
Horned Devil
Large fiend · CR 11 · 7,200 XP
18 AC · 199 HP
Roll the Horned Devil
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Stat block
- Type
- Large fiend, lawful evil
- Armor Class
- 18
- Hit Points
- 199 (19d10 + 95)
- Speed
- 30 ft., fly 60 ft.
- Challenge
- 11 (7,200 XP), proficiency +4
- Resistances
- cold
- Immunities
- fire, poison
- Condition immunities
- Poisoned
- Senses
- darkvision 150 ft. (unimpeded by magical darkness), passive perception 13
- Languages
- Infernal; telepathy 120 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 | 17 | 21 | 12 | 16 | 18 |
Horned Devil odds against your Armor Class
Chance to hit, then average damage per attack once misses and critical hits are counted.
| Attack | AC 12 | AC 14 | AC 15 | AC 16 | AC 18 | AC 20 |
|---|---|---|---|---|---|---|
| Searing Fork (+10) | 95% 23.7 dmg | 85% 21.3 dmg | 80% 20.1 dmg | 75% 18.9 dmg | 65% 16.5 dmg | 55% 14.1 dmg |
| Hurl Flame (+8) | 85% 23.7 dmg | 75% 21 dmg | 70% 19.7 dmg | 65% 18.3 dmg | 55% 15.7 dmg | 45% 13.1 dmg |
Horned Devil hit points
The stat block uses the average, 199. Rolled, 19d10 + 95 lands anywhere from 114 to 285.
| Hit points | Chance |
|---|---|
| 157 or more | >99% |
| 200 or more | 50% |
| 242 or more | <1% |
| 268 or more | <1% |
Traits
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 three attacks, using Searing Fork or Hurl Flame in any combination. It can replace one attack with a use of Infernal Tail.
Searing Fork. Melee Attack Roll: +10, reach 10 ft. Hit: 15 () Piercing damage plus 9 () Fire damage.
Hurl Flame. Ranged Attack Roll: +8, range 150 ft. Hit: 26 () Fire damage. If the target is a flammable object that isn’t being worn or carried, it starts burning.
Infernal Tail. Dexterity Saving Throw: DC 17, one creature the devil can see within 10 feet. Failure: 10 () Necrotic damage, and the target receives an infernal wound if it doesn’t have one. While wounded, the target loses 10 () Hit Points at the start of each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 17 Wisdom (Medicine) check.
Other CR 11 monsters
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.