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Bearded Devil (Barbazu) - CR: 5
SpeciesBaatezu
SubspeciesBarbazu
SizeMedium
TypeOutsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice6d8+18 (107 hp)
Speed40'
AbilitiesStr 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10
Special QualitiesDR 5/silver or good, Darkvision 60', Immune (fire and poison), Resistance (acid 10 and cold 10), See in Darkness, Spell Resistance 17, Telepathy 100'
EnvironmentThe Nine Hells of Baator
OrganizationSolitary, pair, team (3-5), or squad (6-10)
TreasureStandard
AlignmentLE
Advancement7-9 HD (Medium), 10-18 HD (Large)
Level Adjustment+6
Skills
Climb +11, Diplomacy +2, Perception +9, Sense Motive +9, Stealth +10
Feats
Improved Initiative, Power Attack, Weapon Focus (glaive)
Combat
Initiative+6
Armor Class (AC)AT 8 (40) [+6 base, +2 dex]; Flat-footed 8  
Base Attack+30%/+40% [+2]
Full AttackGlaive +45%/+20% [+3] plus Infernal Wound OR 2 Claws +40% (max Large) [+2]
Space/Reach5 ft./5 ft. (10 ft. with glaive)
Special AttacksInfernal Wound, Beard, Battle Frenzy, Spell-like Abilities, Summon Baatezu
Description
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.

Created by

MrListeningGuy.

Statblock Type

Monster

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