Kryx RPGThemesCreatures
Bearded Devil

Bearded Devil

Medium fiend (devil)
Challenge
3

STR
3
DEX
2
CON
2
INT
−1
WIS
0
CHA
0

52
8d8+16
15
Fort
+4
Ref
+4
Will
+2
Defense note natural armor
Damage resistances cold; bludgeoning, piercing, and slashing from attacks that aren’t silvered
Damage immunities fire, poison
Condition immunities burning, poisoned

Speed 5 m.
Senses darkvision 20 m.
Languages Infernal, telepathy 20 m.

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 5 meters of it.

Actions (2)

Beard (1/turn). Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 7 (1d8 + 3) piercing damage, and if the target is a creature it must succeed on a DC 12 Fortitude saving throw or be poisoned for 1 minute. While poisoned in this way, the target can’t regain health. 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 m. 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 Fortitude saving throw or lose 5 (1d10) health 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 use an action to stanch the wound with a successful DC 12 Medicine check. The wound also closes if the target receives magical healing.

Scimitar. Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 6 (1d6 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Fortitude saving throw or lose 5 (1d10) health 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 use an action to stanch the wound with a successful DC 12 Medicine check. The wound also closes if the target receives magical healing.

Variant: Summon Devil (1/long rest). The bearded devil has a 30 percent chance of summoning one bearded devil. A summoned devil appears in an unoccupied space within 10 meters of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it on its turn (no action required).

No concoctions, maneuvers, or spells

All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9