Strength +5, Constitution +4, Wisdom +2
+2
Darkvision 120 ft
Infernal
Cold, Bludgeoning, Piercing, Slashing From Attacks That Aren'T Magical Or Silvered
Fire, Poison
Poisoned
Traits
Steadfast
The bearded devil can't be frightened while it can see an allied creature within 30 feet of it.
Magic Resistance
The bearded devil has advantage on saving throws against spells and other magical effects.
Devil Sight
Magical darkness doesn't impede the bearded devil's Darkvision.
Actions
Beard
Melee Weapon Attack: +5 to hit, reach 5 ft.. Hit: 7 (1d8 + 3) piercing damage.
The target must succeed on a DC 12 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: +5 to hit, reach 10 ft.. Hit: 8 (1d10 + 3) slashing damage.
If the target is a creature other than an undead or a construct, it must succeed on a DC 12 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 bearded 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 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Multiattack
The bearded devil makes two attacks: one with its beard and one with its glaive.