Devil, MnemorThis ghoulish figure wears a tattered robe and stares with milky-white eyes, a proboscis-like tongue snaking out over its distended jaw.Mnemor CR 5Source Occult Bestiary pg. 21 XP 1,600 LE Medium outsider (devil, evil, extraplanar, lawful) Init +8; Senses darkvision 60 ft., detect magic, detect thoughts, see in darkness; Perception +11DefenseAC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural) hp 57 (6d10+24) Fort +6, Ref +9, Will +7 Immune fire, poison; Resist acid 10, cold 10; SR 16OffenseSpeed 30 ft. Melee 2 claws +11 (1d6+4), proboscis +10 touch (memory siphon) Special Attacks memory siphon Spell-Like Abilities (CL 6th; concentration +9) Constant—detect magic, detect thoughts At will—greater teleport, suggestion (DC 15) 1/day—summon (level 3, 1 bearded devil or 6 lemures 50%) Psychic Magic (CL 6th; concentration +9) 16 PE—aversionOA (2 PE, DC 15), calm emotions (2 PE, DC 15), confusion (4 PE, DC 17), deja vuOA (1 PE), invisibility (2 PE)StatisticsStr 18, Dex 18, Con 18, Int 17, Wis 15, Cha 17 Base Atk +6; CMB +10; CMD 24 Feats Improved Initiative, Power Attack, Weapon Focus (claw) Skills Bluff +12, Diplomacy +12, Knowledge (religion) +11, Knowledge (planes) +16, Knowledge (all others) +8, Perception +11, Sense Motive +11, Spellcraft +12, Stealth +13, Use Magic Device +9; Racial Modifiers +4 Knowledge Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft. SQ easily forgottenEcologyEnvironment any (Hell) Organization solitary Treasure incidentalSpecial AbilitiesEasily Forgotten (Su) A mnemor devil’s appearance and presence are difficult to fix in one’s mind. Once a mnemor devil moves out of line of sight of a creature (or otherwise becomes unseen), that creature must succeed at a DC 16 Will save or be unable recall the last known location or direction of the devil. Such a creature cannot recall the details or nature of their encounter with the devil, though it retains a vague recollection that the encounter occurred. The mnemor can choose to suppress this ability.
Memory Siphon (Sp) A creature struck by a mnemor devil’s proboscis suffers the effect of the memory lapseAPG spell with no saving throw. Additionally, the mnemor devil can choose to attempt to affect the creature as with the repress memoryOA spell (DC 16 Will save negates)—the spell targets the creature struck, rather than the mnemor devil itself, and spell resistance applies. If the target is a willing creature, the mnemor devil may alter memories of any length, as if through multiple applications of repress memoryOA.DescriptionSome memories are too traumatic to bear; some secrets are too dangerous to keep. When mortals need their memories stripped away, their desperation sometimes drives them to seek out the aid of mnemor devils, creatures that steal and bestow memories in the service of their infernal lords. While memory devils always keep their bargains, those who anger them may find that their altered memories cause more trouble than the originals. Mnemor devils are particularly skilled in the subtle manipulation of memory to drive mortals’ actions in destructive directions or even trick them into making the same bargain again and again as the mortal unearths the unbearable secret on her own, paying the devil each time. The most skilled among them subtly alter the false memories they grant to those who would bargain with them in ways that cast the subjects’ true memories in a different light, making memories of affectionate smiles seem to take on smirking undertones, or adding sly malice to memories of innocent comments. The bargainer finds himself driven into maddening doubt about the intentions of everyone he thought he knew, suspicion tainting all his interactions.
Mnemor devils themselves possess eidetic memories, and can recall with perfect clarity any memory they have bought or stolen from a mortal, making them valuable repositories of eclectic knowledge. Those seeking such knowledge might be tempted to seek a deal of their own, and mnemor devils are more than happy to trade one memory for another—though those who strike such bargains find that the mnemor devil nearly always comes out ahead.
A mnemor devil stands approximately 6 feet tall and weighs 170 pounds.Creatures in "Devil" CategorySource 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 SubtypeDevils 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.
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