Bearded DevilCR 5

Always LE Medium Outsider (Evil, Extraplanar, Lawful)

Init +6; Senses darkvision 60 ft., see in darkness; Listen +9, Spot +9

Languages Infernal, Celestial, Draconic; telepathy 100 ft.

AC 19, touch 12, flat-footed 17
(+2 Dex, +7 natural)

hp 45 (6 HD); DR 5/silver or good

Immune fire, poison

Resist acid 10, cold 10; SR 17

Fort +8, Ref +7, Will +5

Speed 40 ft.,

Melee Glaive +9/+4 (1d10+3 plus infernal wound); or

Melee 2 claws +8 (1d6+2)

Space 5 ft.; Reach 5 ft. (10 ft. with glaive)

Base Atk +6; Grp +8

Atk Options Power Attack, beard

Special Actions battle frenzy, summon devil

Spell-like Abilities (CL 12):

At will—greater teleport (self plus 50 pounds of objects only)

The save DCs are Charisma-based

Abilities Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10

Feats Improved Initiative, Power Attack, Weapon Focus (glaive)

Skills Climb +11, Diplomacy +2, Hide +11, Listen +9, Move Silently +9, Sense Motive +9, Spot +9

Advancement 7-9 HD (Medium); 10-18 HD (Large)

Level adjustment +6

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 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 Str). 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.