Bearded Devil

Bearded Devil

Medium fiend (devil), lawful evil

3
Challenge Rating
700 XP

A Bearded Devil is a fiendish creature with a hulking humanoid form. It stands about 6 feet tall and is covered in coarse, reddish-brown scales. Its most distinguishing feature is its beard, which is composed of sharp, spiky tendrils. Armed with a wicked glaive, the Bearded Devil is a formidable melee combatant. It also possesses natural resistance to fire and can summon other devils to aid it in battle. Bearded Devils are loyal servants of the Nine Hells, often found in the service of more powerful devils or infernal lords. They are ruthless and relentless in their pursuit of souls, executing their infernal duties with fervor. Beware their wicked gaze and deadly, bearded attacks, for they strike with both physical and fiendish might.

Special Abilities

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.

Actions

  • Multiattack: 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 10 ft., 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 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). 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.
Armor Class: 13 (natural armor)
Hit Points: 52 (8d8+16)
Speed: 30 ft. (walk)
str
16
+3
dex
15
+2
con
15
+2
int
9
-1
wis
11
+0
cha
11
+0
Damage Resistances: cold | bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: fire | poison
Condition Immunities: Poisoned
Proficiency Bonus: +2

Proficiencies

  • Saving Throw: STR +5
  • Saving Throw: CON +4
  • Saving Throw: WIS +2

Senses

  • Passive Perception: 10
  • Darkvision: 120′
Languages: Infernal, telepathy 120 ft.

Credits: SRD 5.1