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Barbed Devil

Barbed Devil
  • Size: Medium
  • Type: Fiend (Devil)
  • Alignment: Lawful Evil
  • AC: 15
  • Initiative: +3 (13)
  • HP: 110(13d8+52)
  • Speed: 30 ft, Climb 30 ft .
ATTRVALMODSAVE
STR16+3+6
Dex17+3+3
Con18+4+7
INT12+1+1
Wis14+2+5
CHA14+2+5
  • Skills: Deception +5 , Insight +5 , Perception +8
  • Resistances: Cold
  • Immunities: Fire, Poison; Poisoned
  • Senses: Darkvision 120 ft . (unimpeded by magical Darkness); Passive Perception 18
  • Languages: Infernal; telepathy 120 ft .
  • CR: 5 (XP 1,800; PB +3 )

Traits

Barbed Hide. At the start of each of its turns, the devil deals 5 (1d10) Piercing damage to any creature it is grappling or any creature grappling it.

Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.

Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The devil makes one Claws attack and one Tail attack, or it makes two Hurl Flame attacks.

Claws. Melee Attack Roll: +6 , reach 5 ft . Hit: 10 (2d6 +3 ) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from both claws.

Tail. Melee Attack Roll: +6 , reach 10 ft . Hit: 14 (2d10 +3 ) Slashing damage.

Hurl Flame. Ranged Attack Roll: +5 , range 150 ft . Hit: 17 (5d6) Fire damage. If the target is a flammable object that isn't being worn or carried, it starts burning.

Lore & Background

Barbed devils, also known as hamatulas, serve as the enforcers and torturers of the Nine Hells, their bodies covered in wicked spines that inflict agony with every touch. These devils are created from the souls of those who delighted in causing pain to others during their mortal lives, their transformation reflecting their cruel nature in physical form. Each barb on their hide represents a life they tormented, growing longer and sharper with each act of cruelty.

In the infernal hierarchy, barbed devils occupy a position of respect and fear, serving as interrogators, prison guards, and executioners for more powerful devils. Their ability to cause pain without necessarily killing makes them invaluable for extracting information or punishing those who have displeased their superiors. They take perverse pleasure in their work, viewing torture as both art and science.

These devils are often summoned to the material plane to serve as enforcers for diabolic cults or to carry out contracts that require a combination of cruelty and precision. Their lawful evil nature means they follow orders to the letter, but they interpret commands in ways that maximize suffering while technically fulfilling their obligations. They are patient beings who understand that the most exquisite torments are those that unfold slowly over time.

Combat Tactics

Barbed devils excel at controlling the battlefield through pain and fear, using their natural weapons to grapple opponents and inflict continuous damage through their barbed hide. They prefer to engage multiple enemies simultaneously, using their claws to grapple weaker foes while lashing out at others with their tail and hurled flames. Their climbing ability allows them to position themselves advantageously on walls or ceilings.

When facing spellcasters, barbed devils attempt to close distance quickly and grapple them, making spellcasting difficult while their barbs inflict automatic damage each turn. They use their hurl flame ability to ignite the environment, creating additional hazards and psychological pressure on their opponents. Their magic resistance provides significant protection against magical attacks.

These devils are tactical fighters who use pain as both weapon and psychological warfare. They often target the weakest-looking opponent first, not necessarily to eliminate them quickly, but to create a screaming example that demoralizes the rest of the group. They're patient combatants who are willing to endure damage if it means positioning themselves for maximum effectiveness.

Encounter Ideas

The Infernal Inquisitor: A barbed devil has been summoned to extract information from captured rebels, and the heroes must infiltrate the prison to rescue their allies before the interrogation breaks them.

The Contract Enforcer: A mortal made a deal with devils and is now trying to break it, but a barbed devil has been sent to collect what is owed, regardless of the consequences to innocent bystanders.

The Escaped Prisoner: A barbed devil has broken free from a magical binding and now seeks revenge against those who imprisoned it, leaving a trail of tortured victims in its wake.

The Cult's Enforcer: A diabolic cult uses a bound barbed devil to punish members who show signs of wavering faith or to torture information from captured enemies of their organization.

Environmental Effects

Torture Chambers: Areas where barbed devils operate often become impromptu torture chambers, with bloodstains, restraints, and implements of pain scattered about.

Infernal Heat: The devil's presence causes the ambient temperature to rise uncomfortably, and metal objects become hot to the touch from the infernal energy.

Screams of the Damned: Faint echoes of past victims' screams can be heard in areas where barbed devils have worked, creating an atmosphere of dread and despair.

Barbed Remnants: Shed barbs from the devil's hide litter the area, creating difficult terrain and potential hazards for bare feet or unprotected hands.

Treasure

Instruments of Torture: Masterfully crafted tools designed for inflicting pain, which might have value to collectors of the macabre or could be repurposed for more legitimate uses.

Infernal Contracts: Documents written in blood and bound with diabolic magic, detailing agreements between devils and mortals that could be valuable for blackmail or negotiation.

Soul Coins: Currency of the Nine Hells, each coin containing a trapped soul that can be used to fuel infernal magic or traded with other devils.

Pain Crystals: Crystallized suffering that can be used as components for necromantic spells or sold to those who deal in dark magic.

Plot Hooks

The Devil's Bargain: A barbed devil offers to eliminate the heroes' enemies in exchange for allowing it to torture one innocent person for information, creating a moral dilemma about the price of victory.

The Infernal Witness: A barbed devil possesses crucial information about a conspiracy, but extracting it requires either making a deal with the devil or finding a way to compel its cooperation.

The Torturer's Apprentice: A mortal has been learning the arts of torture from a barbed devil, and their victims are beginning to turn up around the city, requiring investigation and intervention.

The Broken Chain: A barbed devil's binding has been weakened but not broken, giving it limited freedom to act while still being partially controlled by its summoner, creating unpredictable behavior.