Unkbartig, (Dark Bearded Demon)

Large fiend, chaotic evil

Armor Class 18 (Natural)
Hit Points 190 (20d10+80)
Speed 40 ft., fly 60 ft.

23 (+6) 10 (+0) 19 (+4) 18 (+4) 15 (+2) 13 (+1)

Skills Athletics +10, History +9, Insight +6, Persuasion +5
Saving Throws Strength +10, Constitution +8, Intelligence +8
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Damage Resistances cold, bludgeoning, piercing and slashing from non-magical weapons
Senses darkvision 60 ft., passive Perception 12
Languages Abyssal, Common, Dwarf
Challenge 12


  • Charge. The Unkbartig can take the dash action and charge at a single opponent. At the end of the move, it can use its bonus action to make a single melee attack. If that attack hits, it does an additional 13 (2d12) bludgeoning damage.
  • Spell Immunity. They are immune to all mind-effecting spells, i.e. mind blank, charm, all illusions, etc.
  • Magic Resistance. The Unkbartig has advantage on saving throws against spells and other magical effects.
  • Unicorn Vulnerability. If the Unkbartig is struck by a unicorn, or even if the blood of a unicorn is ingested or somehow enters the body, the Unkbartig is slain instantly.
  • Wood Vulnerability. Any pure wooden weapon that strikes the Unkbartig does an extra 1d4 points of damage. This does not include arrows, spears, and the like.
  • Innate Spellcasting. The Unkbartig’s innate spellcasting ability is Intelligence (Spell Save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:


  • Multiattack. The Unkbartig can strike three times with its claws or with its halberd.
  • Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit 13 (2d6+6) slashing damage.
  • Halberd. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit 17 (2d10+6) slashing damage.


If the Unkbartig is in his castle, he may take lair actions. On initiative count 20 (losing initiative ties), the Unkbartig takes a lair action to cause one of the following magical effects:

  • The demon summons lesser minions to aid him. This is equivalent to the spell conjure minor elemental, but the Unkbartig summons demons instead of elementals. The minions are loyal to the Unkbartig and do their best to obey his orders and defend him.
  • A thick Fog fills a 30-foot radius. All non-demonic creatures within the area must make a DC 16 Constitution save. Those who fail take 14 (4d6) poison damage and suffer from the poisoned condition for one minute. Those who succeed take half the damage and are not poisoned.


The Unkbartig are huge, standing around 8 feet tall, their heads are much too big for their bodies and hang low so that their chin is forever resting upon their chests. Their faces are broad, long, and angular. Upon their scalps, hair grows in long, thick, dark coils of ash. It is forever breaking free, falling away in small swirls of dust. The same occurs with their beards. Fashioned to mimic dwarves, their beards dangle from their chins and upper lip in tendrils of smoky ash, some little blasted away by the breath of their speech. They are bipedal and possess two arms, but these limbs are misshapen. The arms are thick, fat, and long. Their legs are shorter than the torsos and bend outward. They decry clothing of any sort, but their bodies are covered in thick ashy hair. They have muscular chests and stomachs, but even here the muscle is strange for it seems to have no course or direction. With their small red eyes, the unkbartig are horrid creatures to behold.

Lords of their Castle. The Unkbartig are lords in their own right, dwelling in towers built of copper and stone. They shape their fortresses with twisted corridors, mazes, stairs, and ramps that often go nowhere. They rule from the hoof, never sitting down, nor stopping. They walk continually, stomping through the hollow chambers on their squat legs and feet. The unkbartig revel in creating and over time, their dungeons can spread over great distances and possess hordes of rooms and chambers.

Armies of Chaos. Through their power and force of will, they command the respect of many of the other demons. These often congregate in the copper towers of the unkbartig in flocks of squawking madness. When roused, of course, they follow the bidding of their master, as best they can. They often command large armies of dead souls, victims of their own life’s evil that have landed them in the hands of the unkbartig. They have no ability to think strategically or tactically, chaotically throwing themselves and their minions into the fray.

Wood Abhorrence. They abhor wood of any shape or size and the smell of it drives them into a rage.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

This is not the complete section 15 entry - see the full license for this page