Bestiary | Monsters | Devil

Devil

Devil

Masters of corruption and despoilers of purity, devils seek to destroy all things good and drag mortal souls back with them to the depths of Hell.

As the most numerous fiendish occupants of Hell, the various forms of devils are well catalogued by diabolists. Most are known by two names: an evocative title given to the fiends by commoners and folklore, and an obscure, ancient designation spoken by the servants of Hell and those who would seek to deal with the damned.

Born from the foulest of mortal souls—their personalities and memories long since scoured by millennia of torment—would-be devils rise from the masses of suffering souls as lemures, revolting beings of mindless evil potentiality. Only through continued centuries of torture or by the edicts of more powerful devils do these least of devilkind rise to become deadlier fiends, graduating through a pain-wracked metamorphosis dictated by their masters or the infernal whims of Hell's semi-sentient layers. While fiendish lords wield transformation into greater or lesser forms as both prize and punishment, some devils spontaneously rise from particularly evil souls long trapped upon an infernal layer. Thus, although the various diabolical breeds possess recognizable abilities and hold generalized rankings in the great infernal hierarchy, a devil's type alone does not always correspond to a specific tenure of torment or place in the infernal chain of command.

Devils fill the nine layers of Hell, though certain fiends are more common on specific layers than others, their specialized duties or fealty to individual archdevils drawing them to one torturous domain more than others. Although the various types of devils tend to specialize in unique forms of depravity or temptation, the hierarchies of Hell are not without flexibility for uncommon individual talents. Thus, particularly watchful hamatulas might join the ranks of Phlegethon's bone devil inquisitors, while veteran barbazus might serve among the pit fiends of Nessus.

Beyond the pits of Hell, devils often travel to the Material Plane at the summons of evil spellcasters. Quick to bargain and willing to serve mortals to assure their damnation, devils ever obey the letter of their agreements, but serve the whims of Hell foremost. Thus, even the least of devilkind might come to the Material Plane intent on further corrupting souls, cleverly escaping the bonds of their contracts to indulge their own plots, or to further the unspeakable goals of the archdevils of Hell.

The Ranks of Devilkind

Diabolists speak often of the rankings of Hell, the distinctions made between devils that distinguish the foot soldiers from the commanders of Hell's armies. While such divisions mean little to most mortals—a devil being a deadly foe in any incarnation—the hierarchies and nuances of Hell's society carry distinctions vital to the survival of any who would commune with devils. What distinguishes a breed of devils above or below others is more than a matter of brawn, with several cunning types of fiend holding priority over their fundamentally stronger brethren. While a devil's station does not mean it can instantly command every other devil of inferior standing, it does imply which fiends might serve their brethren or hold influence over others.

Below these are the devil races themselves, from the lordly and malevolent pit fiends all the way down to the lowly, malformed lemure.

The Infernal Hierarchy

Listed here, from the absolute weakest devils to the lords of Hell, is the most basic hierarchy of the infernal realm's best-known denizens.

Least Devils

imps, lemures

Lesser Devils

bearded devils (barbazus), erinyes, barbed devils (hamatulas), bone devils (osyluths)

Greater Devils

horned devils (cornugons), ice devils (gelugons), pit fiends

Devil, Barbed

Cr: 11. Xp: 12,800. Alignment: LE. Size: Medium. Creature Type: Outsider. Creature Subtype: devil, evil, extraplanar, lawful.
Init: +6. Senses: darkvision 60 ft., see in darkness; Perception +21. Ac: 26, touch 16, flat-footed 20 (+6 Dex, +10 natural).
Hp: 138 (12d10+72).
Fortitude: +14. Reflex: +14. Will: +8. Defensive Abilities: barbed defense. Dr: 10/good. Resist: acid 10, cold 10. Immune: fire, poison. Sr: 22.
Speed: 30 ft.. Melee: 2 claws +18 (2d8+6/19-20 plus fear and grab). Special Attacks: fear, impale 3d8+9. Strength: 23. Dexterity: 23. Constitution: 22. Intelligence: 12. Wisdom: 15. Charisma: 18.
Base Attack: +12. Cmb: +18 (+22 grapple). Cmd: 34.
Feats: Alertness, Cleave, Combat Reflexes, Improved Critical (claws), Iron Will, Power Attack.
Skills: Acrobatics +15, Diplomacy +13, Intimidate +19, Knowledge (planes) +16, Perception +21, Sense Motive +21,Spellcraft +12, Stealth +13, Survival +14.
Languages: Celestial, Common, Draconic, Infernal; telepathy 100 ft..
Environment: any (Hell). Organization: solitary, pair, team (3-5), or squad (6-11). Treasure: standard.
spell-like abilities: (CL 12th)

At will-greater teleport (self plus 50 lbs. of objects only), hold person (DC 17), major image (DC 17), produce flame, pyrotechnics (DC 16), scorching ray (2 rays only)

1/day-order's wrath (DC 18), summon (level 4, 1 barbed devil 35%), unholy blight (DC 18)


Description: From the tip of its lashing tail to the serrated features of its fang-filled visage, this fiery-eyed sentinel bristles with barbs.

Special Abilities

Barbed Defense

A creature that strikes a hamatula with a melee weapon, an unarmed strike, or a natural weapon takes 1d8+6 points of piercing damage from the devil's barbs. Melee weapons with reach do not endanger a user in this way.

Fear

A barbed devil's fear attack affects any creature it damages with its claws. A DC 20 Will save resists this effect, otherwise the victim becomes frightened for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.

Grab

A barbed devil can use its grab attack against a foe of up to Medium size.

Impale

A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check.

Sentinels of the vaults of Hell, jailers of the darkest souls, and living weapons of the infernal forges, barbed devils—known as hamatulas to diabolists—enforce the strictures of the damned and safeguard the nefarious works of greater devils. A hamatula enjoys the feel of warm blood on its spines, and prefers to leap into melee when presented with an opportunity for battle.

Hamatulas are collectors and organizers, and are favorite allies of greedy summoners as they often bring with them tempting treasures from Hell's vaults or know the paths to deadly riches. Left to their own devices, the lairs of these devils often bear the pierced trophies of their past victims, hung like perverse bug collections on bloodied walls. Most barbed devils stand upward of 7 feet tall and weigh 300 pounds, though their leanly muscled bodies appear much larger due to the constantly growing and adjusting spines that protrude from their razor-sharp bodies.

Devil, Bearded

Cr: 5. Xp: 1,600. Alignment: LE. Size: Medium. Creature Type: Outsider. Creature Subtype: devil, evil, extraplanar, lawful.
Init: +6. Senses: darkvision 60 ft., see in darkness; Perception +10. Ac: 19, touch 12, flat-footed 17 (+2 Dex, +7 natural).
Hp: 57 (6d10+24).
Fortitude: +9. Reflex: +7. Will: +3. Dr: 5/good or silver. Resist: acid 10, cold 10. Immune: fire, poison. Sr: 16.
Speed: 40 ft.. Melee: glaive +11/+6 melee (1d10+6 plus infernal wound) or 2 claws +10 melee (1d6+4). Space: 5 ft.. Reach: 5 ft. (10 ft. with glaive). Special Attacks: beard. Strength: 19. Dexterity: 15. Constitution: 19. Intelligence: 6. Wisdom: 12. Charisma: 10.
Base Attack: +6. Cmb: +10. Cmd: 22.
Feats: Improved Initiative, Power Attack, Weapon Focus (glaive).
Skills: Climb +13, Intimidate +7, Perception +10, Sense Motive +6, Stealth +11.
Languages: Celestial, Common, Draconic, Infernal; telepathy 100 ft..
Environment: any (Hell). Organization: solitary, pair, squad (3-10), or troop (10-40). Treasure: standard (glaive, other treasure).
spell-like abilities: (CL 12th)

At will-greater teleport (self plus 50 lbs. of objects only)

1/day-summon (level 3, 1 bearded devil or 6 lemures, 50%)


Description: This seething devil deftly wields a vicious, saw-toothed glaive, while below its toothy maw writhes a hideous, twitching beard.

Special Abilities

Beard

If a bearded devil hits a single opponent with both claw attacks, it also lashes at the same target with its spiky, filthy beard. The victim takes 1d8+2 points of damage and must succeed on a DC 17 Fortitude save or contract devil chills. The save DC is Constitution-based.

Devil Chills, Bearded Devil

Infernal Wound

The damage a bearded devil deals with its glaive inflicts persistent wounds that cause 2 points of bleed damage. Bleed caused from an infernal wound is particularly difficult to stanch—a DC 17 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 16 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects on the victim. The infernal wounds caused by a bearded devil are a supernatural ability of the devil, not of the weapon.

Elite warriors in Hell's legions, bearded devils—or barbazus—fight savagely in the name of their infernal lords and command mindless hordes of the damned into battle. They collect and train with their infernally forged glaives among the vaults of Hell's third layer, Erebus, but inevitably return to the first layer, Avernus, to serve at the side of the dread lord Barbatos.

Barbazus are fond of making charge attacks with their glaives, and try to maintain a 10-foot gap between themselves and their foes so they can use their signature polearms to great effect. Against a foe that has greater reach (or one able to otherwise avoid the devil's favored tactic), they drop their glaives and resort to their claws and hideous beards.

At attention, bearded devils stand over 6 feet tall (though their squatting battle stances often make them appear shorter) and weigh upward of 200 pounds.

Devil, Bone

Cr: 9. Xp: 6,400. Alignment: LE. Size: Large. Creature Type: Outsider. Creature Subtype: devil, evil, extraplanar, lawful.
Init: +9. Senses: darkvision 60 ft., see in darkness; Perception +19. Aura: fear aura (5 ft., DC 19, 1d6 rounds). Ac: 25, touch 14, flat-footed 20 (+5 Dex, +11 natural, -1 size).
Hp: 105 (10d10+50).
Fortitude: +12. Reflex: +12. Will: +7. Dr: 10/good. Resist: acid 10, cold 10. Immune: fire, poison. Sr: 20.
Speed: 40 ft., fly 60 ft. (good). Melee: bite +14 melee (1d8+5), 2 claws +14 melee (1d6+5), sting +14 melee (3d4+5 plus poison). Space: 10 ft.. Reach: 10 ft.. Strength: 21. Dexterity: 21. Constitution: 20. Intelligence: 16. Wisdom: 15. Charisma: 18.
Base Attack: +10. Cmb: +16. Cmd: 31.
Feats: Alertness, Combat Reflexes, Improved Initiative, Iron Will, Quicken Spell-Like Ability (invisibility).
Skills: Bluff +17, Diplomacy +17, Fly +21, Intimidate +17, Knowledge (planes) +16, Perception +19, Sense Motive +19, Spellcraft +16, Stealth +14.
Languages: Celestial, Common, Draconic, Infernal; telepathy 100 ft..
Environment: any (Hell). Organization: solitary, pair, or inquisition (3-10). Treasure: standard.
spell-like abilities: (CL 12th)

Constant-fly

At will-dimensional anchor, greater teleport (self plus 50 lbs. of objects only), invisibility (self only), major image (DC 17), wall of ice

3/day-quickened invisibility (self only)

1/day-summon (level 4, 1 bone devil, 35%)


Description: Merging the most horrifying features of carrion-fed insect and withered cadaver, this bony devil moves in unsettling lurches.

Special Abilities

Poison

The save DC is Constitution-based. Sting:

Bone Devil Venom

The interrogators and inquisitors of devilkind, bone devils delight in torturing those weaker than themselves—mortals, souls, and other devils alike. Born of ancient heresies mired amid the Styx-fed swamps of Stygia, Hell's fifth layer, bone devils—also known as osyluths—enforce infernal order and the will of the archdevils. Powerful fiends favor these terrifying sadists for their unwavering devotion to Hell's laws and the commands of their masters, as osyluths eagerly report the disobedience of other devils—regardless of standing—and take to the craft of torture like morbid artists. Diabolists risk much to bargain with them, as bone devils glean many infernal secrets amid their nightmarish calcified torture hives. These devils especially delight in journeying to the mortal plane, as their cruel talents and service to evil spellcasters often mean gaining much valuable information, which they might hold in their perfect memories for centuries before reporting back to their diabolical masters.

In battle, an osyluth uses quickened invisibility after each attack to confuse foes. Many osyluths carry twisted and eerie bone weapons, but these tools are more for torture and intimidation than actual combat.

Osyluths tower over lesser devils at 9 feet tall—though their tails and fearsome but useless wings make them appear much larger—and weigh upward of 400 pounds.

Devil, Erinyes

Cr: 8. Xp: 4,800. Alignment: LE. Size: Medium. Creature Type: Outsider. Creature Subtype: devil, evil, extraplanar, lawful.
Init: +6. Senses: darkvision 60 ft., see in darkness, true seeing; Perception +16. Ac: 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural).
Hp: 94 (9d10+45).
Fortitude: +11. Reflex: +12. Will: +7. Dr: 5/good. Resist: acid 10, cold 10. Immune: fire, poison. Sr: 19.
Speed: 30 ft., fly 50 ft. (good). Melee: +1 longsword +15/+10 (1d8+8/19-20). Ranged: +1 flaming composite longbow +14/+14/+9 (1d8+6/×3 plus 1d6 fire) or rope +15 touch (entangle). Strength: 20. Dexterity: 23. Constitution: 21. Intelligence: 14. Wisdom: 18. Charisma: 21.
Base Attack: +9. Cmb: +14. Cmd: 31.
Feats: Combat Reflexes, DodgeB, MobilityB, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run.
Skills: Acrobatics +18, Bluff +17, Diplomacy +14, Escape Artist +12, Fly +19, Intimidate +17, Knowledge (planes) +8, Knowledge (religion) +8, Perception +16, Sense Motive +10, Stealth +15.
Languages: Celestial, Common, Draconic, Infernal; telepathy 100 ft..
Environment: any (Hell). Organization: solitary or trio. Treasure: triple (+1 longsword, +1 flaming composite longbow [+5 Str bonus], rope).
spell-like abilities: (CL 12th)

Constant-true seeing

At will-fear (single target, DC 19), greater teleport (self plus 50 lbs. of objects only), minor image (DC 17), unholy blight (DC 19)

1/day-summon (level 3, 2 bearded devils, 50%)


Description: Some calamity has befallen this angelic warrior. Wings stained black shear the air as her merciless eyes search for a target.

Special Abilities

Entangle

Each erinyes carries a 50-foot-long rope that entangles opponents of any size as an animate rope spell (CL 16th, DC 20). An erinyes can hurl its rope 30 feet with no range penalty. An erinyes's rope functions only for the erinyes who made it and no other. The save DC is Dexterity-based.

Known by many names—the Fallen, the Ash Wings, and the Furies—the devils called erinyes mock the form of the angelic hosts in their exaction of vengeance and bloody justice. Executioners, not judges, erinyes alight upon the bladed eaves of Dis, Hell's cosmopolitan second layer, ever attentive for chances to soar into battle, whether in defense of Hell, on the whims of diabolical masters, or at the impassioned summons of jilted mortal summoners. All erinyes weave deadly living ropes from their own hair, which they use in battle to lift their foes into the air, mocking and condemning their victims for their transgressions before dropping them from great heights.

Erinyes appear as darkly beautiful angels, augmenting their sensuality with deliberate bruises and scars. Yet despite their beauty, erinyes are not seducers—they lack the subtlety and patience required for such fine emotional manipulations, and instead vastly prefer to solve their problems with swift and excruciating violence. Often, an erinyes will stay her hand before attempting to slay a foe simply so she can draw out the victim's suffering. Death is usually the only way to escape an erinyes's not-so-tender attentions, and the most powerful of these devils excel at keeping their enemies alive but helpless so as to extend their torment—many going as far as to keep their victims alive with magic. Rumors hold that the most powerful erinyes torturers have skills that allow their torment to continue even after their subject has died from their attentions.

Most erinyes stand just under 6 feet tall and weigh approximately 140 pounds, even with their black- feathered wings that stretch over 10 feet wide.

Devil, Horned

Cr: 16. Xp: 76,800. Alignment: LE. Size: Large. Creature Type: Outsider. Creature Subtype: devil, evil, extraplanar, lawful.
Init: +8. Senses: darkvision 60 ft., see in darkness; Perception +24. Aura: fear aura (5 ft., DC 23). Ac: 35, touch 17, flat-footed 27 (+8 Dex, +18 natural, -1 size).
Hp: 217 (15d10+135); regeneration 5 (good weapons, good spells).
Fortitude: +18. Reflex: +17. Will: +13. Dr: 10/good and silver. Resist: acid 10, cold 10. Immune: fire, poison. Sr: 27.
Speed: 30 ft., fly 50 ft. (average). Melee: +1 unholy spiked chain +26/+21/+16 (2d6+11 plus stun), bite +22 (2d8+5), tail +22 (2d6+5 plus infernal wound) or 2 claws +24 (2d6+10), bite +24 (2d8+10), tail +22 (2d6+5 plus infernal wound). Space: 10 ft.. Reach: 10 ft.. Strength: 31. Dexterity: 27. Constitution: 28. Intelligence: 14. Wisdom: 22. Charisma: 23.
Base Attack: +15. Cmb: +26. Cmd: 44.
Feats: Improved Bull Rush, Improved Sunder, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike, Weapon Focus (spiked chain).
Skills: Bluff +24, Diplomacy +21, Fly +15, Intimidate +24, Knowledge (planes) +20, Perception +24, Sense Motive +21, Spellcraft +20, Stealth +22.
Languages: Celestial, Common, Draconic, Infernal; telepathy 100 ft..
Environment: any (Hell). Organization: solitary, pair, or wing (3-10). Treasure: standard (+1 unholy spiked chain, other treasure).
spell-like abilities: (CL 16th)

At will-dispel chaos (DC 21), dispel good (DC 21), magic circle against good, greater teleport (self plus 50 lbs. of objects only), persistent image (DC 21)

3/day-fireball (DC 19), lightning bolt (DC 19)

1/day-summon (level 6, 3 barbed devils, 35%)


Description: Bristling with terrible spines and a crown of deadly horns, this leering winged terror wields a whirling barbed chain.

Special Abilities

Infernal Wound

The damage a horned devil deals with its tail causes persistent wounds that deal 2d6 points of bleed damage. Bleeding caused in this way is difficult to staunch—a DC 26 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 26 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects.

Stun

Whenever a horned devil hits with a spiked chain attack, the opponent must succeed on a DC 27 Fortitude save or be stunned for 1d4 rounds. This ability is a function of the horned devil, not of the spiked chain. The save DC is Strength-based.

Among the deadliest of the archdevils' warriors and able commanders of lesser fiends, horned devils spread the rule of Hell wherever they tread. These greater devils are trained, forged, and reforged to be among the most lethal, merciless, and obedient warriors in the multiverse. While rank-and-file horned devils are called cornugons, the greatest of their kind are known as malebranche.

A typical horned devil rises to a hulking 9 feet tall, bears 14-foot-wide wings, and weighs 700 pounds.

Devil, Ice

Cr: 13. Xp: 25,600. Alignment: LE. Size: Large. Creature Type: Outsider. Creature Subtype: devil, evil, extraplanar, lawful.
Init: +9. Senses: darkvision 60 ft., see in darkness; Perception +27. Aura: fear (10 ft., DC 22). Ac: 32, touch 14, flat-footed 27 (+5 Dex, +18 natural, -1 size).
Hp: 161 (14d10+84); regeneration 5 (good weapons, good spells).
Fortitude: +15. Reflex: +14. Will: +12. Dr: 10/good. Resist: acid 10. Immune: fire, cold, poison. Sr: 24.
Speed: 40 ft., fly 60 ft. (good). Melee: +1 frost spear +21/+16/+11 (2d6+10/×3 plus 1d6 cold plus slow), bite +14 (2d6+6), tail +14 (3d6+3 plus slow). Space: 10 ft.. Reach: 10 ft.. Strength: 23. Dexterity: 21. Constitution: 22. Intelligence: 25. Wisdom: 22. Charisma: 20.
Base Attack: +14. Cmb: +21. Cmd: 36.
Feats: Alertness, Cleave, Combat Reflexes, Improved Initiative, Iron Will, Power Attack, Weapon Focus (spear).
Skills: Acrobatics +22, Bluff +22, Diplomacy +22, Fly +13, Intimidate +19, Knowledge (planes) +24, Knowledge (any three others) +21, Perception +27, Sense Motive +27, Spellcraft +21, Stealth +18, Survival +23.
Languages: Celestial, Common, Draconic, Infernal; telepathy 100 ft..
Environment: any (Hell). Organization: solitary, team (2-3), council (4-10), or contingent (1-3 ice devils, 2-6 horned devils, and 1-4 bone devils). Treasure: standard (+1 frost spear, other treasure).
spell-like abilities: (CL 13th)

Constant-fly

At will-cone of cold (DC 20), ice storm, greater teleport (self plus 50 lbs. of objects only), persistent image (DC 20), wall of ice (DC 19)

1/day-summon (level 4, 2 bone devils, 50%)


Description: A pair of frozen, multifaceted eyes coldly judge all before this towering, insectile monstrosity.

Special Abilities

Slow

A hit from an ice devil's tail or spear induces numbing cold. The opponent must succeed on a DC 23 Fortitude save or be affected as though by a slow spell for 1d6 rounds. This effect comes from the devil in the case of its weapon; it is not a quality possessed by the spear itself. The save DC is Constitution-based.

It is said that each ice devil—known as gelugons among the ranks of devilkind—bears within its chest a stolen, frozen mortal heart, which allows it to make decisions free of all emotion. Born on the icy layer of Cocytus, Hell's seventh layer, most ice devils migrate to Caina, the eighth layer, where they plot world-damning machinations from courts of freezing steel. Although they are perhaps the most alien and monstrous in appearance of all devils, few breeds are accorded greater respect.

In combat, a gelugon prefers to let its minions engage foes in melee so that it can hang back and appraise the foe's tactics, strengths, and weaknesses. The ice devil supports its minions with its spell-like abilities, always taking care to avoid impacting its minions in the area of effect of its spells—this not from any sense of camaraderie, only a cold and logical truth that its allies can survive longer in a fight if they are not exposed to friendly fire.

Gelugons stand at 12 feet tall, and weigh approximately 700 pounds.

Devil, Imp

Cr: 2. Xp: 600. Alignment: LE. Size: Tiny. Creature Type: Outsider. Creature Subtype: devil, evil, extraplanar, lawful.
Init: +3. Senses: darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7. Ac: 17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 natural, +2 size).
Hp: 16 (3d10); fast healing 2.
Fortitude: +1. Reflex: +6. Will: +4. Dr: 5/good or silver. Resist: acid 10, cold 10. Immune: fire, poison.
Speed: 20 ft., fly 50 ft. (perfect). Melee: sting +8 (1d4 plus poison). Space: 2-1/2 ft.. Reach: 0 ft.. Strength: 10. Dexterity: 17. Constitution: 10. Intelligence: 13. Wisdom: 12. Charisma: 14.
Base Attack: +3. Cmb: +1. Cmd: 15.
Feats: Dodge, Weapon Finesse.
Skills: Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Spellcraft +7.
Languages: Common, Infernal. Special Qualities: change shape (boar, giant spider, rat, or raven, beast shape I).
Environment: any (Hell). Organization: solitary, pair, or flock (3-10). Treasure: standard.
spell-like abilities: (CL 6th)

Constant-detect good, detect magic

At will-invisibility (self only)

1/day-augury, suggestion (DC 15)

1/week-commune (6 questions, CL 12th)


Description: Fiendish wings and a whipping scorpion-like tail lash behind this diminutive, red-skinned nuisance.

Special Abilities

Poison

The save DC is Constitution-based, and includes a +2 racial bonus. Sting:

Born directly from the pits of Hell, imps are among the least of the true devils; these vicious, manipulative fiends, however, hold an important role in the corruption of mortal souls. Unfettered from the ranks and duties of diabolical armies, imps delight in any opportunity to travel to the Material Plane and subtly tempt mortals toward acts of ever-greater depravity. Willingly serving spellcasters as familiars, imps play the role of dutiful servants, often granting their masters cunning advice and infernal insights. In truth, though, an imp works to deliver souls to Hell, assuring that its master's soul—and as many collateral souls as possible—faces damnation upon death.

Devil, Lemure

Cr: 1. Xp: 400. Alignment: LE. Size: Medium. Creature Type: Outsider. Creature Subtype: devil, evil, extraplanar, lawful.
Init: +0. Senses: darkvision 60 ft., see in darkness; Perception +0. Ac: 14, touch 10, flat-footed 14 (+4 natural).
Hp: 13 (2d10+2).
Fortitude: +4. Reflex: +3. Will: +0. Dr: 5/good or silver. Resist: acid 10, cold 10. Immune: fire, mind-affecting effects, poison.
Speed: 20 ft.. Melee: 2 claws +2 (1d4). Strength: 11. Dexterity: 10. Constitution: 12. Intelligence: -. Wisdom: 11. Charisma: 5.
Base Attack: +2. Cmb: +2. Cmd: 12.
Environment: any (Hell). Organization: solitary, pair, gang (3-5), swarm (6-17), or mob (10-40 or more). Treasure: none.

Description: A roiling wave of flesh gushes forward. Amid the fatty surge wriggle half-formed limbs and a dripping tumorous face.

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