Creature Reference Back to Creatures

Horned Devil

Large · Fiend · CR 11 · Chaotic Evil

Armor Class
18
Hit Points and Hit Dice
168 (16d10+80)
Challenge Rating CR
11

Ability Scores

Core attributes and their modifiers.

STR
20
+5
DEX
16
+3
CON
20
+5
INT
12
+1
WIS
16
+3
CHA
16
+3

Overview

Category Monsters
Size Large
Type Fiend
Alignment Chaotic Evil
XP 7200
Initiative Bonus +3

Movement

Walk 30 ft (9.1 m)
Fly 60 ft (18.3 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 120 ft (36.6 m)
Passive Perception 13

Saving Throws

Strength +9 Dexterity +7 Wisdom +7 Charisma +7

Skills

Athletics +9 Intimidation +7

Languages

Infernal, telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
fire, poison
Damage Resistances
cold; damage from nonmagical, non-silvered weapons
Condition Immunities
poisoned

Traits

Devils Sight

The devils darkvision penetrates magical darkness.

Lawful Evil

The devil radiates a Lawful and Evil aura.

Magic Resistance

The devil has advantage on saving throws against spells and magical effects.

Actions

Fork

+9 to hit, reach 10 ft (3 m). Hit: 2d6+5 plus 1d6 fire damage.

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 3 (1d6) fire damage.

Hurl Flame

+7 to hit, range 150 ft (45.7 m). Hit: 3d6 fire damage.

Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is an unattended flammable object or a creature it catches fire taking 5 (1d10) ongoing fire damage. A creature can use an action to extinguish this fire.

Inferno

1/day

The devil waves its fork igniting a trail of roaring flame. Any creature within 10 feet of the devil makes a DC 15 Dexterity saving throw taking 49 (14d6) fire damage on a failure or half damage on a success.

Multiattack

The devil makes two attacks with its fork and one with its tail. It can replace any melee attack with Hurl Flame.

Tail

+9 to hit, reach 10 ft (3 m). Hit: 1d10+5 piercing damage.

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage. If the target is a creature other than an undead or construct it makes a DC 17 Constitution saving throw. On a failure it receives an infernal wound and takes 11 (2d10) ongoing piercing damage. Each time the devil hits the wounded target with this attack the ongoing damage increases by 11 (2d10). A creature can spend an action to make a DC 12 Medicine check ending the ongoing damage on a success. At least 1 hit point of magical healing also ends the ongoing damage.

Reactions

Pin

1/day

When a creature misses the devil with a melee attack, the devil makes a fork attack against that creature. On a hit, the target is impaled by the fork and grappled (escape DC 17). Until this grapple ends, the devil can't make fork attacks or use Inferno, but the target takes 7 (2d6) piercing damage plus 3 (1d6) fire damage at the beginning of each of its turns.

About Horned Devil

Horned Devil is a large fiend with a Challenge Rating of 11. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 18 and possesses 168 hit points (derived from 16d10+80).

Horned Devil has communication capabilities including Infernal, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Horned Devil

3 tips available

When using Horned Devil in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Horned Devil

3 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 11.

Solo Encounter:

A single character of level 15 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 13,200 XP
  • Hard: 19,800 XP
  • Deadly: 26,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Horned Devil?
Horned Devil has a Challenge Rating of 11, making it appropriate for parties of level 11.0.
What type of creature is Horned Devil?
Horned Devil is a Large Fiend, which affects how certain spells and abilities interact with it.
What languages does Horned Devil speak?
Horned Devil can communicate in Infernal, telepathy 120 ft..

Related D&D 5e Content

Related Creatures