Size:
Medium
Type:
Fiend
Form:
biped
Temper:
fiendish
# App:
1d12
Lair:
Diet:
Combat Dice:
0
Hit Points:
12 + 1d6
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
± 60'
Climb/Arboreal:
Flight:
± 30
Swim:
Benthic:
Burrow:
Ethereal:
Aliases: Barbed Devil
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
2 claws
Circumstance: Combat
2d4 claw, 3d4 tail plus special
Offense
1 tail
Circumstance: Combat
2d4 claw, 3d4 tail plus special
Offense
plus special
Circumstance: Combat
2d4 claw, 3d4 tail plus special
Special
Freakishly perceptive
Effectively impossible to surprise.
Special
Fear
Any living creature struck by a barbed devil must save vs. Magic Wands or suffer fear (as the reversed form of remove fear).
Special
Hold person
Can create the effects of the spell hold person as often as once per round instead of attacking.
Special
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.
Special
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.
Special
Immune to non-magical weapons
As they are otherworldly creatures, a barbed devil cannot be harmed by non-magical weapons.
Environments
planar
Humanoid infernals with sharp claws and a spiked tail, leathery gray skin with protruding spikes
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.
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Attributes
Strength: 16
Dexterity: 17
Constitution: 18
Intelligence: 12
Wisdon: 14
Charisma: 14
Saving Throws
Saving Throw Bonuses
Strength: +6
Consitution: +7
Wisdom: +5
Constitution: +5
Skills
deception: +5
insight: +5
perception: +8
Offense
Claw
Circumstance: Melee
6 to hit, reach 5 ft., one target. (1d6 + 3) piercing damage.
Offense
Claws
Circumstance: Melee
6, reach 5 ft. (2d6 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape 13) from both claws.
Offense
Tail
Circumstance: Melee
6 to hit, reach 5 ft., one target. (2d6 + 3) piercing damage.
Offense
Hurl Flame
Circumstance: Ranged
5 to hit, range 150 ft., one target. (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
Action
Multiattack
The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.
Trait
Barbed Hide
At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.
Trait
Devil's Sight
Magical darkness doesn't impede the devil's darkvision.
Trait
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.
Trait
Magic Resistance
The devil has advantage on saving throws against spells and other magical effects.
Trait
Passive Perception
18
Immunities
Damage Immunities
fire
poison
Immunities
Condition Immunities
poisoned
Resistances
cold
bludgeoning (from nonmagical attacks that aren't silvered)
piercing (from nonmagical attacks that aren't silvered)
slashing (from nonmagical attacks that aren't silvered)
Senses
darkvision 120 ft.
Languages
Infernal
telepathy 120 ft.
Environments
planar, nine hells
Creatures of unbridled greed and desire, barbed devils act as guards to the more powerful denizens of the Nine Hells and their vaults. Resembling a tall humanoid covered in sharp barbs, spines, and hooks, a barbed devil has gleaming eyes that are ever watchful for objects and creatures it might claim for itself. These fiends welcome any chance to fight when victory promises reward.
Barbed devils are known for an alertness that makes them difficult to surprise, and they attend to their duties without boredom or distraction. They use their sharp claws as weapons or hurl balls of flame at foes that try to flee them.
Barbed Devil
Devil of Greed and Obsession
Infernal collectors, barbed devils fanatically protect troves of treasure and scour the planes of existence for additions to their hoards. Also known as hamatulas among the ranks of the Nine Hells, these devils bedeck their barbed hides with their most prized possessions and trophies taken from those who failed to steal from them. When threatened, barbed devils strike with their thorny limbs and hurl infernal flame.
Barbed devils often serve as guards and accountants for ice devil generals, pit fiend warlords, archdevils, and similarly powerful villains. In return, barbed devils gain protection for their own collections. Many barbed devils also maintain networks of imps that search the planes for treasures of interest or usefully greedy mortals.
Barbed devils rarely collect anything as prosaic as coins and gems. Rather, they pride themselves on having the multiverse's greatest collection of one kind of thing—typically items of rare pedigree or emblems of power. Barbed devils refuse to steal what they covet; instead they strike bargains to claim both treasure and mortal souls.
5e Tools
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Uncommon
planar
Offense
2 claws/1 tail Attacks
Circumstance: Combat
2d4/2d4/3d4
Offense
Special Attacks
Circumstance: Combat
See below
Defense
Special Defenses
Circumstance: Combat
See below
Resistance
Magic Resistance
Circumstance: innate
35%
Special
Fear
Whenever they hit an opponent, they cause fear (as the 4th level magic user spell).
Special
Special Abilities
Barbed devils have the following special abilities, which they can use one at a time, at will: pyrotechnics (as the 2nd level magic user spell), produce flame (as the 2nd level druid spell), hold person (as the 3rd level magic user spell), or summon an additional barbed devil to their aid (30% chance of success).
Special
Treasure
Barbed devils do not carry treasure of any sort, nor can they be dissuaded from their tasks through bribery of any kind.
Common devils of the 3rd and 4th planes of Hell, typically used as guards and sentries
These devils are quite common on the 3rd and 4th planes of Hell. They are typically used as guards and sentries, a task which they excel at. Any trespassers will be quickly imprisoned in one of their many iron cells to await torture.
Barbed devils do not need any hand weapons. They are quite proficient at using their hard, sharply-barbed claws and tail to beat their victims into submission. Whenever they hit an opponent, they cause fear (as the 4th level magic user spell).
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e
Actions/Abilities/Traits: Pathfinder 2e
Ability
+1 status to all saves vs. magic
Ability
Attack of Opportunity [Reaction]
Barb only. A hamatula gains an extra reaction at the start of each of its turns that it can use only to make an Attack of Opportunity. It can't use more than one Attack of Opportunity triggered by the same action. In addition to the normal trigger, a hamatula can make an Attack of Opportunity against a creature that touches it or an adjacent creature that attempts a melee Strike against it.
Ability
Bloodletting
On a critical hit, the hamatula's barbs deal 3d6 persistent bleed damage.
Ability
Divine Innate Spells
DC 27, attack +21; 5th dimension door, glyph of warding (at will); 4th dimension door (at will); 3rd harm, paralyze (×2); Cantrips (5th) produce flame
Ability
Frightful Strike
Circumstance: Trigger: The hamatula hits a creature with a barb Strike;
(divine, emotion, enchantment, fear, mental) Trigger: The hamatula hits a creature with a barb Strike; Effect The creature struck must succeed at a DC 27 Will save or become frightened 2 (or frightened 3 on a critical failure). Regardless of the result of its saving throw, the creature is then temporarily immune to Frightful Strike for 24 hours.
Ability
Impaling Barb
The hamatula makes a barb Strike, then Strides up to half its Speed without triggering reactions. If the Strike hits, the hamatula impales the target with one of its barbs and snaps the barb free as it moves away from the target. This deals an additional 2d8 piercing damage to the target and pins it to an adjacent surface, rendering it immobilized (Escape DC 29).
Ability
Rituals
DC 27; 1st infernal pact
Ability
Warden of Erebus
A hamatula's glyph of warding innate spell can contain any common spell from the Core Rulebook that meets the criteria in glyph of warding; the hamatula doesn't need to provide the spell.
Offense
Melee
Circumstance: combat round (melee)
barb +24 [+19/+14] (evil, magical), Damage 3d8+13 piercing plus 1d6 evil and bloodletting
Offense
Ranged
Circumstance: combat round (ranged)
hurled barb +23 [+18/+13] (evil, magical, range increment 60 feet), Damage 2d8+13 piercing plus 1d6 evil and bloodletting
Trait
Devil
A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Immunity
fire
Language
Celestial
Draconic
Infernal
telepathy 100 feet
Perception
greater darkvision
Resistance
physical 10 (except silver)
poison 10
Weakness
good 10
Actions/Abilities/Traits: Pathfinder 2e
Creatures of unbridled greed and desire, barbed devils act as guards to the more powerful denizens of the Nine Hells and their vaults. Resembling a tall humanoid covered in sharp barbs, spines, and hooks, a barbed devil has gleaming eyes that are ever watchful for objects and creatures it might claim for itself. These fiends welcome any chance to fight when victory promises reward.
Barbed devils are known for an alertness that makes them difficult to surprise, and they attend to their duties without boredom or distraction. They use their sharp claws as weapons or hurl balls of flame at foes that try to flee them.
Barbed Devil
Devil of Greed and Obsession
Infernal collectors, barbed devils fanatically protect troves of treasure and scour the planes of existence for additions to their hoards. Also known as hamatulas among the ranks of the Nine Hells, these devils bedeck their barbed hides with their most prized possessions and trophies taken from those who failed to steal from them. When threatened, barbed devils strike with their thorny limbs and hurl infernal flame.
Barbed devils often serve as guards and accountants for ice devil generals, pit fiend warlords, archdevils, and similarly powerful villains. In return, barbed devils gain protection for their own collections. Many barbed devils also maintain networks of imps that search the planes for treasures of interest or usefully greedy mortals.
Barbed devils rarely collect anything as prosaic as coins and gems. Rather, they pride themselves on having the multiverse's greatest collection of one kind of thing—typically items of rare pedigree or emblems of power. Barbed devils refuse to steal what they covet; instead they strike bargains to claim both treasure and mortal souls.
5e Tools
Humanoid infernals with sharp claws and a spiked tail, leathery gray skin with protruding spikes
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.
Basic Fantasy Field Guide Omnibus
Common devils of the 3rd and 4th planes of Hell, typically used as guards and sentries
These devils are quite common on the 3rd and 4th planes of Hell. They are typically used as guards and sentries, a task which they excel at. Any trespassers will be quickly imprisoned in one of their many iron cells to await torture.
Barbed devils do not need any hand weapons. They are quite proficient at using their hard, sharply-barbed claws and tail to beat their victims into submission. Whenever they hit an opponent, they cause fear (as the 4th level magic user spell).
OSRIC