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Barbazu (AV-D5)Creature 5


LEMediumDevilFiend
Source Pathfinder #164: Hands of the Devil
Perception +13 (greater darkvision)
Languages Celestial, Common, Draconic, Infernal, Telepathy 100 Feet
Skills Acrobatics +11, Athletics +13, Intimidation +10, Religion +11, Stealth +11
Str +4, Dex +2, Con +4, Int -2, Wis +2, Cha +1

AC 22; Fort +15; Reflex +11; Will +11; +1 status to all saves vs. magic
HP 60
Speed 35 feet
Immunities fire
Weaknesses Good 5
Resistances Physical 5, Poison 10

Flaming Hellforged Glaive One Action +16 (+12, +8) to hit (agile, deadly d8, evil, fire, forceful, magical, reach 10) 2d8+7 Slashing + 2d6 Evil + 1d6 Fire
Claw One Action +15 (+11, +7) to hit (agile, evil, magical) 1d6 Evil + 2d6+7 Slashing
Beard One Action +15 (+10, +5) to hit (magical) 1d6+7 Piercing

Greater Darkvision

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal Darkvision. A creature with greater darkvision, however, can see through even these forms of magical darkness.

Telepathy 100 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

+1 Status to All Saves vs. MagicAttack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

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)

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 flat. The DC is reduced to DC 15 flat 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.

Reposition Free Action

Trigger The devil hits a creature with a glaive Strike.


Effect 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.

Wriggling Beard One Action

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.


Divine Innate Spells (DC 19, +11 to hit)

4th Level: Dimension Door, Dimension Door (At Will)

Rituals

1st Level: Infernal Pact


Barbazus, known also as bearded devils or infantry devils, are murderous fiends who satiate their lust for annihilation by serving as the foot soldiers of Hell's armies, often leading hordes of lesser devils such as imps and lemures into battle. Bearded devils wield serrated glaives to inflict jagged gashes that resist healing magic, resulting in tremendous blood loss. When enemies come too close, bearded devils strike with the spines of their wriggling beards to deliver a wretched contagion called Avernal fever, savoring the sight of their victim's strength being slowly devoured from within.

Barbazus can be found savagely indulging the whims of evil infernal lords from all layers of Hell, rejoicing as they disseminate murder, misery, and anguish as they see fit.


Masters of corruption and architects of conquest, devils seek both to tempt mortal life to join in their pursuit of all things profane and to spread tyranny throughout all worlds. The temptations they offer mortals range from great powers granted by the signing of an infernal contract to twisted favors following a whispered pledge to a diabolic patron, or any number of even subtler exchanges. Those who succumb to these temptations find themselves consigned to an afterlife of endless torment in the pits of Hell, wherein the only hope of escape lies in the chance of being promoted to become a devil in the infernal ranks. Every devil has a specific role to play in the upkeep of the remorseless bureaucratic machine that is Hell, from soldiers and scholars to inquisitors, lawyers, judges, and executioners. Lowly lemures and imps perform subservient labor to more powerful and specialized devils, such as contract devils and erinyes, while the greatest pit fiends command entire infernal armies.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.