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Credits
Writing & Design
Herb Beas, Jarad Fennell, B.D. Flory, Kurt Hausheer, M.K. McArtor, Gary McBride and James M. Ward
Editing
Dawn Hutton
John Zamarra
Project Development
Christoffer Trossen
Graphic Design
William W. Connors
Layout
Kathryn L. Connors
Cover Art
William W. Connors
Interior Art
Phil Renne
Some images 2002-2003 www.clipart.com
Devils Players Guide 2003 Fast Forward Entertainment.
Reference to other copyrighted material in no way constitutes a challenge to the respective copyright
holders of the material. That text that is open gaming content is defned along with this products IP with
the license reprinted at the back of this book.
Dungeons & Dragons and Wizards of the Coast are registered trademarks of Wizards of the Coast, and are
used with permission. D20 System and the D20 System logo are Trademarks owned by Wizards of the
Coast and are used according to the terms of the D20 System License version 3.0. A copy of this License can
be found at www.wizards.com/d20.
Requires the use of the Dungeons & Dragons Players Handbook, Third Edition, published by Wizards of
the Coast.
Printed in USA.
Fast Forward Entertainment
772 West Main Street
Suite 205
Lake Geneva, WI 53147
contact@dragonelves.com
www.fastforwardgames.com
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Contents
Introduction . . . . . . . . . . . . . 4
Using This Book........................................... 5
Devilish Campaigns . . . . . . . 6
Evil Campaigns ............................................ 6
Using Devils in Your Campaigns.............. 7
Devils Coming to the Mortal Planes ....... 10
Calling Forth Devilish Creatures............. 10
Running a Devilish Campaign ................ 11
Races . . . . . . . . . . . . . . . . . . . . 16
Devilish Races ............................................ 17
Barbazu.....................................................................17
Botis...........................................................................18
Cornugon .................................................................20
Erinyes ......................................................................21
Flauros ......................................................................22
Gelugon ....................................................................24
Hamatula..................................................................26
Imp............................................................................27
Kyton.........................................................................28
Osyluth .....................................................................30
Pit Fiend....................................................................31
Shabriri .....................................................................33
Devilish Templates .................................... 35
The Chosen of Hell .................................................35
Devilish Servant ......................................................36
Half-Devil.................................................................37
The Reborn...............................................................39
Touched by the Hells..............................................41
Devilish Classes. . . . . . . . . 42
Character Classes....................................... 42
Combat Mage...........................................................42
Devil Bard ................................................................44
Diabolic Druid.........................................................46
Diabolic Fighter .......................................................48
Diabolic Mage..........................................................51
Diabolic Monk .........................................................53
Diabolic Rogue ........................................................55
Diabolic Warder ......................................................57
Diabolic Warrior......................................................60
Knight of the Hells..................................................61
Priest of the Pit ........................................................64
Prestige Classes .......................................... 67
Devilish Servant ......................................................67
Foot Soldier ..............................................................68
Infernal General.......................................................70
Infernal Lieutenant .................................................72
Infernal Lord............................................................74
Mortal Spokesman..................................................76
Soul Corruptor.........................................................78
Devils as Other Classes............................. 80
Devilish Feats . . . . . . . . . . . 85
Devilish Spells . . . . . . . . . . 99
Devilish Magical Items . 109
Armor and Shields................................... 109
Weapons.................................................... 110
Rings .......................................................... 112
Wondrous Items....................................... 112
Cursed Items............................................. 115
Withered Wood . . . . . . . . 116
Introduction.............................................. 116
Surrounding Locales ............................... 116
The Tower of Thorns............................... 118
Major Characters...................................... 123

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Introduction
The Devils Players Guide is a d20 System sourcebook
devoted to Players and GMs who want to create devil Player
Characters and NPCs for play in their games. The races,
classes and other rules presented in this book can be used in
a variety of different ways, depending on how the GM and
players want to run their campaign.
Most GMs will have their players characters occasionally
encounter one or more devils of some sort during their
adventures, be they either on the characters home world or
in a jaunt across the planes. Of course, most players own the
MM, and as a result most players are quite familiar with the
nature and abilities of the creatures outlined in that book. For
intelligent and enterprising players, even the most powerful of
devils can prove to be easy challenges. This book allows GMs
to take those standard devilish creatures (plus some that
were originally presented in the two Encyclopediae of Demons
and Devils, both published by Fast Forward Entertainment)
and twist them in such a way that they will be a challenge to
even the most knowledgeable players.
And then there are those of you who will want to play
an entire devil campaign where the PCs take on roles as
devil footsoldiers or offcers in the grand war that is playing
out across the cosmos and throughout the planes. Perhaps
you want to stay in Hell, adventuring there as you attempt
to bring down your liege lords rival. Or, maybe you want to
roam across the planes, spreading evil and bringing about the
downfall of the most pious of the good.
Then again, perhaps you want to try something a little
different. Maybe you want to try your hand at being a half-
devil, the progeny of an unknown parent who just happened
to be a devil. Instead of knowing who you are and what youre
capable of, you must actually learn what your abilities are by
trial and error.
In short, this book is here so that you can make devil PCs
and NPCs. Now, be forewarned: the devils you create in this
way will not necessarily turn out to be exactly like the devils in
the MM or the Encyclopediae of Demons and Devils. Depending
on the choices you make, the devils you create may be more or
less powerful just like making your typical characters.
Also, while this is the Devils Players Guide, this isnt the
players guide to Hell. Included in this book are rules for
creating and playing devil characters, as well as information
designed for the GM to aid in the generation and running of a
devil-based campaign (campaigns where devils play a central
role). A description of the plane known as Hell is beyond the
scope of this book.
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Using This Book
The Devils Players Guide is divided into a number of
different sections. Each of these sections is briefy described
below.
Devilish Campaigns
The choice to run a devilish campaign is likely one that
will be diffcult. After all, any time a group of players attempts
to run evil characters, they will likely run into problems of
one sort or another. This section provides GMs suggestions
and hints for designing a devil-based campaign, especially
for determining motivations and foci for these campaigns.
Additionally, this section provides GMs information about
the typical problems they can run into, and especially how to
head those potential problems off before they do turn into the
kind of problem that could ruin your campaign.
Races
Devils are the heart of this book. This section provides
racial information on twelve different major devil races. Each
of these entries provides the same type of information as given
for each of the core races in the Players Handbook. Each is a
devil and is available for use as a Player Character race within
a devil-based campaign. This section also includes fve new
racial templates for those who want to create devil-related
characters. Like the racial descriptions, these entries include
all of the information given for the templates provided in the
MM, giving you everything you need to play one of these
devilish creatures.
Devilish Classes
This chapter is broken up into three different subsections.
The frst describes eleven new classes that any of the devils in
this book can become. These are core classes, available
for use by frst-level devilish characters (though they are
available only to devils; typical fantasy races may not take
these classes).
The second sub-section provides information on seven
new prestige classes, some which are available only to devils
and some which can be taken up by any character looking to
devote his or her life to evil.
Finally, the last sub-section provides information to GMs
and Players who want to give their devil characters standard
core classes from the Players Handbook. Because the devils are
powerful outsiders, they do gain a few additional powers
above and beyond those typically provided.
Devilish Feats
Quite a few additional feats are included in this chapter,
giving devils and their allies incredible powers unlike any
others. Most of these feats are available only to devils or those
creatures that have pledged their lives to a powerful devil,
however (non-devils can only have access to these feats by
taking one or more of the prestige classes listed in this book).
Devilish Spells
This chapter described the arcane and divine spells that
are jealously guarded by the most powerful of devils and
gifted only to their most devout followers.
Devilish Magical Items
Every infernal general and diabolical lord needs a
powerful and dark magical item of their own, while devilish
wizards spread cursed artifacts throughout the planes,
designed to draw more souls to their own infernal plane. The
most infamous of these items are listed in this section.
Withered Wood
The Withered Wood is an adventure locale designed
to provide you, the GM, a starting place for a devilish-based
campaign. Alternately, you could use this as a high-level
adventure for characters fghting against the evil minions of
Hell.
Designers Note
Please note that this book touches upon
a number of mature topics and themes and,
obviously, deals with the topic of devils and
other creatures from Hell. While we certainly do
not delve deep into dark and disturbing topics
this is a game book, after all, and we already
have more than enough to fll up a book without
describing ceremonies for summoning devils or
making sacrifces we do reference some rather
disturbing acts. Most specifcally, the very next
chapter, Devilish Campaigns, provides basic
information for Players and GMs who want to
take a mortal character and turn that character
into a devil a process that does require some
dark acts.
This isnt a how-to book on how to worship
devils or perform dark and evil ceremonies.
This isnt a reference to real-world devils. This
is simply a game book on how to create and play
devils in a fantasy role-playing setting. In short,
this isnt real!
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Devilish Campaigns
Presented below are a number of ways to create a
campaign based around devils or to convert an existing
campaign into one with a devilish taint. This section
is intended as a guide for the GM, though players
may fnd it useful in building more detail into their
characters.
Evil Campaigns
In order to focus on the subject matter of this
volume, you must cope with the challenges of running
an evil campaign. There are a number of these that
must be addressed and overcome, but if done correctly
an evil campaign can allow players a welcome change
of pace. Always check with your players to make sure
they are open to the idea of such a campaign playing an
evil campaign. Some players may jump at the chance
to approach role-playing from the opposite end of the
heroic spectrum, while others might fatly refuse.
Challenges
Running a devilish campaign presents a set of
unique challenges unlike those revolving around more
traditional campaigns. The following presents a few
suggestions for dealing with these challenges.
Motivation
As defned by the Players Handbook, Evil involves
hurting, oppressing and killing others. (See Chapter 6:
Description in the Players Handbook). Evil creatures
have varying motivations for their dark acts. Some lack
empathy for their victims, causing pain and suffering
without a pang of regret while others actively delight
in the anguish and fear they cause. The former type of
evil creature kills when necessary or convenient. They
typically despair when caught; not from a sense of guilt
for their acts, but from the loss of freedom or life they
know await them. The latter type kills or maims when
the fancy strikes them and never experiences feelings
of regret or despair.
When creating evil characters, the players need
to take these differences into account when deciding
how to portray their characters. Most devils fall into
the latter group, so as a general rule devilish characters
should as well.
Evil vs. Evil
One of the inherent troubles with evil is that such
beings and organizations rarely work together for long.
Good creatures can work together even if they dislike
one another, in order to promote a common goal. Evil,
on the other hand, is almost always self-serving. Inter-
party violence and betrayals are to be expected.
A group composed entirely or even mainly of
chaotic evil creatures will tear itself apart when the
desires of the individual group members confict.
Unless a strong central being is present to force chaotic
evil characters to work together, they are more likely to
kill or hinder one another than to achieve any greater
goal. Keep in mind that devils are opposed to those
who uphold the worst of chaotic evil natures: demons.
Neutral evil characters are concerned primarily
with themselves, regardless of how their actions harm
others. Of the three evil alignments, neutrality proves
itself the most selfsh. A group of neutral evil characters
work together better than a chaotic evil group, but the
individual members are still more concerned with
bettering their own lives than with promoting any sort
of common group agenda.
Lawful evil promotes the best alignment for a
group of evil characters working together. Because they
are not against laws, discipline and structure, a group
of lawful evil characters can work together indefnitely
as long as they maintain a level of trust between party
members. Naturally, though, a group of evil characters
should only trust one another so far. Many lawful evil
groups are based on a regimented military structure
and can prove to be quite devastating in combat. Devils
are universally lawful evil, meaning that a group of
devilish PCs should work together relatively well.
Hunted
Evil creatures are almost always being hunted
by good and to a lesser extent neutral creatures.
Because their actions typically run counter to what
society defnes as acceptable, evil creatures often must
spend much of their time actively avoiding capture or
death. Evil creatures with a good degree of intelligence
fnd ways to conceal their identities or natures while
those with less intelligence simply hide from any threat.
A gnawing fear of being caught always nags at the back
of most evil beings minds, giving them little rest.
A group of PC devils can expect not only mortal
opposition, in the form of paladins and clerics aligned
on the side of good, but also frequent attacks from
celestials.
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Using Devils
in Your Campaigns
Devils can act as the major villains of your
campaign or they can be the erstwhile heroes within it.
This section will help you with both scenarios.
Using NPC Devils
Lesser devils, such as imps and osyluths, usually
function best as fodder for the PCs to defeat with
little effort. These types of devils can serve to weaken
a party in the midst of an adventure or to boost the
partys XP total if the PCs are not of a suffciently high
level. Greater devils, however, often warrant not only
individual names but also their own character sheets.
As either the hidden and secretive leader of a group of
lesser devils or as a known but too-powerful antagonist,
a greater devil detailed with its own motivations and
goals can prove to be a challenging foe.
As a result of the rituals described below or in the
case of an exceptional member of a race, a devil may
have one or more levels of a character class. Many
devils, especially pit fends, do not necessarily need
such a boost in power to be a threat but adding a level
or two in a devilish character class can help defne the
particular individual.
Some of the devilish races are more likely than
others to be individualized. Many, such as osyluths
and cornugons, serve as soldiers and enforcers for more
powerful devils and often lack much individuality.
These types of devils work better as combat encounters
for the party to overcome. There is no reason why an
individual shabiri or hamatula (for example) might
not be an extraordinary example of its race however.
Such a being would possess one or more levels of a
character class and act as a long term behind-the scenes
nemesis to a party of good PCs or possibly as a patron/
benefactor to a group of evil PCs.
Other devilish races prefer to work alone, such
as erinyes and pit fends and are therefore more likely
to possess qualities that set them apart from their kin.
Such creatures can provide more thrilling combats but
can be used even more effectively as long-term foes,
sitting within an intricate web of deceit and power that
the PCs slowly unravel.
An erinyes can cause a great deal of disruption to
a party and a campaign, especially if she successfully
charms a PC outside of a combat situation. She may
work for a more powerful devil (especially a pit fend),
supplying it with information and hapless victims or
she may be working alone to bring her own type of pain
and suffering to mortal men. Such manipulations may
be on a small scale, such as controlling a PCs actions
surreptitiously, or may have far greater effects, as in
the case of gaining the confdence of a king. As a subtle
manipulator, an erinyes might therefore prefer to take
class levels in bard, rogue, sorcerer or wizard (or as
an enchanter or illusionist). She always uses her class
abilities and skills to augment her devilish powers.
On the other hand, a pit fend need not use
subtlety and guile to get his way, though wise leaders
rarely ignore such tools. As commanders of devilish
armies, pit fends can surround themselves with such
a large and varying group of underlings that good
PCs may take an entire campaign to unravel all the
parts and get to the devil at the center. Pit fends work
well as a campaigns ultimate villain, the shadowy
boss character who opposes the PCs from behind a
cloud of secrecy. With their lawful evil nature, a pit
fend is excluded only from taking levels in barbarian
and paladin, though few choose the path of ranger or
druid.
PC Devils
By their very nature, devils are evil creatures.
This means PC devils either are uniquely neutral (or
possibly good) versions of their race struggling to prove
their non-evil natures, or else they are evil characters
(see Evil Campaigns, above). In the former case, the
PC devil will spend the entirety of the campaign beset
by well-deserved prejudice against him, based solely
on his race. Characters of the latter type will fnd their
own challenges, based on the alignments of their peers
(the other PCs).
Parties Composed
Entirely of Evil Devils
A party made up entirely of devils should be
carefully examined to make sure all PCs are balanced
with one another. The easiest way to ensure equality is
to force all beginning characters to be of the same race.
At the campaigns start, all characters have the same
abilities and individuality comes from role-playing
rather than hard stats. As the campaign progresses and
the characters gain experience, they may take levels
of different classes, thereby quickly diverging down
different paths. Essentially, this choice would be no
different than having every character start as a human
or as an elf, except that devils are inherently more
powerful. Even beginning adventures would pit the
characters against powerful foes.
If more fexibility in character design is sought,
each individual character can represent a different race
of devil. In this case, the players and GM must work
to make sure that each beginning character is balanced
with the others. This can be done either by hampering
more powerful devils or by upgrading weaker
ones. The GM must be careful not to underestimate
a seemingly benign ability, such as a devils see in
darkness Special Quality.
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It is highly recommended that, except in
extraordinary circumstances, players avoid lemures, as
they lack minds.
Hampering: Hampering a pit fend to the level of
an imp is possible but it eliminates most if not all of the
interesting powers that would draw a player to play a
pit fend in the frst place. This is not to say it cannot be
done, however. A pit fend reduced to the power of an
imp might start with exactly the same stats as an imp,
such as reduced ability scores, lesser DR and SR, fewer
spell-like abilities and weaker regeneration. The GM
(or player) must then come up with a reason for the
greatly reduced pit fend and generate a progression
chart for the pit fend to represent its return to power
as the other characters gain class levels. By the time
the other characters reach a level of relative equality
with the base pit fend, the pit fend character should
be at full strength for his race. For example, the GM
might determine that at every level the other characters
gain, the pit fend adds another spell-like ability and
increases its ability scores slightly; resulting in a full-
powered pit fend and an imp with class levels.
Upgrading: A far easier and more preferable
method of equalizing a party of different devil races is
by bringing the weaker races up to equal capabilities
with the most powerful devil in the party. Once again,
the GM must determine the relative power of all of the
devil PCs and assign a level difference between the
most powerful devil and all others in the party. The
players of the weaker devils can then take a number
of class levels suffcient to bring their characters to the
same relative power level as the most powerful devil.
For example, the GM might determine that a pit fend
is worth 19 class levels while the imp is worth only 3.
Therefore, at the start of a campaign with an imp and a
pit fend in the same party, the player of the imp would
take 16 class levels in order to have a character roughly
equal to that of the pit fend.
A Mixture: The third option is to mix both of the
above styles of equalization into the same party. If a
character wishes to play a devil race with a power level
somewhere near the middle of the spectrum, the GM
may decide to use that character as the baseline. In this
case, more powerful races are hampered down to the
level of the baseline creature while weaker devils add
class levels to achieve balance.
All Evil Parties
The above recommendations also work for evil
parties that do not consist entirely of devils. If a party
consists of three devils, a drow and an evil human, the
GM can use whichever equalizing style he wishes to
bring the drow and the devils down to the humans
power level, or the humans and the drows power
levels up to that of the devils.
Non-Evil Devil Characters
As mentioned above, a player may wish to play
a devil in a party of non-evil characters. If the GM is
open to the idea of allowing non-standard races (even
typically evil races) into the party, the player should at
least be given the chance to make an argument in favor
of playing a non-evil devil. Once again, the GM must
then bring relative equality to all of the PCs to avoid
claims of favoritism.
PCs Becoming
Devils
Dark and forbidden rituals can transform an
otherwise normal character into a being of powerful
and terrible evil. GMs should question why any
non-evil PC would ever want to undergo the horrors
necessary for transforming themselves into a devil. For
an evil PC (or NPC) wanting to fundamentally alter his
being into a vile and malevolent monster or for a GM
who is looking for examples of dire and unforgivable
acts for his heroic PCs to thwart, examples of
transforming rituals follow.
The following seven rituals, when performed
under the watchful eye of a greater devil (such as a pit
fend), transform a character into an evil and hateful
creature. As the characters patron, the watching devil
is granted the ability by an archdevil or evil deity to
transform the ritual performer into the form listed
within the ritual. As lawful creatures most devils
require the rituals performer to sign a contract, stating
the penalty for failure to complete the ritual. A typical
penalty is life-long servitude on the devils home plane.
Each rituals description details what is necessary for
conducting the ceremony, as well as the expected
results if it is completed successfully.
All rituals alter the characters ability scores in
some fashion. These alterations are not bonuses or
penalties but are simply adjustments (must like racial
adjustments) that affect the characters new form. A
template gained from a ritual is immediately added to
the character.
If the ritual transforms the character into a
devilish race (such as a kyton), the character becomes
the standard version of that race as presented in the
MM but with modifed ability score adjustments.
The character retains the 1st level of every character
class he possesses at the time of the transformation,
including prestige classes even if he no longer has the
prerequisites for it. All other class levels are stripped
away, including feats and ability score adjustments
gained from them.
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Warning: The rest of the content of this section
deals with adult themes and is not recommended
for children or those who are easily offended by
descriptions of evil or heinous acts.
Envy
Ritual: This ritual requires the most aid from the
patron devil. For three days, the rituals performer
must be locked in a dark closet within an inn or dining
hall where she can hear people around her and smell
the food they eat. She is given enough water to survive
those three days but no food. Preferably the room
should be small enough so that she cannot comfortably
lie down. If she makes any noise loud enough to alert
those around her of her presence the ritual fails. After
three days of smelling food she cannot eat, the character
performing the ritual is then released by her patron and
given enough coins to buy the cheapest meal available.
Maintaining the lawfulness of the race she wishes
to become, the character must then dine with those
around her without revealing her previous location.
Once she has fnished her meal, the rituals performer
then re-enters her prison. She repeats the process of
denial and controlled eating three times. At the end
of the third dining experience, the character must then
kidnap or capture one person she dined with for every
level she possesses. These victims are bound, gagged
and are forced by her patron to watch the character
eat and drink while they slowly starve to death. A
character must be at least 9th level to perform this
ritual and receive its desired effect. Upon completion
of the ritual the character gains +2 Strength and 2
Constitution in the course of the transformation.
Result: A character performing this ritual becomes
a Touched by the Hells (see Devilish Templates).
Gluttony
Ritual: A great deal of food is required for the
proper performance of this ritual. For every level
the character possesses, he must eat and drink non-
stop for one day, pausing only to take short naps.
He must continue to eat and drink to the point of
vomiting and then begin eating again. The character
cannot stop eating, even while performing other body
maintenance functions, except while sleeping. The
patron devil continues to supply the character with
food and alcoholic drink which must be stockpiled
in preparation for the ritual. A character may be only
1st level to perform this ritual and receive its desired
effect. There is no ability score adjustment, though
the character retains his Intelligence score after the
transformation.
Result: Upon completing this ritual, the character
becomes a lemure (see the MM).
Greed
Ritual: The time necessary to prepare for this
ritual varies depending on how much intelligence
gathering the character performs beforehand. Once the
character has learned all he can or wants to learn about
his targets, he may begin the ritual. He has 48 hours to
complete the ritual once it begins. For every character
level the rituals performer possesses, he must steal
30,000 gp worth of coins, art, or other treasure from
one or more wealthy individuals. In addition, he must
behead everyone who lives in the house he is robbing
and all victims must be awake and aware when they
die. He may retain the wealth he acquires but he must
protect it against other devils, including his patron. A
character must be at least 9th level to perform this ritual
and receive its desired effect. Upon completion of the
ritual the character gains +2 Dexterity and 2 Wisdom
in the course of the transformation.
Result: A character performing this ritual becomes
a Chosen of Hell (see Devilish Templates).
Lust
Ritual: Only male characters may perform this
ritual. The ritual requires one living virgin per character
level of the individual wishing to perform it. Each
victim is selected for her beauty and all must be present
against their will. The victims are bound and gagged
using ropes woven from their own hair or clothing
and are placed together in the same room. Under
the watchful eye of the attendant devil, the rituals
performer then rapes each victim in turn, slitting each
one open from neck to navel when he is fnished. In the
course of the ritual, which may last several days, the
performing character may not eat and may only drink
the blood of each victim after he kills her. A character
must be at least 13th level to perform this ritual and
receive its desired effect. Upon completion of the ritual,
the character gains +2 Constitution and -2 Charisma in
the course of transformation.
Result: A character performing this ritual becomes
a hamatula (see Devilish Races).
Pride
Ritual: Only female characters may perform this
ritual. The Character must surround herself with male
admirers and suitors; one per character level that she
has. Using whatever deceptive means she possesses,
the rituals performer must lure all of the men to one
place where they may fawn, praise and compliment
her for several days. During that time, the character
performing the ritual must dress and act as if she were
part of the highest social class (even if she is not). At
a signal from her patron devil (who remains hidden
during the frst part of the ritual), the character retires
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from her suitors and admirers. While she prepares
herself for the completion of the ritual, her patron does
what it can to seal off the chosen location to prevent
the victims escape. Dressed to reveal her feminine
qualities, the performer of the ritual then calls each
man individually to her, where she forces him to tell
her how beautiful and powerful she is even as she
gouges out his eyes and castrates him. After she is done
with her frst victim, her patron removes him from the
room to let him bleed to death nearby. She then calls in
the next victim and repeats the mutilation. A character
must be at least 9th level to perform this ritual and
receive its desired effect. Upon completion of the ritual
the character gains +2 Charisma in the course of the
transformation.
Result: Completing this ritual transforms the
character into an erinyes (see Devilish Races).
Sloth
Ritual: While this ritual often takes longer than
the others to complete, it requires very little other
than the patience of the watching devil. For every
character level the rituals performer has, he must
abstain from every possible activity for two days.
Thus, a 5th level character attempting the ritual must
do nothing for ten days. This lack of activity includes
moving, eating, or drinking (see Chapter 3: Running
the Game in the DMG, for rules on starvation). Wise
characters attempting this ritual surround themselves
with servants to care for them, as the watching devil
never interferes. A character must be at least 5th level
to perform this ritual and receive its desired effect.
Upon completion of the ritual, the character gains +2
Constitution, -2 Strength and 2 Dexterity in the course
of the transformation
Result: A character performing this ritual takes on
the Devilish Servant template (see Devilish Templates).
He is forever bonded to his patron devil and must obey
the devil at all times out of fear of death.
Wrath
Ritual: Requiring the least amount of preparation
of all the rituals, the ritual of wrath nevertheless
generates the most bloodshed. In order to perform this
ritual, the character must carry a short piece of chain in
place of her preferred weapons. She must then wander
the streets of a small town or city, putting herself into as
many situations as she can that might frustrate her (this,
of course, depends on the individual character). Once
her frustration turns to anger, the ritual begins. Under
the approving eye of her patron, the character must
go on a murderous rampage, killing everyone who
contributed to her anger by using the length of chain
to beat them to death. This spree lasts until at least two
people are dead for every level the character possesses
and among the dead must be at least one person who
directly contributed to her anger. During the attack, the
character may not cast any offensive or ability-boosting
spells, but may heal herself if necessary. A character
must be at least 12th level to perform this ritual and
receive its desired effect. Upon completion of the ritual
the character gains +2 Strength and 2 Wisdom in the
course of the transformation.
Result: A character performing this ritual becomes
a kyton (see Devilish Races).
Devils Coming to
the Mortal Planes
Occasionally, a group of devils, willingly or
not, enter the mortal planes to work their devilish
machinations. The greatest threat they face will be
adventuring parties and groups of celestials. Their
reasons for appearing on the mortal planes can vary
greatly. Some are drawn here when other devils call in
reinforcements during a battle. Others come willingly,
either with the intent of causing mischief or gaining
personal power, or under the command of some
greater devil.
Devils sometimes come to a plane because they
learn of an increase of activity there by celestials or
demons. As a devils hatred of demons is second only
to their abhorrence of celestials, a concentration of
either group on a mortal plane can signal the need to
intervene. In this case, the devils appear on the plane to
fnd out why their hated enemies are there as well as to
eliminate as many celestials or demons that they can.
Finally, a devil or group of devils may journey to
a mortal plane in search of a powerful artifact of evil to
use or one of good to destroy. Such a group may cross a
good-aligned party on the opposite quest or encounter
an evil party with the same goal in mind. In the latter
case, the party and devils may decide to work together
for awhile, though any such union is ultimately
doomed to failure.
Calling Forth
Devilish Creatures
Another option for creating a campaign based
around devils is to have them run amok due to a failed
summoning.
The summoner may not have understood what
was being summoned or may have been tricked into
performing the ritual by another with knowing its
true purpose. If such a foolish person proved to not
be evil (or, worse yet, a paragon of good and virtue
such as a paladin), the PCs sent to undo what has
been done would be faced with the dilemma of how
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to treat the summoner. This works particularly well if
the summoner is a child or some other innocent who
stumbled across the necessary ritual by accident.
On the other hand, far too often clerics of evil
gods and other practitioners of dark arts believe they
have the power to summon and control devils or other
powerful extra planar beings. Usually, these foolhardy
yet power-hungry individuals make an error in their
performance of the ritual, releasing a terrible evil upon
the land. The summoner is usually the frst to die as
a result. Trapped upon a plane it does not wish to
inhabit, the devil becomes displeased and sets about
enacting its revenge on those around it.
In an evil campaign, PCs may decide to summon a
devil to answer their questions or perform some other
task. If they are successful in summoning the devil,
such as with a planar ally spell, they must still convince
it to perform an action for them. They must also
agree on payment. Devils are hard bargainers; while
quite shrewd, they are also honest to the letter of the
agreement. Of course, if they fnd a loophole or some
other way of twisting the agreement to better their
position, they will never hesitate to do so.
Running a
Devilish Campaign
Devilish PCs present challenges and opportunities
to a GM that are unique to these types of characters.
Their backgrounds and capabilities are often very
different from other, mundane characters, and even
when they are on a similar power level, the GM
must keep several factors in mind while designing
campaigns with devilish PCs.
In general, campaigns featuring devilish characters
fall into two categories: discreet and integrated. Discreet
devilish campaigns are games in which all of the PCs
are devilish characters of one kind or another. Such
campaigns are much easier to manage, as the GM can
more easily tailor the adventures to a group motivation
than he could if only one or two characters are devilish.
On the other hand, the campaign is going to tread over
territory that is probably unfamiliar to both the players
and the GM. Its easy for a GM to describe a forest, as
such things are found in our own world. However, in
order to convincingly portray some of the locales in
a devilish campaign, the GM must do quite a bit of
research.
Integrated campaigns, on the other hand, feature
a group of PCs made up predominantly of mundane
characters, with one or two devilish characters mixed
in. The devilish characters may not even be aware
of their true nature. Such campaigns are challenging
to run, as the disparity in PC motivations is often
incredibly wide.
The lions share of this chapter deals with running
discreet devilish campaigns, though notes throughout
provide advice on how to apply this information
to integrated campaigns. Finally, rules for playing
devilish characters not aware of their true heritage
are included herein, as well as advice on how to run a
campaign that features such a character.
Devilish Motivations
The motivations of PC devils can be as broad
and varied as their mundane counterparts. As with
mortals, however, these goals can be summarized in a
few categories.
Working for a
Powerful Devil Lord
Hell, though a plane of evil, is also a plane of law.
Devilish characters must obey the strict hierarchy of
the devils, or face terrible punishment. For beginning
characters, this usually means that every devil in
Hell can order them about, as authority is derived
by a devils station and personal power. This can get
confusing however, and it is recommended the PCs be
assigned a single handler who issues them their orders;
such orders can be either the whim of the handler, or
handed down from higher up in the infernal hierarchy.
Either way, the PCs are obliged to obey.
When serving powerful devil lords, the PCs are
cogs in an infernal machine. They may be assigned any
number of tasks, from investigating the disappearance
of another devils mortal servant on the Prime Material
Plane, to negotiating a border dispute with one of their
masters rivals.
Unfortunately, due to the Byzantine structure of
the devils caste system, it is entirely possible even
likely the PCs eventually receive conficting orders
from two different and equally powerful devil
lords. Woe betide the devil that disappoints either of
them.
Integrated: In an integrated campaign, the
mundane PCs are probably servants (either knowing
or unwittingly) of the devilish PCs lord, and are
pursuing his ends on the Prime Material Plane.
Generally, such assignments are forced on devils with
little personal power, as cooperating directly with
mortals is considered beneath most devils. That said,
if the devilish PCs companions are unaware of his
true nature, this can be an excellent opportunity for
the devil to corrupt mortals who, while at the moment
are of only small consequence, may one day grow into
individuals of stature and respect. Rare is the devil lord
who would sniff at a devilish PC who presents him
with a band of powerful adventurers who have already
been subverted to the cause of Hell.
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Gaining Power and Prestige
Of course, eventually the PCs are going to tire of
playing infernal errand boys, and begin to lust after
power and infuence of their own. Fortunately, they
may already be on their way to achieving such lofty
ambitions.
Rank among the devils is based on both personal
power and a devils success in corrupting the
inhabitants of the Prime Material Plane. Theoretically,
during the course of serving a devil lord, the PCs
will have demonstrated some success in both areas,
increasing their reputation among the devils. After a
particularly successful assignment, they may even be
granted a small principality in Hell over which to rule.
Suddenly, the PCs are playing a whole new ball game.
Not only are they expected to continue to expand
Hells infuence in the Prime Material Plane, but they
are responsible for putting their dramatically increased
resources to good use. Further, they must keep a wary
eye out for do-gooders who set out to harm the devils
cause.
For most devils, the pursuit of power and glory is
an end unto itself, though it goes hand in hand with
other common devilish pursuits. The PCs are likely
no different in this regard. Ultimately, this aspect of
a devilish campaign differs little from many mundane
campaigns, as the devilish party travels the planes
amassing wealth, magic, and fame.
Integrated: This is a diffcult element to include in
an integrated campaign, as Hells political structure
has no room for mere mortals. As the devilish PC rises
in stature among devils, his mortal companions will
always be considered second class citizens at best
in Hell.
Betrayal and Selling Out
All devilish characters are beholden to one or
more devil lords more powerful than themselves.
Though based on a strict hierarchy, diabolic politics
are nonetheless fueled by the exchange of favors. Such
maneuvers can often be far reaching and complex in
scope, quite possibly beyond the grasp of even those
devils who are involved in the bargaining process.
Pit fends, for example, often trade dozens of favors
at once, and not always their own. Lesser devils often
fnd themselves owing a favor or three to a devil with
which they have never had dealings, simply because
a pit fend he is beholden to decided to exchange the
favor owed with another devil. Such is the nature of
devilish politics.
Sooner or later, the PCs are bound to be caught
in the middle of such a bargain. Worse, devil lords
sometimes spend the lives of their subjects like nickels
and dimes, and consider lesser devils expendable in
the pursuit of expanding their own power base, both
in Hell and on the Prime Material Plane. In exchange,
the loyalties of lesser devils are often mercurial.
Though ultimately lawful creatures, devils always try
to take best advantage of a bargain or exchange, even
if it means stretching the bounds of such an agreement.
PCs who attempt this are likely to either succeed
beyond measure, placing themselves beyond the easy
reach of retribution, or be struck down by an incensed
devil lord when their schemes fail.
However, canny devils, rather than go it alone in
such circumstances, make new bargains for protection
with other devil lords. Any devil lord is loathe to strike
down the servant of another, as such behavior places
him in debt to the slighted party. Sometimes, the desire
for vengeance overrides such concerns, but not often.
Crafty PCs can take advantage of such social mores
to play both sides against the middle, so to speak.
Of course, devils who engage in such maneuvering
regularly are considered untrustworthy by their
infernal kin, and are likely to be closely watched in the
future.
Rarely, devilish PCs may escape Hells hierarchy
altogether, and take refuge on the Prime Material
Plane. Usually, this is only attempted when the devil
in question is out of options, and is forced to fee his
enemies in Hell. A devil without favors owed is like
a warrior without a weapon: both would do well to
fee the feld of battle. Hell, at all times, is a political
battlefeld, where no prisoners are taken, nor quarter
given. Characters who fee to the Prime Material Plane
are - temporarily at least - beyond the reach of a devil
lords retribution. Usually, it is simply not worth the
effort to sortie a band of devils to the Prime Material
Plane in order to exact vengeance. However, the
infuence of the devils is far reaching, and PCs hiding
out in the Prime Material Plane would be wise to be
on guard against the blades of those mortals who have
entered the service of a devil lord.
Integrated: This provides an excellent excuse for
a devilish PC to begin play with a group of mundane
PCs. The devilish PC may have betrayed one too many
devil lords in his time in Hell, and has fed to the Prime
Material Plane for refuge. In all likelihood, he keeps
his true nature secret from his companions. In fact, he
may even join a group of good PCs to throw his former
masters off his trail.
Racial Motivations
The devils do not share one monolithic culture.
Each of the devilish races has its own habits and
tendencies.
Barbazu: Barbazu enjoy few things more than battle
and bloodshed, and any opportunity to engage in their
favorite pastime is greeted with relish. Unfortunately,
this obsession with combat tends to make them less
than ideal as agents on the Prime Material Plane, as
they are eventually hunted down and killed. More
often, barbazu are employed as foot soldiers in the
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many wars fought for territory and power on the plane
of Hell. That said, barbazu are often dispatched to the
Prime Material Plane with parties of devils in order to
provide the group with a bit of extra muscle. Usually,
such thugs are instructed to follow the orders of their
companions to the letter.
Botis: Like the barbazu, botis hold their love of
combat before all else. However, unlike their more
bloodthirsty brethren, they relish not just the shedding
of blood, but the challenge of combat. Botis, when
given the opportunity, seek worthy foes to battle in
order to test their combat skill in a situation in which
their own death is a very real possibility. When a
botis is dispatched to the Prime Material Plane, it is
usually in a cohort of his fellow botis. However, being
somewhat brighter than barbazu, they are sometimes
included in missions to the Prime Material Plane where
some combat ability is desired, but stealth and guile are
paramount.
Cornugon: A cornugons primary concern is
defense, both of his own lords principality in Hell, as
well as the totality of the infernal realm itself. These
creatures often travel to the Prime Material Plane in
order to put a stop to those wizards and clerics who
represent a threat to Hell. Usually, the threat is in the
shape of a new spell a wizard is researching that would
allow mortals to breach the infernal plane. Sometimes,
however, a preemptive strike on a particularly
powerful group of heroes is necessary.
Erinyes: Erinyes both enjoy and excel at the
corruption of mortals, particularly males. They enjoy
a challenge, and will almost always elect to pursue
the corruption of a good and true soul over one that is
already slightly tarnished with sin. However, they are
often dispatched by devil lords to join a mortal servant
as his consort. Such assignments rankle these demonic
creatures, and they do their utmost to build their power
base until they are able to choose their own targets.
Flauros: Flauros enjoy nothing more than forcing
good men and women to decide between the lesser
of two evils. Easily bored with the machinations
and maneuvers of Hellish politics, they much prefer
roaming the Prime Material Plane in order to corrupt
mortals. They achieve this through subtle means,
forcing their targets to commit acts of evil in order to
gain the fauros aid to achieve some greater good.
Gelugon: Gelugon are the spies and saboteurs of
devilish society, and are often dispatched to foil the
plots of rival devil lords. Just as frequently, they are
sent to the Prime Material Plane in order to sabotage
the goals of the righteous. Occasionally, however,
their abilities are directed against devilish servants
and associates who have grown a little too big for their
britches, in order to remind the mere mortals who
wears the pants in the relationship.
Hamatula: In Hell, hamatulas often serve as
bodyguards and guardians, protecting their lords
against attacks by servants of other devilish lords and
creatures of good alike. Often, they are dispatched to
the Prime Material Plane to protect a devilish servant
who has performed particularly well for their lord.
Of all devils, hamatulas are perhaps the easiest to
incorporate into an integrated campaign. If another PC
serves a devil lord, one of these creatures could easily
be assigned as a bodyguard.
Imp: Imps serve as spies for their devilish masters,
both in Hell and on the Prime Material Plane. Further,
they often associate with evil spell casters. They
offer frequent advice, designed to place their mortal
masters in debt to their true infernal lords.
Kyton: Kytons enjoy nothing more than the fear
of a mortal, and when on the Prime Material Plane,
often go out of their way to engender such terror.
Little is different on their home plane of Hell where
they attempt the same against devils weaker than
themselves. They are often used by their lords to deliver
warnings and threats to servants who have gone astray
of their lords commands, and are encouraged to instill
true fear into the disloyal.
Osyluth: Osyluths are the enforcers and informers
of the devils, often accompanying other servants of
their mutual lord on missions. They report on the
activities of other subjects, and as a whole, are vital to
the orderly pursuit of devilish goals.
Pit Fiend: Pit fends, as a group, are the undisputed
rulers of Hell, and any pit fend PC should work
tirelessly toward improving his own station and
increasing his power. They are largely unconcerned
with establishing a network on the Prime Material
Plane, instead preferring to build their power base
in Hell. Once this is accomplished, they use their
infuence among other devils to expand their dominion
into the Prime Material Plane itself.
Shabriri: Shabriri are manipulative creatures, and
loathe personal combat. They are the merchants and
traders of Hell, where they deal in favors, loyalty, and
the very soul. In the Prime Material Plane, they usually
restrict themselves to trading tangible items, though
the price is quite steep: sometimes, the shabriri requires
a task (invariably an evil deed) to be performed in
exchange for the goods he offers. Other times he simply
requires that the buyer owe the shabriri (and therefore,
the shabriris lord) a favor.
Devilish Adventures
Designing adventures for devilish PCs is a unique
challenge for any GM. For starters, devilish characters
are, on the whole, evil. This alone sets them apart from
the stereotypical adventuring party. Rather than saving
the world and stopping the bad guys, they are the bad
guys. They are the villains of the piece, working to
spread evil in a world that probably hates and fears
them usually with good reason.
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Crafting adventures for devilish PCs, therefore,
requires the GM to keep their goals in mind. Several
possibilities are presented here.
Temptations
The devils, as a whole, spend a great deal of time
and effort corrupting mortals. This should be a common
theme in devilish adventures, as the PCs strive to spread
evil and sin throughout the Prime Material Plane.
Corrupting those who are predisposed to it, however,
is easy. The PCs should be responsible for the fall of the
good, just, and virtuous. Often, this requires the PCs to
fnd out a great deal about their mark, as they need to
know what if anything he wants badly enough to
surrender himself to sin to get. Power? Fame? Glory?
Peace? An artifact of incomparable might? Whatever
it is, once the devilish PCs discover the nature of the
targets moral Achilles heel, the next step is to exploit
it to the fullest measure.
Usually, such virtuous characters strive for the
intangibles. Money and material wealth is not enough
to drive them to evil. Unless, that is, they have become
accustomed to such things. Once attained, riches
are diffcult to surrender. Even the most righteous
character is probably loathe to go back to living in a
hovel in the country after tasting the rich life. If the
PCs can arrange for such a character to live beyond his
means for an extended period of time, then threaten to
rip the red carpet out from under him, he may be more
vulnerable to temptation than he would be had he
spent his whole life in poverty.
Ironically, those characters that are virtuous
enough to place the needs of others before their own
are sometimes the easiest to tempt to evil. The ends,
after all, can often justify the means. If one assassination
a murder can break the iron grip of tyranny over a
nation, isnt it worth it? One life ends, but a thousand
more live happier lives thereafter. Yes, someone has
to do the deed. Who better than a man of morals
and convictions, a man who would sacrifce anything
even his soul to bring the light of truth and good to
his countrymen?
Further, even the most powerful heroes need aid
and succor on occasion. Devilish PCs should be only
too happy to grant such requests, but only at a price.
The trick here is to start small: asking a hero to commit
a murder raises all sorts of moral red fags. On the other
hand, asking the same hero to leave a door unlocked on
a certain night is such a little thing. Only later, when the
body is found, will the hero realize what he has done, at
which point the PCs have the dirt on him. Small steps
take such men to the same place as great leaps, and
they are less likely to take care for where they step.
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Quests
Devilish characters are as prone as their mundane
counterparts to undertake quests, though their goals
and motivations are often unrecognizable when held
against those of mortal adventurers. Often, such quests
are performed at the behest of their devilish lords, who
require an item recovered, a subordinate found, or a
great leader assassinated. Often times, the PCs wont
even know why a particular deed must be done, only
that it has been asked of them by their liege. The quest
archetype can be easily superimposed over any of the
other devilish adventure types. A quest/temptation,
for example, might fnd the devilish PCs agreeing to
recover an artifact of some power for the target of a
temptation, in exchange for a small favor.
Not all quests, however, need be performed at the
behest of a devilish lord. Sometimes the PCs themselves
may desire an artifact, or wish to locate a particular
person, in order to fulfll their own schemes.
Perhaps the easiest way to involve a group of
devilish PCs into a quest is for a mortal wizard to
summon them to perform the task. Mortals frequently
bargain with devils for such favors, and the PCs
are devils. This is a great opportunity not only for
adventure, but for the PCs to begin to build a network
of allies and favors owed.
Punishment
Adventures that revolve around devilish
punishment are likely to revolve around one of two
foci. Either the PCs themselves are to be punished for
some failure or transgression, or they are to mete out
punishment on behalf of a devil lord - or, perhaps, on
their own initiative.
In the former case, the PCs are likely assigned
an incredibly diffcult task, and instructed that this is
their last chance to make good (or in this case, evil).
One more failure and they will be transformed into
mindless lemures. A punishment assignment can even
be the basis for an entire campaign, provided the task is
suffciently diffcult or complex. Perhaps the devils are
tasked with the corruption of an entire nation or world,
or they must destroy the reputation of a legendary
hero. In many cases, punishment tasks are designed to
be impossible; imagine the prestige to be gained should
the PCs accomplish it anyway!
On the other hand, the PCs themselves may
be responsible for the punishment of a third party.
Usually, such a task revolves around a mortal who
has offended a devil lord in some fashion, usually
by reneging on a bargain. Few devils stand for such
behavior, and its up to the PCs to deliver retribution.
In many cases, the PCs are asked to leave the
transgressor alive, so he may be useful in the future.
This leaves the PCs to determine how best to discipline
the target without killing him. This could be anything
from stealing a prized possession to murdering a
loved one of the transgressor. Of course, its a fne line
between bringing a target in line, and causing him to
swear vengeance against the PCs and their lord, so the
PCs must often tread carefully. As with a temptation
adventure, the PCs should discover all they can about
their target before proceeding.
Aid to an Ally
Devilish activities revolve around favors granted
and favors owed, and sooner or later, the PCs are
going to fnd themselves tangled up in this intricate
web. In all likelihood, their frst encounter with such
activity will be as proxies for their lord, aiding another
devil or mortal ally. In the latter case, their aid will be
granted against a future (and unspecifed) favor owed
to the devil lord. In the former case, the devil lord may
instead be repaying a past debt. Regardless, the PCs
are instructed to treat the recipient of the aid with the
utmost respect, and fulfll his requests to the best of
their ability.
Alternately, the PCs themselves may be called
upon to repay a past debt they have incurred. Such
requests are invariably diffcult to fulfll, as any devil is
loathe to expend a favor to complete a task he himself
would be able to easily accomplish.
A Grand Tour of
the Mortal Planes
To devils, the mortal planes can be as wondrous as
their own home plane of Hell is to mortals. Common
sights on the mortal planes, such as forests, woodland
creatures, rivers, beaches, and the like, are virtually
unknown in Hell. While a devil is unlikely to appreciate
the natural beauty inherent in such surroundings on
the whole, they are likely to prefer the frozen wastes of
Hell it is not uncommon for a devil to be consumed
by curiosity about the mortal planes and their peoples.
A devilish exploration of the mortal planes,
of course, is likely to be concerned with different
matters than a mortal expedition. Devilish characters
should always be scouting for mortals to corrupt,
the more powerful the better. Great is the reward for
a devil who returns to Hell with word of an entire
kingdom ripe to be turned to evil, usually through the
corruption of prominent fgures among its ruling class.
Similarly, word of remote locations on mortal planes
in which a devilish outpost can be established is very
valuable, and the bearers of such tidings are likely to be
rewarded with a great increase in prestige and possibly
rank within the devilish hierarchy.
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Full-blooded devils are unique creatures. Not only
are they outsiders, thus gaining a number of special
abilities based solely on their extra-terrestrial origins,
but they are creatures that hail from the deepest pits
of Hell. They are evil, through and through, but also
highly intelligent, powerful and adaptive creatures.
Moreover, they are innately magical creatures.
Because they are from another world, and
especially because of their magical nature, devils
gain feats and Ability increase at a different rate than
typical mortals. The process of birthing these creatures
is horrible, completely indescribable, but like any other
normal creature, devils are not born at full power.
Instead, they must grow, learn and advance.
Full-blooded devils, and some of the half-breeds
and other races, also gain special feats Devilish Feats
(see the chapter of that name for more information)
that give them access to special powers and abilities
that are available only to devils. Thus, as a devil
advances in age and ability, he gains more and more
powers. These devilish feats cannot be chosen as a
normal feat (even by devils), but can only be chosen
when a Devilish Feat is indicated. Devils gain these
specifcally as they advance (see table below), and
likewise many of the devilish classes provide these
devilish feats as a special feature.
Additionally, as a devil advances, he may grow
physically larger, increasing in size by one step. A
devil may increase only by a total of two steps no
matter how far he advances in character level, at
least without divine intervention. By the third size
increase, a devil is considered a unique and powerful
devil (like those described in the two Encyclopediae
of Demons and Devils). Further, while all devils grow
older, devils are all but immortal; aging has no effect
upon a devils Abilities or other features.
All devils, and several other races (as specifed in
Templates), use the following table when advancing
in level. This table replaces the Feats and Ability
Increases columns on Table 3-2: Experience and
Level-Dependent Benefts in the Players Handbook,
and further adds another column specifcally for
granting devilish feats. Finally, under the Special
column, when a size increase is indicated, the devil
literally increases in size by one step (from medium-
size to large, for example).
Devil Level-Dependent Benefits
Character Devilish Ability
Level Feats Feats Increases Special
1st 1st, 2nd 1st, 2nd
2nd 3rd 1st
3rd 3rd 4th
4th 5th 2nd
5th 6th
6th 4th 7th 3rd Size Increase
7th 8th
8th 9th 4th
9th 5th 10th
10th 5th
11th 11th
12th 6th Size Increase
13th 12th 6th
14th
15th 7th 13th
16th 7th
17th 14th
18th 8th Size Increase
19th 8th
20th 15th
Races
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Devilish Races
Hell is flled with hundreds, if not thousands, of
different races of devilish creatures. Many of these
are not intelligent, however, while others represent
a sub-race or a small group of creatures that have
made one corner of Hell their home. Twelve of the
most commonly-encountered intelligent devilish races
follow. Each of these is available as a starting race
(with GMs approval, of course).
Barbazu
Aggressive and violent devils, barbazu lack
the cunning and intelligence of some of their more
sly demonic brethren. Often, they lead the charge
of demonic legions, their thunderous and terrifying
battle cries sowing fear and chaos among their foes.
They are ferce and dangerous combatants who take
great pleasure in the destruction of their foes.
Unfortunately for these devils and to the relief
of those on the Prime Material Plane who are familiar
with these creatures they lack the subtlety required
to insinuate themselves into mortal society. Usually
they only appear at the spearhead of a demonic
assault, often accompanied by legions of Lemures at
their backs.
Personality: Barbazu are quick tempered and
bloodthirsty, often engaging in combat not because it
is the best solution but simply because for them it
is fun. They have little patience for cowardice, either
in friend or foe and if either fees the feld they exact
a terrible toll in fesh and bone for the offense. Those
who escape their wrath would do well to avoid the
barbazu who witnessed their fight in the future, for
these devils have a long memory and no capacity for
forgiveness.
Barbazu are most comfortable in their native
environments, the various infernal planes. That is
not to say, however, that they are averse to jaunts
of slaughter and destruction on the Prime Material
Plane. They go out of their way to set buildings ablaze,
sow the sky with cries of the wounded and dying
and generally infict as much pain and misery on the
inhabitants of the Prime Material Plane whenever they
have the opportunity to do so.
Physical Description: A barbazu is roughly of
human height, generally standing approximately six
feet tall. Its features have a disturbing angularity, as
do their slightly pointed ears. A long tail that ends in a
vicious barb protrudes from the base of the barbazus
spine. Its hands and feet sport razor-sharp claws and
its entire body is covered in deep, crimson scales.
These scales are slightly moist to the touch and a faint
sheen similar to sweat constantly coats the barbazus
reptilian fesh. A beard of feshy tendrils also protrudes
from the creatures chin.
Relations: Within devilish society barbazu are
renowned not for their cunning, tactical prowess or
sly tongues, but for their sheer unparalleled combat
ability. They are often recruited to lead the forces of
devils intent upon conquest, whether against another
devils domain or an attack on the Prime Material
Plane. Though they are considered little more than
foot soldiers, barbazu are often granted great respect
by their lords, as well as a great deal of independence
so long as they remain successful on the battlefeld.
This is partially due to their value as shock troops but
mostly because an incensed barbazu is a terrible foe
indeed. Few devil lords wish to contend with a unit
of rogue barbazu tearing its way through their armies.
Alignment: As with other devils, barbazu tend
almost exclusively to lawful evil alignment. That said,
a few barbazu particularly those that fnd themselves
far from the infernal planes or those that are unaware of
their heritage are of neutral or even good alignment.
Such examples, however, are exceedingly rare.
Barbazu Lands: Barbazu rarely establish
principalities of their own within Hell, instead serving
among the soldiers of other Devil armies.
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Religion: As outsiders themselves, barbazu rarely
give worship to other devils or gods. Most, however,
pay at least lip service to the gods of war, slaughter
and bloodshed - but only if such deities are of lawful
evil alignment.
Language: Most barbazu speak Celestial, Infernal
and Draconic. Some speak Common, as well.
Names: Barbazu are not named at birth, but
instead are given names by their compatriots the frst
time they shed the blood of an enemy. These names
are often descriptive, though the image often has little
to do with the particular battle and instead focuses on
imagery of blood and thunder. Both male and female
barbazu are named in this fashion, with little variation
for gender. All such names are spoken in the Infernal
tongue.
Given Names: Borabus, DezKelos, Ekerzu,
GaArNuf, KoraZin, Mokarin, QerTokara, ShreelKa,
Tokonak and ZhuShin.
Clan Names: Abaros, Barak, ChoGal, DrellZin,
Kulak, Nagroth, TroKa, Vezzor, YKarn and Zolok.
Adventurers: Barbazu rarely set out on
adventures, instead preferring the chaos and thunder
of life at the lead of a devilish legion. A few are
assigned tasks by their masters that compel them to
travel the planes. Such beings are often particularly
destructive and pugnacious; as they cannot return to
the battlefeld, they do everything in their power to
create one close at hand.
Racial Motivation: Barbazu would like nothing
more than to see the entire Prime Material Plane
plunged into an eternity of slaughter and warfare. As
such, when pursuing their own ends, they attempt to
foment confict wherever and whenever they go.
Barbazu Racial Traits
+4 Strength, -4 Intelligence: Though powerful
combatants, barbazu are not the brightest devils
in Hell. They usually resort to strong arm tactics
before considering other, more subtle options.
Medium-size: As medium-size creatures, barbazu
have no special penalties or bonuses due to their
size. Further, they do not increase in size at the 6th
level.
Barbazu base speed is 30 ft.
Barbazu gain a +4 racial modifer to saving throws
versus fre and poison effects; and a +2 racial
modifer to saves versus acid and cold.
Bonus Feats: Devilish Qualities and choose two
additional devilish feats.
Barbazu gain a natural Armor Class bonus of +2.
Claws: Barbazu have vicious claws which can be
used in unarmed combat. Barbazu do not provoke
attacks of opportunity when making an unarmed
attack against an armed opponent. Further, when
making an unarmed attack, barbazu infict 1d4
points of normal damage rather than subdual
damage. As a barbazu grows, this damage also
increases; see the Introduction in the MM.
A barbazu is an outsider and therefore subject to
effects which target outsiders. Further, barbazu
have the evil and lawful subtypes (though in the
rare case of a barbazu of a different alignment, he
gains the subtype of his own alignment, instead).
Automatic Languages: Celestial, Draconic and
Infernal; at character creation, the barbazu may
elect to surrender his ability to speak Celestial
and Draconic in order to speak Common instead.
Bonus languages: Celestial, Draconic, Goblin and
Orc.
Favored Class: Barbarian. A multiclass
barbazus barbarian class does not count when
determining whether he suffers an XP penalty for
multiclassing.
Note: Due to the nature of this creature, a barbazu
character has an Effective Character Level (ECL)
of +1.
Botis
If there is such a thing as a standard devil the
Botis may well be it. This common breed of devil was
counted amongst the soldiers of the divine before they
followed the Morningstar to their own downfall. They
are a diverse breed, encompassing many different forms
and appearances within their ranks. They are united in
one aspect: Every Botis can trace his lineage back to the
war in heaven. Their ancestors were there when Lucifer
stormed paradise. Their kind was cast from the presence
of the divine with their defeat and fell for three days,
plummeting through the Astral before crashing into their
new home, the place now known as Hell.
Personality: Botis are perhaps the most diverse
of any devilish race. They are soldiers and warriors by
nature. All of them are driven by anger at their races
banishment. The harsh reality of abandonment by the
divine so many eons ago has forced them to adapt to
the rigors of life in Hell. They are servants and fulfll
every duty that their higher ranked devilish lords could
require.
Physical Description: Botis are all basically
humanoid. With this simple generalization out of the
way, any other detail is subject to change. Animal features
are common: serpent heads, wolf heads, reptilian scales,
cats eyes, claws, fangs, horns, hooves and tails. Skin color
encompasses all normal human shades but also extends
into reds, blues and sometimes even green. Hair is a rare
trait among the Botis, but where it exists it is usually long,
fne and golden (a reminder of their angelic origins) or
short, wiry, thick and bestial. They are large creatures
ranging in height from eight to sixteen feet.
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Relations: The Botis maintain cordial relations with
all the other minions of Hell. With anyone else, their
relationship is strained to say the least. The wars of Hell
are fought in large measure by Botis legions. Anyone in
the service of good, on the other hand, is assumed to be
an agent of the Celestial sent to torment the Botis still
further.
Alignment: Botis are by great majority lawful evil.
However, every once in a while a botis devil will emerge
who embraces some other alignment. These outcasts
among the outcasts are guaranteeing themselves a harsh
and often brutishly short existence. There are legends,
however, of botis who do not share their races great
hatred of the divine, who manifest angelic traits and
personalities and who seek redemption against all odds.
Botis Lands: The Botis are the inhabitants of Hell,
the land of a million names, the home of the fallen. They
are one of the few devil races that inhabit all nine of the
planes of Hell without preference for one climate.
There are Botis in the ice pits and in the burning caverns,
in the jagged peaks of despair and amongst the groves of
suicides.
Religion: Like most devils, the Botis have no formal
religion. However, many Botis dedicate themselves to
one dark god or another in an informal fashion.
Language: Botis speak Infernal, the ancient language
of devils and Draconic. Infernal is a corrupted form of
Celestial that the fallen Botis (amongst others) use in
their defance of the divine. Infernal is a precise language,
sharp as a sword, full of inventive curses and deep
nuances. They also speak the language of their enemies,
Celestial, though they rarely speak it aloud.
Names: The actual names of devils are, of course,
closely guarded secrets. The Botis are no exception. Any
given Botis can be counted on to use several names.
Usually two are of note. The Botis has a title. This
is the name that the Botis freely gives to anyone non-
diabolic who summons the devil. These titles usually
imply that the Botis is somehow important to the ranks
of devils even if this is simply not true. For example,
a lowly soldier in the ranks of Hell might use the title
Kaathrael, Lieutenant of the Legions, Sword bearer of
Azmodeus. These titles are usually technically accurate,
but often misleading. Amongst devils the Botis usually
has a common name, something to distinguish itself from
the masses of the fallen. For example, Kaathrael might
be the demons common name or it may be something
wholly different.
Adventurers: Botis who manage to leave Hell are
often to be found wandering the planes. Usually they are
on errands from some devil lord. But sometimes, Botis
fnd themselves without lords, because a pit fend or
devilish dignitary has been deposed or destroyed. These
free Botis wander the planes searching either for a new
position in the diabolic hierarchy or seeking some usually
unfathomable goal.
Racial Motivation: The Botis remember heaven.
Even though comparatively few of their number were
actually alive during the Fall, the memory of this event is
central to the mind of the Botis. Rare is the Botis who does
not dream of ending the squabbling amongst the lords
of Hell and organizing a great diabolic army to return
to Paradise and again challenge the Celestial hosts. It is
only fear that keeps this dream in check. Someday, they
whisper among themselves, they will again storm heaven.
When they do, this time, the silver city will burn.
Botis Racial Traits
+6 Strength, +2 Constitution, -2 Wisdom, -4
Charisma: The Botis are tall muscular creatures,
powerful in build and fearsome in disposition. Their
anger against the celestials, however, often clouds
their judgment.
Medium-size: As medium-size creatures, botis have
no special penalties or bonuses due to their size (they
may grow to large size and larger through character
advancement).
Botis base speed is 40 ft.
Bonus Feats: Devilish Qualities, Damage Reduction
5/+1.
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A botis is an outsider and therefore subject to effects
which target outsiders. Further, botis have the evil
and lawful subtypes (though in the rare case of a
botis of a different alignment, he gains the subtype
of his own alignment, instead).
Automatic Languages: Infernal, Celestial, Draconic.
Bonus Languages: Any (other than secret languages,
such as Druidic). Abyssal is a common fourth
language amongst many devils.
Favored Class: Diabolic Fighter. A multiclass
botis diabolic fghters class does not count when
determining whether he suffers an XP penalty for
multiclassing.
Note: Due to the nature of this creature, a botis
character has an Effective Character Level (ECL) of
+1.
Cornugon
The Cornugon are native to Hell, existing there
before the arrival of the Morningstar. When the fallen
arrived, the Cornugon were swiftly conquered and
enslaved by the newcomers. Before that defeat, the
Cornugon were great winged snakes, the Serpents
of the Pit, as they are sometimes called. Now that
heritage is a distant memory. They are infused with
diabolic blood and are eager, long-standing servants of
their new masters. They fght with an almost suicidal
intensity. Rare is the Duke of Hell who does not owe
much to these powerful warriors.
Personality: The Cornugon are a warrior race.
They have been bred for service in battle for countless
eons in the slave pits of Hell. They see prowess in battle
as their path to power. A distinguished Cornugon
can rise high in the ranks of the fallen. As such, an
obsession with war dominates their personality. A
Cornugon sees everything in terms of confict.
Physical Description: The Cornugon exhibit
many of the classic devil traits. They are typically
nine foot tall muscular humanoids with red skin,
curving horns and huge dragon-like wings. Their
pre-diabolic heritage manifests in several ways. Their
skin is covered with almost iridescent scales. They
usually have a prehensile tail. And rarest of all, some
Cornugon are born without legs but instead have a
coiling serpents tail in their place.
Relations: The Cornugon, for all their physical
strength, are slaves in Hell. They are bred for war. They
have long ago accepted their position in the diabolic
hierarchy. They view the other devils as competition,
someone they must out perform. They view demons
and servants of good as opponents who they must
defeat. Ultimately, the relation of Cornugon with any
being depends of what his master commands.
Alignment: Cornugons, like other devils, are
typically lawful evil. Those rare few that arent are
considered rebels and hunted down.
Cornugon Lands: The Cornugon once controlled
several regions in Hell, but now have no lands of their
own. They are found exclusively in the barracks and
slave pits of the devil lords.
Religion: The Cornugon are taught to revere
their devilish lords. If they practice any faith besides
this reverence it is unknown. There are legends in
more esoteric diabolic works that once the Cornugon
worshiped a dragon-like entity whose name is now
forgotten but that carried the title the Great Serpent.
Perhaps somewhere, this cult yet survives in secret.
The fate of the Great Serpent itself is also unknown.
Language: The Cornugon speak the language
of their masters, Infernal. Few Cornugon trouble
themselves to learn other languages, but when they do
Abyssal and Draconic are common choices.
Names: Like all devils, Cornugon guard their
true names closely. Unlike other devils, Cornugon
rarely bother with elaborate titles and multiple
names. Cornugon usually are given a short name that
describes them some way in Infernal. For example, a
Cornugon who favors a great black two-handed axe
may be called Blood Axe.
Adventurers: Cornugon never wander without
being tasked to some purpose by a greater devil.
Even to this day, the commanders of diabolic legions
remember that long ago the Cornugon had to be
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pacifed. They still fear that someday the Cornugon
may rise and try to rebel. Still, this paranoia does
not preclude Cornugon being sent on long-reaching
errands. Of course, the Dukes of Hell are immortal; a
short errand for them may encompass centuries.
Racial Motivations: Despite the fear of their
masters, the Serpents of the Pit are no longer interested
in escaping from the hierarchy of the Hells. They are
now loyal members of the hierarchy, entrenched in
the armies of all of the Dukes. Their motivation now
is to further their own power and prestige within
this framework. Towards this end they focus on their
prowess in combat.
Cornugon Racial Traits
Strength +8, Constitution +4, Intelligence +2,
Wisdom +2, Charisma +2; cornugons are among
the most intelligent and powerful creatures in
Hell.
+1d8 hit points at 1st level and +1 hit points at
every character level; cornugons are powerfully-
built devils.
Medium-size: As medium-size creatures,
cornugons have no special penalties or bonuses
due to their size (they may grow to large size and
larger through character advancement).
Cornugon base speed is 20 ft. Cornugon can fy at
50 ft. and are average fiers.
Bonus Feats: Devilish Qualities and choose four
additional devilish feats.
Cornugons are outsiders and therefore subject to
effects which target outsiders. Further, cornugons
have the evil and lawful subtypes (though in the
rare case of a cornugon of a different alignment, he
gains the subtype of his own alignment, instead).
Automatic Languages: Infernal. Bonus Languages:
Any (other than secret languages, such as
Druidic). Abyssal and Draconic are common
second languages amongst many devils.
Favored Class: Diabolic Fighter. A multiclass
cornugon diabolic fghters class does not count
when determining whether he suffers an XP
penalty for multiclassing.
Note: Due to the nature of this creature, a
cornugon character has an Effective Character
Level (ECL) of +2.
Erinyes
Sly and cunning, erinyes are the devilish
counterparts of the demonic succubi. They revel in
tempting mortals into the depths of depravity and
vice and dooming the virtuous and villainous alike
into irredeemable sin. Only female erinyes are born,
usually of the union of an erinyes and another devil.
Personality: An erinyes personality is like
opposite sides of a coin, one clean and untarnished, the
other marred and corroded. In public, these creatures
are erudite and charming, possessed of incredible
charm and beauty. In relative privacy, particularly
when in the company of one (or a few) mortal men,
they are wickedly seductive, their amorous and
whorish demeanors able to sway even strong men
into sin.
Physical Appearance: Erinyes are quite diverse,
physically. The only common factor among all erinyes
is that they appear as incredibly attractive women.
They are usually roughly 6 feet tall, though their skin
tones, hair color and texture and other physical traits
range as greatly as a humans. They posses huge,
feathery wings, though when insinuating themselves
into mortal society, erinyes usually bind these wings to
their backs and conceal them in voluminous clothing.
Aside from this feature, only their eyes reveal their
devilish heritage: they are slightly angular and narrow
and fecks of red can be found within their pupils,
regardless of their usual color.
Relations: Erinyes are frequently kept as consorts
by devilish lords, though just as often, they rule devil
realms of their own (sometimes even maintaining a
harem of male devils for their own enjoyment). Other
devils treat them with some wariness, as erinyes are
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cunning and deceptive creatures. Woe betide the
devil that trusts an erinyes; though an erinyes never
breaks her word, she is very aware of the letter of an
oath, as opposed to the spirit of the same. That said, if
one who deals with an erinyes words the contract or
bargain carefully enough, she will honor it, regardless
of whether the second party in the deal is devilish or
merely mortal.
Alignment: Erinyes, just as other inhabitants of
Hell, are almost exclusively lawful evil. That said,
a few (usually found among those who spend most
of their time on the Prime Material Plane), have lost
themselves in the pleasures of the fesh with which
they so easily destroy mortal men. Such rare erinyes
can be neutral evil, or even chaotic evil.
Erinyes Lands: The regions of Hell controlled
by erinyes are, much like the erinyes themselves,
deceptively beautiful. Forests of fame dance along
the shore of rivers of magma and fre, creating a
spectacular infernal panorama. That said, these realms
are no less dangerous for their beauty and the unwary
can be maimed in an instant by a splash of magma that
fows over its bank, or a stray lick of fame that lashes
out from within the fery felds.
Religion: Erinyes tend to worship gods of
corruption, sexual perversion and treachery, but
only if such deities share their lawful evil alignment.
Despite their own infernal powers, erinyes are well
aware of the advantages to be had by insinuating
themselves into the good graces of a divinity.
Language: Erinyes speak Celestial, Draconic
and Infernal naturally. Further, devilish magic
augments their linguistic abilities, allowing them to
communicate in any language they wish (see erinyes
racial traits, below).
Names: Erinyes names, despite their origins in
the guttural tongue of the devils, are often smooth
and pleasing to the mortal ear. Despite this, however,
few erinyes go by their devilish name while walking
among mortals, instead preferring to adopt an alias.
Such aliases are often descriptive, evocative of the
pleasures promised to men who surrender to their
wiles.
Female Names: Alora, ChuLia, IluIra, Lisarra,
Meleriz, PaLasin, Rhaoshill, SUlassa, Volinya,
Zalana.
Clan Names: BreeTai, Chuldara, DralinZu,
Ekimtu, Keloriz, LiAmzu, Naranil, ShoKar, VoKara
and XillSha.
Adventurers: Erinyes adventurers are fairly
common compared to other types of devils, as they
take great pleasure in walking the mortal world and
turning the hearts of men to evil and sin. Though many
spin their wicked webs in one location, such as a city
or other population center, some elect instead to travel
the world and carry their temptations to its furthest
corners.
Racial Motivation: Perhaps more so than any of
their devilish kin, the erinyes revel in the corruption
of the world and destruction of mortal morality. While
a kingdom in Hell is pleasant enough, it lacks the one
feature an erinyes longs for: an unending supply of
mortal playthings. Many erinyes, in an effort to rectify
this lack, elect instead to build a power base in the
mortal world. Many of the most vicious tyrants were
once good men, corrupted by an erinyes lover.
Erinyes Racial Traits
+2 Strength, +2 Intelligence, +2 Wisdom, +6
Charisma. Erinyes are unspeakably beautiful
creatures, but as devils are also both strong and
intelligent.
Medium-size: As medium-size creatures, erinyes
have no special penalties or bonuses due to their
size. Further, they do not increase in size at the 6th
level.
Erinyes base speed is 30 ft.
Erinyes can fy. Their fy speed is 30 feet, with
poor maneuverability.
Erinyes gain a natural Armor Class bonus of +4.
Bonus Feat: Devilish Qualities
Erinyes gain a +2 racial modifer to saves versus
acid and cold.
Erinyes receive a +2 racial modifer to Disguise,
Hide and Move Silently checks.
An erinyes is an outsider and therefore subject
to effects which target outsiders. Further, erinyes
have the evil and lawful subtypes (though in the
rare case of a erinyes of a different alignment, she
gains the subtype of his own alignment, instead).
Automatic Languages: Automatic Languages:
Celestial, Draconic and Infernal. Bonus languages:
none.
Tongues: An erinyes can communicate with any
creature in that creatures own native tongue, as if
she were under the effects of a tongues spell cast by
a sorcerer with a class level equal to the erinyes
character level.
Favored Class: Bard. A multiclass erinyes bards
class does not count when determining whether
she suffers an XP penalty for multiclassing.
Note: Due to the nature of this creature, an erinyes
character has an Effective Character Level (ECL)
of +1.
Flauros
Flauros are huge devils that resemble leopards
with faming red eyes and a wise, sardonic
countenance. Despite their horrifying appearance,
Flauros are social animals that prefer to converse at
length with other intelligent creatures. In fact, they can
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appear quite friendly and helpful to good creatures
at frst blush, but will be evasive about their true
nature and motives. For each service they grant their
friends however, a Flauros always requires that
payment be rendered. This payment comes in the
form of some terrible deed meant to stain the honor or
virtue of the debtor.
Personality: Flauros think, as well as look, like
big cats. They are lazy, egotistical and like to play with
their food. They enjoy showing off their knowledge
and powerful magic, hoping that people will come to
them for help. Once they have rendered aid, Flauros
enjoy developing creative forms of payment that they
feel will challenge the debtors morality. Flauros pride
themselves on devising elaborate schemes meant to
corrupt good beings. Simply pouncing on a hero and
ripping him to shreds just doesnt seem like a worthy
test of the Flauros abilities, though the devils are
prepared to do that as well, if an individual refuses to
make good on a debt.
Physical Description: Though they look like
leopards, there is no mistaking a Flauros for any mortal
creature. They average 32 feet in length from head to
tail. Their fur is usually a sickly yellow mottled with
brown spots, though a Flauros will sometimes have
its slaves paint or tattoo elaborate designs on its fesh.
Even when transformed, the eyes of a Flauros always
blaze red, like windows looking down into the depths
of the Nine Hells. The face of a Flauros is extremely
expressive, alternately refecting the creatures smug
self-confdence, their generally disaffected attitude, or
their occasional fashes of intensely cruel humor.
Relations: Flauros feel very competitive toward
greater devils, like Cornugon, Gelugon, and Pit
Fiends. Other devils and mortals they consider either
servants or prey.
Alignment: Flauros are almost always Lawful
Evil. Due to their great size and power, most Flauros
have been able to disconnect from the larger hierarchy
of devils, including the generals of the infernal armies,
though they pay lip service to the greatest devil lords
of the Nine Hells. A few Flauros enjoy maintaining a
cult of followers that wait upon them. These Flauros
have been known to feel some small sense of obligation
to such followers in return.
Racial Motivation: These devils are inspired
by a desire to reduce those around them to fawning
servitude. They do this by making others dependent on
their good will and picking away at their companions
self-esteem through challenges meant to erode their
morality.
Flauros Lands: The Flauros claim miles and miles
of steaming jungles, flled with every species of ferce
creature and deadly plant, deep within the bowels of
the Nine Hells as their homeland. Many Flauros stake
out a claim to territory outside of the races jungles
as well. While the Pit Fiends choose to rule from
their strongholds, the Flauros prowl the surrounding
wildernesses of Hell.
Religion: Flauros espouse whatever belief or
worship suits their needs at a given time, but rarely
mean what they say. Flauros clerics are all but
unknown.
Language: Flauros prefer the Infernal tongue, but
learn a smattering of different languages so they can
converse with a wide variety of cultures and races.
Many Flauros know how to read, but prefer to have a
servant read for them.
Names: Flauros do not have a gender. They may
pretend to be either sex, as is convenient. Flauros
generally prefer masculine-sounding names, followed
by an elaborate title that conveys the Flauros cunning
and/or battle prowess. Some sample names Kuro,
the Fang in the Heart; Cersu, He-Who-Treads-On-
Skulls; Borphex, Master of the Chained Ones.
Adventurers: Flauros do not work well with
others. They do not congregate with others of their
own kind and do not care for the company of other
devils. They do enjoy fattery however, and may assist
those creatures that cater to their egos. In the back of
their minds, Flauros keep a strict account of what they
are owed and will call the amount due when least
expected.
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In a group of other devils, a Flauros will not
openly vie for the leadership position because they
feel that they are entitled to it. If their leadership is not
acknowledged by the others, the Flauros will simply
do as it wishes, expecting the others to fall in behind
them or get run over. Under no circumstance will
they recognize any lesser devil as having legitimate
authority over them.
Flauros Racial Traits
+10 Strength, -2 Dexterity, +6 Constitution, +6
Intelligence, +4 Wisdom, +4 Charisma: Flauros
are simply one of the most powerful devilish
races in existence, rivaling the Pit Fiends in their
physical power, intelligence, cunning, and force
of presence. Their only weakness is their lack
of manual dexterity and coordination. Besides
being extremely large and awkward, Flauros are
unaccustomed to being forced to react quickly to
changing developments.
+1d8 hit points at 1st level and +2 hit points
at every character level; fauros are extremely
powerfully-built devils.
Medium-size: As medium-size creatures, fauros
have no special penalties or bonuses due to their
size (they may grow to large size and larger
through character advancement).
The base speed of a Flauros is 90 feet.
Flauros gain a natural Armor Class bonus of +1.
Bonus Feat: Devilish Qualities.
Bite and Claws: Flauros have a devastating bite
and vicious claws which can be used in unarmed
combat. Flauros do not provoke attacks of
opportunity when making an unarmed attack
against an armed opponent. Further, when
making an unarmed attack, a fauros bite inficts
1d6 points of damage and its claws infict 1d4
points of damage. This is normal rather than
subdual damage. As a fauros grows, this damage
also increases; see the Introduction in the MM.
A fauros is an outsider and therefore subject to
effects which target outsiders. Further, fauros
have the evil and lawful subtypes (though in the
rare case of a fauros of a different alignment, he
gains the subtype of his own alignment, instead).
Racial Skills: The following skills are considered
class skills for all Flauros; Bluff, Concentration,
Diplomacy, Innuendo, Intimidate, Intuit
Direction, all Knowledge skills, Listen, Move
Silently, Search, Sense Motive, Spellcraft, and
Spot.
Automatic Languages: All Flauros are able to
speak Infernal, Celestial, Draconic and Common
fuently. Flauros love to talk and fnd language
barriers to be frustrating. They should take up
to half a dozen other languages in addition to
those they begin with to refect their desire to
communicate with other creatures.
Favored Class: Diabolic Fighter. A multiclass
fauros diabolic fghters class does not count
when determining whether he suffers an XP
penalty for multiclassing.
Note: Due to the nature of this creature, a fauros
character has an Effective Character Level (ECL)
of +3.
Gelugon
These tall insectoid devils are, much like the
cornugon, another conquered race native to Hell. They
have not accepted their dominion gracefully, however,
as the cornugon have done. When the fallen arrived after
being cast out of Paradise, they swept over the Hells and
made the planes their new home. In the cold places of
Hell, the fallen encountered the fearsome ice worms.
These insect creatures fought for their home with savage
intensity, but they were fghting against the hordes of the
fallen under the direct generalship of the Morningstar.
There was no real hope of victory. When it became
clear to the lords of the Ice Worms that they faced utter
destruction, they surrendered and joined the ranks of the
beings who would eventually rule the plane.
Personality: The Gelugon are a race inclined
towards treachery and back-biting. They view everything
in terms of the personal advantage they can garner and
who may be working against them. As a result, they are
natural spies and assassins.
Physical Description: Gelugon are twelve foot-tall,
chitin-covered insectoid monstrosities with powerful
mandibles, clawed hands and feet, and razor-sharp
spikes. The Gelugon are usually white but also
sometimes manifest as blue. Occasionally one will be
blue and white striped. Their eyes are compound yellow
lenses that betray no hint of emotion.
Relations: Trust is a rare commodity amongst
the damned, but even amongst devils the Gelugon are
considered untrustworthy. Their treacherous disposition
make them the targets of suspicion everywhere they
go and such suspicion is not unwarranted as they are
always embroiled in a complex web of diabolic intrigue.
The Gelugon commonly see service as either spies or
counter-spies.
Alignment: The Gelugon are almost always lawful
evil. In some ways they embody the fundamental
philosophy of lawful evil more than most other devils.
They are the pinnacle of treachery and intrigue within
a web of law. However, a small number of Gelugon are
chaotic evil, a throwback to their days as Ice Worms.
These rebels want only to destroy the hierarchy of the
devils and to cast Hell back into chaotic anarchy.
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Gelugon Lands: The Gelugon, for all their love
of intrigue and politics, remain a race of slaves. They
control no lands of their own. They are most commonly
found in the polar regions but they can be assigned
anywhere within Hell as part of their duties serving
as guards, spies and counter-spies. They are a regular
feature in most devilish courts.
Religion: The Gelugon worship nothing except
those gods and devilish lords whom they are forced to
revere either by hierarchy or out of fear. If the Gelugon
respect anything deep in their hearts, it is power.
Language: All Gelugon speak Infernal, Celestial and
Draconic. Many speak other languages such as Abyssal,
Ignan, and any tongues that might prove useful to them
as spies. There is an ancient and esoteric tongue of the
Ice Worms called Krellick that is still spoken by the few
Gelugon who remember their ancient heritage though
this is rare.
Names: As with all devils, Gelugon guard their true
names closely. As political players in the courts, they
indulge in the vain tradition of lengthy and pretentious
titles when dealing with non-devils. A Gelugon is never
simply Aranthael. He will, for instance, be Aranthael
in the Retinue of Azmodeus, Bailiff of the Ice Prison
Kharandak, Soldier of the Ninth circle of Hell. Only in
the presence of higher ranking devils are the formalities
of title dispensed with or ignored. Gelugon in the role
of spies also frequently operate under false names and
use false titles to deceive the uninformed as to their true
loyalties and motivations.
Adventurers: The Gelugon are frequently to be
found away from Hell and in a myriad of forms. As
masters of intrigue with the ability to polymorph self at
will, they are frequently sent on errands for their lords.
These errands may take them away from their ice pits for
great lengths of time. This rarely displeases the Gelugon.
They are far from anxious to return to a life of slavery
and servitude in a land that was once theirs.
Racial Motivation: Deep down all Gelugon want to
once again be the lords of the frozen realms of Hell. They
wish to overcome the millennia theyve spent as slaves
and return to being their own masters. Countless eons of
slavery have not dimmed this dream. But most Gelugon
believe that this dream is nothing but an impossible
dream. The idea of casting the fallen out of the Hells is
as much a fantasy as the belief that many devils hold that
the fallen will someday retake paradise. Countless years
in the pit make dreams hard to hold on to.
Gelugon Racial Traits
+10 Strength, +6 Constitution, +6 Intelligence,
+8 Wisdom, +4 Charisma: Gelugons are among
the most powerful creatures born in Hell, both
physically and mentally.
+1d8 hit points at 1st level and +1 hit points at
every character level; gelugons are powerfully-built
devils.
Medium-size: As medium-size creatures, gelugons
have no special penalties or bonuses due to their
size (they may grow to large size and larger through
character advancement).
Gelugons gain a natural Armor Class bonus of +3.
Gelugon base speed is 40 ft.
Bonus Feats: Devilish Qualities and choose four
additional devilish feats.
Bite, Claws and Tail: Gelugons have a devastating
bite, vicious claws and a powerful tail which can be
used in unarmed combat. Gelugons do not provoke
an attack of opportunity when making an unarmed
attack against an armed opponent. Further, when
making an unarmed attack, a gelugon bite inficts
1d6 points of damage, its claws infict 1d4 points of
damage and its tail inficts 1d4 points of damage.
This is normal rather than subdual damage. As a
gelugon grows, this damage also increases; see the
Introduction in the MM.
A gelugon is an outsider and therefore subject to
effects which target outsiders. Further, gelugons
have the evil and lawful subtypes (though in the
rare case of a gelugon of a different alignment, he
gains the subtype of his own alignment, instead).
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Automatic Languages: Infernal, Celestial, and
Draconic. Bonus Languages: Any (other than secret
languages, such as Druidic). Abyssal, Ignan and the
secret Ice Worm tongue of Krellick are appropriate
bonus languages.
Favored Class: Diabolic Fighter. A multiclass
gelugon diabolic fghters class does not count when
determining whether he suffers an XP penalty for
multiclassing.
Note: Due to the nature of this creature, a gelugon
character has an Effective Character Level (ECL) of
+3.
Hamatula
These barbed devils were once a low order of
celestial. They were tasked long ago with healing the sick
and relieving pain from the righteous and the deserving.
When they rebelled, they were cursed by their former
masters so that they would never again heal and their
very touch would cause pain. As a result of the curse,
these once beautiful and ethereal agents of light were
transformed into beings covered with sharp barbs unable
to touch another creature without ripping skin and
tearing fesh. Their hands are clawed with razor-sharp
talons.
Personality: Millennia of life in the Hells have
transformed these former healers into sadistic servants
of the fallen. Their curse has become their only delight.
They serve enthusiastically as guards and torturers. They
patrol the Hells looking for intruders, hoping to fnd
some that they can drag back to their prison and infict
new and ever creative types of pain upon.
Physical Description: Hamatulas are seven foot tall
humanoids covered in sharp, hooked barbs. They have
a long meaty tail which is tipped with another large
hooked barb. There eyes are usually bright yellow. Their
skin is tough and leathery beneath the barbs and ranges
in hue from dark red to bright red. When the hamatulas
skin is not red, it is either jet black, bone white or, rarest of
all, a pale blue (a throwback to their celestial heritage).
Relations: Within Hell, the Hamatulas are valued
foot soldiers serving in almost every army of any
importance. The Hamatulas are usually disinterested in
politics. They only true care about their desire to infict
pain. This apolitical nature earns them a grudging respect
within the Hells. Any non-devil within Hell however
will fnd no friends in the ranks of the Hamatulas. These
visitors to the Hells are grist for the torture mill. Pity most
of all any celestial (servant, half-blood or full-blood) that
falls into the hands of the Hamatulas. For them, the most
inventive, creative and legendary of tortures is reserved.
Alignment: The Hamatula are always Lawful Evil.
Hamatula Lands: The Hamatula are spread
throughout Hell, residents of every plane, but masters
of none. They are slaves as most devils are, trapped in
servitude to uncaring and immortal masters.
Religion: The Hamatula willing bow to any devil
lord or dark god who aids in their eternal mission of
spreading pain. If they truly revere anything, it is the
divine act of suffering.
Language: The Hamatula all speak Infernal. They
have perfected this corrupted form of celestial for their
own needs and infused the language with a rich torturers
jargon. Infernal, thanks to the Hamatula, has a hundred
words for pain. They also speak Draconic and Celestial.
Names: Like every breed of devil, the Hamatula
carefully guard their true name. Their names are often
harsh and guttural and are decorated with titles declaring
their dedication to the act of torture and their skill at
its implementation. For example, a powerful Hamatula
make carry a title such as Thaxasus, High Interrogator,
Master of the Thousand Cuts, Flayer of the Fifth Circle.
Adventurers: The Hamatula are all too eager to
accept errands especially ones that give them the chance
to infict pain. They may be sent out of Hell to capture a
particularly hated enemy of a given Duke or Lord and
bring them back to suffer for their crimes.
Racial Motivation: The Hamatula are one of the
breed of devils that truly dreams of once again storming
heaven. They are often easily manipulated by more
senior devils with promises of what they will be allowed
to do after the walls of paradise are breached. As they
are generally disentangled in the politics of Hell, they
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fail to appreciate the barriers to again uniting the great
army of the Morningstar. If tomorrow, the call were made
tomorrow to restart the war, the Hamatula would be
amongst the frst to join the ranks of Hells expeditionary
force.
Hamatula Racial Traits
+6 Strength, +2 Constitution, +2 Intelligence,
+2 Wisdom, -2 Charisma: Hamatulas are strong
creatures, though not the most powerful in Hell.
Medium-sized: As medium-sized creatures, the
Hamatula have no special bonuses or penalties due
to their size. Further, they do not increase in size at
the 6th level.
Hamatulas gain a natural Armor Class bonus of +2.
Hamatula base speed is 30 ft.
Bite: Hamatulas have a devastating bite which can be
used in unarmed combat. Hamatulas do not provoke
attacks of opportunity when making an unarmed
attack against an armed opponent. Further, when
making an unarmed attack, a hamatula bite inficts
1d6 points of damage. This is normal rather than
subdual damage. As a hamatula grows, this damage
also increases; see the Introduction in the MM.
Bonus Feats: Devilish Qualities and choose two
additional devilish feats.
A hamatula is an outsider and therefore subject to
effects which target outsiders. Further, hamatulas
have the evil and lawful subtypes (though in the rare
case of a hamatula of a different alignment, he gains
the subtype of his own alignment, instead).
Automatic Languages: Infernal, Draconic and
Celestial. Bonus Languages: Any (other than secret
languages, such as Druidic).
Favored Class: Diabolic Fighter. A multiclass
hamatula diabolic fghters class does not count
when determining whether he suffers an XP penalty
for multiclassing.
Note: Due to the nature of this creature, a hamatula
character has an Effective Character Level (ECL) of
+1.
Imp
Imps are the type of devil most likely to be
encountered outside of the Nine Hells due to their
long association with mortal sorcerers and wizards.
Many Lawful Evil spellcasters value having an imp in
their employ and use them as advisors on extra planar
affairs and as spies. In the Nine Hells, imps fare much
more poorly. The other devils bully them mercilessly
due to their diminutive size and lack of physical
power. Its no wonder that the majority of imps prefer
to dwell in the realms of the Prime Material.
Personality: Due to their ability to fy, their
extensive experience of alien planes and their ability
to turn invisible at will, imps are some of the most
informed of devils. Recognizing that imps hear and
see more than others of their ilk, they are sought by
more powerful devils and by mortal spellcasters. Imps
are unable to intimidate those more powerful than
they, so the tiny devils have instead become experts
at manipulating information to suit their needs. They
have become experts at tailoring reports to their
masters needs, snipping a thread of unpleasant news
here and weaving a tapestry of vital information into
the pattern that best serves their own interests.
Physical Description: Imps look like tiny
humanoids with leathery wings, barbed tails and
twisted horns that taper to a point. Their skin is a deep,
burnt, smoky red, while their horns and teeth gleam
alabaster white. The average imp is 2 feet tall.
Imps rarely wear clothes but are fond of
accessories. Nose and earrings are common, as are tiny
rings or amulets that signify their allegiance to some
greater power.
Relations: More powerful devils have no respect
for imps. Imps, in turn, nourish a deep-seated
resentment toward other devils. The average imp
would not dare to cross a devil of greater station but
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if the imp suffers too much at the hands of a particular
devil, the imp will do everything in his limited power
to bring that devil to ruin.
Alignment: Imps are lawful evil by nature and
there is little that can change that. While an imp may
develop a working relationship with another being
that appears to be characterized by trust and mutual
friendship, it is supremely unlikely that the imps
little black heart will be able to resist jumping at an
opportunity to proft from his colleagues suffering.
Racial Motivation: First and foremost, imps want
to get out of the Nine Hells. Their existence there is
painful and precarious. The cruelest of mortal wizards
is considered a soft touch when compared with the
average devil overlord. Second, imps like to have
control of the fow of information to their masters. It
gives them some measure of power over him or her.
Imp Lands: Imps possess no lands of their own.
If an imp stakes out a territory for himself, a more
powerful devil is sure to come along and take it from
him, just to punish the tiny devils audacity. If an imp
is caught in the land of another devil the imp is either
pressed into service or destroyed.
Religion: Once in awhile an imp will become
a lay worshipper or cleric of a particular evil god.
Some imps prefer to serve a god instead of another
devil, since the gods tend to require less of them. Most
imps do not distinguish between gods and powerful
devils due to their racial tendency to be irreverent and
irreligious.
Language: Imps speak Infernal and any imp spy
worth his horns knows at least one written alphabet.
After all, they have to be able to commit the documents
of their masters enemies to memory, as well as keep
tabs on what their master is up to himself.
Names: Imps do not possess a natural gender
but may assume whatever sex they wish with their
polymorph ability. As lesser devils, imps also are
rarely allowed the honor of possessing a name. When
they do have a name, it is usually refers to something
lowly and is kept very simple. Some sample imp
names Pitch, Brimstone, Belch, Skulk, Wormwood,
Fungus, Maggot, and Vile.
Adventurers: Imps make for an excellent addition
to any adventuring party. They dislike the company
of other devils, preferring to work with mortals as an
advisor or spy, though they disdain risking themselves
in combat. They typically become Rogues and/or
Assassins.
Imp Racial Traits
+4 Dexterity, +2 Wisdom: Due to both their
small size and ability born of having to dodge far
more physically powerful creatures their whole
existence, imps are both craftier and far faster than
most creatures.
Tiny: As Tiny creatures, imps gain a +2 size bonus
to Armor Class, a +2 size bonus on attack rolls
and a +8 size bonus on Hide checks, but they
can only use tiny weapons one-handed. Small
weapons must be wielded with both hands and
anything larger is prohibited. Their lifting and
carrying limits are one-half that of Medium-sized
characters. Further, they cannot increase in size by
more than one step.
Imp base speed is 20 feet and they can fy 50 feet
with perfect maneuverability.
Imps gain a natural Armor Class bonus of +3.
Natural Attack: Imps come equipped with a
stinger that allows them to deliver a sting attack
that inficts 1d4 damage. Creatures struck by
the stinger must roll a Fortitude save (DC 13;
initial damage 1d4 temporary Dexterity damage;
secondary damage 2d4 temporary Dexterity
damage).
Bonus Feats: Devilish Qualities and choose three
additional devilish feats.
An imp is an Outsider and therefore subject to
effects which target Outsiders. Further, imps have
the evil and lawful subtypes (though in the rare
case of an imp of a different alignment, he gains
the subtype of his own alignment, instead).
Racial Skills: The following skills are considered
class skills for all imps; Hide, Listen, Move
Silently, Search, Spellcraft and Spot.
Automatic Languages: Infernal, Celestial and
Draconic. Bonus Languages: Common, as well
as 3 other languages spoke by intelligent, magic-
using races. Imps often learn the languages of
those races they expect to be dealing with via
summoning spells in advance.
Favored Class: Diabolic Fighter. A multiclass
imp diabolic fghters class does not count when
determining whether he suffers an XP penalty for
multiclassing.
Note: Due to the nature of this creature, an imp
character has an Effective Character Level (ECL)
of +1.
Kyton
The Kyton are an order of fallen celestials cast
from Paradise with the Morningstar. Before the war,
they were messengers sent to comfort the faithful
and deliver words of solace. They were beautiful and
ethereal creatures with white wings. When the forces
of the Morningstar were defeated, the great host of the
Kyton was captured by the army of Paradise. Their
wings were cut off and they were bound in chains and
cast out. They fell for three days through the Astral
before arriving in Hell. They have never forgiven
Paradise for their mutilation and humiliation. They
have been transformed from messengers of grace into
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messengers of fear and suffering. They wear their
chains now as a proud symbol of their defance of
Heaven.
Personality: The Kyton are the messengers of
fear. They are often mistaken as undead and they do
nothing to discourage this belief. Their abilities to
control chains and to take on the faces of deceased love
ones all help them deliver their message.
Physical Description: Inevitably, the frst thing
noticed by anyone are the long lengths of chains that
wrap the Kyton. These chains are made of iron and are
often covered in diabolic iconography as well as with
rusty locks, hooks, barbs and curving blades. On rare
occasions Kytons will carry with them some of the
original locks placed on them in Paradise. These locks
are made of silver (though they are usually tarnished
and crusted in millennia of abuse and gore) and bear
the mark of the Celestials. These Kyton should be
feared more than any others for such prizes declare
them as the original generation of Kyton, survivors of
the War in Heaven.
Beneath their shroud of chains the Kyton appear
as hairless humanoids. Their eyes pierce from the
chain shroud, a hateful burning yellow. Their skin
ranges through the whole spectrum of normal skin
colors, but also includes red, pale blue, yellows and
greens. However, it is only after a Kyton is defeated
in the Hells and the time is taken to unravel the chains
that the Kytons true appearance is revealed. Kytons
retain their physical beauty. They are perfect fawless
specimens of angelic beauty, marred only by the grime
of the pits and the two large scars on their backs where
once they had wings.
Relations: The Kytons are the metal workers of
Hell. They labor in the foundries of the Dukes forging
the cruel weaponry and torture equipment. They also
use this position to craft for themselves the many
implements that adorn their chains. Kytons share the
ambition of their king and hope that by spreading
fear amongst the mortals and foiling the schemes of
the celestials that they can earn a greater position of
power. Any non-devil who comes into the clutches of
a Kyton is in grave danger.
Alignment: The Kyton are always lawful evil.
They are too committed to revenge to contemplate
rebelling yet again.
Kyton Lands: The Kytons are inhabitants of Hell
and are scattered throughout the planes serving in the
retinue of every lord. Several Kytons have risen to
positions of prominence and power and these devil
lords can claim to have achieved lands that to some
degree belong to the Kyton. But in truth, all of Hell
belongs to the great hierarchy of the Hells.
Religion: The Kytons engage in no formal religion
having discarded service to the gods in exchange for
their pursuit of revenge upon their ancient captors.
Language: The Kytons speak Infernal, a corrupted
form of Celestial and Draconic. They also understand
Celestial, since it is wise to know the language of the
enemy, but rarely speak it aloud.
Names: Like any native of Hell, the Kytons closely
guard their true names. Kytons rarely adopt a normal
infernal name instead preferring to operating under
a title or description. For example, a Kyton may call
himself Fearbringer or the Messenger of Sorrows.
Adventurers: The Kyton, being depraved parodies
of celestial messengers, are frequently dispatched
by the lords of the pit to fulfll their will and deliver
messages to their cults. Many secret diabolic cults have
at their core a Kyton who serves as liaison to a greater
devil.
Racial Motivations: Like so many devils, the
ultimate motivation of the Kyton is revenge. They still
remember their exile and mutilation. They know that
Paradise is forever beyond their reach, so they seek
to take revenge on the creation of their arch-nemesis
instead.
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Kyton Racial Traits:
+2 Strength, +2 Constitution, -4 Intelligence:
Kytons are relatively strong creatures, but lost
many of their mental abilities after being ejected
from Paradise.
Medium-sized: As Medium-sized creatures, the
Kytons have no special bonuses or penalties due
to their size. Further, they do not increase in size
at the 6th level.
Kyton base speed is 30 ft.
Kytons gain a natural Armor Class bonus of +3.
Bonus Feats: Devilish Qualities and choose two
additional devilish feats.
A kyton is an Outsider and therefore subject to
effects which target Outsiders. Further, kytons
have the evil and lawful subtypes (though in the
rare case of a kyton of a different alignment, he
gains the subtype of his own alignment, instead).
Automatic Languages: Infernal, Draconic and
Celestial. Bonus Languages: Any (other than
secret languages, such as Druidic).
Favored Class: Diabolic Fighter. A multiclass
kyton diabolic fghters class does not count when
determining whether he suffers an XP penalty for
multiclassing.
Note: Due to the nature of this creature, a kyton
character has an Effective Character Level (ECL)
of +1.
Osyluth
The Osyluth, or bone devils, were created when
the fallen arrived in Hell for the frst time. This was
back when the Morningstars power had not yet
faded to its current levels. When he and his minions
fell to the ground of the Hells, many did not survive.
Scattered around him where the bones and corpses of
his former allies. The Morningstar used his waning
power to create the Osyluth from the bones of the dead
fallen angels. The fesh had been dried and desiccated
after three days of hurling like comets through the raw
astral.
Personality: Two traits dominate the personality
of the Osyluth. First, the Osyluth are in all things
submissive to the lords of the pit. Osyluth never
participate in any scheme to undermine the
hierarchy of the Hells. They are willing even gleeful
participants in the politics of Hell. Second, the
Osyluth hate everything non-infernal. They ruthlessly
pursue the destruction of any invader to the Hells and
are completely without mercy. For the Osyluth this
hatred is not a matter of choice. They were created to
fulfll the purpose of casting all rival powers from Hell
and ensuring that it would always be the home of the
fallen. The Cornugon and Gelugon owe many of their
defeats and their eventual submission to the Osyluth
hordes raised by the words of the Morningstar.
Physical Description: No two Osyluth are exactly
the same. They are all alike only in the fact that they
are little more than bones wrapped dried skins. They
have large scorpion like tails. Some have vestigial bone
wings.
Relations: Because of their created status and their
lack of rebellion, they have been entrusted with the
task of being police and loyalty enforcers. The Osyluth
spy on their fellow devils. This does not make them
popular and it is assumed by most residents of the pit
that anything said to an Osyluth will makes it way to
their masters. But as strained as their relationship it is
with others amongst the fallen, their relations there are
far better than the Osyluths relations to non-devils.
The hatred and cruelty of the Osyluth ensures that
non-devils can expect nothing but merciless death and
torture.
Alignment: The Osyluth are always and without
exception lawful evil.
Osyluth Lands: The Osyluth are slaves in Hell,
albeit valued slaves. They are trapped in the ruthless
and effcient bureaucracy of the Hells, forever
beholden to immortal masters. They own nothing
except what their masters give them.
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Religion: The Osyluth serve the Dukes of Hell
with a fervor that many gods would envy amongst
their own followers. If the Osyluth owe loyalty to
anyone besides the lords of the pit, they show no open
signs of it.
Language: The Osyluth speak almost exclusively
in Infernal. They often understand Celestial and
Draconic, as well as Abyssal and other languages
of the planes, in order to aid in their spying and
information gathering.
Names: The Osyluth are quite unusual in the
Hells in that their true names are known by another
devil. Every Osyluths true name was known by the
Morningstar and in turn has been passed down to all
the Lords of Hell. The Osyluth still do not routinely
use their true names, instead using a common name
usually without title. For example, Carakas is a typical
Osyluth name.
Adventurers: The Osyluth are servants to the very
core of their being and where their masters command
there they go. Unlike other devils however, the Osyluth
are rarely entrusted with the task of trying to corrupt
mortals. Instead, they are often sent to check up on the
activities of other devils abroad in the planes. On these
missions they carry with them the authority of a lord
of the pit.
Racial Motivations: Loyalty is rare trait amongst
the damned, but if any group of devils can be
honestly described as loyal it is the Osyluth. They
are the engines of verifcation that allow the diabolic
bureaucracy of the Hells to function smoothly and
with as little corruption as an organization staffed only
with the corrupt can be. The Osyluth do not dream of
retaking paradise. They dream only of Hell unending.
Osyluth Racial Traits
+8 Strength, +4 Constitution, +2 Intelligence, +2
Wisdom: Osyluths are powerful, but not overly
so, making them the perfect diabolic footsoldiers.
Medium-size: As Medium-size creatures, osyluths
have no special penalties or bonuses due to their
size (they may grow to large size and larger
through character advancement).
Osyluth base speed is 40 ft.
Osyluths gain a natural Armor Class bonus of +3.
Bonus Feats: Devilish Qualities and choose four
additional devilish feats.
Bite, Claws and Sting plus poison: Osyluths have
a devastating bite, vicious claws and a powerful
sting which can be used in unarmed combat.
Osyluths do not provoke attacks of opportunity
when making an unarmed attack against an
armed opponent. Further, when making an
unarmed attack, an osyluth bite inficts 1d6 points
of damage, its claws infict 1d4 points of damage
and its sting inficts 1d4 points of damage (plus
poison; see below). This is normal rather than
subdual damage. As an osyluth grows, this
damage also increases; see the Introduction in the
MM.
Poison (Ex): Sting, fortitude save (DC 14); initial
damage 1d6 temporary Strength, secondary
damage 2d6 temporary Strength.
An osyluth is an outsider and therefore subject to
effects which target outsiders. Further, osyluths
have the evil and lawful subtypes (though in the
rare case of an osyluth of a different alignment, he
gains the subtype of his own alignment, instead).
Automatic Languages: Infernal, Celestial and
Draconic. Bonus Languages: Any (other than
secret languages, such as Druidic). Abyssal and
the elemental languages are appropriate bonus
languages.
Favored Class: Diabolic Fighter. A multiclass
osyluth diabolic fghters class does not count
when determining whether he suffers an XP
penalty for multiclassing.
Note: Due to the nature of this creature, an
osyluth character has an Effective Character Level
(ECL) of +2.
Pit Fiend
Before their fall, the pit fends were Celestials
of great power. They were once the generals of
the heavenly hosts, but they were swayed by the
Morningstar. They led the charge against Paradise
and they were defeated. Before the fall, the Celestial
host had never known defeat. They fell for three
days howling in pain and despair, some pleading for
forgiveness, others already plotting revenge. When
they arrived in Hell, they were instrumental in the
conquest of the natives and the transformation of the
planes into the Nine Hells.
Now they are the masters of Hell and yet they
remain servants. They lead the hosts of the damned into
battle and serve the archdevils directly. They plot and
scheme to gain dominance amongst themselves and
yet all of them share the same dream. They will return
to Paradise. They will prove the good gods wrong.
They will shatter their creation and storm Heaven! The
ambitions of the pit fends are nothing less than the
domination of all creation and the transformation of all
that it into a vast and infnite Hell.
Personality: If only one word could be used
to describe the pit fend it would be this: ambition.
They are the refned purifed essence of unrestrained,
amoral ambition. These are creatures who challenged
the Heavenly hosts themselves. There is nothing that
will stop them from achieving their aims. The pit
fends, however, dont stop there. They are the living
embodiment of six of the seven deadly sins. Their
wrath is quick and limitless. Their lust for power and
pleasure is a deep as an ocean. Their envy of what
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others have is undying. Their greed is all consuming.
Their pride is the stuff of legend. Their hunger for raw
fesh and greater importance is greater than even the
most committed of gluttons. Only in one sin do they
falter. The pit fends are, alas, not creatures of sloth.
They are tireless agents of darkness.
Physical Description: Many Pit Fiends possess
polymorph self and so can appear as anything they
desire. It is often hard to know what a Pit Fiends true
appearance is. Some argue that pit fends look just
like planetars: emerald skinned humans with white
feathered wings. If this is true, it is a form they rarely
take except to deceive. In truth, their long exposure to
Hell has fundamentally changed them. They are now
creatures of fame and shadow. They are twelve foot
tall winged humanoids, bestial, terrible, brutal and
wreathed in fame. Their leathery dragon wings cover
them like a cloak. Their fangs drip poison. Their scaled
form seems as much made of fame as fesh.
Relations: Every Pit Fiend is an individual with his
own schemes and priorities. Any generality about who
pit fends as a group hate or ally with is undoubtedly
false, with only one exception Pit Fiends despise all
things Celestial. This is a certainty.
Alignment: Almost every Pit Fiend is lawful evil.
There have been a spare handful of exceptions. Some
pit fends have been banished and have consorted
with demons, sinking still lower into chaotic evil. In
these rebels, Hell fnds perhaps its most direct and
threatening foe. Still rarer is the repentant pit fend.
In fact, in all of the history of the Hells, there has been
only one who regretted the fall, who did not dream
of recapturing heaven. His name is Ghedros. He was
banished from the Hells for his sorrow. His current
whereabouts remain unknown.
Pit Fiend Lands: The pit fends and the arch devils
own Hell and still it is not enough.
Religion: Can those who would be a god truly
worship someone else? If Pit Fiends give homage
to any deity is only because they are trying to gain
some advantage. Far more often than they worship,
Pit Fiends are mistaken for gods and are worshiped
themselves.
Language: Pit Fiends rarely speak, preferring to
use their telepathy. When they do speak, the prefer
Infernal, the language that they created in parody of
Celestial.
Names: The true names of pit fends are the most
closely guarded secrets in the Hells. Instead of their
true names they use a wide variety of names and
titles. They are always the sort of titles that only a
megalomaniacal fallen angel can truly appreciate. For
example, a general in the service of Azmodeus goes by
the title of Gothrakos, Grand General of the Legions
of the Ninth Hell, Eternal Warmaster of the Damned,
Conqueror of Worlds, Slayer of Angels, Master of the
Millions.
Adventurers: It is rare that a pit fend goes
adventuring. They prefer to send minions to do their
dirty work. After all, leaving Hell means trusting their
fellow devil to take care of their position and holdings.
Trust is not a vice that pit fends excel at. But when a
task of suffcient importance demands their personal
attention, you can count on a pit fend not going alone.
They will not go anywhere without bodyguards,
advisors and a consort or two.
Racial Motivation: Better to reign in Hell, than
serve in Heaven. How much better then, would it be
to reign in Hell and reconquer Heaven?
Pit Fiend Racial Traits
+12 Strength, +6 Constitution, +6 Intelligence, +6
Wisdom, +4 Charisma: Pit fends are at the top of
the pecking order when it comes to the creatures
native to Hell.
+2d8 hit points at 1st level and +2 hit points at
every character level; pit fends are powerfully-
built devils.
Medium-size: As medium-size creatures, pit
fends have no special penalties or bonuses due to
their size (they may grow to large size and larger
through character advancement).
Pit fend base speed is 40 ft. They fy at 60 ft.
(average)
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Pit Fiends gain a natural Armor Class bonus of
+5.
Bonus Feats: Devilish Qualities and choose fve
additional devilish feats.
Bite, Claws, Tail and Wings: Pit Fiends have a
devastating bite, vicious claws, a powerful tail
and strong wings which can be used in unarmed
combat. Pit fends do not provoke attacks of
opportunity when making an unarmed attack
against an armed opponent. Further, when
making an unarmed attack, a pit fend bite
inficts 1d6 points of damage (plus poison; see
below), its claws infict 1d4 points of damage, its
tail inficts 1d4 points of damage and its wings
infict 1d4 points of damage. This is normal rather
than subdual damage. As a pit fend grows, this
damage also increases; see the Introduction in the
MM.
Poison (Ex): Bite, fortitude save (DC 8 + character
level); initial damage 1d6 temporary Constitution,
secondary damage death.
A pit fend is an outsider and therefore subject to
effects which target outsiders. Further, pit fends
have the evil and lawful subtypes (though in the
rare case of a pit fend of a different alignment, he
gains the subtype of his own alignment, instead).
Automatic Languages: Infernal, Celestial and
Draconic. Bonus Languages: Any (other than
secret languages, such as Druidic).
Favored Class: Diabolic Fighter. A multiclass pit
fend diabolic fghters class does not count when
determining whether he suffers an XP penalty for
multiclassing.
Note: Due to the nature of this creature, a pit fend
character has an Effective Character Level (ECL)
of +3.
Shabriri
The Shabriri are the premiere merchants and traders
among devils. Mortal spellcasters summon Shabriri to
serve as seneschals for their household and as their chief
diplomatic negotiators in the outside world. Shabriri live
to strike bargains and make deals. To them, a well-crafted
contract is more important than the objectives of the
contract. Some speculate that the Shabriris chief strength
is that they negotiate without desire or fear. Whatever the
reason for their success, its a fact that every devil lord
that sets foot into the complex web of diabolical politics
and commerce has a Shabriri advisor at his side.
Personality: Shabriri envision their role as those that
lay the foundations upon which the remainder of the
market in diabolical favors operates. They are the masters
of the soft sell and pave the way for greater corruption.
Shabriri never strike a deal to purchase a mortals soul.
Instead, they work for mortals for a few token magical
items, though they insist that their mortal client provide
the initial investment for the Shabriris trading ventures.
These ventures are always highly lucrative and make
the client mortal reliant on devilish aid. The theory is
that once a mortal believes that there are no drawbacks
to dealing with devils, he or she will be encouraged to
engage in increasingly risky deals with them.
Physical Description: It is believed that a particular
demon lord transformed a legion of lemurs into the
Shabriri race. The Shabriris physical appearance while in
the Nine Hells seems to support this theory. In the Nine
Hells, Shabriri are pasty-white, hairless humanoids. They
never wear clothes and though they have more developed
bodies than the blob-like lemurs, Shabriri have no mouth,
eyes, or ears. Despite this, they seem capable of normal
speech, sight and hearing. Overall, they look like their
bodies have been stretched like taffy and typically stand
six to seven feet in height. They have very long limbs.
Once they are summoned out of the Nine Hells,
Shabriri take on the race and gender of the person who
summoned them. Their frst request is for a garment,
traditionally a magical cloak with which to cover their
naked bodies. As time goes on, they imitate the dress and
mannerisms of those they encounter, in order to make
others they deal with more comfortable.
In any form, the Shabriris head, eyes and arms are
unnaturally large and elongated.
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Relations: Shabriri are extremely agreeable and
dedicated to the interests of their client, though they
are never friendly or sentimental. Their only love is
bargaining and negotiation. They care for nothing else.
The Shabriri are also creatures of tradition. As mentioned
previously, their frst request to seal their partnership
with a client is a magical cloak. Second, they insist that
a group of bodyguards be provided for their own safety
and the safety of their client. They are extremely loath to
engage in physical confict with mortals when negotiation
is still a possibility. Third, they ask that their spellcaster
client create a special ring for them, which they claim is a
symbol of their continued friendship and goodwill.
Alignment: The Shabriris civil, peaceful demeanor
can be deceiving, but make no mistake; these devils
are Lawful Evil to their very core. When they set their
minds to arranging a particular deal or when they are
negotiating, there is nothing they will not do if it promises
to give them an edge.
Racial Motivation: Shabriri were made to haggle
and bargain. The art of the deal is their only passion. Next
to that, they strive to make mortals feel at ease around
them. They are extremely patient in this respect. The
day their master drops his guard and trusts his Shabriri
advisor completely is the day a Shabriri can claim victory
in the contest for his soul.
Shabriri Lands: Shabriri possess no lands of their
own, but they may be found in every major stronghold
in the Nine Hells. No would-be devil lord worth his salt
is without a Shabriri subordinate. Among devils, they
are the second most likely to be found outside the Nine
Hells.
Religion: Many Shabriri in the Nine Hells espouse
a belief in a certain higher power. They prefer gods that
are Lawful, Evil, or Neutral in alignment, with a focus
on commerce, politics and/or diplomacy. Shabriri on the
Prime Material Plane will often claim lukewarm devotion
to whatever deity their mortal client believes in.
Language: Shabriri tend to be fuent in several
different languages and are always capable of reading
and writing these languages. They are also familiar with
any numerical system associated with a culture, in order
to keep better accounts of their transactions.
Names: In the Nine Hells, Shabriri have an offcial
title, such as Minister or Representative and a simple
word associated with their duties to their lord, such as
Book, Peace, Bargain, Manage, Transfer, Trade, Deal, or
Build (e.g. Minister Book, or Representative Peace). In the
Prime Material, Shabriri drop their title and select a frst
name common to the region they fnd themselves in or
of race they are imitating, with their duty-name serving
as a surname (e.g. Dench Build, Torunn Deal, Felosial
Bargain).
Adventurers: Shabriri work well within a group,
whether its a group of devils or a party of mortal
adventurers. They prefer working behind the scenes
by supporting a strong leader as opposed to providing
leadership themselves. Shabriri always attach themselves
to the most powerful creature in the group, preferably a
spellcaster of some sort, and try to become indispensable
to him or her.
Shabriri Racial Traits
+10 Strength, +2 Dexterity, +8 Constitution, +8
Intelligence, +8 Wisdom, +4 Charisma: Shabriri are
both physically powerful and extremely clever.
+1d8 hit points at 1st level and +1 hit points at every
character level; shabriri are powerfully-built devils.
Medium-sized: As Medium-sized creatures, Shabriri
have no special bonuses or penalties due to their
size. Further, they do not increase in size at the 6th
level.
The base speed of a Shabriri is 40 feet.
Shabriri gain a natural Armor Class bonus of +5.
Bonus Feats: Devilish Qualities and choose two
additional devilish feats.
Slam: Shabriri have a powerful slam attack which
can be used in unarmed combat. Shabriri do not
provoke attacks of opportunity when making an
unarmed attack against an armed opponent. Further,
when making an unarmed attack, a shabriri slam
inficts 1d6 points of damage. This is normal rather
than subdual damage.
A shabriri is an outsider and therefore subject to
effects which target outsiders. Further, shabriri have
the evil and lawful subtypes (though in the rare case
of a shabriri of a different alignment, he gains the
subtype of his own alignment, instead).
Racial Skills: The following skills are considered
class skills for all shabriri; Appraise, Bluff, Decipher
Script, Diplomacy, Gather Information, Innuendo,
Intimidate, Listen, Perform, Profession (merchant),
Ride, Speak Language and Use Magical Device.
Automatic Languages: All Shabriri are able to speak
Infernal, Celestial, Draconic and Common fuently.
Since they spend so much time roaming other planes
in search of new commodities and new buyers,
Shabriri have learned to pick up new languages with
ease.
Favored Class: Diabolic Fighter. A multiclass
shabriri diabolic fghters class does not count when
determining whether he suffers an XP penalty for
multiclassing.
Note: Due to the nature of this creature, a shabriri
character has an Effective Character Level (ECL) of
+3.
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Devilish Templates
Not all of the creatures that call Hell home are full-
blooded devils; there are creatures who willingly give
up what little humanity they might have for the chance
at immortality, or who are rewarded by a powerful
devil lord for a lifetime of evil deeds. And then there
are devils that travel the planes, leaving in their wake a
string of offspring, children who may or may not ever
learn their true natures.
What follows are fve new devilish racial
templates that can be added to almost any intelligent
creature. Some of these templates may take the
Devilish Classes found later in this book, while others
are prohibited from taking those classes. These follow
the same format as the racial templates found in the
MM.
The Chosen of Hell
There are those who have been affected in a minor
way by exposure to diabolic energy (the touched by
the Hells template). There are those who have died and
been transfgured into a devil (the reborn template).
But only the mightiest of infernal powers can turn a
living mortal being into a devil. These are the chosen
of Hell. They have distinguished themselves in such a
profound manner that they have bypassed the usually
descent into Hell and claimed for themselves the
immortal life. This rarest of honors is granted only to
the greatest champions of the lawful evil cause.
This template is useful for the GM in transforming
a formidable opponent into an opponent of legendary
standing. The same evil warrior who you have fought
time and time again was terrifying enough. How much
more terrifying would he be when he is transformed
into the Chosen of Hell? Suddenly he is an immortal
champion of the Hells. He is a devil on earth and
unless he is vanquished, he will never cease to spread
darkness.
The transformation always happens at night. It
is never a quiet or painless experience. The presence
of new power moves over the chosen like a wave of
violent ecstasy. His body is wracked with raw magic
and infernal vigor. Horns sprout from the forehead of
the chosen. Fangs and claw pull free of fesh. The skin
turns red and scaled. Leather wings strain and unfold
for the frst time. The mortal coil is burned away in
a lightning storm of transfguration. What remains
behind is an immortal creature of the pit, eager to serve
the great powers of darkness that have chosen him.
Creating the Chosen of Hell
The Chosen of Hell is a template that can be
added to any corporeal creature (referred to hereafter
as the base creature). The creatures type changes to
outsider. It uses all the base creatures statistics and
special abilities except as noted here.
Speed: The chosen of Hell receives large leathery
bat wings. The creature can fy at twice the base
creatures speed (average maneuverability).
AC: Natural Armor improves by +2.
Damage: If the base creature does not have bite
and claw attacks, use the damage values below.
Otherwise, use the values below or the base creatures
damage, whichever is greater.
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Bite Claw
Size Damage Damage
Fine 1d2 1
Diminutive 1d3 1d2
Tiny 1d4 1d3
Small 1d6 1d4
Medium-size 1d6+2 1d4+2
Large 1d8+2 1d6+2
Huge 2d6+2 1d8+2
Gargantuan 2d8+2 2d6+2
Colossal 5d6 3d8
Special Attacks: The chosen of Hell retains all the
special attacks of the base creature and also gains the
following.
Smite Good (Su): Once per day the chosen of Hell
may attempt to smite good with one normal melee
attack. He adds his Charisma modifer (if positive) to
his attack roll and deals one extra point of damage per
Hit Dice or class level. If the chosen of Hell already has
the smite good ability (from, for example, possessing
levels in Blackguard), then they gain the ability to
smite good twice per day instead of only once.
Devilish Feats: The Chosen of Hell gains the
Devilish Qualities feat.
Saves: Same as the base creature.
Abilities: Increase from the base creature as
follows: Str +4, Dex +2, Con +4, Int +2, Cha +2.
Skills: Same as the base creature.
Feats: Same as the base creature.
Climate/Terrain: Same as the base creature.
Organization: Same as the base creature.
Challenge Rating: Same as the base creature +4.
Alignment: Always lawful evil.
Treasure: Same as the base creature
Advancement: Same as the base creature, though
the Chosen of Hell use the Devil Level-Dependent
Benefts table found under Races.
Chosen of Hell Characters
The class of the chosen is not as important as
the lifestyle. A Chosen of Hell may take any normal
character class or Devilish Class he meets the
requirements for. To be a chosen, the character must
live a life devoted to the philosophy of lawful evil.
Even that, however, is not enough. The hierarchy of
the Hells is not concerned with mere philosophical
purity. They are interested in those who can advance
their cause. If a mortal has tirelessly advanced the
cause of the devil on the Prime Material Plane and has
ceaselessly opposed the efforts of the celestial then that
person is a candidate for elevation.
Devilish Servant
Many devils, rather than dirty their hands by dealing
with common beings of the Prime Material Plane, prefer
to work through intermediaries, servants, and men
and women enslaved to their will. Such characters are
usually powerful individuals who have bargained with
a devil, performing the devils bidding on the Prime
Material Plane in exchange for power. Such characters
are almost invariably evil as well, though occasionally
neutral and even good characters are drawn in to a devils
clutches. Such characters, however, quickly become evil
themselves.
In addition to the supernatural powers granted by
their masters, devilish servants are possessed of a number
of physical advantages, invested in them by the devil to
which they are bound.
Creating a Devilish Servant
Devilish servant is a template that can be added to
any humanoid or monstrous humanoid creature (referred
to hereafter as the base creature). The creatures type
remains unchanged, though it gains the subtypes lawful
and evil. It uses all the base creatures statistics and
special abilities, except as noted here.
Hit Dice: The devilish servants Hit Dice are
increased depending on the base creatures Hit Dice, as
follows:
Devilish Servant Hit Dice
Base Creatures HD Devilish Servants HD
1d4 1d6
1d6 1d8
1d8 1d10
1d10 1d12

Speed: Same as the base creature.
AC: The devilish servant gains a +2 natural armor
bonus to his AC.
Attacks: Same as the base creature.
Damage: Same as the base creature.
Special Attacks: Same as the base creature.
Special Qualities: Same as the base creature. In
addition, a devilish servant gains the following special
qualities.
Bonded (Ex): The devilish servant is considered to
be bonded with its master. Though this offers no inherent
advantages or disadvantages, note the type of devil to
which the base creature is bonded, as well as the specifc
devils name. This affects several of the devilish servants
other abilities. Note that while most devils can create
devilish servants, lemures cannot. Therefore, no devilish
servant may be bonded to a lemure.
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Devils Deal (Ex): Whenever the creature may select
a new feat, it may ignore racial prerequisites, provided
the feat is normally allowed by the type of devil to which
the devilish servant is bonded. Other prerequisites (such
as minimum ability scores or base attack bonus) must be
met as usual.
Dominated (Ex): Before investing a devilish servant
with such power a devil ensures that he can maintain
complete control over his servant. Rare is the devil that
presents this facet of the bargain in plain language,
instead attempting to fool the base creature into accepting
the terms unawares. However, if the base creature sees
through the ruse, the devil simply withdraws the offer of
power rather than create a devilish servant that retains
complete control of its own will. The devil in question
may cast dominate monster on the devilish servant at will,
as a 20th level sorcerer. Further, this ability is not limited
by range and can even be cast from a different plane.
Likewise, component requirements are waived, no saving
throw is allowed and spell resistance does not protect the
devilish servant from this ability.
Devilish Qualities (Ex): The devilish servant gains
the effects of the Devilish Qualities feat.
Telepathy (Su): A devilish servant can telepathically
communicate with the specifc devil to which he is
bonded, regardless of their relative locations. This ability
cannot be used to communicate with any other devil,
even those of like race (i.e., a devilish servant bonded to
one erinyes cannot use this ability to communicate with
other erinyes).
Saves: Same as the base creature.
Abilities: One of the devilish servants abilities is
increased, depending on the type of devil he is bonded
to.
Devilish Servant
Ability Modifiers
Devil Type Ability Increase
Barbazu +4 Str
Cornugon +4 Str, +2 Con
Erinyes +4 Cha
Gelugon +2 Str, +2 Con, +2 Int, +2 Wis
Hamatula +2 Str, +2 Wis
Imp +2 Int
Kyton +2 Con
Osyluth +2 Str, +4 Wis
Pit Fiend +4 Int, +4 Wis
Skills: Devilish servants receive a +4 racial bonus to
Bluff, Diplomacy and Intimidate checks. Otherwise, same
as the base creature.
Feats: When this template is applied, the devilish
servant may select a number of additional feats equal to
the number normally allowed due to his character levels
and monster levels, if any (i.e. a 6th level human fghter
could select three additional feats, since he receives one
at 1st level, one at 3rd level and one at 6th level; he does
not include the free feat received for being human, nor
any bonus feats for his class). These additional feats may
be selected only from those feats which have a racial
prerequisite matching the devil race to which the devilish
is bonded (all other prerequisites must be met as normal).
Further, the character receives a bonus feat when he
reaches 3rd, 6th, 9th, 12th, 15th and 18th level. These
bonus feats may be selected from any of the general feats
available, including those listed in this book (this creature
may not take Devilish Feats, however, unless he takes on
a class that allows access to those feats).
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: Same as the base creature +1
Treasure: Standard
Alignment: Any (typically lawful evil).
Advancement: By character class.
Half-Devil
The primary mission of the hierarchy of the Hells
remains the corruption of the creation of their arch-enemy.
This mission is fulflled in no greater way than by spawning
half-mortal, half-infernal progeny. These outcasts often
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manifest many devilish traits such as horns, hooves, claws
and fangs, reptilian scales and other animal characteristics.
Despised by the forces of good and mistreated by the forces
of darkness, the road of the half-devil is rarely an easy one.
Desperate for belonging, the half-devils often turn to the
worship of dark gods in the hope of fnding justifcation in
raw power.
Creating a Half-Devil
Half-Devil is a template that can be added to any
corporeal creature (referred to hereafter as the base
creature). The creatures type changes to outsider and
its subtypes change to Lawful and Evil. It uses all the
base creatures statistics and special abilities except as noted
here.
The frst step is determining the heritage of the half-
devil. Roll on the following table, or determine the heritage
of the half-devil by choosing a devil from the list.
Half-Devil Heritage Table
d20 Roll Devil Race
1 Kyton
2-4 Barbazu
5-10 Erinyes
11-12 Botis
13-14 Shabiri
15-19 Pit Fiend
20 A Named Devil
Speed: If the heritage of the half-devil has wings
then the half-devil manifests wings with exactly the same
statistics. Kyton-heritage devils never manifest wings and in
fact, if the half-devil already has wings, they atrophy slightly
losing 10 ft. of movement.
AC: Gains depends upon heritage:
Barbazu: Gain reptilian scales that confer a +2
natural armor bonus.
Botis: Gain reptilian scales or thick leathery hide
that confers a +2 natural armor bonus.
Cornugon: Gain a +2 natural armor bonus.
Erinyes: Gain a +1 natural armor bonus.
Flauros: Gain a +2 natural armor bonus.
Gelugon: Gain a +2 natural armor bonus.
Hamatula: Gain a +2 natural armor bonus.
Kyton: Gain a +1 natural armor bonus.
Shabiri: Gain a +1 natural armor bonus.
Pit Fiend: Gain a thick leathery hide that confers a
+2 natural armor bonus.
Named Devil: Gain a +2 natural armor bonus with
no obvious physical changes
Attacks: A half-devil sometimes gains bite and claw
attacks in addition to the base creatures attacks, if it did not
have them already. See below:
Barbazu: Bite and claw
Botis: Bite and claw
Cornugon: Improved bite and claw
Erinyes: Bite
Flauros: Bite and improved claw
Gelugon: Bite and claw
Hamatula: Claw
Kyton: None
Shabiri: None
Pit Fiends: Improved bite and improved claw
Named Devil: Improved bite and improved claw
Damage: If the base creature does not have bite and
claw attacks, use the damage in the values in the table below.
Otherwise, use the values below or the base creatures
damage, whichever is greater.
Devilish Feats: A half-devil gains a number of devilish
feats based on its heritage.
Barbazu Heritage: The half-devil gains Devilish
Qualities and Beard.
Botis Heritage: The half-devil gains Devilish
Qualities and Damage Reduction 2/+1.
Cornugon Heritage: The half-devil gains Devilish
Qualities and Wound.
Erinyes Heritage: The half-devil gains Devilish
Qualities and Devilish Charm.
Flauros Heritage: The half-devil gains Devilish
Qualities and Damage Reduction 2/+1.
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Gelugon Heritage: The half-devil gains Devilish
Qualities and Regeneration 2.
Hamatula Heritage: The half-devil gains Devilish
Qualities and Devilish Grapple.
Kyton Heritage: The half-devil gains Devilish
Qualities and Dancing Chains.
Shabiri Heritage: The half-devil gains Devilish
Qualities and Regeneration 2.
Pit Fiend Heritage and Named Devil Heritage:
The half-devil gains Devilish Qualities and Devil Spell-
Like Abilities (Minor).
Saves: Named Devil heritage half-devils gain a +1 racial
bonus to all saves. Others are the same as the base creature.
Abilities: Increase from the base creature as follows:
Barbazu: Str +2,
Botis: Str +2, Con +2, Cha -2
Cornugon: Str +4, Con +2, Int +2, Cha +2
Erinyes: Cha +4
Flauros: Str +2, Con +2, Int +2, Cha +2
Gelugon: Str +4, Con +4, Int +4, Cha +2
Hamatula: Str +2, Cha +2
Kyton: Int -2
Shabiri: Str +3, Con +2, Int +4, Wis +2
Pit Fiend: Str +4, Con +4, Int +4, Wis +2
Named Devil: Str +4, Dex +4, Con +4, Int +4, Wis
+2, Cha +2
Skills: A half-devil has 8 skill points, plus its Intelligence
modifer, per Hit Die. Treat skills from the base creatures
class list as class skills and other skills as cross-class. If the
creature has a class, it gains skills for class levels normally.
Feats: Half-devils have one feat for every four levels or
the base creatures total of feats, whichever is greater.
Climate/Terrain: Same as the base creature
Organization: Same as the base creature
Challenge Rating: Same as the base creature +2 (+3 for
Pit Fiend and Named Devil heritage characters).
Alignment: Almost always lawful evil. Rarely, a half-
devil will try to overcome his devilish heritage and try to be
good. This is always a hard and dangerous road.
Treasure: Same as base creature
Advancement: Same as base creature
Half-Devil Characters
Half-devil humanoids often have a character class,
favoring classes with a disposition towards evil. Half-devils
may be any normal character class and may take any of the
Devilish Classes presented in this book that they meet the
requirements for. Many half-devils are clerics to evil gods or
Devil lords themselves, praying to their dark parentage to
grant them power and guidance.
The Reborn
Sometimes when mortals die while in service to
the hierarchy of Hell, they are recreated as a devil so
that they may continue the work they did not fnish
in their mortal life. These creatures are not undead.
They are actually devil. Instead of being added to the
countless billions of lemures who are herded through
the Hellpits, they are remade and tasked to complete a
specifc errand. This is not an easy feat to accomplish,
requiring the sort of power that even demigods do
not usually wield. This requires the intervention of
at least a true master of evil. Surely only the most
extraordinary of circumstances would bring about the
existence of one of these creatures. It traditionally takes
one year and one day for the Reborn to return to life.
For GMs, this template serves one great use in a
campaign bringing back a favored villain one more
time. The PCs have fought Mustagore, the evil diabolic
wizard, for session after session. He has woven plots
and schemes to try to destroy them. Our heroes have
defeated his plots more than once, but theyve suffered
for the attempt. Maybe theyve lost friends or treasured
items to this fend. Finally they kill him. Is this the end
for Mustagore? No... he has gained the attention of the
dark gods whom he served so fervently. They bring
him back as the Reborn to complete the one evil deed
he could not complete in life...to kill our heroes. This is
precisely what the Reborn template is made to do.
Half-Devil Damage
Size Bite damage Claw Damage Improved Bite Dmg Improved Claw Dmg
Fine 1 1d2 1
Diminutive 1d2 1 1d3 1d2
Tiny 1d3 1d2 1d4 1d3
Small 1d4 1d3 1d6 1d4
Medium-size 1d6 1d4 1d6+2 1d4+2
Large 1d8 1d6 1d8+2 1d6+2
Huge 2d6 1d8 2d6+2 1d8+2
Gargantuan 2d8 2d6 2d8+2 2d6+2
Colossal 4d6 2d8 5d6 3d8
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The Reborn never come back unchanged. They
always show the infuence of the dark powers that
have given them a new chance at life. They always
have claws, fangs and usually horns. They frequently
have bat wings, tails, thick wiry fur and sometimes
even hooves. Sometimes it pleases the dark powers to
give them the ability to blend in and pretend to be their
old self. Imagine the surprise of their minions when
their master, thought long dead, returns to rebuild his
defeated schemes.
Creating the Reborn
The Reborn is a template that can be added
to any corporeal creature (referred to hereafter as
the base creature). The creatures type changes to
Outsider and its subtypes change to Lawful and
Evil. It uses all the base creatures statistics and
special abilities except as noted here.
Speed: There is 75% chance that the reborn has
large leathery bat wings. The creature can fy at twice
the base creatures speed (average maneuverability).
AC: Natural Armor improves by +1.
Damage: If the base creature does not have bite
and claw attacks, use the damage values below.
Otherwise, use the values below or the base creatures
damage, whichever is greater.
Bite Claw
Size Damage Damage
Fine 1
Diminutive 1d2 1
Tiny 1d3 1d2
Small 1d4 1d3
Medium-size 1d6 1d4
Large 1d8 1d6
Huge 2d6 1d8
Gargantuan 2d8 2d6
Colossal 4d6 2d8
Special Attacks: The reborn retains all the
special attacks of the base creature and also gains the
following.
Smite Good (Su): Once per day the Reborn may
attempt to smite good with one normal melee attack.
He adds his Charisma modifer (if positive) to his
attack roll and deals one extra point of damage per Hit
Dice or class level. If the Reborn already has the smite
good ability (from, for example, possessing levels in
Blackguard), then they gain the ability to smite good
twice per day instead of only once.
Devilish Feats: The reborn is a devil and gains the
Devilish Qualities Feat.
Saves: Same as the base creature.
Abilities: Increase from the base creature as
follows: Str +2, Con +2, Cha +2
Skills: Same as the base creature.
Feats: Same as the base creature.
Climate/Terrain: Same as the base creature.
Organization: Same as the base creature.
Challenge Rating: Same as the base creature +2.
Alignment: Always lawful evil.
Treasure: Same as the base creature
Advancement: Same as the base creature, though
the Chosen of Hell use the Devil Level-Dependent
Benefts table found under Races.
Reborn Characters
Reborn characters can be any character class that
allows for the alignment of lawful evil. Furthermore, a
reborn character may take any of the Devilish Classes
that he meets the requirements for. However, evil
clerics (who usually maintain a close relationship
with devils and despicable gods) are more likely to
be reborn than any other class. Wizards and sorcerers
are also much more likely candidates for being chosen
because of their knowledge of the planes and their
ability to summon devils (at least at higher levels). For
a fghter, monk or rogue to get chosen would require
a life lived with an exceptional degree of contact with
forces of darkness to make them notice the character.
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Touched by the Hells
This template is intended for those mortals
who, although they have no devilish blood in
their background, have engaged in traffc with
the Hells. This is the sort of template that may
be applied to those who have willingly begun
using an Infernal Artifact or have entered into a
pact with lesser devils. This template is often the
frst step a future dark lord takes on the path of
corruption. This is the frst taste of the power of
evil. Note that this template is free of substantive
disadvantages. The reason for this is simple the
road to Hell, at frst, is quite pleasant.
Creating the Touched
Touched by the Hells is a template that can
be added to any corporeal creature (referred to
hereafter as the base creature). The creatures
type changes to Outsider (augmented). It
uses all the base creatures statistics and special
abilities except as noted here.
Hit Dice: Same as the base creature
Speed: Same as the base creature
Damage: Same as the base creature
Special Attacks: Same as the base creature
Special Qualities: A character touched by
the Hells gains the normal Devil qualities.
Devilish Feats: A Touched by the Hells
gains the Devilish Qualities Feat, regardless of
prerequisites.
Saves: Same as the base creature
Abilities: Increase from the base creature as
follows: Str +2, Con +2, Dex +2, Int +0, Wis +0,
Cha +2.
Skills: Those touched by the Hells gain a +4
racial bonus to any knowledge roll dealing with
the Hells or the Devil.
Feats: Same as the base creature
Climate/Terrain: Same as the base creature
Organization: Same as the base creature
Challenge Rating: Same as the base creature
+1
Alignment: Always lawful evil
Treasure: Same as the base creature
Advancement: By character class
Touched Characters
Your soul is something youll never miss
until its gone. Any creature or character class
intelligent enough to know right from wrong
is aware enough to succumb to the lure of
corruption. For many, this template is only the
beginning of their descent. They may be any
normal character class (but may not take levels
in any of the Devilish Classes presented in this
book, though some of the Devilish Prestige
Classes may be open to them). Perhaps later they
enter into the Blackguard or Assassin prestige
class. If they are spell casters, perhaps they begin
to seek out more devilish spells and magic items.
The path downward is hard to turn back from
once the fall has begun.
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The very nature of devils grants them powers far
in excess of those that mere mortals command. Some
of those powers come innately, developing during the
course of normal advancement. Others may develop
only if the devil specifcally works to increase his
abilities, and then only by specifcally working with
other devils.
At the same time, ranking devil lords and deities
may choose to grant a portion of their power to select
individuals, some of which are other devils and some
of which are mortal beings, all of whom are faithful
followers.
This chapter outlines a number of character
classes and prestige classes that are open to devils and
some of their faithful followers.
Character Classes
Eleven new classes are described on the following
pages. These classes in many ways correspond to the
core classes described in the Players Handbook, only
with specifcally devilish qualities.
These classes can only be taken by devils, either
those outlined in this book or in other sources;
members from other races cannot take these classes
unless they become a devil in some way. These classes
are available to starting characters just like those in
Chapter 3: Classes of the Players Handbook are, and
may be used in any devilish campaign. They may
also be used in almost any fantasy campaign with no
modifcations.
Combat Mage
The Combat Mage is a jack-of-all-trades class that
allows for both magic and combat profciency. The
Combat Mage does suffer for its versatility, though.
Their combat abilities are more in line with diabolic
clerics than with diabolic warriors. They must split
their bonus feats between metamagic and combat
feats. Due to this they are never truly focused. They
cannot specialize in a weapon like a fghter. However,
for those truly concerned with amassing power in the
great game of Hell, the Combat Mage is a fne choice.
Unlike most classes that focus either on combat or
magic and leave the devil relatively weak in the other
area, the Combat Mage allows for power in both
arenas. This broad focus appeals to the devils who
know that any weakness will be exploited by their
many rivals.
Adventures: Combat mages are far from unique
in the Nine Hells, but neither are they overly common.
Devils, by their very nature, are magically-imbued
creatures and have access to a wide variety of spells
and spell-like magical effects. They are also extremely
strong and powerful, leading most to pick up a sword
and become some sort of devilish fghter. The life of
the combat mage combines the two, turning the devil
that takes this class into something of a bodyguard or
close advisor to a powerful general or lord.
Characteristics: Devilish combat mages are a far
cry from the typical mortal wizard or sorcerer. They
are profcient in the use of armor and weapons, and
further are extremely hardy creatures, able to take a
great deal more punishment than nearly any other
spellcaster.
Alignment: Like all devils, the combat mage is
typically lawful evil, though a handful have eschewed
that way and become rogues.
Religion: Combat mages, when they worship
deities, typically bow down to the powerful lords
of the pit that likewise use magic. Of course, every
Devilish Classes
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powerful lord of Hell has surrounded himself with
several of these individuals, giving him access to even
greater powers.
Background: While the ability to wield magical
powers is innate in every intelligent devil, few have
taken the time to learn to tap into the greater powers
of the outer planes. A combat mage must spend
years, even decades, learning the secrets and tricks
of spellcasting. At the same time, the combat mage
must expend a great deal of energy learning to use
weapons and then training with those weapons. They
must, after all, be able to defend themselves in the rare
occasion that they lose access to their other powers.
Races: Any of the intelligent devilish races may
strive to become a combat mage, though by far it is
the pit fends that are drawn to this class the most.
They are, after all, innately the most powerful and
intelligent of the devilish races. Others, like the shabriri
and fauros, creatures with an innate great intelligence,
are likewise drawn to this class.
Classes: Combat mages fll an important role in
the armies of Hell, and work well with any of the other
warrior classes. Because of their stature as personal
bodyguards and advisors of devil generals and lords,
they most often advance into positions of leadership.
As a result, combat mages are naturally afforded the
same level of respect normally reserved for clerics and
lieutenants.
Game Rule Information
Combat Mages have the following game
statistics.
Abilities: Intelligence is, by and far, the key
ability for the combat mage, though strength and
constitution both follow closely behind. Intelligence
determines how powerful a spell a combat mage can
cast, how many spells he can cast and how hard those
spells are to resist. To cast a spell, combat mage must
have an Intelligence score of 10 + the spells level. In
addition, the combat mage gets bonus spells based
on Intelligence. The Diffculty Class of a saving throw
against a combat mages spell is 10 + the spells level
+ the combat mages Intelligence modifer. These are
abilities, of course, that devils quite naturally develop
high scores in.
Alignment: Any (typically lawful evil).
Race: Any devil
Hit Die: d8.
Class Skills
The Combat Mages class skills (and the key
abilities for each skill) are Alchemy (Int), Climb
(Str), Concentration (Con), Craft (Int), Jump (Str),
Knowledge (all skills, taken individually) (Int), Ride
(Dex), Scry (Int, exclusive skill), Spellcraft (Int) and
Swim (Str) See Chapter 4: Skills of Players Handbook
for skill descriptions.
Skill Points at 1st Level: (2 + Int modifer) x4
Combat Mage
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1 +0 +2 +0 +2 Summon Familiar
2 +1 +3 +0 +3 Devilish Feat
3 +2 +3 +1 +3 Bonus Feat
4 +3 +4 +1 +4
5 +3 +4 +1 +4
6 +4 +5 +2 +5 Bonus Feat, Devilish Feat
7 +5 +5 +2 +5
8 +6/+1 +6 +2 +6
9 +6/+1 +6 +3 +6 Bonus Feat
10 +7/+2 +7 +3 +7 Devilish Feat
11 +8/+3 +7 +3 +7
12 +9/+4 +8 +4 +8 Bonus Feat
13 +9/+4 +8 +4 +8
14 +10/+5 +9 +4 +9 Devilish Feat
15 +11/+6/+1 +9 +5 +9 Bonus Feat
16 +12/+7/+2 +10 +5 +10
17 +12/+7/+2 +10 +5 +10
18 +13/+8/+3 +11 +6 +11 Bonus Feat, Devilish Feat
19 +14/+9/+4 +11 +6 +11
20 +15/+10/+5 +12 +6 +12
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Skill Points at Each Additional Level: 2 + Int
modifer
Class Features
All of the following are class features of the
combat mage.
Devil Only: This class is for devils only.
Armor and Weapon Profciency: Combat Mages
are profcient with all simple and martial weapons.
Combat Mages are profcient with all types of armor
(light, medium and heavy) and with shields.
Spells: Combat Mages casts arcane spells exactly
as a normal wizard (see the Players Handbook for
details).
Bonus Languages: A combat mage who doesnt
have Infernal as a language must take it as their frst
bonus language before any others. Otherwise, their
bonus languages work exactly as normal for wizards
(see the Players Handbook for details).
Familiar: A combat mage can summon a familiar
in exactly the same manner as a sorcerer (see the
Players Handbook for details). The only difference is
that a devil always receives an Imp as a familiar.
Bonus Feats: Every three levels, the combat mage
receive a bonus feat. This feat may be a metamagic
feat, an item creation feat, Diabolic Spell Mastery, or
one chosen from the following list: Ambidexterity,
Blind-Fight, Combat Refexes, Dodge (Mobility,
Spring Attack), Exotic Weapon Profciency, Expertise
(Improved Disarm, Improved Trip, Whirlwind Attack),
Improved Critical, Improved Initiative, Improved
Unarmed Strike (Defect Arrows, Stunning Fist), Point
Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on
the Run), Power Attack (Cleave, Improved Bull Rush,
Sunder, Great Cleave), Quick Draw, Two-Weapon
Fighting (Improved Two Weapon), Weapon Finesse,
Weapon Focus.
These bonus feats are in addition to the feat that a
character of any class receives every three levels.
Devilish Feat: Every four levels, starting at the
2nd level, the combat mage receives a bonus devilish
feat. Characters may select any of the feats that they
meet the prerequisites for.
Spellbooks: Combat Mages must study their
spellbooks exactly like normal wizards each day to
prepare their spells. Combat Mages also gain spells at
each level exactly like normal wizards. See the Players
Handbook for details concerning spellbooks.
Diabolic Spell Mastery: A combat mage (much
like a wizard) can take the special feat Diabolic Spell
Mastery. Each time the combat mage takes this feat,
they may choose a number of spells equal to the
combat mages intelligence modifer (they must be
spells the combat mage already knows). From this
point the combat mage gains these spells as spell-like
abilities that they can use once per day. Spell-like
abilities require no verbal, somatic, material, focus or
XP components.
School Specialization: A combat mage may not
specialize in any school of magic.
Devil Bard
From the courts of Hells overlords to the drums of
the eternal battle, devil bards provide magical music of a
darker nature. Throaty bass horns signal the advance of the
legions of Hell marching into battle. Stringed instruments
soar high and low, mirroring the fate of a hapless beings
demise on the torture rack of a social gathering. Bards also
play songs which pluck the emotions of an enemy they
face in a solo encounter, causing them to fatigue sooner,
to slip or even to slow down as if entangled in their own
fears. The diplomatic role played by non-devil bards is
somewhat diminished among devils, as their only role for
such interaction is between the various lords and overlords
of Hell. Devil bards also can infuence an individual to
donate generously of their wealth or magic or get them to
seal a bargain they will later regret. Devil bards are not to
be trifed with.
Adventures: Devil bards see adventures as an
opportunity to learn the faws of others. Such faws will be
fully and carefully harvested if the devil bard has the talent.
Bards require a good deal of experience to hone their wide
variety of songs. As much a part of the magic of a devil
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bards music is the breadth of their personal trove of songs,
stories, poems and acrobatic moves. Various instruments
require years of practice to master, followed by blending the
best mix of instrument, song, tone and movements for each
performance. As adventurers, devil bards seek to uncover
untold tales, forgotten legends, ancient lore and unsolved
mysteries. In addition, bards enjoy recording and building
new material from the heroes they travel alongside to
enhance their own reputation. The more famous the heroes
they accompany, the more status the bard enjoys. Status is
very important among the lawful devils, even among their
bards. The capstone for a bards sage is to supercede the
heroes they have sung about and to become the primary
hero of the odyssey.
Characteristics: Devils as a race are magical which
enables them to become superb bards. Magic music
emanates from their very essence of being, albeit a dark
essence. The rhythm and order of song aligns with their
very fber, thus, once a bard masters their craft, it is diffcult
for any other devil to resist the call of their performance.
Devil bards possess a gift to resonate one base tone each
day. This is just like having a bonus song playing at all
times, except that the songs which may be resonated are
limited in number. Still, compared to other classes, bards do
not have as many songs to cast but they still possess more
than a non-devil bard of equal experience has available.
Devil bards possess skills of a warrior instead of a
rogue, unlike the non-devil bards. They wield weapons
and wear armor of high quality to portray their status
openly. While devilbards possess some of the skills a
fghter possesses, they still train in melee warfare as often
as possible. Having a bard to call cadence and sing jodies
within the legions of fghters brings the devil fghters to
life in battle. Some bards even accompany a legion as a
warrior and jody caller, recording the units victories in
immortalized tales.
Alignment: Devil bards, like all devils, are typically
lawful evil, though there have been reports of those that
have chosen a different path for themselves.
Religion: Devils may follow other bard deities but
this is out of respect for the repertoire of their music,
storytelling and performance ability. Devils respect lawful
evil overlords and gods of that nature. It is a fundamental
part of their very being to be lawful and evil.
Background: Apprentice devil bards learn their
skills naturally. While telling stories after a battle to
their companions or singing along in the cadence while
marching with their legion, they realize they have a musical
talent. Other bards may notice an individual with the gift
and approach them to become an apprentice. Training
at frst is easy, as devils enjoy music, stories and a good
performance, thus everyone seeks the status of performing
well. However, as bards become more experienced, they
need little training from their own. Some seek to become
masters of the art, even altering their appearance so
they may learn from non-devil bards. Any new stories,
instruments, songs and tales are sought after to modify to
ft the outlook of the devil. On rare occasions, bards have
been known to even congregate their magical performance
for a magnifed impact. Some generals have deliberately
set up bard-only battalions to sing songs to break open
the fank of an onrushing horde of demon invaders. Due to
The Devil Bard
Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +0 +2 +2 +2 Bardic music
2nd +1 +3 +3 +3 Devilish Feat
3rd +2 +3 +3 +3
4th +3 +4 +4 +4
5th +3 +4 +4 +4 Bardic knowledge
6th +4 +5 +5 +5 Devilish Feat
7th +5 +5 +5 +5
8th +6/+1 +6 +6 +6
9th +6/+1 +6 +6 +6
10th +7/+2 +7 +7 +7 Devilish Feat
11th +8/+3 +7 +7 +7
12th +9/+4 +8 +8 +8
13th +9/+4 +8 +8 +8
14th +10/+5 +9 +9 +9 Devilish Feat
15th +11/+6/+1 +9 +9 +9
16th +12/+7/+2 +10 +10 +10
17th +12/+7/+2 +10 +10 +10
18th +13/+8/+3 +11 +11 +11 Devilish Feat
19th +14/+9/+4 +11 +11 +11
20th +15/+10/+5 +12 +12 +12
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the high demand for bards for warfare, only a bard of high
status may break away from legion life to adventure and
research new material.
Races: Devil bards are unique in their racial abilities.
Only devils may be this class.
Other Classes: Devil bards fght well alongside any
other classes, however, the most preferred class to fght
alongside is a fghter or a warrior, as they complement
these classes extremely well.
Game Rule Information
Devil bards have the following game statistics.
Abilities: Charisma and Strength are the two
key attributes a devil bard possesses. Their Charisma
determines how powerful a spell a bard may cast, how
hard those spells are to resist and how many spells they
may cast. To cast a spell, a devil bard must have a Charisma
score of 10+ the spells level. A bard gets bonus spells based
on Charisma. The diffculty of a saving throw against a
bards spell is 10+ the spells level. However, other devils
resist a devil bards music at 10+ the spells level + the
net difference between the bard and the devil making the
saving throw.
Strength is important for the bards ability to wear
heavy armor during a performance, as well as being able to
melee respectably.
Alignment: Any (typically lawful evil).
Race: Any devil
Hit Die: d8.
Class Skills
The devil bards skills (and key ability for each skill)
are Alchemy (Int), Climb (Str), Concentration (Con), Craft
(Int), Decipher Script (Int), Diplomacy (Cha), Gather
Information (Cha), Jump (Str), Knowledge (all skills, taken
individually) (Int), Perform (Cha), Profession (Wis), Sense
Motive (Wis), Swim (Str), Use Magic Device (Cha, exclusive
skill). See Chapter 4: Skills in the Players Handbook for skill
descriptions.
Skill Points as 1st Level: (2 + Int modifer) x4.
Skill Points at Each Additional Level: 2 + Int modifer.
Class Features
All of the following are the class features of the devil
bard.
Weapon and Armor Profciency: The devil bard is
profcient with all simple weapons. These include the
following: greatsword, longsword, longspear, shortsword,
short bow, short composite bow, or whip. Bards may
wear light, medium or heavy armor and may use shields.
Note that armor check penalties apply to the skills Climb,
Jump and Swim, suffering a -1 penalty for every 5 pounds
of armor or equipment carried. Like any other arcane
spellcaster, a bard can cast spells while wearing armor or
using a shield but will suffer a chance of arcane spell failure
if the spell in question has a somatic component.
Spells: A devil bard casts arcane spells identical to
those of a non-devil bard. All bard spells have a verbal
component (singing, musical instrument, reciting). Bards
receive bonus spells for high Charisma and to cast a spell
a bard must have a Charisma score and level which equal
10+ the level of the spell. The Diffculty Class for a saving
throw against a devil bards spell is 10+ the spells level +
the bards Charisma modifer. Against other devil, the devil
bards spells are resisted the same way, but also with the
net difference between the devil bard and the devil added
in.
Aside from the innate resonant sounds ability, devil
bards progress in spell acquisition the same way non-devil
bards do.
Bardic Music: Innate resonant sounds of a subtle
underlying song may be used once per day when the devil
bard has 3 or more skill in Perform. This is akin to a bonus
song but is limited to the following spells: Doubletime (twice
the normal movement rate for everyone in the bards party
for one hour) and ante (slows the movement of a single
target to one half for one hour), Staccato (doubles the fring
rate of missile weapons of your party or anyone within a
ffteen foot radius of the song), Alarm (2 hours duration to
detect an intruder), fanaticism (+2 strength, +2 melee to all
devils within a thirty foot radius of the bard for one hour).
With 9 or more skill in Perform, a devil bard can
perform Inspire Courage, Countersong and Fascinate just like
a normal bard can. With 18 ranks of skill in Perform, a devil
bard can perform Suggestion just as a normal bard.
Devilish Feat: Every four levels, starting at the
2nd level, the devil bard receives a bonus devilish feat.
Characters may select any of the feats that they meet the
prerequisites for.
Bardic Knowledge: Same as the standard bard class,
except this ability isnt available as soon for the devil bard.
See the Players Handbook for details.
Diabolic Druid
Even the powers of nature are not free from
diabolic corruption. Some devils have entered into
the service of evil nature deities in order to further the
whims of their dark masters. Such devils are usually
assigned to the Prime Material Plane where their
powers are most useful. Such devils often hunt men as
the hunt-masters of wild packs of beasts. Other druids
often regard these diabolic druids as the epitome of
blasphemy and show no mercy in purging them from
their lands. Diabolic druids are unique in that although
they control nature, they do not surrender their loyalty
to the hierarchy of Hell.
Adventures: Diabolic druids are something of a
rare breed within the Nine Hells, and as a result are
often loners. While they typically work for a lord or
other powerful devil, they are sent out on missions
that take them across the planes, especially where their
unique abilities can be best put to use.
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Characteristics: Diabolic druids cast divine
spells that are keyed to nature; more specifcally, the
power of these spells are drawn from the innate evil
undercurrents present in every plane, absorbed and
focused through the magical lens that is the diabolic
druid. These individuals do not rely entirely upon
the power of their own spells, however, and are quite
profcient in the use of weapons and armor.
Alignment: Though devils are, by their very
nature, lawful evil, the nature of the natural magic
wielded by the diabolic druid tends to draw these
individuals more towards a neutral outlook, another
reason that diabolic druids are typically considered
outcasts and ostracized.
Religion: The diabolic druid draws his energies
from the power of natural evil, and therefore tends to
worship the evil gods that wield that same power.
Background: It is a rare devil indeed that is drawn
to this class, as it does require the would-be diabolic
druid to eschew many of the principles of being a
devil. Oftentimes, even before the devil takes on this
class, that individual is an outcast among a strictly
ordered society.
Races: No one race of devils prefers this class over
another. Those that belong to devilish society know
that diabolic druids are something of an aberration
and that very few have ever ascended to positions of
leadership.
Classes: The diabolic druid can work with just
about any other class of individuals, though it is the
other diabolic druids and the priests of the pit that they
tend to work the best with. Even then, most diabolic
druids will see nothing but contempt from any devil
but those of their own class.
Game Rule Information
Diabolic druids have the following game
statistics.
Abilities: Wisdom determines how powerful a
spell a diabolic druid can cast, how many spells he can
cast and how hard those spells are to resist. To cast a
spell, a diabolic druid must have a Wisdom score of 10
+ the spells level. In addition, the diabolic druid gets
bonus spells based on Wisdom. The Diffculty Class
of a saving throw against a diabolic druids spell is
10 + the spells level + the diabolic druids Wisdom
modifer.
Alignment: Neutral, Neutral Evil or Lawful Evil.
Race: Any devil
Hit Die: d8
Class Skills
The diabolic druids class skills (and the key
ability for each skill) are Animal Empathy (Cha,
exclusive skill), Concentration (Con), Craft (Int),
Diplomacy (Cha), Handle Animal (Cha), Heal
(Wis), Intuit Direction (Wis), Knowledge (all skills,
taken individually) (Int), Scry (Int, exclusive skill),
Spellcraft (Int), Swim (Str) and Wilderness Lore (Wis).
See Chapter 4: Skills in Players Handbook for skill
descriptions.
Skill Points at 1st level: (4 + Int modifer) x4.
Skill Points at Each Additional Level: 4 + Int
modifer.
Class Features
All of the following are class features of the
diabolic druid.
Armor and Weapon Profciency: Diabolic druids
are profcient with all simple and martial weapons.
Diabolic druids are profcient with light and medium
armor and with shields. A Diabolic druid does not
suffer the usual penalties that druids incur regarding
metal armor.
Spells: A diabolic druid casts spells exactly as a
normal druid (See the Players Handbook for details).
Chaotic and Good Spells: A diabolic druid cant
cast spells associated with the domains of Chaos or
Good.
Bonus Language: A diabolic druid may take
Sylvan as a bonus language. A diabolic druid remains
an outsider apart from the usual druidic hierarchy and
therefore does not learn the secret Druidic language.
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Nature Sense: Exactly as the normal druid power.
See the Players Handbook for details.
Animal Companion: Exactly as the normal druid
power. See the Players Handbook for details for details.
Woodland Stride: Exactly as the normal druid
power. See the Players Handbook for details.
Devilish Feat: Every four levels, starting at the
2nd level, the diabolic druid receives a bonus devilish
feat. Characters may select any of the feats that they
meet the prerequisites for.
Trackless Step: Exactly as the normal druid
power. See the Players Handbook for details for details.
Resist Natures Lure: Exactly as the normal druid
power. See the Players Handbook for details.
Wild Shape: Exactly as the normal druid power.
See the Players Handbook for details.
Poison Bite: The diabolic druid gains a poison
bite if they do not already have one. The poison bite is
resisted by a successful Fortitude save (DC 21). Initial
Damage is 1d6 temporary Constitution. Secondary
damage is 2d6 temporary Constitution. If the diabolic
druid already has a poison bite they may choose to
replace it with this one or may keep their current bite.
However, once the choice is made it is permanent.
A Thousand Faces: Exactly as the normal druid
power. See the Players Handbook for details.
Ex-Diabolic Druids
Like a diabolic cleric, one does not casually exit
the service of dark gods. Once a devil has taken the
multitude of dark oaths required to gain the spells and
powers granted by an evil deity (even a nature related
one), they have also been entrusted with secrets. In
short, any one who repents of the dark path will fnd
themselves in greater danger than merely the loss of
spells and class features. Diabolic Assassins will be
dispatched to deal with the betrayer at the least. A
powerful enough betrayal (in particular of someone
who has been granted Lord of the Pit status) may merit
a personal appearance by an avatar of the deity.
Diabolic Fighter
Masters of all weaponry and armor, the diabolic
fghters are the meat and bones of Hells legions. From
the foot soldier to the cunning and ruthless overlords,
diabolic fghters are the most common and most well
ordered of professions any devil may care to pursue.
Being a fghter is the most honored of professions
among devils. Overlords of Hell are always in need
of additional militiamen and superb offcers, although
as one advances the requirements become extremely
Diabolic Druid
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1 +0 +2 +0 +2 Nature Sense, Animal Companion
2 +1 +3 +0 +3 Devilish Feat, Woodland Stride
3 +2 +3 +1 +3 Trackless Step
4 +3 +4 +1 +4 Resist Natures Lure
5 +3 +4 +1 +4 Wild Shape (1/day)
6 +4 +5 +2 +5 Devilish Feat, Wild Shape (2/day)
7 +5 +5 +2 +5 Wild Shape (3/day)
8 +6/+1 +6 +2 +6 Wild Shape (large)
9 +6/+1 +6 +3 +6 Poison Bite
10 +7/+2 +7 +3 +7 Devilish Feat, Wild Shape (4/day)
11 +8/+3 +7 +3 +7 Wild Shape (Tiny)
12 +9/+4 +8 +4 +8 Wild Shape (dire)
13 +9/+4 +8 +4 +8 A Thousand Faces
14 +10/+5 +9 +4 +9 Devilish Feat, Wild Shape (5/day)
15 +11/+6/+1 +9 +5 +9 Wild Shape (Huge)
16 +12/+7/+2 +10 +5 +10 Wild Shape (Elemental 1/day)
17 +12/+7/+2 +10 +5 +10
18 +13/+8/+3 +11 +6 +11 Devilish Feat, Wild Shape (6/day, Elemental 3/day)
19 +14/+9/+4 +11 +6 +11
20 +15/+10/+5 +12 +6 +12
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challenging. Many diabolic fghters seek to dwell
below their potential for fear of failing in a position of
higher authority.
Adventures: Diabolic fghters are always welcome
in any party of adventuring devils. You can never
have enough spears in a fght, especially when facing
a horde of Demon.
Characteristics: Devils are fghters, with or
without weapons. Mastering the art of being a fghter
includes earning and learning to master all manner
of weaponry. As a fghter advances, they evolve into
stronger beings. Initially, a devil is a footman, with
leathery skin and any number of weapons. As the
fghter experiences more battles and gains prowess
in combat, they reach the time of molting. At this
juncture, the fghter chooses their path. Once chosen,
the fghter may never alter their form again. The
paths a fghter must choose include the Skyfghter,
the Dragoon, the Legionnaire, or the Rangemaster.
Each path is a different fghting style with their own
strengths and weaknesses.
Alignment: Like all devils, the diabolic fghter is
typically lawful evil, though a handful have eschewed
that way and become outcasts.
Religion: Devils respect lawful evil overlords and
gods of that nature. It is a fundamental part of their
very being to be lawful and evil.
Background: The diabolic fghter is, by far, the
most popular class taken by the devils in the Nine
Hells. Entire generations of devils are raised and
trained as diabolic fghters and added to the armies
of their masters. Extremely profcient and powerful
diabolic fghters may even advance to become a leader
of other devils.
Races: Any race of devil may take on this class.
Other Classes: Devil fghters fght well alongside
any other classes, however, the most preferred class is
a fghter or a warrior as they complement these classes
extremely well.
Game Rule Information
Diabolic fghters have the following game
statistics.
Abilities: Strength is important for the fghters
ability to move effectively while wearing a heavy
exoskeleton and wielding a weapon against skilled
foes. Constitution is important for a fghters
durability in a long battle. Dexterity is essential for
ranged weapon fre. Finally, Charisma is necessary
to infuence troops should a devil advance in rank.
Intelligence and Wisdom also play a part should a
devil advance into the upper echelons of the overlords
who scheme and plot cunning strategies to defend the
Hells from the demons, as well as invasion plans for
other planes and realms.
Alignment: Any (typically lawful evil).
Race: Any devil
Hit Die: d10
Class Skills
The diabolic fghters skills (and key ability for
each skill) are Climb (Str), Craft (Int), Handle Animal
(Cha), Jump (Str), Profession (Wis), Ride (Dex), Swim
(Str). See Chapter 4: Skills in Players Handbook for skill
descriptions.
Skill Points as 1st Level: (2 + Int modifer) x4.
Skill Points at Each Additional Level: 2 + Int
modifer.
Class Features
All of the following are the class features of the
diabolic fghter.
Weapon and Armor Profciency: The diabolic
fghter is profcient with all simple weapons. Devils
can be profcient with any weapons and may wear
any type of armor. Note that some armor affects the
success rate of skills.
Bonus Feats: Fighters gain bonus feats at 1st
level, at 2nd level and every two levels thereafter. The
bonus feats they may acquire include: Ambidexterity,
Blind-fght, Combat Refexes, Dodge (Mobility, Spring
Attack), Exotic Weapon Profciency *, Expertise
(Improved Disarm, Improved Trip, Whirlwind
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Attack), Improved Critical *, Improved Initiative,
Improved Unarmed Strike (Defect Arrows, Stunning
Fist), Mounted Combat (Mounted Archery, Trample,
Ride-By-Attack, Spirited Charge), Point Blank Shot
(Far Shot, Precise Shot, Rapid Shot, Shot on the Run),
Power Attack (Cleave, Improved Bull Rush, Sunder,
Great Cleave), Quick Draw, Two-Weapon Fighting
(Improved Two-Weapon Fighting), Weapon Finesse
*, Weapon Focus *, Weapon Specialization *. The
asterisk indicates the prerequisite feats necessary for a
particular bonus feat. In addition, the fghter receives
feats per the regular class progression of one feat per
three levels gained.
Devilish Feat: Every four levels, starting at the
2nd level, the diabolic fghter receives a bonus devilish
feat. Characters may select any of the feats that they
meet the prerequisites for.
Weapon Specialization: At 6th level, the diabolic
fghter may gain weapon specialization. This adds
+2 damage with a chosen weapon. The fghter must
have Weapon Focus with that weapon. For ranged
weapons, the damage bonus does not apply to
mechanically drawn types such as crossbows, ballistae
and catapults.
Fighting Styles (I-IV): The four styles and their
characteristics are as follows:
Skyfghters have wings, possess medium skill in
fight and fy at 35 ft.
Dragoons grow two additional legs and become
profcient with the longspear in cavalry attacks.
Legionnaires grow two additional arms.
Rangemasters learn to be archers, use missile
weapons and operate siege weaponry.
Phase I: All styles molt into their forms and
learn their specialties.
Phase II: Skyfghters fy at 30ft. and gain +2
strength. Dragoons grow an exoskeleton which
adds +2 to their AC, gain +2 strength and move
at 45 ft. Legionnaires gain +4 AC, +2 strength and
one additional attack per round with one of their
arms. Rangemasters gain +2 dexterity and +2 to
hit with any range weapon.
Phase III: Skyfghters gain +1 AC and fy at 55
ft. Dragoons molt a harder exoskeleton plus two
more arms. They gain +2 AC and an additional
attack per combat round. Their speed drops to 30
ft. Legionnaires molt into a harder exoskeleton
adding +4 more AC and one additional attack
with their arms per round. Rangemasters molt
into more dexterous forms, gaining +2 to hit with
range weapons and +1 AC.
Phase IV: Skyfghters gain black bat
wings and fy at 75 ft. Dragoons molt a harder
exoskeleton, gain +2 strength and gain +4 AC.
They also have a 50% chance of stunning a foe
for 1d3 rounds one per round. Legionnaires gain
a black exoskeleton with +4 AC, +2 constitution,
+2 strength, an additional attack per round and
+2 charisma. Rangemasters gain a 50% chance of
Diabolic Fighter
Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +0 +2 +0 +2 Bonus feats
2nd +1 +3 +0 +3 Devilish Feat, Fighting style I
3rd +2 +3 +1 +3
4th +3 +4 +1 +4 Weapon specialization
5th +3 +4 +1 +4
6th +4 +5 +2 +5 Devilish Feat
7th +5 +5 +2 +5 Fighting style II
8th +6/+1 +6 +2 +6
9th +6/+1 +6 +3 +6
10th +7/+2 +7 +3 +7 Devilish Feat
11th +8/+3 +7 +3 +7
12th +9/+4 +8 +4 +8
13th +9/+4 +8 +4 +8 Devilish Feat
14th +10/+5 +9 +4 +9 Fighting style III
15th +11/+6/+1 +9 +5 +9
16th +12/+7/+2 +10 +5 +10
17th +12/+7/+2 +10 +5 +10
18th +13/+8/+3 +11 +6 +11 Devilish Feat
19th +14/+9/+4 +11 +6 +11
20th +15/+10/+5 +12 +6 +12 Fighting style IV
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double damaging on one shot made per round, +2
dexterity, +1 AC, +2 strength, +2 intelligence and
gain a +1d6 damage bonus vs. Demons.
Diabolic Mage
The lure of magic as a path to power is more than most
devils can resist. Being innately magical, devils take to magic
with a fervor that most mortals can only envy. Most devils
possess already large numbers of innate spell-like powers.
So, in truth, the diabolic mage is merely trying to expand
their magical repertoire.
Adventures: Diabolic mages serve a supporting role
in the armies of Hell, casting their spells from behind the
protective shield of legions of troops, but they are often
called upon to do far more than wield their magical powers
in mass battle. They can be organized into small head-
hunting parties or dispatched on cross-plane assignments
that no typical fghter or warrior could accomplish. Of
course, due to the incredible power these devils wield, they
commonly advance to roles of leadership or set off on their
own, intent on building their own power base.
Characteristics: Because of their nature, diabolic mages
are trained in the basics of melee combat, giving them the
ability to defend themselves when faced with a situation that
prevents them from using their magical abilities.
Alignment: Like all devils, the diabolic mage is typically
lawful evil. A few have set off on their own, tempted by the
wealth and power they could command on other planes, in
the process falling from grace as a devil.
Religion: Diabolic mages are quite powerful on their
own. They worship the evil gods of magic, but as they grow
more and more powerful, they tend to pay little more than
lip service. After all, as one approaches being god-like, how
can one truly worship another?
Background: The way of magic is natural to devils,
though few ever act upon that calling. Typically, a devils life
is chosen for him, with the great majority pushed towards
becoming diabolic fghters. Some will later act upon impulses
to study the ways of magic, though, while the most gifted are
given the training needed to become a diabolic mage.
Races: As all of the devilish races have a natural
affnity for magic, this class is open to any of them, though
cornugons, gelugons, pit fends and shabriri are most often
drawn to diabolic magery.
Classes: Diabolic mages interact well with almost every
other class, though that is mostly because the wielders of
powerful magicks are given positions of authority over other
devils.
Game Rule Information
Diabolic mages have the following game statistics.
Abilities: Intelligence determines how powerful a spell
a diabolic mage can cast, how many spells he can cast and
how hard those spells are to resist. To cast a spell, a diabolic
mage must have an Intelligence score of 10 + the spells level.
In addition, the diabolic mage gets bonus spells based on
Intelligence. The Diffculty Class of a saving throw against
a diabolic mages spell is 10 + the spells level + the diabolic
mages Intelligence modifer.
Alignment: Any (typically lawful evil).
Race: Any devil
Hit Die: d8
Class Skills
The diabolic mages class skills (and the key abilities
for each skill) are Alchemy (Int), Concentration (Con),
Craft (Int), Knowledge (all skills, taken individually) (Int),
Profession (Wis), Scry (Int, exclusive skill) and Spellcraft
(Int). See Chapter 4: Skills of Players Handbook for skill
descriptions.
Skill Points at 1st Level: (2 + Int modifer) x4
Skill Points at Each Additional Level: 2 + Int modifer
Class Features
All of the following are class features of the diabolic
mage.
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Weapon and Armor Profciency: Diabolic mages
are skilled with all simple weapons. Diabolic mages are
profcient with all armors but not with shields. Armor,
however, does not interfere with a diabolic mages spell
casting the way with does with a wizards.
Spells: The inherently magical nature of devils make
them capable of wielding magical power that no mortal
could even begin to harness. A diabolic mage does not
prepare spells in the same way as a normal wizard. Instead,
a diabolic mage chooses from spells that he has in his spell
books and in a few seconds, instead of the usual hour,
prepares them for use. Furthermore, the spells are not
considered spells, but instead spell-like abilities. This means
the diabolic mage can cast them without verbal, somatic,
material, focus or XP components.
Besides these changes the diabolic mage otherwise
functions exactly as a normal wizard (see the Players
Handbook for details).
Bonus Languages: If a diabolic mages does not speak
Infernal, their frst bonus language must be infernal.
Otherwise, the diabolic mage gains no additional bonus
languages.
Familiar: A diabolic mage can summon a familiar
in exactly the same manner as a sorcerer (see the Players
Handbook for details). The only difference is that a devil
always receives an Imp as a familiar.
Scribe Scroll: Exactly like a normal wizard, the diabolic
mage gains the bonus item creation feat Scribe Scroll.
Devilish Feat: Every four levels, starting at the 2nd
level, the diabolic mage receives a bonus devilish feat.
Characters may select any of the feats that they meet the
prerequisites for.
Bonus Feats: Every three levels, the diabolic mage
receive a bonus feat. This feat may be a metamagic feat, an
item creation feat or Spell Mastery.
Spellbooks: Diabolic mages still need spellbooks,
though they need to study them far less than normal
wizards. Diabolic mages also gain spells at each level exactly
like normal wizards. See the Players Handbook for details
concerning spellbooks.
Lore of the Damned: Each level, in addition to their
normal spell selection, the diabolic mage gains one of the
Devilish Spells listed later in this book. They may pick any
one spell that they are able to cast from the list.
Spell Mastery: A diabolic mage can take the special feat
Spell Mastery, further freeing them from their spellbooks.
Each time a diabolic mage takes this feat, choose a number of
spells equal to the wizards intelligence modifer (they must
be spells the mage already knows). The diabolic mage need
not study these spells from a spellbook to gain these spells as
spell-like powers when preparing spells.
School Specialization: A diabolic mage can choose a
school specialization exactly as a normal wizard. See the
Players Handbook for details.
Diabolic Mage
Base Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1 +0 +0 +0 +2 Summon Familiar, Scribe Scroll
2 +1 +0 +0 +3 Devilish Feat
3 +1 +1 +1 +3 Bonus Feat
4 +2 +1 +1 +4
5 +2 +1 +1 +4
6 +3 +2 +2 +5 Bonus Feat, Devilish Feat
7 +3 +2 +2 +5
8 +4 +2 +2 +6
9 +4 +3 +3 +6 Bonus Feat
10 +5 +3 +3 +7 Devilish Feat
11 +5 +3 +3 +7
12 +6/+1 +4 +4 +8 Bonus Feat
13 +6/+1 +4 +4 +8
14 +7/+2 +4 +4 +9 Devilish Feat
15 +7/+2 +5 +5 +9 Bonus Feat
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11 Bonus Feat, Devilish Feat
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12
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Diabolic Monk
Tucked away in the more remote landscapes
of the Hells are monasteries inhabited by diabolic
monks of various orders. These devils pursue physical
and spiritual perfection by way of their meditations
and actions. Armor and weapons only serve to hold
back physical perfection. Thus, these monks hone
themselves into versatile, very deadly fghters who
shun the use of weapons and armor.
Diabolic monks make excellent spies for their
order as they are able to travel as a normal, average
looking devil across the Hells. Monasteries measure
the power of their order by the distance which travelers
will maintain in order to avoid encountering any of
them on their lands. Monks are called upon to serve
the overlords in dire situations. In every instance, the
monasteries have answered the call and distinguished
themselves. Yet the orders all maintain a distance from
mainstream devilish politics, as they prefer not to be
distracted from the pursuits of their order.
Adventures: Individual monks will on occasion
leave the monastery to test themselves to maintain
their discipline while traveling among commoners.
Each adventure is a test, both against ones foes and
to work alongside the less disciplined devils without
faltering. To walk anywhere and retain ones discipline
is a tremendous achievement for any diabolic monk.
Characteristics: Diabolic monks must be able to
fght unarmed and unarmored. Due to their training,
they can hit as hard as a fully geared fghter. Diabolic
monks have the same AC and unarmored speed
bonuses that regular monks have.
A monks power source is their ki. From this
springs forth a number of special abilities. As monks
gain power and experience, they are exposed to
various fghting styles. Each order dedicates itself to a
particular style. Each style is unique and, once chosen,
is followed to perfection to perfection until the monk
succeeds or fails. Diabolic monks do not change the
order to which they belong. Being devils, law is a part
of their essence.
Alignment: Diabolic monks, like all devils,
are typically lawful evil, though there have been
reports of those that have chosen a different path for
themselves.
Religion: Devils may follow other monk deities,
but this is out of respect for the repertoire of their
music, storytelling and performance ability. Devils
respect lawful evil overlords and gods of that nature.
It is a fundamental part of their very being to be lawful
and evil.
Background: Monks train in monasteries.
Most monks were children when they were sent
to monasteries. As a result, monks have little to no
connection with bloodlines, politics and intrigue.
Monks are linked with an order which connects
with their ki. Sending a young devil off to another
monastery reinforces the common bond shared by
the various orders and serves to expose monasteries
to subtly exchange and updated practices observed in
newly arrived monks.
The orders of diabolic monks include the gorgon,
the hellcat, the manticore, the medusa and the lava
python. Each style has basic attacks which set-up
follow on attacks and fnishing blows as part of a
sequence. However, they all have their weaknesses
with no one perfect style standing out above any
other.
Races: Diabolic monks are unique in their racial
abilities. Only devils may be this class.
Other Classes: Diabolic monks fght well
alongside any other classes, however, most other
devils are reluctant to associate with the enigmatic
monks of Hell. Over time, monks prove themselves to
be reliable, effective associates.
Game Rule Information
Diabolic monks have the following game
statistics.
Abilities: Wisdom supports the monks special
offensive and defensive capabilities. Dexterity
contributes to the monks armor class. Strength aids
the monks unarmed combat ability.
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Alignment: Any (typically lawful evil).
Race: Any devil
Hit Die: d8.
Class Skills
The monks class skills include Balance (Dex),
Climb (Str), Concentration (Con), Craft (Int),
Diplomacy (Cha), Escape Artist (Dex), Hide (Dex),
Jump (Str), Knowledge (Arcana) (Int), Listen (Wis),
Move Silently (Dex), Performance (Cha), Profession
(Wis), Swim (Str) and Tumble (Dex). See Chapter 4:
Skills of Players Handbook for skill descriptions.
Skill Points as 1st Level: (4 + Int modifer) x4.
Skill Points at Each Additional Level: 4 + Int
modifer.
Class Features
All of the following are the class features of the
diabolic monk.
Unarmed Strike: Diabolic monks have the same
Unarmed Strike ability as do normal monks. See the
Players Handbook for more information.
Devilish Feat: Every four levels, starting at the
2nd level, the diabolic monk receives a bonus devilish
feat. Characters may select any of the feats that they
meet the prerequisites for.
Order Attack Mode (I-II): The monks order
specifes a style of attack.
Attack I: This attack sequence is two steps. The
frst move must land to connect the second. Here are
the moves for each Order: Gorgon (head butt attack at
-1 to hit, 1d6 damage and DC 15 Fortitude check or be
stunned for 1d3 rounds). Hellcat (double claw attack
for 1d4 damage each and, if both hit, a bite for 1d6 with
a DC 15 Fortitude check or suffer the effects of Fear for
1d3 rounds). Manticore (1d3+1/level spikes fy from
the monks tail at the target causing 1d4 damage each).
Medusa (stunning punch lands, DC 15 on Fortitude
check or be stunned for 1d6 rounds). Lava python (Two
attacks at +1, if both hit, the victim is disabled and held
fast by the monk).
Attack II: Attack I of ones order must be carried
out to use this attack. Here are the attacks per the
orders of monk fghting styles. Gorgon (breath of the
stonebull, DC 18 Fortitude check or be stunned for fve
combat rounds and suffer 2d6 damage. Half damage
if a successful save occurs.) Hellcat (raking damage of
3d6). Manticore (2 claw attacks for 1d6 damage each
and bite for 2d8 damage.) Medusa (bite for poison
damage of 2d6 DC 15 Fortitude check to take half
damage.) Lava python (Constriction damage for 1d3 per
combat round. Once the stun from attack I wears off,
the hold is broken and constriction damage ends.)
Order Defning Attack (I-III): This attack occurs
in three moves. Each subsequent move can only be
declared if the previous move has been successfully
Diabolic Monk
Class Unarmed Fort Ref Will Unarmed
Level Attack Bonus Save Save Save Damage Special
1st +0 +2 +2 +2 1d6 Unarmed strike, Order Attack Mode I
2nd +1 +3 +3 +3 1d6 Devilish Feat
3rd +2 +3 +3 +3 1d6 Order Attack Mode II
4th +3 +4 +4 +4 1d8 Order Defning Attack I
5th +3 +4 +4 +4 1d8
6th +4 +5 +5 +5 1d8 Devilish Feat
7th +5 +5 +5 +5 1d8
8th +6/+1 +6 +6 +6 1d10
9th +6/+1 +6 +6 +6 1d10
10th +7/+2 +7 +7 +7 1d10 Devilish Feat, Order Defning Attack II
11th +8/+3 +7 +7 +7 1d10
12th +9/+4 +8 +8 +8 1d12
13th +9/+4 +9 +9 +9 1d12
14th +10/+5 +9 +9 +9 1d12 Devilish Feat
15th +11/+6/+1 +10 +10 +10 1d12
16th +12/+7/+2 +10 +10 +10 1d20
17th +12/+7/+2 +11 +11 +11 1d20
18th +13/+8/+3 +11 +11 +11 1d20 Devilish Feat
19th +14/+9/+4 +12 +12 +12 1d20
20th +15/+10/+5 +12 +12 +12 1d20 Order Defning Attack III
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executed. Completing all three moves defnes a monk
as a master of their Order. Here are the attacks for each
order.
Attack I: Gorgon (Charging head butt at -2 to hit:
If the monk succeeds, they stun their opponent for 2d8
rounds and cause 2d8 damage. If they fail, they must
DC 15 Fortitude check or be stunned from the attempt
for 1d8 rounds and suffer 1d12 damage.) Hellcat
(Vibrating pounce attack at -2 to hit. If successful, the
victim suffers 1d6 damage, is stunned for 1d6 rounds
and experiences 1d6 vibration damage per round
stunned thereafter. If the pounce misses, the vibration
travels in a reverse reverberation, stunning the monk
for 1d6 rounds and causing 1d6 damage per round to
the monk unless the monk successfully makes a DC15
Fortitude check.) Manticore (Rapid tail spike spray
attack at -4 to hit. 3d4 spikes are fred from the tail
of the monk at the target with super fast quivering of
the tail. Each spike causes 1d3 damage if it hits. If the
monk fails a DC 15 Refex check, then the spikes fy
off the tail in the wrong direction, hitting the monk
for two out of every three spikes fred for 1d3 damage
each.) Medusa (Frosty glance attack. This attack causes
1d6 cold damage in the target for 1 combat round per
level of the monk if the target fails a DC 15 Fort check.
If they succeed in their check, a one time 1d6 cold
damage is sustained. Once performed, the monk must
spend 2 rounds recovering to prepare for the next
attack and, is incapacitated for that time.) Lava python
(Snake charm: DC 15 + one half the level of the monk
on a Fortitude check or be charmed per the spell. While
executing the snake charm attack, the monks AC has
a -5 penalty.)
Attack II: Gorgon (Trample: Using all limbs,
the monk beats and pounds the victims body with
4 attacks causing 1d4 damage per strike.) Hellcat
(Crippling Roar: DC 20 + one half the monks level on
Fortitude or crumple to the ground in sheer terror.)
Manticore (Stunning bolts: rounded tip spikes fy at
the target, 2 per round for 3 rounds. If they land, the
victim is stunned for 2d6 rounds thereafter.) Medusa
(Viper digit attack: The monks fngers extend out as
10 snake-like appendages biting into the target. The
target must DC 15 for each hit from an appendage or
suffer from the paralyzing poisons 1d6 damage per
combat round for the next 2d6 combat rounds. The
poison is not cumulative, with 1d6 damage being the
maximum per round thereafter.) Lava python (Coils of
fre: The monk wraps his body around the victim and
immolates, causing 2d6 damage per round for 2d8
rounds. The victim must DC 15 for Fortitude each
round. If the victim saves successfully, they take half
damage.)
Attack III: Gorgon (Soulshatter attack. This
attack causes 8d8 damage from the vibrations if it is
successful. If a DC25 for Fortitude check is made, the
victim only suffers half damage.) Hellcat (Rend: the
monk slashes the victim with four attacks, 3d6 each.)
Manticore (Finishing Fury: The monk closes with the
victim and unleashes a bite/claw/claw attack for 2d6/
1d6/1d6 damage.) Medusa (Stoneheart: The monk
executes an attack which changes the victims heart to
stone. This will slay the victim in 2 rounds if they fail a
DC 15 + one half the monks level for Fortitude.) Lava
python (Consume: The monk will elongate their jaws
and eat the victim. This requires 3 rounds.)
Diabolic Rogue
Rogues of the Hells are devils who organize
well planned endeavors for riches and fame. Devils
are lawful beings, making them often unsuitable
for the stereotypical rogue behaviors. Nevertheless,
the diabolic rogue is one which brings much
more planning and preparation for an adventure.
Organized crime gangs of diabolic rogues deliberately
scheme ambushes and hits with far more precision
and devastation than the rag tag gangs mortal rogues
affliate with.
Adventures: Diabolic rogues are often the leaders
of adventures. They research a treasure or a legend
with the intent to assemble the appropriate team to
successfully achieve the desired results in the most
effcient manner. Surprisingly professional, rogues
will openly accept requests for robberies, plundering,
assassinations and ambushes. The record for their
successful enterprises is a sign of their status.
Characteristics: Rogues possess a myriad
of skills. Diabolic rogues may specialize in traps
and assassinations. The trapper rogue builds and
overcomes traps of all types. They seek to build
and craft the most subtle, deadly traps one may
encounter. They also have reputations as trap
negotiators, beating any trap put before them. Trap
rogues are asked to test defenses of overlords to
repel the occasional invasions by hordes of demons.
The frequent attacks by the demons require that
an overlords defenses continually be updated and
improved so as to maximize the losses of an enemy.
Assassins are used to slay enemy leaders during
battles. Assassins also will accept assignments to
kill lesser devils. A guild of assassins can be paid
for immunity. This is a common practice by devil
overlords.
Alignment: Diabolic rogues, like all devils, are
typically lawful evil, though there have been reports
of those that have chosen a more chaotic path for
themselves..
Religion: Devils may follow other rogue deities,
but this is out of respect for their abilities. Devils
respect lawful evil overlords and gods of that nature.
It is a fundamental part of their very being to be
lawful and evil.
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Background: Diabolic rogues are brought
in by way of bloodline and application. Many
exiled devils seek to join rogue guilds, to only
fnd themselves accepted into the lesser guilds.
Diabolic rogues must choose to become either
Trappers or Assassins. All diabolic rogue guilds
require devils to select one specialty or the other,
but never both. If a devil does not join a guild
and does not select a specialty, then they possess
only the skills that a non-devil rogue has. If they
practice rogue skills and are not in a guild, then
the rogue will be sanctioned for assassination if
caught by guilded rogues.
Races: Diabolic rogues are unique in their
racial abilities. Only devils may be this class.
Other Classes: Diabolic rogues fght well
alongside any other classes, however, the most
preferred class to fght alongside is a fghter or
a warrior. These other classes draw attention to
themselves, allowing the rogue to sneak behind
a foe to attempt a backstab.
Game Rule Information
Diabolic rogues have the following game
statistics.
Abilities: Dexterity affects many rogue
skills and provides the rogue with excellent
armor class. Diabolic rogues have a naturally
hard skin, thus they are not as concerned with
avoiding a frontal assault.
Alignment: Any (typically lawful evil).
Race: Any devil
Hit Die: d6
Class Skills
The diabolic rogues skills (and key ability
for each skill) are Appraise (Int), Balance (Dex),
Bluff (Cha), Climb (Str), Craft (Int), Decipher
Script (Int, exclusive skill), Diplomacy (Cha),
Disable Device (Int), Disguise (Cha), Escape
Artist (Dex), Forgery (Int), Gather Information
(Cha), Hide (Dex), Innuendo (Wis), Intimidate
(Cha), Intuit Direction (Wis), Jump (Str), Listen
(Wis), Move Silently (Dex), Open Lock (Dex),
Perform (Cha), Pick Pocket (Dex), Profession
(Wis), Read Lips (Int, exclusive skill), Search
(Int), Sense Motive (Wis), Spot (Wis), Swim (Str),
Tumble (Dex), Use Magic Device (Cha, exclusive
skill) and Use Rope (Dex). See Chapter 4: Skills
in the Players Handbook for skill descriptions.
Skill Points as 1st Level: (8 + Int modifer)
x4.
Skill Points at Each Additional Level: 8 + Int
modifer.
Class Features
All of the following are the class features of
the rogue.
Weapon and Profciency: A rogues weapon
training focuses on weapons suitable for sneak
attacks. Weapons useable by Diabolic rogues
include crossbow, dagger, dart, longsword,
rapier, sap, scimitar, shortbow, and the short
sword.
Sneak Attack: If a rogue can sneak behind
a target undetected, the rogue may attempt a
sneak attack at a vital spot for extra damage.
Such an attack eliminates the Dexterity bonus
to AC. This attack delivers 1d6 at frst level and
an additional 1d6 every two levels thereafter.
Critical hits may not be used during a sneak
attack. Devils who choose to be Assassin gain
a bonus 1d6 damage at frst level to their sneak
attack.
Traps: Diabolic rogues can locate traps with
a +1 bonus compared to typical rogues. A DC
of at least 20 requires a Search skill check frst.
Once found, the rogue must successfully use
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the Disable Device skill to disarm. Rogues who
declare themselves Trappers gain a +5 bonus
to all Trap related skills.
Devilish Feat: Every four levels, starting at
the 2nd level, the diabolic rogue receives a bonus
devilish feat. Characters may select any of the
feats that they meet the prerequisites for.
Evasion: A diabolic rogue gains the evasion
ability just like a normal rogue. See the Players
Handbook for more information.
Uncanny Dodge: A diabolic rogue gains the
uncanny dodge ability just like a normal rogue.
See the Players Handbook for more information.
Special Abilities: A diabolic rogue gains the
special abilities (crippling strike, defensive roll,
improved evasion, opportunist, skill mastery,
slippery mind and extra feat) just like a normal
rogue, starting at 10th level and every three
levels thereafter. See the Players Handbook for
more information.
Diabolical Warder
The environment of the Nine Hells is like no
other in all the planes of existence and the rangers
trained there are unique as well. There are also few
lands in the Nine Hells that arent claimed by one
devil lord or another, so most devilish Rangers have
developed their own niche in the hierarchy of the
Hells. These Rangers are known as diabolical warders.
Diabolical warders are intimately familiar with the
myriad variety of aggressive fauna and virulent fora
that inhabitant the Nine Hells. They serve their devil
superiors by acting as a combination of slaver, trainer
and chief groundskeeper for the wild lands around the
devils strongholds.
Adventures: The most powerful diabolical
warders serve a demon lord, preserving their lords
lands against encroaching enemies. Less experienced
diabolical warders hunt the unclaimed regions of
the Nine Hells and the other outer planes for the
most dangerous beasts imaginable, trying to make
their name and attract a patron high in the devilish
hierarchy.
Diabolic Rogue
Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +0 +0 +2 +0 Sneak attack +1d6, +2d6 for Assassins
2nd +1 +0 +3 +0 Devilish Feat, Evasion
3rd +2 +1 +3 +1 Uncanny dodge (Dex bonus to AC), sneak attack +2d6,
+3d6 for Assassins
4th +3 +1 +4 +1
5th +3 +1 +4 +1 Sneak attack +3d6, +4d6 for Assassins
6th +4 +2 +5 +2 Devilish Feat, Uncanny dodge (cant be fanked)
7th +5 +2 +5 +2 Sneak attack +4d6, +5d6 for Assassins
8th +6/+1 +2 +6 +2
9th +6/+1 +3 +6 +3 Sneak attack +5d6, +6d6 for Assassins
10th +7/+2 +3 +7 +3 Devilish Feat, Special ability
11th +8/+3 +3 +7 +3 Uncanny dodge (+1 vs. traps, +6 vs. trap for Trappers),
sneak attack +6d6, +7d6 for Assassins
12th +9/+4 +4 +8 +4
13th +9/+4 +4 +9 +4 Sneak attack +7d6, +8d6 for Assassins, special ability
14th +10/+5 +4 +9 +4 Devilish Feat, Uncanny dodge
(+2 against traps, +7 vs. traps for Trappers)
15th +11/+6/+1 +5 +10 +5 Sneak attack +8d6, +9d6 for Assassins
16th +12/+7/+2 +5 +10 +5 Special ability
17th +12/+7/+2 +5 +11 +5 Uncanny dodge (+3 vs. traps, +8 vs. traps for Trappers),
sneak attack +9d6, +10d6 for Assassins
18th +13/+8/+3 +6 +11 +6 Devilish Feat
19th +14/+9/+4 +6 +12 +6 Sneak attack +10d6, +11d6 for Assassins
20th +15/+10/+5 +6 +12 +6 Uncanny dodge (+4 vs. traps, +9 vs. traps for Trappers)
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Characteristics: Diabolical warders enjoy many
of the benefts and employ many of the tactics of their
fellow rangers, though they are more interested in
bending creatures of the wild to their will than they
are in allying with them.
Alignment: Most diabolical warders are Lawful
Evil in alignment. They believe that nothing exists
outside the order that the devils have established in
the Nine Hells. Nature exists to be subjugated by those
strong enough to do so. Those that eschew this view
are cast out, and are indeed often targeted by their
fellow diabolic warders.
Religion: Diabolical warders have little reverence
for any deity though they do adhere to a primitive
notion of selective evolution, believing that only the
most cruel and evil creatures in nature survive and
prosper.
Background: Diabolical warders often come from
devilish holds that have been destroyed and begin
learning their skills while they wander from place to
place without the beneft of a devil lords household to
support them. They are forced to develop these skills
on their own to survive or they pick them up from
other disenfranchised fends.
Races: Only devils may become diabolical
warders.
Game Rule Information
Diabolical warders have the following game
statistics.
Abilities: Dexterity is important to the diabolical
warder because they tend to wear light armor and
many of their skills are based on Dexterity. Strength
is important because, at base, warders are a fghter
subclass and are often in the thick of any combat.
Several warder skills are based on Wisdom and a
Wisdom score of 14 or higher is required for them to
access the most powerful diabolical warder spells. A
Wisdom score of 11 or higher is required to cast any
diabolical warder spells at all.
Alignment: Any (typically lawful evil).
Race: Any devil
Hit Die: d10.
Class Skills
The diabolical warders class skills (and the
key ability for each skill) are Animal Empathy (Cha,
exclusive skill), Climb (Str), Concentration (Con), Craft
(Int), Handle Animal (Cha), Heal (Wis), Hide (Dex),
Intuit Direction (Wis), Jump (Str), Knowledge (nature)
(Int), Knowledge (Nine Hells) (Int), Listen (Wis), Move
Silently (Dex), Profession (Wis), Ride (Dex), Search
(Int), Spot (Wis), Swim (Str), Use Rope (Dex) and
Wilderness Lore (Wis). See Chapter 4: Skills in the
Players Handbook for skill descriptions.
Skill Points as 1st Level: (4 + Int modifer) x4.
Skill Points at Each Additional Level: 4 + Int
modifer.
Class Features
All of the following are class features of the
diabolical warder.
Weapon and Armor Profciency: A diabolical
warder is profcient with all weapons and armor that
a ranger is. They are also capable of fghting with
two weapons at once, with the same limitations and
conditions as those described under the ranger class
description.
Spells: Beginning at 4th level, the diabolical
warder gains the ability to cast a small number of
divine spells. A warder chooses his spells from the
ranger spell list and gains bonus spells based on his
Wisdom ability score. Diabolical warders prepare and
cast spells as a cleric does.
Through 3rd level, a diabolical warder has no
caster level. Starting at 4th level, a diabolical warders
caster level is one-half his class level.
Track: A diabolical warder gains Track as a bonus
feat.
Prey Mastery: This is the diabolical warders
version of the rangers favored enemy class ability.
The diabolical warder chooses his prey from among
the types presented on Table 3-14: Ranger Favored
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Enemies in the Players Handbook, though they prefer
taking outsider types. Rather than allow the diabolical
warder bonuses in combat, as is the case with the
rangers favored enemy ability, the prey mastery
class ability is focused on allowing the devil to avoid
damage caused by a particular type of prey.
The diabolical warder gains a +1 bonus to Bluff,
Listen, Sense Motive, Spot and Wilderness Lore
checks when using a skill against the selected prey.
The diabolical warder also gains a +1 to his AC when
fghting this creature, develops a +5 damage resistance
against the natural weapons of this particular creature,
as well as a +5 Spell Resistance against any natural
spells or spell-like abilities the creature has available
(though not against spells gained as a result of
advancement in a class).
Every 5 levels, the diabolical warder may pick
another mastered prey and his resistance against the
natural attacks of his frst mastered prey increases
proportionately. So at 5th level, a diabolical warder
would gain a +1 to AC, +5 damage resistance and
additional 5 SR against a second type of creature and
against his frst designated prey, he would have a +2 to
AC, +10 damage resistance and an extra 10 SR.
This ability stacks with the devils normal damage
and spell resistance, if any.
Devilish Feat: Every four levels, starting at
the 2nd level, the diabolic warder receives a bonus
devilish feat. Characters may select any of the feats
that they meet the prerequisites for.
Stronger Bite: At 3rd level, the devil undergoes the
frst of several transformations into a more powerful
creature. A devil without a bite attack develops a bite
attack that inficts 1d6 + Str bonus damage. A devil
that already has a bite attack may increase the bites
damage die type one step.
Sharper Claws: At 6th level, the devils claws
become longer, harder and sharper. Those devils
without a claw attack gain 2 claw attacks that infict
1d2 + Str bonus damage. Those who already have a
claw attack may increase the damage die type of their
claw damage by one step.
Sprout Wings: At 12th level, the devil sprouts
wings, enabling it to Fly at 50 ft. and average
maneuverability. If the devil is already capable of fight,
its speed increases by 20 ft. and its maneuverability
improves by one step.
Fear Aura: At 15th level, the devil gains a Fear
Aura, requiring creatures that encounter it to roll a
Will save at DC 14 and which acts as a fear spell cast
by a 7th level sorcerer. If the devil already has a Fear
Aura, the DC increases by 2 and the caster level of the
effect increases by 3 levels.
Diabolic Warder
Class Base Fort Ref Will Spells / Day
Level Attack Bonus Save Save Save Special 1 2 3 4
1st +1 +2 +0 +0 Track, Prey Mastery
2nd +2 +3 +0 +0 Devilish Feat
3rd +3 +3 +1 +1 Stronger Bite
4th +4 +4 +1 +1 0
5th +5 +4 +1 +1 2nd Prey Mastery 0
6th +6/+1 +5 +2 +2 Devilish Feat, Sharper Claws 1
7th +7/+2 +5 +2 +2 1
8th +8/+3 +6 +2 +2 1 0
9th +9/+4 +6 +3 +3 1 0
10th +10/+5 +7 +3 +3 Devilish Feat, 3rd Prey Mastery 1 1
11th +11/+6/+1 +7 +3 +3 1 1 0
12th +12/+7/+2 +8 +4 +4 Sprout Wings 1 1 1
13th +13/+8/+3 +8 +4 +4 1 1 1
14th +14/+9/+4 +9 +4 +4 Devilish Feat 2 1 1 0
15th +15/+10/+5 +9 +5 +5 Fear Aura, 4th Prey Mastery 2 1 1 1
16th +16/+11/+6/+1 +10 +5 +5 2 2 1 1
17th +17/+12/+7/+2 +10 +5 +5 2 2 2 1
18th +18/+13/+8/+3 +11 +6 +6 Devilish Feat, 3 2 2 1
Increased Damage Resistance
19th +19/+14/+9/+4 +11 +6 +6 3 3 3 2
20th +20/+15/+10/+5 +12 +6 +6 6th Prey Mastery 3 3 3 3
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Increased Damage Resistance: At 18th level, the
devil gains a Damage Resistance of 5/silver. If the
devil already has a Damage Resistance, it increases
by 5 hit points of resistance and a better weapon
is required to bypass it (e.g. Instead of silver, a +1
weapon is required; instead of a +1, a +2 enchantment
is required, etc).
Improved Two-Weapon Fighting: This class
ability is the same as the ranger class feature of the
same name.
Diabolic Warrior
Diabolic warriors are fghters which possess arcane
powers woven into their fghting style. The art of becoming
a warrior requires incredible discipline and desire. A devil
must have the qualities of a warrior and the magical talent
and intellect of a sorcerer to succeed. Warriors channel magic
through their bodies and into their weapons as they fght,
erupting at their foes with a myriad of devastating effects.
Adventures: As adventurers, the warrior is versatile
and a powerful asset for any team. Although their strength is
not as enhanced as a fghter nor their magic as devastating as
a wizard, the diabolic warriors combination of weapon and
magic combined can turn the tide of many a battle.
Characteristics: Devils are a magical race. Their bodies
possess magic and the ability to channel magic through a
weapon when trained as a warrior. These effects can vary in
damage, but grow as the power of the warrior grows.
Alignment: Diabolic warriors, like all devils, are
typically lawful evil, though there are those that have chosen
a different path..
Religion: Devils may follow other warrior deities,
but this is out of respect for the repertoire of their music,
storytelling and performance ability. Devils respect lawful
evil overlords and gods of that nature. It is a fundamental
part of their very being to be lawful and evil.
Background: Diabolic warriors come to their profession
after they are determined to possess the talent for both
fghting and magic. The warrior weaves and channels
magic through their weapon, requiring great skill. Warriors
are uncommon and highly sought after. Warrior guilds
continually scour the Hells for young devils with the right
combination of talents to become a warrior.
Races: Only devils may be this class.
Other Classes: Diabolic warriors fght well alongside
any other classes as they are very highly desired. Clerics,
bards, rogues all complement the warrior class quite well.
Game Rule Information
Diabolic warriors have the following game statistics.
Abilities: Strength and intelligence are essential for the
warrior class. Both attributes should be at least 15 to become
a warrior.
Alignment: Any (typically lawful evil).
Race: Any devil
Hit Die: d8.
Class Skills
Climb (Str), Craft (Weaponsmithing, Int), Decipher
Script (Int), Jump (Str), Knowledge (Arcane, Int), Spellcraft
(Int), Swim (Str), Use Magic Device (Cha). See Chapter 4:
Skills in the Players Handbook for skill descriptions.
Skill Points as 1st Level: (2 + Int modifer) x4.
Skill Points at Each Additional Level: 2 + Int modifer.
Class Features
All of the following are the class features of the diabolic
warrior.
Weapon and Armor Profciency: The diabolic warrior
is profcient with all swords. They may also use crossbows,
bows, spears, tridents and longspears, but the longsword is
the class defning weapon of a warrior. Warriors may wear
light, medium or heavy armor and may use shields. Note
that armor check penalties apply to the skills Climb, Jump
and Swim, suffering a -1 penalty for every 5 pounds of armor
or equipment carried. Like any other arcane spellcaster, a
warrior can cast spells while wearing armor or using a shield
but will suffer a chance of arcane spell failure if the spell in
question has a somatic component.
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Warmagery: This is the art of channeling magic through
the weapon at a foe for damage. This adds damage to a
blow struck but not if the blow misses an opponent. Magic
immune beings are not affected by warmagery damage.
Hellfre: This is a fame which surrounds the blade of
the warrior and adds an additional 1d6 damage to their
successful hits. This ability costs 2 points of mana.
Iceshard: This is a spray of icy shards from the weapon
into a foe for an additional 2d6 cold damage. This attack may
be used to affect a target which is up to ten feet away from
the warrior. Should the weapon strike the foe of the warrior
during this attack, an additional 1d6 cold damage occurs.
This ability costs 3 points of mana.
Forest of Lightning: All within a 15 ft. radius of the
warrior are subjected to 3d4 of lightning damage per round,
for 3 rounds. DC 15 + one half the level of the warrior to
save on a Fortitude check. Blows struck upon foes during
this attack by the warrior do an additional 1d6 damage. This
ability costs 4 points of mana.
Winds of Hell: The warrior may channel searing hot
winds into a foe, causing 1d4 damage per round and
pushing any foes except those which are large sized back
ten feet per combat round. This effect lasts for 1d4 + one half
the level of the warrior combat rounds. This ability costs 5
points of mana.
Stalwart Shield: The diabolic warrior may erect a
defensive shield of fre, ice, poison or lightning around their
person. This shield inficts damage equal to the levels of the
warrior for each blow struck upon the warrior by an enemy
engaged in melee. This effect lasts for 4 combat rounds + the
level of the warrior. This ability costs 1 point of mana.
Mana: Warrior magic comes from mana. Mana points
are spent when a special ability is used. A warriors mana
for a day is calculated by multiplying his Intelligence by
1. When in Hell, a warriors mana is doubled. Every 24
hours, following a period of meditation and rest, the warrior
recovers all his mana.
Devilish Feat: Every four levels, starting at the 2nd
level, the diabolic warrior receives a bonus devilish feat.
Characters may select any of the feats that they meet the
prerequisites for.
Imbue Devil: Once a day, a warrior may imbue another
devil with Hellfre. The number of devils that may be imbued
equals the warriors level.
Knight of the Hells
There are few servants of the Hells more powerful
and more committed than the knights of the Hells.
These ferce and loyal servants of darkness seek
nothing less than the complete domination of reality by
their chosen faction. They are the infernal antithesis to
the mortal Paladin class.
Adventures: The knight of the Hells plays an
important part in the armies of the Nine Hells. The
opposite of the paladin, a knight of the Hells leads the
The Diabolic Warrior
Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +1 +2 +2 +0 Warmagery: Hellfre, mana
2nd +2 +3 +3 +0 Devilish Feat
3rd +3 +3 +3 +1
4th +4 +4 +4 +1 Warmagery: iceshard
5th +5 +4 +4 +1
6th +6/+1 +5 +5 +2 Devilish Feat, Stalwart Shield
7th +7/+2 +5 +5 +2
8th +8/+3 +6 +6 +2
9th +9/+4 +6 +6 +3 Warmagery: forest of lightning
10th +10/+5 +7 +7 +3 Devilish Feat
11th +11/+6/+1 +7 +7 +3
12th +12/+7/+2 +8 +8 +4 Warmagery: winds of Hell
13th +13/+8/+3 +8 +8 +4
14th +14/+9/+4 +9 +9 +4 Devilish Feat
15th +15/+10/+5 +9 +9 +5 Imbue Devil
16th +16/+11/+6/+1 +10 +10 +5
17th +17/+12/+7/+2 +10 +10 +5
18th +18/+13/+8/+3 +11 +11 +6 Devilish Feat
19th +19/+14/+9/+4 +11 +11 +6
20th +20/+15/+10/+5 +12 +12 +6
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fght against good, bringing the justice and rightness of
the Hells to the enemies of Hell. They may lead entire
legions or simply small parties, but always in the fght
against good.
Characteristics: The knight of the Hells is
profcient in using all kinds of weapons and armor and
has the ability to cast some divine spells. They are not
the most powerful warriors or spellcasters, but they are
the chosen of their deities and are given powers and
abilities that no others get.
Alignment: A knight of the Hells is always lawful
evil. If the knight of the Hells ever changes alignment
for any reason, he loses any ability to advance in that
class and will likely be hunted down until destroyed.
Religion: The knight of the Hells serves a higher
devilish deity, from which he gains his powers.
Further, the knight must swear complete and absolute
fealty and loyalty to that deity. Any divergence from
that oath will literally bring down the fury of Hell upon
the knight.
Background: Only the most loyal and righteous
(if that word can be applied to a devil) can aspire to
become a knight of the Hells. Even then, the selection
of knights of the Hells is quite competitive, with only
those willing to make the greatest of sacrifces winning
the favor of their deity.
Races: Any of the devil races may become a knight
of the Hells, though hamatulas and kytons are the most
likely to take on this class.
Classes: Knights of the Hells work well with most
other classes, though they tend to work the best with
the warrior/fghter classes, as those classes are more
used to taking orders and not exercising personal
initiative after all, a knight of the Hells relies upon the
blind obedience of those fghting under him.
Game Rule Information
Knights of the Hells have the following game
statistics.
Abilities: Wisdom is the most important Ability
for a knight of the Hells, as it allows the knight to gain
access to his spells and is key if he wants to cast the
most powerful of spells. Strength is also important, as
the knight of the Hells is primarily a melee combat-
oriented creature.
Alignment: Lawful evil.
Race: Any devil
Hit Die: d10.
Class Skills
The knight of the Hells class skills (and the key
abilities for each skill) are Bluff (Cha), Concentration
(Con), Craft (Int), Diplomacy (Cha), Handle Animal
(Cha), Heal (Wis), Intimidate (Cha), Knowledge (all
skills, taken individually) (Int), Profession (Wis) and
Ride (Dex). See Chapter 4: Skills of Players Handbook
for skill descriptions.
Skill Points at 1st Level: (2 + Int modifer) x4
Skill Points at Each Additional Level: 2 + Int
modifer
Class Features
All of the following are class features of the Knight
of the Hells.
Weapon and Armor Profciency: Knights of
the Hells are profcient with all simple and martial
weapons, with all types of armor (heavy, medium and
light) and with shields.
Detect Good: At will, the knight of the Hells can
detect good as a spell-like ability. This ability duplicates
the effects of the spell detect good.
Detect Chaos: At will, the knight of the Hells
can detect chaos as a spell-like ability. This ability
duplicates the effects of the spell detect chaos.
The Blessings of Darkness: A knight of the Hells
applies their Charisma modifer (if positive) as bonus
to all saving throws.
Poison Use: A knight of the Hells is skilled in the
use of poison and never risks accidentally poisoning
themselves when applying poison to any weapon.
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Devilish Feat: Every four levels, starting at the
2nd level, the knight of the Hells receives a bonus
devilish feat. Characters may select any of the feats that
they meet the prerequisites for.
Smite Good: Once per day, a knight of the Hells of
2nd level or higher can attempt to smite good with one
normal melee attack. They add their Charisma modifer
(if positive) to their attack roll and deal 1 extra point of
damage per level. If the knight of the Hells accidentally
smites a creature who is not good, the smite has no
effect but is still expended for that day. Smite Good is a
supernatural ability.
Rebuke Undead: When a knight of the Hells
reaches 3rd level, they gain the supernatural ability to
rebuke undead as a 1st level evil cleric. The knight may
rebuke undead a number of times per day equal to
three plus the knights Charisma modifer. The knight
of the Hells rebukes undead as an evil cleric two levels
lower.
Extra Turning: As a feat, a knight of the Hells
may take Extra Turning. This feat allows the knight to
rebuke undead four more times per day than normal.
A knight can take this feat multiple times, gaining four
extra daily rebuking attempts each time.
Bonus Languages: A knight of the Hells who
doesnt have Infernal as a language must take it as their
frst bonus language before any others.
Spell-Like Abilities: At 4th level, the knight
begins to gain spell-like abilities that are versions of
divine spells. The knight must choose these spells once
and they become permanent abilities the knight can
use once per day. For example, if the knight chooses
the spell doom, he may now use the spell once per
day without verbal, somatic, material, focus or XP
components. However, now the knight cannot change
doom to another spell, for example, cause fear. The
knights of the Hells gain bonus spell-like abilities via
wisdom just as they do for normal spells.
Knight of the Hells Spell List
1st cause fear, doom, infict light wounds, magic
weapon, summon monster I*
2nd bulls strength, darkness, death knell, infict
moderate wounds, shatter, summon monster II*
3rd contagion, deeper darkness, infict serious
wounds, protection from elements, summon monster III*
4th freedom of movement, infict critical wounds,
poison, summon monster IV*
*Evil creatures only.
Knight of the Hells
Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +1 +2 +0 +0 detect good, detect chaos, the blessing of
darkness, poison use
2nd +2 +3 +0 +0 Devilish Feat, smite good
3rd +3 +3 +1 +1 rebuke undead
4th +4 +4 +1 +1 spell-like abilities
5th +5 +4 +1 +1 mount of the Hells
6th +6/+1 +5 +2 +2 Devilish Feat
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Devilish Feat
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4 Devilish Feat
15th +15/+10/+5 +9 +5 +5
16th +16/+11/+6/+1 +10 +5 +5
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 Devilish Feat
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6
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Spells-Like Abilities per day
Class
Level 1 2 3 4
1st
2nd
3rd
4th 0
5th 0
6th 1
7th 1
8th 1 0
9th 1 0
10th 1 1
11th 1 1 0
12th 1 1 1
13th 1 1 1
14th 2 1 1 0
15th 2 1 1 1
16th 2 2 1 1
17th 2 2 2 1
18th 3 2 2 1
19th 3 3 3 2
20th 3 3 3 3
Mount of the Hells: At 5th level, the knight
of the Hells may call their mount. The mount that
answers the call is a Nightmare, but with a loyalty to
the hierarchy of Hell and a lawful evil alignment. At
the GMs discretion, other mounts may be summoned
instead. As the knight advances in levels, the powers
of the Mount increase.
Improved Evasion (Ex): If the mount is
subjected to an attack that normally allows a
refex save for half damage, it takes no damage on
a successful saving throw and only half damage
on a failed saving throw.
Empathic Link (Su): The knight has an
empathic link with the mount out to a distance up
to a mile. The knight cannot see through the beasts
eyes but they can communicate telepathically.
Nightmares often see the world quite differently
than devils and so misunderstandings are
possible.
Share Saving Throws (Sp): The mount uses
its own base save or the knights whichever is
higher.
Speak Infernal (Ex): The mount can now
verbally speak the Infernal language.
Blood Bond (Ex): The mount gains a +2 bonus
to all attacks, checks and saves if it witnesses the
knight threatened or harmed. This bonus lasts as
long as the threat is clear and present.
Spell Resistance(Su): The mount gains a
spell resistance equal to the knights level +5.
The Fiends Mount (Sp): The Nightmare
grows to Huge size. The Mount now has -2
penalty to AC (instead of the -1 AC for its large
size). Its face/reach becomes 10 ft. x 10 ft. / 10 ft.
Ex-Knight of the Hells
It is not a simple thing to cease serving the powers
of darkness and a knight of the Hells is close indeed to
those powers. A knight who betrays his masters can
expect, in addition to losing his powers and spells, to
be visited by assassins sent from the pit itself. No one
escapes. No one.
Priest of the Pit
The relationship between a devil and its
gods is far different from such relationships
among most mortal races. For mortal races, the
god is a distant object of worship and adoration.
For the devil, the god is often the arch-devil in
the iron castle overlooking the pit where they
live and torment wicked souls. The idea of a
crisis of faith is simply ludicrous. There is no
faith involved. The devil cleric serves his lord
and, if he serves faithfully, is granted more
power so he may better serve in the future.
Adventures: Priests of the pit are the
diabolic spokesmen of the greatest powers of
Hell. They oversee the Hellish congregations
of those devil gods, act as their mouthpieces,
dispatch messengers and other underlings to the
Mount of the Hells
Knights Level Bonus HD Natural Armor Str Adj. Special
5-7 +0 +0 +0 Improved evasion, empathic link, share
saving throws
8-10 +2 +2 +2 Speak Infernal
11-14 +4 +4 +4 Blood Bond
15-19 +6 +6 +6 Spell Resistance
20 +8 +8 +8 The Fiends Mount
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other planes and occasionally deliver important
messages themselves. The most powerful and
advanced of the priests take positions of power
among the devilish armies and serve as advisors
to the greatest of devil lords.
Characteristics: Priests of the pit wield
powerful divine magicks, but are also capable
fghters themselves. Their true calling lies in
leading the diabolic masses, though.
Alignment: All priests of the pit are lawful
evil. Any change in that alignment will not only
cause a priest to be excommunicated by their
lord, but will likely be hunted down and taken
care of by their former comrades.
Religion: The very nature of the priest of the
pit demands that he serve a devil lord. Moreover,
the lords of the Nine Hells demand absolute
fdelity; a priest may serve only one lord. Any
who change allegiances must either do so with
their lords blessing or must hope that their new
lord is more powerful than their last.
Background: A priest of the pit is a blessed
cleric of a devilish god. The priest wears the
mark of his lord on his forehead and likewise
carries a number of other symbols of the god on
his person. Often trained either directly under
the tutelage of the god or one of that deitys
senior clerics, the priests of the pit have access to
powers both wonderful and frightening.
Races: Any of the devilish races may choose
to become a priest of the pit, though cornugons,
gelugons, pit fends and shabriri by far make up
the greatest percentage.
Classes: These priests often work with
devils from every race and class, though the
nature of their station means they tend to take
on a leadership role, and continue to do so
even outside of their offcial priestly duties.
As a result, they tend to clash with others in
leadership positions, especially mages and other
powerful spellcasters.
Game Rule Information
Priests of the Pit have the following game
statistics.
Abilities: Wisdom determines how
powerful a spell a priest can cast, how many
spells the priest can cast per day, and how hard
those spells are to resist. To cast a spell, a priest
of the pit must have a Wisdom score of 10 + the
spells level. A priest gets bonus spells based on
Wisdom. The Diffculty Class of a saving throw
against a priests spell is 10 + the spells level +
the priests Wisdom modifer.
Alignment: All diabolic clerics are lawful
evil. Changing alignment is the same as
abandoning the dark path.
Race: Any devil
Hit Die: d8
Class Skills
The diabolic clerics class skills (and the
key ability for each skill) are Concentration
(Con), Craft (Int), Diplomacy (Cha), Heal (Wis),
Knowledge (all skills, taken individually) (Int),
Profession (Wis), Scry (Int, exclusive skill) and
Spellcraft (Int). See Chapter 4: Skills in the
Players Handbook for skill descriptions.
Skill Points at 1st Level: (2 + Int modifer)
x4
Skill Points at Each Additional Level: 2 + Int
modifer
Class Features
All of the following are class features of the
Priest of the Pit.
Armor and Weapon Profciency: Diabolic
clerics are profcient with all simple and martial
weapons. Diabolic clerics are profcient with
all types of armor (light, medium and heavy)
and with shields. Some deities have favored
weapons and clerics (even diabolic ones) tend
to use them. A cleric who deity has a favored
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weapon and who choose War as one of his
domains receives the Weapon Focus feat for that
preferred weapon for free. See Chapter 5: Feats
of Players Handbook for feat descriptions.
Spells: A diabolic cleric casts spells exactly
as a normal cleric (see the Players Handbook for
details).
Spontaneous Casting: A diabolic cleric can
convert prepared spells to infict spells exactly as
a normal evil cleric (see the Players Handbook for
details).
Chaotic and Good Spells: A diabolic cleric
cant cast spells associated with the domains of
Chaos or Good.
Rebuke Undead: A diabolic cleric can
rebuke undead exactly as a normal evil cleric
(see the Players Handbook for details).
Devilish Feat: Every four levels, starting
at the 2nd level, the priest of the pit receives a
bonus devilish feat. Characters may select any of
the feats that they meet the prerequisites for.
Extra Turning: As a feat, a diabolic cleric
may take Extra Turning. This feat allows the
diabolic cleric to rebuke undead four more times
per day than normal. A diabolic cleric can take
this feat multiple times, gaining four extra daily
rebuking attempts each time.
Bonus Languages: A diabolic cleric who
doesnt have Infernal as a language must take it
as their frst bonus language before any others.
Otherwise, their bonus languages work exactly
as normal for clerics (see the Players Handbook
for details).
Ex-Priests of the Pit
One does not casually exit the service of
dark gods. Once a devil has taken the multitude
of dark oaths required to gain the spells and
powers granted by an archdevil or evil deity,
that individual has also been entrusted with
secrets. In short, those who repent of the dark
path will fnd themselves in greater danger
than merely the loss of spells and class features.
Diabolic Assassins will be dispatched to deal
with the betrayer. A powerful enough betrayal
may merit a personal appearance by an avatar of
the deity, or the Archdevil himself. This prince
of darkness will not be pleased.
Priest of the Pit
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1 +0 +2 +0 +2 Rebuke undead
2 +1 +3 +0 +3 Devilish Feat
3 +2 +3 +1 +3
4 +3 +4 +1 +4
5 +3 +4 +1 +4
6 +4 +5 +2 +5 Devilish Feat
7 +5 +5 +2 +5
8 +6/+1 +6 +2 +6
9 +6/+1 +6 +3 +6
10 +7/+2 +7 +3 +7 Devilish Feat
11 +8/+3 +7 +3 +7
12 +9/+4 +8 +4 +8
13 +9/+4 +8 +4 +8
14 +10/+5 +9 +4 +9 Devilish Feat
15 +11/+6/+1 +9 +5 +9
16 +12/+7/+2 +10 +5 +10
17 +12/+7/+2 +10 +5 +10
18 +13/+8/+3 +11 +6 +11 Devilish Feat
19 +14/+9/+4 +11 +6 +11
20 +15/+10/+5 +12 +6 +12
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Prestige Classes
Prestige classes have emerged as one of the most
popular way for players to customize their characters,
and for GMs to provide surprise abilities for villains.
This section presents seven new prestige classes that
will add favor and surprising new abilities to fghter
characters.
These prestige classes may be used in any devilish
campaign, and may be brought into nearly any fantasy
campaign with no diffculty.
Devilish Servant
The devilish servant is a common sight in the
entourage of high ranked devils, especially on their
home plane. Typically specialized to one task only,
many devilish servants are mere scouts or messengers
for their masters, blindly obeying their lieges every
command in the vain hope of promotion, or even
acknowledgment. Though often overlooked or
regarded as easy prey, the servant of a devil is often
linked with his or her master telepathically, and any
action taken to interrupt the servants assigned task
risks alerting its master to an intruders presence.
Most devilish servants are either clerics or
former bards who have fallen under the sway of their
powerfully evil masters. Though many are lesser devils
or demons themselves, it is not unheard of for a devilish
servant to be claimed from the ranks of disillusioned
humans, demi-humans, and humanoids. Typically,
these servants are recruited by a master through
contests or contracts, in which the subject has willingly
surrendered all free will to the devil, either risking
some great prize or winning some great prize that
only benefts them in the short term. However, devils
are not above engineering a crisis just to manipulate
some poor soul into such a desperate situation that a
deal with the devil becomes the subjects only hope.
Though not often particularly bright explaining how
they likely failed in their previous callings devilish
servants are good at what they do, and particularly
experienced ones are commonly looked upon as a
spokesperson for their masters.
NPC devilish servants are typically failed bards
driven to a fanatical service for their evil masters. Even
if said master actually engineered their failure to begin
with, their own devotion cannot be questioned, as they
now live only to fulfll their masters needs.
Hit Die: d6
Requirements
To qualify to become a devilish servant, a
character must fulfll all the following criteria:
Base Attack Bonus: +2
Profession or Craft: 5 ranks
Spot: 3 ranks
Feats: Run, Skill Focus (Profession or Craft)
Special: Must willingly surrender free will to a
devil at least three levels higher than the character
(though doing so may entail some form of competition
or binding contract in exchange for a favor from the
devil). Characters may be human, demi-human,
humanoid, demon, or devil to be a devilish servant,
and automatically become lawful evil (or the alignment
of the devil master, if not already).
Class Skills
The clan leaders class skills (and the key ability
for each skill) are Craft (Int), Decipher Script (Int),
Diplomacy (Cha), Gather Information (Cha), Hide
(Dex), Knowledge (Int), Listen (Wis), Move Silently
(Dex), Perform (Cha), Profession (Wis), Sense Motive
(Wis), Speak Language (None), Spellcraft (Int), Spot
(Wis), and Use Magic Device (Cha). See Chapter 4:
Skills in the Players Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifer
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Class Features
All of the following are features of devilish
servant prestige class.
Weapon and Armor Profciency: Devilish
servants are profcient with all simple and martial
weapons, with light armor and with shields. Note that
armor check penalties for armor heavier than leather
apply to the skills Balance, Climb, Escape Artist, Hide,
Jump, Move Silently, Pick Pocket and Tumble.
Aura of Fear (Su): The most experienced devilish
servants can project an aura of fear as the representative
of their master held in high regard. Enemies within the
stated range of this ability suffer a 2 morale penalty
on all saving throws for as long as they remain within
range. This ability may be used as many times per day
as stated in the table.
Devotion to Master (Ex): Upon being linked to a
devil, the servant becomes extremely devoted to the
thoughts and needs of his master, and cannot resist
doing said masters bidding without a successful
Will saving throw. Note, however, that for all saving
throws of this nature, the devilish servant suffers a 4
penalty, and if the character fails, he is stricken with
incredible pain and damage equivalent to a successful
infict critical wounds attack by a 5th-level caster. See
Chapter 11: Spells in the Players Handbook for a
description of this spell.
Devilish Call (Sp): Higher-ranked devilish
servants have the ability to summon devils. However,
this ability may only summon devils as far away as
6,660 feet. This ability may only be used once per day.
In all other ways, this power is as the Devilish Call
Feat.
Devilish Feat: At the 8th and 10th levels, the
devilish servant receives a bonus devilish feat.
Characters may select any of the feats that they meet
the prerequisites for, though they do not need to be
devils (and may ignore the devil only prerequisite).
Devilish Qualities (Ex): Over time, the devilish
servant begins to take on many of the qualities of his
devil master. The servant gains the Devilish Qualities
feat, regardless of prerequisites.
Know Alignment (Su): To better serve and protect
their masters, devilish servants develop the ability to
know the alignment of any creature they look upon.
Telepathic Link (Su): Once bound to a master, the
devilish servant is telepathically linked so the master
may monitor his every action and thought. Though
few masters pay attention to all their servants at any
one time, this link allows the master and servant to
share information while the servant is running an
errand. The link, however, does not work the same
both ways; the only senses a servant receives from a
master are those the master permits, which usually
include pain when the master is attacked, or telepathic
summons. This telepathy has a range of 500 miles.
Foot Soldier
Foot soldiers in a devils army physically have
more in common with barbarians than any terrestrial-
bound fghter classes, but are a bit more patient and
intelligent. They are extremely rugged, forged in the
Hellish environment where they live and fght, and so
are tougher than the average warrior. While strength
and battle prowess is greatly prized in these fendish
fghters, so is a degree of discipline and a respect
for the rigid chain of command that binds them.
Still, given enough experience, the foot soldier can
harness the ability to make an effective frenzy attack
in combat.
Any type of devil can be a foot soldier, as long as it
has the strength and ability to fght, and the intelligence
to follow orders. Trained for organized combat, and
indoctrinated to serve their masters without question,
foot soldiers serve in the front lines of any major
confict typically waged between opposing devil
Devilish Servant
Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +0 +0 +0 +2 Telepathic link, devotion to master
2nd +1 +0 +0 +3 Alertness, skill focus
3rd +2 +1 +1 +3 Devilish Qualities
4th +3 +1 +1 +4 Endurance, skill focus
5th +3 +1 +1 +4 Devilish Call
6th +4 +2 +2 +5 skill focus
7th +5 +2 +2 +5 Toughness
8th +6 +2 +2 +6 Devilish Feat, Skill focus
9th +6 +3 +3 +6 Aura of fear 10 ft. 1/day, know alignment
10th +7 +3 +3 +7 Aura of fear 15 ft. 2/day, Devilish Feat, skill focus
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lords, but are rarely employed on the surface, except
to seize and hold particularly important objectives.
As they are raised from the ranks of the devilish
races, these foot soldiers possess all the standard devil
qualities, including fre and poison immunities, cold
and acid resistance, and the ability to see in any kind
of darkness. Unlike other devils, however, they do
not seek to corrupt or convert mortals to their will, as
they are trained to attack frst and foremost. Devil foot
soldiers are almost always fghter or barbarian classes,
though a few ranger-foot soldiers do appear from time
to time.
As NPCs, foot soldiers are rarely encountered on
the surface unless their commanders fnd something
worth invading. This is largely because the various
legions of Hell are constantly poised in readiness for
either other-planar attacks, or assaults launched by
opposing diabolic hordes. Individually, a foot soldier
may be encountered as a guard or a scout, and can
present quite a challenge. In large groups, they are
nearly unstoppable.
Hit Die: d10
Requirements
To qualify to become a foot soldier, a character
must fulfll all the following criteria:
Attributes: Strength 13+, Constitution 10+,
Intelligence 13+
Base Attack Bonus: 4+
Race: Any devil race.
Intimidate: 3 ranks
Feats: Toughness, Two-Weapon Fighting
Special: Must be lawful evil.
Class Skills
The foot soldiers class skills (and the key ability
for each skill) are Climb (Str), Craft (Int), Handle
Animal (Cha), Intimidate (Cha), Intuit Direction (Wis),
Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Use
Rope (Dex), and Swim (Str). See Chapter 4: Skills in
the Players Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifer
Class Features
All of the following are class features of the foot
soldier prestige class.
Weapon and Armor Profciency: Devil foot
soldiers are profcient with all simple and martial
weapons, with all types of armor, and with shields.
Note that armor check penalties for armor heavier
than leather apply to the skills Balance, Climb, Escape
Artist, Hide, Jump, Move Silently, Pick Pocket and
Tumble
Aura of Fear (Su): More experienced, higher
ranked foot soldiers can project an aura of fear as the
representative of their master held in high regard.
Enemies within the stated range of this ability suffer
a 2 morale penalty on all saving throws for as long as
they remain within range. This ability may be used as
many times per day as stated in the table.
Battle Frenzy (Ex): More experienced foot soldiers
can work themselves into a battle frenzy similar to the
barbarians rage ability (+4 Strength, +4 Constitution,
+2 morale bonus to Will saves, -2 AC penalty). When
in such a frenzy, the foot soldier gains 12 extra hit
points. This ability may be called upon as many times
per day as stated on the table, and has a duration of 6
rounds.
Damage Reduction (Ex): Veteran and elite foot
soldiers can shrug off some amount of injury from each
blow or attack. At sixth level, a devil foot soldier can
shrug off 5 points of damage per attack made by any
non-magical weapon, while tenth-level foot soldiers
ignore 10 points per attack on any weapon with less
than a +2 magical bonus. If the foot soldier already has
Damage Reduction, the two abilities do not stack.
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Devilish Feat: At the 4th and 8th levels, the foot
soldier receives a bonus devilish feat. Characters may
select any of the feats that they meet the prerequisites
for.
Fast Movement (Ex): Like a barbarian, the foot
soldier gains a speed advantage of +10 feet when
wearing no armor, light armor, or medium armor (and
not carrying a heavy load).
Summon Devil Soldiers (Sp): Higher-ranked foot
soldiers have the spell-like ability to summon devil
soldiers up to their own level as many times per day
as stated in the table. Using this ability, the foot soldier
may summon 2d10 foot soldiers 3 levels below its own,
with a 50% chance of success, or 1d6 foot soldiers 1 to
2 levels below its own, at a 40% chance of success. A
devil foot soldier attempting to summon another of
equal rank has only a 30% chance of success. If a foot
soldier already has the ability to summon other devils,
this ability may be used in addition to those abilities.
Uncanny Dodge (Ex): At higher levels, foot
soldiers develop the ability to react to dangers before
their senses would ordinarily allow. This ability
allows them to retain their Dexterity bonus to AC (if
any) regardless of whether they are caught fat-footed
or struck by an invisible attacker. Note that the foot
soldier still loses this bonus if immobilized.
Infernal General
The infernal general has progressed beyond
the numerous lesser offcers, lieutenants, and other
pretenders, and stands among the ranks of the truly
powerful. The general has played the great game well
enough to earn a place at a lords table. But, having
joined the ranks of his masters, the general discovers
a whole new hierarchy he must prove himself to. The
tasks expected of him become greater and the suspicion
of his true motives become more profound. It is not
enough to merely prove ones loyalty and power. The
general must constantly prove his competence and his
value.
Hit Die: d10
Requirements
To qualify to become an infernal general, a
character must fll all of the following criteria:
Alignment: Lawful evil
Base Attack Bonus: +15
Feat: Leadership
Special: Must be appointed to an offcer position
by an infernal lord and possess the infernal lieutenant
prestige class.
Special: Must be in good standing in the hierarchy
of the Hells (but needs not be a devil).
Special: Must have Spell Resistance, Regeneration
and Damage Reduction.
Class Skills
The infernal generals class skills (and the key
ability for each skill) are Bluff (Cha), Craft (Int),
Diplomacy (Cha), Gather Information (Cha), Intimidate
(Cha), Knowledge (all skills, taken individually) (Int),
Listen (Wis), Move Silently (Dex), Profession (Wis),
Sense Motive (Wis), and Spot (Wis). See Chapter 4:
Skills in Players Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifer
Class Features
All of the following are features of the infernal
general prestige class.
Foot Soldier
Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +1 +2 +0 +0 Battle frenzy 1/day; fast movement
2nd +2 +3 +0 +0 Expertise, improved initiative
3rd +3 +3 +1 +1 Combat refexes, bonus feat
4th +3 +4 +1 +1 Battle frenzy 2/day, Devilish Feat, uncanny dodge
5th +4 +4 +1 +1 Aura of fear 20 ft. 1/day, leadership bonus +1
6th +5 +5 +2 +2 Cleave, summon devils 1/day, damage reduction 5/+1
7th +6 +5 +2 +2 Battle frenzy 3/day, bonus feat
8th +6 +6 +2 +2 Aura of fear 30 ft. 2/day, Devilish Feat, leadership bonus +2
9th +7 +6 +3 +3 Battle frenzy 4/day, summon devil soldiers 2/day
10th +8 +7 +3 +3 Aura of fear 40 ft. 3/day, leadership bonus +3, damage
reduction 10/+2
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Weapon and Armor Profciencies: Infernal
generals are profcient with all simple and martial
weapons, with all types of armor (light, medium,
and heavy), and with shields. Note that armor check
penalties for armor heavier than leather apply to the
skills Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Pick Pocket and Tumble
Obligation: At 1st, 3rd, 5th, 7th and 9th level, the
infernal general must prove his worth to his superiors
in order to advance further within this prestige class.
The general must fulfll a mission given to him by an
infernal lord. The mission is ultimately up to the GM,
but here are some suggested missions:
Corrupt a powerful mortal on the Prime Material
Plane
Retrieve an artifact stolen from the Hells
Destroy or discredit a general working for a rival
lord
Slay a powerful good creature or a celestial of
equivalent power
Desecrate a greater temple of good
Undermine a plot to remove the generals lord
from power
Command a legion of the Hells in a victorious
battle
Until the obligation is fulflled to the satisfaction
of the lord, the character cannot take another level of
infernal general.
Summon Devils: At 2nd, 4th, 6th, and 8th level,
the infernal general may improve his innate ability to
summon other devils. Each time the general gains this
power, he can choose one of the following options:
Add 30% to the chance to summon a devil (for
example, a gelugon changes his 35% chance to
summon 1d6 hamatulas into a 65% chance).
Add two more devils to the number he can
summon of one type (for example, a gelugon can
change his ability to summon 1d6 hamatulas to
summon 1d6+2 hamatulas).
The effects of this power are cumulative and can
be applied multiple times.
Infernal General
Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +1 +2 +0 +2 Obligation
2nd +2 +3 +0 +3 Summon devils, dark boon
3rd +3 +3 +1 +3 Devilish Feat, Obligation
4th +4 +4 +1 +4 Summon devils, dark boon
5th +5 +4 +1 +4 Obligation
6th +6 +5 +2 +5 Devilish Feat, Summon devils, dark boon
7th +7 +5 +2 +5 Obligation
8th +8 +6 +2 +5 Summon devils, dark boon
9th +9 +6 +3 +6 Devilish Feat, Obligation
10th +10 +7 +3 +7 The gift of the devil lords
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Dark Boon: At 2nd, 4th, 6th, and 8th level, the
infernal general gains the beneft of fulflling the
previous obligation. He may choose one the following
boons. Each boon can only be taken once as an infernal
general, however they do stack with Dark Boons
gained as an infernal lieutenant:
Spell Resistance: The infernal general is gifted
with additional resistance to magic increasing his
Spell Resistance by +2, stackable with other racial
abilities or Devilish Feats.
Damage Reduction: The infernal general is
gifted with a +5 bonus to his Damage Reduction,
stackable with other racial abilities or Devilish
Feats. An erinyes, for example, might increase
from 10/+1 to 15/+1. Damage Reduction can not
be increased over 30.
Weapon Resistance: The infernal general is
gifted with additional resistance to non-magic
weapons raising the required enchantment level
to overcome the devils Damage Resistance by
+1, stackable with other racial abilities or Devilish
Feats. An erinyes, for example, would increase
from a 10/+1 to a 10/+2. If the damage reduction
for the general is only silver this boon increases
the enchantment level required to bypass it to
a +1. Weapon resistance cannot be increased
beyond +4.
Regeneration: The infernal general is gifted with
greater powers of regeneration increasing the rate
he heals by +1, stackable with other racial abilities
or Devilish Feats. A kyton, for example, would
increase from Regeneration 2 to Regeneration 3.
Improved Regeneration: The infernal general
is gifted with greater powers of regeneration
by making one type of damage that bypasses
his regeneration no longer do so, stackable with
other racial abilities or Devilish Feats. The only
weaknesses that may never be removed are from
holy and blessed weapons. For example, using
this boon, Kyton can stop taking normal damage
from fre.
Terrifying Demeanor: The infernal generals aura
of fear is increased in potency, stackable with
other racial abilities or Devilish Feats. The DC to
save against the aura of fear is increased by +4.
For example, a pit fend who took this boon would
require a save of DC 23 to resist the fear aura.
Devilish Feat: At the 3rd, 6th and 9th levels,
the infernal general receives a bonus devilish feat.
Characters may select any of the feats that they meet
the prerequisites for, though they do not need to be
devils (and may ignore the devil only prerequisite).
Gift of the Devil Lords: At 10th level, the infernal
general gains a token of respect from the infernal lords.
The infernal general gains a single magical artifact of
the GMs choice.
Infernal Lieutenant
In Hell, mere power is not enough to rise in the
ranks of the damned. A devil must also play the great
game. The aspirant must serve in the ranks of legions
of Hell and make his superiors more powerful before
the petitioner will be allowed to enter into the counsels
of the powerful. The hierarchy of the Hells is utterly
devoid of altruism and anyone who would see a
higher rank must force those above to recognize their
talents.
The Infernal Lieutenant has begun walking this
long and patience-trying road. This is the effort of a
thousand lifetimes. The masters whose attention they
would attract are immortal and jaded. Small matters
do not merit the attention of an Infernal General and
they require continual tests of loyalty. The Infernal
Generals who lord over the lieutenants are rarely
interested in anything but their own power. If the
lieutenants can prove themselves indispensable, the
Generals will be forced to acknowledge them and
perhaps eventually they will even accept the lieutenant
into their own ranks.
Hit Die: d10
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Requirements
To qualify to become an Infernal Lieutenant, a
character must fll all of the following criteria:
Alignment: Lawful Evil
Base Attack Bonus: +10
Feat: Leadership
Special: Must be appointed to an offcer position
by an Infernal General.
Special: Must be in good standing in the hierarchy
of the Hells (but needs not be a devil).
Class Skills
The Infernal Lieutenants class skills (and the
key ability for each skill) are Bluff (Cha), Craft (Int),
Diplomacy (Cha), Intimidate (Cha), Knowledge (all
skills, taken individually) (Int), Listen (Wis), Move
Silently (Dex), Profession (Wis) and Spot (Wis).
See Chapter 4: Skills in Players Handbook for skill
descriptions.
Skill Points at Each Level: 4 + Int modifer
Class Features
All of the following are features of the Infernal
Lieutenant prestige class.
Weapon and Armor Profciencies: Infernal
Lieutenants are profcient with all simple and martial
weapons, with all types of armor (light, medium
and heavy) and with shields. Note that armor check
penalties for armor heavier than leather apply to the
skills Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Pick Pocket and Tumble.
Lesser Obligation: At 1st, 3rd, 5th, 7th and 9th
level, the Infernal Lieutenant must prove his worth to
his superiors in order to continue to advance within
this prestige class. The lieutenant must fulfll a mission
given to him by an Infernal General. The mission is
ultimately up to the GM, but here are some suggested
missions:
Corrupt an important mortal on the Prime
Material Plane
Retrieve a magic item stolen from the Hells
Destroy or discredit a lieutenant working for a
rival general
Slay a good creature or celestial of equivalent
power
Desecrate a temple of good
Slay a demon who was an enemy in the Battle of
Everafter.
Until the obligation is fulflled to the satisfaction
of the General, the Lieutenant cannot advance to the
next level regardless of his experience point total.
Summon Devil: At 2nd, 4th, 6th and 8th level, the
Infernal Lieutenant may improve their innate ability
to summon other devils. Each time the lieutenant
gains this power, he can choose one of the following
options:
Add 25% to the chance to summon a devil (for
example, a Gelugon change his 35% chance to
summon 1d6 hamatulas in to a 60% chance).
Add one more devil to the number he can
summon of one type (for example, a Gelugon can
chance his power to summon 1d6 hamatulas in to
a power to summon 1d6+1 hamatulas).
The effects of this power are cumulative and can
applied multiple times.
Dark Boon: At 2nd, 4th, 6th and 8th level, the
Infernal lieutenant gains the beneft of fulflling the
obligation. They may choose one the following boons.
Each of these boons can only be taken once:
Infernal Lieutenant
Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +1 +2 +0 +0 Lesser Obligation
2nd +2 +3 +0 +0 Summon Devil, Dark Boon
3rd +3 +3 +1 +1 Devilish Feat, Lesser Obligation
4th +4 +4 +1 +1 Summon Devil, Dark Boon
5th +5 +4 +1 +1 Lesser Obligation
6th +6 +5 +2 +2 Devilish Feat, Summon Devil, Dark Boon
7th +7 +5 +2 +2 Lesser Obligation
8th +8 +6 +2 +2 Summon Devil, Dark Boon
9th +9 +6 +3 +3 Devilish Feat, Lesser Obligation
10th +10 +7 +3 +3
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Spell Resistance: The infernal lieutenant is gifted
with additional resistance to magic, stackable
with other racial abilities or Devilish Feats. The
Spell Resistance of the devil is increased by +2. If
the infernal lieutenant has no spell resistance, then
he gains a spell resistance of 5.
Damage Reduction: The infernal lieutenant is
gifted with additional resistance to damage,
stackable with other racial abilities or Devilish
Feats. The amount of damage reduction is +5. So,
for example, if the devil is an Erinyes, her damage
reduction is increased from 10/+1 to 15/+1. If the
infernal lieutenant has no damage reduction, then
he gains a damage reduction 5/silver.
Weapon Resistance: The infernal lieutenant is
gifted with additional resistance to non-magic
weapons, stackable with other racial abilities or
Devilish Feats. The enchantment level required
to over the devils damage resistance is increased
by +1. So, for example, if the devil is an Erinyes
her damage reduction is increased from 10/+1 to
10/+2. If the infernal lieutenant has no damage
reduction then he must frst take the Damage
Reduction boon above before he can beneft from
this one. If the damage reduction for a devil is
only silver, this boon increases the enchantment
level required to harm to a +1.
Regeneration: The infernal lieutenant is gifted
with greater powers of regeneration, stackable
with other racial abilities or Devilish Feats. The
regeneration amount is increased by +1. So, for
example, if the devil is a kyton with regeneration
2, this boon increases the ability to regeneration 3.
If the devil has no regeneration ability this boon
afford regeneration 2 (take normal damage from
fre, acid, holy or blessed weapons).
o Cold Immunity: The infernal lieutenant
is now immune to cold instead of merely
resistant.
o Acid Immunity: The infernal lieutenant
is now immune to acid instead of merely
resistant.
Devilish Feat: At the 3rd, 6th and 9th levels,
the infernal lieutenant receives a bonus devilish feat.
Characters may select any of the feats that they meet
the prerequisites for, though they do not need to be
devils (and may ignore the devil only prerequisite).
Infernal Lord
At last, the infernal lord has taken his place as a
prince of the damned, and still he fnd himself at the
bottom of an intricate and vast hierarchy. The infernal
lords serve the arch-devils who rule each of the Nine
Hells. The great game has been replaced by an even
greater game with far greater stakes. The lord is now a
frmly entrenched player in the politics of Hell, but he
is still obligated to the arch-devils. The arch-devils are
even more suspicious and demanding than the former
masters the lord once bowed to. Anyone who has
achieved this level power can never be trusted. Their
ambition is obvious.
Hit Die: d12
Requirements
To qualify to become an infernal lord, a character
must fll all of the following criteria:
Alignment: Lawful evil
Base Attack Bonus: +20
Feat: Leadership
Special: Must be appointed to a position of
rulership by an arch-devil or evil deity.
Special: Must be in good standing in the hierarchy
of the Hells (but need not be a devil).
Special: Must have Spell Resistance, Regeneration
and Damage Reduction.
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Class Skills
The infernal lords class skills (and the key ability
for each skill) are Bluff (Cha), Craft (Int), Diplomacy
(Cha), Gather Information (Cha), Handle Animal
(Cha), Intimidate (Cha), Knowledge (all skills, taken
individually) (Int), Listen (Wis), Move Silently (Dex),
Profession (Wis), Ride (Dex), Sense Motive (Wis), and
Spot (Wis). See Chapter 4: Skills in Players Handbook
for skill descriptions.
Skill Points at Each Level: 6 + Int modifer
Class Features
All of the following are features of the infernal
lord prestige class.
Weapon and Armor Profciencies: Infernal lords
are profcient with all simple and martial weapons,
with all types of armor (light, medium, and heavy),
and with shields. Note that armor check penalties for
armor heavier than leather apply to the skills Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Pick
Pocket and Tumble
Greater Obligation: At 1st, 3rd, 5th, 7th and 9th
level, the infernal lord must prove his worth to his
superiors in order to advance within this prestige class.
The lord must fulfll a mission given to him by one of
the princes of darkness. The mission is ultimately up to
the GM, but here are some suggestions:
Slay a powerful celestial of equivalent power.
Destroy a celestial artifact.
Slay a demon lord who fought against Hell in the
Battle of Everafter.
Destroy or discredit a lord working for a rival
Arch-devil.
Convert a powerful paladin to the service of Hell
Undermine a major scheme by an enemy of Hell.
Command several legions of Hell in a great
victory.
Until the obligation is fulflled to the satisfaction
of the arch-devil or deity, the character cannot take
another level of infernal lord.
Summon Devils: At 2nd, 4th, 6th, and 8th level,
the infernal lord may improve his innate ability to
summon other devils. Each time the lord gains this
power, he can choose one of the following options:
Add 35% to the chance to summon a type of devil
(for example, a gelugon changes his 35% chance to
summon 1d6 hamatulas into a 70% chance).
Add three more devils to the number he can
summon of one type (for example, a gelugon can
change his ability to summon 1d6 hamatulas to
summon 1d6+3 hamatulas).
The effects of this power are cumulative and can
be applied multiple times.
Dark Boon: At 2nd, 4th, 6th, and 8th level, the
infernal lord gains the beneft of fulflling the previous
obligation. They may choose one the following boons.
Each boon can only be taken once as an infernal lord,
however they stack with Dark Boons gained as an
infernal lieutenant and an infernal general:
Spell Resistance: The infernal lord is gifted with
additional resistance to magic raising his Spell
Resistance by +2, stackable with other racial
abilities or Devilish Feats.
Damage Reduction: The infernal lord is gifted
with a +5 bonus to his Damage Reduction,
stackable with other racial abilities or Devilish
Feats. An erinyes, for example, would increase
from 10/+1 to 15/+1. Damage Reduction can not
be increased over 30.
Infernal Lord
Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +1 +2 +2 +2 Greater obligation
2nd +2 +3 +3 +3 Devilish Feat, Summon devils, dark boon
3rd +3 +3 +3 +3 Greater obligation
4th +4 +4 +4 +4 Devilish Feat, Summon devils, dark boon
5th +5 +4 +4 +4 Greater obligation
6th +6 +5 +5 +5 Devilish Feat, Summon devils, dark boon
7th +7 +5 +5 +5 Greater obligation
8th +8 +6 +6 +6 Devilish Feat, Summon devils, dark boon
9th +9 +6 +6 +6 Greater obligation
10th +10 +7 +7 +7 Devilish Feat
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Weapon Resistance: The infernal lord is gifted
with additional resistance to non-magic weapons
raising the required enchantment level to
overcome the devils Damage Resistance by +1,
stackable with other racial abilities or Devilish
Feats. An erinyes, for example, would increase
from a 10/+1 to a 10/+2. If the damage reduction
for the lord is only silver this boon increases the
enchantment level required to bypass it to a +1.
Weapon resistance cannot be increased beyond
+4.
Regeneration: The infernal lord is gifted with
greater powers of regeneration increasing the rate
he heals by +1, stackable with other racial abilities
or Devilish Feats. A kyton, for example, would
increase from Regeneration 2 to Regeneration 3.
Symbol: The infernal lord gains the ability to use
the spell symbol (any) 1/day, stackable with other
racial abilities or Devilish Feats. This spell-like
ability is as the spell cast by a 17th-level sorcerer.
Meteor Swarm: The infernal lord gains the ability
to use the spell meteor swarm 1/day, stackable
with other racial abilities or Devilish Feats. This
spell-like ability is as the spell cast by a 17th -level
sorcerer.
Devilish Feat: At the 2nd, 4th, 6th, 8th and 10th
levels, the infernal lord receives a bonus devilish feat.
Characters may select any of the feats that they meet
the prerequisites for, though they do not need to be
devils (and may ignore the devil only prerequisite).
Mortal Spokesman
His gaze is level, his manner smooth, and though
his smile comes easily, one cannot help but feel a chill
in his presence. He is what happens when a devil
manages to corrupt an otherwise upstanding pillar of
the community. Now bent to the will of a dark lord, the
mortal spokesperson uses his charisma and infuence to
act as his masters offcial representative, not merely a
messenger or servant, but a diplomat and broker. For
all intents and purposes, the mortal spokesperson is the
voice of his master, authorized to make and break deals
between other mortals and the devils themselves.
Mortal spokesmen can hail from any race intelligent
enough to believe in gods and devils. Most often, they
are former clerics, disillusioned or otherwise turned
away from their patron deities by the devil or devils
they now serve. Almost as common, however, are
converted business leaders, merchants, and even the
odd monk or fallen paladin. Seduced by promises of
power, wealth, revenge, or some other form of self-
aggrandizement, the mortal spokesperson now uses
his own talents enhanced by powers granted by his
patron to infuence and lead others down a path of
corruption. Infuence is the key word here, as the mortal
spokesperson rarely acts directly in the affairs of others,
preferring subtle innuendo, or unspoken threats, to keep
his involvement deniable.
Encountered as NPCs, mortal spokesmen usually
present the appearance and manner of whatever they
were before their conversion. Most often, they are
converted clerics, now trying to sway their fock subtly
to devil worship, or merchants attempting a sly bargain
for ones immortal soul. Still others could be nobility,
corrupted by a devil and working on expanding a
personal power base in the name of their masters.
Hit Die: d8
Requirements
Characters must meet the following criteria to enter
the mortal spokesperson prestige class:
Attributes: Charisma 13+, Intelligence 13+
Base Attack Bonus: 3+
Diplomacy: 5 ranks
Innuendo: 3 ranks
Sense Motive: 2 ranks
Feats: Iron Will, Leadership
Special: Regardless of origin, the characters
alignment becomes lawful evil upon falling under the
sway of a devil and becoming a mortal spokesperson .
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Clerics who become mortal spokesmen can no longer
use spells of their original patron deity, unless that deity
is also lawful evil.
Class Skills
The mortal spokesperson s class skills (and the key
ability for each skill) are Concentration (Con), Craft (Int),
Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge
(religion) (Int), Profession (Wis), Ride (Dex), Scry (Int),
Sense Motive (Wis), and Spellcraft (Int). See Chapter 4:
Skills in the Players Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifer
Class Features
All of the following are class features of the mortal
spokesman prestige class.
Weapon and Armor Profciency: Mortal spokesmen
are profcient with all simple weapons and with light
armors. Note that armor check penalties for armor
heavier than leather apply to the skills Balance, Climb,
Escape Artist, Hide, Jump, Move Silently, Pick Pocket
and Tumble.
Devilish Feat: At the 2nd, 5th, and 8th levels,
the mortal spokesman receives a bonus devilish feat.
Characters may select any of the feats that they meet the
prerequisites for, though they do not need to be devils
(and may ignore the devil only prerequisite).
Fascinate (Sp): The mortal spokesperson s gift with
words allows him the ability to cause a single creature to
become fascinated with him, in the same way a bard may
do so using song. The effects and rules are identical in
every way to the bard ability to fascinate, except that the
spokesperson s check is made using Diplomacy rather
than Perform. See Chapter 3: Classes in the Players
Handbook for a description and rules of the Bards
fascinate ability.
Spells (Sp): A mortal spokesperson gains the ability
to cast divine spells from two of the following domains.
To cast a spell, the spokesman must have a Wisdom
score of at least 10 + the spells level, so a spokesman
with an Wisdom of 10 or lower cannot cast these spells.
Spokesman bonus spells are based on Wisdom and
saving throws against these spells have a DC of 10 +
spell level + the spokesmans Wisdom modifer (if any).
When the spokesman gets 0 spells of a given level, such
as 0 1st-level spells at 2nd level, he gets only bonus spells
(a spokesman without a bonus spell for that level cannot
yet cast a spell of that level). The spokesmans spell list
appears below. A spokesman has access to any spell on
the list and can freely choose which to prepare, just like
a cleric. The domains to be used must be chosen upon
becoming a mortal spokesperson. The domains are:
Chaos, Death, Destruction, Evil, Fire, Travel, Trickery,
and War. If the mortal spokesman is also a spellcaster,
he retains those abilities and continues to advance
as normal in that class. See Chapter 11: Spells in the
Players Handbook for spell descriptions.
Suggestion (Sp): The mortal spokesperson, like a
bard, may also make a spell-like suggestion to a creature
he has already fascinated. Once more, the only difference
is that the spokesperson uses Diplomacy in place of
Perform.
Summon Devils (Sp): Higher-ranked mortal
spokesmen possess the spell-like ability to summon
devils of any kind up to their own level as many times
per day as stated in the table. At 5th and 8th levels, this
ability may be used to summon 1d6 devils with a 50%
chance of success. At 10th level, this ability may be used
to summon 2d10 devils of any class up to 7th level with a
50% chance of success, or to summon the spokespersons
master with a 25% chance of success. This ability may be
used as many times as indicated in the table.
Telepathic Link (Su): Once bound to a master,
a mortal spokesperson is telepathically linked so his
master may monitor his every action and thought.
When speaking with others their masters behalf, mortal
Mortal Spokesman
Class Base Fort Ref Will Spells per Day
Level Attack Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +0 +1 +0 +2 Tongues, Telepathic Link
2nd +1 +2 +0 +3 Devilish Feat, Fascinate 0
3rd +1 +2 +1 +3 Leadership +1 1
4th +2 +3 +1 +4 Suggestion 1 0
5th +2 +3 +1 +4 Devilish Feat, Summon devils 1/day 1 1
6th +3 +4 +2 +5 Leadership +2 1 1 0
7th +3 +4 +2 +5 Telepathy 1 1 1
8th +4 +5 +2 +6 Devilish Feat, Summon devils 2/day 2 1 1 0
9th +4 +5 +3 +6 Leadership +3 2 1 1 1
10th +5 +6 +3 +7 Improved Summon devils 3/day 2 2 1 1
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spokesmen are often closely watched through this link,
and coached through negotiations or discussions. The
master can close this link at any time, and often offers
such privacy as a reward for good service. This link has
a range of 800 miles.
Telepathy (Su): High-ranking mortal spokesmen
can communicate telepathically with any creature
within 80 feet that has a language.
Soul Corruptor
Manipulative and calculating, soul corruptors
use powerful magical abilities to infuence and warp
the mind of victims both powerful and lowly. A soul
corruptor can be of any race, though a devilish soul
corruptor must disguise his true identity in order to
gain the trust of his intended victim (called a charge).
Soul corruptors often work for powerful patrons, who
help them select their next target, though freelancers
should not be underestimated. Even though they only
manipulate one persons mind, a soul corruptor who
chooses wisely can alter the policies and activities of
an entire nation.
Soul corruptors are always evil, and therefore
cannot be paladins (though fallen paladins can
make exceptional soul corruptors). Bards, clerics,
and wizards often excel at this class, as they most
commonly associate with kings and other people
of infuence. Barbarians have no patience for the
intricacies of the class, while druids and rangers prefer
not to be so closely tied to urban political powers.
Hit Die: d6
Requirements
Characters must meet the following criteria to
become a soul corruptor:
Bluff: 7 ranks
Disguise: 8 ranks
Diplomacy: 7 ranks
Intimidate: 4 ranks
Sense Motive: 6 ranks
Alignment: Lawful or neutral evil
Languages: Must be able to speak at least 3
languages besides Common.
Special: Must be, or be able to assume, a
humanoid form not alarming to the soul corruptors
intended target (for most humans this would include
dwarves, elves, gnomes, and halfings).
Class Skills
The soul corruptors class skills (and the key
ability for each skill) are Bluff (Cha), Craft (Int),
Disguise (Cha), Diplomacy (Cha), Forgery (Int), Gather
Information (Chat), Innuendo (Wis), Intimidate (Cha),
Knowledge (nobility and royalty) (Int), Profession
(Wis), Read Lips (Int), Sense Motive (Wis), and Speak
Language (None). See Chapter 4: Skills in the Players
Handbook for skill descriptions.
Skill Points at Each Level: 6 + Int modifer
Class Features
All of the following are class features of the soul
corruptor prestige class.
Weapon and Armor Profciency: Soul corruptors
receive no additional weapon or armor profciencies.
Note that armor check penalties for armor heavier
than leather apply to the skills Balance, Climb, Escape
Artist, Hide, Jump, Move Silently, Pick Pocket and
Tumble.
Wolf in Sheeps Clothing (Su): At 1st level, a
soul corruptor is able to present a friendly and non-
threatening demeanor toward a potential charge. The
soul corruptor must be able to speak a language his
target understands. In order to use this ability, the
soul corrupter must speak with the potential charge
for at least 10 minutes. At the end of that time, the
target makes a saving throw (DC 10 + Charisma score
+ levels of soul corrupter). A failed save means the
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charge is affected as if by a charm person spell. The
effect lasts for 1 month, at which time the charge may
make a new save.
The DC increases by 1 every month the soul
corrupter maintains a relationship with his charge.
Devilish Feat: At the 2nd, 5th and 8th levels,
the soul corruptor receives a bonus devilish feat.
Characters may select any of the feats that they meet
the prerequisites for, though they do not need to be
devils (and may ignore the devil only prerequisite).
Unholy Deception (Ex): Beginning at 2nd level,
the soul corruptor gains a profane bonus to all checks
involving deception. This includes the skills Bluff,
Disguise, and Forgery, as well as saving throws to
overcome spells and effects such as a zone of truth.
Aside from these examples, the GM has fnal say
on when the bonus can be applied. At 2nd level, the
bonus is +1, and it increases every other level until it is
+5 at 10th level.
Cloaked in Lies (Su): Abilities that detect
alignment (such as a paladins detect evil ability) do not
show the soul corrupter as evil. The soul corrupter can
choose to appear either as true neutral, or as good with
the same law/chaos designator.
Persuasive (Ex): A 5th-level soul corruptor has
learned enough of deception and subterfuge that he
gains a +2 circumstance bonus to all Bluff, Disguise,
Diplomacy, Innuendo, and Intimidate checks.
Forked Tongue (Su): At 7th level, the soul
corruptor gains the ability to make his charge hear
something other than what he says. The soul corruptor
must have been with his charge for at least 3 months
before he can use this ability. With this ability, the
soul corruptor can say something to one or more
other people, while his charge hears only what the
soul corruptor wants him to hear, whether it is a
slight modifcation of his true words or the complete
opposite of what he says. This is a mind-affecting
supernatural ability that the soul corruptor can use
once per day per level of soul corruptor.
Dark Whisperings (Su): Beginning at 9th level,
the soul corruptor can cast all divination, enchantment,
and illusion spells and spells with the Evil descriptor
as if affected by the Silent Spell feat. This use allows
the spell to be cast at its normal level.
Enthrall (Su): Once per day, a 9th level soul
corruptor who has spent at least one year with his
charge can take complete control over his charge.
This control is physically absolute, though of course
he cannot control his charges thoughts. The bond is
telepathic, with an unlimited range that cannot cross
planar boundaries; line of sight is not necessary. If
the soul corruptor commands his charge to perform
an obviously suicidal act, his charge can make a Will
save (DC 10 + soul corruptor level + Charisma score) to
resist the order. Succeeding at this save does not break
the relationship of the charge and soul corruptor.
Create Protg (Ex): After spending at least
18 months controlling a victim, the 10th level soul
corruptor can release his charge. By that time, the
charge has become so depraved and wicked that it
is unlikely he will be able to turn away from his evil
ways. At this stage, the charge (now called a protg),
can no longer make any saving throws to resist the
temptations of evil. In order to redeem a protg,
someone must fnd the good that remains within him
and draw it out, much as the soul corrupter drew out
the protgs evil. How this is done is up to the GM,
but should at the very least involve a quest of some
sort.
A protg can take the soul corrupter prestige
class, if he meets the prerequisites.
Soul Corruptor
Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +0 +2 +0 +2 Wolf in sheeps clothing
2nd +1 +3 +0 +3 Devilish Feat, Unholy deception +1
3rd +1 +3 +1 +3 Cloaked in lies
4th +2 +4 +1 +4 Unholy deception +2
5th +2 +4 +1 +4 Devilish Feat, Persuasive
6th +3 +5 +2 +5 Unholy deception +3
7th +3 +5 +2 +5 Forked tongue
8th +4 +6 +2 +6 Devilish Feat, Unholy deception +4
9th +4 +6 +3 +6 Dark whisperings, enthrall
10th +5 +7 +3 +7 Unholy deception +5, create protg
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Devils as Other
Classes
Typically, devils disdain classes available to mere
mortals, electing instead to advance in classes available
only to devils themselves. Further, some classes are not
ordinarily available to devils, as a devils lawful evil
alignment is not compatible with the class alignment
restrictions. However, a few devils are not aware of
their true nature, and so may only advance in the
character classes allowed to mere mortals; similarly,
devils unaware of their devilish heritage may be of
an alignment other than lawful evil, allowing access
to character classes that would otherwise be forbidden
to them on these grounds. Even once such beings
discover their true natures, some elect to continue to
gain levels in their original class or classes, often to
avoid incurring the XP penalty for multiclassing into
one of the devil only classes.
The additional advantages and restrictions in
these rules apply only to devilish characters that have
levels in the following classes.
The following class benefts are modifed in as
listed under each class.
Class Skills: In some cases, skills that are
considered class skills for mundane characters are
considered cross class skills for devilish characters of
the same class. Such instances are noted here.
Class and Level Bonuses: Devilish characters of
some classes gain class and level bonuses at different
rates. This may include base attack bonuses or save
bonuses. In these cases, the accompanying table
indicates the new bonus the devilish character receives
at each level for that class.
Spells per Day: Devilish spell casters, in a few
cases, receive a different amount of spells per day than
mundane characters of the same class. In such cases,
the accompanying table indicates the new number of
spells per day the devilish character knows and may
cast at each level.
Class Abilities: The class abilities are devilish
characters are sometimes modifed due to these
characters devilish natures. In most cases, these
abilities are simply modifed as indicated in each
entry. A few class abilities, however, are replaced with
entirely new class abilities granted only to devilish
characters. In such cases, these new abilities are noted
under the entry for the mundane class ability they
replace. Such replacement abilities are gained at the
same level as the abilities they replace, and except
where noted otherwise, function in the same fashion.
Finally, a few devilish classes gain entirely new
abilities, which are fully described in the appropriate
section.
Barbarian
Class Skills: Handle Animal and Ride are
considered cross class skills for devilish barbarians.
Illiteracy: Devil barbarians do not need to spend
2 skill points to learn how to read and write. Devil
barbarians can automatically read and write any
language they are able to speak.
Barbarian Rage: Due to his naturally lawful
tendencies, a devilish barbarians rage is not as
effective as his mundane counterparts. He gains only
+2 bonus to Strength and Constitution resulting in
only 1 additional hit point per level. Finally, a devil
barbarians rage lasts only a number of round equal
to 1 + the characters (newly improved) Constitution
modifer. A barbazu barbarian may use the barbarians
rage ability as described in the Players Handbook.
Damage Reduction: A devil barbarians damage
reduction is enhanced by his unique nature. Starting
at 8th level, a devil barbarian subtracts 1 from the
damage he takes each time he suffers damage. At 11th
level, this damage reduction rises to 2/-. At 14th it
increases once more to 3/-; at 17th, 4/-; and fnally at
20th, 5/-. Further, this damage reduction stacks with
any damage reduction gained by the devil through
devilish feats.
Bard
Bardic Knowledge: A devil bard gains a +4
circumstance bonus to any bardic knowledge checks
made to determine whether he is knowledgeable
regarding any aspect of Hell, devils, or devilish
society, but a -2 circumstance penalty to any bardic
knowledge checks made to determine whether his
is knowledgeable regarding the planes of good,
celestials, or celestial society.
Cleric
Domain Spells: Devilish clerics who are of good
or neutral alignment may cast spells as normal, despite
their heritage. That said, a devilish cleric loses access
to his deitys domain spells, and instead chooses two
of the following domains from which to cast domain
spells: Destruction, Evil, Law, and War.
Spontaneous Casting: Regardless of a devilish
clerics alignment, he is naturally profcient with
wielding negative energy, rather than positive.
Therefore, he may only use the spontaneous casting
ability to convert spells into an infict spell (a spell with
infict in its name). However, unlike most clerics,
devil clerics may use spontaneous casting to convert
domain spells into infict spells.
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Chaotic, Evil, Good, and Lawful Spells: Clerics
cannot normally cast spells of an alignment opposed
to his own or his deitys. Devil clerics that are of an
alignment other than lawful evil, regardless of their
heritage, may do so.
Turn or Rebuke Undead: Similarly to a devil
clerics spontaneous casting restriction, devil clerics
may never turn undead. Evil devil clerics rebuke
undead as normal, and both good and neutral devil
clerics have the ability to rebuke undead, rather than
turn them.
Druid
Class Skills: Animal Empathy and Handle Animal
are considered cross class skills for devil druids.
Chaotic, Evil, Good, and Lawful spells: The
usual restriction on casting spells of an alignment
opposed to the druids own is waived. Instead, the
devilish druid cannot spells associated with Chaos or
Good, regardless of his alignment.
Animal Companion: Devil druids do not begin
play with an animal companion, nor may they gain
one during play. Instead, devil druids may begin play
with a magical beast companion, as if the creature was
befriended with the animal friendship spell. Further,
subsequent castings of animal friendship by the devil
druid may target magical beasts rather than animals. A
devil druids magical beast companions Hit Dice are
restricted in the same fashion as a mundane druids
animal companions Hit Dice.
Wild Shape: Though a devil druid may use this
ability as normal, his animal form betrays his devilish
nature in some subtle fashion. As such, he does not
gain the usual +10 bonus to his Disguise check when
using this spell to create a disguise. Further, any other
creature of the same kind as the devil druids wild shape
will likely attack or fee if it notices the devil druids
true nature. Such creatures receive a Spot check
(opposed by the devil druids disguise check) to notice
his true nature. The devil druid and the creature than
make opposed Charisma checks: if the devil druid
wins, the creature fees; if the animal wins, it attacks.
When the devil druid gains the ability to assume
the shape of an elemental with this spell, he may only
change into a fre elemental (not air, earth, or water).
However, he may change into a Huge fre elemental,
whereas mundane druids are restricted to Small,
Medium-size, and Large elementals.
Fighter
Class Skills: Ride is considered a cross class skill
for devil fghters.
Bonus Feats: A devil fghter receives bonus feats
just as his mundane counterparts. However, the devil
fghters list of available bonus feats is increased due
to his infernal nature. In addition to the usual feats
available for a mundane fghters bonus feat, a devil
fghter may select any feat with a racial prerequisite
matching his demonic race.
Weapon Specialization: Devil fghters may never
take the Weapon Specialization feat.
Monk
Saves Bonuses: Monks, in order to attain the
perfection of self they strive for, must overcome internal
confict and attain a preternatural understanding of
the self. Since devil monks often are not even aware
of their true natures, or choose to deny it and continue
striving to pursue mortal perfection, their class saving
throw bonuses are replaced with the following values.
Devil Monk
Saving Throw Bonuses
Class Fort Ref Will
Level Save Save Save
1st +1 +1 +1
2nd +2 +2 +2
3rd +2 +2 +2
4th +2 +2 +2
5th +3 +3 +3
6th +3 +3 +3
7th +4 +4 +4
8th +4 +4 +4
9th +4 +4 +4
10th +5 +5 +5
11th +5 +5 +5
12th +6 +6 +6
13th +6 +6 +6
14th +6 +6 +6
15th +7 +7 +7
16th +7 +7 +7
17th +8 +8 +8
18th +8 +8 +8
19th +8 +8 +8
20th +9 +9 +9
Unarmed Strike: Despite their lack of internal
balance, devil monks attain preternatural combat
prowess with uncanny ease. A devil monk may use
the furry of blows ability even when taking a normal
attack action (whereas mundane monks must take a
full attack action to beneft from this ability). Devil
monks still may not use furry of blows while fghting
defensively, however.
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Still Mind: Due to their lack of understanding
of their own selves, devil monks do not gain the
usual +2 bonus to saving throws and effects from the
Enchantment school. Instead, devil monks receive a +2
bonus to saves against spells and effects with the Evil
or Law descriptor.
Diamond Body: As devils are naturally immune
to poison, this ability has no effect on devil monks.
Abundant Step: The monks effective caster level
for this ability is equal to his actual level, rather than
one half his level rounded down.
Diamond Soul: A devil monks spell resistance
gained through this ability is cumulative with any
spell resistance granted due to his race or devilish feats
(this overrides the usual rules for spell resistance).
However, a devil monk may never voluntarily lower
his spell resistance for any reason, so even spell casters
who target the devil monk with benefcial spells must
make a caster level check to overcome the devil monks
spell resistance.
Perfect Self: Upon gaining this ability, the devil
monk gains sudden insight as to his true nature
(assuming he has not learned of it already). He
may choose to either embrace his devilish nature or
abandon it. In the former case, the monks alignment
changes to lawful evil. If the monk chooses to
abandon his devilish nature, however, he never gains
any additional devilish feats or abilities normally
available to devils. Thereafter, the monk gains human
racial traits; he may select 1 additional feat (granted
to humans at 1
st
level), and gains 23 skill points
distributed however he chooses. Finally, the monk
loses the Evil and Lawful subtypes, and instead gains
new subtypes appropriate to his own alignment (a
lawful good monk, for example, gains the Lawful and
Good subtypes, while a chaotic neutral monk gains
only the Chaotic subtype).
Paladin
Class Skills: Handle Animal and Ride are
considered cross class skills for devilish paladins.
Detect Evil: Devil paladins lose the detect evil class
ability. Instead, they gain detect chaos: at will, the devil
paladin can detect chaos as a spell-like ability. This
ability duplicates the effects of the detect chaos spell.
Smite Evil: Devil paladins may not smite evil.
Instead, they gain the smite chaos ability. This ability
functions identically to a mundane paladins smite evil
ability, but only works on chaotic creatures.
Turn Undead: Devil paladins, rather than gaining
the ability to turn undead, gain the ability to rebuke
undead.
Special Mount: A devil paladins mount is
neither an animal nor a magical beast (as is a mundane
paladins). Instead, a devil paladins mount is
considered an outsider, and must be of lawful good
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alignment. It gains the Good and Lawful subtypes.
Otherwise, it is treated identically to a mundane
paladins mount.
Ranger
Saving Throws: The will of a devil ranger is
stronger than that of his mundane brethren. His Will
save bonus at each level is replaced with the following
values:
Devil Ranger
Saving Throw Bonuses
Class Will
Level Save
1st +2
2nd +3
3rd +3
4th +4
5th +4
6th +5
7th +5
8th +6
9th +6
10th +7
11th +7
12th +8
13th +8
14th +9
15th +9
16th +10
17th +10
18th +11
19th +11
20th +12
Spells per Day: Due to their outsider heritage,
devil rangers have slightly better command of magic
than mundane rangers. As such, they are allowed the
following number of spells per day at each level, rather
than the amount listed in the Players Handbook.
Devil Ranger
Spells per Day
Class Spell Level
Level 1 2 3 4
1st
2nd
3rd
4th 0
5th 1
6th 1
7th 1
8th 1 0
9th 1 1
10th 1 1
11th 2 1 0
12th 2 1 1
13th 2 1 1
14th 2 2 1 0
15th 3 2 1 1
16th 3 2 2 1
17th 3 3 2 1
18th 4 3 2 2
19th 4 3 3 2
20th 5 4 3 3
Class Skills: Animal Empathy, Handle Animal,
and Ride are considered cross class skills for devil
rangers.
Favored Enemy: Whereas a mundane ranger may
only select his own race as his favored enemy if he
is evil, a devil ranger may do so if he is good or evil
(though not if he is neutral).
Rogue
Special Abilities: As with a mundane rogue, a
devil rogue may select a special ability at 10th, 13th,
16th, and 19th levels. However, by this time, the devil
rogues true nature begins to shine through: he may
not select crippling strike, defensive roll, improved evasion,
opportunist, skill mastery, or slippery mind as a special
ability. Instead, he must select a feat. Further, he is
limited to selecting feats with a racial prerequisite that
matches his devil race.
Spells: A devil rogue can cast spells with the Evil
or Lawful descriptor, regardless of whether such spells
are arcane or divine. Devil rogues receive bonus spells
for high Charisma, and to cast a spell, a devil rogue
must have a Charisma score at least equal to 10 + the
level of the spell. The diffculty class for a saving throw
against a devil rogues spell is 10 + the spells level +
the rogues Charisma modifer. A devil rogue can cast
a number of spells per day at each level as indicated
below.
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Devil Rogue
Spells per Day
Class Spells per Day
Level 1 2 3 4
1
2
3
4 0
5 0
6 1
7 1
8 1 0
9 1 0
10 1 1
11 1 1 0
12 1 1 1
13 1 1 1
14 2 1 1 0
15 2 1 1 1
16 2 2 1 1
17 2 2 2 1
18 3 2 2 1
19 3 3 3 2
20 3 3 3 3
Sorcerer
Sorcerer Spells Known: In addition to the normal
amount of spells a mundane sorcerer knows, devil
sorcerers know and can cast all spells with the Evil or
Lawful descriptor, regardless of whether such spells
are arcane or divine. Note that this does not grant a
devil sorcerer the ability to cast additional spells per
day, nor does it enable him to cast spells of a spell level
that he is not yet able to cast normally.
Familiar: Though a devil sorcerer is unaware of
his true nature, other creatures are instinctively drawn
to it or repelled by it. As such, a devil sorcerers
choice of familiar is restricted to the following: bat,
cat, rat, raven, snake (Tiny), or weasel. In addition,
any familiar summoned by a devil sorcerer is not
considered an animal (or a magical beast, as is the
case with mundane sorcerers), but an outsider. The
outsiders alignment matches that of the devil sorcerer.
Further, the familiar gains subtypes appropriate to its
alignment (the cat familiar of a lawful neutral devil
sorcerer, for example, is a lawful neutral outsider with
the Lawful subtype).
Wizard
Spells: In addition to the spells available in a
devil wizards spellbook, he may prepare and cast any
spell with the Evil or Lawful descriptor, regardless
of whether such spells are arcane or divine. A devil
wizard may not prepare an Evil or Lawful spell of a
spell level that he would not be able to cast normally.
Familiar: Though a devil wizard is unaware of
his true nature, other creatures are instinctively drawn
to it or repelled by it. As such, a devil wizards
choice of familiar is restricted to the following: bat,
cat, rat, raven, snake (Tiny), or weasel. In addition,
any familiar summoned by a devil wizard is not
considered an animal (or a magical beast, as is the
case with mundane wizards), but an outsider. The
outsiders alignment matches that of the devil wizard.
Further, the familiar gains subtypes appropriate to its
alignment (the cat familiar of a lawful neutral devil
wizard, for example, is a lawful neutral outsider with
the Lawful subtype).
Bonus Feats: A devil wizard receives bonus feats
just as his mundane counterparts. However, the devil
wizards list of available bonus feats is increased due
to his infernal nature. In addition to the usual feats
available for a mundane wizards bonus feat, a devil
wizard may select any feat with a racial prerequisite
matching his demonic race.
Spellbooks: The devil wizard may prepare Evil
or Lawful spells without the use of his spellbook;
indeed, such spells need not be in his spellbook at all.
However, this ability does not waive the usual spell
preparation requirement of a good nights sleep.
Spell Mastery: Devil wizards may never take the
Spell Mastery feat.
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A devil, as an outsider, is intrinsically more
powerful than a mere mortal, even as a mere whelp,
barely emerged from whatever birth process creates
a devil. But like any other creature, a newly born
devil does not have complete and immediate access
to many of its potential powers. Instead, the devil
must advance, gaining some just by the simple fact
of growing, while learning how to access others along
the way.
No two devils are the same, however. The
creatures shown in the MM and other sources provide
information and statistics on the average member of
a particular race of creatures. Few ever resemble the
average member of their races, though.
The feats in this chapter are actually not so much
feats as they are physical and supernatural abilities
that most devils can potentially gain, assuming they
survive long enough to do so. None of these feats can
be gained through normal means these can only be
gained during character creation or by advancing in a
specifc devilish class or prestige class, and then only
when Devilish Feat is noted (a character cannot gain
any of the following devilish feats when a normal feat
is indicated, though he or she could select one of the
new general feats listed on the following pages all of
these general feats do require the character to be either
an outsider or have a creature subtype).
A few of the following feats are open only to
specifc races of devils; when a devilish feat is available
only to specifc races, those races are indicated as
a prerequisite. Likewise, some of these feats are
available only to certain subtypes of creatures (chaotic,
evil, etc.).
Note: Nearly every one of these feats recreates
one or more special abilities possessed by a particular
race of devils. In most cases, we have opened up these
abilities to almost any race of devil, requiring certain
class or other prerequisites (especially with the more
powerful abilities), giving you the chance to customize
your devil character or NPC into the powerful creature
that you want. These rules also, therefore, allow you
to create an imp, barbazu or other devil that may
eventually become more powerful than even a typical
pit fend.
AVATAR OF CHAOS
You are chaos incarnate, and a terrible foe of all
lawful creatures.
Prerequisites: Chaotic subtype, base attack bonus
15+, Crusader for Chaos
Beneft: Once per week, when you damage a
lawful creature with an attack or spell, you may force
that creature to make a Will save (DC 10 + 1/2 your
character level) or die.
Special: If you lose the chaotic subtype after
selecting this feat, you never regain the beneft, even if
you regain the chaotic subtype.
AVATAR OF EVIL
You are evil incarnate, and a terrible foe of all
good creatures.
Prerequisites: Evil subtype, base attack bonus
15+, Crusader for Evil
Beneft: Once per week, when you damage a
good creature with an attack or spell, you may force
that creature to make a Will save (DC 10 + 1/2 your
character level) or die.
Special: If you lose the evil subtype after selecting
this feat, you never regain the beneft, even if you
regain the evil subtype.
AVATAR OF GOOD
You are good incarnate, and a terrible foe of all
evil creatures.
Prerequisites: Good subtype, base attack bonus
15+, Crusader for Good
Beneft: Once per week, when you damage an
evil creature with an attack or spell, you may force
that creature to make a Will save (DC 10 + 1/2 your
character level) or die.
Special: If you lose the good subtype after
selecting this feat, you never regain the beneft, even if
you regain the good subtype.
AVATAR OF LAW
You are law incarnate, and a terrible foe of all
chaotic creatures.
Prerequisites: Lawful subtype, base attack bonus
15+, Crusader for Law
Beneft: Once per week, when you damage a
chaotic creature with an attack or spell, you may force
that creature to make a Will save (DC 10 + 1/2 your
character level) or die.
Special: If you lose the lawful subtype after
selecting this feat, you never regain the beneft, even if
you regain the lawful subtype.
Devilish Feats
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New Feats
New General Feats Prerequisite
Disguise Nature Outsider, Wis 13+
Durability Outsider, Con 9+, Dex 9+, Wis 9+
Planar Focus Outsider, Wis 13+
Warrior of Chaos Chaotic Subtype
Crusader for Chaos Chaotic Subtype, base attack bonus 6+, Warrior of Chaos
Avatar of Chaos Chaotic Subtype, base attack bonus 15+, Crusader for Chaos
Warrior of Evil Evil Subtype
Crusader for Evil Evil Subtype, base attack bonus 6+, Warrior of Evil
Avatar of Evil Evil Subtype, base attack bonus 15+, Crusader for Evil
Warrior of Good Good Subtype
Crusader for Good Good Subtype, base attack bonus 6+, Warrior of Good
Avatar of Good Good Subtype, base attack bonus 15+, Crusader for Good
Warrior of Law Lawful Subtype
Crusader for Law Lawful Subtype, base attack bonus 6+, Warrior of Law
Avatar of Law Lawful Subtype, base attack bonus 15+, Crusader for Law
New Devilish Feats Prerequisite
Beard Devil, Dex 10+, base attack bonus 6+
Bondage Dex 12+
Chilling Attack Base attack bonus 6+
Damage Reduction 2/+1 Con 11+
Damage Reduction 5/+1 Con 13+, character level 2nd+, Damage Reduction 2/+1
Damage Reduction 10/+1 Con 13+, character level 5th+, Damage Reduction 5/+1
Damage Reduction 15/+2 Con 13+, character level 6th+, Damage Reduction 10/+1
Damage Reduction 20/+2 Con 15+, character level 8th+, Damage Reduction 15/+2
Damage Reduction 25/+2 Con 17+, character level 10th+, Damage Reduction 20/+2
Damage Reduction 2/Silver Con 9+
Damage Reduction 5/Silver Con 11+, character level 3rd+, Damage Reduction 2/Silver
Dancing Chains Dex 11+
Improved Dancing Chains Dancing Chains, character level 6th+, Dex 13+
Perfect Dancing Chains Improved Dancing Chains, character level 9th+, Dex 13+
Demoralizing Gaze Character level 6th+, Cha 13+
Devil Lords Call Character level 8th+, Cha 11+
Devil Spell-Like Abilities (Minor) Devil
Devil Spell-Like Abilities (Major) Devil Spell-Like Abilities (Minor), character level 4th+
Devil Spell-Like Abilities (Superior) Devil Spell-Like Abilities (Major), character level 7th+
Devil Spell-Like Abilities (Master) Devil Spell-Like Abilities (Superior), character level 9th+
Devil Spell-Like Abilities (Exc.) Devil Spell-Like Abilities (Master), character level 12th+
Devilish Charm Cha 15+
Devilish Call Character level 4th+, Cha 11+
Devilish Frenzy Base attack bonus 6+, Con 13+
Devilish Grapple Base attack bonus 3+
Improved Devilish Grapple Devilish Grapple, base attack bonus 6+
Superior Devilish Grapple Improved Devilish Grapple, base attack bonus 12+
Devilish Qualities Devil
Improved Devilish Qualities Devilish Qualities, character level 6th+
Devilish Speed Devil
Empower Spell-Like Ability Devil Spell-Like Abilities (any)
Enlarge Spell-Like Ability Devil Spell-Like Abilities (any)
Extend Spell-Like Ability Devil Spell-Like Abilities (any)
Fearful Aura Character level 6th+, Cha 13+
Fearful Strike Base attack bonus 6+, Weapon Focus
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BEARD [Devilish]
Your feshy beard twists and writhes as a living
thing, and attacks your opponents when they are
vulnerable (much like a barbazu).
Prerequisite: Devil, Dex 10+, base attack bonus
6+.
Beneft: If you successfully attack an opponent
twice in one action (with any combination of weapons
and natural weaponry), you may make an additional
attack with your beard, which automatically hits. The
affected creature must succeed at a Fortitude save (DC
10 + your Constitution modifer) or be infected with a
disease called devil chills (incubation period 1d4 days,
damage 1d4 points of temporary Strength). Damage is
dealt each day until the afficted creature succeeds at
three consecutive Fortitude saves, the disease is cured
magically, or the creature dies. This is an extraordinary
ability.
BONDAGE [Devilish]
You carry a length of rope over which you have
supernatural control (much like an erinyes).
Prerequisite: Dex 12+.
Beneft: You gain a +2 competence bonus on
Escape Artist and Use Rope checks. You may cast
animate rope a number of times per day equal to your
Charisma modifer as if you were a sorcerer with class
levels equal to your character level.
CHILLING ATTACK [Devilish]
Your attacks strike with the freezing chill of Hell
itself (much like a gelugon).
Prerequisites: Base attack bonus 6+.
Beneft: Opponents struck by your tail or melee
weapon must make a Fortitude save (DC 10 + your
Strength modifer) or be affected as though by a slow
spell for 1d6 rounds. This is a supernatural ability.
CRUSADER FOR CHAOS
You are one of chaos mightiest champions.
Prerequisites: Chaotic subtype, base attack bonus
6+, Warrior of Chaos.
Beneft: You gain a +2 morale bonus to attack rolls
and a +3 morale bonus to damage rolls when attacking
a lawful creature. Further, once per day, you may cast
detect law as a 6th level cleric.
Greater Devil Lords Call Character level 12th+, Cha 11+
Heighten Spell-Like Ability Devil Spell-Like Abilities (any)
Impish Disguise Character level 3rd+, Cha 13+
Improved Devilish Speed Devil, Character level 6th+
Improved Imp Sting Imp, Con 11+
Improved Maneuverability Fly Speed 30 ft.+
Improved Osyluth Sting Osyluth, Con 11+
Improved Pit Fiend Bite Pit Fiend, base attack bonus 10+
Superior Pit Fiend Bite Improved Pit Fiend Bite, base attack bonus 15+
Improved Wound Str 15+, base attack bonus 6+
Maximize Spell-Like Ability Devil Spell-Like Abilities (any)
Natural Armor Class +5 Con 11+
Natural Armor Class +10 Con 13+, Natural Armor Class +5, character level 6th+
Natural Armor Class +15 Con 15+, Natural Armor Class +10, character level 9th+
Quicken Spell-Like Ability Devil Spell-Like Abilities (any)
Regeneration 2 Con 11+
Regeneration 5 Con 13+, character level 6th+, Regeneration 2
Improved Regeneration Character level 10+, Con 15+, Regeneration 5
Spell Resistance 5 Wis 11+
Spell Resistance 10 Wis 13+, Spell Resistance 5
Spell Resistance 18 Wis 15+, Spell Resistance 10
Spell Resistance 25 Wis 17+, Spell Resistance 18
Stinging Whip Base attack bonus 6+, Exotic Weapon Profciency
Superior Fearful Aura Character level 9th+, Cha 13+
Tail Grapple Devil
Superior Tail Grapple Tail Grapple, base attack bonus 6+
Tail Wound Base attack bonus 6+
Telepathy Int 11+, character level 3rd+
Wound Str 15+, base attack bonus 3+
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Special: If you lose the chaotic subtype after
selecting this feat, you do not lose the beneft of this
feat until you gain a character level (unless you regain
the chaotic subtype before this occurs). Similarly, once
you lose the beneft of this feat, you may not regain it
until you regain the chaotic subtype and subsequently
gain a character level.
CRUSADER FOR EVIL
You are one of evils mightiest champions.
Prerequisites: Evil subtype, base attack bonus 6+,
Warrior of Evil.
Beneft: You gain a +2 morale bonus to attack rolls
and a +3 morale bonus to damage rolls when attacking
a good creature. Further, once per day, you may cast
detect good as a 6th level cleric.
Special: If you lose the evil subtype after selecting
this feat, you do not lose the beneft of this feat until
you gain a character level (unless you regain the evil
subtype before this occurs). Similarly, once you lose
the beneft of this feat, you may not regain it until
you regain the evil subtype and subsequently gain a
character level.
CRUSADER FOR GOOD
You are one of goods mightiest champions.
Prerequisites: Good subtype, base attack bonus
6+, Warrior of Good.
Beneft: You gain a +2 morale bonus to attack rolls
and a +3 morale bonus to damage rolls when attacking
an evil creature. Further, once per day, you may cast
detect evil as a 6th level cleric.
Special: If you lose the good subtype after
selecting this feat, you do not lose the beneft of this
feat until you gain a character level (unless you regain
the good subtype before this occurs). Similarly, once
you lose the beneft of this feat, you may not regain it
until you regain the good subtype and subsequently
gain a character level.
CRUSADER FOR LAW
You are one of laws mightiest champions.
Prerequisites: Lawful subtype, base attack bonus
6+, Warrior of Law.
Beneft: You gain a +2 morale bonus to attack rolls
and a +3 morale bonus to damage rolls when attacking
a chaotic creature. Further, once per day, you may cast
detect chaos as a 6th level cleric.
Special: If you lose the lawful subtype after
selecting this feat, you do not lose the beneft of this
feat until you gain a character level (unless you regain
the lawful subtype before this occurs). Similarly, once
you lose the beneft of this feat, you may not regain it
until you regain the lawful subtype and subsequently
gain a character level.
DAMAGE REDUCTION 2/+1 [Devilish]
Your devilish heritage grants you additional
toughness, though you are vulnerable to weapons
with a +1 enhancement bonus or better.
Prerequisites: Con 11+.
Beneft: You gain the damage reduction 2/+1
special quality. If you already have Damage Reduction
2/Silver, the two feats stack.
DAMAGE REDUCTION 2/SILVER
[Devilish]
Your devilish heritage grants you additional
toughness, though you are vulnerable to silver
weapons.
Prerequisites: Con 9+.
Beneft: You gain the damage reduction 2/silver
special quality. If you already have Damage Reduction
2/+1, the two feats stack.
DAMAGE REDUCTION 5/+1 [Devilish]
Your devilish heritage grants you preternatural
toughness, though you are vulnerable to weapons
with a +1 enhancement bonus or better.
Prerequisites: Con 13+, character level 2nd+,
Damage Reduction 2/+1.
Beneft: You gain the damage reduction 5/+1
special quality; it does not stack with Damage
Reduction 2/+1 but instead replaces it. If you already
have Damage Reduction 5/Silver, the two feats stack.
DAMAGE REDUCTION 5/SILVER
[Devilish]
Your devilish heritage grants you preternatural
toughness, though you remain vulnerable to silver
weapons.
Prerequisites: Con 11+, Character level 3rd+,
Damage Reduction 2/Silver.
Beneft: You gain the damage reduction 5/
silver special quality; it does not stack with Damage
Reduction 2/Silver but instead replaces it. If you have
Damage Reduction 2/+1, it replaces that feat. If you
already have Damage Reduction 5/+1 or 5/+2, the
two feats stack.
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DAMAGE REDUCTION 10/+1
[Devilish]
Your devilish heritage grants you inconceivable
toughness, though you are vulnerable to weapons
with a +1 enhancement bonus or better.
Prerequisites: Con 13+, character level 5th+,
Damage Reduction 5/+1.
Beneft: You gain the damage reduction 10/
+1 special quality; it does not stack with Damage
Reduction 5/+1 (or any other Damage Reduction) but
instead replaces it.
DAMAGE REDUCTION 15/+2
[Devilish]
Your devilish heritage grants you inconceivable
toughness, though you are vulnerable to weapons
with a +1 enhancement bonus or better.
Prerequisites: Con 13+, character level 6th+,
Damage Reduction 10/+1.
Beneft: You gain the damage reduction 15/
+2 special quality; it does not stack with Damage
Reduction 10/+1 (or any other Damage Reduction)
but instead replaces it.
DAMAGE REDUCTION 20/+2
[Devilish]
Your devilish heritage grants you unbelievable
toughness, though you are vulnerable to weapons
with a +2 enhancement bonus or better.
Prerequisites: Con 15+, character level 8th+,
Damage Reduction 15/+2.
Beneft: You gain the damage reduction 20/
+2 special quality; it does not stack with Damage
Reduction 15/+2 (or any other Damage Reduction)
but instead replaces it.
DAMAGE REDUCTION 25/+2
[Devilish]
Your devilish heritage grants you impossible
toughness, though you are vulnerable to weapons
with a +2 enhancement bonus or better.
Prerequisites: Con 17+, character level 10th+,
Damage Reduction 20/+2.
Beneft: You gain the damage reduction 25/
+2 special quality; it does not stack with Damage
Reduction 20/+2 (or any other Damage Reduction)
but instead replaces it.
DANCING CHAINS [Devilish]
You can exert sorcerous control over chains that
you touch (much like a kyton).
Prerequisites: Dex 11+.
Beneft: You may climb chains at your normal
speed, and gain a +4 competence bonus to Climb
checks when doing so. You gain the Exotic Weapon
Profciency (chain) feat. Further, as a standard action,
you may use one of the following supernatural abilities
with any chains you can touch. You may only use one
of these abilities at a time. If the target of this ability is
held by an opponent, you must make a Strength check
(opposed by your opponents Strength check) or you
fail to use the ability.
Chain Armor (SU): You may cause chains you are
touching to wrap around your body, providing a +2
armor bonus to your AC.
Chain Attack (SU): You may wield any chain you
are touching as a melee weapon. If the chain is too
small or light, you may increase its size until it is large
enough to perform as a weapon. This attack deals 1d6
damage and has a threat range of 20/x2.
Chain Dance (SU): You may cause a chain you are
touching to move and dance. These chains have a fy
speed equal to your normal move speed, and average
maneuverability.
DEMORALIZING GAZE [Devilish]
You may use your telepathic ability to disguise
your face as your opponents departed loved ones
or bitter enemies, disheartening them (much like a
kyton).
Prerequisite: Character level 6th+, Cha 13+.
Beneft: At the beginning of each of your actions,
each opponent within 50 feet must make a Will save
(DC 10 + 1/2 your character levels + your Charisma
modifer), or suffer a -1 morale penalty to all attack
rolls for 1d3 rounds. Opponents who avoid looking
you in the face have a 50% chance to avoid this save,
while opponents who cannot see you need not save at
all (though you gain total concealment against such
opponents). As an attack action, you may direct this
gaze against one opponent within 50 feet, requiring the
opponent to make a second save or suffer the effects as
normal. This is a supernatural ability.
DEVIL LORDS CALL [Devilish]
You may periodically summon a number of lesser
devils to your side.
Prerequisites: Character level 8th+, Cha 11+.
Beneft: Once per day, you may attempt to
summon 2d10 lemures or 1d6 barbazu with a 50%
chance of success, 2d4 osyluths or 1d6 hamatulas with
a 35% chance of success, or another devil of your own
kind with a 20% chance of success. These creatures are
standard examples of their race (see the Devil entries
in the MM). This is a supernatural ability.
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Special: You may take this along with Devilish
Call and/or Greater Devil Lords Call; the effects of
these feats stack.
DEVIL SPELL-LIKE ABILITIES (MINOR)
[Devilish]
You are learning to harness your innate devilish
abilities.
Prerequisites: Must be a devil or possess a
devilish class or prestige class that allows access to
Devilish Feats
Beneft: Choose three of the following spell-like
abilities: charm person, command, darkness, desecrate,
detect good, detect magic, invisibility (self only), magic
weapon, produce fame, pyrotechnics, suggestion and
tongues (at will). You may use these spell-like abilities
a number of times per day equal to your Charisma
modifer (minimum 1; unless otherwise specifed).
These abilities function as if cast by a sorcerer with
class levels equal to your character level.
Special: You may choose this feat multiple times,
but each time you must choose different spell-like
abilities; this feat does not stack (you may not choose
the same spell-like abilities more than one time so as
to cast them more times per day than your Charisma
modifer would allow).
DEVIL SPELL-LIKE ABILITIES (MAJOR)
[Devilish]
Your command over your devilish abilities has
improved, and you can bring each to bear as needed.
Prerequisites: Must be a devil or possess a
devilish class or prestige class that allows access to
Devilish Feats, Devil Spell-Like Abilities (Minor),
character level 4th+
Beneft: Choose three of the following spell-like
abilities: animate dead, blink, charm monster, clairaudience/
clairvoyance, deeper darkness, detect thoughts, dispel magic,
doom, freball, fesh to stone, fy, hold person, lightning
bolt, magic circle against good, major image, polymorph
self and see invisibility. Alternately, you may select as
one of your spell-like abilities the ability to commune
once per week to ask a number of questions equal to
twice your Charisma modifer. You may use these
spell-like abilities a number of times per day equal to
your Charisma modifer (minimum 1). These abilities
function as if cast by a sorcerer with class levels equal
to your character level.
Special: You may choose this feat multiple times,
but each time you must either choose different spell-
like abilities or a single spell-like ability per point of
your Charisma modifer (minimum 1); for each spell-
like ability you choose a second time, you gain the
ability to use that ability unlimited numbers of times
per day.
DEVIL SPELL-LIKE ABILITIES
(SUPERIOR) [Devilish]
Your command over your devilish abilities has
improved, and you can bring most to bear as needed.
Prerequisites: Must be a devil or possess a
devilish class or prestige class that allows access to
Devilish Feats, Devil Spell-Like Abilities (Major),
character level 7th+.
Beneft: Choose three of the following spell-like
abilities: dispel chaos, dispel good, improved invisibility,
legend lore, true seeing and unholy blight. You may use
these spell-like abilities a number of times per day
equal to your Charisma modifer (minimum 1). These
abilities function as if cast by a sorcerer with class
levels equal to your character level.
Special: You may choose this feat multiple times,
but each time you must either choose different spell-
like abilities or a single spell-like ability per point of
your Charisma modifer (minimum 1); for each spell-
like ability you choose a second time, you gain the
ability to use that ability unlimited numbers of times
per day.
DEVIL SPELL-LIKE ABILITIES
(MASTER) [Devilish]
You have mastered each of the devilish abilities
available to your race.
Prerequisites: Must be a devil or possess a
devilish class or prestige class that allows access to
Devilish Feats, Devil Spell-Like Abilities (Superior),
character level 9th+.
Beneft: Choose three of the following spell-like
abilities: blasphemy, cone of cold, dimension door, gate,
orders wrath, summon monster IX, teleport without error
(self plus 50 pounds of objects only), time stop and
unholy aura, wall of fre and wall of ice. You may use
these spell-like abilities a number of times per day
equal to one-half your Charisma modifer (minimum
1). These abilities function as if cast by a sorcerer with
class levels equal to your character level.
Special: You may choose this feat multiple times,
but each time you must choose different spell-like
abilities; this feat does not stack (you may not choose
the same spell-like abilities more than one time so as
to cast them more times per day than your Charisma
modifer would allow).
DEVIL SPELL-LIKE ABILITIES
(EXCEPTIONAL) [Devilish]
Your command over your devilish abilities is
exceptional; tremendous power is at your command.
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Prerequisites: Must be a devil or possess a
devilish class or prestige class that allows access to
Devilish Feats, Devil Spell-Like Abilities (Mastery),
character level 12th+.
Beneft: Choose three of the following spell-
like abilities: create undead, destruction, meteor swarm
(any), symbol (any) and unhallow. You may use these
spell-like abilities a number of times per day equal to
one-quarter your Charisma modifer (minimum 1).
Alternately, you may select as one of your spell-like
abilities the ability to cast wish once per year. These
abilities function as if cast by a sorcerer with class
levels equal to your character level.
Special: You may choose this feat multiple times,
but each time you must choose different spell-like
abilities; this feat does not stack (you may not choose
the same spell-like abilities more than one time so as
to cast them more times per day than your Charisma
modifer would allow).
DEVILISH CALL [Devilish]
You may periodically summon a number of
lemures to your side.
Prerequisites: Character level 4th+, Cha 11+.
Beneft: Once per day, you may attempt to
summon 2d10 lemures with a 50% chance of success,
or another devil of your own kind with a 35% chance
of success. These creatures are standard examples of
their race (see the Devil entries in the MM). This is a
supernatural ability.
Special: You may take this along with Devil
Lords Call and/or Greater Devil Lords Call; the
effects of these feats stack.
DEVILISH CHARM [Devilish]
Your sultry demeanor and unearthly beauty allow
you to charm others with just a glance (much like an
erinyes).
Prerequisite: Cha 15+.
Beneft: Once per day as a standard action, you
can charm a humanoid creature with a look. The target
need not meet your eyes, but only needs be within 60
feet. An affected opponent must succeed at a Will save
(DC 10 + 1/2 your level + your Charisma modifer) or
be charmed per the effects of the charm person spell.
This is a supernatural ability usable once per day.
You may take this feat up to three times, each time
gaining an additional use of this ability per day. This is
a supernatural ability.
DEVILISH FRENZY [Devilish]
You can work yourself into a devilish battle
frenzy similar to the barbarians rage ability (much
like a barbazu).
Prerequisites: Base attack bonus 6+, Con 13+
Beneft: As a free action, you gain +4 Strength, +4
Constitution, a +2 morale bonus to Will saves, and a -2
AC penalty. This lasts for a number of rounds equal to
your newly modifed Constitution bonus. You suffer
no ill effects afterward.
Special: If the devil is a barbarian, the beneft of
this feat is modifed to the following: the devil may
rage one additional time per day, and does not suffer
the usual penalties from fatigue following a rage.
DEVILISH GRAPPLE [Devilish]
You are talented at wrestling with opponents, and
your body spines infict extra damage on opponents
(much as a hamatula)
Prerequisites: Base attack bonus 3+.
Beneft: You gain a +2 competence bonus to
grapple checks. Further, when you damage your
opponent while grappling, you infict 1d4 damage
plus your Strength modifer. This damage is normal
rather than subdual.
DEVILISH QUALITIES [Devilish]
As a devil, you share some basic qualities with all
other creatures from the Pits of Hell.
Prerequisite: Devil only.
Beneft: You are immune to fre and poison. You
have cold and acid resistance 10 (not cumulative with
any other source of such resistance). You can see
perfectly in total darkness and can see just as well
even in magical darkness, provided your character
level is at least equal to the spells level that created the
conditions (i.e. a devil of 3rd level or higher could see
perfectly despite a deeper darkness spell).
Special: The devilish quality of telepathy is not
gained with this feat. See the Telepathy feat.
DEVILISH SPEED [Devilish]
You can move faster than most creatures your
size.
Prerequisites: Devil only.
Beneft: Your speed is increased by 10 ft.
Special: If you have more than one move type
(ground, fy, burrow, and so forth), you may take this
feat more than once. Each time you take this feat, apply
it to only one type of move. If you apply it to the same
type of movement as you did in a previous selection,
the effects stack.
DISGUISE NATURE
Though you are an outsider, you do not radiate
your alignment.
Prerequisite: Outsider, Wis 13+.
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Beneft: When you select this feat, select one of the
following subtypes: evil, good, lawful, or chaotic. You
are no longer considered to have the selected subtype.
Special: You may take this feat more than once,
each time applying it to a different subtype. If your
alignment changes after you have selected this feat,
giving you a new subtype, you must take this feat
again to not be considered the new subtype (i.e. if you
are a lawful evil outsider, and take Disguise Nature
(Evil) and subsequently change your alignment to
good, you have the good subtype until you take
Disguise nature (Good). Even then, you still have the
lawful subtype.
DURABILITY
Due to your supernatural nature, you are
particularly diffcult to harm through various means.
Prerequisite: Outsider only, Con 9+, Dex 9+, Wis
9+.
Beneft: You gain a +1 competence bonus to your
Fortitude, Refex, and Will saves.
Special: You may take this feat multiple times.
Each additional time you take this feat, the competence
bonus to each of your saves increases by +1.
EMPOWER SPELL-LIKE ABILITY
[Devilish]
You can use your spell-like abilities to great
effect.
Prerequisite: Devil Spell-like Abilities (any).
Beneft: All variable, numeric effects of an
empowered spell-like ability are increased by one
half. An empowered spell-like ability deals half again
as much damage as normal, cures half again as many
hit points, affects half again as many targets, etc., as
appropriate. You may choose to empower any spell-
like ability upon use of that ability, but doing so counts
as using that spell-like ability three times. If you do not
have enough uses of that spell-like ability remaining,
you may not empower it. If this ability is used with a
spell-like ability that can be used at will, that spell-like
ability may not be used again for one day. You may
empower as many spell-like abilities as you wish each
day, so long as you have enough uses available to do
so.
ENLARGE SPELL-LIKE ABILITY
[Devilish]
You can use your spell-like abilities at greater
range than normal.
Prerequisite: Devil Spell-Like Abilities (any).
Beneft: An enlarged spell-like ability has its
range doubled. Spell-like abilities whose ranges are
not defned by distance do not have their ranges
increased. A spell-like ability whose area or effect
is determined by its range (such as a bless spell-
like ability) has the dimensions of its area or effect
increased proportionately. You may choose to enlarge
any spell-like ability upon use of that ability, but doing
so counts as using that spell-like ability twice. If you
do not have enough uses of that spell-like ability
remaining, you may not enlarge it. If this ability is
used with a spell-like ability that can be used at will,
that spell-like ability may not be used again for one
hour. You may enlarge as many spell-like abilities as
you wish each day, so long as you have enough uses
available to do so.
EXTEND SPELL-LIKE ABILITY
[Devilish]
Your spell-like abilities last longer than normal.
Prerequisite: Devil Spell-Like Abilities (any).
Beneft: An extended spell-like ability lasts
twice as long as normal. Spell-like abilities with a
concentration, instantaneous, or permanent duration
are not affected by this feat. You may choose to extend
any spell-like ability upon use of that ability, but doing
so counts as using that spell-like ability twice. If you
do not have enough uses of that spell-like ability
remaining, you may not extend it. If this ability is
used with a spell-like ability that can be used at will,
that spell-like ability may not be used again for one
hour. You may extend as many spell-like abilities as
you wish each day, so long as you have enough uses
available to do so.
FEARFUL AURA [Devilish]
You radiate a magical aura of fear that demoralizes
your melee opponents.
Prerequisites: Character level 6th+, Cha 13+.
Beneft: You may use this ability as a free action,
a number of times per day equal to your Charisma
modifer. Every creature within 5 feet of you must
succeed at a Will save (DC 10 + 1/2 your character
levels + your Charisma modifer), or be affected as
though by a fear spell cast by a sorcerer with class
levels equal to your character level. A creature that
successfully saves cannot be affected by this ability for
one day (though he may be affected by other devils
fear auras, or your natural fear aura, as normal). Other
devils are immune to this ability. This is a supernatural
ability.
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FEARFUL STRIKE [Devilish]
Your painful blows arouse unreasoning fear in
your opponents (much as a hamatula)
Prerequisites: base attack bonus 6+, Weapon
Focus (chosen weapon).
Beneft: When you hit an opponent with a melee
attack using the weapon selected for this feat (and
the attack inficts at least 1 point of damage), your
opponent must make a Will save (DC 10 + your
Strength modifer) or be affected as though by fear
cast by a sorcerer with class levels equal to your
character level. Whether or not the save is successful,
the creature cannot be affected again by this feat for 24
hours (though he may be affected normally by your
Fear ability, if any). This is a supernatural ability.
Special: You may gain this feat multiple times.
Each time you select the feat, it applies to a new
weapon.
GREATER DEVIL LORDS CALL
[Devilish]
You may regularly summon a number of lesser
devils to your side.
Prerequisites: Character level 12th+, Cha 11+.
Beneft: Twice per day, you can automatically
summon two lemures, osyluths, or barbazu; or one
erinyes, cornugon, or gelugon. These creatures are
standard examples of their race (see the Devil entries
in the MM). This is a supernatural ability.
Special: You may take this along with Devilish
Call and/or Devil Lords Call; the effects of these feats
stack.
HEIGHTEN SPELL-LIKE ABILITY
[Devilish]
You can use your spell-like abilities as if they are
greater level than they actually are.
Prerequisites: Devil Spell-Like Abilities (any).
Beneft: A heightened spell-like ability has a
higher spell level than normal (adds your Charisma
modifer to the effective spell level). This actually
increases the effective level of the spell-like ability
that it modifes; all effects dependent on spell level
(such as saving throw DCs and ability to penetrate a
minor globe of invulnerability) are calculated according
to the heightened level. You may choose to heighten
any spell-like ability upon use of that ability, but doing
so counts as using that spell-like ability an additional
time for each level by which it is heightened. If you
do not have enough uses of that spell-like ability
remaining, you may not heighten it. A given spell-like
ability can be heightened by no more than three levels.
If this ability is used with a spell-like ability that can
be used at will, that spell-like ability may not be used
again for one day. You may heighten as many spell-
like abilities as you wish each day, so long as you have
enough uses available to do so.
IMPISH DISGUISE [Devilish]
You are a wily little imp, and may disguise
yourself as other creatures (much like an imp)
Prerequisite: Character level 3rd+, Cha 13+.
Beneft: A number of times per day equal to your
Charisma modifer, you may assume another form as a
standard action. This functions as polymorph self cast by
a sorcerer equal to your character level, except that the
number of different forms you may assume through
this ability is limited: when you select this feat, you
may choose a number of alternate forms equal to
your Charisma modifer, each of which may be no
larger than your own size. If your Charisma modifer
increases, you do not gain additional alternate forms.
This restriction does not affect your ability to cast
polymorph self normally. This is a supernatural ability.
IMPROVED DEVILISH QUALITIES
[Devilish]
Your devilish qualities are now at the peak of their
effectiveness.
Prerequisite: Devilish qualities, character level
6th+.
Beneft: You are immune to fre and poison. You
have cold and acid resistance 20 (not cumulative with
any other source of such resistance).
Special: The devilish quality of telepathy is not
gained with this feat. See the Telepathy feat.
IMPROVED DANCING CHAINS
[Devilish]
You have refned your sorcerous control over
chains (much like a kyton).
Prerequisites: Dancing chains, character level
6th+, Dex 13+.
Beneft: You may climb chains at your normal
speed, and gain a +8 competence bonus to Climb
checks when doing so. Further, as a standard action,
you may use one of the following supernatural abilities
with any chains within 10 feet. You may only use two
of these abilities at a time. If the target of this ability
is held by an opponent, you must make a Strength
check (opposed by your opponents Strength check) or
you fail to use the ability. You gain a +2 circumstance
modifer to this check.
Chain Armor (SU): You may cause chains within 10
feet to wrap around your body, providing a +4 armor
bonus to your AC.
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Chain Attack (SU): You may draw any chain
within 10 feet to your hand as a standard action, and
wield it as a melee weapon. If the chain is too small or
light, you may increase its size until it is large enough
to perform as a weapon. This attack deals 1d8 damage
and has a threat range of 20/x3. Further, this weapon
has the reach quality.
Chain Dance (SU): You may cause a chain you are
touching to move and dance. These chains have a fy
speed equal to twice your normal move speed, and
good maneuverability.
The effects of this feat do not stack with those of
the Dancing Chains feat, but instead replace them.
IMPROVED DEVILISH GRAPPLE
[Devilish]
You are adept at wrestling with opponents,
and your body spines infict even more damage on
opponents (much as a hamatula)
Prerequisites: Base attack bonus 6+, Devilish
Grapple.
Beneft: You gain a +4 competence bonus to
grapple checks. Further, when you damage your
opponent while grappling, you infict 2d4 damage
plus your Strength modifer. This damage is normal,
rather than subdual. This feat does not stack with the
effects of the Devilish Grapple feat but instead replace
them. The effects of this feat do not stack with those of
the Devilish Grapple feat, but instead replace them.
IMPROVED DEVILISH SPEED
[Devilish]
You can move faster than most creatures your
size.
Prerequisites: Devil, character level 6th+.
Beneft: Your speed is equal to double your races
normal speed.
Special: If you have more than one move type
(ground, fy, burrow, and so forth), you may take
this feat more than once. Each time you take this feat,
apply it to only one type of move. The effects of this
feat do not stack with itself and replaces the effects of
the Devilish Speed feat (on whatever movement type
it is applied to only).
IMPROVED IMP STING [Devilish]
Your poison is more virulent.
Prerequisites: Imp only, Con 11+.
Beneft: The poison injected through your sting
attack now functions as follows: Fortitude save (DC
10 + 1/2 your character levels + your Constitution
modifer); initial damage 1d4 temporary Dexterity,
secondary damage 2d4 temporary Dexterity. This is an
extraordinary ability.
IMPROVED MANEUVERABILITY
[Devilish]
You fy with supernatural grace.
Prerequisites: Fly speed of 30 feet+.
Beneft: Your maneuverability while fying is
increased by one step (i.e. clumsy becomes poor,
which becomes average, which becomes good, which
becomes perfect).
Special: When you reach 6th level or higher, you
may take this feat a second time. When you reach 12th
level or higher, you may take this feat a third time,
and so on. Your maneuverability may never improve
beyond perfect.
IMPROVED OSYLUTH STING
[Devilish]
Your poison is more virulent.
Prerequisites: Osyluth only, Con 11+.
Beneft: The poison injected through your sting
attack now functions as follows: Fortitude save (DC
10 + 1/2 your character levels + your Constitution
modifer); initial damage 1d6 temporary Strength;
secondary damage 2d6 temporary Strength.
IMPROVED PIT FIEND BITE [Devilish]
The venom carried in your bite is so virulent as to
be lethal.
Prerequisites: Pit fend only, base attack bonus
10+.
Beneft: The venom in your bite attack now has
the following properties: Fortitude save (DC 10 + 1/2
your character levels + your Constitution modifer);
initial damage 1d6 temporary Constitution; secondary
damage death.
IMPROVED REGENERATION
[Devilish]
Though your improved regenerative abilities
do not allow you to heal more quickly, you are less
vulnerable to certain attacks.
Prerequisite: Character level 10th+, Con 15+,
Regeneration 5.
Beneft: You no longer take normal damage from
acid.
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IMPROVED WOUND [Devilish]
Your attacks are incredibly vicious, and wounds
inficted bleed severely (much like a barbazu).
Prerequisites: Str 15+, base attack bonus 6+.
Beneft: When you infict damage on an opponent
with a successful melee attack, the opponent suffers
2 additional points of damage each round thereafter.
This lasts until the wound is bound with a Heal check
(DC 15), which may be attempted as a standard action,
or the opponent dies. This ability may be used as often
as you wish, though a single opponent can lose no
more than 2 hit points per round due to Improved
Wound and Wound. This is a supernatural ability.
MAXIMIZE SPELL-LIKE ABILITY
[Devilish]
You can use your spell-like abilities to maximum
effect.
Prerequisite: Devil Spell-Like Abilities (any).
Beneft: All variable, numeric effects of a
maximized spell-like ability are maximized. A
maximized spell-like ability deals maximum damage,
cures the maximum number of hit points, affects the
maximum number of targets, etc., as appropriate.
Saving throws and opposed rolls are unaffected.
You may choose to maximize any spell-like ability
upon use of that ability, but doing so counts as using
that spell-like ability three times. If you do not have
enough uses of that spell-like ability remaining, you
may not maximize it. If this ability is used with a
spell-like ability that can be used at will, that spell-like
ability may not be used again for two days. You may
maximize as many spell-like abilities as you wish each
day, so long as you have enough uses available to do
so.
NATURAL ARMOR CLASS +5
[Devilish]
Your body is naturally tougher than most other
creatures.
Prerequisites: Con 11+
Beneft: You gain a natural +5 bonus to your
Armor Class. Note that touch attacks disregard natural
armor class bonuses.
NATURAL ARMOR CLASS +10
[Devilish]
Your body is naturally tougher than most other
creatures.
Prerequisites: Con 13+, Natural Armor Class +5,
character level 6th+
Beneft: You gain a natural +10 bonus to your
Armor Class. Note that touch attacks disregard natural
armor class bonuses. This feat does not stack with
Natural Armor Class +5 but instead replaces it.
NATURAL ARMOR CLASS +15
[Devilish]
Your body is naturally tougher than most other
creatures.
Prerequisites: Con 15+, Natural Armor Class +10,
character level 9th+
Beneft: You gain a natural +15 bonus to your
Armor Class. Note that touch attacks disregard natural
armor class bonuses. This feat does not stack with
Natural Armor Class +10 but instead replaces it.
PERFECT DANCING CHAINS
[Devilish]
Your sorcerous control over chains is uncanny
(much like a kyton).
Prerequisites: Improved Dancing Chains,
character level 9th+, Dex 13+.
Beneft: You may climb chains at your normal
speed, and gain a +8 competence bonus to Climb
checks when doing so. Further, as a standard action,
you may use one of the following supernatural
abilities with any chains within 20 feet. If the target of
this ability is held by an opponent, you must make a
Strength check (opposed by your opponents Strength
check) or you fail to use the ability. You gain a +4
circumstance modifer to this check.
Chain Armor (SU): You may cause chains within 20
feet to wrap around your body, providing a +8 armor
bonus to your AC.
Chain Attack (SU): You may draw any chain
within 20 feet to your hand as a standard action, and
wield it as a melee weapon. If the chain is too small or
light, you may increase its size until it is large enough
to perform as a weapon. This attack deals 1d8 damage
and has a threat range of 20/x3. Further, this weapon
has the reach quality. Finally, as a standard action,
you may cause the chain to sprout razor-edged barbs,
increasing the threat range to 19-20/x3.
Chain Dance (SU): You may cause a chain within
20 feet to move and dance. These chains have a fy
speed equal to four times your normal move speed,
and perfect maneuverability.
The effects of this feat do not stack with those of
the Dancing Chains feat, but instead replace them.
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PLANAR FOCUS
When traveling between planes, you always
maintain a magical tie to a specifc location in your
home plane, allowing you to return in an instant.
Prerequisites: Outsider, Wis 13+.
Beneft: When you take this feat, select a location
in your home plane. This can either be a relative
location (e.g. next to a rock; if the rock is moved, so
is your focus location) or an absolute location (i.e., if
the aforementioned rock is moved, your planar focus
remains unchanged). Thereafter, when traveling in
other planes, you may immediately teleport without
error to the location of your planar focus, as the spell
cast by a sorcerer with class levels equal to your
character level. This requires one hour of meditation,
during which you must remain undisturbed.
QUICKEN SPELL-LIKE ABILITY
[Devilish]
You can use a spell-like ability with a moments
thought.
Prerequisites: Devil Spell-Like Abilities (any).
Beneft: Using a quickened spell-like ability is
a free action. You can perform another action, even
using another spell-like ability or casting a spell, in the
same round that you use a quickened spell-like ability.
You may only use one quickened spell-like ability
per round. A spell-like ability whose casting time is
more than 1 full round cannot be quickened. You may
choose to quicken any spell-like ability upon use of
that ability, but doing so counts as using that spell-like
ability three times. If you do not have enough uses of
that spell-like ability remaining, you may not quicken
it. If this ability is used with a spell-like ability that can
be used at will, that spell-like ability may not be used
again for one day. You may quicken as many spell-like
abilities as you wish each day, so long as you have
enough uses available to do so.
REGENERATION 2 [Devilish]
Your wounds heal with supernatural speed,
though you are vulnerable to certain attacks.
Prerequisite: Con 11+.
Beneft: You gain the Regeneration 2 special
quality. You take normal damage from acid, and
from holy and blessed weapons (unless you have
an appropriate Damage Reduction feat). If you are a
kyton, you suffer subudal damage from holy weapons,
but you take normal damage from fre.
REGENERATION 5 [Devilish]
Your regeneration ability is improved, and you
are less vulnerable to certain types of attacks.
Prerequisite: Con 13+, character level 6th+,
Regeneration 2.
Beneft: You gain the Regeneration 5 special
quality. You take normal damage from acid, and from
holy and blessed weapons of at least +1 enchantment
(unless you have an appropriate Damage Reduction
feat).
SPELL RESISTANCE 5 [Devilish]
Your infernal power protects you to some degree
against the magic of your opponents.
Prerequisites: Wis 11+.
Beneft: You gain a Spell Resistance of 5 + your
Constitution modifer.
SPELL RESISTANCE 10 [Devilish]
Your infernal power protects you to a great degree
against the magic of your opponents.
Prerequisites: Wis 13+, Spell Resistance 5.
Beneft: You gain a Spell Resistance of 10 + your
Constitution modifer.
SPELL RESISTANCE 18 [Devilish]
Your infernal power protects you to a tremendous
degree against the magic of your opponents.
Prerequisites: Wis 15+, Spell Resistance 10.
Beneft: You gain a Spell Resistance of 18 + your
Constitution modifer.
SPELL RESISTANCE 25 [Devilish]
Your infernal power protects you to an incredible
degree against the magic of your opponents.
Prerequisites: Wis 17+, Spell Resistance 18.
Beneft: You gain a Spell Resistance of 25 + your
Constitution modifer.
STINGING WHIP [Devilish]
You can infict supremely painful wounds with a
whip (much like a cornugon).
Prerequisites: Base attack bonus 6+, Exotic
Weapon Profciency (whip).
Beneft: When attacking with a whip, your attacks
infict normal damage rather than subdual. Further,
each opponent struck that suffers at least 1 point of
damage from your attack must make a Fortitude save
(DC 10 + damage inficted) or be stunned for 1d4
rounds. This is a supernatural ability.
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SUPERIOR FEARFUL AURA [Devilish]
You radiate a magical aura of fear that demoralizes
your melee opponents.
Prerequisites: Character level 9th+, Cha 13+.
Beneft: You may use this ability as a free action,
a number of times per day equal to your Charisma
modifer. Every creature within a number of feet of you
equal to your Charisma modifer times 5 must succeed
at a Will save (DC 10 + 1/2 your character level + your
Charisma modifer), or be affected as though by a fear
spell cast by a sorcerer with class levels equal to your
character level. A creature that successfully saves cannot
be affected by this ability for one day (though he may be
affected by other devils fear auras, or your natural fear
aura, as normal). Other devils are immune to this ability.
This is a supernatural ability.
SUPERIOR DEVILISH GRAPPLE
[Devilish]
You are adept at wrestling with opponents,
and your body spines infict even more damage on
opponents (much like a hamatula).
Prerequisites: Base attack bonus 12+, Improved
Devilish Grapple.
Beneft: You gain a +4 competence bonus to grapple
checks, and you may attempt a grapple check against an
opponent as a free action after you hit that opponent
with a claw attack. Further, when you damage your
opponent while grappling, you infict 3d4 damage plus
your Strength modifer. This damage is normal, rather
than subdual. The effects of this feat do not stack with
those of the Improved Devilish Grapple feat, but instead
replace them.
SUPERIOR PIT FIEND BITE
[Devilish]
Not only is your bite rich with a potent venom, but
that same venom can infict the devil chills upon your
opponent even if he survives the poison.
Prerequisites: Pit fend only, base attack bonus 15+,
Improved Pit Fiend Bite.
Beneft: If your opponent successfully saves against
the secondary damage inficted by your poisonous bite,
he must then make a Fortitude save (DC 10 + your
Constitution modifer) or be infected with the devil
chills (disease; incubation period 1d4 days; damage 1d4
points of temporary Strength). This is a supernatural
ability.
SUPERIOR TAIL GRAPPLE
[Devilish]
You can whip your tail about an opponent in
merely a heartbeat, and crush him with your terrible
strength (much like a pit fend).
Prerequisites: Base attack bonus 6+, Tail Grapple.
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Beneft: You gain a +4 competence bonus to grapple
checks. Further, when you damage your opponent while
grappling, you infict 2d4 damage plus your Strength
modifer. This damage is normal, rather than subdual.
These effects do not stack with the Tail Grapple feat but
instead replace those effects.
TAIL GRAPPLE [Devilish]
You can more easily encircle your opponent with
your mighty tail (much like a pit fend).
Prerequisites: Devil only.
Beneft: You gain a +2 competence bonus to grapple
checks. Further, when you damage your opponent while
grappling, you infict 1d4 subdual damage plus your
Strength modifer.
TAIL WOUND [Devilish]
Your tail attack causes vicious, seeping wounds
(much like a cornugon).
Prerequisites: Base attack bonus 6+.
Beneft: Any creature that suffers damage from
your tail attack loses 2 additional hit points each round
until the wound is bound with a Heal check (DC 10) or
the creature dies. This is a supernatural ability.
TELEPATHY [Devilish]
You can communicate telepathically with any
creature within 100 feet that has a language.
Prerequisites: Int 11+, character level 3rd+.
Beneft: As a supernatural ability, you may hold
a telepathic conversation with any creature within 100
feet that has a language. This communication may take
as little or as much time as desired, though it requires
the majority of your concentration. While so engaged,
you may only take partial actions. Usually, you may
only communicate with one other creature at a time in
this fashion, though you may communicate with any
number of devils at once. This is a supernatural ability.
WARRIOR OF CHAOS
Whether good or evil, you battle on behalf of chaos
and anarchy.
Prerequisites: Chaotic subtype.
Beneft: You gain a +1 morale bonus to attack and
damage rolls when attacking a lawful creature.
Special: If you lose the chaotic subtype after
selecting this feat, you do not lose the beneft of this feat
until you gain a character level (unless you regain the
chaotic subtype before this occurs). Similarly, once you
lose the beneft of this feat, you may not regain it until
you regain the chaotic subtype and subsequently gain a
character level.
WARRIOR OF EVIL
Whether lawful or chaotic, you battle for the fall of
good before evils might.
Prerequisites: Evil subtype.
Beneft: You gain a +1 morale bonus to attack and
damage rolls when attacking a good creature.
Special: If you lose the evil subtype after selecting
this feat, you do not lose the beneft of this feat until you
gain a character level (unless you regain the evil subtype
before this occurs). Similarly, once you lose the beneft of
this feat, you may not regain it until you regain the evil
subtype and subsequently gain a character level.
WARRIOR OF GOOD
Whether lawful or chaotic, you battle for the
triumph of good over evil.
Prerequisites: Good subtype.
Beneft: You gain a +1 morale bonus to attack and
damage rolls when attacking an evil creature.
Special: If you lose the good subtype after selecting
this feat, you do not lose the beneft of this feat until
you gain a character level (unless you regain the good
subtype before this occurs). Similarly, once you lose the
beneft of this feat, you may not regain it until you regain
the good subtype and subsequently gain a character
level.
WARRIOR OF LAW
Whether good or evil, you battle for law and order.
Prerequisites: Lawful subtype.
Beneft: You gain a +1 morale bonus to attack and
damage rolls when attacking a chaotic creature.
Special: If you lose the lawful subtype after
selecting this feat, you do not lose the beneft of this feat
until you gain a character level (unless you regain the
lawful subtype before this occurs). Similarly, once you
lose the beneft of this feat, you may not regain it until
you regain the lawful subtype and subsequently gain a
character level.
WOUND [Devilish]
Your attacks are particularly vicious, and wounds
inficted bleed profusely (much like a barbazu).
Prerequisites: Str 15+, base attack bonus 3+.
Beneft: When you infict damage on an opponent
with a successful melee attack, the opponent suffers 1
additional point of damage each round thereafter. This
lasts until the wound is bound with a Heal check (DC
10), which may be attempted as a standard action, or
the opponent dies. This ability may be used as often as
you wish, though a single opponent can lose no more
than 1 hit point per round due to this feat. This is a
supernatural ability.
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Devils are innately magical beings. Not only do
they wield powerful natural spell-like abilities, but
many of them actively practice some sort of magic
above and beyond that which they have natural
abilities to use. Of course, devils are also extremely
evil creatures, practicing the dark arts as easily as mere
mortals breathe.
This section describes a number of spells that
are routinely used by the dark masters of Hell. Most
are jealously guarded by the devil lords and granted
only to their most devout followers. Indeed, if a lord
of Hell were to discover that a mere mortal one that
held no loyalty to the legions of Hell possessed the
most powerful of these spells, that lord would be all
but obligated to prevent that mortal from ever using
that spell again.
Body Thief
Necromancy
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 full round
Range: Self
Target: One creature
Duration: Permanent (D)
Saving Throw: Will negates
Spell Resistance: Yes
Only an Outsider or an Incorporeal Undead
creature can cast this spell. In many ways the spell
replicates the effects of magic jar, but without the need
of a gem or large crystal as a spell focus. When the
spell is used, the caster is transformed into his or her
spiritual essence. This spirit form is both incorporeal
and invisible, and fies at a rate of 30 feet per round.
The caster is unable to touch anything, speak, cast
spells, or use any special abilities while in this spirit
form. He is able to enter into any other living creatures
body and attempt to seize control of it (the creature is
allowed a Will saving throw to resist).
If the caster fails to take control of the victims
body, he may keep attempting it, once per round.
Once the caster takes controls of a particular body
however, he is stuck. In order to leave the victims
body, the caster has to dispel the spell. Upon exiting
the victims body, the creature returns to its home
plane (if applicable) and is returned to its original,
physical shape.
While possessing a victims body, the caster uses
his own Intelligence and Wisdom scores. He may
elect to use either his own or the victims Strength,
Dexterity, Constitution, or Charisma scores. The
caster may not employ any of the victims skills, class
abilities, or spells, but may use his own freely.
Spells like detect thoughts, true seeing, and see
invisibility will detect the spirit form created by this
spell. Spells like banishment, dismissal, and dispel evil or
dispel good may be used to drive the spirit form away or
cure a person possessed by a spirit.
Corrupt Beast
Transmutation [Evil]
Level: Clr 3, Drd 2, Rng 2, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One animal
Duration: 1 hour/ caster level
Saving Throw: Will negates
Spell Resistance: Yes
The caster puts his hand on the head or fanks
of an animal and recites the spell, causing the animal
to become possessed by an evil spirit and turn into
a fendish creature (See MM, Fiendish Creature
template). The alignment of the creature becomes
lawful evil, its Intelligence, if lower than 3, becomes
a 3, it gains the ability smite good, and it gains the
following Qualities; darkvision 60 ft., cold and fre
resistance, as well as damage reduction, both based on
the creatures Hit Dice, and an SR equal to double the
creatures HD (maximum 25). The type of the creature
becomes Outsider.
The spell has a permanent duration if cast by a
devil.
Corrupt Weapon
Transmutation [Evil]
Level: Clr 2
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: One object
Duration: 1 round/ caster level
Saving Throw: None
Spell Resistance: None
The cleric calls upon his deity to channel its
energies through the medium of a weapon, in order
to destroy enemies of the faith. The weapon begins to
pulse with dark red light and emits a crackling noise,
like a branch thrust into a freplace. For the duration
of the spell, the weapon in question gains the special
Devilish Spells
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trait unholy, and inficts +2d6 evil damage to good
creatures. Any good creature wielding the weapon
gains one negative level that cannot be removed. This
spell does not work if cast upon a holy weapon.
This spell has a permanent duration when cast by
a devil.
Damnation
Necromancy
Level: Clr 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 action
Range: See below
Target: One creature
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell may be cast by devils and half-devils
only. It involves the devil entering into a contract
with an intelligent, mortal creature. The devil offers to
perform some service for the mortal, and in exchange,
the mortal offers up his or her immortal soul upon
completion of the terms of the contract. Typically, the
devil arranges to serve the mortal until he or she dies,
at which time the devil collects his due. But there is
always room for negotiation. The devil can, and will,
seek to strike a better bargain.
When the bargain has been arranged, the devil
casts this spell upon a written contract and has
the target sign it. Once the target has signed the
document, the spell immediately takes effect. It cannot
be dispelled by anything short of a wish or miracle spell.
Once it comes time for the devil to collect, the spirit
of the character is transformed into a lemure (See the
MM, Devil) who serves the devil. The devil also gains
three times the experience he would normally get
for killing the character. If he manages to collect the
soul of a good character, the devil gains six times the
normal experience reward.
Material Components: A scroll made of human
skin for the contract, signed in the blood of the devils
client. Also, a feathered pen made from bone.
Dominance Assertion
Enchantment (Compulsion) [Lawful]
Level: Clr 4, Drd 4, Rgr 4
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 feet + 2 ft./2 levels)
Target: One creature
Duration: Concentration
Saving Throw: Will negates
Spell Resistance: No
This spell may be used on either an animal or an
intelligent creature, but the caster must frst browbeat
the target. In the case of an animal, the caster must
succeed with a Handle Animal roll with the standard
DC. With an intelligent creature, the caster must frst
roll a successful Intimidate roll with a DC of 10 + the
targets Hit Dice. Once the spell is cast, the target must
follow the commands of the caster, as long as the
caster maintains concentration. Each new and distinct
command allows the victim a Will save to break free of
control. If the caster demands that the target violate his
alignment, perform an impossible action, or attempt
something suicidal, the spell is broken automatically.
Devils may use this spell to command lower-
ranking devils. There is no need for a successful
Intimidate roll.
Feast of Suffering
Necromancy
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 action
Range: Close (25 feet + 5 ft./2 levels)
Target: One creature
Duration: 1 round/ caster level
Saving Throw: Fort negates
Spell Resistance: Yes
This spell is a variety of curse, transforming
the pain of the targeted creature into life-sustaining
energy that can be readily devoured by undead and
evil outsiders. A character affected by this spell causes
those undead or evil outsiders that infict damage on
him to gain an amount of temporary hit points equal
to the damage, as if each of them were using the spell
vampiric touch upon the target. Each creature is unable
to gain more hit points than the targets maximum hit
points +10. All temporary hit points gained in this
manner are lost after 1 hour.
All undead and evil outsiders are able to
instinctively sense the energy of this spell hanging
about a mortal. They fnd it irresistibly attractive. These
creatures savor each wound inficted on the target, and
its been known to send them into wild frenzies.
Fetid Claws/Teeth
Transmutation
Level: Clr 3, Rgr 2, Sor/Wiz 3
Components: S
Casting Time: 1 action
Range: Personal
Target: Self
Duration: 2 rounds /caster level
With this spell, the caster takes on the aspect of a
savage beast. His teeth grow longer, his nails lengthen,
harden, and become more jagged, and both drip with
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venom. In game terms, the caster gains either a bite
attack of 1d6 + Str modifer, or two claw attacks of
1d2 + Str modifer, and those he injures are in danger
of being poisoned (Fort save DC 14, 1d4 temporary
Str damage, initial and 1d6 temporary Str damage,
secondary). If the caster already has a bite or claw
attack, the spell increases the damage die type one
step (i.e. From 1d4 to 1d6, or 1d6 to 1d8, etc) and still
adds the poison.
Festering Wound
Necromancy
Level: Clr 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 feet + 10 ft./caster level)
Target: One creature
Duration: Permanent
Saving Throw: Fort negates
Spell Resistance: Yes
This spell can only be cast upon an injured
creature. With festering wound the caster causes a
victims wound to become severely infected, no
matter how well the victim has tended it or even if he
heals it subsequently. If the victim fails his Fortitude
save, he immediately takes 1d2 points of temporary
damage to his Strength, Dexterity, and Constitution.
Each day, the infection will infict another 1d4 points
of temporary Constitution damage until the victim
reaches a Constitution of zero, at which point he
dies. A remove disease or dispel magic is required to halt
the progress of the disease, but a lesser restoration or
restoration spell is needed to return the victims ability
scores to normal.
Material Component: A rotten egg, which is dashed
to the ground during the casting of the spell.
Flames of the Pit
Conjuration (Summoning) [Evil, Fire]
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 action
Range: Close (25 feet + 5 ft. / 2 caster levels)
Effect: Cone
Duration: Instantaneous
Saving Throw: Refex partial
Spell Resistance: Yes
The caster summons up a gout of infernal fame
that shoots out from a designated point and consumes
everything in its path, doing dual-type damage. The
default damage type is Fire, but at the time of the
casting, the wizard may weave in a second damage
type from among the following- Acid (corrosive
fames) or Shocking (faming lightning). The fames
infict 1d6 damage per caster level (maximum 15d6).
The target must be immune and/or resistant to both
types of damage to avoid the damage.
The fames summoned by this spell are brought
directly from the Nine Hells. Casting it tends to attract
the attention of devils, and may be considered an evil
act.
Focus: An obsidian rod worth 50 gold pieces,
smeared with blood and essence of brimstone.
Garb of the Prince
Illusion (Pattern)
[Mind-Affecting]
Level: Brd 2, Clr 3, Sor/Wiz 2
Components: V, S, F
Casting Time: 10 minutes
Range: Personal
Target: Self
Duration: 1 day
Saving Throw: Will disbelief
Spell Resistance: No
The caster spends 10 minutes performing an
elaborate ritual and then dons the robe that serves
as the spells focus. For the next 24 hours, the caster
appears as a member of the royalty of whatever race
looks at him. To humans, he will looks like their
conception of a prince. To a group of dwarves, he will
look like a gray-bearded leader of one of the regions
more infuential clans. As long as the illusion is in
effect, the caster gains a +3 reaction bonus that stacks
with the characters normal Charisma modifer.
Focus: A majestic purple robe, worth at least
200 gold pieces and ft for a king. If the robe is torn,
mending it can be expensive, requiring a number of
gold pieces equal to three times the diffculty number
in materials to fx it.
Increase the Pain
Necromancy
Level: Clr 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: Long (400 feet + 40 ft./caster level)
Target: One creature
Duration: Permanent (Until healed or dispelled)
Saving Throw: None
Spell Resistance: Yes
This spell makes the pain a victim is experiencing
due to a wound to increase tenfold, causing continual
damage each round. Like festering wound, increase the
pain only works on a wounded creature. Unlike the
former spell however, the effects of increase the pain
are dispelled when the creature is completely healed
of all damage.
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The rate of hit point loss depends on the severity
of the victims wounds. For each hit dies worth of
damage, rounded up, that the target has taken (4
points for a wizard, 6 for a rogue, 10 for a fghter, etc),
he or she suffers 1 hit point of damage per round (the
maximum damage is 5 hit points per round). If the
characters hit point damage increases, the rate of hit
point loss per round increases with it. Therefore, the
spell will cause a fghter who has lost 20 hit points to
lose 2 hit points each round following the spell. If the
fghters hit points should drop 21 to 30 points below
his maximum hit point total, the fghter will begin
losing 3 hit points per round. If the fghter is healed so
that he is only suffering from 3 points of damage, he
will continue losing 1 hit point per round until fully
healed or the increase the pain spell is dispelled.
Innocuous Guise
Illusion
Level: Brd 3, Clr 3, Drd 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 minute
Range: Close (25 feet + 5 feet/ 2 caster levels)
Area of Effect: One creature, object or terrain feature
no more than 2 square feet in surface per caster level
Duration: Concentration
Saving Throw: Will disbelief (Injury)
Spell Resistance: Yes
This spell causes those encountering the target to
react to it as if it was completely harmless. If the spell
is cast upon quicksand, for example, travelers will
blithely walk upon it as if it were solid ground. People
looking at a rabid dog affected by this spell would
ignore its growls and foaming mouth, and might even
walk up to pet it. A character injured or otherwise
harmed by this spell is allowed a Will save to shake
off the effects.
There are devils that love using this spell on
themselves, walking through a mortal town, and then
letting the spell drop. The memory of a fend walking
among them has been known to incite riots among
mortal communities.
Lord of the Pit
Transmutation [Lawful, Evil]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 5 rounds
Target: Self
Duration: 1 round / caster level
Saving Throw: None (harmless)
Spell Resistance: No
This caster invokes the power of a lord of the
Nine Hells, one of the great and terrible pit fends,
and uses the spell to transform himself into a likeness
of the creature. The caster must be lawful evil in
alignment. Unlike the spell shapechange, this spell
actually infuses the caster with the magical essence of
the devil, allowing the caster to call upon all of the pit
fends special abilities. If the caster is wearing armor
when he transforms however, the caster takes a point
of damage for each bonus the protection provides and
the armor itself must make a saving throw at DC 16 to
remain intact, as wings erupt from the casters back,
his spine lengthens and becomes a barbed tail, and his
fesh turns a ruddy red the color of blood and hardens
into a carapace. The physical transformation gives the
caster the following bonuses for the duration of the
spell.
First, the caster gains a +14 to Strength, +2 to
Dex, and a +10 to Constitution. He gains six natural
attacks. Two claw attacks at +13 melee that infict
1d6+7 damage, two wing buffet attacks at +8 melee
that infict 1d4+3 damage, a bite attack at +8 melee
that causes 2d6+3 damage and poison (Fortitude save,
DC 21; initial damage 1d6 temporary Constitution,
secondary damage death) plus disease (devil chills;
Fort save DC 14, incubation period 1d4 days and 1d4
points of temporary Strength damage), and fnally, the
caster gains a tail slap attack at +8 melee and inficts
2d4+3 damage. The character can move 40 feet per
round and fy 60 feet with average maneuverability.
Second, the caster gains immunity to fre and
poison, a resistance of 20 to cold and acid, the ability to
see in darkness, a telepathy ability with a range of 100
feet, Damage Reduction 25/+2, SR 28, and regeneration
5 (normal damage from holy and blessed weapons of
at least +3 enchantment). The caster also gains a fear
aura that can be used as a free action with a 20-foot
radius range, identical to a fear spell cast by a 15th level
sorcerer (save DC 19). The transformed caster may
attempt to grab a medium-sized or smaller opponent
with its tail slap and grapple it, causing constriction
damage of 2d4+10 damage for every round the caster
maintains the grapple. Twice per day, the caster may
automatically summon two lemures, osyluths, or
barbazu; or one erinyes, cornugon, or gelugon.
Third, the caster gains the following spell-like
abilities: At will- animate dead, blasphemy, charm person,
create undead, desecrate, detect good, detect magic, dispel
magic, freball, hold person, improved invisibility, magic
circle against good, major image, produce fame, polymorph
self, pyrotechnics, suggestion, teleport without error (self
plus 50 pounds of objects only), unholy aura, unhallow,
and wall of fre; 1/day- meteor swarm (any) and symbol
(any). These abilities are used as if spells cast by a 17th
level sorcerer (save DC 13+spell level).
A spellcaster using this spell is considered to be
in the Nine Hells debt. At the moment the lord of the
pit spell expires, the caster is affected as if by a mark
of Hell spell (see above) by the pit fend he channeled
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with this spell. Other devils will react to the character
as the property of one of the lords of the Nine Hells,
earmarked for recruitment at the earliest opportunity.
Magic Circle of Containment
Magic Abjuration
Level: Clr 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 feet + 5 ft./2 levels)
Area of Effect: A circle no more than 30 feet in
diameter
Duration: 1 hour per caster level
Saving Throw: None
Spell Resistance: No
This spell allows the spellcaster to create the
pentagrams of arcane lore, to contain hostile outsiders
or protect the caster from the same. It works like a
magic circle against evil in every respect except that the
effects apply to all outsiders irrespective of alignment.
Creatures summoned with the likes of a summon
monster spell can be summoned directly into a magic
circle of containment.
Material Components: A variety of chalks and dyes,
costing no less than 5 gold pieces. These are used to
inscribe the necessary lines and glyphs on the ground
that will become the magic circle of containment.
Mark of Hell
Enchantment [Lawful, Evil]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One person
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
This spell is only useable by a devil. Devils use
this spell to mark mortals who are allies, thralls, or
clients. The devil begins by tracing a pattern in blood
upon the mortals forehead. The symbol looks like a
spiral with two outer arms curving against the fow of
the rest of the design and an eye in the middle. Once
the spell is complete, this symbol fades from view, but
it remains visible to evil outsiders and those using the
true seeing spell. The spell carries an imprint of the
casting devils essence that other devils will recognize,
causing devils to react toward the mortal as if he or
she was the valued property of the devil that put the
mark there.
Material Component: A single hit points worth of
the casting devils own blood.
Master Puppeteer
Enchantment (Compulsion)
[Mind-Affecting]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 feet + 10 ft./ level)
Target: One person
Duration: Concentration
Saving Throw: Will negates
Spell Resistance: Yes
Like the spell traitor limb, this spell allows the
caster to control the gross physical actions of a victim,
except now the victims whole body becomes the
marionette of the caster. The caster can make the victim
run, jump, crawl, roll, even speak or make certain
facial expressions, if the caster makes a Dexterity check
against a DC of 10 + the victims Strength modifer +
Wisdom modifer. As with traitor limb, any attack
rolls that the caster makes the victim attempt while
under the affects of this spell are made with the attack
bonus of the caster, though this attack only suffers a 2
penalty if the victim is actively resisting (There is no
penalty the frst round, if the victim is surprised).
To anyone watching both caster and victim, it
becomes very apparent that the caster is somehow
manipulating the victims movements, since the
victims motions will match those of the caster exactly,
and this spell requires full-body movement on the part
of the caster, unlike traitor limb.
Open Hells Maw
Conjuration
Level: Clr 9, Sor/Wiz 9
Components: V, S, M, F
Casting Time: 1 hour
Range: Long (400 feet + 40 ft./caster level)
Area of Effect: Up to 200 square feet / level
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell literally sucks a piece of the Prime
Material Plane down into one of the Nine Hells, and
spits up one of Hells desolate plains in its wake. At the
beginning of the spell, a ring of fre thirty feet high will
appear about the perimeter of the area that the caster is
targeting. Over the next hour, the ring of fre will work
its way inward, appearing to consume everything
in its path as it moves toward the center. In reality,
everything that the fre touches is transported to the
Nine Hells. Once the ring of fre closes to a single point
in the center, the spell is complete and the area affected
by the spell, as well as any poor souls caught within
it, are forever lost in the depths of Hell. If the caster is
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found and killed before the spell is completed, the ring
of fre disappears and the planes snap back into their
proper alignment.
The area called up from Hell using this spell is
always unhallowed, as the ffth level spell. The caster
may designate a spell effect associated with the site
during the casting of open Hells maw. Spells that can be
associated with the site are the same as those that may
be attached to a site with the normal unhallow spell.
Material Component: The sacrifce of an intelligent,
living creature is required for the spell.
Focus: A black onyx knife and a Medium-sized
altar carved from a single piece of obsidian. The altar
cannot be moved during the casting, or the spell is
disrupted. Please note that it is unlikely that the
caster will be able to get his hands on a single piece of
obsidian large enough for the altar, and will probably
be required to resort to a major creation spell.
Plague of Scars
Evocation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close (25 feet + 5 ft./2 levels)
Target: One person
Duration: Permanent
Saving Throw: Fort partial
Spell Resistance: Yes
The spellcaster makes an offhand motion toward
the victim and casts the spell, and multiple, ugly,
bleeding scars appear in the victims fesh. The spell
does 1d6 +1/caster level (maximum +20) damage, and
1d6 points of temporary Charisma damage, due to the
jagged, unsightly marks that the spell leaves behind.
Even if the victim receives a restoration spell to recover
his lost Charisma, he must succeed at a Fortitude save
to recover the points completely. If he fails this saving
throw, the victim recovers half his lost Charisma and
the remainder is considered permanent Charisma
damage.
Planar Severance
Abjuration
Level: Clr 7, Sor/Wiz 7
Components: V, S
Casting Time: 1 full round
Range: Touch
Target: One creature
Duration: Permanent
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Simply put, this spell allows a summoned creature
to remain on the Prime Material Plane indefnitely.
Creatures called forth from an outer plane through
the agency of a spell-like summon monster or a devils
summon devils ability are no longer required to follow
the orders of the caster of the summoning spell that
brought them there and are no longer required to
return from whence they came at the end of the spell
or abilitys duration.
Recognize Hierarchy (Orison)
Divination [Lawful]
Level: Clr 0
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 feet + 10 ft./caster level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No
By casting this spell on a lawful creature and
invoking the name of an institution or organization
that the cleric believes the creature is a part of or owes
fealty to, the cleric may determine if the individual
is in fact a member of that organization, what rank
the creature holds within the organization, if any,
and whether the creature belongs to a subset of that
organization (For example, the caster may determine
if a devil serves in a particular army and what rank he
holds, and may also tell which demon lord he owes
allegiance to).
Devils use this spell on each other often to
determine the affliation and rank of unfamiliar
devils.
Roots of Fear
Enchantment (Compulsion)
[Mind-Affecting]
Level: Brd 5, Clr 5, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 feet + 10 ft./caster level)
Area of Effect: All creatures within a 15 ft. radius
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
This spell drives a spike of terror deep within the
hearts of those it affects. Creatures struck by it must
make a successful Will save or fee in terror from
the caster. From that point on, the victim of the spell
will do everything in its power to avoid being in the
presence of the caster. If a target of this spell is forced
into the casters presence, the victim suffers a 2 morale
penalty to all saving throw, attack, and damage rolls.
Material Components: A rusty nail that has been
driven into the roots of a hangmans tree, or a thread
from a rope that has been used to hang a man. The
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object is thrown to the ground, where it dissolves into
a cloud of sickly yellow smoke and appears to attack
the victims before dissipating.
Scapegoat
Enchantment
Level: Brd 4, Sor/Wiz 5
Components: V, S, F
Casting Time: 1 hour
Range: Unlimited (see below)
Target: Any number of creatures
Duration: Permanent (see below)
Saving Throw: Will negates
Spell Resistance: Yes
The spell is a subtle form of character assassination.
The caster must frst procure a personal item from a
victim, and incorporate it into a crude representation
of the victim created by the caster (Requiring a Craft
skill check of some sort at DC 10). This is the proxy.
The caster chants the spell while crafting the proxy,
and at the end of the spell, the caster accuses the
proxy of a specifc crime using the victims name (e.g.
I accuse you, Milo, of murdering Publius Clodius
on the Appian Way). The caster must refer to a real,
recent crime that the victim of the spell could plausibly
have committed. The caster then may store away the
proxy and go out in public and repeat the accusation
to the frst stranger he meets. That person makes a Will
saving throw. If this person fails the saving throw, the
spell is a success.
No one will remember who started the rumor,
but word of the accusation will spread like wildfre
throughout the local community. The more heinous
and notorious the crime, the quicker news of the
rumor will spread. Anyone who hears the rumor will
fnd it extremely convincing unless they succeed at
a Will save, even if there is a great deal of evidence
supporting the victims innocence and it is against
their better judgment.
There are two ways of stopping the spell; killing
the caster, or fnding and destroying the proxy.
Otherwise, it is a sure thing that the victim will be
formally charged with the crime he has been accused
of within a week. Even if the victim avoids the
community or nation where the crime was committed,
he will receive a negative reaction bonus when
interacting with lawful members of that community
(The exact penalty is up to the GM, but it should be
from 1 to 5, based on the severity of the crime).
Secret Name
Enchantment (Compulsion)
[Mind-Affecting]
Level: Clr 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Close (25 feet + 5 ft./2 levels)
Target: One person
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
After completing the spell and designating a
target, the caster speaks a full name or a single word
and holds a fnger to his or her mouth, making a
shushing sound. If the target fails a Will save, the
word that the caster used not only disappears from
the targets vocabulary, but so does any synonym or
translation of that word.
Devils traveling incognito will often use this spell
to keep helpless mortals from giving away their true
identity or requesting help from others. The weaker,
more mischievous devils also fnd it an amusing form
of torture.
Sense Price
Divination
Level: Clr 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
By touching the target, the caster looks inside the
targets spirit and mind to discover what is required
to test the limits of the creatures morality. In essence,
the caster touches the target and poses a mental
question along the lines of what would it take for
you to assassinate the king? or what would it cost
me to make you leave your guard post for twenty
minutes at midnight? If the target fails his or her Will
saving throw, the caster receives a mental image of the
answer to his question.
Characters that are offered their price and wish
to resist must make a further Will saving throw of DC
10 + casters level + the casters Cha modifer. If they
fail, the temptation of what is being offered exceeds
the targets good sense, and they must do what is
requested of them.
Shackle of Consent
Enchantment (Compulsion)
[Language Dependent, Mind-Affecting]
Level: Clr 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 1 round/level
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Saving Throw: Will partial
Spell Resistance: No
The spell is used to radically up the ante once
a subject has conceded to the casters will. It may only
be cast upon a target that has agreed to do something
at the casters request within the last ten minutes (No
matter how harmless the concession- e.g. Do you
mind opening the door for me?). The caster then casts
the spell, makes a second request and must succeed at a
touch attack. If the caster hits, the target must roll a Will
save. If the victim fails, he or she must immediately do
what has been asked of him, even if is self-destructive
or goes against his nature or alignment. The victim
remains under the casters control for the duration of
the spell. If the target succeeds at his Will save, he must
still fulfll the task to the best of his ability, but may
avoid actions that are self-destructive or that violate
his alignment.
Shackle of consent is restricted by language
considerations. If victim and caster share the same
language, the caster may ask the victim to do whatever
he wishes, as long as it lies within the victims
ability to do so. If caster and subject do not share the
same language, only basic commands that may be
communicated by tone and gesture, such as come
to me, move there, kill, or remain here may
be used.
Focus: An actual shackle, attached to a chain no
less than fve feet long. The caster may swing the
shackle to deliver his touch attack for this spell.
Shape the Malleable
Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: See below
Duration: 1 hour/ caster level
Saving Throw: Fort negates
Spell Resistance: Yes
This spell is used to impose temporary form to
creatures that normally have no shape, such as oozes
and lemures. The spell transforms the creature into a
shape resembling some other creature or object, even
a particular person, allowing it to move with that
creatures form of locomotion. Objects are no problem,
though no object can be produced that is larger than
the creature that is being shaped by this spell (a Small
creature can only make an object of Small size or less).
Creatures are a different matter. If a person studies the
shaped creature closely, they may make an Intelligence
check at DC 10 + the casters Intelligence modifer.
If they succeed, they realize that there is something
seriously wrong with the creature.
This spell is of permanent duration if cast by a
devil. Devils most often use this spell to shape lemures
into specifc mortals, and then use their telepathic
command of the lemure to trick humans into thinking
the lemure is the actual person. Devils in mental
contact with a shaped lemure may roll Disguise checks
to maintain the lesser creatures disguise.
Both lemures and oozes that have been shaped
in this manner retain all of their original abilities and
instincts. A lemure that looks like a halfing is still
a mindless Outsider, and an ochre jelly shaped like
a horse still lives only to eat everything it comes in
contact with, can secrete acid, and will split into two
new creatures if struck with electricity or a weapon
(Both of which look, but do not act, like a normal
horse).
Sincerity
Enchantment (Compulsion)
[Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: One creature
Duration: Permanent
Saving Throw: Will disbelief (If contradictory
evidence present)
Spell Resistance: Yes
After the caster completes this spell, the next
opinion or assertion he makes, even something
patently ridiculous, will seem factual to one person he
designates during the casting. For example, the caster
could invoke the spell and announce, Pigs fy very
fast. A creature affected by the spell would continue
to believe this until contradictory evidence was
provided (i.e. a pig without wings), or until a dispel
magic or remove curse is cast upon the victim.
Material Components: A vial of fne quality honey,
worth at least 1 silver piece, that is consumed in the
casting.
Sinister Alarum
Enchantment (Compulsion)
[Mind-Affecting, Sonic, Lawful, Evil]
Level: Brd 4, Clr 4, Rgr 4
Components: V, S
Casting Time: 1 full round
Range: Medium (100 feet + 10 ft./ level)
Target: Any number of evil creatures
Duration: Up to 1 hour
Saving Throw: Will negates
Spell Resistance: Yes
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Only a devil or lawful evil spellcaster can cast this
spell. In essence, the spell calls to the desire within all
monsters of lawful evil to join together and crush their
enemies, and makes them look toward the caster for
leadership. In many ways, the spell is similar to the
spell enthrall. The caster must have the undivided
attention of the creatures to be affected and either sing
or speak to them for a full round about the glorious
victory that awaits them. At the end of the speech, the
creatures must roll a Will save. Those creatures of a
race or religion inimical to the caster have a +4 bonus
to the saving throw.
Those that fail the saving throw become
fanatically loyal to the caster, and will do anything
he or she asks. Creatures with 4 or more HD or with
a Wisdom score of 16 or better take a moment to think
about the commands that the caster is issuing before
following them, and may make another Will save if the
caster commands them to do something that puts them
at personal risk or forces them to violate an existing
allegiance.
The spell continues working as long as the caster
continues singing or otherwise exhorting his minions
to keep following and/or fghting for him, up to 1
hour. Other lawful evil creatures entering the area and
hearing the caster speak must make a Will save or be
caught up in the spell.
At the end of the spell, the caster must make a Fort
save against a DC of 10 + 1/per 5 rounds of the spells
duration. If the caster fails, he loses his voice for 1d4+1
hours.
Slow Death
Necromancy
Level: Clr 4, Sor/Wiz 5
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: Permanent
Saving Throw: Fort partial
Spell Resistance: Yes
The caster must deliver a touch attack by striking
the victim with the focus. A successful strike releases a
food of necromantic energy into the target, paralyzing
him and causing 1 hit point of damage per round,
for each round following, unless the victim succeeds
at a Fortitude saving throw. If the target succeeds at
the Fortitude save, he is instead slowed, as if by the
3rd level arcane spell of the same name, and takes
one hit point of damage per hour. In both cases, the
spells effects last until the target is dead or until it is
dispelled.
Focus: An ash tree branch, cut within the last week
and smeared with pitch.
Stink of Evil
Illusion [Glamer]
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: One person
Duration: See below
Saving Throw: None (see text)
Spell Resistance: Yes
This spell is similar to magic aura, in that it creates a
mystical aura that revealed by detection spells. Rather
than a magical aura however, the victim of this spell
radiates an evil alignment when subject to detect evil.
A detect good spell will still register a good alignment
however, and a true seeing spell cast by a divine
spellcaster will reveal the victims true alignment. A
know alignment spell will register both alignments.
The focus for this spell is a small item that depicts
a profle that has been scratched out (typically a coin of
some sort). The item must be slipped into the victims
personal belongings (the caster may make a Pick
Pocket roll to do this without the victim being aware
of it). As long as the victim is in possession of the item,
the spell remains in effect.
The spell dissipates an hour after the focus has
been discarded.
Sympathy for the Devil
Enchantment (Compulsion)
[Language Dependent, Mind-Affecting]
Level: Brd 3, Clr 4, Sor/Wiz 4
Components: V
Casting Time: 1 action
Range: Medium (100 feet + 10 ft./caster level)
Target: One good creature
Duration: 1 round + 1 round/caster level
Saving Throw: Will negates
Spell Resistance: Yes
Sometimes all that is required for the triumph of
evil is for good men to do nothing. The creator of this
spell took this sentiment to heart. The spell can only
affect good aligned characters. In essence, it magnifes
tenfold whatever sympathy and compassion exists
in a good creatures heart, making him more pliable
to arguments that play upon these emotions. The
targeted creature is allowed a Will save. The result
of a failure is that the good character will overlook
an evil deed or pass up the opportunity to punish or
stop an evil creature. The caster must continue talking
to the targeted creature for the duration of this spell,
exhorting him or her to show more understanding
of his views. For the duration of the spell, the target
is unable to act against the subject of the casters
diatribe.
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Traitor Limb
Enchantment
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Medium (100 feet + 10 ft./2 levels)
Target: One person
Duration: Concentration
Saving Throw: Will negates
Spell Resistance: Yes
This spell allows the caster to seize control of one
of a victims limbs and make it imitate the movements
of his own, matching limb. The caster could, for
example, use traitor limb to seize control of a warriors
sword arm and make it swing at a nearby companion.
Any attack rolls made while under the effect of this
spell are made with the attack bonus of the caster, with
a 4 penalty if the victim is actively resisting (There is
no penalty the frst round, if the victim is surprised).
To anyone watching both caster and victim, it
quickly becomes apparent that the caster is somehow
manipulating the victims movements, since the
victims motions will match those of the caster exactly
(e.g. If the victim is being forced to strangle someone
with his right hand, the caster will need to grip the air
with his right hand and squeeze).
Unholy Shadow
Divination
Level: Clr 7
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One person
Duration: Permanent
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Only an outsider can cast this spell. Devil patrons
use it to keep track of their special followers and
clients, which include both those who are most devoted
to the powers of the Nine Hells and those whose
loyalty is in doubt. In some ways, the spell is similar
to the divine spell status, but its range exceeds planar
boundaries and provides more extensive information.
A devil must place his hand on the targets head to cast
this spell.
First, if the devil is on the same plane as the target
of this spell, he is able to determine the direction and
distance to the target. If the devil is on his home plane,
he is able to determine the direction and distance of
the target from the devils last exit point from the
Prime Material. If the target of the spell visits a plane
that the devil has never visited, the plane the target
is on becomes known to the devil. The devil is also
able to determine the status of the target: unharmed,
wounded, disabled, staggered, unconscious, dying,
dead, etc.
Second, the devil is able to establish a telepathic
link with the target at will, regardless of the distance
that separates them. Further, the caster is able to
eavesdrop on the targets surface thoughts as per the
spell detect thoughts. This allows the devil to pick up on
general data regarding the targets whereabouts and
general situation, especially what hes currently seeing
and hearing.
Devils claim that this spell is designed so that they
can better protect their allies, but they tend to use it to
make sure their mortal minions dont betray them to
another devil or seek redemption from the powers of
good.
Weight of the Nine Hells
Illusion [Phantasm, Evil]
Level: Clr 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Close (25 feet + 5 ft./2 levels)
Target: One person
Duration: Concentration
Saving Throw: Will negates
Spell Resistance: Yes
The caster summons up a vision of eternity in the
Nine Hells and assaults the victims mind with it. For
the frst round, the victim is both blinded and deafened,
as the spells, while they experience a helpless interlude
of sheer terror, surrounded by wailing screams and
darkness lit only by the fames of Hell. Though the
effect lasts only a round of real time, to the victim,
it will seem much longer and they will emerge from
the vision in a deep depression. This feeling of doom
remains as long as the caster concentrates, and the
victim suffers from a 2 morale penalty on all saving
throws, attack rolls, ability checks, skill checks, and
weapon damage rolls. This effect may be dispelled by
the spell emotion (hope). Otherwise it ends when the
caster stops concentrating.
When this spell is cast by a devil, the victim is
required to make two Will saves. The frst is made to
determine if the spell affects them in the frst place.
Once the devil stops concentrating on the spell, the
victim must attempt a second Will save on each round
following. When they succeed at this second save, the
spell is broken.
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This chapter covers the broad variety of magic
items used by the various devils that inhabit the
planes. Though these items are mostly employed
by devils, many can be used by any creature or at
least, other outsiders besides devils. Though it would
be impossible to cover every such item, many of the
more common items (as well as a few unique items)
are presented here.
Armor and Shields
New Armor and Shield
Special Abilities
Fearful: Usually constructed of black Hell steel,
fearful armor is covered with arcane glyphs, sigils, and
designs. The wearer may take a full round action to
posture, which may include issuing a ferce battle cry,
assuming a threatening stance, and similar actions.
Regardless of the specifcs, all opponents within 30
feet must make a Will save (DC 14) or be shaken for
2d6 rounds. The DC of this save increases by +4 for
each size category above Medium-size the wearer is,
and is likewise decreases by -4 for each size category
smaller than Medium-size. A creature that succeeds
at this saving throw is immune to this ability for one
day. Instead of taking a full round action to use this
ability as described above, the wearer may activate
the armors effect when charging. Any opponent the
wearer attacks at the end of his charge move must
make the save, rather than each opponent within 30 ft.
Caster Level: 7th; Prerequisites: Craft Magic Arms
and Armor, fear; Market Price: +2 bonus.
Majestic: Majestic armor is covered with magical
runes and sigils designed to awe the wearers
opponents into submission. Each of the wearers
opponents who have not already successfully attacked
the wearer must make a Will save (DC 10 + 1/2 the
wearers level + the wearers Charisma modifer) when
attempting to attack the wearer. If this save is failed
the opponent misses the wearer on that attack unless
he rolls a threat (in which case he cannot convert it to a
critical hit). Once an opponent has successfully struck
the wearer, he no longer need make this save when
attempting to attack the wearer.
Caster Level: 9th; Prerequisites: Craft Magic Arms
and Armor, dominate person; Market Price: +4 bonus.
Ward Against Good: The wearer of ward against
good armor (or carrier of a ward against good shield)
gains a +2 defection bonus to AC and a +2 resistance
bonus to saves, both of which apply only against the
attacks and abilities of good creatures. Further, any
good creature within 5 feet of the wearer suffers 1d4
damage at the beginning of each round. Though devils
do not use it, ward against evil armor is available as
well. It provides a +2 defection bonus to AC and
a +2 resistance bonus to saves, but only against the
attacks and abilities of evil creatures. Further, any
good creature within 5 feet of the wearer (including
the wearer) regains 1d4+2 hit points at the beginning
of each round. This quality cannot stabilize a dying
character, and does not heal such characters.
Caster Level: 9th; Prerequisites: Craft Magic Arms
and Armor, protection from good, unholy blight (or
protection from evil, or healing circle for ward against
evil armor); Market Price: +3 bonus.
New Armor and Shields
Devils Armor: Crafted of Hellish steel, this armor
acts as ordinary full plate on any plane other than
Hell. Within Hell, however, it is considered +3 heavy
fortifcation full plate. This armor is both a protection
and a symbol of station; each devil lord, upon gaining
that rank, commissions a suit of this armor. When
completed, the detailed engravings on the armors
surface depict tales of the devil lords rise to his current
position. These carvings are nigh invisible except
when the armor is worn, whereupon they glow with
ghostly white light.
Caster Level: 13th; Prerequisites: Craft Magic Arms
and Armor, limited wish or miracle; Market Price: 37,650
gp; Cost to Create: 18,825 gp and 1,506 XP.
The Black Chains of Guurek: The kyton lord
Guurek is famous for this suit of armor. After
millennia of being subjected to Guureks dancing
chains ability, these chains took on a life and
intelligence of their own, though they are indisputably
loyal to Guurek. Guureks armor is considered +5
masterwork chain mail, and has an Intelligence of 19,
Wisdom of 21, and Charisma of 12. It can communicate
with either speech or telepathy (though it only uses
the latter to communicate with Guurek). Further,
while wearing this armor, Guurek is considered to
have the following feats: Blind Fight, Combat Refexes,
and Improved Initiative. Finally, once per day, the
Black Chains may cast bulls strength on its user. If
any creature other than Guurek attempts to wear
the Black Chains, the intelligent armor attempts to
crush the wearer to death, inficting 2d6+5 damage
each round until the armor is removed. Removing the
armor, however, requires either an Escape Artist check
Devilish Magical Items
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(DC 35) or a break check (DC 31); the latter check, if
successful, ruins the Black Chains and extinguishes its
intelligence. If the black chains succeed in killing an
unwelcome wielder, they release their grip and slither
away; the Black Chains have a speed of 10 feet. Finally,
the Black Chains count as normal chains for the
purposes of the Dancing Chains, Improved Dancing
Chains, and Perfect Dancing Chains feats.
Caster Level: 17th; Prerequisites: Craft Magic Arms
and Armor, Perfect Dancing Chains, wish; Market Price:
80,300; Cost to Create: 40,150 gp and 3,212 XP.
Weapons
New Weapon
Special Abilities
Banishment: A banishment weapon can come
with any one of four subtypes: chaotic, evil, good, or
lawful. When the wielder is attacking a creature of
opposite alignment to the weapon, the enhancement
bonus to attack and damage granted by the weapon
is increased by +1. Further, if the attack is successful,
the opponent must make a Will save (DC 5 + damage
dealt) or be stunned for 1d4 rounds. Banishment
weapons may only be wielded by creatures that match
the weapons subtype, and deal no damage to other
creatures with that subtype. However, the wielder
of a banishment weapon may make a coup de grace
attack against another creature with the same subtype
as the weapon (provided all other conditions for such
an attack are met). If successful, the victim is not killed
and does not make a Fortitude save; instead, the victim
must make a Will save (DC 10 + the damage dealt) or
permanently lose that subtype, and be forever more
unable to enter any planes that also have that subtype
(a devil who fails this save against a lawful weapon,
for example, would lose the lawful subtype and be
unable to enter any lawful planes, including Hell).
Creatures so affected who are already within a plane of
that type are immediately ejected to a random location
in the Prime Material Plane. Banishment weapons are
both reviled and feared by all outsiders, and the most
powerful among them jealously guard all such arms.
Caster Level: 13th; Prerequisites: Craft Magic Arms
and Armor, blasphemy (evil subtype), holy word (good
subtype), dictum (lawful subtype), or word of chaos
(chaotic subtype); Market Price: +2 bonus.
Corruption: A corruption weapon is enchanted to
infict a devilish plague on any victim struck, so even
if he survives battle, he is laid low by the lingering
effects of the disease. Any victim struck by the weapon
must make a Fort save (DC 16) or be infected with a
wasting disease: Fortitude save (DC 16); incubation
period 1 day; damage 1d3 temporary Constitution.
Unlike normal diseases, this infection runs rampant
until the victim reaches 0 Constitution (and dies) or
receives a remove disease spell or similar magical aid.
Caster Level: 5th; Prerequisites: Craft Magic Arms
and Armor, contagion; Market Price: +2 bonus.
Hypnotic: Only small weapons may have the
hypnotic quality. A hypnotic weapon possesses
unearthly beauty, which is enhanced by the fuid,
dance-like motions of its wielder. The effect is so
strong, that even skilled fghters have been known to
lower their guard just before being attacked by this
weapon. Hypnotic weapons are particularly popular
among erinyes. When using a hypnotic weapon, the
wielder may add her Charisma modifer as a bonus to
the attack and damage rolls, rather than Strength.
Caster Level: 7th; Prerequisites: Craft Magic Arms
and Armor, emotion; Market Price: +1 bonus.
Pain: A painful weapon has been infused with
the pain of the damned, and upon striking a victim,
transmits that agony to the target of the attack. Any
creature struck by a painful weapon must make a
Fortitude save (DC 5 + the damage suffered) or be
stunned for 1d4 rounds. Creatures immune to critical
hits or subdual damage are not affected by this
ability.
Caster Level: 14th; Prerequisites: Craft Magic Arms
and Armor, hold monster, harm; Market Price: +3 bonus.
Soul Binder: A soul binding weapon, when it
strikes a killing blow on an opponent (reducing the
target to -10 hp), traps the victims soul within a
black gem built into the weapon (usually as a swords
pommel). Once so bound, the victim cannot be
returned to life through clone, raise dead, reincarnation,
resurrection, true resurrection, or even a miracle or wish.
A soul binding weapon can store any number of souls
in this fashion. For each soul so trapped within the
last 24 hours, the soul binders enhancement bonus
increases by +1 (though it can only be increased by a
maximum of +3 in this fashion).
Caster Level: 17th, Prerequisites: Craft Magic Arms
and Armor; soul bind; Market Price: +3 bonus.
Soul Drinker: A soul drinking weapon inficts
not only physical damage, but spiritual, as well. Any
creature struck by a soul drinking weapon suffers
1d6 additional damage from the negative energy
invested in the weapon, unless a Fortitude save (DC
15) is made. Further, if the damage is dealt, the wielder
regains a like amount of hit points. These hit points
cannot give a character more hit points than his normal
maximum.
Caster Level: 9th; Prerequisites: Craft Magic Arms
and Armor; infict serious wounds; Market Price: +2
bonus.
Vengeance: When the wielder of a weapon
of vengeance is struck in battle, it lashes out at the
attacker, seemingly of its own accord. The wielder
of a weapon of vengeance may take one additional
attack of opportunity per round (though he may
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still only take one against each opponent). Further,
any time the wielder is struck in melee combat, the
wielder may take an attack of opportunity against
the attacker. This attack of opportunity takes place
after the damage from the initial attack is dealt, and
if the wielder is unable to act at that point (if he has
been rendered unconscious, for example), he loses the
opportunity. Similarly, if circumstances prevent the
wielder from attacking the same opponent that struck
him (such as if the attacker is using a weapon with the
reach quality, and is not adjacent to the wielder), he
also may not use this ability. This ability only triggers
when the wielder suffers a certain amount of damage
in a single attack, depending on the specifc vengeance
weapon: a vengeance weapon may trigger when the
wielder suffers 15, 10, 5, or 1 point of damage on a
single strike.
Caster Level: 11th; Prerequisites: Craft Magic Arms
and Armor, contingency, haste; Market Price: +2 bonus
(15 damage), +3 bonus (10 damage), +4 bonus (5
damage), +5 bonus (1 damage).
New Weapons
Hell Blades: These swords are truly ancient, left
from the long forgotten time when devils yet served
the powers of good. When they fell to evil, some kept
their angelic blades, but the weapons were twisted and
blackened with evil. Hell blades are +2 long swords. In
addition, when a pair of these swords are wielded,
they reduce the wielders penalty for attacking with a
second weapon by 4.
Caster Level: 5th; Prerequisites: Craft Magic Arms
and Armor, haste; Market Price: 18,000 gp; Cost to Create:
9,000 gp and 720 XP.
The Blood Blade of ZhuShin Kulak: This
crimson stained glaive is carried by the famed barbazu
general ZhuShin Kulak in every battle he fghts. The
saw toothed blade extends further down the haft of the
weapon than a normal glaive, allowing the wielder to
strike adjacent foes with the weapon despite it having
the reach quality. It is a +3 wounding glaive. Further,
any opponents struck by the Blood Blade suffer a -2
morale penalty to attack rolls and saving throws until
the wound is bound, which requires a Heal check (DC
15) as a full round action.
Caster Level: 13th; Prerequisites: Craft Magic Arms
and Armor, bane, sword; Market Price: 50,308 gp; Cost to
Create: 25,154 gp and 2,012 XP.
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Rings
Ring of Resounding Thought: A ring of resounding
thought extends the range of a devils telepathy ability
many fold. Other creatures with inherent telepathic
abilities, such as demons, can beneft from this ring as
well. The ring multiplies the users telepathic range by his
Intelligence modifer. Further, if the user has the Planar
Focus feat, he may communicate telepathically as if he
were at the location of his planar focus, even if he is on
another plane himself.
Caster Level: 9th; Prerequisites: Forge Ring, contact other
plane; Market Price: 16,000 gp. Cost to Create: 8,000 gp and
640 XP.
Ring of Wracking Pains: A ring of wracking pains is
actually one of a matched set. The frst known as the
master ring generally worn by a devil lord, is crafted
of white gold, and engraved with intricate magical runes.
The second, crafted of obsidian, bears a matching set of
runes. This second ring is usually given by a devil lord
to a lieutenant or mortal servant (though these parties
are rarely informed of the rings true functions until it is
far too late). Individually each ring is considered a ring
of protection +3. In addition, the master ring grants the
wearer the ability to infict terrible pain on the wearer of
the second ring, regardless of their relative locations. The
amount of damage inficted is regulated by the second ring
so as to not be enough to kill the wearer. At will, the wearer
of the master ring may infict 1d4 damage on the wearer of
the second ring for each character level the wearer of the
second ring has. Further, upon activation of this ability,
the wearer of the second ring must make a Fortitude save
(DC equal to the damage dealt) or be helpless for a number
of rounds equal to his character level. Regardless of the
amount of damage inficted, the wearer of the second
ring need never make a Fortitude save to avoid death
from massive damage. This damage may never reduce the
wearer of the second ring to less than 10 hit points. The
second ring may never be placed upon another creatures
fnger without its consent; it simply slips off in the absence
of such permission. Once the ring is donned successfully,
however, it may not be removed except through a remove
curse spell by a caster with a higher caster level than the
wearer of the master ring has character levels. Even if
successful, none of the rings functions are impaired in
any way. The spell simply allows the wearer of the second
ring to remove it. Each master ring may have any number
of additional rings keyed to it, each of which allow the
wearer of the master ring to invoke the effects listed above.
The frst set of costs and requirements listed below is for a
master ring; the second for a matching ring, any number of
which may be created.
Caster Level: 19th; Prerequisites: Forge Ring, harm, shield
of faith; Market Price: 16,000 gp; Cost to Create: 8,000 gp and
640 XP. (Master ring)
Caster Level: 15th; Prerequisites: Forge Ring, shield of
faith; Market Price: 12,000 gp; Cost to Create: 6,000 gp and
480 XP. (Slave ring)
Wondrous Items
Amulet of Sanctuary: This ice blue medallion,
when worn, aids the bearer in escaping potentially
deadly situations. If the wearer is reduced to
less than 10% of his maximum hit points by any
effect, the amulet immediately transports him to a
predetermined location of his choosing. The wearer
may be teleported to any location in this fashion,
whether or not the destination is on the same plane the
wearer currently occupies. That said, the destination
must be determined in advance: wherever the user is
when he dons the amulet is automatically determined
to be the destination location until he removes it.
When the amulet is donned once more, the destination
is determined anew. The amulet functions even if the
character is reduced to 0 or less hit points, though it
does nothing to stabilize a dying character or revive a
dead one.
Caster Level: 13th; Prerequisites: Craft Wondrous
Item, contingency, planar shift, teleport without error;
Market Price: 62,000 gp; Cost to Create: 31,000 gp and
2,480 XP.
Bracelet of Seduction: Often worn by erinyes to
enhance their already intense sexuality, the bracelet of
seduction functions through a sort of integral telepathy.
To activate the amulet, the wearer must concentrate
on the object of her desire for a full around action.
The amulet then determines the targets ideal mate,
then imprints those behavior patterns on the wearer.
This includes speech patterns, body language, and
even subtle physical alterations, such as eye color.
Thereafter, the wearer receives a +4 enhancement
bonus to any Bluff, Diplomacy, or Sense Motive checks
on the target.
Caster Level: 5th; Prerequisites: Craft Wondrous
Item, charm monster; Market Price: 2,000 gp.
Boots of Infernal Travel: These boots are crafted
from leather made of human skin, and are a dark beige
color. Their steel-shod soles strike sparks as the wearer
walks across surfaces such as metal and stone. These
boots grant the wearer cold resistance 30. Further, as
a full round action, the wearer may travel to Hell. If
he is unfamiliar with this devilish plane, he arrives in
a random location. Otherwise, he may arrive at any
destination within Hell that he has previously visited,
with perfect accuracy. Note that these boots provide
only the ability to travel to Hell; they do not provide a
means of escape from the infernal plane.
Caster Level: 13th; Prerequisites: Craft Wondrous
Item, planar shift, teleport without error; Market Price:
30,000 gp; Cost to Create: 15,000 gp and 1,200 XP.
Cloak of False Alignment: This dull gray cloak
disguises one aspect of the wearers true alignment,
though not both. For example, it may alter the
wearers alignment from chaotic evil to lawful evil
or chaotic good, but not lawful good. Items carried
on the wearers person and spells cast by the wearer
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function off the wearers true alignment, but all effects
generated by items not carried by the wearer or spells
cast by other creatures treat the character as if he were
of the alignment generated by the cloak. If a lawful evil
creature, for example, chose to disguise his alignment
as lawful good, he could still carry an unholy weapon
without suffering negative levels (though if he bore
a holy weapon, he would suffer negative levels as
normal). On the other hand, if a creature casts detect
evil, for example, the wearer of the cloak would go
undetected. Similarly, the wearer would not suffer
the additional 2d6 damage inficted by a holy weapon
when it strikes an evil creature.
Caster Level: 9th; Prerequisites: Craft Wondrous
Item, false vision, undetectable aura; Market Price: 25,000
gp; Cost to Create: 12,500 gp and 1,000 XP.
Cloak of Ice and Fire: This slate gray cloak is
constantly surrounded by a chilling cold so frigid as to
infict 20 points of cold damage on all creatures within
5 feet of the wearer (including the wearer himself) each
round. At 10 feet, this damage is reduced to 10 points,
and at 15 feet, 5 points. Beyond 15 feet, it has no effect.
Further, once per day, the wearer may cast freball as a
5
th
level sorcerer.
Caster Level: 15th; Prerequisites: Craft Wondrous
Item, freball, symbol (cold); Market Price: 40,000 gp; Cost
to Create: 20,000 gp and 1,600 XP.
Fetters of Damnation: These enchanted fetters
are enhanced to be particularly effective at binding
evil characters, while the virtuous have little trouble
escaping. The DC to break these chains is 26, and the
base DC of an Escape Artist check to slip free is 30.
Good characters gain a circumstance bonus to both
checks equal to twice their level; evil characters fnd
that the DC of both checks is increased by their level.
Caster Level: 3rd; Prerequisites: Craft Wondrous
Item, protection from evil; Market Price: 12,000 gp; Cost to
Create: 6,000 gp and 480 XP.
Gauntlets of Infernal Might: These gauntlets are
forged of infernal steel, refned from ore found only in
the realm of Hell. They grant the wearer great strength,
but can only be worn by creatures native to the plane
of Hell. Both gauntlets must be worn to gain the
beneft of this item, though only one need be donned
by a mortal to suffer the consequences. Devils wearing
these gauntlets gain a +4 enhancement bonus to
Strength. Any non-devils who puts them on, however,
suffer 1 negative level per day and do not gain the
Strength bonus. Further, the gauntlets can only be
removed with a remove curse spell. Twenty-four hours
after removing the gauntlets, the wearer must make a
Fortitude save (DC 14) for each negative level. If the
save succeeds, that negative level is negated. If it fails,
that level has been permanently drained.
Caster Level: 7th; Prerequisites: Craft Wondrous
Item, bulls strength, enervation; Market Price: 8,000 gp;
Cost to Create: 4,000 gp and 320 XP.
Home Stone: This brilliant blue gem stone
glimmers faintly when not in use. It is designed to
allow the user to determine exactly where in relation
to a specifc location he is. Planar travelers often use
this stone when returning to a plane which they have
already visited in order to get their bearings. To attune
the stone to a particular location within a plane, the
user must meditate on that spot for one hour (plus an
additional hour for each other plane with a location to
which the stone is already attuned). At the end of this
period, the user must make a Concentration check (DC
10 + 5 for each other plane with a location to which
the stone is already attuned). If successful the stone is
thereafter attuned to that location. A home stone may
only be attuned to one location on each plane. When
the user is on a plane with a location to which he has
already attuned the stone, he may, as a free action, use
the stone to determine his exact direction and distance
from the location on that plane to which the stone is
attuned. Alternately, when traveling between planes
by any means, the user may elect to automatically
arrive at the location on that plane to which the
home stone is attuned. If the stone is not in the users
possession for 24 hours, all previous attunements are
lost.
Caster Level: 13th; Prerequisites: Craft Wondrous
Item, fnd the path, teleport without error; Market Price:
14,000 gp; Cost to Create: 7,000 gp and 560 XP.
Horn of Devil Summoning: This impossibly
twisted horn gives out a sickly, unpleasant note when
sounded. A character may sound the horn as a full
action, and summon 1d6 lemures. The lemures arrive
immediately, and follow the characters commands to
the letter. Alternately, if the user has the supernatural
ability to summon devils, he may sound the horn while
doing so, which increases his chance to successfully
summon the devils in question to 95%. The horn may
only be sounded once per day.
Caster Level: 11th; Prerequisites: Craft Wondrous
Item, summon monster VI; Market Price: 24,000 gp; Cost
to Create: 12,000 gp and 960 XP.
Periapt of Proof Against Summoning: This
obsidian stone is jet black and dangles on a silver chain.
The devil who wears it is immune to all summoning
spells, regardless of any advantages the caster may
have (such as knowing the devils true name). The
devil is immediately aware of any summoning
spell that targets him specifcally, and may elect to
answer the summons if he so chooses. However, once
summoned, he is not bound by any precautions taken
by the caster, and he may act freely once he arrives at
the summoners location. Further, he need not return
to Hell when the summoner dismisses him, and
instead may elect to stay on the Prime Material Plane
(or wherever it is he was summoned). As above, the
devil may choose to return when dismissed, but is not
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forced to do so. That said, he may still be affected by
other spells that force his return to his native plane,
such as dismissal.
Caster Level: 17th; Prerequisites: Craft Wondrous
Item, freedom; Market Price: 64,000 gp; Cost to Create:
32,000 gp and 2,560 XP.
Scepter of Infernal Command: This steel scepter
is encrusted with black and blood red gem stones. At
will, the wielder may cast dominate monster on any
lawful evil outsider. The user is considered to be
a 20th level sorcerer for the purposes of this effect.
Further, the spell is considered permanent. However,
the wielder of the scepter of infernal command may only
control outsiders with a number of total Hit Dice
equal to his own Hit Dice times ten. If he attempts
to use the scepters dominate monster ability and the
creature targeted would put the total Hit Dice of
creatures dominated over this limit, the spell fails
automatically. Further, the scepter must be carried on
the users person at all times. It need not actually be in
contact with his fesh, but it must be in his immediate
possession. Often, wielders of the scepter of infernal
command incorporate it into their wardrobe somehow,
and let it hang from a chain around their necks while
sleeping. If this condition is not met, the effects of the
scepter immediately expire, and the wielder loses
control of all creatures currently under the effects of
the scepters dominate monster ability.
Caster Level: 9th; Prerequisites: Craft Wondrous
Item, dominate monster; Market Price: 84,000 gp; Cost to
Create: 42,000 gp and 3,360 XP.
Sphere of Sulfurous Flames: This item is a metallic
globe of approximately one foot in diameter. The user
hurls the globe at his target. Upon impact, the sphere
bursts in a fery explosion, causing sheets of infernal
fame to cover the area and anyone within. The user
makes a ranged touch attack. If he hits, the explosion
is centered on the target. If missed, the sphere fails to
explode at all. Only living creatures may be targeted
by such an attack. The sphere has a range increment of
10 feet. The resulting explosion has a radius of 30 feet,
and inficts 20d6 fre damage on all creatures within
the area of effect. Any creature affected may make a
Refex save (DC 16) to suffer half damage.
Caster Level: 13th; Prerequisites: Craft Wondrous
Item, delayed blast freball; Market Price: 4,000 gp; Cost to
Create: 2,000 gp and 160 XP.
Stasis Sphere: Invested with raw lawful energy,
these spheres function as a sort of magical bond,
which is only effective against chaotic creatures. In
its dormant state, a stasis sphere is a dull gray orb
roughly 6 inches in diameter, but once activated, the
object glows a brilliant blue. To activate it, the user
must hold it in one hand and utter the command
word (this provokes an attack of opportunity from
adjacent opponents). When this is done, all chaotic
creatures within 30 feet must make a Will save (DC
17) or be held for as long as the stasis sphere remains
active. Creatures who make the save still suffer a -2
morale penalty to attack rolls and saving throws for
the same period. Each time the user suffers damage
while using a stasis sphere, he must make a Ref save
(DC 5 + damage suffered) or drop the sphere, ending
the effect.
Caster Level: 13th; Prerequisites: Craft Wondrous
Item, dictum; Market Price: 56,000 gp; Cost to Create:
28,000 gp and 2,240 XP.
Stone of Fealty: These featureless black pearls
can be ftted into a number of different settings, and
therefore worn as rings, necklaces, and so forth. The
creator of this item (or a designated owner) is the only
one who can activate its effect, though another must
carry the item for it to be useful. As a free action, the
owner may determine the status of the current carrier
of this item, including the following information:
current hit points, alignment, the type and magnitude
of any penalties or bonuses (such as morale bonuses,
for example) the carrier is currently affected by, and the
carriers current condition (such as stunned, helpless,
and the like). Further, the owner may determine the
carriers name, class, and level. Finally, at will, the
owner may cast dominate monster on the carrier as a
20th level sorcerer. Each of these abilities functions
regardless of whether the current bearer of the stone of
fealty was the original recipient.
Caster Level: 17th ; Prerequisites: Craft Wondrous
Item, dominate monster, telepathic bond; Market Price:
80,000 gp. Cost to Create: 40,000 gp and 3,200 XP.
Token of Enticement: This magic item, when
not in use, appears to be a simple coin minted of
bronze. Neither face displays markings of any kind.
However, when displayed to a prospective buyer,
the coin appears to be incredibly valuable, so much so
that the buyer would do nearly anything to possess it.
When offered for sale in any context, even successful
Appraise checks are wildly inaccurate. The salesman
may quote any price he wishes to the appraiser, and
unless a natural 20 is rolled on the Appraise check,
the appraisal bears out the asking price. If no price
is quoted, appraisal indicates the token is worth just
a little bit more than the appraisers assets (again,
unless a natural 20 is rolled). If the appraiser scores a
natural 20, the coin appears to be a worthless trinket
from some bygone age. Frequently, devils use this
while corrupting mortals: though it does not magically
compel the mortal to perform an evil act to obtain
the token, a small favor performed on behalf of the
salesman could lower the price just enough for the
character to afford it. Just a little thing, really, for such
a valuable item...
The market price listed below is for a buyer who is
aware of the items true nature.
Caster Level: 3rd; Prerequisites: Craft Wondrous
Item, enthrall; Market Price: 2,000 gp; Cost to Create:
1,000 gp and 80 XP.
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Cursed Items
Helm of Habitual Action: This unadorned steel
helm appears, to all examinations, to be a +2 light
fortifcation helm. In truth, however, it carries a terrible
curse as well. Though the user does gain the benefts
of a +2 light fortifcation helm, the helms curse comes
into play whenever the wearer enters combat. Each
time the wearer may take an action, he must make a
Will save (DC 14) or be forced to take the same action
as he took in the previous round (this effect does not
trigger in the frst round of combat). For example, if a
character charged in the previous round, and fails the
Will save, he must charge again. He need not choose
the same target for his action, however. If, for some
reason, he cannot take the same action (such as he
expended his last arrow making a ranged attack in the
previous round), he is instead held, as if affected by
hold person. Thereafter, he may not take a new action
unless he makes the save listed above. The helm may
be donned and removed freely, so long as the character
doing so has not previously entered combat wearing
it. Otherwise, it may only be removed with a remove
curse spell. Fortunately, the helm does not feature a
face mask, so the character may eat and drink while
wearing it!
Caster Level: 5th; Prerequisites: Craft Magical Arms
and Armor, hold person; Market Price: 20,000 gp; Cost to
Create: 10,000 gp and 800 XP.
Lodestone of Hell: Though it is fairly large (about
the size of a human fst), this item is typically worn on
a chain, though occasionally it is carried in a pocket or
pouch. It appears, to magical analysis, to be an item
that reduces the chance of mishap due to a teleport
or planar travel spell. In actuality, this is true - if the
traveler plans on arriving in Hell! Any time the user
teleports or travels to another plane by any means, he
ends up in a random location in Hell, regardless of
his intended destination. Once this mishap occurs for
the frst time, the user cannot rid himself of the stone.
Each time he attempts to travel in the aforementioned
fashion, he arrives in Hell with the stone in his pocket.
This item is sometimes used by particularly cruel devil
lords to torture prisoners: the prisoners are told they
are free to go, and told the stone will help them fnd
their way home.
Caster Level: 13th; Prerequisites: Craft Wondrous
Item, planar shift, teleport without error; Market Price:
14,000 gp; Cost to Create: 7,000 gp and 560 XP.
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Introduction
The adventure locale detailed below can be set in
any wide, shallow, forested valley. It concerns a black
tower set upon a small mesa overlooking a small road
or large path (whichever is more appropriate for your
campaign).
Overview
At one time, a thick coniferous forest flled the
entire valley, with the exception of a high mesa near
the valleys center. Centuries ago, a dark wizard built
a tall and imposing tower on the mesa, and used its
location along a trade route to control the shallow
valley, the forest, and the surrounding countryside.
The dark wizard sought ever-greater power, and
eventually built a gate at the top of one of the spires
of the tower. On his frst attempt at summoning an
extraplanar creature, he brought forth a being too
powerful for him to control a pit fend. After a short
battle, the pit fend, named Merstiablus, set himself as
master of the tower and the surrounding valley.
In the centuries since, Merstiablus has gathered
to him a small army of lesser devils, and has exerted
control over an increasingly wide area. He and his
tower are far enough removed from major population
centers that few adventurers bother confronting him.
The last time a group decided to take on the power
of the Tower of Thorns, a massive battle south of the
mesa left the forest dead and withered, a condition that
has persisted for decades.
Major Powers
In the valley, Merstiablus is the undisputed
master. No intelligent creature can enter or pass
through the valley without him knowing. At a word,
Merstiablus can bring death to any being within the
valley.
Though technically an underling, Merstiablus
lover, Ossira, exerts considerable control over the
master of the valley. Ossira uses both her natural
charm as an erinyes as well as her considerable
magical training to ensure her continued place of
honor at Merstiablus side.
The seneschal of the tower, a cornugon named
Thelomytus acts as the voice of Merstiablus, as well
as the pit fends eyes and ears. A trained fghter,
Thelomytus has defeated every would-be usurper
who has attempted to fll his role.
Relations With Outside Powers
The importance of the road that passes through
the valley in which the Withered Wood and Tower
of Thorns lie can vary by how much you, as the GM,
want Merstiablus to be in your campaign. If he is to act
as a major villain, the road should be wide and paved,
acting as a trade route between two large powers. On
the other hand, if the Tower of Thorns is to act only as a
single adventures location, you can place it in a valley
away from the prevailing political powers, making the
road into little more than a trail.
Surrounding
Locales
As mentioned above, the Tower of Thorns and
the Withered Wood lie in a wide but shallow valley.
The more important locations within the valley are
mentioned below.
The Living Forest
Before the creation of the Tower of Thorns and
the epic battle that created the Withered Wood, the
entire valley was flled with a vibrant forest. Most of
it remains covered in a thick forest, though the devils
increasingly expand their numbers and therefore their
need for arable land. As a result, the clearing around
the central mesa has steadily grown over the past few
decades.
Life within the ancient coniferous forest continues
on as it has for countless centuries, barely perturbed
by the presence of the devils. Though they prefer
meat, the residents of the Tower of Thorns typically
hold their appetites for humanoids that come into their
valley.
Withered Wood
As Merstiablus gained an advantage over
the group of adventurers bent on his destruction
some sixty years ago, the wizard within the group
snapped his staff of power, creating a retributive strike
that Merstiablus only barely survived. At the same
moment, Merstiablus attempted to gate in a group
of devils as reinforcements. The combination of the
magical energies settled upon the forest and spread
like a dark plague. When Merstiablus awoke, he
saw that a great deal of the forest south of the mesa
had withered and rotted, though he had only been
Withered Wood
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unconscious for several hours.
The Withered Wood remains accursed to this day,
though its blight no longer spreads. All the land under
the watchful, blackened limbs of the dead trees radiates
both magic and evil. A permanent desecrate effect sits
upon the wood, and any fear effect activated within the
wood has its save DC increased by +2. Nothing lives
within the Withered Wood except lichens, moss, and
mushrooms.
Fields
These are the sown felds that provide the devils
within the Tower of Thorns their meals. A couple of
the northern felds are given to the grazing of cows,
providing the devils with a steady supply of meat.
Imps and slaves work these felds and herd the cattle
under the watchful eyes of hamatula patrols that circle
the clearing.
The Mesa
Rising nearly 200 feet above the surrounding
valley stands this barren mesa. Nothing but lichen and
moss grow on its top, though hardy trees cling to its
nearly vertical sides. A narrow road winds along the
southwestern side of the mesa face from the main road
that cuts across the shallow valley. The road is just
barely wide enough for a wagon to travel on. Unlike
the main valley road, this path is well maintained.
Attempting to scale the mesa off the road requires a
Climb check (DC 20).
The Tower of Thorns
Near the northern end of the desolate mesa
stands the black Tower of Thorns. Made of obsidian
and other stones black as night, the Tower of Thorns
dominates the surrounding landscape, and can be
seen for miles around. A tall central spire is fanked,
with radial symmetry, by four towers of lesser height
and girth. From afar, the tower appears smooth. Upon
closer inspection it reveals the source of its name:
innumerable razor-sharp obsidian shards, blades,
and points protrude at all angles from the face of the
tower.
These countless protrusions aid in the climbing of
the tower, though one slip would easily spell disaster.
Climbing the exterior of the Tower of Thorns requires
only a Climb DC of 10. An attempt that fails by less
than 5 points causes the climber 2d6 points of slashing
damage as he slips on the towers many blades. Failing
a Climb check by 5 or more still indicates a fall, and
in addition to falling damage, the climber takes an
additional 4d6 points of slashing damage from falling
along the towers face. Ropes cannot be used to aid in
the ascent, as they are cut or frayed by the obsidian
edges.
Hundreds of arrow holes, hidden among the
irregular tower face, look out on every possible angle
from every foor within the tower. A Spot check (DC
28) can be made to see one or two of the arrow slits
from the ground.
Ground Floor (Level 1)
Breaking the radial symmetry of the tower is a
short hallway that allows access into the tower from
the ground foor. In stark contrast to the irregular
blackness of the exterior, every interior surface within
the tower is smooth and of a neutral color. Most of the
interior walls, foors, and ceilings are made of green
marble, trimmed with gold and rosewood.
1. Entry Hall
Dark tapestries, stained by blood, time, and the
taint of evil, hang along the walls of this entry hall.
Braziers on stands, lit with continual fame spells,
provide light to the room. They fank the northern
interior door.
2. Greeting Hall
Eight braziers (one at each corner) and a crystal
chandelier (all lit with continual fame spells) provide
ample light to this room. A number of thickly
cushioned couches and settees line the walls or rest
in the center of the room. Lush woven carpets and
bearskin rugs cushion the fooring, while tapestries
and paintings hang from the walls. At all times,
six strikingly beautiful women lounge in the room,
waiting patiently for visitors to greet.
These women are erinyes, who cordially greet
any non-celestial, non-demon who enters the room,
whether bearing weapons or not. Within the walls of
the tower, the erinyes fear no trespassers. They always
offer to act as guides and escorts within the tower, and
ask anyone willing to speak the purpose of their visit. If
spoken to politely, the erinyes escort the visitors to one
of the waiting rooms off to the side, until Thelomytus
can be summoned.
If attacked, the erinyes cry out for the guards
in rooms 4 and 5, then use their teleport without error
ability to teleport to the aerie atop the central spire.
Erinyes (6): CR 7; Medium-size Outsider (Evil,
Lawful); HD 6d8+6; hp 33; Init +1; Spd 30ft., fy
50ft. (average); AC 20, touch 11, fat-footed 19; Atk
longsword +8/+3 melee (1d8+3, 19-20/x2), longbow
+7/+2 ranged (1d8/x3), rope +7 ranged (entangle); SA
Rope entangle, charm person, summon devils; SQ DR
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10/+1, SR 12, devilish qualities, tongues; AL LE; SV
Fort +6, Ref +6, Will +7; Str 14, Dex 13, Con 13, Int 14,
Wis 14, Cha 20.
Skills and Feats: Concentration +9, Disguise +11,
Escape Artist +8, Hide +9, Listen +10, Move Silently
+9, Search +9, Spot +10; Dodge, Mobility.
Special Abilities: Spell-like abilities: At will
animate dead, charm monster, desecrate, invisibility (self
only), magic circle against good (self only), major image,
polymorph self, produce fame, see invisibility, suggestion,
and unholy blight, all as cast by an 8th-level sorcerer
(save DC 15 + spell level); teleport without error 1/day
as a 12th-level sorcerer; Entangle (Ex): 50-foot rope,
entangles as animate rope cast by a 16th-level sorcerer,
30-foot range (no range penalty); summon devils (2d10
lemures, 50% success; 1d4 barbazu, 35% success).
Possessions: 50 feet of rope, longbow, longsword.
3. Waiting Rooms
Decorated and furnished similarly to the Greeting
Hall above, these comfortable rooms each additionally
hold a small bookcase with only two or three books per
shelf. The books range in subjects from torture guides
to elven history tomes. Narrow windows, barely larger
than arrow slits but with horizontal bars, look out over
the mesa and surrounding forest.
4. Guard Rooms
Continual light torches held in wrought iron
sconces light these bare rooms. Unpadded wooden
benches line the straight walls of the room, while
numerous arrow slits look out from the rounded outer
walls. Three hamatulas are always present in each
guardroom. Six composite longbows lean against the
outer walls, with a barrel of 50 arrows resting near
each.
Hamatulas (3): CR 8; Medium-size Outsider (Evil,
Lawful); HD 9d8+9; hp 49; Init +0; Spd 30ft; AC 22,
touch 10, fat-footed 22; Atk 2 claws +12 melee (2d4+3
and fear), composite longbow +9 ranged (1d8/x3); SA
Fear, improved grab, impale 3d4+4, summon devils;
SQ DR 10/+1, SR 23, devilish qualities; AL LE; SV Fort
+7, Ref +6, Will +8; Str 17, Dex 11, Con 13, Int 12, Wis
14, Cha 10.
Skills and Feats: Concentration +13, Hide +12,
Listen +15, Move Silently +12, Search +13, Sense
Motive +13, Spot +15; Alertness, Cleave, Power
Attack.
Special Abilities: Spell-like abilities: At will
animate dead, charm person, desecrate, doom, hold person,
major image, produce fame, pyrotechnics, and suggestion;
1/dayorders wrath, unholy blight, all as cast by a 9th-
level sorcerer (save DC 10 + spell level); teleport without
error 1/day as a 9th-level sorcerer; Impale (Ex): 3d4+4
damage with successful grapple check; summon devils
(2d10 lemures, 50% success; 1 hamatula, 35% success).
5. Lower Barracks
This stark room holds twelve wood and canvas
cots. At all times, six hamatulas not on duty in one of
the guard rooms sleep here. There are three shifts of
six hamatulas that take turns sleeping, guarding, and
relaxing (either out of the tower or up in the third foor
dining halls).
Hamatulas (6): See details above.
Level 2
The second foor of the tower also has green
marble foors, ceilings and walls, though it lacks all of
the warm fourishes of the greeting and waiting rooms
below.
6. Guard Room
These rooms are nearly identical to the frst level
guard rooms below, except that only two hamatulas
are on duty. Four composite longbows (each with 50
arrows next to it) rest against the outer walls near
arrow slits.
Hamatulas (2): See details above.
7. Middle Barracks
Each of these rooms holds only ten cots, four of
which are for the three shifts of hamatulas that man the
guardrooms of this level (see room 6, above). The other
six cots are for the three shifts of cornugons that act as
guards for Thelomytus.
Hamatulas (2): See details above.
Cornugons (4): CR 10; Large Outsider (Evil,
Lawful); HD 11d8+33; hp 82; Init +1; Spd 30ft., fy 50ft.
(average); AC 25, touch 10, fat-footed 24; Atk whip
+15/+10/+5 melee (1d6 and stun) or 2 claws +15 melee
(1d4+5), bite +9 melee (1d4+2), tail +9 melee (1d3+2
and wound); Face/Reach: 10ft. by 10ft./10ft.; SA Fear
aura, stun, wound, summon devils; SQ DR 20/+2, SR
24, devilish qualities, regeneration 5; AL LE; SV Fort
+10, Ref +8, Will +9; Str 21, Dex 12, Con 17, Int 14, Wis
14, Cha 14.
Skills and Feats: Concentration +15, Hide +7, Listen
+14, Move Silently +14, Search +14, Sense Motive +14,
Spot +14; Cleave, Power Attack, Sunder.
Special Abilities: Spell-like abilities: At will
animate dead, charm person, desecrate, detect good, detect
magic, detect thoughts, dispel chaos, dispel good, magic circle
against good, major image, produce fame, pyrotechnics,
suggestion, and teleport without error; 3/dayfreball,
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lightning bolt; 1/daywall of fre, all as cast by an 12th-
level sorcerer (save DC 12 + spell level); Fear Aura (5ft.
radius, DC 17); Summon devils (2d10 lemures or 1d6
barbazu, 50% success; 1d6 hamatulas, 35% success; 1
cornugon, 20% success).
8. Thelomytus Guards
Eight cornugons always stand guard in this
empty chamber. Four continual fame torches, held in
sconces at each corner, provide light. The cornugons
stand at attention for their entire eight-hour shift, but
sometimes they lean against the wall if they know
Thelomytus will not be coming out of his chamber.
9. Thelomytus Chamber
Thick chairs, lush carpets, red-and-black-
patterned wall hangings, a large oak writing desk, and
a large white marble slab that acts as a bed decorate
this chamber. Silver candelabras sit on the desk and
provide the only light in the room. The seneschal of
the tower, an advanced cornugon named Thelomytus,
lives in this room. Except when greeting visitors or
directing the defense of the tower, Thelomytus can
always be found here, either sleeping or sitting at his
desk writing. Whenever he leaves the room, two of his
guards follow him.
Level 3
10. Dining Hall
These two dining halls contain three large round
wooden tables, and an assortment of chairs, settees,
and stools of various kinds and sizes. Dozens of
imps hop between the kitchen and the dining halls,
bringing platters and trays piled high with food into
the halls and empty plates out of them. An assortment
of devils can always be found here, at all hours of the
day and night. Under strict orders from Merstiablus,
alcohol and other mood-altering substances are strictly
controlled within the tower. A devil may imbibe
enough to feel relaxed, but may not over-indulge.
The penalty is death through torture. As a result, the
dining halls are always laid back places, flled with
idle chatter.
A dice range is given for each type of devil
present within or near the tower to represent the
unpredictability of when creatures may be present in
the dining halls.
Imps (4d4): CR 2; Tiny Outsider (Evil, Lawful);
HD 3d8; hp 13; Init +3; Spd 20ft., fy 50ft. (perfect);
AC 18, touch 15, fat-footed 15; Atk sting +8 melee
(1d4 and poison); Face/Reach 2-1/2ft. by 2-1/2ft./0ft.;
SA Spell-like abilities, poison; SQ DR 5/silver, SR 5,
poison immunity, fre resistance 20, see in darkness,
polymorph, regeneration 2; AL LE; SV Fort +3, Ref +6,
Will +4; Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 10.
Skills and Feats: Hide +5, Listen +5, Move Silently
+5, Search +5, Spellcraft +5, Spot +5; Dodge, Weapon
Finesse (sting).
Special Abilities: Spell-like abilities: At willdetect
good, detect magic, invisibility (self only); 1/day
suggestion, all as cast by a 6th-level sorcerer (save DC
10 + spell level); teleport without error 1/day as 9th-
level sorcerer; Poison (sting, Fort save (DC 13), 1d4
temporary Dex/2d4 temporary Dex).
Barbazu (3d4): See details above.
Erinyes (2d6): See details above.
Hamatulas (2d4): See details above.
Cornugons (1d6): See details above.
11. Kitchen
Dozens of imps move about in this room,
preparing meals at one of the four massive ovens,
bringing empty platters in, washing used plates, and
performing all the functions necessary to feed a tower
full of devils at all hours of night and day. There is
little of interest here to visitors, and few of the mortals
who have seen the meals being prepared have had the
stomach to stay for long.
Imps (20+2d6): See details above.
12. Stair Room
Two cornugons are always on duty here.
Cornugons (2): See details above.
Level 4
13. Upper Barracks
The stairs from room 12 empty into this chamber.
Dozens of cots, some half the size of others, fll the
room. At any one time, imps and a few hamatulas and
cornugons can be found sleeping or resting here.
Imps (14): See details above.
Hamatulas (7): See details above.
Cornugons (3): See details above.
14. Guard Room
These rooms are nearly identical to the guard
rooms below, except that six hamatulas are on duty.
Twelve composite longbows (each with 50 arrows) rest
against the outer walls near arrow slits.
Hamatulas (6): See details above.
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15. Stair Room
These stairs, leading up to the northern towers,
are always guarded by three cornugons.
Cornugons (3): See details above.
Level 5
At this level, the single round tower splits into
four spires. The large central tower is reached by
means of a wrought iron circular stairway. Each of
the smaller towers has a set of green marble stairs that
follow along the outer wall, with small landings at each
foor. Screams from tortured prisoners can be heard
echoing down from the northwest tower. Sconces
holding torches lit with continual fame spells line the
stairways at regular intervals, providing ample light.
Arrow slits open halfway between sconces as well as
at each landing.
16. Gate Ring Guards
At all times, seven hamatulas, fve cornugons,
and one erinyes are on guard here. They do not
allow anyone to pass by unless accompanied by
Merstiablus.
Erinyes (1): See details above.
Hamatulas (7): See details above.
Cornugons (5): See details above.
17. Torture Chamber
A collection of torture implements can be found
here. There is a 25% chance that Merstiablus is
indulging in his hobby of torturing mortals here. The
arrow slits in this room are covered over with blood-
red sheets, casting a dark red glow about the room.
18. Armory Guards
Six cornugons and three hamatulas are always on
guard here. They actively prevent anyone not escorted
by Merstiablus from ascending any further up the
stairs.
19. Merstiablus Guards
Six cornugons stand at attention here.
Cornugons (6): See details above.
20. Ossiras Lab
Wizards who visit Ossiras lab never wish to
leave. It is flled with spell research materials, a fully
functional alchemy lab, and thousands of unlabeled
trinkets and items of magical power. There is a
75% chance during daylight hours that Ossira is
here researching something for her lord and lover,
Merstiablus. She and anyone else using the lab gains
a +2 competence bonus to Alchemy, Knowledge
(arcane), Scry, or Spellcraft checks while here. A
successful Search check (DC 20) reveals 1d4 copies of
any spells material component worth less than 1,000
gp.
Level 6
This is the highest level of the smaller towers,
though the central spire continues to rise another 40
feet beyond Merstiablus chamber.
21. The Gate Ring
The circular stairs end in this 20-foot high
chamber, though the central spire rises another 50
feet (see The Aerie, below). Suspended by magic from
the ceiling is a foot-thick solid mithral ring covered in
Draconic and ancient runes of power. The rings inside
diameter measures 10-feet.
With the proper command word (domitto)
the ring begins to glow blue with magical energy. It
turns until vertical, then lowers to the ground on the
opposite side of the room from the speaker. Whoever
spoke the command word to activate the ring then
need only mention a plane of existence other than the
one upon which he or she stands, and the ring creates
a gate to that plane.
The gate remains open for ten minutes. There is
a 1% chance per minute that something on the other
side of the gate steps through. It is a two-way gate,
allowing the gates activator and those in attendance
to step through. After ten minutes the gate closes, the
ring ceases to glow, and it returns to its horizontal
position at the ceiling of the chamber. It may only be
used once per day.
If the speaker of the command word knows the
name of a specifc being, he may say it instead of the
name of a plane. The gate then opens within a mile of
the named individual, who knows that his or her name
was used in this manner. This effect can only work if
the individual named is on a different plane than the
gate.
22. Prison
Like the torture chamber below it, the sounds of
which echo here, this rooms arrow slits have been
covered with blood-red cloth. Manacles of every size
are attached to the foor or hang from the walls and
ceiling. Anyone who has displeased Merstiablus, devil
or mortal alike, is chained here. The room is encased in
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a permanent antimagic feld that prevents teleportation
(as well as other spells, of course). Many prisoners
here starve to death, as Merstiablus only occasionally
remembers to have them fed. None may enter the
prison unless escorted by Merstiablus himself.
23. Armory
Magical items of wondrous power fll this room,
though like the prison it is shielded with an antimagic
feld. If the armory is plundered, choose or randomly
determine (using table 8-2: Random Magic Item
Generation in the DMG) 3d4 times. At least 90% of
the items should be permanent magic items. There is
a 25% chance that a Major Artifact can be found here,
and an 80% chance that a Minor Artifact resides within
this armory.
24. Merstiablus Chamber
Though flled with wondrous and exotic items
from across the world, this room never seems
cluttered. Merstiablus is a master of organization, and
keeps his personal chambers tidy. None except Ossira
are allowed to enter this room without the escort
of Merstiablus himself. There is a 75% chance that
Merstiablus is here.
25. Ossiras Chamber
Heavily padded furniture and a thick bed fll
this room. Animal furs cover the foor, while brightly
colored tapestries hang from the walls. There is a 50%
chance that Ossira is here at night (if she is not, she is
in Merstiablus Chamber (see above).
The Aerie
Above the Gate Ring room, rising another twenty
feet within the central spire, is an aerie that the towers
erinyes call home. The only way to access the Aerie
is by fying through the openings in the upper half
of the chamber or by teleporting into it. Decorated
like the Greeting Hall (see above), the Aerie is a place
of comfort for those welcome within it. The erinyes
enjoy bringing their victims to the Aerie, where they
jealously guard the men from their kin.
Major Characters
Merstiablus: Male pit fend fghter 9; CR 25; Large
Outsider (Evil, Lawful); HD 13d8+65 and 9d10+45; hp
217; Init +6; Spd 40ft., fy 60ft. (average); AC 25, touch
10, fat-footed 24; Atk 2 claws +29 melee (1d6+10), 2
wings +23 melee (1d4+4), bite +24 melee (2d6+4 and
poison plus disease), tail +23 melee (2d4+4); Face/
Reach: 5ft. by 5ft./10ft.; SA Fear aura, improved grab,
constrict 2d4+10, summon devils; SQ DR 25/+2, SR 28,
devilish qualities, regeneration 5; AL LE; SV Fort +19,
Ref +13, Will +16; Str 26, Dex 14, Con 21, Int 20, Wis
20, Cha 16.
Skills and Feats: Bluff +17, Climb +33,
Concentration +19, Disguise +17, Hide +18, Jump +32,
Knowledge (arcane) +26, Listen +27, Move Silently
+18, Search +27, Spellcraft +21, Spot +27; Cleave,
Dodge, Expertise, Great Cleave, Improved Initiative,
Leadership, Mobility, Power Attack, Spring Attack,
Weapon Focus (bite), Weapon Focus (claw), Weapon
Specialization (claw), Whirlwind Attack.
Special Abilities: Spell-like abilities: At will
animate dead, blasphemy, charm person, create undead,
desecrate, detect good, detect magic, dispel magic, freball,
hold person, improved invisibility, magic circle against good,
major image, produce fame, polymorph self, pyrotechnics,
suggestion, teleport without error (self plus 50 pounds
of objects only),unholy aura, unhallow, and wall of fre
1/daymeteor swarm and symbol(any), all as cast by
an 17th-level sorcerer (save DC 13 + spell level); Fear
Aura (20ft. radius, DC 19); Poison (bite; Fort save (DC
21); 1d6 temporary Con/death); Summon devils (2
lemures, 2 osyluths, 2 barbazu, 1 erinyes, 1 cornugon,
or 1 gelugon).
Possessions: Ring of protection +4.
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If caught unprepared for battle, Merstiablus
teleports to Ossiras quarters, where he and Ossira cast
spells on him to power up. If she is with him when
battle breaks out and he is caught unprepared, he steps
between Ossira and his enemies to allow her to cast
spells behind him.
Once he is ready for battle, Merstiablus wades
merrily into melee, hoping to let his foes surround
him so he can use his Whirlwind Attack. If dropped
to less than half his starting hit points, he steps back
and begins dropping freball and dispel magic on his
opponents. If his foes continue to advance on him,
despite his medley, Merstiablus retreats to the Aerie
to nurse his wounds and plot an ambush of the party.
However, under no circumstances will Merstiablus
leave Ossira alone with a group of enemies, and in her
presence he will fght to the death.
Ossira: Female erinyes wizard 8; CR 15; Medium-
size Outsider (Evil, Lawful); HD 6d8+6 and 8d4+4;
hp 57; Init +1; Spd 30ft., fy 50ft. (average); AC 25,
touch 16, fat-footed 24; Atk longsword +14/+9 melee
(1d6+4/x2), longbow +13/+8 ranged (1d8+1/x3), rope
+11 ranged (entangle); SA Rope entangle, charm person,
summon devils, spells; SQ DR 10/+1, SR 12, devilish
qualities, tongues; AL LE; SV Fort +8, Ref +8, Will +13;
Str 14, Dex 13, Con 13, Int 16, Wis 14, Cha 20.
Skills and Feats: Concentration +17, Disguise +11,
Escape Artist +8, Hide +9, Knowledge (arcane) +14,
Listen +10, Move Silently +9, Scry +14, Search +9,
Spellcraft +14, Spot +10; Craft Magic Arms and Armor,
Craft Wondrous Item, Dodge, Mobility, Spell Focus
(enchantment), Scribe Scroll, Spell Penetration.
Special Abilities: Spell-like abilities: At will
animate dead, charm monster, desecrate, invisibility (self
only), magic circle against good (self only), major image,
polymorph self, produce fame, see invisibility, suggestion,
and unholy blight, all as cast by an 8th-level sorcerer
(save DC 15 + spell level); teleport without error 1/day
as a 12th-level sorcerer; Entangle (Ex): 50-foot rope,
entangles as animate rope cast by a 16th-level sorcerer,
30-foot range (no range penalty); Summon devils (2d10
lemures, 50% success; 1d4 barbazu, 35% success).
Possessions: 50-feet of rope, spellbook, ring of
wizardry III, ring of protection +3, bracers of armor +2,
longbow +2, crystal ball, staff of charming (43 charges),
arrows +1 (28), scrolls of daze(2) , hypnotism, mirror
image (3), scrying (2), sleep (3), true strike (4).
Spells Prepared: (4/5/4/8/3; save DC 13 + spell
level): 0fare, mage hand, resistance (2); 1stmage
armor, magic missile (2), shield (2); 2ndcats grace,
endurance, invisibility, mirror image, web; 3rdfreball
(2), haste (2), lightning bolt (2), slow (2); 4thconfusion,
wall of fre.
If encountered in her lab or chambers, Ossira
uses her teleport without error ability to appear in
Merstiablus chamber. Any combat encounter against
Ossira should also include Merstiablus, unless he is
killed before she is encountered (unlikely see the
entry on Merstiablus). She begins by hasting herself
and then Merstiablus, then she begins to power up
her leader with cats grace, endurance, and invisibility. If
she and Merstiablus are greatly outnumbered, she will
then use her freballs to soften up her foes, before using
her own innate charm abilities, as well as those of her
staff, to bring as many surviving opponents as possible
to her side of the confict.
Thelomytus: Male cornugon fghter 4; CR 14;
Large Outsider (Evil, Lawful); HD 11d8+33 and
4d10+12; hp 112; Init +5; Spd 30ft., fy 50ft. (average);
AC 25, touch 10, fat-footed 24; Atk +2 whip +23/+18/
+13 melee (1d6+4 and stun) or 2 claws +20 melee
(1d4+5), bite +15 melee (1d4+2), tail +14 melee (1d3+2
and wound); Face/Reach: 10ft. by 10ft./10ft.; SA Fear
aura, stun, wound, summon devils; SQ DR 20/+2, SR
24, devilish qualities, regeneration 5; AL LE; SV Fort
+14, Ref +9, Will +10; Str 22, Dex 12, Con 17, Int 14, Wis
14, Cha 14.
Skills and Feats: Concentration +15, Hide +7, Jump
+13, Listen +14, Move Silently +14, Search +14, Sense
Motive +14, Spot +14; Cleave, Great Cleave, Improved
Initiative, Power Attack, Sunder, Weapon Focus
(whip), Weapon Focus (bite), Weapon Specialization
(whip).
Spell-like abilities: At willanimate dead, charm
person, desecrate, detect good, detect magic, detect thoughts,
dispel chaos, dispel good, magic circle against good, major
image, produce fame, pyrotechnics, suggestion, and
teleport without error; 3/dayfreball, lightning bolt;
1/daywall of fre, all as cast by a 12th-level sorcerer
(save DC 12 + spell level); Fear Aura (5ft. radius, DC
17); Summon devils (2d10 lemures or 1d6 barbazu,
50% success; 1d6 hamatulas, 35% success; 1 cornugon,
20% success).
Thelomytus is an uncreative though well-trained
fghter. His main tactic involves wading into melee,
trusting to his fear aura to keep foes at bay. If reduced
to less than half his starting hit points, Thelomytus
steps back away from combat and begins casting
spells. He prefers to use wall of fre to hold back his
foes long enough to use animate dead on any of their
dead companions. When reduced to one quarter of his
starting hit points, Thelomytus retreats via a teleport
without error to the Upper Barracks, where he prepares
the sleeping devils for battle.
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OPEN GAMING LICENSE
INFORMATION
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The Devils Players Guide, Encyclopedia of Demons and Devils,
Encyclopedia of Demonst and Devils II, Demonic Lairs, Devilish
Dens, and all related Product Identity trademarks defned above are
Copyright 2003, Fast Forward Entertainment, Inc.
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