Bearded Devil
Bearded devils serve archdevils as shock troops, fighting shoulder-to-shoulder and reveling in the glory of battle. They respond with violence to any slight, real or imagined, gorging themselves on violence as their infernal saw-toothed glaives carve a path through their foes.
A bearded devil is humanoid in form, with pointed ears, scaly skln, a long tail, and claws that clearly show its fiendish nature. These devils take their names from the snakelike growths that adorn their chins, which they use to lash and poison enemies, weakening them with their virulent venom.
A bearded devil is humanoid in form, with pointed ears, scaly skln, a long tail, and claws that clearly show its fiendish nature. These devils take their names from the snakelike growths that adorn their chins, which they use to lash and poison enemies, weakening them with their virulent venom.
Basic Information
Biological Traits
Medium fiend (devil), lawful evil
Armor Class 13 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30ft. STR 16 (+3) | DEX 15 (+2) | CON 15 (+2) | INT 9 (- 1) | WIS 11 (+0) | CHA 11 (+0) Saving Throws Str +5, Con +4, Wis +2
Damage Resistances cold; bludgeoning, piercing, and slashing from non magical weapons that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Challenge 3 (700 XP) 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.
Steadfast. The devil can 't be frightened while it can see an allied creature within 30 feet of it.
Hit Points 52 (8d8 + 16)
Speed 30ft. STR 16 (+3) | DEX 15 (+2) | CON 15 (+2) | INT 9 (- 1) | WIS 11 (+0) | CHA 11 (+0) Saving Throws Str +5, Con +4, Wis +2
Damage Resistances cold; bludgeoning, piercing, and slashing from non magical weapons that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Challenge 3 (700 XP) 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.
Steadfast. The devil can 't be frightened while it can see an allied creature within 30 feet of it.
Additional Information
Perception and Sensory Capabilities
Senses darkvision 120ft., passive Perception 10
Civilization and Culture
Major Language Groups and Dialects
Infernal, telepathy 120ft.
A.K.A.
Barbazu
Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Glaive. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1dl0) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with thi s attack, the damage dealt by the wound increases by 5 (ld10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Barbazu
Genetic Ancestor(s)
Actions
Mutiltiattack. The devil makes two attacks: one with its beard and one with its glaive.Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Glaive. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1dl0) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with thi s attack, the damage dealt by the wound increases by 5 (ld10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.