Bearded Devil icon: a horned devil’s face
Icon by Delapouite, CC BY 3.0

Bearded Devil 5e stat block

Medium fiend (devil), lawful evil · CR 3 · 2024 stat block below

Armor Class
13 (natural armor)
Hit Points
52 (8d8+16)
Speed
30 ft.
Challenge
3 (700 XP)
Proficiency bonus
+2
STRDEXCONINTWISCHA
16 (+3)15 (+2)15 (+2)9 (-1)11 (+0)11 (+0)
Saving throws
Str +5, Con +4, Wis +2
Damage resistances
cold, bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage immunities
fire, poison
Condition immunities
Poisoned
Senses
darkvision 120 ft., passive Perception 10
Languages
Infernal, telepathy 120 ft.

Traits

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Steadfast. The devil can't be frightened while it can see an allied creature within 30 feet of it.

Actions

Multiattack. The devil makes two attacks: one with its beard and one with its glaive.

Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

How many bearded devils for a fight?

A bearded devil is worth 700 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many bearded devils fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.

Party levelLowModerateHigh
2nd——1
3rd—12
4th122
5th246
6th358
7th479
8th5912
9th71112+
10th912+12+
11th1012+12+
12th1212+12+

Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.

How the bearded devil compares at CR 3

Against the 21 other challenge 3 monsters in the SRD 5.1, the bearded devil has more hit points than 3 of them, which makes it one of the frailest at its CR. See every CR 3 monster.

StatisticBearded DevilCR 3 average
Armor Class1314.1
Hit points5260
Best attack bonus+5+5

Bearded Devil 2024 stat block

The 2024 Monster Manual revised the bearded devil, and the SRD 5.2 carries the new stat block. What changed:

Armor Class
13
Hit Points
58 (9d8 + 18)
Speed
30 ft.
Challenge
3 (700 XP)
STRDEXCONINTWISCHA
16 (+3)15 (+2)15 (+2)9 (-1)11 (+0)14 (+2)
Damage 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 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.

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