Bearded Devil

MapTool Token

NameBearded Devil
Sorted NameBearded Devil
FamilyDevil
Size and TypeMedium Outsider (Evil, Extraplanar, Lawful)
Hit Dice Count6
Hit Dice6d8+18 (45 hp)
Random Hit Points6d8+18 - 18
Initiative+6
Speed40 ft. (8 squares)
Armor Class19 (+2 Dex, +7 natural), touch 12, flat-footed 17
Base Attack/Grapple+6/+8
Attack

Glaive +9 melee (1d10+3 plus infernal wound) or claw +8 melee (1d6+2)

Full Attack

Glaive +9/+4 melee (1d10+3 plus infernal wound) or 2 claws +8 melee (1d6+2)

Space/Reach5 ft./5 ft. (10 ft. with glaive)
Special AttacksInfernal wound, beard, battle frenzy, summon devil
Special Qualities

Damage reduction 5/silver or good, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, see in darkness, spell resistance 17, telepathy 100 ft.

SavesFort +8, Ref +7, Will +5
AbilitiesStr 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10
Skills

Climb +11, Diplomacy +2, Hide +11, Listen +9, Move Silently +9, Sense Motive +9, Spot +9

Feats

Improved Initiative, Power Attack, Weapon Focus (glaive)

EnvironmentA lawful evil-aligned plane
Challenge Rating5
Organization

Solitary, pair, team (3-5), or squad (6-10)

TreasureStandard
AlignmentAlways lawful evil
Advancement7-9 HD (Medium); 10-18 HD (Large)
Level Adjustment+6
VersionSRD
SourcesSystem Reference Document
Stat_Block

Bearded devil; CR 5; Medium outsider (evil, extraplanar, lawful); HD 6d8+18; hp 45; Init +6; Spd 40 ft. (8 squares); AC 19 (+2 dex, +7 natural), touch 12, flat-footed 17; Base Atk +6; Grp +8; Atk +9 melee (1d10+3 plus infernal wound, glaive) or +8 melee (1d6+2, claw); Full Atk +9 /+4 melee (1d10+3 plus infernal wound, glaive) or +8 melee (1d6+2, 2 claws); Space/Reach 5 ft./5 ft. (10 ft. with glaive); SA Infernal wound, beard, battle frenzy, summon devil; SQ Damage reduction 5/silver or good, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, see in darkness, spell resistance 17, telepathy 100 ft.; AL LE; SV Fort +8, Ref +7, Will +5; Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10

Skills and Feats: Climb +11, Diplomacy +2, Hide +11, Listen +9, Move Silently +9, Sense Motive +9, Spot +9; Improved Initiative, Power Attack, Weapon Focus (glaive)

Bearded Devil (Barbazu)

Bearded Devil
Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice:
6d8+18 (45 hp)
Initiative:
+6
Speed:
40 ft. (8 squares)
Armor Class:
19 (+2 Dex, +7 natural), touch 12, flat-footed 17
Base Attack/Grapple:
+6/+8
Attack:
Glaive +9 melee (1d10+3 plus infernal wound) or claw +8 melee (1d6+2)
Full Attack:
Glaive +9/+4 melee (1d10+3 plus infernal wound) or 2 claws +8 melee (1d6+2)
Space/Reach:
5 ft./5 ft. (10 ft. with glaive)
Special Attacks:
Infernal wound, beard, battle frenzy, summon devil
Special Qualities:
Damage reduction 5/silver or good, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, see in darkness, spell resistance 17, telepathy 100 ft.
Saves:
Fort +8, Ref +7, Will +5
Abilities:
Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10
Skills:
Climb +11, Diplomacy +2, Hide +11, Listen +9, Move Silently +9, Sense Motive +9, Spot +9
Feats:
Improved Initiative, Power Attack, Weapon Focus (glaive)
Environment:
A lawful evil-aligned plane
Organization:
Solitary, pair, team (3-5), or squad (6-10)
Challenge Rating:
5
Treasure:
Standard
Alignment:
Always lawful evil
Advancement:
7-9 HD (Medium); 10-18 HD (Large)
Level Adjustment:
+6

Every bearded devil carries a sawtoothed glaive.

A bearded devil stands 6 feet tall and weighs about 225 pounds.

Combat

Bearded devils are aggressive and love to fight. They revel in their battle frenzy, spreading mayhem among their foes.

A bearded devil's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: At will- greater teleport (self plus 50 pounds of objects only). Caster level 12th.

Infernal Wound (Su): The damage a bearded devil deals with its glaive causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 16 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a bearded devil's glaive must succeed on a DC 16 caster level check, or the spell has no effect on the injured character.

A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the bearded devil, not of the weapon. The check DC is Constitution-based.

Beard (Ex): If a bearded devil hits a single opponent with both claw attacks, it automatically hits with its beard. The affected creature takes 1d8+2 points of damage and must succeed on a DC 16 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). Damage is dealt each day until the afflicted creature succeeds on three consecutive Fortitude saves, the disease is cured magically, or the creature dies. The save DC is Constitution-based.

Battle Frenzy (Ex): Twice per day, a bearded devil can work itself into a battle frenzy similar to the barbarian's rage (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, -2 AC penalty). The frenzy lasts for 6 rounds, and the bearded devil suffers no ill effects afterward.

summon devil (Sp): Once per day a bearded devil can attempt to summon 2d10 lemures with a 50% chance of success, or another bearded devil with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Glaive +9 melee (1d10+3 plus infernal wound) or claw +8 melee (1d6+2), or Glaive +9/+4 melee (1d10+3 plus infernal wound) or 2 claws +8 melee (1d6+2)

feats: IMPROVED INITIATIVE, POWER ATTACK, WEAPON FOCUS (GLAIVE), ,