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Infernal, Barbed Devil

Humanoid infernals with sharp claws and a spiked tail, leathery gray skin with protruding spikes

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class20 (m)
Hit Dice8*
Number Appearing1d2 Lair 3d4
Attacks2 claws, 1 tail, plus special
Damage2d4 claw, 3d4 tail plus special
Movement60'
Save AsFighter: 8
Morale9
XP944
Treasure TypeNone
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.