any flammable materials it comes in contact with.
Summon barbed devil: Once per day a barbed devil can attempt to summon another barbed devil instead of attacking with a 35% chance of success. If the attempt fails, the barbed devil can try again as often as desired (once per round maximum) until it succeeds.
Immune to non-magical weapons: As they are otherworldly creatures, a barbed devil cannot be harmed by non-magical weapons.