Bearded Devil [1/2]Fiend · CR 3
Bearded Devil [1/2]Medium Fiend (Devil), Lawful Evil
STR16+3DEX15+2CON15+2INT9-1WIS11+0CHA14+2
AC13HP58CR3SPD30 ft.
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.

Bearded Devil [2/2]Fiend · CR 3
Bearded Devil [2/2]Medium Fiend (Devil), Lawful Evil
ACTIONS (cont.)
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 [1/2]
Medium Fiend (Devil), Lawful Evil
3
13Armor Class
58Hit Points
30 ft.Speed
STR16+3
DEX15+2
CON15+2
INT9-1
WIS11+0
CHA14+2

Initiative. +2

Senses. Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 10

Resistances. Cold

Immunities. Fire, Poison; Frightened, Poisoned

Languages. Infernal; telepathy 120 ft.

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

Fiend
Monster card
Bearded Devil [2/2]
Medium Fiend (Devil), Lawful Evil
3
13Armor Class
58Hit Points
30 ft.Speed
STR16+3
DEX15+2
CON15+2
INT9-1
WIS11+0
CHA14+2

Actions (cont.)

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.

Fiend
Monster card

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Bearded Devil — printable monster card

Medium Fiend (Devil), Lawful Evil

  • CR 3
  • Fiend
  • Medium

Full stat block

Armor Class
13
Hit Points
58
Initiative
+2
Speed
30 ft.
Senses
Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 10
Resistances
Cold
Immunities
Fire, Poison; Frightened, Poisoned
Languages
Infernal; telepathy 120 ft.
Challenge Rating
3 (700 XP)
Proficiency bonus
+2
Saving throw proficiencies
Strength, Constitution, Charisma
Ability scores
STR DEX CON INT WIS CHA
16 +3 15 +2 15 +2 9 -1 11 +0 14 +2

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.

See also