Kryx RPGThemesMonsters

Bearded Devil

Medium fiend (devil)
Challenge
3 (700 XP)

STR
3
DEX
2
CON
2
INT
−1
WIS
0
CHA
0

52
8d8+16
13
Fort
+4
Ref
+4
Will
+2
Defense note natural armor
Damage resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage immunities fire, poison
Condition immunities poisoned

Speed 9 m.
Senses darkvision 35 m.
Languages Infernal, telepathy 35 m.

Dashing Strike. If the bearded devil uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.

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 9 meters of it.

Actions

Multiattack. The devil makes two attacks: one with its beard and one with its glaive or scimitar.

Beard. Melee Weapon Attack: +5 to hit, reach 1.5 m., one creature. Hit: 6 (1d8 + 2) 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 1.5 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 take 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 1.5 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 take an action to stanch the wound with a successful DC 12 Medicine check. The wound also closes if the target receives magical healing.