Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Attack of Opportunity
Ability
Avernal Fever
(disease) Saving Throw DC 23 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 enfeebled 1 (1 day); Stage 3 enfeebled 2 (1 day)
Ability
Divine Innate Spells
DC 19; 5th dimension door; 4th dimension door (at will)
Ability
Infernal Wound
(divine, necromancy) A bearded devil's glaive Strike also deals 1d6 persistent bleed damage that resists attempts to heal it. The flat check to stop the bleeding starts at DC 20. The DC is reduced to 15 only if the bleeding creature or an ally successfully assists with the recovery. The DC to Administer First Aid to a creature with an infernal wound is increased by 5. A spellcaster or item attempting to use healing magic on a creature suffering from an infernal wound must succeed at a DC 21 counteract check or the magic fails to heal the creature.
Ability
Reposition
Circumstance: Trigger: The devil hits a creature with a glaive Strike.
The devil moves the creature 5 feet in any direction. The destination square must be within reach of the devil's glaive. This movement doesn't trigger reactions.
Ability
Rituals
DC 19; 1st infernal pact
Ability
Wriggling Beard
Frequency: once per round
Effect: The barbazu makes a beard Strike. This Strike ignores their multiple attack penalty and doesn't count toward that penalty.
Offense
Melee
Circumstance: combat round (melee)
glaive +15 [+10/+5] (deadly 1d8, evil, forceful, magical, reach 10 feet), Damage 1d8+7 slashing plus 2d6 evil and infernal wound
Trait
Devil
A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Immunity
fire
Item
glaive
Language
Celestial
Common
Draconic
Infernal
telepathy 100 feet
Perception
greater darkvision
Resistance
physical 5 (except silver)
poison 10
Weakness
good 5