Bearded Devil
CR 3 Fiend
Medium Fiend (devil), Lawful Evil
- AC
- 13 (natural armor)
- Initiative
- +2 (12)
- HP
- 58 (9d8 + 18)
- Speed
- 30 ft.
| Ability | Score | Mod | Save | Ability | Score | Mod | Save | Ability | Score | Mod | Save |
|---|---|---|---|---|---|---|---|---|---|---|---|
| STR | 16 | +3 | +5 | DEX | 15 | +2 | +2 | CON | 15 | +2 | +4 |
| INT | 9 | -1 | -1 | WIS | 11 | +0 | +0 | CHA | 14 | +2 | +4 |
- Resistances
- Cold
- Immunities
- Fire, Poison
- Condition Immunities
- Frightened, Poisoned
- Senses
- Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 10
- Languages
- Infernal; telepathy 120 ft.
- CR
- 3 (XP 700; PB +2)
Traits
Magic Resistance.
The devil has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack.
The devil makes one Beard attack and one Infernal Glaive attack.
Beard.
Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage, and the target has the Poisoned condition until the start of the devil's next turn. Until this poison ends, the target can't regain Hit Points.
Infernal Glaive.
Melee Attack Roll: +5, reach 10 ft. Hit: 8 (1d10 + 3) Slashing damage. If the target is a creature and doesn't already have an infernal wound, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target receives an infernal wound. While wounded, the target loses 5 (1d10) Hit Points at the start of each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 12 Wisdom (Medicine) check.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
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