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Basic Rules

Bearded Devil CR: 3

Medium fiend (devil), lawful evil
Armor Class: 13 (natural armor)
Hit Points: 52 ( 8d8+16 )
Speed: 6 sq.

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 Nonmagical Attacks that aren't silvered
Damage Immunities: Fire, Poison
Condition Immunities: Poisoned
Senses: Darkvision 24 sq., Passive Perception 10
Languages: Infernal, Telepathy 24 sq.
Challenge Rating: 3 ( 700 XP)
Proficiency Bonus: +2

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 6 squares 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 1 sq., 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 2 sq., 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.


Created by

SoulLink.

Statblock Type

Monster

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