Bearded Devil

Medium fiend, lawful evil

Armor Class 13 (natural armor)

Hit Points 58 (9d8 + 18)

Speed 30 ft., swim 15 ft., climb 15 ft.

str

16 (+3)

dex

15 (+2)

con

15 (+2)

int

9 (-1)

wis

11 (+0)

cha

14 (+2)

Saving Throws Str +5, Con +4, Cha +4

Damage Resistances cold

Damage Immunities fire, poison

Condition Immunities frightened, poisoned

Senses darkvision 120 ft., passive Perception 10

Languages Infernal; telepathy 120 ft.

Challenge 3 (700 XP)

Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.

Actions

Beard. Melee Attack Roll: +5, reach 5 ft. 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. 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.

Multiattack. The devil makes one Beard attack and one Infernal Glaive attack.

Attack Summary

Beard attackmelee
+5 to hit|1d8+3 piercing
Range: 5 ft.
Infernal Glaive attackmelee
+5 to hit|1d10+3 slashing
Range: 10 ft.