
Bearded Devil
Medium fiend · CR 3 · 700 XP
13 AC · 58 HP
Roll the Bearded Devil
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Stat block
- Type
- Medium fiend, lawful evil
- Armor Class
- 13
- Hit Points
- 58 (9d8 + 18)
- Speed
- 30 ft.
- Challenge
- 3 (700 XP), proficiency +2
- Resistances
- cold
- Immunities
- fire, poison
- Condition immunities
- Frightened, Poisoned
- Senses
- darkvision 120 ft. (unimpeded by magical darkness), passive perception 10
- Languages
- Infernal; telepathy 120 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 | 15 | 15 | 9 | 11 | 14 |
Bearded Devil odds against your Armor Class
Chance to hit, then average damage per attack once misses and critical hits are counted.
| Attack | AC 12 | AC 14 | AC 15 | AC 16 | AC 18 | AC 20 |
|---|---|---|---|---|---|---|
| Beard (+5) | 70% 5.5 dmg | 60% 4.7 dmg | 55% 4.4 dmg | 50% 4 dmg | 40% 3.2 dmg | 30% 2.5 dmg |
| Infernal Glaive (+5) | 70% 6.2 dmg | 60% 5.4 dmg | 55% 5 dmg | 50% 4.5 dmg | 40% 3.7 dmg | 30% 2.8 dmg |
| Full turn (2 attacks) | 11.7 dmg | 10.1 dmg | 9.3 dmg | 8.5 dmg | 6.9 dmg | 5.3 dmg |
Bearded Devil hit points
The stat block uses the average, 58. Rolled, 9d8 + 18 lands anywhere from 27 to 90.
| Hit points | Chance |
|---|---|
| 43 or more | 99% |
| 59 or more | 50% |
| 74 or more | 1% |
| 84 or more | <1% |
Traits
Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The devil makes one Beard attack and one Infernal Glaive attack.
Beard. Melee Attack Roll: +5, reach 5 ft. Hit: 7 () Piercing damage, and the target has the Poisoned condition until the start of the devil’s next turn. Until this poison ends, the target can’t regain Hit Points.
Infernal Glaive. Melee Attack Roll: +5, reach 10 ft. Hit: 8 () Slashing damage. If the target is a creature and doesn’t already have an infernal wound, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target receives an infernal wound. While wounded, the target loses 5 () Hit Points at the start of each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 12 Wisdom (Medicine) check.
Other CR 3 monsters
Ankylosaurus
Basilisk
Blue Dragon Wyrmling
Bugbear Stalker
Doppelganger
Giant Scorpion
Gold Dragon Wyrmling
Green Hag
Hell Hound
Hobgoblin Captain
Killer Whale
Knight
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.