Bearded Devil | Monsters

Type Fiend
Hit Points 52 (8d8 + 16)
Armor Class 13
Challenge 3, 700 XP
Speed 30 Ft.
Size Medium
Alignment Lawful Evil
Languages Infernal, Telepathy 120 Ft.
Senses Darkvision 120 Ft., Passive Perception 10
Skills
Condition Immunities Poisoned
Damage Immunities Fire, Poison
Damage Immunities Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons That Aren't Silvered
Saving Throws Str +5, Con +4, Wis +2
Strength Dexterity Constitution Intelligence Wisdom Charisma
16 15 15 9 11 11

Description

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.


This data originates from the System Reference Document V5.1 "SRD5" and is suitable for D&D 5e. "D&D", "D&D 5e", and other such product names are owned by Wizards of the Coast.

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