Free interactive D&D 5e SRD stat block

Bearded Devil

Medium Fiend, CR 3, AC 13, 58 HP. Lawful Evil.

Medium Fiend (Devil), Lawful Evil

AC
13
Initiative
+2 (12)
HP
58 (9d8+18)
Speed
30 ft.
ScoreModSave
STR 16 +3 +5
DEX 15 +2 +2
CON 15 +2 +4
INT 9 -1 -1
WIS 11 +0 +0
CHA 14 +2 +4
Resistances
Cold
Immunities
Fire, Poison, Frightened, Poisoned
Senses
Darkvision 120 ft.; Passive Perception 10
Languages
Infernal, telepathy 120 ft.
CR
3 (XP 700; PB +2)

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 (1d8+3) 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 (1d10+3) 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 (1d10) 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.

How to run Bearded Devil

Bearded devils are infernal shock infantry that punish healing more than they punish hit points. Run them in pairs or trios; one alone is a speed bump, but three with a caster behind them turn a midgame fight into a logistics problem.

Open by closing distance. They walk 30 ft. and have no ranged option, so the first round is just getting into reach. Once there, Multiattack opens with one Beard and one Infernal Glaive. The Beard hit applies the Poisoned condition until the start of the devil's next turn, and while poisoned the target can't regain Hit Points. That's the whole gameplan: tag the cleric or the paladin with the beard, then swing the glaive at someone else. The party heals at half effectiveness for as long as a beard is in play.

Spread the Infernal Glaives. Every glaive hit on a clean target forces a DC 12 Con save or that target takes 1d10 at the start of each of its turns until the wound is closed. Closing a wound burns an action on a DC 12 Medicine check or a healing spell, both of which are exactly what the Beard is designed to deny. Two devils can stack three or four open wounds across the party in a single round. Magic Resistance gives advantage on saves against spells, so don't let a wizard delete a devil with one Banishment; play the advantage and stay on your feet.

Devils are immune to Fire and Poison and resistant to Cold, so the party's reliable AOE picks usually fall flat. Force, radiant, and silver weapons cut through. If a paladin announces Divine Smite, that's the devil to drop. They have no Frightened immunity from Magic Resistance directly but they are immune to the Frightened condition itself, so save your Fear effects for something else.

Bearded devils don't surrender, but they do report. If reduced to single digits and a stronger devil is within telepathic range (120 ft.), the bearded devil retreats one round to deliver intelligence before dying.

Have one devil grab the party's healer by the beard and drag them ten feet away from the rest of the line. The visual is unambiguous and the party will feel the loss before the math hits.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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