Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.
Master Tactician. The devil has Advantage on melee attack rolls against a target if at least another bearded devil is within 5 feet from it. Additionally, all bearded devil gain this trait whenever they are 30 feet or closer to the captain.
Targeting Mark. Whenever the captain hits a creature with a melee attack, the devil can mark that creature, the mark lasts until the beginning of the captain's next turn. When marked like this, every creature that is an ally of the captain deal an additional 1d6 extra damage to the marked creature. The captain can mark only one creature per turn.
Multiattack. The devil makes one Beard attack and one Infernal Glaive attack.
Beard. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d8 + 4) Piercing damage, and the target has the Poisoned condition until the start of the devil’s next turn. Until this poison ends, the target can’t regain Hit Points.
Infernal Glaive. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d10 + 4) Slashing damage plus 7 (2d4 + 4) fire damage . If the target is a creature and doesn’t already have an infernal wound, it is subjected to the following effect. Constitution Saving Throw: DC 13. Failure: The target receives an infernal wound. While wounded, the target loses 5 (1d10) Hit Points at the start of each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 12 Wisdom (Medicine) check.
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
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