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Habitat: Planar (Nine Hells); Treasure: Armaments

Bearded devils, also known as barbazus, fill the legions of the Nine Hells. These cruel soldiers follow the orders of diabolical generals as they defend infernal realms, invade Material Plane worlds, and clash against demons in planes-spanning conflicts.

Left to their own devices, bearded devils encourage mortals to act callously and abuse their power, inflating their egos and inspiring petty tyrannies. Villains aligned with the Nine Hells call on bearded devils to serve as guardians, enforce their will, or fight in wicked armies.

Bearded devils’ eponymous beards consist of grotesque, tentacle-like growths. These squirming, barb-riddled beards carry poison capable of preventing magical healing. Bearded devils are also known for their distinctive glaives, through which they channel hellish energy. Those struck by these unnatural weapons suffer infernal wounds that grow worse until stanched or magically healed.

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.


Bearded Devil

Medium Fiend (Devil), Lawful Evil
  • Armor Class 13
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft.
  • Initiative +2 (12)
STR
16 (3)
DEX
15 (2)
CON
15 (2)
INT
9 (-1)
WIS
11 (0)
CHA
14 (2)
  • Saving Throws Str +5, Dex +2, Con +4, Int -1, Wis +0, Cha +4
  • Damage Resistance Cold
  • Damage Immunities Fire, Poison
  • Condition Immunities Frightened, Poisoned
  • Senses Darkvision 120 ft. (unimpeded by magical Darkness, passive Perception 10
  • Languages Infernal; telepathy 120 ft.
  • Challenge 3 (700 XP)
  • Habitat Planar (Nine Hells)
  • Treasure Armaments
  • 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 Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) Piercing damage. 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 Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (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 (or [[1d10]] (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.
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