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Bearded Devil (Barbazu)

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This seething devil deftly wields a vicious, saw-toothed Glaive, while below its toothy maw writhes a hideous, twitching beard.

Elite warriors in Hell's legions, bearded devils—or barbazus—fight savagely in the name of their infernal lords and Command mindless hordes of the damned into battle. They collect and train with their infernally forged glaives among the vaults of Hell's third layer, Erebus, but inevitably return to the first layer, Avernus, to serve at the side of the dread lord Barbatos.

Barbazus are fond of making Charge attacks with their glaives, and try to maintain a 10-foot gap between themselves and their foes so they can use their signature polearms to great effect. Against a foe that has greater reach (or one able to otherwise avoid the devil's favored tactic), they drop their glaives and resort to their claws and hideous beards.

At attention, bearded devils stand over 6 feet tall (though their squatting battle stances often make them appear shorter) and weigh upward of 200 pounds.

Special Abilities

Beard (Ex) If a bearded devil hits a single opponent with both claw attacks, it also lashes at the same target with its spiky, filthy beard. The victim takes 1d8+2 points of Damage and must succeed on a DC 17 Fortitude save or Contract Devil chills. The save DC is Constitution-based. Devil Chills : Disease—injury; Save Fort DC 17; Onset 1d4 days; Frequency 1/day; Effect 1d4 Str Damage ; Cure 3 consecutive saves.

Infernal Wound (Su) The Damage a bearded devil deals with its Glaive inflicts persistent wounds that cause 2 points of Bleed Damage. Bleed Caused from an infernal wound is particularly difficult to stanch—a DC 17 Heal Check stops the Damage, and any attempt to heal a Creature suffering from an infernal wound must succeed on a DC 16 Caster Level check or the spell does not function. Success indicates the Healing works normally and stops all Bleed Effects on the victim. The infernal wounds caused by a bearded devil are a supernatural ability of the devil, not of the weapon.

Attributes

AC
19, Touch 12, Flat-footed 17 (+2 Dex, +7 Natural)
Alignment
Le
Base Atk
+6
CMB
+10
CMD
22
CR
CR 5
Cha
10
Con
19
Creature Type
Outsider (Devil, Evil, Extraplanar, Lawful)
DR
5/good Or Silver
Dex
15
Environment
Any (Hell)
Feats
Improved Initiative , Power Attack , Weapon Focus (Glaive)
Fort
+9
HP
57 (6d10+24)
Immune
Fire, Poison
Init
Le Medium Outsider ( Devil , Evil , Extraplanar , Lawful ) +6
Int
6
Languages
Celestial, Common, Draconic, Infernal; Telepathy 100 Ft.
Melee
Glaive +11/+6 Melee (1d10+6 Plus Infernal Wound) Or 2 Claws +10 Melee (1d6+4)
Organization
Solitary, Pair, Squad (310), Or Troop (1040)
Reach
5 Ft. (10 Ft. With Glaive)
Ref
+7
Resist
Acid 10, Cold 10
Senses
Darkvision 60 Ft., See In Darkness; Perception +10
Size
Medium
Skills
Climb +13, Intimidate +7, Perception +10, Sense Motive +6, Stealth +11
Space
5 Ft.
Special Attacks
Beard
Speed
40 Ft.
Spell Resistance
16
Spell-Like Abilities
(Cl 12th) At Will— Greater Teleport (Self Plus 50 Lbs. Of Objects Only) 1/day— Summon (Level 3, 1 Bearded Devil Or 6 Lemures, 50%)
Str
19
Treasure
Standard (Glaive, Other Treasure)
Will
+3
Wis
12
XP
1,600
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