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D&D 5th Edition

Compendium

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Bearded Devil

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These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

Traits

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.

BeardMelee 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.

Attributes

Bearded Devil

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 Resistance Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered
  • 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: (1d8 + 2) piercing damage. 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: (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