Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Infernal Authority. This devil's rank is more than a title. Any time this devil gives an order to a fiend of lower CR than itself, it is treated as an order given by the command spell. A command given in this way may be up to three words long, and may include ordering the fiends to fight and perform more complex actions (such as opening a door or gate). This command lasts for 1 minute, but the fiends affected may reattempt their save at the end of each of their turns, breaking free of the command on a successful save.
Infernal Invocations. The bearded devil lieutenant has the Agonizing Blast, Eldritch Sight, and Mask of Many Faces Invocations.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Magical Attacks. The devil's attacks count as magical for the sake of overcoming damage resistances and immunities.
Untiring Warrior. The bearded devil lieutenant is immune to magical sleep effects and does not need to sleep when resting.
Fiendish Spellcasting. The bearded devil lieutenant is a 5th level warlock. Its spellcasting ability is Charisma (spell save DC 13), +5 to hit with spell attacks. It can cast the following spells without the need for material components:
At Will: eldritch blast, mage hand, thaumaturgy, detect magic, disguise self
3/Short or Long Rest, cast as 3rd level spells: bane, command, fear, fireball, hellish rebuke, scorching ray
Multiattack. The devil makes three attacks: one with its beard and two with its hellforged glaive. If throwing its glaive, it instead throws its glaive twice.
Beard. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 14 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.
Hellforged Glaive. Melee or Thrown Weapon Attack: +9 to hit, reach 10 ft or thrown Range 30/120 feet, one target. Hit: 11 (1d10 + 6) slashing damage plus an additional 5 (1d10) necrotic damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 15 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 14 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. This weapon returns to its wielder each time it is thrown, and inflicts an additional 7 slashing damage when it delivers a critical hit.
Eldritch Blast. Ranged Spell Attack: +5 to hit, Range 120 feet, two blasts, one or two targets. Hit: 7 (1d10 + 2) force damage..
Furious Blow (Recharge 5 Rounds). The bearded devil lieutenant channels all of its might into one strike with its hellforged glaive, doubling the attack's power and causing the devil to make the attack with advantage. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 10) slashing damage plus an additional 5 (1d10) necrotic damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 14 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 14 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Summon Devilish Guards (1/Day). The Bearded Devil Lieutenant summons forth a squad of its devilish guards
The bearded devil lieutenant summons 3 (1d4 + 1) bearded devils.
Each summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Infernal Mark. Any time the bearded devil lieutenant successfully hits a target with a ranged weapon or spell attack, they may use their bonus action to mark the target of their attack as the target for their fiends. All fiends within 60 feet of the bearded devil lieutenant gain advantage on the next attack they make against the target until the beginning of the bearded devil lieutenant's next turn.
Shove. Any time the bearded devil lieutenant successfully hits a target of large or smaller size with a melee attack, it may use its bonus action to attempt to shove the target. The target must succeed a DC15 Strength Saving Throw or be pushed 10 feet away from the bearded devil lieutenant.
Trip. Any time the bearded devil successfully hits a target with a melee attack, it may use its bonus action to attempt to trip the target. The target must succeed a DC15 Strength Saving Throw or fall prone.
Rally Fiends (Recharge 5 Rounds). As a bonus action, the bearded devil lieutenant shouts a rallying cry in abyssal or infernal, causing all fiends that are allied with or loyal to the bearded devil lieutenant within 60 feet of it that can see or hear it to gain 7 (1d10 + 2) Temporary Hit Points for 1 minute and be cured of the charmed, frightened, stunned, and magical sleep conditions. In addition to this, the next attack made by each affected fiend is made at advantage. After gaining temporary hit points from this effect, a creature cannot gain temporary hit points from it, or any other rally fiends effects, again until it completes a short or long rest.
Second Wind (Recharges after a Short or Long Rest). Once per short or long rest, the bearded devil lieutenant may use its bonus action to restore 10 (1d10 + 5) hit points to itself.
Counterattack. Once on each of its turns, the bearded devil lieutenant may make an attack with its beard or its hellforged glaive against a creature that attacked it, whether the attack hit or missed.
Infernal Parry. Once on each of its turns, the devil may use its reaction to add its proficiency bonus (+3) to its armor class against one weapon or spell attack that would hit it from an attacker that it can see, potentially causing the attack to miss.
Living Shield. This reaction may only be used if the bearded devil lieutenant is within 5 feet of a creature of medium or smaller size. When targeted by a ranged attack from a creature the bearded devil lieutenant can see, the devil may grab any adjacent creature and move them between themselves and the attacker, causing the attack to target that creature instead of the devil. The creature moved by this reaction may make a DC15 Strength Saving Throw to resist being used as a Living Shield. If the creature is under the effects of the bearded devil lieutenant's Infernal Command, is prone, restrained, or already grappled or charmed by the bearded devil lieutenant, they automatically fail their save.
Description
Devilish Advancement. Among the armies of the hells, the devils who rise above their station and achieve greater power than their caste would normally have attributed to them are prized. Unlike their more common kin, these devils' beards have taken on longer tendrils with sharper barbs, their flesh hardened into an almost scaled appearance, and their coloration has altered to more closely resemble the colors of the greater fiend they serve, or those of their banner. Their martial prowess has exceeded all expectation of a mere footman, granting them indomitable abilities in combat, and their growing power has manifested in a limited amount of spellcasting.
Field Commanders of the Hells. When bearded devils rise above their station, they often become lieutenants, serving as the lower leaders of the armies of the nine hells. They are often seen leading barbed devils, bearded devils, and merregon in large companies, issuing commands from the front lines and coordinating large-scale assaults.
Wielders of Infernal Arms. When a bearded devil has been recognized as a lieutenant, their master commissions them a hellforged weapon, a weapon of fiendish make and bound with the vile magics of the forges of hell. Typically, bearded devil lieutenants are granted a glaive, but other weapons may be implemented if the lieutenant in question has a particular knack for some other tool of war. These weapons serve as a symbol of status and a physical reminder of the devil's allegiance, bearing the markings and regalia of whatever devil the lieutenant serves. If a bearded devil lieutenant is slain, this weapon can be claimed like any other, but the attention it would garner could be less than favorable, as no devil would relinquish such a prize to one not under their command.
Nightmare Riders and Foot Commanders. It is not uncommon for a bearded devil lieutenant to be awarded a Nightmare as part of its advancement in status, as a steed turns what was already a ferocious foot soldier into a devastating member of the cavalry. These Bearded Devils are still recognized as lieutenants among their cast, but are typically equal in status and rank to the other riders of the hells. However, their particular skills make them far more versatile mounted combatants than typical infernal cavalry, baring no heavy armor and being equally capable warriors on or off their mount.
Comments