Devils are fiends from the Nine Hells of Baator, a lawful evil realm. Devils enjoy bullying those weaker than themselves and often attack good creatures just to gain a trophy or three.
Many devils have abilities that can cause fear; they use such powers to break up powerful groups and defeat opponents piecemeal. Devils with spell-like abilities use their illusion abilities to delude and confuse foes as much as possible. A favorite trick is to create illusory reinforcements; enemies can never be entirely sure if a threat is only a figment or real summoned devils joining the fray.
Devils
Barbazu
The first thing that stands out about this creature is the massive saw-toothed glaive it carries. The creature’s pointed ears and moist, scaly skin mark it as an outsider. It has a long tail, clawed hands and feet, and a snaky, disgusting beard.
Bearded devils, also called barbazu, serve as shock troops in hell’s armies, spearheading attacks by masses of lemures. Every bearded devil carries a saw-toothed glaive.
A bearded devil stands 6 feet tall and weighs about 225 pounds.
A barbazu can be summoned with the summon monster V spell.
Combat
Bearded devils are aggressive and love to fight. They revel in their battle frenzy, spreading mayhem among their foes.
A bearded devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Barbazu (bearded devil)
Medium outsider (evil, extraplanar, lawful)
Init +6; Senses darkvision (perfect); Perception +10
Defense
AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
hp 51 (6d8+24)
DR 5/good
Fort +9, Ref +7, Will +3
SR 16
Resist acid 10, cold 10
Immune fire, poison
Offense
Speed 40 ft.
Melee glaive +11/+6 (1d10+6 plus infernal wound)
Melee 2 claws +10 (1d6+4)
Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
Special Attacks beard
Spell-like Abilities
- At will—dimension jump
- 1/day—summon (level 3, 1 bearded devil, 50% or 2d10 lemures, 50%)
Statistics
Str 19, Dex 15, Con 19, Int 6, Wis 12, Cha 10
Base Atk +6; CMB +10; CMD 22
Feats Improved Initiative, Power Attack, Weapon Focus (glaive)
Skills Climb +13, Intimidate +9, Perception +10, Sense Motive +7, Stealth +11
Languages Celestial, Infernal; telepathy 100 ft.
Morale mercenary (+0)
Ecology
Organization solitary, pair, squad (1d8+2), or troop (10d4)
Special Abilities
Beard (Ex)
If a bearded devil hits a single opponent with both claw attacks, it automatically hits with its beard. The affected creature takes 1d8+2 points of damage and must succeed on a DC 17 Fortitude save or be infected with a vile disease known as devil chills.
Devil chills
Beard—injury
save Fort DC 12
track physical
onset 1d4 days
frequency 1/day
cure 3 consecutive saves
Infernal Wound (Su)
The damage a bearded devil deals with its glaive causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 17 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a bearded devil’s glaive must succeed on a DC 17 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the bearded devil, not of the weapon. The check DC is Constitution-based.
Erinyes
A fierce and beautiful woman, with a statuesque build and flawless skin, stands nearby. She has large, feathery wings and red, glowing eyes. She wields a longsword, and a shining red bow is strapped across her back.
Unlike other devils, erinyes appear attractive to humans, resembling very comely women or men. They’re not above taking advantage of being mistaken for the celestials that legend says they once were.
An erinyes stands about 6 feet tall and weighs about 150 pounds.
An erinyes can be summoned with the summon monster VI spell.
Combat
Erinyes prefer to engage in combat from a distance. They use charm monster and fear to distract or disorganize their opponents, then rain down fiery arrows from above.
An erinyes’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Erinyes (Furies)
Medium outsider (evil, extraplanar, lawful)
Init +6; Senses darkvision (perfect), true seeing; Perception +16
Defense
AC 22, touch 16, flat-footed 16 (+6 Dex, +6 natural)
hp 76 (9d8+36)
Fort +10, Ref +12, Will +7
Offense
Speed 30 ft., fly 50 ft. (good)
Melee +1 longsword +15/+10 (1d8+8/19–20)
Ranged +1 flaming longbow +16/+11 (1d8+5/×3 plus 1d6 fire)
Ranged +1 flaming longbow +13/+8 (1d8+11/×3 plus 1d6 fire) (Deadly Aim)
Ranged +1 flaming longbow +14/+14/+9 (1d8+5/×3 plus 1d6 fire) (Rapid Shot)
Ranged +1 flaming longbow +11/+11/+6 (1d8+11/×3 plus 1d6 fire) (Deadly Aim, Rapid Shot)
Ranged rope +15 touch (entangle)
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities
- Constant—true seeing
- At will—fear (single target, DC 19), charm monster (DC 19), dimension jump, minor image (DC 18), unholy blight (DC 19)
- 1/day—summon (level 3, 2 bearded devils, 50%, or 2d10 lemures, 50%)
Statistics
Str 20, Dex 23, Con 19, Int 14, Wis 18, Cha 21
Base Atk +9; CMB +14; CMD 30
Feats Deadly Aim [−3/+6], Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run
Skills Acrobatics +16, Bluff +15, Diplomacy +13, Escape Artist +16, Fly +20, Intimidate +15, Perception +16, Sense Motive +14, Stealth +16
Languages Celestial, Infernal; telepathy 100 ft.
Morale mercenary (+0)
Ecology
Organization solitary or trio
Equipment +1 longsword, +1 flaming longbow, quiver with 20 arrows, 50-foot silk rope
Special Abilities
Entangle (Su)
Each erinyes carries a 50-foot-long rope that entangles opponents of any size as an animate rope spell (DC 18). An erinyes can hurl its rope 30 feet with no range penalty. An erinyes’s rope functions only for the erinyes who made it and no other. The save DC is Dexterity-based.
Gelugon
This creature looks like a tall, bipedal insect. It has clawed hands and feet, powerful mandibles, and a long, thick tail covered in razor-sharp spikes.
Gelugons, also called ice devils, serve almost exclusively as troop commanders. When found without their soldiers and minions, they display a savage brutality.
A gelugon is about 12 feet tall and weighs about 700 pounds.
A gelugon can be summoned with the summon monster IX spell.
Combat
A gelugon prefers to fight only when doing so serves its mission, but it never hesitates to attack when it deems a battle necessary—or likely to end in its victory.
A gelugon’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Gelugon (ice devil)
Large outsider (evil, extraplanar, lawful)
Init +9; Senses darkvision (perfect); Perception +XX
Aura fear (10 ft., DC 22)
Defense
AC 32, touch 14, flat-footed 27 (−1 size, +5 Dex, +18 natural)
hp 189 (14d8+84); regeneration 5/good
DR 10/good
Fort +15, Ref +14, Will +12
SR 24
Resist acid 10
Immune cold, fire, poison
Offense
Speed 40 ft., fly 60 ft. (good)
Melee +1 frost spear +21/+16/+11 (2d6+10/×3 plus 1d6 cold plus slow), bite +14 (2d6+6), tail +14 (3d6+3 plus slow)
Melee 2 claws +19 (1d10+6), bite +14 (2d6+6), tail +14 (3d6+3 plus slow)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities
- Constant—fly
- At will—cone of cold (DC 20), ice storm, dimension jump, persistent image (DC 20), wall of ice (DC 20)
- 1/day—unholy aura (DC 21), summon (level 4, 2d10 lemures, 50%, or 1d6 barbazu, 50%, or 2d4 osyluths, 50%, or 1 gelugon, 20%)
Statistics
Str 23, Dex 21, Con 22, Int 25, Wis 22, Cha 20
Base Atk +14; CMB +21; CMD 36
Feats Alertness, Cleave, Combat Reflexes, Improved Initiative, Iron Will, Power Attack, Weapon Focus (spear)
Skills Acrobatics +22, Bluff +22, Diplomacy +22, Fly +24, Intimidate +22, Perception +27, Sense Motive +27, Spellcraft +24, Stealth +18, Survival +23
Languages Celestial, Infernal; telepathy 100 ft.
Morale resolute (+4)
Ecology
Organization solitary, team (1d2+1), council (1d6+4), or contingent (1d3 gelugons, 1d6+6 barbazu, and 1d4 osyluths)
Special Abilities
Fear Aura (Su)
A gelugon can radiate a 10-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 22 Will save or be affected as though by a fear spell. A creature that successfully saves cannot be affected again by the same gelugon’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.
Slow (Su)
A hit from a gelugon’s tail or spear induces numbing cold. The opponent must succeed on a DC 23 Fortitude save or be affected as though by a slow spell for 1d6 rounds. The save DC is Constitution-based.
Regeneration (Ex)
A gelugon takes normal damage from good-aligned weapons and from spells or effects with the good descriptor.
Hamatula
This creature looks like a tall humanoid covered with sharp barbs, right down to the tip of its long, meaty tail. Its eyes shift and dart about, making it appear agitated or nervous.
Hamatulas, also called barbed devils, are collectors and organizers, and are favorite allies of greedy summoners as they often bring with them tempting treasures from Hell’s vaults or know the paths to deadly riches. Left to their own devices, the lairs of these devils often bear the pierced trophies of their past victims, hung like perverse bug collections on bloodied walls.
A hamatula is about 7 feet tall and weighs about 300 pounds.
A hamatula can be summoned with the summon monster VIII spell.
Combat
Hamatulas eagerly fight with their claws, trying to impale their opponents. They use hold person to immobilize those who avoid their hug attacks.
A hamatula’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Hamatula (barbed devil)
Medium outsider (evil, extraplanar, lawful)
Init +6; Senses darkvision (perfect); Perception +21
Defense
AC 26, touch 16, flat-footed 20 (+6 Dex, +10 natural)
hp 126 (12d8+72)
DR 10/good
Fort +14, Ref +14, Will +8
SR 22
Resist acid 10, cold 10
Immune fire, poison
Defense barbed defense 1d8+6
Offense
Speed 30 ft.
Melee 2 claws +18 (2d8+6/19–20 plus fear and grab)
Space 5 ft.; Reach 5 ft.
Special Attacks impale 3d8+9
Spell-Like Abilities
- At will—dimension jump, hold person (DC 18), major image (DC 19), produce flame, pyrotechnics (DC 18), scorching ray (2 rays only)
- 1/day—order’s wrath (DC 19), summon (level 4, 1d6 barbazu, 35%, or 1 hamatula, 35%), unholy blight (DC 19)
Statistics
Str 23, Dex 23, Con 22, Int 12, Wis 15, Cha 18
Base Atk +12; CMB +18 (+22 grapple); CMD 34
Feats Alertness, Cleave, Combat Reflexes, Improved Critical (claws), Iron Will, Power Attack
Skills Acrobatics +19, Diplomacy +15, Intimidate +17, Perception +21, Sense Motive +21, Spellcraft +12, Stealth +19, Survival +15
Languages Celestial, Infernal; telepathy 100 ft.
Morale indomitable (+6)
Ecology
Organization solitary, pair, team (1d3+2), or squad (1d6+5)
Special Abilities
Barbed Defense (Su)
A creature that strikes a hamatula with a melee weapon, an unarmed strike, or a natural weapon takes 1d8+6 points of piercing damage from the devil’s barbs. Melee weapons with reach do not endanger a user in this way.
Fear (Su)
A hamatula’s fear attack affects any creature it damages with its claws. A DC 20 Will save resists this effect, otherwise the victim becomes frightened for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.
Grab (Ex)
If a hamatula hits an opponent of Medium size or smaller with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
A hamatula receives a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Impale (Ex)
A hamatula deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check.
Lemure
The creature surges forward, not unlike a molten mass of flesh oozing across the ground. It has a human-shaped head and torso, but its body is a shapeless mass below the waist. A permanent expression of anguish twists across its face.
Lemures are pathetic creatures that mainly serve as slaves and conscript troops for more powerful baatezu.
A lemure is about 5 feet tall and weighs about 100 pounds.
Lemures are mindless and cannot communicate, but they are sensitive to telepathic messages from other devils, typically obeying a devil’s mental commands.
A lemure can be summoned with the summon monster II spell.
Combat
Lemures crave revenge against the universe that has made them what they are. They surge toward anything they meet and try to claw it apart. Only a telepathic command from other devils or the complete destruction of the lemures can make them stop.
A lemure’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Lemure
Medium outsider (evil, extraplanar, lawful)
Init +0; Senses darkvision (perfect); Perception +0
Defense
AC 14, touch 10, flat-footed 14 (+4 natural)
hp 11 (2d8+2)
DR 5/good
Fort +4, Ref +3, Will +0
Resist acid 10, cold 10
Immune fire, mind-affecting, poison
Offense
Speed 20 ft.
Melee 2 claws +2 (1d4)
Space 5 ft.; Reach 5 ft.
Statistics
Str 11, Dex 10, Con 12, Int —, Wis 11, Cha 5
Base Atk +2; CMB +2; CMD 12
Morale fearless (n/a)
Ecology
Organization solitary, pair, gang (1d3+2), swarm (1d12+5), or mob (10d4 or more)
Osyluth
This tall creature looks skeletal and wretched, almost a husk of a humanoid form, with dried skin stretched so tight as to outline and emphasize every bone. It has a fearsome, skull-like head and a tail like a scorpion’s, and a foul odor of decay hangs in the air around it.
Osyluths, also called bone devils, delight in torturing those weaker than themselves—mortals, souls, and other devils alike; they take to the craft of torture like morbid artists. Diabolists risk much to bargain with them, as bone devils glean many infernal secrets amid their nightmarish calcified torture hives. These devils especially delight in journeying to the mortal plane, as their cruel talents and service to evil spellcasters often mean gaining much valuable information, which they might hold in their perfect memories for centuries before reporting back to their diabolical masters.
Osyluths stand about 9 feet tall and weigh about 500 pounds.
An osyluth can be summoned with the summon monster VII spell.
Combat
Bone devils hate all other creatures and attack ruthlessly. They freely use wall of ice to keep the enemy divided.
A bone devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Osyluth (bone devil)
Large outsider (evil, extraplanar, lawful)
Init +9; Senses darkvision (perfect); Perception +19
Aura fear (5 ft., DC 19)
Defense
AC 25, touch 14, flat-footed 20 (−1 size, +5 Dex, +11 natural)
hp 105 (10d8+60)
DR 10/good
Fort +11, Ref +12, Will +7
SR 20
Resist acid 10, cold 10
Immune fire, poison
Offense
Speed 40 ft., fly 60 ft. (good)
Melee bite +14 melee (1d8+5), 2 claws +14 melee (1d6+5), sting +14 melee (3d4+5 plus poison)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities
- Constant—fly
- At will—dimensional anchor, dimension jump, invisibility (self only), major image (DC 18), wall of ice (DC 18)
- 3/day—quickened invisibility (self only)
- 1/day—summon (level 4, 1 bone devil, 35%)
Statistics
Str 21, Dex 21, Con 18, Int 16, Wis 15, Cha 18
Base Atk +10; CMB +16; CMD 31
Feats Alertness, Combat Reflexes, Improved Initiative, Iron Will, Quicken Spell-Like Ability (invisibility)
Skills Bluff +17, Diplomacy +17, Fly +21, Intimidate +17, Perception +19, Sense Motive +19, Spellcraft +16, Stealth +14
Languages Celestial, Infernal; telepathy 100 ft.
Morale mercenary (+0)
Ecology
Organization solitary, pair, or inquisition (1d8+2)
Special Abilities
Fear Aura (Su)
Osyluths can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 19 Will save or be affected as though by a fear spell. A creature that successfully saves cannot be affected again by the same osyluth’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.
Poison (Ex)
Sting—injury
save Fort DC 19
frequency 1/round for 4 rounds
effect 1 step on the Strength damage track
cure 2 consecutive saves