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This is perhaps one of the less elaborate paths to Devil Cast Rankings
power, but it yet remains one path that a player might 1. Lemure Greater Devils
seek to gain power based not on class or race choice, Lesser Devils 8. Horned Devil
but based on choices made throughout the campaign. (Malebranche)
2. Imp 9. Erinyes
3. Spined Devil 10. Ice Devil (Gelugon)
Beginning the Process (Spinagon)
You become a devil when your soul becomes bound to 4. Bearded Devil 11. Pit Fiend
the nine hells. This typically occurs by contract with a (Barbazu)
devil and after you die. However it occurs, you will first 5. Barbed Devil Arch Devils
(Hamatula)
become a lemure and will be bound to whatever devil
6. Chain Devil (Kyton) 12. Duke or Duchess
you contracted your soul to, usually a greater devil or
7. Bone Devil (Osyluth) 13. Archduke or
an archdevil.
Archduchess
When you have this form you have the following ability
score modifications:
Strength + 6, Dexterity +3, Constitution +5, Intelligence
+1, Wisdom +3, and Charisma +3 Erinyes
Large fiend (devil) Needed Favor: 92
Speed: 20 feet, fly 60 feet.
When you have this form you have the following ability
You also gain the following traits/skills: score modifications:
Condition Immunities poisoned Strength +4, Dexterity +3, Constitution +4, Intelligence
Damage Immunities fire, poison +2, Wisdom +2, and Charisma +4
Damage Resistances cold; bludgeoning, piercing, and
Medium fiend (devil)
slashing damage from nonmagical attacks not made
Speed: 30 feet, fly 60 feet.
from silvered weapons
Darkvision 120 feet. You also gain the following traits/skills:
Devil’s Sight Magical darkness doesn’t impede your Condition Immunities poisoned
darkvision. Damage Immunities fire, poison
Hurl Flame Ranged Spell Attack: range 150 feet, one Damage Resistances cold; bludgeoning, piercing, and
target. Hit: 4d6 fire damage. If the target is a slashing damage from nonmagical attacks not made
flammable object that isn’t being worn or carried, it from silvered weapons.
also catches fire. Darkvision 120 feet.
Magic Resistance You have advantage on saving Devil’s Sight Magical darkness doesn’t impede your
throws against spells and other magical effects. darkvision.
Multiattack You may use your Tail attack for the Hellish Weapons All weapons, including both melee
purposes of two-weapon fighting as though it was a and ranged, you bear are considered magical and deal
weapon with the light property. an extra 3d8 poison damage on a hit.
Tail Melee Weapon Attack: reach 10 feet, one target. Perry You may add your Dexterity modifier to your
Hit: 1d8 piercing damage. If the target is a creature normal AC against one melee attack that would hit you
other than an undead or a construct, it must succeed as a reaction. To do so, you must see the attacker and
on a Constitution saving throw with a DC of 10 + your be wielding a melee weapon.
Strength modifier or lose 3d6 hit points at the start of Magic Resistance You have advantage on saving
each of its turns due to an infernal wound. Each time throws against spells and other magical effects.
you hit the wounded target with this attack, the Telepathy You can communicate with other creatures
damage dealt by the wound increases by another 3d6 telepathically up to 120 feet.
points. Any creature can take an action to stanch the
wound with a successful DC 12 Medicine check. The Standard Equipment Erinyes are almost always given a
wound also closes f the target receives magical healing. full plate armor, a longsword, and a Longbow. You are
Telepathy You can communicate with other creatures proficient with these as an Erinyes. They are also
telepathically up to 120 feet. sometimes equipped with a rope of entanglement.