Devil, Barbazu (Bearded Devil)
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.
Devil, Bearded
This seething devil deftly wields a vicious, saw-toothed glaive, while below its toothy maw writhes a hideous, twitching beard.
Family: Devils
Medium fiend (devil), lawful evil
Armor Class 13 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 15 (+2) | 15 (+2) | 9 (-1) | 11 (+0) | 11 (+0) |
Saving Throws Str +5, Con +4, Wis +2
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Infernal, telepathy 120 ft.
Challenge 3 (700 XP)
Special Traits
- Devil’s Sight: Magical darkness doesn’t impede the devil’s darkvision.
- Magic Resistance: The devil has advantage on saving throws against spells and other magical effects.
- Steadfast: The devil can’t be frightened while it can see an allied creature within 30 feet of it.
Actions
- Multiattack: The devil makes two attacks: one with its beard and one with its glaive.
- Beard: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can’t regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- 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 a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Bearded Devil (Barbazu) CR 5
XP 1,600
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness; Perception +10
DEFENSE
AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
hp 57 (6d10+24)
Fort +9, Ref +7, Will +3
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10; SR 16
OFFENSE
Speed 40 ft.
Melee glaive +11/+6 melee (1d10+6 plus infernal wound) or 2 claws +10 melee (1d6+4)
Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
Special Attacks beard
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%)
STATISTICS
Str 19, Dex 15, Con 19, Int 6, Wis 12, Cha 10
Base Atk +6; CMB +10; CMD 22
Feats Improved Initiative, Power Attack, Weapon Focus (glaive)
Skills Climb +13, Intimidate +7, Perception +10, Sense Motive +6, Stealth +11
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
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.
ECOLOGY
Environment any (Hell)
Organization solitary, pair, squad (3–10), or troop (10–40)
Treasure standard (glaive, other treasure)