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The Devil

Devil

A
mon! Amon! Amon!" howled the cleric. A
large, white-hot flame appeared in front of
Creating a Devil
her, the heat so intense she wiped sweat The fires of Hell burn deep within your torn soul. Devils
from her brow. As the flame disappeared, in thrive on the souls of the departed and make deals to
its place stood Amon, eyes like aizles, horns ensure those who have yet to depart fall into their
thick as two of his arms and long as two clutches.
trident prongs stuck end-to-end.
"How do you know my true name, Cleric?" demanded Quick Build
Amon, indignation in his. You can make a Devil quickly by following these
"Let's make a deal, Amon." The cleric said, hardly able to suggestions. First, Charisma should be your highest Ability
contain her delight having bested the Devil, gaining power score, followed by Strength. Second, choose the soldier
over him. background.
"I was summoned to serve you, Cleric. How may I be of
service?" asked Amon, with the reverence of an unwillingly
submissive child.
Class Features
As a Devil, you gain the following class features.
From the Blood of Asmodeus
Hit Points
Devils are born from Asmodaus' blood. The fires of the Hit Dice: 1d10 per Devil level
Nine Hells flow through you. As such, you retain the Hit Points at 1st Level: 10 + your Constitution
physical traits of your chosen race for the most part. You modifier
sprout horns from your head, which are more gnarled,
Hit Points at Higher Levels: 1d10 (or 6) + your
curved, and larger than those of tieflings. Your skin and
Constitution modifier per Devil level after 1st.
pupils turn blood red. You are bound by the laws of the
Nine Hells. Proficiencies
This power that flows through you grants you the ability Armor: light armor, medium armor, heavy armor, shields
- through illusion magic - to change your skin and eye color
Weapons: simple weapons, martial weapons
to any you desire and to either hide or reveal your horns
Tools: None
as an action. Assuming a creature suspects something is
Languages: Infernal
amiss, creatures will see through this illusion should they
Saving Throws: Charisma, Strength
pass an Insight (Wisdom) check against your spell save DC.
Skills: Insight, Persuasion, and choose any 1.
Your True Name Starting Equipment
You were summoned onto the material plane by someone You start with the following equipment, in addition to the
who knows your true name; they have the power to bind equipment granted by your background and any items in
you into servitude. They have the power to call you to your backpack.
them at any time just by calling your name three times.
(a) a martial weapon and a shield or (b) two martial
You must fulfill the contract you have with your summoner
weapons
as you are a Devil, bound by the laws set in place by
(a) five javelins or (b) any simple melee weapon
Asmodeus. Only your death, your summoner's death, or
(a) a priest's pack or (b) an explorer's pack
fulfillment of said contract will release you from your
chain mail
summoner's metmorphical grip on you. Any attempt to
some sort of container; this is where you keep your
directly harm your summoner will invoke the wrath of
harvested souls
Asmodeus.
Asmodeus' holy symbol in some form. This can be
tattooed on you, carried, stitched into a piece of
Extra-Hell Unwelcoming clothing, etc.
You are a Devil, known by all to be evil, as such, if you're
spotted on any plane other than The Nine Hells, word Devil's Sight
travels fast and holy worshippers and Devil slayers will be
Starting at 1st level, you can see through magical darkness
hot on your tail until they've seen to your death or
out to 30ft. And, you have 30ft darkvision. If you already
expulsion personally.
have 30ft darkvision, then this increases your darkvision
by 30ft.

2
Devil
Level Prof. Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Soul Monger, Devil's Sight — — — — — — —
2nd +2 Hellfire, Hellish Resistance, Spellcasting 2 4 2 — — — —
3rd +2 Servant of the Archduke/Archduchess 2 5 3 — — — —
4th +2 Ability Score Improvement 3 6 3 — — — —
5th +3 Extra Attack 3 7 4 2 — — —
6th +3 — 3 8 4 2 — — —
7th +3 Soul Monger Improvement 3 9 4 2 — — —
8th +3 Ability Score Improvement 3 10 4 2 — — —
9th +4 — 3 11 4 2 2 — —
10th +4 Soul Monger Improvement 4 12 4 2 2 — —
11th +4 Servant of the Archduke/Archduchess 4 13 4 2 2 — —
12th +4 Ability Score Improvement 4 14 4 2 2 — —
13th +5 — 4 14 4 2 2 2 —
14th +5 Archdevil 4 15 4 2 2 2 —
15th +5 Soul Monger Improvement 4 17 4 2 2 2 —
16th +5 Ability Score Improvement 4 18 4 2 2 2 —
17th +6 — 4 18 4 2 2 2 1
18th +6 Servant of the Archduke/Archduchess 4 19 4 2 2 2 2
19th +6 Ability Score Improvement 4 21 4 2 2 2 2
20th +6 Archdevil Hellfire 4 21 4 2 2 2 2

Language Extraction. (20 souls) You can spend 8


Soul Monger hours learning one language from one of your captured
Starting at 1st level, you learn how to harvest souls of the souls. You retain this language forever.
creatures that have died around you and consume them Soul-powered Magic. (5 souls) You can consume up
to grant you additional powers. Unless otherwise stated, to 25 souls to regain one spell slot level equal to the
you use your action to perform a Soul Consumption amount of souls you consume divided by 5. For example, if
Method. You learn 3 soul consumption methods of your you want to regain a 4th-level spell slot, you must
choice. You learn two additional methods of your choice at consume twenty souls.
7th, 10th, and 15th level. Each time you learn new Memory Extraction. (5 souls) You can consume five
methods, you can also replace one method you know with souls to extract all memories related to a certain subject
a different one. from a captured soul.
Extra-souler Save. (4 souls) You can consume 4 souls
Harvesting a Soul to re-roll a failed Saving throw. You must keep the result of
To harvest a soul, you must touch a creature that has died the second roll.
within the last minute and spend your Action to harvest. Extra-souler Aid. (4 souls) You can consume two
To successfully harvest a soul, the target must fail a souls to re-roll a failed Ability Check. You must keep the
Wisdom saving throw against your Spell save DC. If the result of the second roll.
target is good-aligned, it has Advantage on the roll. If the Spiritual Restoration. (1 soul) You can consume one
target succeeds, then you see the soul vanish into the air soul to heal yourself for 1d12 + Charisma modifier.
as it exits its mouth. Mortals cannot observe this
phenomenon.

Soul Consumption Methods


Skill Extraction. (30 souls) You can spend 16 hours
learning one skill proficiency from one of your captured
souls. You retain this proficiency forever.
Tool Extraction. (20 souls) You can spend 8 hours
learning one tool proficiency from one of your captured
souls. You retain this proficiency forever.

3
Soul Servant. (1 soul) You can turn one soul into a Ritual Casting
servant that serves you and your wishes. The amount of You can cast any Devil spell you know as a ritual if that
servants you can have active is equal to your level divided spell has the ritual tag.
by 2 while rounding down plus your Charisma modifier.
Their Initiative is equal to half yours and they all act on the Spellcasting Focus
same Initiative. At higher levels, as listed below, you may You use the holy symbol of Asmodeus as your spellcasting
choose what form your servant takes from that level, plus focus for your Devil spells.
any previous levels. This soul consumption method
upgrades at 5th, 19th, 15th, and 18th levels. Stat blocks for Hellish Resistance
the following creatures can be found on page 8.
3rd Level: Lemure servants (MM p.76) Starting at 2nd level, you feel the fire within you burn
5th Level: Imp (MM p.76) or Spined Devil (MM p.78) brighter, as such you are Immune to fire damage.
servants
11th Level: Merregon or Barbed Devil servants Hellfire
15th Level: Black Abishai or White Abishai servants
Starting at 2nd level, the fires of Hell burn within you, and
18th Level: Bone Devil or Chain Devil servants
have so for an eternity. As such, when calling upon fire to
damage your enemies, it is no mere mortal fire, but fire
Spellcasting called upon from the depths of Hell.
Starting at 2nd level, the blood of Asmodeus grants you When casting spells or cantrips that deal fire damage,
magical power over the element of fire. See chapter 10 in you can add your Charisma modifier to the damage.
the Player's Handbook for the general rules of spellcasting
and page 6 of this document for the Devil spell list. Servant of the Archduke/Archduchess
Cantrips Once you reach 3rd level, you bind your soul to one of the
Lords of the Nine as their zealot.
You know two cantrips of your choice from the Devil spell
list. You learn additional Devil cantrips of your choice at
higher levels, learning a 3rd cantrip at 4th level and a 4th
Bel the Warlord
A former pit fiend, Bel the Warlord ruled Avernus, the first
at 10th level.
layer of Baator. He was also the lead general in the Blood
Spell Slots War.
The Devil table shows how many spell slots you have to 3rd level.
cast your Devil spells of 1st level and higher. To cast one of 11th level.
these spells, you must expend a slot of the spell's level or 18th level.
higher. You regain all expended spell slots when you finish
a long rest. Zariel, Archduchess of Avernus
For example, if you know the 1st-level spell burning Zariel appeared as a hellish angel, with fiery wings, horns
hands and have a 1st-level and a 2nd-level spell slot atop her head, goat-like legs, and skin that resembled
available, you can cast cure wounds using either slot. cooling lava. She returned as the ruler of Avernus after the
pit fiend, and previous ruler, Bel fell out of favor with
Spells Known of 1st Level and Higher Asmodeus. Zariel was known to actively command the
You know two 1st-level spells of your choice from the Devil forces of Avernus in the Blood War.
spell list. 3rd level. Regeneration. You regains 5% of your hit
You learn an additional Devil spell of your choice at each points at the start of your turn. If you take radiant damage,
level except 13th, 17th, and 20th. Each of these spells must this trait doesn't function at the start of your next turn.
be of a level for which you have spell slots. For instance, You dies only if you start your turn with 0 hit points and do
when you reach 3rd level in this class, you can learn one not regenerate.
new spell of 1st or 2nd level. 11th level.
Additionally, when you gain a level in this class, you can 18th level.
choose one of the Devil spells you know and replace it with
another spell from the Devil spell list, which also must be
of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting Ability for your Devil spells.
You use your Charisma whenever a spell refers to your
spellcasting Ability. In addition, you use your Charisma
modifier when setting the saving throw DC for a Devil spell
you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Charisma modifier
Spell attack modifier = your proficiency bonus + your
Charisma modifier

4
Dispater, The Iron Duke Mephistopheles, Archduke of Cania
The Lord of the Second, Dispater, appeared as a tall Mephistopheles, the ruler of Cania, was a tall humanoid
humanoid with dark hair, tiny horns, and a single cloven with red skin, wings, and horns. He was often confused
foot (the other foot was normal). He always dressed well with Asmodeus by mortals, a fact that frustrated him to no
and carried the badge of his office, a rod of great power. end and amused Asmodeus. Despite having rebelled and
He was also paranoid and rarely left his Iron Tower in his failed against Asmodeus, he was not demoted, likely
layer of Dis. thanks to his canny consort Baalphegor.
3rd level. 3rd level.
11th level. 11th level.
18th level. 18th level.

Mammon the Viscount Asmodeus, King of the Nine Hells


Mammon ruled the layer of Minauros. He resembled a Asmodeus, the King of the Nine Hells and the Lord of the
thirty-foot-long serpent with a humanoid upper body. He Ninth, was the most powerful archdevil. He was also the
was duplicitous and considered untrustworthy by the god of sin and evil. Asmodeus ruled the layer of Nessus.
archdukes. Mammon represented greed and lust for He appeared as a handsome, thirteen-foot-tall human with
treasure. black hair, crimson eyes, and small horns. Underneath his
3rd level. finery, though, constantly bleeding wounds covered his
11th level. skin.
18th level. 3rd level.
11th level.
Lady Fierna and Archduke Belial 18th level.
Fierna and Belial ruled Phlegethos, the fiery fourth layer of
Baator, jointedly- in a way. Fierna was the official ruler, Gargauth
while her father, Belial, made the decisions. Both father Gargauth, a powerful archdevil, once dwelled in the Hells,
and daughter resembled sensual humans with small horns but left for reasons known only to himself. Some say he
and glowing red eyes. challenged Asmodeus and was exiled, some say he was
3rd level. cast from the Hells for his foul nature, while others say he
left because Asmodeus destroyed his closest friend, the
11th level.
archdevil Beherit. One, none, or all of these reasons may
18th level.
be true.
Prince Levistus Gargoth took to wandering the planes, and eventually
Levistus appeared as humanoid male with pale skin, black founded a cult on Toril, where he is known as Gargauth.
hair and entirely black eyes, and pointed teeth. However, 3rd level.
he was imprisoned in iceberg by Asmodeus for past 11th level.
treachery. After Geryon, the former ruler of Stygia, was 18th level.
deposed (also by Asmodeus), the Lord of the Ninth
appointed Levistus as the new Lord of the Fifth, but did
not release him. Thus, Levistus was forced to transmit all
instructions telepathically to his minions.
3rd level.
11th level.
18th level.

The Archduchess Glasya


The Archduchess Glasya was the daughter of Asmodeus
and ruled the layer Malbolge. She appeared as a
supremely beautiful humanoid with copper skin, wings, a
forked tail, and small horns.
3rd level.
11th level.
18th level.

Baalzebul the Slug Archduke


Also called the Lord of Lies, the Fallen One, and the Lord of
the Flies, Baalzebul ruled the seventh layer of Baator,
Maladomini. He once had an angelic body but was
changed into a slug-like form. He was a perfectionist but
after his change lapsed into depression.
3rd level.
11th level.
18th level.

5
Investiture of Hellfire
Starting at 14th level, Asmodeus starts to recognize your
achievements, imbuing Hellfire deeper into the layers of
your soul, granting you the following benefits:

You can teleport through fire -- walk into fire and


disappear, feel fire all around you and reappear
wherever a fire burns bright.
You can cast the Misty Step spell without the need of a
spell slot or material components. You may use this
feature as many times equal to your Charisma modifier
each day.
You add your Charisma modifier to weapon attacks as
extra fire damage. This in turn makes your weapon
attacks magical.
You have advantage on Charisma checks against fiends
(devils) equal to your level in Challenge Rating and
lower.

Emissary of Hell
Starting at 20th level, you are able to channel Asmodeus'
very essence, turning you into a true Archdevil, granting
you the following benefits:

You sprout wings from your back, which grant you a


flying speed of 60ft.
When calculating any damage you deal to a creature,
you add your Charisma modifier and your proficieny
bonus as extra fire damage. In addition, when they take
this fire damage, the victim must make a Constituation
saving throw against your Spell save DC or be engulfed
in flame. Every subsequent turn, at the beginning of
their turn, they take half the fire damage they took in
the previous turn. (Note that this does NOT stack with
the similar effect in Investiture of Hellfire)
You gain telepathy out to 30ft
You emit so much Hellfire from you body, that any
creature who comes within 5 ft of you takes your
Charisma modifier plus your proficiency bonus fire
damage.
You are immune to the effects of age, as such any spell
or effect that would alter your age has no effect.
Darkvision increases to 120 ft.

6
Searing Smite Scorching Ray 4th Level
Cantrips (0 Level) Charm Person Crown of Madness Fire Shield
Control Flames Command Suggestion Summon Greater Demon
Create Bonfire
Compulsion
Fire Bolt 2nd Level 3rd Level
Wall of Fire
Produce Flame Aganazzar's Scorcher Counterspell
Message Continual Flame Fireball 5th Level
Flame Blade Flame Arrows Flame Strike
1st Level Flaming Sphere Summon Lesser Demons Infernal Calling
Burning Hands Flock of Familiars Fast Friends Immolation
Find Familiar Heat Metal Incite Greed Dominate Person
Hellish Rebuke Pyrotechnics Tiny Servant

7
Lemure Challenge 0 (0 or 10 XP)
Medium fiend (devil), lawful evil
Devil's Sight. Magical darkness doesn't impede
Armor Class 7 the lemure's darkvision.
Hit Points 13 (3d8) Hellish Rejuvenation. A lemure that dies in the
Speed 15 ft. Nine Hells comes back to life with all its hit points
in 1d10 days unless it is killed by a good-aligned
creature with a bless spell cast on that creature or
STR DEX CON INT WIS CHA its remains are sprinkled with holy water.
10 (+0) 5 (-3) 11 (+0) 1 (-5) 11 (+0) 3 (-4)
Actions
Damage Resistances cold Fist. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Damage Immunities fire, poison one target. Hit: 2 (1d4) bludgeoning damage
Condition Immunities charmed, frightened,
poisoned Source: MM, page 76.
Senses darkvision 120 ft., passive Perception 10
Languages understands Infernal but can't speak

Imp Shapechanger. The imp can use its action to


Tiny fiend (devil), lawful evil polymorph into a beast form that resembles a rat
(speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider
(20 ft., climb 20 ft.), or back into its true form. Its
Armor Class 13 statistics are the same in each form, except for the
Hit Points 10 (3d4 + 3) speed changes noted. Any equipment it is wearing
Speed 20 ft., fly 40 ft. or carrying isn't transformed. It reverts to its true
form if it dies.

STR DEX CON INT WIS CHA Magic Resistance. The imp has advantage on
saving throws against spells and other magical
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2) effects.

Skills Deception +4, Insight +3, Persuasion +4,


Actions
Stealth +5 Sting (Bite in Beast Form). Melee Weapon Attack:
Damage Resistances cold; bludgeoning, piercing, +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3)
and slashing from nonmagical attacks not made piercing damage, and the target must make a DC
with silvered weapons 11 Constitution saving throw, taking 10 (3d6)
Damage Immunities fire, poison poison damage on a failed save, or half as much
Condition Immunities poisoned damage on a successful one.
Senses darkvision 120 ft., passive Perception 11
Languages Infernal, Common Invisibility. The imp magically turns invisible until
Challenge 1 (200 XP) it attacks, or until its concentration ends (as if
concentrating on a spell). Any equipment the imp
Devil's Sight. Magical darkness doesn't impede wears or carries is invisible with it.
the lemure's darkvision. Source: MM, page 76.

8
Spined Devil Flyby. The devil doesn't provoke an opportunity
Small fiend (devil), lawful evil attack when it flies out of an enemy's reach.
Limited Spines. The devil has twelve tail spines.
Armor Class 13 Used spines regrow by the time the devil finishes
Hit Points 22 (5d6 + 5) a long rest.
Speed 20 ft., fly 40 ft. Magic Resistance. The imp has advantage on
saving throws against spells and other magical
effects.
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 11 (+0) 14 (+2) 8 (-1)
Actions
Multiattack. The devil makes two attacks: one
Skills Deception +4, Insight +3, Persuasion +4, with its bite and one with its fork or two with its
Stealth +5 tail spines.
Damage Resistances cold; bludgeoning, piercing,
and slashing from nonmagical attacks not made Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
with silvered weapons one target. Hit: 5 (2d4) slashing damage.
Damage Immunities fire, poison Fork. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Condition Immunities poisoned one target. Hit: 3 (1d6) piercing damage.
Senses darkvision 120 ft., passive Perception 11
Languages Infernal, Telepathy 120 ft. Tail Spine. Ranged Weapon Attack: +4 to hit, range
Challenge 2 (450 XP) 20/80 ft., one target. Hit: 4 (1d4 + 2) piercing
damage plus 3 (1d6) fire damage.
Devil's Sight. Magical darkness doesn't impede Source: MM, page 78.
the lemure's darkvision.
 
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