Bearded Devil · CR 3
Type: Fiend · Size: Medium · Grade: Medium (capacity 100 MP) Harvest check: Medicine, Survival or a fitting tool · see Harvesting Creatures
Harvest
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Specific parts
| Part | Classification | Grade | Capacity | Check | Load · portions | Drawback damage | Ruin damage |
|---|---|---|---|---|---|---|---|
| Beard Spines | Creature Part, Trophy, Toxin | Low | 10 | Medicine or Survival 10 | medium · 1 | Necrotic, Slashing | Acid |
| Berserk Accursed Heart | Unique | Medium | 100 | Medicine or Survival 15 | light · 1 | Necrotic, Piercing | – |
Drawback damage: +5 DC for each listed type the creature took during the fight. Ruin damage: the part is ruined if the creature took any listed type. See Damage to parts.
Killed outside an infernal realm
A devil slain anywhere else dissolves: only Infernal Ichor can be harvested (grade Medium, DC 15). Tick Killed outside its home realm in the harvest tool.
Trait parts
Grade = the creature’s grade (Medium), DC 15.
- Cryohide – from Cold
- Heatproof Hide – from Fire
- Detoxin – from Poison
- Night Eyes – from Darkvision
- Mindreach Matter – from Telepathy
- Barium Sanguine – from Magic Resistance
Part descriptions
Berserk Accursed Heart
A tough black heart from a bearded devil, said to hold its fearless battle courage.
Use: once a day, hold it and call on it: for 1 minute (or until you finish a turn without attacking) you can’t be frightened and have advantage on attacks. Afterwards make a DC 13 Wisdom save. Failure – until a long rest you take −2 to AC and disadvantage on peaceful Charisma checks, but advantage on Intimidation; and the devil’s soul gets a foothold in your mind.
Good for: fear-immunity items (minor fit).
Devil-heart bond: each use raises the DC by 1 (max 18). Fail three times and the bond is permanent until broken by protection from evil and good – which turns the heart to ash.
Statblock
Bearded Devil – SRD 5.2
Medium Fiend, Lawful Evil
AC 13 · HP 58 (9d8 + 18) · Speed 30 ft.
Score Save Score Save STR 16 (+3) +5 INT 9 (−1) −1 DEX 15 (+2) +2 WIS 11 (+0) +0 CON 15 (+2) +4 CHA 14 (+2) +4 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.
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.
Statblock from the System Reference Document 5.2 (CC-BY 4.0). See Credits and License.
Based on Nord Games – Foraging, Harvesting (p. 181); SRD 5.1 (size) – part descriptions rewritten in our own words.