Bearded Devil is also known as Barbazu

Attributes
Bearded Devil
Size
Medium
Monster Race
Fiend (devil)
Alignment
Lawful Evil
Armor Class
13 ( Natural armor)
Hit Points
52 (8d8 + 16)
Speed
6m
Attributes
STR
16 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
9 (-1)
WIS
11 (+0)
CHA
11 (+0)
Features
Saving Throws
Str +5, Con +4, Wis +2
Damage Resistance
Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered
Damage Immunities
Fire, Poison
Condition Immunities
Poisoned
Senses
Darkvision 24m, passive perception 10
Languages
Infernal, Telepathy 24m
Challenge
3 (700 XP)
Abilities
Devil's Sight
Magical darkness doesn't impede the devil's darkvision.
Magic Resistance
The devil has advantage on saving throws against spells and other magical effects.
Steadfast
The devil can't be frightened while it can see an allied creature within 6m of it.
Actions
Multiattack
The devil makes two attacks: one with its beard and one with its glaive.
Beard
Melee Weapon Attack: +5 to hit, reach 1m, one creature. Hit: (1d8 + 2) 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 2m, one target. Hit: (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 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