Devil Bearded

To Fertile Crescent Monsters To Medieval Monsters

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Devil Bearded

2009, Paizo Publishing, LLC Credit Tyler Walpole Source David Eitelbach. (April 24, 2009). Roots & Beginnings: Book of the Damned (Part 2), Paizo Blog.
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Every bearded devil carries a sawtoothed glaives. A bearded devil stands 6 feet tall and weighs about 225 pounds.

Bearded Devil (BARBAZU)
Medium outsider (Evil, Extraplanar, Lawful)
Hit Dice 6d8+18 (45 hp)
Initiative +6
Speed 40 ft. (8 squares)
Armor Class 19 (+2 Dexterity, +7 natural) touch 12, flat-footed 17
Base Attack/Grapple +6/+8
Attack glaives +9 melee (1d10+3 plus infernal wound) or claw +8 melee (1d6+2)
Full Attack glaives +9/+4 melee (1d10+3 plus infernal wound) or 2 claws +8 melee (1d6+2)
Space/Reach 5 ft./5 ft. (10 ft. with glaives)
Special Attacks Infernal wound, beard, battle frenzy, summon devil
Special Qualities Damage reduction 5/silver or good, Darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, Spell Resistance 17, telepathy 100 ft.
Saves Fort +8, Ref +7, Will +5
Abilities Strength 15, Dexterity 15, Constitution 17, Intelligence 6, Wisdom 10, Charisma 10
Skills Climb +11, Diplomacy +2, Hide +11, Listen +9, Move Silently +9, Sense Motive +9, Spot +9
Feats Improved Initiative, Power Attack, Weapon Focus (glaives)
Environment A lawful evil-aligned plane
Organization Solitary, pair, team (3–5), or squad (6–10)
Challenge Rating 5
Treasure Standard
Alignment Always lawful evil
Advancement 7–9 HD (Medium); 10–18 HD (Large)
Level Adjustment +6

Combat

Bearded devils are aggressive and love to fight. They revel in their battle frenzy, spreading mayhem among their foes.
A bearded devil's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: At will— greater teleport (self plus 50 pounds of objects only).

Caster level 12th.

Infernal Wound (Su): The damage a bearded devil deals with its glaives 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 glaives 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 hits with its beard. The affected creature takes 1d8+2 points of damage and must succeed on a DC 16 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Strength). Damage is dealt each day until the afflicted creature succeeds on three consecutive Fortitude saves, the disease is cured magically, or the creature dies. The save DC is Constitution-based.

Battle Frenzy (Ex): Twice per 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, –2 AC penalty). The frenzy lasts for 6 rounds, and the bearded devil suffers no ill effects afterward.

Summon Devil (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.

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To Fertile Crescent Monsters To Medieval Monsters

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