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Bearded Devil
- STR
- 16 (+3)
- DEX
- 15 (+2)
- CON
- 15 (+2)
- INT
- 9 (-1)
- WIS
- 11 (+0)
- CHA
- 14 (+2)
The devil has Advantage on saving throws against spells and other magical effects.
Actions
The devil makes one Beard attack and one Infernal Glaive attack.
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.
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.
Find this creature in the encounter builder
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Source: Stranger Things: Welcome to the Hellfire Club, p. 33 - Licenses and attribution