Barbed DevilMedium fiend (devil)
Barbed Hide. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.
Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Claw (2/turn). Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 6 (1d6 + 3) piercing damage.
Tail (1/turn). Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 10 (2d6 + 3) piercing damage.
Hurl Flame. Ranged Spell Attack: +5 to hit, range 20 m. Hit: 7 (2d6) fire damage, and the target is burning 1. If the target is a flammable object that isn’t being worn or carried, it also catches fire.
Variant: Summon Devil (1/long rest). The barbed devil has a 30 percent chance of summoning one barbed devil. A summoned devil appears in an unoccupied space within 10 meters of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it on its turn (no action required).
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9