AC 13 (natural armor)
HP 52 (8d8 + 16; bloodied 26)
Speed 30 ft.
Proficiency +2; Maneuver DC 13
Saving Throws Str +5, Con +4, 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.
Devil’s Sight. The devil’s 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 devil’s 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.
Combat
In melee combat, the bearded devil relies on its glaive, using its beard attacks to prevent its opponent from regaining hit points. Large groups of bearded devils fight two ranks deep. Bearded devils have no ranged attacks and try to close to melee range as quickly as possible, using cover when possible. Bearded devils never flee while within sight of an ally; however, they may tactically retreat to defensible positions.
Devil Names
Abathon, Alashel, Arcaxes, Asardel, Atha-Xul, Barashiel, Bel Nakari, Beleth, Besthelias, Bethegar, Brimstone, Calderax, Cenereth, Damaceus, Decimeth, Demedal, Elthodrath, Gethen, Glibris, Gur-Toras, Heleph, Ibaris, Kamien, Kush, Lorza, Machem, Maethiel, Meltis, Nensis, Silithis, Thaxes, Turel, Vish-Alatith, Zethayn, Zir
Legends and Lore
With an Arcana or Religion check, characters can learn the following:
DC 10 Many scholars believe that devils are angels that fell from grace. When touched by evil, mortal souls may transform into devils, as well.
DC 15 Neither fire nor poison harms a devil, and even magical darkness doesn’t impede a devil’s vision. They are supernaturally resistant to mundane damage, although magical and silvered weapons wound them normally.
DC 20 Though irredeemably evil, devils can be bargained with at the bargainer’s peril. They generally keep their word.
Bearded devils constitute the backbone of hell’s armies. Millions defend the infernal trenches and redoubts where uncountable numbers have perished unremembered.
Bearded devils delight in violence but observe a code of honor like that found in many mortal cultures. In addition to the manes of fleshy tendrils that surround their faces, bearded devils can be identified by the patchwork of scars that cover their bodies—distinctions earned in countless battles or in duels undertaken to maintain their reputations.
1 Whispering poison into a mortal’s ear
2 Engaging the pious in philosophical debate, so as to sow doubt
3 Offers the party the information they seek, for a price
4 Indulging pleasures of the flesh: enjoying a meal, listening to music, flirting with mortals
5 Hunting a mortal who defaulted on a deal
6 Imprisoned by ancient runes and seals; can’t leave its current general area
7 Guarding or otherwise serving a summoner
8 Guarding a sinister treasure, such as a forbidden book or cursed weapon
Wilderness and Underground Signs
1 A shrine to an archdevil, lit with black candles
2 Footprints, strangely warm to the touch
3 A waft of brimstone at a lonely crossroads
4 The remains of a humanoid who was clearly tortured to death
Settlement Signs
1 Statues of saints crying blood
2 Church bells magically fall silent
3 An infernal contract, as yet unsigned
4 Animals gather in large numbers, become aggressive, or die unexpectedly
Most devils are imprisoned in Hell but some are loosed upon the world by wicked spellcasters.
CR 3–4 bearded devil ; 2 lemure bands ; imp leading lemure band
CR 5–10 1 or 2 barbed devils ; bone devil ; chain devil ; 2 or 3 bearded devils ; bearded devil , barbed devil , or night hag leading 2 lemure bands
Treasure a silver cup etched with a blasphemous word (the first three times the word is spoken, the cup fills with a greater healing potion ; the fourth time, the cup breaks)
CR 11–16 horned devil , erinyes , ice devil , or chained one , possibly with 1 or 2 lemure bands ; 3 barbed devils ; barbed devil with 3 bearded devils
Treasure signed infernal contract that frees an evil soul from Hell if destroyed, manual of quickness of action
CR 17–22 pit fiend ; bone devil , chain devil , horned devil , erinyes , or ice devil with 3 bearded devils ; erinyes with 1d6 + 3 harpies ; chain devil with chained one
Treasure 3 rubies (5,000 gp each), spell scrolls of magic circle and raise dead , rope of entanglement
CR 23–30 pit fiend with 1 to 3 bearded devils or hell hounds ; 4 bearded devils or barbed devils with bone devil , chain devil , or horned devil ; 2 erinyes or ice devils ; ice devil with 1d4 + 2 winter wolves
Treasure 1,300 pp, 2 potions of flying , 3 trident (named Artifice; acts as a hat of disguise but the trident can’t be disguised)
CR 31+ Pit Fiend General , possibly with 1d4 + 2 emure bands or bearded devils ; pit fiend with 3 or 4 barbed devils ; 3 or 4 erinyes
Treasure gold and ruby scepter (25,000 gp), forbidden book with gold and diamond binding (25,000 gp), 13 star rubies (1,000 gp each), spell scroll of gate , animated shield , deck of many things
Fiends are evil-aligned creatures from Hell, the Abyss, and other cursed realms. Most fiends are demons and devils, each of which have their own subtypes and hierarchies. Some fiends, such as hell hounds , are neither demons nor devils.