Bearded Devil
The bearded Devil is a Medium fiend of challenge rating 3 in the fifth-edition System Reference Document.
SRD 5.1 (2014)
Bearded Devil
- Size and type
- Medium fiend
- Challenge
- 3 (700 XP)
- Armour class
- 13
- Hit points
- 52 (8d8+16)
- Speed
- 30 ft
- Saving throws
- Str +5, Con +4, Wis +2
- Resistances
- cold, bludgeoning, piercing and slashing from nonmagical attacks that aren't silvered
- Damage immunities
- fire, poison
- Condition immunities
- poisoned
- Senses
- darkvision 120 ft, passive perception 10
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.
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SRD 5.2.1 (2024)
Bearded Devil
- Size and type
- Medium fiend
- Challenge
- 3 (700 XP)
- Armour class
- 13
- Hit points
- 58 (9d8+18)
- Speed
- 30 ft
- Saving throws
- Str +5, Con +4, Cha +4
- Resistances
- cold
- Damage immunities
- fire, poison
- Condition immunities
- frightened, poisoned
- Senses
- darkvision 120 ft, passive perception 10
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.
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