Devil's Sight. Magical darkness doesn't impede the sergeant's darkvision.
Magic Resistance. The sergeant has advantage on saving throws against spells and other magical effects.
Steadfast. The sergeant can't be frightened while it can see an allied creature within 30 feet of it.
Superiority Dice. The sergeant has a pool of 5d8 superiority dice which it can expend to activate a number of abilities marked with (1/Superiority Dice). The sergeant can use only one such ability per attack.. The sergeant regains all of its expended superiority dice when it finishes a short or long rest.
Commanding Presence (1/Superiority Dice). The sergeant can add 1d8 to any Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check it makes.
Tactical Assessment (1/Superiority Dice). The sergeant can add 1d8 to any Intelligence (Investigation), Intelligence (History), or Wisdom (Insight) check it makes.
Multiattack. The sergeant makes two attacks: one with its beard and one with its glaive.
Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Commander’s Strike (1/Superiority Dice). The sergeant can forgo one of its attacks and use a bonus action to direct one of its companions to strike. The sergeant chooses a friendly creature who can see or hear it. That creature can immediately use its reaction to make one weapon attack, adding 1d8 to the attack’s damage roll.
Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) 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 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Heavy Crossbow. Melee Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 2) piercing damage.
Maneuvering Attack (1/Superiority Dice). When the sergeant hits a creature with an attack, it can choose a friendly creature who can see or hear it. The creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of the sergeant's attack. In addition the sergeant adds 1d8 to its damage roll for the attack.
Rally (1/Superiority Dice). The sergeant can use a bonus action to bolster the resolve of one of its companions. It selects a friendly creature that can see or hear it. The creature gains 1d8+1 temporary hit points.
Description
Bearded devil sergeants serve as front line officers directing their lesser brethren. They are much closer to the shock troopers they lead than they are to their Ice Devil and Amnizu commanders. Still, only competent, battle tested barbazu are promoted to sergeants and It is a clear sign that greater promotions lay in their future. This sign of favor earns the envy of those they lead.
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