Pact Devil

Pact Devil have an important role to play in the system of Baator. In the absence of a written contract, a devil and a mortal can make a deal with a pact devil as a witness. If such a deal is struck, it is a binding arrangement. Such deals are not as typically agreeable to either party, but they are in fact as concrete as any written contract. Devils perfer not to use these witnesses, as it is more difficult to slip in unnoticed terms within the wording of the contract, as the contract is purely verbal. For mortals, making deals in front of such creatures are not advisable, as payment is demanded immediately upon completion, unless such a stipulation was said out loud as part of the bound pact in front of the pact devil at the moment the deal was sealed.   Should either party renage on their agreement, the pact devil is capable of enforcing the contract on the part of either side. Usually, claiming the souls of mortals who did not realise payment was required immediately.  

Homebrew

Pact Devil CR: 9

Large fiend (devil), lawful evil
Armor Class: 17 (Natural Armour)
Hit Points: 142 (15d10 + 60)
Speed: 40 ft

STR

18 +4

DEX

16 +3

CON

18 +4

INT

15 +2

WIS

14 +2

CHA

18 +4

Skills: Deception +8, Insight +6
Damage Resistances: Cold; Bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities: Fire, Poison
Condition Immunities: Poisoned
Senses: Darkvision 120 ft., Passive Perception 12
Languages: Infernal, Telepathy 120ft
Challenge Rating: 9 ( 5,000 XP)
Proficiency Bonus: +4

Devil's Sight.Magicial Darkness does not impede the devil's darkvision.

Infernal Pact. The devil can forge infernal pacts between creatures, acting as a witness for such deals making verbal agreements bonding and unbreakable.

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

Actions

Multiattack. The devil makes three attacks: two with its claws and one with its horns.   Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.   Horns. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
If the target is a creature other than an undead or construct, it must succeed on a DC 14 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10).
Any creature that takes an action to stanch the wound with a successful DC 14 Wisdom (Medicine) check. The wound also closes if the target recieves magical healing.

Genetic Ancestor(s)

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