Species | Baatezu |
Subspecies | Barbazu |
Size | Medium |
Type | Outsider (Baatezu, Evil, Extraplanar, Lawful) |
Hit Dice | 6d8+18 (107 hp) |
Speed | 40' |
Abilities | Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10 |
Special Qualities | DR 5/silver or good, Darkvision 60', Immune (fire and poison), Resistance (acid 10 and cold 10), See in Darkness, Spell Resistance 17, Telepathy 100' |
Environment | The Nine Hells of Baator |
Organization | Solitary, pair, team (3-5), or squad (6-10) |
Treasure | Standard |
Alignment | LE |
Advancement | 7-9 HD (Medium), 10-18 HD (Large) |
Level Adjustment | +6 |
Skills |
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Climb +11, Diplomacy +2, Perception +9, Sense Motive +9, Stealth +10 |
Feats |
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Improved Initiative, Power Attack, Weapon Focus (glaive) |
Combat | |
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Initiative | +6 |
Armor Class (AC) | AT 8 (40) [+6 base, +2 dex]; Flat-footed 8 |
Base Attack | +30%/+40% [+2] |
Full Attack | Glaive +45%/+20% [+3] plus Infernal Wound OR 2 Claws +40% (max Large) [+2] |
Space/Reach | 5 ft./5 ft. (10 ft. with glaive) |
Special Attacks | Infernal Wound, Beard, Battle Frenzy, Spell-like Abilities, Summon Baatezu |
Description |
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Spell-like Abilities (Sp): At will - Greater Teleport (self plus 50 lbs 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 subjects its opponent to a beard attack (OB +40%, max Large, +2 dam, no DB. The affected creature must succeed on a DC 16 Fortitude save or be infected with a vile disease known as devil chills. Devil Chills (Ex): Beard - Disease - Injury; Save Fort DC 16; Onset 1d4 days; Frequency 1/day; Effect 1d4 Str damage; Cure 3 consecutive saves. Battle Frenzy (Ex): 2/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, –10% DB penalty) (+10% OB, +2 dam, +24 hp) The frenzy lasts for 6 rounds, and the bearded devil suffers no ill effects afterward. Summon Baatezu (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. |