This seething devil deftly wields a vicious, saw-toothed glaive, while below its toothy maw writhes a hideous, twitching beard.
AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
Speed 40 ft.
At will—greater teleport (self plus 50 lbs. of objects only)
1/day—summon (level 3, 1 bearded devil or 6 lemures, 50%)
Str 19, Dex 15, Con 19, Int 6, Wis 12, Cha 10
a bearded devil hits a single opponent with both claw attacks, it also
lashes at the same target with its spiky, filthy beard. The victim
takes 1d8+2 points of damage and must succeed on a DC 17 Fortitude save
or contract devil chills. The save DC is Constitution-based.
Devil Chills: Disease—injury; save Fort DC 17; onset 1d4 days; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves.
The damage a bearded devil deals with its glaive inflicts persistent wounds that cause 2 points of bleed damage. Bleed caused from an infernal wound is particularly difficult to stanch—a DC 17 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 16 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects on the victim. The infernal wounds caused by a bearded devil are a supernatural ability of the devil, not of the weapon.