Bearded Devil: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
<!-- Version 2.0 -->
[[Category:CR 17]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


[[Image:Bearded_Devil_1.png|384px|right|xx]]
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
== Bearded Devil (CR 17) ==
| CR | 17
Unlike the hordes of demons in the Abyss, the legions of Hell are numbered, though they are vast. They cannot hope to outnumber their foes or crush them under the mass of their engines of creation, as the Abyss intends. Instead, Hell has a plan. Actually, hundreds of plans. Thousands. The devils of Hell are organized, methodical and patient.
  <!-- Value: integer between 1 and 35. -->
  }}</onlyinclude>


Bearded devils are a kind of ambassador (or perhaps 'spy' is more appropriate) who operate on the Prime Material to execute various steps in the plans of the arch devils.  They are medium sized humanoids in appearance, though they have horns and long tails, and most notably, a mass of snake-like tendrils dangling from their chins, which look like a horrible, prehensile beard.  They tend to have swarthy, reddish skin and beady yellow eyes, though these appearances can change from devil to devil.  (Unlike demons, each devil is a unique individual, after all).
| MonsterName = Bearded Devil


Bearded devils can be quite charming if they choose to be, and many tales of their ability to coerce and deceive exist in the lore.
| Image = Bearded_Devil_1.png
  <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->


=== GENERAL ===
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
'''CR''' 17  '''Hit Dice''' 26
| Role |
  <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
  }}</onlyinclude>


'''XP''' 102,400
| Description = Unlike the hordes of demons in the Abyss, the legions of Hell are numbered, though they are vast. They cannot hope to outnumber their foes or crush them under the mass of their engines of creation, as the Abyss intends. Instead, Hell has a plan. Actually, hundreds of plans. Thousands. The devils of Hell are organized, methodical and patient.


LE Medium Outsider (Devil)
:Bearded devils are a kind of ambassador (or perhaps 'spy' is more appropriate) who operate on the Prime Material to execute various steps in the plans of the arch devils.  They are medium sized humanoids in appearance, though they have horns and long tails, and most notably, a mass of snake-like tendrils dangling from their chins, which look like a horrible, prehensile beard.  They tend to have swarthy, reddish skin and beady yellow eyes, though these appearances can change from devil to devil.  (Unlike demons, each devil is a unique individual, after all).


'''Init''' +7; '''Senses''' [[Darkvision]] 60 ft., Perception +26
:Bearded devils can be quite charming if they choose to be, and many tales of their ability to coerce and deceive exist in the lore. They are reluctant to fight openly, but if they are pressed into combat, they are quite good at it.


=== DEFENSE ===
'''AC''' 40, '''touch''' 29, '''flat-footed''' 35 (+10 armor, +5 dex, +7 natural, +8 deflection)


'''hp''' 426
| Alignment = Lawful Evil
  <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->


'''Fort''' +16, '''Ref''' +20, '''Will''' +16
| Size = Medium
  <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->


'''Aura:''' -
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Outsider
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  }}</onlyinclude>


'''SR:''' -
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Devil
  <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
  <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
  <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
  <!-- Otherwise leave blank.  -->
  }}</onlyinclude>


'''Special Defenses:''' DR 25/silver or good, ER 25/acid, ER 25/cold, ER 25/electricity, ER 25/negative energy
| NudgeBasicLoreValue =
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Immunities:''' fire, poison, disease
| NudgeFullLoreValue =
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Weaknesses:''' -
| NudgeInit = +3
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


=== OFFENSE ===
| Senses = [[Darkvision]] 60 ft.
'''Speed''' 30 ft., [[Lesser Teleport]] 50 ft.
  <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
  <!--  [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                             -->
  <!--  [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
  <!--  [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
  <!--  [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->


'''Space / Reach:'''  5 ft. / 10 ft. (reach weapon)
| NudgePerception = +4
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Single Melee''' Glaive (reach weapon) +28 (3d8+11/19-20x2) plus disarm
| NudgeAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Full Melee''' 3x Glaive (reach weapon) +28 (3d8+11/19-20x2) plus disarm
| NudgeTouchAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Ranged''' Chakram +28 (3d8+11/x2) increment 30, max range 150
| NudgeFFAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Special Attacks''' Disarm, Barbed Beard, The Devil's Own Luck
| Nudge-Maneuver-Defense =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Action Points''' 0
| Maneuver-Defense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->


=== STATISTICS ===
| NudgeHitPoints =  
'''Str''' 19, '''Dex''' 22, '''Con''' 18, '''Int''' 21, '''Wis''' 14, '''Cha''' 21
  <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->


'''Base Atk''' +17; '''CMB''' +28 (+30 Disarm); '''Maneuver Defense:''' 35 (+37 Disarm)


'''Feats''' Devil's Disarm (Effect: +2 to disarms, free disarm on attack, does not provoke AOO's from disarm maneuvers)
<!--  SAVING THROWS  -->


'''Skills''' Bluff +29, Diplomacy +26, Sense Motive +26
| Fort =
| Refl = S
| Will =
  <!-- Values: S (for Strong save), leave blank for Weak save
        * Most monsters have 1 strong save and 2 weak saves
        * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Dragons have 3 strong saves                              -->


'''Languages''' Common, Infernal
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->


=== SPECIAL ABILITIES ===
| SpecialDefenses = DR 25 silver or good, ER25/ acid, ER25/ cold, ER25/ electricity, ER25/ negative energy
; Disarm (Ex)
  <!-- Put any DR or ER values here -->
Each time the bearded devil makes an attack with his Glaive which successfully strikes his opponent, he may make a free Disarm attempt against that opponent as well, rolling its CMB (1d20 + 30) against the target's CMD.


; Barbed Beard (Ex)
| StrongAgainst = Immune to fire, poison, and disease
Once per round as a swift action, the Bearded Devil may make an attack against a creature within 10 feet of it, lashing out with its snake-like beard.  The beard is treated as having inclusive reach, and the attack roll is made at +22 to hit versus the target's touch AC. If it hits, the beard rakes the creature's flesh, injecting a venom which deals 4d6+2 points of [[Non-Lethal Damage]] immediately, and every round thereafter. In addition, the venom prevents the struck creature from being able to heal any of its damage, through any means, until the venom is cured. The creature may make a Fortitude saving throw at the end of each of its turns, DC 25, to end the venom's effect. The venom's effects cannot stack, so an envenomed creature is essentially immune to further attacks by Barbed Beard, other than the initial 4d6+2 points of Non-Lethal Damage it deals each round after a successful hit.
  <!-- Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added -->


; The Devil's Own Luck (Su)
| Hide-Role-Strong-Against-1 =
Once per encounter as a free action, a bearded devil can declare that a saving throw it has just failed actually succeeded, or immediately end a single status condition affecting it.
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any)) -->


=== TREASURE ===
| Hide-Type-Strong-Against-1 =  
sell value of approximately 26,667 gp
| Hide-Type-Strong-Against-2 =  
| Hide-Type-Strong-Against-3 =  
| Hide-Type-Strong-Against-4 =  
| Hide-Type-Strong-Against-5 =  
| Hide-Type-Strong-Against-6 =  
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any)) -->


=== COMBAT TACTICS ===
| Hide-Subtype-Strong-Against-1 =  
Bearded devils are reluctant fighters, preferring to remain disguised and negotiate all their conflicts away.  However, if they must resort to violence, they are passably competent.  They wield glaives, a reach weapon that requires that they constantly back away from their aggressors (something they're happy to do).  Their beards also keep their enemies from healing, which might allow them to win a fight if it goes on long enough.  Bearded devils are talented at disarming opponents, again, primarily as a defensive mechanism, but also to harass and demoralize.
| Hide-Subtype-Strong-Against-2 =  
| Hide-Subtype-Strong-Against-3 =  
| Hide-Subtype-Strong-Against-4 =  
| Hide-Subtype-Strong-Against-5 =  
| Hide-Subtype-Strong-Against-6 =  
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->


Bearded devils will typically try to escape a fight as soon as it seems practical to do so, though they will not run if it means they'll just get cut down when their back is turned.  Instead, they'll often rely on the local constabulary to assist them (or whoever is convenient), accusing their attackers of being devils in disguise, or whatever other lie might help them escape the fight with their lives. 
| WeakAgainst =
  <!-- Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added -->


While not specifically cowards, bearded devils just know that their value is much greater when sipping wine in a quiet room surrounded by "friends".
| Hide-Type-Weak-Against-1 =
| Hide-Subtype-Weak-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


=== OUT OF COMBAT ===
| MoveTypes = [[Walk]] 30 ft., [[Lesser Teleport]] 50 ft.
; Humanoid Guise
  <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
Devils can magically disguise themselves as humanoids, either of medium or small size, to easily blend into civilized areas.  This disguise functions as the [[Alter Self (Spell)|Alter Self]] spell, and can only be exposed via True Seeing, though a detect magic would reveal that the devil has a faint aura of transmutation on it.  Devils tend to prefer an appearance which isn't too far removed from their natural appearance, though this is not an actual limitation on their ability. For example, bearded devils prefer races like dwarves, who have swarthy skintones and favor beards, while Ice Devils prefer races like Barani, with fair complexions and gem-tone eye colors.
  <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!--  [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!--  [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!--  [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!--  [[Lesser Teleport]], [[Greater Teleport]]            -->
 
| NudgeSpace =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.                -->
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                  -->
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
 
| NudgeReach =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.      -->
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                        -->
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
 
 
 
<!--  GENERAL ATTACK INFORMATION  -->
 
| MeleeOrNatural = Melee
  <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->
 
| MultipliedDamageType =
  <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->
 
 
 
<!--  PRIMARY ATTACK INFORMATION  -->
 
| PriAtkName = Terrible Glaive
  <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
 
| PriAtkNotes = plus Devil's Disarm
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| PriAtkNotes-FullAtkOnly =
  <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->
 
| Override-Pri-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Pri-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| PriAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| PriAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgePriToHit = +2
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgePriDamage = hi
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName =
  <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
 
| SecAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| SecAtkNotes-FullAtkOnly =
  <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->
 
| Override-Sec-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Sec-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SecAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| SecAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeSecToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSecDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
 
| TerAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| TerAtkNotes-FullAtkOnly =
  <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->
 
| Override-Ter-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Ter-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| TerAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| TerAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeTerToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeTerDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
 
| QuaAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| QuaAtkNotes-FullAtkOnly =
  <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->
 
| Override-Qua-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Qua-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| QuaAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| QuaAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeQuaToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeQuaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName = Devilish Chakram
  <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->
 
| HasRangedFullAttack = Y
  <!-- Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIncrementDistance = 30
  <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
 
| RangedAtkNumberOfIncrements = 5
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| RangedAtkNotes =  
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| RangedAtkNotes-FullAtkOnly =  
  <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->
 
| Override-Ranged-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Override-Ranged-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| RangedAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeRangedToHit = +2
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeRangedDamage = hi
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  COMBAT MANEUVERS  -->
 
| Nudge-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Offense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
 
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable =
  <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->
 
| SiegeAtkName =
  <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->
 
| SiegeAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->
 
| Override-Siege-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SiegeAtkIncrement =
  <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->
 
| SiegeAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| Nudge-Siege-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSiegeDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  ABILITY SCORES  -->
| Str = 19
| Dex = 22
| Con = 18
| Int = 21
| Wis = 14
| Cha = 21
 
 
<!--  FEATS  -->
 
| Feat1 =  Improved Disarm
| Feat2 =
| Feat3 =
| Feat4 =
  <!-- Just the feat name; will be autolinked, and ShortDesc added -->
 
 
<!--  SKILLS  -->
 
| Skill1 = Bluff
| Skill2 = Diplomacy
| Skill3 = Sense Motive
| Skill4 =
 
| NudgeSkill1 = 3
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| Skill1Notes =  
| Skill2Notes =  
| Skill3Notes =
| Skill4Notes =
  <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
 
 
<!--  LANGUAGES  -->
 
| Languages = Common, Infernal
  <!-- Comma-separated list -->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Devil's Disarm
 
| Ability-1-Type = Ex
  <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
 
| Ability-1-Concentration =
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
 
| Ability-1-Description = once per round per creature attacked, when the bearded devil makes an attack with his Devil's Glaive which successfully strikes his opponent, he may make a free action [[Disarm]] attempt against that opponent as well, rolling its Maneuver Offense against the victims Maneuver Defense.
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
  <!-- Available Variables:
        {{#var:Special1ToHit}}          To-Hit
        {{#var:Special1TouchAttack}}    Touch To-Hit
        {{#var:Special1SaveDC}}          Save DC
        {{#var:Special1StandardDmg}}    Std Damage
        {{#var:Special1SwiftDmg}}        Swift Damage
        {{#var:Special1AlphaDmg}}        Alpha Damage
        {{#var:Special1-Ability-Dmg}}    Stat Damage
        {{#var:Special1-Hit-Points}}    Hit Points
        {{#var:Special1-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility1ToHit =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1TouchAttack =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1SaveDC =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility1StandardDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1SwiftDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1AlphaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility1-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility1-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Barbed Beard
 
| Ability-2-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = Once per round as a swift action, the Bearded Devil may make an attack against a creature within 10 feet of it, lashing out with its snake-like beard.  The beard is treated as having inclusive reach, and the attack roll is made at {{#var:Special2TouchAttack}} to hit versus the target's touch AC.  If it hits, the beard rakes the creature's flesh, inflicting {{#var:Special2SwiftDmg}} points of [[Non-Lethal Damage]], and irritating and enflaming the skin, which inflicts the [[Bruised]] condition. Bruised prevents healing until the condition is removed.  The creature may make a Fortitude saving throw at the end of each of its turns, DC {{#var:Special2SaveDC}}, to end the bruised condition. 
 
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}          To-Hit
        {{#var:Special2TouchAttack}}    Touch To-Hit
        {{#var:Special2SaveDC}}          Save DC
        {{#var:Special2StandardDmg}}    Std Damage
        {{#var:Special2SwiftDmg}}        Swift Damage
        {{#var:Special2AlphaDmg}}        Alpha Damage
        {{#var:Special2-Ability-Dmg}}    Stat Damage
        {{#var:Special2-Hit-Points}}    Hit Points
        {{#var:Special2-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility2ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility2-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility2-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name = Devil's Own Luck
 
| Ability-3-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description = Once per encounter as a free action, a bearded devil can declare that a saving throw it has just failed actually succeeded, or immediately end a single status condition affecting it.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}          To-Hit
        {{#var:Special3TouchAttack}}    Touch To-Hit
        {{#var:Special3SaveDC}}          Save DC
        {{#var:Special3StandardDmg}}    Std Damage
        {{#var:Special3SwiftDmg}}        Swift Damage
        {{#var:Special3AlphaDmg}}        Alpha Damage
        {{#var:Special3-Ability-Dmg}}    Stat Damage
        {{#var:Special3-Hit-Points}}    Hit Points
        {{#var:Special3-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility3ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility3-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility3-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name =
 
| Ability-4-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}          To-Hit
        {{#var:Special4TouchAttack}}    Touch To-Hit
        {{#var:Special4SaveDC}}          Save DC
        {{#var:Special4StandardDmg}}    Std Damage
        {{#var:Special4SwiftDmg}}        Swift Damage
        {{#var:Special4AlphaDmg}}        Alpha Damage
        {{#var:Special4-Ability-Dmg}}    Stat Damage
        {{#var:Special4-Hit-Points}}    Hit Points
        {{#var:Special4-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility4ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility4-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility4-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}          To-Hit
        {{#var:Special5TouchAttack}}    Touch To-Hit
        {{#var:Special5SaveDC}}          Save DC
        {{#var:Special5StandardDmg}}    Std Damage
        {{#var:Special5SwiftDmg}}        Swift Damage
        {{#var:Special5AlphaDmg}}        Alpha Damage
        {{#var:Special5-Ability-Dmg}}    Stat Damage
        {{#var:Special5-Hit-Points}}    Hit Points
        {{#var:Special5-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility5ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility5-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility5-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}          To-Hit
        {{#var:Special6TouchAttack}}    Touch To-Hit
        {{#var:Special6SaveDC}}          Save DC
        {{#var:Special6StandardDmg}}    Std Damage
        {{#var:Special6SwiftDmg}}        Swift Damage
        {{#var:Special6AlphaDmg}}        Alpha Damage
        {{#var:Special6-Ability-Dmg}}    Stat Damage
        {{#var:Special6-Hit-Points}}    Hit Points
        {{#var:Special6-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility6ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility6-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility6-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}          To-Hit
        {{#var:Special7TouchAttack}}    Touch To-Hit
        {{#var:Special7SaveDC}}          Save DC
        {{#var:Special7StandardDmg}}    Std Damage
        {{#var:Special7SwiftDmg}}        Swift Damage
        {{#var:Special7AlphaDmg}}        Alpha Damage
        {{#var:Special7-Ability-Dmg}}    Stat Damage
        {{#var:Special7-Hit-Points}}    Hit Points
        {{#var:Special7-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility7ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility7-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility7-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}          To-Hit
        {{#var:Special8TouchAttack}}    Touch To-Hit
        {{#var:Special8SaveDC}}          Save DC
        {{#var:Special8StandardDmg}}    Std Damage
        {{#var:Special8SwiftDmg}}        Swift Damage
        {{#var:Special8AlphaDmg}}        Alpha Damage
        {{#var:Special8-Ability-Dmg}}    Stat Damage
        {{#var:Special8-Hit-Points}}    Hit Points
        {{#var:Special8-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility8ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility8-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility8-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special91ToHit}}          To-Hit
        {{#var:Special9TouchAttack}}    Touch To-Hit
        {{#var:Special9SaveDC}}          Save DC
        {{#var:Special9StandardDmg}}    Std Damage
        {{#var:Special9SwiftDmg}}        Swift Damage
        {{#var:Special9AlphaDmg}}        Alpha Damage
        {{#var:Special9-Ability-Dmg}}    Stat Damage
        {{#var:Special9-Hit-Points}}    Hit Points
        {{#var:Special9-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility9ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility9-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility9-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = Bearded devils are reluctant fighters, preferring to remain disguised and negotiate all their conflicts away.  However, if they must resort to violence, they are passably competent.  They wield glaives, a reach weapon that requires that they constantly back away from their aggressors (something they're happy to do).  Their beards also keep their enemies from healing, which might allow them to win a fight if it goes on long enough.  Bearded devils are talented at disarming opponents, again, primarily as a defensive mechanism, but also to harass and demoralize.
 
:Bearded devils will typically try to escape a fight as soon as it seems practical to do so, though they will not run if it means they'll just get cut down when their back is turned.  Instead, they'll often rely on the local constabulary to assist them (or whoever is convenient), accusing their attackers of being devils in disguise, or whatever other lie might help them escape the fight with their lives. 
 
:While not specifically cowards, bearded devils just know that their value is much greater when sipping wine in a quiet room surrounded by "friends".
 
 
 
<!--  OUT OF COMBAT  -->
 
| OutOfCombat = ; Humanoid Guise
:Devils can magically disguise themselves as humanoids, either of medium or small size, to easily blend into civilized areas.  This disguise functions as the [[Alter Self (Spell)|Alter Self]] spell, and can only be exposed via True Seeing, though a detect magic would reveal that the devil has a faint aura of transmutation on it.  Devils tend to prefer an appearance which isn't too far removed from their natural appearance, though this is not an actual limitation on their ability. For example, bearded devils prefer races like dwarves, who have swarthy skintones and favor beards, while Ice Devils prefer races like Barani, with fair complexions and gem-tone eye colors.


; Deals
; Deals
Up to once per week, a Bearded Devil may bestow the benefits of a [[Wish (Spell)|Wish]] spell on a creature with whom they have successfully sealed a deal.  The deal must be sealed with a signed contract.  These deals usually appear quite favorable to the creature making them, often with a price that seems too good to be true.  However, deals with devils always have a price much higher than anyone can suspect.  If a creature manages to get ahold of its contract and destroy it, the deal becomes unsealed, removing the benefits of the Wish but also canceling out the price of the bargain.
:Up to once per week, a Bearded Devil may bestow the benefits of a [[Wish (Spell)|Wish]] spell on a creature with whom they have successfully sealed a deal.  The deal must be sealed with a signed contract.  These deals usually appear quite favorable to the creature making them, often with a price that seems too good to be true.  However, deals with devils always have a price much higher than anyone can suspect.  If a creature manages to get ahold of its contract and destroy it, the deal becomes unsealed, removing the benefits of the Wish but also canceling out the price of the bargain.


In addition to the listed effects of a wish, a devil's deal may also grant:
:In addition to the listed effects of a wish, a devil's deal may also grant:
* a [[Lifestyle]] valued at approximately the devil's listed treasure value per month (rounded; so a Bearded Devil can grant a Lesser Nobility lifestyle)
::* a [[Lifestyle]] valued at approximately the devil's listed treasure value per month (rounded; so a Bearded Devil can grant a Lesser Nobility lifestyle)
* a single grant of wealth, up to double the devil's listed treasure value
::* a single grant of wealth, up to double the devil's listed treasure value
* a single magic item worth up to double the devil's listed treasure value (no artifacts, though cursed and intelligent items are quite possible)
::* a single magic item worth up to double the devil's listed treasure value (no artifacts, though cursed and intelligent items are quite possible)
* a "permanent" diplomatic status of "helpful" with any one individual in the settlement in which the devil resides (permanent until it's not, anyway).  This can be anyone, even an emperor.
::* a "permanent" diplomatic status of "helpful" with any one individual in the settlement in which the devil resides (permanent until it's not, anyway).  This can be anyone, even an emperor.
* Other favors as the GM desires, but with approximate values, if applicable, of around double the devil's listed treasure value.
::* Other favors as the GM desires, but with approximate values, if applicable, of around double the devil's listed treasure value.


Deals should only apply to the individual who actually signed them.  The price of the deal should be vague, at best (a favor in the future, a few years of your life essence, etc.) and rarely collected on the spot.  Instead, creatures who make the deal should be left to wonder exactly what they've gotten themselves into, and then, hopefully, get lost in the wonder of their new-found awesome gift.  GM's are encouraged to make the deals very tempting, and simultaneously, extremely creepy.  Remember that the price is always higher than the signing creature can imagine.
:Deals should only apply to the individual who actually signed them.  The price of the deal should be vague, at best (a favor in the future, a few years of your life essence, etc.) and rarely collected on the spot.  Instead, creatures who make the deal should be left to wonder exactly what they've gotten themselves into, and then, hopefully, get lost in the wonder of their new-found awesome gift.  GM's are encouraged to make the deals very tempting, and simultaneously, extremely creepy.  Remember that the price is always higher than the signing creature can imagine.


If a character decides to make a skill check to try to decipher the legal language of the contract, provide them the following information:
:If a character decides to make a skill check to try to decipher the legal language of the contract, provide them the following information:
* hard DC for this campaign level: the timing of when the devil's price will be collected isn't specified, and could be used in a very harmful way, if timed with malice.
* hard DC for this campaign level: the timing of when the devil's price will be collected isn't specified, and could be used in a very harmful way, if timed with malice.
* heroic DC for this campaign level: there are clauses in the contract making it possible for the devil to add new clauses in the future without the signatory's knowledge, but with assumed consent.
* heroic DC for this campaign level: there are clauses in the contract making it possible for the devil to add new clauses in the future without the signatory's knowledge, but with assumed consent.


(See [[Skills, Saves and Ability Checks#Skill_Check_Target_DC.27s_By_Level|this table]] to determine the appropriate DC for your campaign's level)
:(See [[Skills, Saves and Ability Checks#Skill_Check_Target_DC.27s_By_Level|this table]] to determine the appropriate DC for your campaign's level)
 
:Devils which are confronted on these specifics will not change their contract, but will try to use bluff or diplomacy to assure the creature that they are honest dealers, and would never break their word or be so callous as to create an unfair deal.
 
:Note that devils will make any excuse to make a contract, hoping to trick people into signing.  It is not uncommon, for example, for a devil to hire adventurers to perform some quest, asking them to sign a contract which stipulates the goals of the quest, and the payment the devil will provide upon completion.  These contracts are just as binding, and just as malignant as the "I want a pony" type contracts above.
 
 
 
 
<!--  TREASURE AND XP  -->
 
| TreasureNotes =
 
| XPNotes =


Devils which are confronted on these specifics will not change their contract, but will try to use bluff or diplomacy to assure the creature that they are honest dealers, and would never break their word or be so callous as to create an unfair deal.


Note that devils will make any excuse to make a contract, hoping to trick people into signing.  It is not uncommon, for example, for a devil to hire adventurers to perform some quest, asking them to sign a contract which stipulates the goals of the quest, and the payment the devil will provide upon completion.  These contracts are just as binding, and just as malignant as the "I want a pony" type contracts above.
}}

Revision as of 02:56, 11 August 2017

Bearded Devil (CR 17)

Lawful Evil - Medium - Outsider (Devil)
Lore: Know (Planes)
34 49
Basic DC Full DC
Initiative
Initiative Icon 2.png
31
Perception:
42 +32
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
40
Man Def
Shield Icon 3.png
40
Monster Health
611 305 32
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +14
Refl: +19
Will: +14

Strong Against:

  • DR 25 silver or good, ER25/ acid, ER25/ cold, ER25/ electricity, ER25/ negative energy
  • Immune to fire, poison, and disease
Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+27
Sword Icon 3.png
Man Off
+28
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Terrible Glaive +27 (0/19-20 x2)
    as undefined damage type
    plus Devil's Disarm

Full Attack (Melee):

  • 3x Terrible Glaive +27 (4d8+17/19-20 x2)
    as undefined damage type
    plus Devil's Disarm

Standard Attack (Ranged):

  • 1x Devilish Chakram +27 (0/19-20 x2)
    as undefined damage type
    (Increment: 30 ft.; Max Range: 150 ft.)

Full Attack (Ranged):

  • 3x Devilish Chakram +27 (4d8+17/19-20 x2)
    as undefined damage type
    (Increment: 30 ft.; Max Range: 150 ft.)

Siege Damage: Not siege capable

Statistics

19
STR
22
DEX
18
CON
21
INT
14
WIS
21
CHA

Skills:

Languages: Common, Infernal

Special Abilities

Devil's Disarm (Ex)

once per round per creature attacked, when the bearded devil makes an attack with his Devil's Glaive which successfully strikes his opponent, he may make a free action Disarm attempt against that opponent as well, rolling its Maneuver Offense against the victims Maneuver Defense.

Barbed Beard (Ex)

Once per round as a swift action, the Bearded Devil may make an attack against a creature within 10 feet of it, lashing out with its snake-like beard. The beard is treated as having inclusive reach, and the attack roll is made at to hit versus the target's touch AC. If it hits, the beard rakes the creature's flesh, inflicting points of Non-Lethal Damage, and irritating and enflaming the skin, which inflicts the Bruised condition. Bruised prevents healing until the condition is removed. The creature may make a Fortitude saving throw at the end of each of its turns, DC , to end the bruised condition.

Devil's Own Luck (Su)

Once per encounter as a free action, a bearded devil can declare that a saving throw it has just failed actually succeeded, or immediately end a single status condition affecting it.

Bearded Devil

Bearded Devil

Unlike the hordes of demons in the Abyss, the legions of Hell are numbered, though they are vast. They cannot hope to outnumber their foes or crush them under the mass of their engines of creation, as the Abyss intends. Instead, Hell has a plan. Actually, hundreds of plans. Thousands. The devils of Hell are organized, methodical and patient.

Bearded devils are a kind of ambassador (or perhaps 'spy' is more appropriate) who operate on the Prime Material to execute various steps in the plans of the arch devils. They are medium sized humanoids in appearance, though they have horns and long tails, and most notably, a mass of snake-like tendrils dangling from their chins, which look like a horrible, prehensile beard. They tend to have swarthy, reddish skin and beady yellow eyes, though these appearances can change from devil to devil. (Unlike demons, each devil is a unique individual, after all).
Bearded devils can be quite charming if they choose to be, and many tales of their ability to coerce and deceive exist in the lore. They are reluctant to fight openly, but if they are pressed into combat, they are quite good at it.

Combat Tactics

Bearded devils are reluctant fighters, preferring to remain disguised and negotiate all their conflicts away. However, if they must resort to violence, they are passably competent. They wield glaives, a reach weapon that requires that they constantly back away from their aggressors (something they're happy to do). Their beards also keep their enemies from healing, which might allow them to win a fight if it goes on long enough. Bearded devils are talented at disarming opponents, again, primarily as a defensive mechanism, but also to harass and demoralize.

Bearded devils will typically try to escape a fight as soon as it seems practical to do so, though they will not run if it means they'll just get cut down when their back is turned. Instead, they'll often rely on the local constabulary to assist them (or whoever is convenient), accusing their attackers of being devils in disguise, or whatever other lie might help them escape the fight with their lives.
While not specifically cowards, bearded devils just know that their value is much greater when sipping wine in a quiet room surrounded by "friends".

Out of Combat

Humanoid Guise
Devils can magically disguise themselves as humanoids, either of medium or small size, to easily blend into civilized areas. This disguise functions as the Alter Self spell, and can only be exposed via True Seeing, though a detect magic would reveal that the devil has a faint aura of transmutation on it. Devils tend to prefer an appearance which isn't too far removed from their natural appearance, though this is not an actual limitation on their ability. For example, bearded devils prefer races like dwarves, who have swarthy skintones and favor beards, while Ice Devils prefer races like Barani, with fair complexions and gem-tone eye colors.
Deals
Up to once per week, a Bearded Devil may bestow the benefits of a Wish spell on a creature with whom they have successfully sealed a deal. The deal must be sealed with a signed contract. These deals usually appear quite favorable to the creature making them, often with a price that seems too good to be true. However, deals with devils always have a price much higher than anyone can suspect. If a creature manages to get ahold of its contract and destroy it, the deal becomes unsealed, removing the benefits of the Wish but also canceling out the price of the bargain.
In addition to the listed effects of a wish, a devil's deal may also grant:
  • a Lifestyle valued at approximately the devil's listed treasure value per month (rounded; so a Bearded Devil can grant a Lesser Nobility lifestyle)
  • a single grant of wealth, up to double the devil's listed treasure value
  • a single magic item worth up to double the devil's listed treasure value (no artifacts, though cursed and intelligent items are quite possible)
  • a "permanent" diplomatic status of "helpful" with any one individual in the settlement in which the devil resides (permanent until it's not, anyway). This can be anyone, even an emperor.
  • Other favors as the GM desires, but with approximate values, if applicable, of around double the devil's listed treasure value.
Deals should only apply to the individual who actually signed them. The price of the deal should be vague, at best (a favor in the future, a few years of your life essence, etc.) and rarely collected on the spot. Instead, creatures who make the deal should be left to wonder exactly what they've gotten themselves into, and then, hopefully, get lost in the wonder of their new-found awesome gift. GM's are encouraged to make the deals very tempting, and simultaneously, extremely creepy. Remember that the price is always higher than the signing creature can imagine.
If a character decides to make a skill check to try to decipher the legal language of the contract, provide them the following information:
  • hard DC for this campaign level: the timing of when the devil's price will be collected isn't specified, and could be used in a very harmful way, if timed with malice.
  • heroic DC for this campaign level: there are clauses in the contract making it possible for the devil to add new clauses in the future without the signatory's knowledge, but with assumed consent.
(See this table to determine the appropriate DC for your campaign's level)
Devils which are confronted on these specifics will not change their contract, but will try to use bluff or diplomacy to assure the creature that they are honest dealers, and would never break their word or be so callous as to create an unfair deal.
Note that devils will make any excuse to make a contract, hoping to trick people into signing. It is not uncommon, for example, for a devil to hire adventurers to perform some quest, asking them to sign a contract which stipulates the goals of the quest, and the payment the devil will provide upon completion. These contracts are just as binding, and just as malignant as the "I want a pony" type contracts above.

Rewards

XP: 102,400

Treasure: Sellable Goods worth 51,444 gp.

Weight: 170 lbs.     Volume: 6.8 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)