Bearded Devil

Medium Fiend

Armor Class 13

Hit Points 52 (8d8+16)

Speed walk +30

Challenge 3

STR
16
+3
DEX
14
+2
CON
14
+2
INT
8
-1
WIS
12
+1
CHA
10
+0

Saving Throws con +4, str +5, wis +3

Damage Resistances cold; damage from nonmagical, non-silvered weapons

Damage Immunities fire, poison

Condition Immunities frightened, poisoned

Senses darkvision 120 ft., passive Perception 11

Languages Infernal, telepathy 120 ft.

Special Abilities

Devils Sight. The devils darkvision penetrates magical darkness.

Lawful Evil. The devil radiates a Lawful and Evil aura.

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

Actions

Multiattack. The devil attacks once with its beard and once with its glaive.

Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage and the target is poisoned until the end of the devils next turn. While poisoned in this way the target can't regain hit points.

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 construct it makes a DC 12 Constitution saving throw. On a failure it receives an infernal wound and takes 5 (1d10) ongoing slashing damage. Each time the devil hits the wounded target with this attack the ongoing damage increases by 5 (1d10). A creature can spend an action to make a DC 12 Medicine check ending the ongoing damage on a success. At least 1 hit point of magical healing also ends the ongoing damage.

Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open