The Ironclad Tankard world illustration - Fantasy theme
Fantasy

The Ironclad Tankard

Y
Yzortama

The Ironclad Tankard is a fortress-like tavern on a war-torn frontier.


Author's Note: The Ironclad Tankard is designed to be a haven for those who have spent their lives fighting, whether in the trenches or on the open battlefield. It serves as a perfect location for characters seeking to rest, plot, or find mercenary work. With a robust and almost mythical atmosphere, it offers a setting for roleplay involving camaraderie, brawls, and opportunities for heroics. This tavern caters to the bold, and those who find themselves here must prove themselves either through their words, deeds, or sheer strength. Suggested Themes for Adventures: - Mercenary contracts or bounty hunting opportunities - Tournaments or challenges held within the tavern for gold and glory - Espionage and covert missions that take root in the tavern’s shadows - Fights between rival factions of adventurers, with stakes that could change the balance of power in nearby lands Feel free to use this tavern as a foundation for stories centered around warriors, camaraderie, and the rougher side of adventuring life.
Played15 times
Cloned0 times
Created
95 days ago
Last Updated
79 days ago
VisibilityPublic
Bearded Devil
CR 3Medium Fiend
Bearded Devil
HP Range24 - 80 (Avg: 52)
AC13
XP700
Details
SizeMedium
TypeFiend
CR3
XP700
LanguagesInfernal, telepathy 120 ft.
Defenses
Armor Class13
HP Range24 - 80 (Avg: 52)
Damage VulnerabilitiesNone
Damage Resistances,
Damage Immunities,
Condition Immunities
Actions

Beard

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and 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., one target. 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 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 devil makes two attacks: one with its beard and one with its glaive.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
© 2025 Friends & Fables
Privacy PolicyTerms of Service