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.
Frenzied Rage. The devil is spurred to become enraged by its Fellblade each and every time it enters battle. While raging it:
- Has advantage on Strength checks and Strength saving throws.
- Gains a +2 bonus to the damage roll when making a melee weapon attack.
- Has resistance to bludgeoning, piercing, and slashing damage.
When the rage ends the devil gains one level of exhaustion
Reckless Attack. When the devil makes its first attack on its turn, it gains advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against it are rolled with advantage until the beginning of its next turn.
Danger Sense. The devil has advantage on Dexterity saving throws against effects it can see, such as traps or spells. It doesn't gain this benefit if it's blinded, deafened, or incapacitated.
Multiattack. The devil makes two attacks with its Fellblade or three attacks with it if in a frenzied rage.
Fellblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 13 Constitution saving throw or lose 7 (2d6) 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 7 (2d6). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Description
Bearded Berserkers were once Bearded Devils who failed their duties one time too many and they were cruelly punished for that. Brought to their commanders and surrounded by their former comrades they were ritually mutilated. Each of the present devils would sever one of their beard tentacles until only bleeding stumps would remain, after which one of their leaders would press a metallic mask upon their faces. Each mask emblazoned with a glowing control glyph crackling with eldritch energy.
Lastly a Fellblade will be handed to them. A Fellblade is a greatsword of Infernal steel with smoldering runes upon its blade sealing a spirit of Wrath within it. Said spirits would possess and spur the Devil into frenzied rage when encountering another being, that only the one in control of the enchanted mask can placate and grant it rest.
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