Devil v10

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Gaining Power as a Devil

This is perhaps one of the least descriptive paths to power, but it yet remains one path that a player
might seek to gain power based not on class or race choice.

Beginning the Process


You become a devil when you become bound to the nine hells. This typically occurs by contract with a
devil, after death. However it occurs, you will first become a Lemure and will be bound to whatever devil
you contracted your soul to, usually a greater devil or an archdevil.

Progressing as a Devil
There are several caste levels within devil society, ranked by physical as well as social power. These
levels are specifically outlined in the table below. Any devil can be promoted or demoted within this
system by a devil that is in a caste above them. Specifically, a greater devil can promote or demote
lesser devils and lemure and Archdevils can further promote or demote up to the greater devil caste.
Only Asmodeus himself can promote devils to or from the level of archdevil, which is extremely unlikely
to occur. These promotions and demotions are always as a reward or punishment and almost always
progress on stage at a time, so quests to please your superior plays a very big part in this process. These
changes do not only effect the rank of a devil, but result in the transformation into the new kind of devil
at that rank. That’s really all there is to it. Make a more powerful devil, they may bump you up to the
next most powerful level. Make a more powerful devil, they are likely to knock you down a rank.

1. Lemure Greater Devils


Lesser Devils 8. Horned Devil (Malebranche)
2. Imp 9. Erinyes
3. Spined Devil (Spinagon) 10. Ice Devil (Gelugon)
4. Bearded Devil (Barbazu) 11. Pit Fiend
5. Barbed Devil (Hamatula) Arch Devils
6. Chain Devil (Kyton) 12. Duke or Duchess
7. Bone Devil (Osyluth) 13. Archduke or Archduchess

To properly handle the transformations into the various devil types, a character’s original stats will need
to be maintained. The descriptions below describe how each type of devil modifies the character from
their original form. This is done this way to prevent confusion if, and when, levels are skipped or there
are many promotions and demotions involved. Each time a character changes forms they lose any
benefits from the previous devil form and do not retain any racial traits from their mortal form, beyond
their stats. They do retain class levels, however. All devils also rejuvenate in the nine hells if they are
killed on any other plane.

Lemure
When you take on the form of a Lemure you have the following statistics modification: Dexterity -3,
Intelligence -5, Charisma -4.

You are a Medium fiend (devil) with a speed of 15 feet.


You also gain the following traits/skills:
Amorphis Form Your body has a consistency as though you are half melted to a point of near
formlessness. As such you are unable to effectively don armor, weapons, or other equipment. You are
also unable to produce intelligible sounds for communication.
Condition Immunities charmed, frightened, poisoned
Damage Immunities fire, poison
Damage Resistances cold
Darkvision 120 feet.
Devil’s Sight Magical darkness doesn’t impede your darkvision.
Fist Melee Weapon Attack: reach 5 feet, one target. Hit: 1d4 bludgeoning damage.
Hellish Rejuvenation If you die in the Nine Hells you come back to life with all your hit points in 1d10
days, unless you are killed by a good aligned character with a bless spell cast on that creature or your
remains are sprinkled with holy water.

Imp
When you take on this form you have the following statistics modifications: Strength -2, Dexterity +3,
Constitution +1, Wisdom +1, and Charisma +2.

You are a Tiny fiend (devil, shapechanger) with a speed of 20 feet and fly speed of 40 feet.

You also gain the following traits/skills:


Condition Immunities poisoned
Damage Immunities fire, poison
Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not
made from silvered weapons
Darkvision 120 feet.
Devil’s Sight Magical darkness doesn’t impede your darkvision.
Magic Resistance You have advantage on saving throws against spells and other magical effects.
Sting (Bite in Beast Form) Melee Weapon Attack: reach 5 feet, one target. Hit: 1d4 piercing damage, and
the target must make a saving throw, taking 3d6 poison damage on a failed save, or half as much
damage on a successful one. The DC for this save is 10 + your Constitution modifier.
Invisibility You magically turn invisible until you attack, cast a spell, or your concentration ends (as if
concentrating on a spell). Any equipment you carry is invisible with you.

Spined Devil (Spinagon)


When you take on this form you have the following statistics modifications: Dexterity +2, Constitution
+1, Wisdom +2, and Charisma -1

You are a Small fiend (devil) with a speed of 20 feet and fly speed of 40 feet.

You also gain the following traits/skills:


Bite Melee Weapon Attack: reach 5 feet, one target. Hit: 2d4 slashing damage.
Condition Immunities poisoned
Damage Immunities fire, poison
Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not
made from silvered weapons
Darkvision 120 feet.
Devil’s Sight Magical darkness doesn’t impede your darkvision.
Flyby You don’t provoke an opportunity attack when you fly out of an enemy’s reach.
Limited Spines You have twelve tail spines. Used spines regrow by the time you finish a long rest.
Magic Resistance You have advantage on saving throws against spells and other magical effects.
Multiattack You may make two attacks: one with your bite attack and one with a weapon or two with
your tail spines.
Tail Spine Ranged Weapon Attack: range 20/80 feet, one target. Hit: 1d4 piercing damage plus 1d6 fire
damage.
Telepathy You can communicate with other creatures telepathically up to 120 feet.

Bearded Devil (Barbazu)


When you take on this form you have the following statistics modifications: Strength +3, Dexterity +2,
and Constitution +2

You are a Medium fiend (devil) with a speed of 30 feet

You also gain the following traits/skills:


Beard Melee Weapon Attack: reach 5 feet, one creature. Hit: 1d8 piercing damage, and the target must
succeed on a Constitution saving throw or be poisoned for 1 minute. The DC for this is 10 + your
Constitution modifier. 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.
Condition Immunities poisoned
Damage Immunities fire, poison
Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not
made from silvered weapons
Darkvision 120 feet.
Devil’s Sight Magical darkness doesn’t impede your darkvision.
Magic Resistance You have advantage on saving throws against spells and other magical effects.
Multiattck You can make two attacks: one with your beard and one with a weapon.
Steadfast you can’t be frightened while you can see an allied creature within 30 feet of you.
Telepathy You can communicate with other creatures telepathically up to 120 feet.

Standard Equipment Bearded Devils are almost always given a special Glaive, which they are
automatically proficient with, which has the following characteristics beyond those of a normal glaive.

If the target is a creature other than an undead or a construct, it must succeed on a Constitution
saving throw with a DC of 10 + your Strength modifier or lose 1d10 hit points at the start of each
of its turns due to an infernal wound. Each time you hit the wounded target with this attack, the
damage dealt by the wound increases by another 1d10 points. Any creature can take an action
to stanch the wound with a successful DC 12 Medicine check. The wound also closes f the target
receives magical healing.

Barbed Devil (Hamatula)


When you take on this form you have the following statistics modifications: Strength +3, Dexterity +3,
Constitution +4, Intelligence +1, Wisdom +2, and Charisma +2
You are a Medium fiend (devil) with a speed of 30 feet

You also gain the following traits/skills:


Barbed Hide At the start of your turns, you deal 1d10 piercing damage to any creature grappling you.
Claw Melee Weapon Attack: reach 5 feet, one target. Hit: 1d6 piercing damage.
Condition Immunities poisoned
Damage Immunities fire, poison
Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not
made from silvered weapons
Darkvision 120 feet.
Devil’s Sight Magical darkness doesn’t impede your darkvision.
Hurl Flame Ranged Spell Attack: range 150 feet, one target. Hit: 3d6 fire damage. If the target is a
flammable object that isn’t being worn or carried, it also catches fire.
Magic Resistance You have advantage on saving throws against spells and other magical effects.
Multiattack You may make three attacks: one with your tail and two with your claws. Alternatively, it
can use Hurl Flame twice.
Tail Melee Weapon Attack: reach 5 feet, one target. Hit: 2d6 piercing damage.
Telepathy You can communicate with other creatures telepathically up to 120 feet.

Chain Devil (Kyton)


When you take on this form you have the following statistics modifications: Strength +4, Dexterity +2,
Constitution +4, Wisdom +1, and Charisma +2

You are a Medium fiend (devil) with a speed of 30 feet

You also gain the following traits/skills:


Animate Chains (Recharges after a Short or Long Rest) Up to four chains you can see within 60 feet of
you magically sprout razor-edged barbs and animate under your control, provided the chains aren’t
being worn or carried.
Each animated chain is an object with AC 20, 20 hit points, resitance to piercing damage, and immunity
to psychic and thunder damage. When you use Multiatack on your turn you can use each aniated chain
to make one additional chain attack. An animated chain can grapple one creature of its own, but can’t
make attacks while grappling. An animated chain reverts to its inanaaimate state if reduced to 0 hit
points or if you are incapacitated or die.
Chain Melee Weapon Attack: reach 10 feet, one target. Hit: 2d6 slashing damage. The target is grappled
if you are not already grappling a creature. Until this grapple ends, the target is restrained and takes 2d6
piercing damage at the start of each of its turns.
Condition Immunities poisoned
Damage Immunities fire, poison
Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not
made from silvered weapons
Darkvision 120 feet.
Devil’s Sight Magical darkness doesn’t impede your darkvision.
Magic Resistance You have advantage on saving throws against spells and other magical effects.
Multiattack You can make two attacks with a chain attack.
Telepathy You can communicate with other creatures telepathically up to 120 feet.
Unnerving Mask When a creature you can see starts its trun within 30 feet of you, you can 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 or be frightened until the end of its trun. The
spell casting ability for this is Charisma.

Bone Devil (Osyluth)


When you take on this form you have the following statistics modifications: Strength +4, Dexterity +3,
Constitution +4, Intelligence +1, Wisdom +2, and Charisma +3

You are a Large fiend (devil) with a speed of 40 feet and a fly speed of 40 feet.

You also gain the following traits/skills:


Claw melee Weapon Attack: reach 10 feet, one target. Hit: 1d8 slashing damage.
Condition Immunities poisoned
Damage Immunities fire, poison
Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not
made from silvered weapons
Darkvision 120 feet.
Devil’s Sight Magical darkness doesn’t impede your darkvision.
Magic Resistance You have advantage on saving throws against spells and other magical effects.
Multiattack You can make three attacks: two with claws and one with your sting attack.
Sting Melee Weapon Attack: reach 10 feet, one target. Hit: 2d8 piercing damage plus 5d6 poison
damage, and the target must succeed on a Constitution saving throw or become poisoned for 1 minute.
The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
success. The DC for this is 10 + your Constitution modifier.
Telepathy You can communicate with other creatures telepathically up to 120 feet.

Horned Devil (Malebranche)


When you take on this form you have the following statistics modifications: Strength + 6, Dexterity +3,
Constitution +5, Intelligence +1, Wisdom +3, and Charisma +3

You are a Large fiend (devil) with a speed of 20 feet and a fly speed of 60 feet.

You also gain the following traits/skills:


Condition Immunities poisoned
Damage Immunities fire, poison
Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not
made from silvered weapons
Darkvision 120 feet.
Devil’s Sight Magical darkness doesn’t impede your darkvision.
Hurl Flame Ranged Spell Attack: range 150 feet, one target. Hit: 4d6 fire damage. If the target is a
flammable object that isn’t being worn or carried, it also catches fire.
Magic Resistance You have advantage on saving throws against spells and other magical effects.
Multiattack you can make three melee attacks: two with you weapon and one with your tail. You may
choose to hurl flame in lace of any melee attack.
Tail Melee Weapon Attack: reach 10 feet, one target. Hit: 1d8 piercing damage. If the target is a creature
other than an undead or a construct, it must succeed on a Constitution saving throw with a DC of 10 +
your Strength modifier or lose 3d6 hit points at the start of each of its turns due to an infernal wound.
Each time you hit the wounded target with this attack, the damage dealt by the wound increases by
another 3d6 points. Any creature can take an action to stanch the wound with a successful DC 12
Medicine check. The wound also closes f the target receives magical healing.
Telepathy You can communicate with other creatures telepathically up to 120 feet.

Standard Equipment Bearded Devils are almost always given a special Fork weapon, which they are
automatically proficient with, which has the following characteristics:

Melee Weapon Attack: reach 10 feet, one target. Hit: 2d8 piercing damage. Two-handed.

Erinyes
When you take on this form you have the following statistics modifications: Strength +4, Dexterity +3,
Constitution +4, Intelligence +2, Wisdom +2, and Charisma +4

You are a Medium fiend (devil) with a speed of 30 feet and a fly speed of 60 feet.

You also gain the following traits/skills:


Condition Immunities poisoned
Damage Immunities fire, poison
Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not
made from silvered weapons.
Darkvision 120 feet.
Devil’s Sight Magical darkness doesn’t impede your darkvision.
Hellish Weapons All weapons, including both melee and ranged, you bear are considered magical and
deal an extra 3d8 poison damage on a hit.
Perry You may add your Dexterity modifier to your normal AC against one melee attack that would hit
you as a reaction. To do so, you must see the attacker and be wielding a melee weapon.
Magic Resistance You have advantage on saving throws against spells and other magical effects.
Multiattack You may make three attacks.
Telepathy You can communicate with other creatures telepathically up to 120 feet.

Standard Equipment Erinyes are almost always given a full plate armor, a longsword, and a Longbow.
You are proficient with these as an Erinyes. They are also sometimes equipped with a rope of
entanglement.

Ice Devil (Gelugon)


When you take on this form you have the following statistics modifications: Strength +5, Dexterity +2,
Constitution +4, Intelligence +4, Wisdom +2, Charisma +4

You are a Large fiend (devil) with a speed of 40 feet

You also gain the following traits/skills:


Bite Melee Weapon Attack: reach 5 feet, one target. Hit: 2d6 piercing damage plus 3d6 cold damage.
Claws Melee Weapons Attack: reach 5 feet, one target. Hit: 2d4 slashing damage plus 3d6 cold damage.
Condition Immunities poisoned
Damage Immunities cold, fire, poison
Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not
made from silvered weapons
Darkvision 120 feet.
Devil’s Sight Magical darkness doesn’t impede your darkvision.
Magic Resistance You have advantage on saving throws against spells and other magical effects.
Multiattack You may make three attack: one with a bite attack, one with claws, and one with your tail.
Tail Melee Weapon Attack: reach 10 feet, one target. Hit: 2d6 bludgeoning damage plus 3d6 cold
damage.
Telepathy You can communicate with other creatures telepathically up to 120 feet.
Wall of Ice (Recharge 6) You magically cast the Wall of Ice spell with the following modifications: the
range is 60 feet, you can make a flat surface with a maximum of 6 panels at 1’x10’x10’ each, you may
also choose to make a hemispherical dome up to 20 feet in diameter, and the AC and of the ice is 5. The
casting ability for this spell is Intelligence.

Equipment Ice Devils are sometimes given Ice Devil Spear. Ice Devils are proficient with these
automatically. These spears have the following characteristics:

Melee Weapon Attack: reach 10 feet, one target. Hit: 2d5 piercing damage plus 3d6 cold
damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or for
1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each
of its turns, but not both; and it can’t take reactions. The target can repeat the saving throw at
the end of its turns, ending the effect on itself on a success.

Pit Fiend
When you take on this form you have the following statistics modifications: Strength +8, Dexterity +2,
Constitution +7, Intelligence +6, Wisdom +4, and Charisma +7

You are a Large fiend (devil) with a speed of 30 feet and a fly speed of 60 feet.

You also gain the following traits/skills:


Condition Immunities poisoned
Damage Immunities fire, poison
Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not
made from silvered weapons
Darkvision 120 feet.
Devil’s Sight Magical darkness doesn’t impede your darkvision.
Fear Aura Any hostile creature that starts its turn within 20 feet of you must make a Wisdom saving
throw, unless you are incapacitated. The spell casting ability for this is Charisma. On a failed save, the
creature is frightened until the start of its next turn. If the creature’s saveing throw is successful, the
creature is immune to your Fear Aura for the next 24 hours.
Magic Resistance You have advantage on saving throws against spells and other magical effects.
Telepathy You can communicate with other creatures telepathically up to 120 feet.
Notes
It is important to note that natural weapons, such as claws, can be used as though they were weapons
with the finesse feature and are always proficient.

The ability score adjustments do not count toward the score maximum. You may modify your base
scores up to their maximum and the ability modifiers listed adjust your scores from there. For example,
you can have a base strength up to 20 and as a Pit Fiend will have a modified strength value of 28.

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