Bearded Devil
~~~~~~~~~~~~~
.. https://stackoverflow.com/questions/11984652/bold-italic-in-restructuredtext
.. raw:: html
.. role:: bi
:class: bolditalic
*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** :ref:`poisoned`
**Senses** darkvision 120 ft., passive Perception 10
**Languages** Infernal, telepathy 120 ft.
**Challenge** 3 (700 XP)
:bi:`Devil's Sight`. Magical darkness doesn't impede the devil's
darkvision.
:bi:`Magic Resistance`. The devil has advantage on saving throws against
spells and other magical effects.
:bi:`Steadfast`. The devil can't be :ref:`frightened` while it can see an
allied creature within 30 feet of it.
Actions
^^^^^^^
:bi:`Multiattack`. The devil makes two attacks: one with its beard and
one with its glaive.
.. index:: poisoned; by bearded devil beard
:bi:`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 :ref:`poisoned` for 1
minute. While :ref:`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.
:bi:`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 :ref:`Wisdom (Medicine) ` check. The wound also closes if the
target receives magical healing.