This seething devil deftly wields a vicious, saw-toothed glaive, while below its toothy maw writhes a hideous, twitching beard.
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SKELETAL BURNING BEARDED DEVIL CR 4
Male Devil, Bearded
NE Medium Undead (Devil, Evil, Extraplanar, Lawful)
Init +7; Senses Darkvision (60 feet), See in Darkness; Perception +0
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DEFENSE
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AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 39 (6d8+6)
Fort +3, Ref +5, Will +5
DR 5/bludgeoning, 5/good or silver; Immune cold, fire, poison, Undead Traits; Resist acid 10, cold 10; SR 16
Weakness Vulnerability to Cold
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OFFENSE
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Spd 40 ft.
Melee Claw x2 (Devil, Bearded) +8 x2 (1d6+4/20/x2) and
Claw x2 (Skeleton) +8 x2 (1d4+4/20/x2) and
Unarmed Strike +8 (1d3+4/20/x2)
Special Attacks Beard (DC 14), Infernal Wound
Spell-Like Abilities Teleport, Greater (self plus 50 lbs. of objects on
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STATISTICS
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Str 19, Dex 17, Con -, Int -, Wis 10, Cha 12
Base Atk +4; CMB +8; CMD 21
Feats Improved Initiative
Skills
Languages Celestial, Common, Draconic, Infernal; Telepathy (100 feet)
SQ Fiery Aura (Ex), Fiery Death (DC 14) (Su)
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SPECIAL ABILITIES
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Beard (DC 14) (Ex) If 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
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Damage Reduction (5/good or silver) You have Damage Reduction against all except Good or Silver attacks.
Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fiery Aura (Ex) Creatures adjacent to a burning skeleton take 1d6 points of fire damage at the start of their turn. Anyone striking a burning skeleton with an unarmed strike or natural attack takes 1d6 points of fire damage.
Fiery Death (DC 14) (Su) A burning skeleton explodes into a burst of flame when it dies. Anyone adjacent to the skeleton when it is destroyed takes 1d6 points of fire damage per 2 Hit Dice the skeleton possessed (minimum 1d6). A Reflex save (DC = 10 + 1/2 the skeleton's Hit
Immunity to Cold You are immune to cold damage.
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Infernal Wound (Su) 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 cr
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
See in Darkness The creature can see perfectly in darkness of any kind, including that created by deeper darkness.
Spell Resistance (16) You have Spell Resistance.
Summon Monster (level 3, 1 bearded devil or 6 lemures, 50%) (1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects
Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage.
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