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Bearded Devil

CR 3 fiend • D&D 5e Homebrew Creature

Created by @LightReign

Bearded Devil

Medium fiend, Lawful Evil

UNCOMMON
CHALLENGE
3
700 XP

Introduction

A soldier of Hell that fights dirty — its glaive opens wounds that won't stop bleeding, and that writhing beard delivers poison that stops you healing. Built to make every hit count.

Ability Scores

STR
16(+3)
DEX
15(+2)
CON
15(+2)
INT
9(-1)
WIS
11(+0)
CHA
14(+2)
ARMOR CLASS
14
HIT POINTS
58
9d8 + 18
SPEED
30 ft.
INITIATIVE
12
+2

Saving Throws

STR+5
Proficient
DEX+2
Base modifier
CON+4
Proficient
INT-1
Base modifier
WIS+0
Base modifier
CHA+4
Proficient
Resistances
Cold
Damage Immunities
Fire, Poison
Condition Immunities
Frightened, Poisoned
Senses
Darkvision 120 ft. (unimpeded by magical Darkness), passive Perception 10
Languages
Infernal; telepathy 120 ft.

Traits

Magic Resistance

The Bearded Devil has Advantage on saving throws against spells and other magical effects.

Hell's soldiers aren't sent to the Material Plane unprepared. The Bearded Devil has weathered enough infernal conditioning that magic slides off it with uncomfortable regularity — spells that would stop a lesser creature dead simply don't land as reliably here. Wizards who open with their best crowd control often find it shrugging off the effect entirely, still closing the distance, glaive already raised. It isn't immune, but it's resistant enough to make casters nervous about burning their best slots on something that might just walk through it.

Actions

Multiattack

The Bearded 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 Bearded Devil's next turn. Until this poison ends, the target can't regain Hit Points.

The matted tangle of iron-hard bristles isn't just grotesque — it's a weapon in its own right. The devil lunges forward, grinding its face into exposed flesh, each wire-thick strand punching through skin like a fistful of needles. The real damage is what it leaves behind: a creeping infernal toxin that seeps into the bloodstream and quietly dismantles the body's ability to repair itself. Wounds stop closing. Healing spells fizzle. For the next few seconds, whatever the beard touches is on a one-way street.
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.

The reach is the first problem — ten feet of hooked infernal steel that finds you before you expect it. The cut itself is bad enough, but a bearded devil doesn't just slash, it marks. One clean strike from this glaive and the wound takes on a life of its own, bleeding in steady infernal pulses that no amount of willpower stops. Five, ten, fifteen hit points — draining away at the start of every turn like a clock ticking down. The only fixes are magic, medicine, or pressure — and the devil isn't going to give you a quiet moment to apply any of them.

Creator Notes

Official D&D 5th Edition creature from the System Reference Document 5.2. Stats, abilities, and descriptions are faithful to the original SRD text. Extracted and formatted for Rolling Realm to provide a comprehensive library of official monsters as templates and references for homebrewers.

Created by @LightReign
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