Devils

by CanceRevolution

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Devils

Devils are cunning and malevolent entities from the infernal planes, known not for their raw destructive urges like their demon counterparts, but for their intricate webs of deception and manipulation. With a natural inclination towards hierarchy and order, devils operate within a strict caste system, where each member knows its place and role. Their appearance can vary widely, from the horned and cloven-hoofed traditionalist view to more refined, almost regal visages, always carrying an air of terrifying elegance. But what truly sets them apart is their penchant for making pacts; they are master negotiators, always seeking to entice mortals into selling their souls for power, knowledge, or other ephemeral desires.

Rather than resort to brute force, a devil's primary weapon is its silver tongue. They exploit the weaknesses and desires of their quarry, weaving contracts that might seem favorable at first glance but often carry hidden costs and consequences. These pacts are meticulously crafted, binding the signatory in ways they might never have imagined. However, despite their deceitful nature, devils are known to honor these contracts to the letter, even if they twist the spirit of the agreement to their advantage. This adherence to rules and the importance they place on the sanctity of contracts makes them somewhat predictable, allowing those well-versed in infernal law a chance to outwit them.

Tier 1



Imp

Tiny, Fiend

Tier 1, Challenge Point 1, XP: 1

Attributes

AC 11 AP 0
HP 1 Posture 6
Mana 4
  • Passive Insight/ Perception 12
  • Senses Darkvision
  • Language Common, Infernal Speech

Movement

Base/ Fly 30 Climb/ Swim 5 Dash 10

Stats + Skills

STR -3 DEX +4 INT +1 WIS +2 CHA +4
  • LU +3: Luck Points: 3; Critical Fail: 1

Abilities

  • Devil Immunity You are immune against being Confused, Enchanted or Scared. You are also immune to Curses, except Divine Curses.

  • Pact Maker: You make a pact with someone who casts the Conjure Fiend Familiar spell. While under the effect of that pact, you immediately resurrect after dying. However, you must serve that person (most of the time)...

  • Spell Skill Spell Hit: +4, Spell DC (12)

Action (1)

  • Scratch Hit +3, Dmg 1d6 slash
  • Cast Spell You cast the following spells:
  • At Will: Fire Orb, Frost Bite, Minor Lightning,
    Minor Illusion, Magic Prestige, Telepathy,
    Sense Good & Evil, Thaumaturgy
  • Level 1 (1 Mana): Alter Body, Invisibility, Hologram


Pact Slave

Medium, Fiend

Tier 1, Challenge Point 1, XP: 1

Attributes

AC 10 AP 0
HP 8 Posture 4
  • Passive Insight/ Perception 8
  • Senses Darkvision
  • Language Common, Infernal Speech

Movement

Base 30 Climb/ Swim 15 Dash 30

Stats + Skills

STR +4 DEX +2 INT -2 WIS -2 CHA +0
  • LU -3: Luck Points: 0; Critical Fail: 1 to 3

Abilities

  • Devil Immunity You are immune against being Confused, Enchanted or Scared. You are also immune to Curses, except Divine Curses.
  • Pact Maker: You can create a Pact to exchange lifespans with years of servitude. For every 1 year you serve a creature, that creature must then give 1d4 years of its lifespan to you.

Action (1)

  • Shackles Hit +4, Dmg 1d8 strike
  • Long reach: The reach of this weapon is 10 feet.
  • Chains: After you throw your weapon, you can use the Chains to return the weapon to your hand as a Free Action. The creature you grabbed with this Attack returns to you (if possible).
  • Grapple: On a hit, the target becomes Grappled by you. You can Grapple only 1 Medium or smaller creature at once.

Tier 2



Devil's Trooper

Medium, Fiend

Tier 2, Challenge Point 12, XP: 24

Attributes

AC 14 AP 3
HP 78 Posture 40
  • Passive Insight/ Perception 14
  • Senses Darkvision
  • Language Common, Infernal Speech

Movement

Base 30 Climb/ Swim 15 Dash 30

Stats + Skills

STR +6 DEX +4 INT -1 WIS +4 CHA +6
  • LU +3: Luck Points: 3; Critical Fail: 1

Villain Action

  • Boss Presence At the start of each round, you can make 1 Pact Slaves appears on the battlefield.
  • Call Slaves When you roll for Initiative, you can call 1d4 Pact Slaves to aid you in battle.

Abilities

  • Command Once per round, you can use a Free Action to make a friendly creature within 30 feet to take an Action on your turn.
  • Devil Immunity You are immune against being Confused, Enchanted or Scared. You are also immune to Curses, except Divine Curses.

  • Pact Maker: You can offer aid, or any Rare Special Item to someone in exchange for their aid in an Infernal War. That person then gains this Curse:

  • Curse: You gain an Infernal Mark. While carrying this mark, a random Fiend can summon you for his own aid. When you finish a Long rest, you must succeed on a Bargain Save (DC 15), or be summoned in the Infernal dimensions for 4 hours, obeying any order of the Fiend that summoned you. If you are reduced to 0 HP while summoned this way, you immediately return to your previous location and you then regain 1 HP. Once you were summoned this way, you become immune to this Curse effect for 1 month.

Action (2)

  • Halberd Hit +6, Dmg 2d6 slash, strike or thrust
  • Long Reach: The reach of this weapon is 10 feet.
  • TwoHanded: Needs both hands to make an Attack.

Bonus Action

  • Halberd: Hit +6, Dmg 1d6 slash, strike or thrust
  • Follow-up: You can only use this Attack after you Attack with the Halberd.
  • Long Reach: The reach of this weapon is 10 feet.

Tier 3



Succubus

Medium, Fiend

Tier 3, Challenge Point 10, XP: 30

Attributes

AC 16 AP 0
HP 66 Posture 36
Mana 4
  • Damage Immunities: Dark, Psychic
  • Passive Insight/ Perception 16
  • Senses Darkvision
  • Language Common, Infernal Speech

Movement

Base 35 Climb/ Swim 20 Dash 40

Stats + Skills

STR +6 DEX +6 INT -1 WIS +6 CHA +10
  • LU +3: Luck Points: 3; Critical Fail: 1

Villain Action

  • Love at first sight When you roll for Initiative, all creatures looking at you must succeed on an Insight Save (DC18), or become Enchanted by you for 1 turn.

Ability

  • Devil Immunity You are immune against being Confused, Enchanted or Scared. You are also immune to Curses, except Divine Curses.
  • Enchantment Aura: At the start of your turn, any creature of your choice within 30 feet of you must succeed on an Insight Save (DC 18), or become Enchanted by you for 1 turn.

  • Pact Maker: You can offer a night of pure pleasurable memories in exchange for that person's life energy. As a result, that person gains an Infernal Mark.

  • While bearing this Mark, that person must succeed on a Bargain Save (DC 18) during a Long rest, as you visit them in their dreams.

  • On a failure, that person regains all their HP but becomes Exhausted. A creature with full HP makes this Save with advantage. Note that a creature can always choose to fail a Save.

  • The Mark is removed if you die.

  • Spell Skill Spell Hit: +10, Spell DC (18)

Action (1)

  • Forced Love: Choose one creature within 30 feet of you. That creature must succeed on an Insight Save (DC 18), or be under your control for 1 turn, as if by the effects of the Control Creature spell.
  • Creatures Enchanted by you automatically fail this Save.
  • Triumph: This Action has a limit of once per round.
  • Cast Spell You can cast the following spells:
  • At Will: Alter Body, Quick Friendship, Sleep
  • Level 1 (1 Mana): Darkness, Fake Pressure,
    Grow or Shrink Body, Hypnotize, Mass Sleep, Scream

Bonus Action

  • Cast Spell You can cast the following spells:
  • At Will: Hex


Gambler Devil

Medium, Fiend

Tier 3, Challenge Point 20, XP: 60

Attributes

AC 18 AP 1
HP 119 Posture 68
  • Damage Immunities: Dark
  • Passive Insight/ Perception 17
  • Senses Darkvision
  • Language Common, Infernal Speech

Movement

Base 45 Climb/ Swim 10 Dash 20

Stats + Skills

STR -1 DEX +8 INT -1 WIS +7 CHA +8
  • LU +6: Luck Points: 6; Critical Fail: 1

Villain Actions

  • Critical Villainy Once per round, before you Attack, you can automatically score a Critical Hit with it.
  • Villain Luck Before someone within 60 feet of you makes an Attack, Check or Save, you can spend 1 Luck Point to give disadvantage on that roll.

Ability

  • Devil Immunity You are immune against being Confused, Enchanted or Scared. You are also immune to Curses, except Divine Curses.

  • Pact Maker: You can initiate a bet where all participants receive an Infernal Mark if they are willing. The terms of the bet must be agreed upon by you and the other parties involved. Once the bet is established, a Skill Challenge is conducted to determine the winner.

  • The loser of the bet is then obligated to fulfill a task for the winner. This task can encompass anything desired by the winner, as long as it is achievable without causing the death of the loser.

  • If the loser fails to accomplish the assigned task, they immediately perish, and their souls become yours by the effects of the Steal Soul spell.

  • If you fail to complete the task, you also face death, but your soul is sent back to the Infernal Realms.

Action (3)

  • Cutlass Hit +8, Dmg 1d10 slash or thrust
  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.
  • Handguard: This weapon cannot be Disarmed.
  • Favorite Weapon: You score a Critical Hit on any Attack rolls of 18, 19 or 20 with this weapon. These Critical Hits also deal extra 1d6 damage
  • Devil's Gambit Choose 1 creature that you can see and toss a coin. If it heads, that creature suffers a great misfortune, taking 4d10 damage from any type of your choice, as a great accident happens to it.
  • The creature could suddenly have a small stroke in case of brain damage, or it could just be a lightning randomly striking it in case of electric damage for example. The type of damage must still be possible in the given environment.
  • If the result if tails, you suffer that misfortune instead.
  • Any creature can use 1 Luck Point to avoid this damage.
  • Triumph This Action has a limit of once per round.

Tier 4



Future Devil

Medium, Fiend

Tier 4, Challenge Point 40, XP: 160

Attributes

AC 10 AP 0
HP 79 Posture
  • Passive Insight/ Perception
  • Senses Darkvision
  • Language All Languages

Movement

Base 30 Climb/ Swim 10 Dash 20

Stats + Skills

STR -1 DEX +2 INT -1 WIS +∞ CHA +10
  • LU +∞: Luck Points: ∞; Critical Fail: 1

Villain Actions

  • Future Knowledge You have ∞ Wisdom and Luck stats
  • Future Posture You can peek into the future, enabling you to learn the precise actions required to evade any harm, granting you infinite Posture.
  • However, if you are completely Blinded, you become unable to glimpse into the future, making your Posture instantly be reduced to 0 while you are completely Blinded.
  • If you become Stunned, your Posture is reduced to 0.
  • Villain Luck Before someone you can see makes an Attack, Check or Save, you can give disadvantage on that roll.

Ability

  • Devil Immunity You are immune against being Confused, Enchanted or Scared. You are also immune to Curses, except Divine Curses.

  • Eye Weakness If a creature scores a Critical Hit against you, it hits your eyes making you become completely Blinded for 1 turn.

  • Pact Maker You can lend your eyes in exchange for fortune. You are unwilling to make this pact with anyone who has a Luck stat of 0 or lower. When a creature agrees with this pact, it gains an Infernal Mark that cannot be removed, even by the Remove Curse spell. The mark still vanishes if you die.

  • While bearing this mark, the creature suffers a -5 Luck penalty, but it can also utilize your eye to glimpse into the future. As a Reaction, before any target it can see makes an Attack, Check, or Save, the marked creature can determine the result of that roll before they even roll it.

  • After using this Reaction, the creature cannot use this ability again until it finishes a Long rest.

Action (1)

  • Cause Misfortune Choose any creature you can see. That creature must make a Luck Check (DC 18). On a fail, it takes 8d12 damage from any type of your choice, as a great accident happens to it.
  • The creature could suddenly have a small stroke in case of brain damage, or it could just be a lightning randomly striking it in case of electric damage for example. The type of damage must still be possible in the given environment.
  • A creature can use 1 Luck Point to avoid this damage.

Reaction

  • Predict Future Before a creature you can see makes an Attack, Check or Save, you can determine the result of that roll before they even roll it.

Tier 5



Devil of Knowledge

Medium, Fiend

Tier 5, Challenge Point 60, XP: 300

Attributes

AC 19 AP 0
HP 361 Posture 189
Mana 80
  • Damage Immunities: Dark
  • Damage Weakness: Brain
  • Passive Insight/ Perception 19
  • Senses Darkvision
  • Language All Languages

Movement

Base/ Fly (Hover) 35 Climb/ Swim 10 Dash 20

Stats + Skills

STR +1 DEX +2 INT +12 WIS +9 CHA +9
  • LU +3: Luck Points: 3; Critical Fail: 1

Villain Action

  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells
  • Villain Mana Once this combat, you can regain all your Mana at any moment.
  • Villain Save When you fail a Save, you can use 6 Mana to succeed on that Save instead.

Ability

  • Devil Immunity You are immune against being Confused, Enchanted or Scared. You are also immune to Curses, except Divine Curses.

  • Spell Skill Spell Hit: +12, Spell DC (20)

  • Cast Ritual Spell You can cast the following ritual spells:

  • Contact, World Copy, Dimensional Gate, Pars Anima, Flashback, Non-Detection, Invisible Eye, Non-Detection, Locate, Identify Object, Zone of Truth.

  • Influence Weakness A creature can only influence you using Arcana and offering information about facts that you don't know. If it succeeds, your attitude increases by 2 instead of just 1.

  • Pact Maker: You can exchange knowledge and memories for a price. You possess the ability to reveal any desired knowledge you possess to a creature. However, as a consequence, that creature gains an Infernal Mark that cannot be removed, even by the Remove Curse spell.

  • You can then steal a single memory from the marked creature, as if by the effects of the Memory Control spell. This allows you to access and possess the knowledge contained within that memory.

  • It is not necessary to immediately choose which memory to steal; instead, you can patiently wait for an opportune moment to acquire a particularly significant or valuable piece of knowledge the marked creature acquires in the future.

  • The marked creature can only regain the stolen memory by using the Wish spell, entering into a second pact with you, or if you die.

Action (1)

  • Cast Spell You can the following spells:
  • At Will: Magic Missile, Sense Good or Evil,
    Sense Magic, Telepathy
  • Level 1 (1 Mana): Grand Magic Missile, Levitate
  • Level 2 (2 Mana): Dispell, Fireball, Psychedelic Colors,
    Psychic Illusion, Shadow Ball
  • Level 3 (4 Mana): Arcane Cannon, Dark Ray, Dimension Door, Overload Information
  • Level 4 (6 Mana): Hold Creature, Memory Control, Scrying
  • Level 5 (10 Mana): Arcane Blast, Control Creature, Great Slow, Lesser Time Stop, Space Distortion
  • Level 6 (14 Mana): Star Missile, Teleport, Wall of Force
  • Level 7 (20 Mana): Black Hole, Mirror World
  • Level 8 (30 Mana): Future Knowledge

Bonus Action

  • Cast Spell You can the following spells:
  • At Will: Hex
  • Level 2 (2 Mana): Read Mind
  • Level 4 (6 Mana): Greater Hex

Reaction

  • Cast Spell You can the following spells:
  • At Will: All Knowing (Level 9)
  • Level 3 (4 Mana): Counter Spell, False Turn
  • Level 4 (6 Mana): Time Mischief

Tier 6



Baal Muloch, the Devourer of Infants

Enormous, Godly/ Beast/ Fiend/ Humanoid

Tier 6, Challenge Point 100, XP: 600

Attributes

AC 19 AP 3
HP 813 Posture 411
  • Damage Resistances Dark, Fire
  • Damage Weakness: Light
  • Passive Insight/ Perception 21
  • Senses Darkvision, True Vision
  • Language All Languages

Movement

Base 45 Climb/ Swim 30 Dash 60

Stats + Skills

STR +13 DEX +11 INT +5 WIS +11 CHA +11
  • LU +6: Luck Points: 6; Critical Fail: 1

Villain Actions

  • Devour Infants Your followers will sacrifice up to 100 Infants per day to grant you more power.
  • Evil Vitality Sacrifice 1 Infant to gain 3 HP.
  • Evil Power Once per round, sacrifice 10 infants to take 1 extra Action any time you want.
  • Evil Save When you fail on a Save, sacrifice 10 infants to succeed on it instead.

Ability

  • Charge Frenzy Once per round, when you Dash and move at least 20 feet, you can make 1 Horn Attack as a Free Action.

  • Devil Immunity You are immune against being Confused, Enchanted or Scared. You are also immune to Curses, except Divine Curses.

  • Giga Charge If you Dash, you can pass through the space of any creature smaller than you, without provoking Attacks of Opportunity. Those creatures must then succeed on an Agility Save (DC 21), or take 2d12 strike damage and become Knocked Prone.

  • Pact Maker: You have the ability to offer great prosperity, whether it be in the form of wealth, food, or any other material resources. These blessings will manifest in their life through seemingly fortuitous events. However, in exchange for this fortune, the recipient will bear an Infernal Mark that cannot be removed, not even by the Remove Curse spell.

  • The presence of this Mark has dire consequences for the individual's future potential. It becomes impossible for them to attain further material wealth in a significant manner, and their personal growth is stunted, rendering them incapable of acquiring new skills or advancing their abilities. As a result, the marked creature becomes unable to level up.

  • Furthermore, as part of their commitment to you, the marked creature must make monthly sacrifices to fulfill your will. Failure to comply with this requirement will result in the inevitable loss of everything they currently possess.

  • This can be manifested as a terrible tragic event, making that creature lose all its fortune, or if the marked creature was a warrior for example, they could suffer a stroke and be permanently Paralyzed for example.

Action (3)

  • Fire Claw Hit +13, Dmg 2d12 slash + 1d12 fire
  • Ignite: On a hit, that target becomes Ignited (1d8).
  • Horns Hit +13, Dmg 2d12 strike or thrust + 1d12 fire
  • Charge Attack: If you Dash and move at least 20 feet, you can make this Attack with advantage and if it hits, the target becomes Knocked Prone.
  • Hooves Hit +13, Dmg 2d12 strike + 1d12 fire
  • Knocker: On a hit, a target smaller than you becomes Knocked Prone and takes double Posture damage.
  • Fire Breath All creatures in a 30 feet wide and 60 feet long area in front of you must make an Agility Save (DC 21). On a fail, they take 4d12 fire damage and become Ignited (1d8). On a success, they only take half that damage.
  • Triumph This Action has a limit of once per round.


Loki, the Lord of Blasphemy and Illusions

Large, Godly/ Colossus/ Fiend

Tier 6, Challenge Point 100, XP: 600

Special Loot: Jewel of Blasphemy (Relical Accessory)

Attributes

AC 24 AP 0
HP 610 Posture 316
Mana 100
  • Damage Immunities: Dark, Cold, Psychic
  • Passive Insight/ Perception 20
  • Senses Darkvision, True Vision
  • Language All Languages

Movement

Base/ Fly (Hover) 60 Climb/ Swim 25 Dash 50

Stats + Skills

STR +10 DEX +16 INT +11 WIS +10 CHA +16
  • LU +6: Luck Points: 6; Critical Fail: 1

Villain Action

  • False Save When you fail on a Save, you can make Deception Check (DC equal to the highest Passive Insight among enemies in combat). On a success, you can succeed on that Save instead.

  • Master of Illusions If you would cast an Illusion spell, you can cast any 2 Illusion spells instead. You can also use your Concentration to maintain 2 Illusion spells.

  • Warp Reality Your illusions are able to warp reality itself. When you cast an illusion spell, you have the power to actualize the illusion, making it real.

  • If the illusion represents an object, it is incapable of inflicting any damage. If the illusion represents a creature, it must be of Tier 3 or lower, and it vanishes when its Posture is broken.

  • You can only manifest one illusion as reality at a time.

  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells

  • Villain Mana Once this combat, you can regain all your Mana at any moment.

Ability

  • Devil Immunity You are immune against being Confused, Enchanted or Scared. You are also immune to Curses, except Divine Curses.

  • Pact Maker: You possess the ability to bestow false Godhood upon your followers, making them permanently affected by the False Godhood spell.

  • However, in exchange for this divine facade, the individual must pledge their allegiance as a servant of your cult and undertake various blasphemous rituals and tasks. Any servant who defies your authority will be exposed to the wrath of the true gods, resulting in eternal damnation and unending torment.

  • Spell Skill Spell Hit: +16, Spell DC (24)

  • Pain Tolerance Your Passive Concentration is 40.

  • Cast Ritual Spell You can cast the following ritual spells:

  • True Illusion, Fake Terrain, Non-Detection, World Copy

Action (1)

  • Cast Spell You can cast the following spells:
  • At Will: Frost Bite, Minor Illusion
  • At Will (Level 1): Cold Whisper, Hologram, Invisibility
  • At Will (Level 2): Frost Wind, Dispell,
    Psychedelic Colors,Psychic Illusion
  • At Will (Level 3): Freezing Weather, Grand Illusion, Overload Information
  • At Will (Level 4): Blizzard, False Identity,
    Memory Control, Mirage
  • Level 5 (10 Mana): Control Creature, Ice Prison,
    Mind Imprisonment
  • Level 6 (14 Mana): Power Word: Empathy, Second Self
  • Level 7 (20 Mana): Black Flame, False Godhood
  • Level 8 (30 Mana): Shape Change
  • Level 9 (50 Mana): Power Word: Truth

Bonus Action

  • Cast Spell You can cast the following spells:
  • At Will: Hex
  • At Will (Level 3): Fake Self, Polymorph
  • At Will (Level 4): Greater Hex

Reaction

  • Cast Spell You can cast the following spells:
  • At Will (Level 2): Quick Camouflage
  • At Will (Level 3): Counter Spell