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Devil, Bearded

Size
Medium
Type
Fiend
Alignment
Lawful-Evil
Armor Class
13
Speeds
30
Strength Score
16
Dexterity Score
15
Constitution Score
15
Intelligence Score
9
Wisdom Score
11
Charisma Score
11
Saving Throws
Strength, Constitution, Wisdom
Vision
Darkvision (120ft)
Languages Ref
Infernal, telepathy 120
Hit Points
52
Condition Immunities
Poisoned
Resistances
Resistant to Cold Damage, Resistant to Non-Magical Damage, Immune to Fire Damage, Immune to Poison Damage
Languages Prep
Infernal, Telepathy (120ft)
Languages
Infernal, Telepathy (120ft)

Medium fiend (devil), lawful evil


Armor Class 13 (natural armor)

Hit Points 52 (8d8+16)

Speed 30 ft.


STR
16 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
9 (−1)
WIS
11 (+0)
CHA
11 (+0)

Saving Throws Str +5, Con +4, Wis +2

Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Damage Immunities fire, poison

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 10

Languages Infernal, telepathy 120 ft.

Challenge 3 (700 XP)

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.

Stat block from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. It is not Geminaea material. See Legal.