Archives of Nethys

Pathfinder 1E | Pathfinder 2E | Starfinder

All | Unique
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Families | Templates | Types | Subtypes | Universal Monster Rules


Devil

Source Pathfinder RPG Bestiary pg. 72
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 Subtype

Devils are lawful evil outsiders that hail from the plane of Hell. Devils possess a particular suite of traits (unless otherwise noted in a creature's entry).
  • Immunity to fire and poison.
  • Resistance to acid 10 and cold 10.
  • See in Darkness (Su) Some devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
  • Summon (Sp) Devils share the ability to summon others of their kind, typically another of their type or a small number of less-powerful devils.
  • Telepathy.
  • Except when otherwise noted, devils speak Celestial, Draconic, and Infernal.
  • A devil's natural weapons, as well as any weapons it wields, are treated as lawful and evil for the purpose of resolving damage reduction.

Creatures in "Devil" Category

NameCR
Accomplice Devil (Hesperian)4
Accuser Devil (Zebub)3
Advodaza18
Apostate Devil (Deimauigga)17
Apostate Devil (Deimavigga)17
Barbed Devil (Hamatula)11
Bearded Devil (Barbazu)5
Belier Devil (Bdellavritra)16
Bone Devil (Osyluth)9
Cabal Devil (Uniila)10
Chortov9
Contract Devil (Phistophilus)10
Curse Devil (Phiam)5
Drowning Devil (Sarglagon)8
Erinyes8
Executioner Devil (Munagola)11
Gambling Devil (Magadaz)4
Handmaiden Devil (Gylou)14
Heresy Devil (Ayngavhaul)12
Horned Devil (Cornugon)16
Host Devil, Greater (Magaav)6
Host Devil, Lesser (Gaav)3
Ice Devil (Gelugon)13
Immolation Devil (Puragaus)19
Imp2
Lemure1
Mnemor5
Nemesis Devil (Advodaza)18
Nupperibo1
Pit Fiend20
Possession Devil, Greater (Gidim)15
Possession Devil, Lesser (Gidim)6
Rust Devil (Ferrugon)12
Salikotal7
Sire Devil (Patraavex)7
Tinder Devil (Ukobach)4
Warmonger Devil (Levaloch)7

Devil, Possession Devil, Greater (Gidim)

Possession Devil, Greater (Gidim) CR 15

Source Pathfinder #29: Mother of Flies pg. 83
XP 51,200
LE Medium outsider (devil, evil, extraplanar, incorporeal, lawful)
Init +8; Senses darkvision 60 ft., see in darkness; Perception +27

Defense

AC 24, touch 24, flat-footed 15 (+5 deflection, +8 Dex, +1 dodge)
hp 187 (15d10+105)
Fort +16, Ref +19, Will +12
DR 10/good; Resist acid 10, cold 10; SR 26

Offense

Speed 30 ft., fly 40 ft. (perfect)
Melee 2 claws +19 (1d4+5), bite +19 (1d6+5)
Special Attacks dread, malevolence
Spell-Like Abilities (CL 12th)
Constant — greater invisibility
At will — bleed (DC 15), ghost sound* (DC 15), greater teleport (self plus 50 lbs. of objects only), knock* (DC 17), levitate* (DC 17), major image* (DC 18), prestidigitation* (DC 15), unseen servant* (DC 16)
3/day — animate dead, animate rope* (DC 16), bestow curse (DC 19), contagion (DC 19) dancing lights* (DC 15), ethereal jaunt (Ethereal Plane to Material Plane and vice versa), gust of wind* (DC 17), major creation, plane shift (self only; to Ethereal Plane, Hell, or Material Plane only), produce flame* (DC 16), stinking cloud (DC 18), suggestion (DC 18)
1/day — summon (level 5, 1d4 lesser possession devils, 40%)
* causes dread

Statistics

Str —, Dex 26, Con 24, Int 17, Wis 20, Cha 20
Base Atk +15; CMB +23; CMD 39
Feats Alertness, Combat Reflexes, Dodge, Improved Iron Will, Iron Will, Lightning Reflexes, Mobility, Stand Still
Skills Acrobatics +26, Bluff +23, Diplomacy +23, Disable Device +26, Fly +16, Intimidate +23, Knowledge (planes) +21, Perception +27, Sense Motive +27, Stealth +26
Languages Aklo, Common, Infernal
SQ nourished by negativity, otherworldly

Ecology

Environment any (Hell or Ethereal Plane)
Organization solitary
Treasure none

Special Abilities

Claws (Su) A gidim’s natural attacks inflict real wounds when they rake against physical objects they strike. A gidim’s natural weapon damage is modified by its Charisma bonus.

Dread (Su) Gidims are adept at using their spell-like abilities to terrifying effect. At will, and while remaining invisible, a gidim can choose to make any of the spell-like abilities noted in its stat block particularly frightening. Any creature that witnesses and is within 10 feet of the effect of one of these spell-like abilities must make a saving throw or be shaken for 1 minute. This effect can potentially increase the severity of other fear effects. This is a mind-affecting fear effect.

Malevolence (Su) Once per day, a gidim on the Material Plane can merge its body with another creature’s. This ability is similar to a magic jar spell (CL 10th or the devil’s HD, whichever is higher), except that it does not require a receptacle. To use this ability, the devil must be adjacent to the target. The target can resist the attack with a successful DC 16 Will save. A creature that successfully saves is immune to that same devil’s malevolence for 24 hours. While using this ability, the gidim is not affected by its otherworldly ability. The save DC is Charisma-based.

Nourished by Negativity (Su) Gidims seek out volatile mortals to aid them in entering the Material Plane. At the most basic level, negative emotions occur when a creature is dying, raging, or subject to a fear effect. At the GM’s discretion, negative emotions might also include non-rules-related effects, such as extreme feelings of anger, betrayal, frustration, hate, or sorrow. Anytime a gidim witnesses a creature affected by negative emotions, it may choose to gain a +1 bonus on its next Will save made to enter the Material Plane, so long as it attempts to enter the plane within 30 feet of that creature and within 24 hours. If within 12 to 24 hours of gaining this bonus the gidim witness the same creature again being affected by negative emotions, it gains an additional +1 bonus on its Will save which stacks with the original and increases the duration of the bonus by an additional 24 hours. Thus, a gidim may gain a stacking +1 bonus to its Will save in this manner once every 12 hours. The devil loses its entire accumulated bonus if it attempts and fails to enter the Material Plane, if 24 hours pass without it witnessing its target creature being affected by negative emotions, or if it takes a bonus from another creature affected by negative emotions. Once on the Material Plane, this bonus applies to a gidim’s Will saves made to resist being expelled from the plane. The bonus decreases by 1 every minute until it reaches 0. A gidim that leaves the Material Plane before this bonus reaches 0 retains any remaining bonus.

Otherworldly (Ex) Gidims find it difficult to enter the Material Plane. To do so by any means, a lesser possession devil must make a DC 30 Will save, failure meaning it is barred from entry and cannot access the plane again for 12 hours. In addition, after every minute of being on the Material Plane, the devil must make a DC 30 Will save or be expelled, returning to the plane it traveled from. Additionally, as a free action a number of times per day equal to the gidim’s Charisma modifier, the devil can empower one of its spell-like abilities to extend out from the Ethereal Plane and affect a target on the Material Plane.

Sunlight Weakness (Ex) Gidims’ powers are weakened in natural sunlight (not merely a daylight spell), reducing the DCs of their special abilities by –4. In addition, gidims attempting to enter the Material Plane into an area of sunlight take a –4 penalty on their Will save.

Masterful possessors and foul masterminds, bdellavritras possess some of the most feared intellects in the Nine Hells. Their sadistic genius and patient, calculating plots prove all the more terrifying as the worm-like fiends care little for the politics and backbiting of the Outer Rifts, their divisive attentions favoring the unpredictability and challenges of the Material Plane. With bodies like pale worms or leeches grown to monstrous sizes, bdellavritras are enigmatic horrors. Slick with greasy bile and with mouths at both ends of their gut-churning bodies, the fiends posses a grotesque kind of ambidexterity, favoring no dominant end. As such, the creatures’ voices can emanate from their wormlike maws, any one of their human-like mouths, or all four orifices at once, as they choose.

Bdellavritras typically reach sizes of up to 16 feet from worm-mouth to human heads, and weigh upwards of 2,000 pounds.