Bearded Devil

Fiend · Medium

Bearded Devil
The bearded, horned devil Belphegor on his seat, engraving after Louis Le Breton, Collin de Plancy's Dictionnaire infernal, 1863 · Louis Le Breton, Belphegor, Dictionnaire infernal, 1863, Public domain, Wikimedia Commons

Bearded devils are the shock troops of the hells, marching in squads with saw-toothed glaives and a beard of writhing tendrils. Summoners call them up as bodyguards, and they obey only as long as the bargain holds.

Danger
A fight to fear
How it is met
In packs, day and night
Challenge
3
SRD 5.2.1 stat blocks
Bearded Devil
Pathfinder Second Edition
Vordine (level 5, Monster Core)

Hear it

Where it is met

Cursed Temperate Forest, Cursed Temperate Conifer Forest, Cursed Taiga, Cursed Swamp, Cursed Bog, Cursed Marsh, Cursed Grassland, Cursed Hot Desert, Cursed Tundra, Cursed Cave

Also: Infernal

Stat blocks (D&D 5e)

Bearded Devil

Medium Fiend (Devil), Lawful Evil

AC 13 · Initiative +2 (12)

HP 58 (9d8 + 18)

Speed 30 ft.

StrDexConIntWisCha
16 (+3), save +515 (+2), save +215 (+2), save +49 (−1), save −111 (+0), save +014 (+2), save +4

Resistances Cold

Immunities Fire, Poison; Frightened, Poisoned

Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 10

Languages Infernal; telepathy 120 ft.

CR 3 (XP 700; PB +2)

Traits

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

Actions

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

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

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

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