Devil's Sight. Magical darkness doesn't impede the squaddarkvision.
Magic Resistance. The squad have advantage on saving throws against spells and other magical effects.
Steadfast. The squad can't be frightened while it has 50% of its hit points or more, or if it can see an allied creature within 30 feet of it.
Squad Health. Damage dealt by the squad is reduced by half once its hit points have been reduced by half. Once this has been triggered, the squad cannot regain health above 50% of its original maximum.
Multiattack. The devil makes four attacks with either Beard or Glaive.
Beard. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 4) piercing damage, and the target must succeed on a DC 17 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.
Glaive. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (2d10) 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 10 (2d10). Any creature can take an action to stanch the wound with a successful DC 17 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Description
Devils in Hell are often referred to as military units, so you are likely to come across more than one at once. When you get to high level play, this can start to become cumbersome and slow play down as you try to keep track of HPs/ACs etc. Enter 'Squadrons' - basically swarms.
For the Bearded Devil, I have grafted 3-4 Bearded Devils together in a way that makes sense for me. They can attack twice as much, and hit twice as hard (so 2 groups of 2). Dnd describes 'Passive Advantage/Disadvantage' as being +/-5 so +5 to save DC's for each hit, etc.
NB: I haven't playtested this against level 9 parties (I'll be using a few of them, with some other units, against a group of level 18's!) so use with caution, and let me know your results! I always welcome constructive feedback.
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