D20:Bearded Devil Creature
[top]BEARDED DEVIL (BARBAZU)
CR 5 | ||
---|---|---|
HP 45, hd6d8+18 Initiative +6AC 19 (+2 Dex, +7 natural), touch 12, flat-fooded 17 Fort +8, Ref +7, Will +5 Speed 40 ft. (8 squares) Spot , Listen | ||
Standard attacks BAB +6, Grapple +8 | ||
Attacks | ||
Full attack: Glaive +9/+4 melee (1d10+3 plus infernal wound) or 2 claws +8 melee (1d6+2) | ||
Special Attacks/Qualities | ||
Infernal wound, beard, battle frenzy, summon devil | ||
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. | ||
Skills Climb +11, Diplomacy +2, Hide +11, Listen +9, Move Silently +9, Sense Motive +9, Spot +9 | ||
Feats Improved Initiative, Power Attack, Weapon Focus (glaive) | ||
Str 15 Con 17 Dex 15 Int 6 Wis 10 Cha 10 | ||
Alignment Always lawful evil, Environment A lawful evil-aligned plane, Organisation Solitary, pair, team (3?5), or squad (6?10) |
A bearded devil stands 6 feet tall and weighs about 225 pounds.
[top]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 glaive 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 glaive 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 Consitution-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 Fortutude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). Damage is dealt each day until the afflicted creature succeeds on three consecutive Fortutude saves, the disease is cured magically, or the creature dies. The save DC is Consitution-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 Consitution, +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.
System Reference Document -> List of Creatures
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 glaive 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 glaive 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 Consitution-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 Fortutude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). Damage is dealt each day until the afflicted creature succeeds on three consecutive Fortutude saves, the disease is cured magically, or the creature dies. The save DC is Consitution-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 Consitution, +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.
System Reference Document -> List of Creatures
This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Category: CR5 | Creature | D20 | D20 Stat Block | Devil | Evil Alignment | Evil Subtype | Extraplanar Subtype | Fiend | LA6 | Lawful Alignment | Lawful Evil-Aligned Plane | Lawful Subtype | Medium Size | Outsider Type | SRD
Created by Last edited by , 10-23-2011 at 11:57 AM 0 Comments, 11,466 Views |
, 05-19-2007 at 10:10 PM
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