Bearded Devil
Medium Fiend, lawful evil
- AC
- 13 (natural armor)
- HP
- 58 (9d8 + 18)
- Speed
- 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 15 (+2) | 15 (+2) | 9 (-1) | 11 (+0) | 14 (+2) |
- Saves
- Str +5, Dex +2, Con +4, Int +-1, Wis +0, Cha +4
- Resistances
- cold
- Immunities
- fire, poison; frightened, poisoned
- Senses
- darkvision 120 ft., passive Perception 10
- Languages
- Infernal; telepathy 120 ft.
- CR
- 3 (XP 700)
Traits
The devil has Advantage on saving throws against spells and other magical effects.
Actions
The devil makes one Beard attack and one Infernal Glaive attack.
Melee Attack Roll: +5, reach 5 ft. 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.
Melee Attack Roll: +5, reach 10 ft. 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.