Barbazu (Bearded Devil)
Medium fiend (devil)- Challenge
- STR
- 3
- DEX
- 2
- CON
- 2
- INT
- −1
- WIS
- 0
- CHA
- 0
- Fort
- +3
- Ref
- +3
- Will
- +1
Devil’s Sight. Magical darkness doesn’t impede the barbazu’s darkvision.
Magic Resistance. The barbazu has advantage on saving throws against spells and other magical effects.
Maneuvers. The barbazu uses maneuvers (maneuver save Difficulty 13). It has 6 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:
1 stamina die: blood in the water, chain sweep, charge, disorient, fountain of blood, grievous wound, hamstring, inject venom (Beard only), knockback, lead the attack, lunge, rampage, slice through, smash, spring attack, sprint, throw, trip, whirling blade
Steadfast. The barbazu can’t be frightened while it can see an allied creature within 5 meters of it.
Actions (2)
Beard (1/turn). Melee Weapon Attack: +4 to hit. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) poison damage and the target must succeed on a Difficulty 12 Fortitude saving throw or become poisoned for 1 minute. While poisoned in this way, the target can’t regain health. A 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: +4 to hit, reach 2 m. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a Difficulty 12 Fortitude saving throw or lose 5 (1d10) health at the start of each of its turns due to an infernal wound. Each time the devil hits the target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can use an action to stanch the wound with a successful Difficulty 12 Medicine check. The wound also closes if the target receives magical healing.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 1 m. or range 3/10 m. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. If the target is a creature other than an undead or a construct, it must succeed on a Difficulty 12 Fortitude saving throw or lose 5 (1d10) health at the start of each of its turns due to an infernal wound. Each time the devil hits the target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can use an action to stanch the wound with a successful Difficulty 12 Medicine check. The wound also closes if the target receives magical healing.
Summon Devil (1/long rest). The barbazu has a 30 percent chance of summoning one barbazu. A summoned devil appears in an unoccupied space within 10 meters of the barbazu, acts as its ally, and can’t summon other devils. It remains for 1 minute, until it or the barbazu dies, or until the barbazu dismisses it on its turn (no action required).
Maneuvers
As an action, make a melee weapon attack with advantage against a creature that is below half its health.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Until the start of your next turn, if you are within 10 meters of a creature that you can sense that is below half its health, any attack you make against a creature not below half its health is made with disadvantage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack with a weapon that you wield in two hands that deals piercing damage and then whirl your weapon around. Each creature within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes piercing damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack against a creature after you move at least 3 meters straight toward it.
On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, the creature must succeed on a Reflex saving throw or you can push it 2 meters away from you and knock it prone.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.
1 minute/stamina die
As an action, make a weapon attack to disorient the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enhance
You can increase the damage for each additional stamina die expended.
Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.
Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.
Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.
As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.
On a failure, a creature is frightened of you until the end of your next turn.
As an action, make a weapon attack to leave a twisted wound that can’t be healed so easily.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or its maximum health is reduced by the stamina die result for 1 hour. Any effect that removes a condition allows a creature’s maximum health to return to normal before that time passes.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack that deals slashing damage to cripple the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.
You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Prerequisites: You must have a form of venom inherent to your body.
1 minute/stamina die
As an action, make a melee weapon attack with a natural weapon that deals poison damage.
On a hit, add the stamina die to the attack’s poison damage and the creature must succeed on a Fortitude saving throw against poison (Difficulty equal to 9 + your Constitution + your Aptitude Bonus) or become poisoned for the duration.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a weapon attack to knock the creature back.
On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.
As an action, make a weapon attack and shout a war cry that victory is at hand, stoking the fires of battle.
On a hit, add the stamina die to the attack’s damage and the next attack made against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
You can expend 3 additional stamina dice to cause all attacks made against the target by an attacker other than you to have advantage.
As an action, make a melee weapon attack and increase your reach for the attack by 1 meter.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can move up to half your speed and attack a creature.
On a hit, the creature takes damage equal to the stamina die, but no additional effects from hitting apply.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The damage type is the same as the weapon used.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a weapon attack with a melee weapon that deals slashing damage and then slice through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes slashing damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack with a weapon that deals bludgeoning damage against an object or structure to smash it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The attack deals double damage to objects and structures.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action while you have two hands free, you can attempt to grab and throw a creature that is your size or smaller. The creature must make a Reflex saving throw.
On a failure, you throw it 2 meters away from you where it falls prone and takes bludgeoning damage equal to the stamina die.
On a critical failure, you throw it twice as far and it takes twice as much damage.
Enhance
You can increase the damage, target a creature of a larger size, and throw the creature an additional 2 meters for each additional stamina die expended.
Trip
As an action, make a melee weapon attack and a Brawn check to Trip.
Enhance
You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.
As an action, make a melee weapon attack with a weapon that you wield in two hands that deals slashing damage and then whirl your weapon around. Each creature within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes slashing damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.