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System Reference Document 5.2.1
MOD SAVE MOD SAVE MOD SAVE
Str 15 +2 +4 Dex 16 +3 +5 Con 14 +2 +2
Int 14 +2 +2 WIS 11 +0 +2 Cha 14 +2 +2
Skills Athletics +4, Deception +4
Gear Pistol, Scimitar, Studded Leather Armor
Senses Passive Perception 10
Languages Common, Thieves’ Cant
CR 2 (XP 450; PB +2)
Actions
Multiattack. The bandit makes two attacks, using Scim-
itar and Pistol in any combination.
Scimitar. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 
+ 3) Slashing damage.
Pistol. Ranged Attack Roll: +5, range 30/90 ft. Hit: 8 
(1d10 + 3) Piercing damage.
Reactions
Parry. Trigger: The bandit is hit by a melee attack roll 
while holding a weapon. Response: The bandit adds 2 
to its AC against that attack, possibly causing it to miss.
Barbed Devil
Barbed Devil
Medium Fiend (Devil), Lawful Evil
AC 15  Initiative +3 (13)
HP 110 (13d8 + 52)
Speed 30 ft., Climb 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 16 +3 +6 Dex 17 +3 +3 Con 18 +4 +7
Int 12 +1 +1 WIS 14 +2 +5 Cha 14 +2 +5
Skills Deception +5, Insight +5, Perception +8
Resistances Cold
Immunities Fire, Poison; Poisoned
Senses Darkvision 120 ft. (unimpeded by magical 
Darkness); Passive Perception 18
Languages Infernal; telepathy 120 ft.
CR 5 (XP 1,800; PB +3)
Traits
Barbed Hide. At the start of each of its turns, the devil 
deals 5 (1d10) Piercing damage to any creature it is 
grappling or any creature grappling it.
Diabolical Restoration. If the devil dies outside the 
Nine Hells, its body disappears in sulfurous smoke, and 
it gains a new body instantly, reviving with all its Hit 
Points somewhere in the Nine Hells.
Magic Resistance. The devil has Advantage on saving 
throws against spells and other magical effects.
Actions
Multiattack. The devil makes one Claws attack and one 
Tail attack, or it makes two Hurl Flame attacks.
Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 
+ 3) Piercing damage. If the target is a Large or smaller 
creature, it has the Grappled condition (escape DC 13) 
from both claws.
Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 14 (2d10 
+ 3) Slashing damage.
Hurl Flame. Ranged Attack Roll: +5, range 150 ft. Hit: 
17 (5d6) Fire damage. If the target is a flammable object 
that isn’t being worn or carried, it starts burning.
Basilisk
Basilisk
Medium Monstrosity, Unaligned
AC 15  Initiative −1 (9)
HP 52 (8d8 + 16)
Speed 20 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 16 +3 +3 Dex 8 −1 −1 Con 15 +2 +2
Int 2 −4 −4 WIS 8 −1 −1 Cha 7 −2 −2
Senses Darkvision 60 ft.; Passive Perception 9
Languages None
CR 3 (XP 700; PB +2)
Actions
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) 
Piercing damage plus 7 (2d6) Poison damage.
Bonus Actions
Petrifying Gaze (Recharge 4–6). Constitution Saving 
Throw: DC 12, each creature in a 30-foot Cone. If 
the basilisk sees its reflection in the Cone, the basilisk 
must make this save. First Failure: The target has the 
Restrained condition and repeats the save at the end of 
its next turn if it is still Restrained, ending the effect on 
itself on a success. Second Failure: The target has the 
Petrified condition instead of the Restrained condition.
Bearded Devil
Bearded Devil
Medium Fiend (Devil), Lawful Evil
AC 13  Initiative +2 (12)
HP 58 (9d8 + 18)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 16 +3 +5 Dex 15 +2 +2 Con 15 +2 +4
Int 9 −1 −1 WIS 11 +0 +0 Cha 14 +2 +4
Resistances Cold
Immunities Fire, Poison; Frightened, Poisoned
Senses Darkvision 120 ft. (unimpeded by magical 
Darkness); Passive Perception 10
Languages Infernal; telepathy 120 ft.
CR 3 (XP 700; PB +2)