Pact Devil

Medium Fiend (Devil), Lawful Evil

Armor Class 17 (studded leather)
Hit Points 142 (19d8 + 57)
Speed 30 ft.
STR
10 (+0)
DEX
20 (+5)
CON
16 (+3)
INT
14 (+2)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws Int +6, Wis +8, Cha +10
Skills Deception +10, Insight +8, Persuasion +10
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren’t Silvered
Damage Immunities Fire, Poison
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 14
Languages All, Telepathy 120 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4

Infernal Contract. An infernal contract produced by the devil is written in infernal, but enchanted by the illusory script spell. The contract is written with the exact terms of the deal agreed upon, the punishment for breach of contract by either party, and the terms for voiding the contract; which are made binding when both parties willingly sign the contract. Once signed, the contract magically teleports to the contract owner, the archdevil the devil serves, and the creature that struck the deal gains the benefits of the contract.

Breach of Contract. A creature that fails to pay the price specified by the contract or attempts to terminate the contract early without the agreement of both parties is in breach of contract. The punishment for a breach of contract is set by the devil, which may include some the following options:

  • The creature takes 27 (5d10) psychic damage each day at dawn until the price has been paid.

  • The creature's soul is forfeit when it dies and sent to the contract's owner.

  • The creature loses a specified body part (often an eye).

  • The devil claims one magical item of its choice from the creature.

Devil Script. The duration of the devil's illusory script spell is indefinite. Additionally, the devil can designate which creatures the writing appears as normal to at any time, not just when the spell is cast.

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Devil's Tongue. The devil is immune to the effects of the zone of truth spell, but the spellcaster believes the devil failed its saving throw against the spell.

Infernal Broker. The devil is the middleman between the archdevil it serves and the creature it is making a deal with. A contract the devil presents is between the archdevil and the creature making the deal. Due to this, the devil is unable to void contracts it signs.

Legendary Resistance (1/Day). If the devil fails a saving throw, it can choose to succeed instead.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Magic Weapons. The devil's weapon attacks are magical.

Actions


Multiattack. The devil makes two attacks with its rapier.

Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Produce Contract. An infernal contract magically apparates in the hand of the devil.

Spellcasting. The devil's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:

  • At will: alter self (can become Small when changing its appearance), burning hands (as a 3rd-level spell), charm person, confusion, detect magic, geas, illusory script, sending (to archdevil only), suggestion, wall of fire

  • 3/day each: mislead, zone of truth

  • 1/day each: burning hands (as a 7th-level spell), calm emotions, feeblemind, silence

Reactions


Parry. The devil adds 4 to its AC against one melee attack that would hit it. To do so, the devil must see the attacker and be wielding a melee weapon.

Legendary Actions


The devil can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The devil regains spent legendary actions at the start of its turn.

Attack. The devil makes one attack with its rapier.

Detect. The devil makes a Wisdom (Perception) check.

Move. The devil moves up to its speed.

Urban
Pact DevilPact Devil

Though any form of devil can entice other beings into signing infernal pacts, none are as sophisticated nor as prolific as the pact devils, who have been granted specific permission from the authorities of the Hells to trawl the Material Plane for unwitting signatories. These silver-tongued shapeshifters are unmatched in their way with words, and can hide damning infernal sub-clauses in a signed agreement with either flowing, easily-misinterpreted prose or disarmingly dense legal jargon.

High Value Targets. Certain souls are worth more in the Hells than others, especially for their ability to influence doings on the Material Plane when brought under infernal influence. Pact devils prioritize these high-value targets, which often include nobles, military leaders, merchant princes, or even members of the clergy. Through their bound signatory, a pact devil and its handler can act on the Material Plane to further their other interests, which may include gathering powerful magic items or collecting intelligence on the actions of their demon rivals.

Undercover Actors. Pact devils often assume the same false identity for years or even decades at a time, usually taking the role of public-facing goods or service providers to facilitate their dealmaking. They may hide as money-lenders, merchants, or mercenaries as cover operations for their infernal business. A single pact devil may work an area as small as a village or as large as a city until potential targets are exhausted or their identities are revealed, at which point they promptly disappear themselves and assume a new identity elsewhere under the instruction of their handler so that they may continue collecting souls.

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