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## Devil ### Devil Traits Devils are manipulators at heart. ***Ability Score Increase.*** Your Charisma score increases by 2. ***Superior Darkvision.*** You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. ***Devilsight.*** Magical darkness does not impede your darkvision. ***Hellish Resistance.*** You have resistance to fire and cold damage. As a reaction when you are hit by a non-magical non-silvered attack dealing bludgeoning, piercing or slashing damage, you half the damage taken. Languages. You can speak, read, and write Common and Infernal. ***Languages.*** You can speak, read, and write Common and Infernal. ***Subrace.*** There is a wide variety of devil races in the Nine Hells. Choose one of these subraces. #### Imp Imps are found throughout the Lower Planes, either running errands for their infernal masters, spying on rivals, or misleading and waylaying mortals. ***Ability Score Increase.*** Your Dexterity score increases by 1. ***Size.*** Your size is tiny. ***Speed.*** Your walking speed is 20 feet. ***Flight.*** You have a flying speed of 30 feet. ***Invisibility.*** As an action you can magically turn invisible until you attack or your concentration ends (as if concentrating on a spell). Any equipment you are wearing or carrying turns invisibile with you. ***Shapechanger.*** As an action you can polymorph into a rat, raven, spider, or back into your true form. Your statistics are the same in each form, except for the speeds of each form. Any equipment you are wearing or carrying isn't transformed. You revert to your true form when you die. ***Sting.*** You have a natural weapon in the form of a venomous barbed tail which you can use to make an unarmed strike. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier and the target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier), taking an additional 1d6 poison damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strike. Your unarmed strike counts as a weapon with the Finesse property for all effects which require it, such as Sneak Attack. ***Impish Skills.*** You gain proficiency in one of the following skills: Deception, Insight, Persuasion, or Stealth. \columnbreak #### Spinagon (Spined Devil) Smaller than most other devils, spinagons act as messengers and spies for greater devils and archdevils. They are the eyes and ears of the Nine Hells, and even fiends that despise a spined devil's weakness treat it with a modicum of respect. ***Ability Score Increase.*** Your Dexterity score increases by 1. ***Size.*** Your size is small. ***Speed.*** Your walking speed is 20 feet. ***Flight.*** You have a flying speed of 40 feet. ***Telepathy.*** You can speak telepathically to any creature you can see within 120 feet of you. You don’t need to share a language with the creature for it to understand you. ***Nimble Escape.*** You can take the Disengage or Hide action as a bonus action on each of your turns. ***Tail Spine.*** You have a natural weapon in the form of spines that grow along your tail, which you can use to make ranged weapon attacks. Your spines have a range of 20/80 and if you hit with one, you deal piercing damage equal to 1d4 + your Dexterity modifier and an additional 1d6 fire damage. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strike. Your natural weapon counts as a ranged or thrown weapon for all effects which require it. You have a number of spines equal to 3 times your proficiency bonus, used spines regrow by the time you finish a long rest. When you make a weapon attack, you can make a Tail Spine attack as a bonus action. #### Hamatula (Barbed Devil) Creatures of unbridled greed and desire, barbed devils act as guards to the more powerful denizens of the Nine Hells and their vaults. ***Ability Score Increase.*** Your Strength score increases by 1. ***Size.*** Your size is medium. ***Speed.*** Your walking speed is 30 feet. ***Alertness.*** You gain proficiency in Perception or Insight. ***Telepathy.*** You can speak telepathically to any creature you can see within 120 feet of you. You don’t need to share a language with the creature for it to understand you. ***Barbed Hide.*** At the start of each of your turns, you deal 1d10 piercing damage to any creature grappling you. Additionally, when you aren't wearing armor, your AC is 11 + your Dexterity modifier. ***Hamatula Toughness.*** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. ***Tail.*** You have a natural weapon in the form of a barbed-covered tail which you can use to make an unarmed strike. If you hit with it, you deal piercing damage equal to 2d6 + your Strength modifier. When you make a weapon attack you may make a tail attack as part of that attack action. \pagebreak You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strike. Your unarmed strike counts as a weapon with the Finesse property for all effects which require it, such as Sneak Attack. ***Hurl Flame.*** When you take the Attack action on your turn, you can replace any number of attacks with a magical ball of flame. Make a ranged spell attack against a creature within 120 feet of you. If you hit it, you deal 1d6 fire damage. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level. Charisma is your spellcasting ability for this attack. #### Greater Tiefling Once mortal, but through a pact, deal, magic, or exposure to the Nine Hells, now transformed. They serve their own goals or are now servants of their fiendish patrons, after completing a deal with their master. ***Ability Score Increase.*** Your Strength or Dexterity score increases by 1. ***Size.*** Your size is medium. ***Speed.*** Your walking speed is 30 feet. ***Flight.*** You have a flying speed of 40 feet. ***Telepathy.*** You can speak telepathically to any creature you can see within 120 feet of you. You don’t need to share a language with the creature for it to understand you. ***Devilish Skills.*** You gain proficiency in one Charisma skill of your choice and one skill from among Arcana, Perception, Sleight of Hand, and Stealth. ***Fiendish Blessing.*** You gain a bonus to your AC equal to your Charisma modifier. ***Devil Magic.*** You know the thaumaturgy cantrip. Select one of the following spells: Animal Friendship, Comprehend Languages, Detect Evil and Good, Detect Magic, False Life, Illusory Script, Speak with Animals, or Unseen Servant. Whenever you finish a long rest you can cast that selected spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. At 3rd level you may select an additional spell to be able to cast and can cast each spell twice a long rest. At 5th you may select a third spell and can cast each spell three times a long rest. Additionally at 5th, select one of the following spells: Alter Self, Augury, Enthrall, Find Steed, Flock of Familiars, Misty Step, or Pass Without Trace. Whenever you finish a long rest you can cast that selected spell once with this trait and regain the ability to do so when you finish a long rest. ***Hellish Armament.*** Choose a simple weapon. You gain proficiency with that weapon and can summon one as part of a 1 hour ritual. You may use either your Strength or Dexterity ability scores for attack and damage rolls. It counts as a magical weapon and deals an additional amount of fire damage equal to the damage die of the weapon. ***Fire Ray.*** When you take the Attack action on your turn, you can replace any number of attacks with a magical ray of fire. Make a ranged spell attack against a creature within 120 feet of you. If you hit it, you deal 2d6 fire damage, this damage increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level. Charisma is your spellcasting ability for this attack. ***Fiendish Charm*** You can cast the Suggest spell at will. If a target succeeds on the saving throw, it is immune to the casting of Suggest in this way by you for 24 hours. If you damage the target or another creature does, the target can repeat the saving throw. Charisma is your spellcasting ability for this spell. At 5th level, the spell lasts up to 24 hours instead of 8 hours. Additionally, you can issue unreasonable commands or commands that would obviously harm the creature. When you do so, the target can repeat the saving throw. Only one creature may be affected by this ability at a time. #### Barbazu (Bearded Devil) Bearded devils serve archdevils as shock troops, fighting shoulder-to-shoulder and reveling in the glory of battle. They respond with violence to any slight, real or imagined, gorging themselves on violence as their infernal saw-toothed glaives carve a path through their foes. ***Ability Score Increase.*** Your Constitution score increases by 1. ***Size.*** Your size is medium. ***Speed.*** Your walking speed is 30 feet. ***Barbazu Fur.*** When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. ***Barbazu Toughness.*** Your hit point maximum increases by 2, and it increases by 2 every time you gain a level. ***Poison Resistance.*** You have resistance to poison damage and advantage on saving throws to not be poisoned. ***Telepathy.*** You can speak telepathically to any creature you can see within 120 feet of you. You don’t need to share a language with the creature for it to understand you. ***Steadfast.*** While you can see an ally within 30 feet of you, you cannot be frightened. \pagebreak ***Venomous Bite.*** Your mouth is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier. When you hit with a bite attack you may deal an additional 2d6 poison damage. This damage increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level. You can deal this extra damage a number of times equal to your Constitution modifier (minimum of 1) a day. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. Your unarmed strikes count as a weapon with the Finesse property for all effects which require it, such as Sneak Attack. ***Hellish Armament.*** Choose a martial weapon with the two-handed and reach properties. You gain proficiency with that weapon and can summon one as part of a 1 hour ritual as long as you are in the Nine Hells. You may use either your Strength or Dexterity ability scores for attack and damage rolls. It counts as a magical weapon and when you hit with that weapon you may force the target to make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or lose 1d6 hit points due to an infernal wound. If the target fails the saving throw, you may begin concentrating on the effect. While concentrating on this effect, when you take the Attack action on your turn, you can replace one of your attacks and cause the target to lose another 1d8 hit points. This effect ends when you use this ability again, your concentration ends, or if a creature succeeds on a Wisdom (Medicine) check (DC 8 + your proficiency bonus + your Constitution modifier) to close the wound. The effect also ends if the target receives magical healing. The hit points lost increases to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level. #### Kyton (Chain Devil) This ominous fiend wears chains like a shroud. Driving lesser creatures before it with its fearsome gaze, a chain devil animates the chains that cover its body as well as inanimate chains nearby, which sprout hooks, blades, and spikes to eviscerate enemies. ***Ability Score Increase.*** Your Strength score increases by 1. ***Size.*** Your size is medium. ***Speed.*** Your walking speed is 30 feet. ***Telepathy.*** You can speak telepathically to any creature you can see within 120 feet of you. You don’t need to share a language with the creature for it to understand you. ***Kyton’s Chains.*** When you hold a normal chain you can cause it to sprout spikes and hooks along its length as a bonus action. These growths immediately vanish when you use a bonus action to cause them to or the chain leaves your grip. You can use chains as a weapon, are always proficient with them, and they count as magical weapons. \columnbreak The chain has the finesse property, while using a chain one-handed, the chain deals 1d10 slashing damage. While using a chain two-handed, the chain deals 2d6 damage and has the Reach property. When you make an attack with a chain and hit, you can use a bonus action to initiate a grapple with the target. ***Torturer’s Best Friends.*** Beginning at 3rd level, over the course of 1 hour you can animate a mundane chain to fight for you, it sprouting hooks and barbs. The chain is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Animated Chain stat block, which uses your proficiency bonus (PB) in several places. In combat, the chain shares your initiative count, but it takes its turn immediately after yours. It can move and use its actions and reaction on its own. The chain remains until it is reduced to 0 hit points, until you use this feature to summon the chain again, or until you die. Once you summon the chain, you can’t do so again until you finish a long rest. At 11th level you can animate two chains at a time, and at 17th you can animate three. ***Hellish Armor.*** Beginning at 3rd level, you can create any suit of medium armor as long as you have up to its weight in chains. You craft the armor over the course of a number of hours equal to the armor’s cost divided by 10. Additionally, you count as proficient with your hellish armor and if a creature that is not you or a chain devil dons the armor it takes 1d4 fire damage at the beginning of its turn, which cannot be reduced in any way. While wearing the armor, as a reaction when a creature you can see starts its turn within 30 feet of you, you create the illusion that you look like one of the creature's departed loved ones or bitter enemies. If the creature can see you, it must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength or Charisma modifier) or be frightened until the end of its turn. \pagebreak ____ > ## Animated Chain >*Medium construct* > ___ > - **Armor Class:** 15 + PB (natural armor) > - **Hit Points:** 10 + your level > - **Speed:** 20 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+6)|15 (+2)|12 (+1)|5 (-3)|10 (+0)|2 (-4)| >___ > - **Damage Resistances** piercing > - **Damage Immunities** psychic, thunder > - **Senses** 30 ft. blindsight > - **Languages** Infernal > - **Challenge: Proficiency Bonus (PB)** equals your bonus > ___ > > ### Actions > > ***Swipe.*** *Melee Weapon Attack:* +3 plus PB to hit, reach 5 ft, one target. *Hit:* 8 (1d10+3) slashing damage. > > ***Constrict.*** *Melee Weapon Attack:* +3 plus PB to hit, reach 5 ft, one target. *Hit:* 7 (1d8+3) slashing damage. The target is grappled (escape dc 10 + PB) Until this grapple ends, the creature is restrained, and the chain can't constrict another target or make attacks. #### Osyluth (Bone Devil) Driven by hate, lust, and envy, bone devils act as the cruel taskmasters of the Nine Hells. They set weaker devils to work, taking special delight in seeing fiends that defy them demoted. ***Ability Score Increase.*** Your Strength and Constitution score increases by 1. Size. Your size is large. ***Speed.*** Your walking speed is 40 feet. ***Flight.*** You have a flying speed of 40 feet. ***Telepathy.*** You can speak telepathically to any creature you can see within 120 feet of you. You don’t need to share a language with the creature for it to understand you. ***Poison Resistance.*** You have resistance to poison damage. ***Long-Limbed.*** When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. ***Osyluth Skin.*** When you aren't wearing armor, your AC is 14 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. ***Osyluth Toughness.*** Your hit point maximum increases by 3, and it increases by 3 every time you gain a level. ***Claw.*** You have natural weapons in the form of sharp claws which you can use to make an unarmed strike. If you hit with it, you deal slashing damage equal to 1d8 + your Strength modifier. When you make a weapon attack you may make a claw attack as part of that attack action, as long as you have a hand free to make such an attack. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strike. Your unarmed strike counts as a weapon with the Finesse property for all effects which require it, such as Sneak Attack. ***Sting.*** You have a natural weapon in the form of a venomous barbed tail which you can use to make an unarmed strike. If you hit with it, you deal piercing damage equal to 2d8 + your Strength modifier. When you hit you can force the target to make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier), taking an additional 3d6 poison damage on a failed save, or half as much damage on a successful one. You can deal this extra damage a number of times equal to your Constitution modifier (minimum of 1) a day. This damage increases to 4d6 at 5th level, 5d6 at 11th level, and 6d6 at 17th level. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strike. Your unarmed strike counts as a weapon with the Finesse property for all effects which require it, such as Sneak Attack. ***Hellish Armament.*** Choose a martial weapon with the two-handed and reach properties. You gain proficiency with that weapon and can summon one as part of a 1 hour ritual as long as you are in the Nine Hells. You may use either your Strength or Dexterity ability scores for attack and damage rolls. The weapon does an additional die of damage, it counts as a magical weapon, and when you make an attack with the weapon and hit you can use a bonus action to initiate a grapple with the target. #### Succubus/Incubus Succubi and incubi inhabit all of the Lower Planes, and the lascivious dark-winged fiends can be found in service to devils, demons, night hags, rakshasas, and yugoloths. Asmodeus, ruler of the Nine Hells, uses these fiends to tempt mortals to perform evil acts. ***Ability Score Increase.*** Your Dexterity score increases by 1. ***Size.*** Your size is medium. ***Speed.*** Your walking speed is 30 feet. ***Flight.*** You have a flying speed of 60 feet. ***Telepathy.*** You can speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand you. Additionally, you can speak telepathically to a creature across any distance, even across planes, so long as the creature is charmed by you. \pagebreak ***Lightning Resistance.*** You have resistance to lightning damage. ***Fiendish Skills.*** You have proficiency in one Charisma skill of your choice and one from among Insight, Perception, Sleight of Hand, or Stealth. ***Shapechanger.*** You can use your action to polymorph into a Small or Medium humanoid, or back into your true form. Without wings, you lose your flying speed. Other than your size and speed, your statistics are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert to your true form if you die. ***Claw.*** You have natural weapons in the form of sharp claws which you can use to make an unarmed strike. If you hit with it, you deal slashing damage equal to 1d6 + your Strength modifier. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strike. Your unarmed strike counts as a weapon with the Finesse property for all effects which require it, such as Sneak Attack. ***Fiendish Charm.*** You can cast the Suggest spell at will. If a target succeeds on the saving throw, it is immune to the casting of Suggest in this way by you for 24 hours. If you damage the target or another creature does, the target can repeat the saving throw. Charisma is your spellcasting ability for this spell. At 5th level, the spell lasts up to 24 hours instead of 8 hours. Additionally, you can issue unreasonable commands or commands that would obviously harm the creature. When you do so, the target can repeat the saving throw. Only one creature may be affected by this ability at a time. ***Draining Kiss.*** You kiss a creature charmed by you or a willing creature. The target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier against this magic, taking 3d10 psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. As a reaction to a creature dying in this way, you gain hit points equal to the creature’s hit point maximum before it was 0, you can do this reaction a number of times equal to half your proficiency bonus (rounded down, minimum of 1). The psychic damage dealt increases to 4d10 at 5th level, 5d10 at 11th level, and 6d10 at 17th level. ***Etherealness.*** At 5th level, you gain the ability to cast Invisibility, targeting yourself. At 11th level, now you instead can step into or out of the Ethereal plane as an action, functioning similarly to the Etherealness spell. #### Malebranche (Horned Devil) Horned devils are lazy to the point of belligerence and reluctant to put themselves in harm's way. Moreover, they hate and fear any creature stronger than themselves. When they are sufficiently provoked or antagonized, the fury of these fiends can be terrifying. ***Ability Score Increase.*** Your Strength and Constitution score increases by 1. ***Size.*** Your size is large. ***Speed.*** Your walking speed is 20 feet. ***Flight.*** You have a flying speed of 60 feet. ***Telepathy.*** You can speak telepathically to any creature you can see within 120 feet of you. You don’t need to share a language with the creature for it to understand you. ***Poison Resistance.*** You have resistance to poison damage. ***Malebranche Skin.*** When you aren't wearing armor, your AC is 15 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. ***Malebranche Toughness.*** Your hit point maximum increases by 3, and it increases by 3 every time you gain a level. ***Hellish Armament.*** Choose a martial weapon with the two-handed and reach properties. You gain proficiency with that weapon and can summon one as part of a 1 hour ritual as long as you are in the Nine Hells. You may use either your Strength or Dexterity ability scores for attack and damage rolls. The weapon does an additional die of damage and counts as a magical weapon. When you make an attack with this weapon you may make an additional attack with it as part of that attack action. ***Infernal Tail.*** You have a natural weapon in the form of a spear-like tail which you can use to make an unarmed strike against a creature within 10 feet of you. If you hit with it, you deal piercing damage equal to 1d8 + your Strength modifier. When you hit with that weapon you may force the target to make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or lose 1d6 hit points at the start of each of its turns due to an infernal wound. Each time you hit a target wounded with this attack, the damage dealt by the wound increases by an additional damage die. This effect ends when you use this ability again, your concentration ends, or if a creature succeeds on a Wisdom (Medicine) check (DC 8 + your proficiency bonus + your Constitution modifier) to close the wound. The effect also ends if the target receives magical healing. The hit points lost increases to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level. ***Hurl Flame.*** When you take the Attack action on your turn, you can replace any number of attacks with a magical ball of flame. Make a ranged spell attack against a creature within 120 feet of you. If you hit it, you deal 2d6 fire damage, this damage increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level. Charisma is your spellcasting ability for this attack. \pagebreak #### Erinyes The most beautiful and striking of all lesser and greater devils, the erinyes are fierce and disciplined warriors. Sweeping down from the skies, they bring swift death to creatures that have wronged their masters or defied the edicts of Asmodeus. ***Ability Score Increase.*** Your Strength and Constitution scores increase by 1. ***Size.*** Your size is medium. ***Speed.*** Your walking speed is 30 feet. ***Flight.*** You have a flying speed of 60 feet. ***Telepathy.*** You can speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand you. Additionally, you can speak telepathically to a creature across any distance, even across planes, so long as the creature is charmed by you. ***Erinyes Toughness.*** Your hit point maximum increases by 3, and it increases by 3 every time you gain a level. ***Poison Resistance.*** You have resistance to poison damage. ***Magic Resistance.*** You have advantage on saving throws against spells and other magical effects. ***Erinyes Senses.*** You have truesight in a radius of 30 feet. ***Hellish Armory.*** You gain proficiency in heavy armor. Choose a martial melee weapon and a martial ranged weapon. You gain proficiency with those weapons and can summon either or a rope of entanglement over the course of a long rest. You may use either your Strength or Dexterity ability scores for attack and damage rolls. The martial weapons count as magical weapons and deal an additional 1d8 of poison damage. When you make an attack with the martial weapons you may make an additional attack with it as part of that attack action. The poison damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. Additionally, at 11th level when you hit a creature with the ranged weapon, you can have it instead deal no additional poison damage and force it to make Constitution saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or be poisoned. The poison lasts until removed by the lesser restoration spell or similar magic, the creature poisoned in this way has resistance to poison damage until the poison is removed or until the poisoned creature takes a long rest. #### Pit Fiend With an inflated sense of superiority and entitlement, pit fiends form a grotesque aristocracy in the infernal realm. These domineering and manipulative tyrants conspire to eliminate anything that stands between them and their desires, even as they negotiate the convoluted and dangerous politics of the Nine Hells. ***Ability Score Increase.*** Your Strength increases by 2 and one ability score of your choice increases by 2. ***Size.*** Your size is large. ***Speed.*** Your walking speed is 30 feet. ***Flight.*** You have a flying speed of 60 feet. ***Telepathy.*** You can speak telepathically to any creature you can see within 120 feet of you. You don’t need to share a language with the creature for it to understand you. ***Poison Resistance.*** You have resistance to poison damage. ***Pit Fiend Skin.*** When you aren't wearing armor, your AC is 16 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. ***Pit Fiend Toughness.*** Your hit point maximum increases by 4, and it increases by 4 every time you gain a level. ***Magic Resistance.*** You have advantage on saving throws against spells and other magical effects. ***Fear-filling Gaze.*** As a reaction when a creature you can see starts its turn within 20 feet of you, you wrathfully look upon the creature. If the creature can see you, it must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength or Charisma modifier) or be frightened until the end of its next turn. ***Hellish Armament.*** Choose a simple weapon. You gain proficiency with that weapon and can summon one as part of a 1 hour ritual as long as you are in the Nine Hells. You may use either your Strength or Dexterity ability scores for attack and damage rolls. The weapon does an additional die of damage, has the reach property, and counts as a magical weapon. The weapon also deals an additional 4d6 fire damage. This damage increases to 5d6 at 5th level, 6d6 at 11th level, and 7d6 at 17th level. ***Venomous Bite.*** Your mouth is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 2d6 + your Strength modifier. When you hit with a bite attack you may deal an additional 3d6 poison damage. This damage increases to 4d6 at 5th level, 5d6 at 11th level, and 6d6 at 17th level. ***Tail.*** You have a natural weapon in the form of a large tail which you can use to make an unarmed strike. Your tail has the Reach property and if you hit with it, you deal bludgeoning damage equal to 2d10 + your Strength modifier. When you make a weapon attack you may make a tail attack as part of that attack action. \pagebreak ***Pit Fiend Magic.*** You know the thaumaturgy cantrip, additionally you can cast the detect magic spell at will. As you level up, you gain the ability to cast more spells. At 3rd level you can cast the aganazzar's scorcher spell at will, at 5th you can cast the fireball spell a number of times equal to your proficiency bonus. Beginning at 7th level you gain the ability to cast more powerful spells once a long rest. At 7th you can cast the wall of fire spell, then at 11th you can cast the hold monster spell. Finally, at 17th level you can cast the infernal calling spell.