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Devil

Source Pathfinder RPG Bestiary pg. 72

Masters of corruption and despoilers of purity, devils seek to destroy all things good and drag mortal souls back with them to the depths of Hell.

As the most numerous fiendish occupants of Hell, the various forms of devils are well catalogued by diabolists. Most are known by two names: an evocative title given to the fiends by commoners and folklore, and an obscure, ancient designation spoken by the servants of Hell and those who would seek to deal with the damned.

Born from the foulest of mortal souls—their personalities and memories long since scoured by millennia of torment—would-be devils rise from the masses of suffering souls as lemures, revolting beings of mindless evil potentiality. Only through continued centuries of torture or by the edicts of more powerful devils do these least of devilkind rise to become deadlier fiends, graduating through a pain-wracked metamorphosis dictated by their masters or the infernal whims of Hell's semi-sentient layers. While fiendish lords wield transformation into greater or lesser forms as both prize and punishment, some devils spontaneously rise from particularly evil souls long trapped upon an infernal layer. Thus, although the various diabolical breeds possess recognizable abilities and hold generalized rankings in the great infernal hierarchy, a devil's type alone does not always correspond to a specific tenure of torment or place in the infernal chain of command.

Devils fill the nine layers of Hell, though certain fiends are more common on specific layers than others, their specialized duties or fealty to individual archdevils drawing them to one torturous domain more than others. Although the various types of devils tend to specialize in unique forms of depravity or temptation, the hierarchies of Hell are not without flexibility for uncommon individual talents. Thus, particularly watchful hamatulas might join the ranks of Phlegethon's bone devil inquisitors, while veteran barbazus might serve among the pit fiends of Nessus.

Beyond the pits of Hell, devils often travel to the Material Plane at the summons of evil spellcasters. Quick to bargain and willing to serve mortals to assure their damnation, devils ever obey the letter of their agreements, but serve the whims of Hell foremost. Thus, even the least of devilkind might come to the Material Plane intent on further corrupting souls, cleverly escaping the bonds of their contracts to indulge their own plots, or to further the unspeakable goals of the archdevils of Hell.

The Ranks of Devilkind

Diabolists speak often of the rankings of Hell, the distinctions made between devils that distinguish the foot soldiers from the commanders of Hell's armies. While such divisions mean little to most mortals—a devil being a deadly foe in any incarnation—the hierarchies and nuances of Hell's society carry distinctions vital to the survival of any who would commune with devils. What distinguishes a breed of devils above or below others is more than a matter of brawn, with several cunning types of fiend holding priority over their fundamentally stronger brethren. While a devil's station does not mean it can instantly command every other devil of inferior standing, it does imply which fiends might serve their brethren or hold influence over others.

Below these are the devil races themselves, from the lordly and malevolent pit fiends all the way down to the lowly, malformed lemure.

The Infernal Hierarchy

Listed here, from the absolute weakest devils to the lords of Hell, is the most basic hierarchy of the infernal realm's best-known denizens.

Least Devils: imps, lemures
Lesser Devils: bearded devils (barbazus), erinyes, barbed devils (hamatulas), bone devils (osyluths)
Greater Devils: horned devils (cornugons), ice devils (gelugons), pit fiends

Devil Subtype

Devils are lawful evil outsiders that hail from the plane of Hell. Devils possess a particular suite of traits (unless otherwise noted in a creature's entry).
  • Immunity to fire and poison.
  • Resistance to acid 10 and cold 10.
  • See in Darkness (Su) Some devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
  • Summon (Sp) Devils share the ability to summon others of their kind, typically another of their type or a small number of less-powerful devils.
  • Telepathy.
  • Except when otherwise noted, devils speak Celestial, Draconic, and Infernal.
  • A devil's natural weapons, as well as any weapons it wields, are treated as lawful and evil for the purpose of resolving damage reduction.

Creatures in "Devil" Category

NameCR
Accomplice Devil (Hesperian)4
Accuser Devil (Zebub)3
Advodaza18
Apostate Devil (Deimauigga)17
Barbed Devil (Hamatula)11
Bearded Devil (Barbazu)5
Belier Devil (Bdellavritra)16
Bone Devil (Osyluth)9
Cabal Devil (Uniila)10
Chortov9
Contract Devil (Phistophilus)10
Curse Devil (Phiam)5
Drowning Devil (Sarglagon)8
Erinyes8
Gambling Devil (Magadaz)4
Handmaiden Devil (Gylou)14
Heresy Devil (Ayngauhaul)12
Horned Devil (Cornugon)16
Host Devil, Greater (Magaav)6
Host Devil, Lesser (Gaav)3
Ice Devil (Gelugon)13
Immolation Devil (Puragaus)19
Imp2
Lemure1
Mnemor5
Nemesis Devil (Advodaza)18
Nupperibo1
Pit Fiend20
Possession Devil, Greater (Gidim)15
Possession Devil, Lesser (Gidim)6
Rust Devil (Ferrugon)12
Salikotal7
Sire Devil (Patraavex)7
Tinder Devil (Ukobach)4
Warmonger Devil (Levaloch)7

Devil, Bearded Devil (Barbazu)

This seething devil deftly wields a vicious, saw-toothed glaive, while below its toothy maw writhes a hideous, twitching beard.

Bearded Devil (Barbazu) CR 5

Source Pathfinder RPG Bestiary pg. 73 (Amazon)
XP 1,600
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness; Perception +10

Defense

AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
hp 57 (6d10+24)
Fort +9, Ref +7, Will +3
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10; SR 16

Offense

Speed 40 ft.
Melee glaive +11/+6 melee (1d10+6 plus infernal wound) or 2 claws +10 melee (1d6+4)
Space 5 ft., Reach 5 ft. (10 ft. with glaive)
Special Attacks beard
Spell-Like Abilities (CL 12th)
At will—greater teleport (self plus 50 lbs. of objects only)
1/day—summon (level 3, 1 bearded devil or 6 lemures, 50%)

Statistics

Str 19, Dex 15, Con 19, Int 6, Wis 12, Cha 10
Base Atk +6; CMB +10; CMD 22
Feats Improved Initiative, Power Attack, Weapon Focus (glaive)
Skills Climb +13, Intimidate +7, Perception +10, Sense Motive +6, Stealth +11
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.

Ecology

Environment any (Hell)
Organization solitary, pair, squad (3–10), or troop (10–40)
Treasure standard (glaive, other treasure)

Special Abilities

Beard (Ex) If a bearded devil hits a single opponent with both claw attacks, it also lashes at the same target with its spiky, filthy beard. The victim takes 1d8+2 points of damage and must succeed on a DC 17 Fortitude save or contract devil chills. The save DC is Constitution-based.Devil Chills: Disease—injury; save Fort DC 17; onset 1d4 days; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves.

Infernal Wound (Su) The damage a bearded devil deals with its glaive inflicts persistent wounds that cause 2 points of bleed damage. Bleed caused from an infernal wound is particularly difficult to stanch—a DC 17 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 16 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects on the victim. The infernal wounds caused by a bearded devil are a supernatural ability of the devil, not of the weapon.

Elite warriors in Hell’s legions, bearded devils—or barbazus—fight savagely in the name of their infernal lords and command mindless hordes of the damned into battle. They collect and train with their infernally forged glaives among the vaults of Hell’s third layer, Erebus, but inevitably return to the first layer, Avernus, to serve at the side of the dread lord Barbatos.

Barbazus are fond of making charge attacks with their glaives, and try to maintain a 10-foot gap between themselves and their foes so they can use their signature polearms to great effect. Against a foe that has greater reach (or one able to otherwise avoid the devil’s favored tactic), they drop their glaives and resort to their claws and hideous beards.

At attention, bearded devils stand over 6 feet tall (though their squatting battle stances often make them appear shorter) and weigh upward of 200 pounds.