Archives of Nethys

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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
Apostate Devil (Deimavigga)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
Executioner Devil (Munagola)11
Gambling Devil (Magadaz)4
Handmaiden Devil (Gylou)14
Heresy Devil (Ayngavhaul)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, Tinder Devil (Ukobach)

The light of a flaming pitchfork illuminates a creepily malformed little man, his red skin scarred and raw like the victim of horrific burns. Although barely taller than a child, his features mock those of a terrible old man with an oversized head, knife-like nose, and crazed round eyes flickering with wild flames.

Tinder Devil (Ukobach) CR 4

Source Pathfinder #25: The Bastards of Erebus pg. 86
XP 1,200
LE Small outsider (devil, evil, extraplanar, lawful)
Init +8; Senses darkvision 60 ft., see in darkness; Perception +3

Defense

AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
hp 32 (5d10+5)
Fort +2, Ref +8, Will +7
DR 5/silver or good; Immune fire, poison; Resist acid 10, cold 10; SR 15

Offense

Speed 30 ft.
Melee 1 fire poker +5 (1d6–1 plus 1d4 fire) or 2 claws +5 (1d4–1 plus 1d4 fire)
Ranged 1 ember +10 (1d6 fire)
Special Attacks animate flames, fire breathing, scorch

Statistics

Str 9, Dex 19, Con 13, Int 13, Wis 16, Cha 13
Base Atk +5; CMB +3; CMD 17
Feats Improved Initiative, Lightning Reflexes, Throw Anything
Skills Acrobatics +12, Appraise +9, Bluff +9, Climb +7, Craft (any) +9, Knowledge (arcana) +9, Stealth +16
Languages Celestial, Common, Infernal; telepathy 100 ft.
SQ fire leap

Ecology

Environment Hell
Organization solitary, pair, or team (4-16)
Treasure standard

Special Abilities

Animate Flames (Su) As a standard action, an ukobach can animate an existing fire of Small size or larger. Doing so requires an ukobach to make a DC 15 Wisdom check as it impresses its will upon the fire. This DC increases by +5 for every size category of the flame above Small. If an ukobach succeeds, the flame animates with the statistics of a fire elemental of the same size, and follows the ukobach’s mental commands. The flames remain animate for a number of rounds equal to the ukobach’s Wisdom modifier—usually 3—after which they return to being simple flames, setting the square they cease moving in alight or being extinguished, as their surroundings warrant.

Up to five ukobachs can make use of the aid another action to each grant an adjacent ukobach a +2 bonus on this Wisdom check to animate flames (granting a maximum +10 bonus).

Fire Leap (Su) As a swift action, an ukobach occupying the same space as a fire, pool of lava, vent of searing steam, or similar blaze can teleport from that burning feature and emerge from another within 100 feet. This ability functions similarly to the spell dimension door, but only between fires. Upon entering a flame, an ukobach is instantly aware of all flames within range through which it might exit. If an ukobach enters a flame and there are no others to exit through within 100 feet, the devil’s movement immediately ends and it is stunned for 1 round.

Firebreathing (Su) An ukobach can spend a standard action to guzzle a pint of oil, alcohol, or similarly flammable fluid and hold the combustible liquid within its body. At any point within 10 minutes of doing so, the ukobach can expel the liquid either as a 10-foot cone of fire or a 20-foot line of flame, both dealing 3d6 points of fire damage (Reflex DC 13 for half). Upon breathing fire an ukobach cannot make use of this ability again until it drinks another pint of oil. The save DC is Constitution-based.

Scorch (Su) An ukobach’s touch is searing hot, causing its claws and any metal weapon it grasps to deal an additional 1d4 points of fire damage.

Description

Maniacal and clever, ukobachs embody the tenacity and ever advancing genius of Hell. Legions of these tiny devils labor throughout the it, and from their efforts rise new heresies and tools of depravity. They revel in the fires of Hell and manipulate them not toward destruction, but to the creation of ever greater and more innovative diabolical ends. The keepers of Hell’s furnaces, they delight in their mad work, breaking only to torment the damned with their burning tools or newest inventions.

Ukobachs stand approximately 3-1/2 feet tall and weigh 70 pounds on average. Their fire pokers are fundamentally tied to their beings and disintegrate in a flash of cinders and ash upon the devil’s death. These tools hold up to 10 fistsized embers, which an ukobach can fling at its enemies.

Summoning Ukobachs

Ukobachs prove unusually congenial when it comes to answering the summons of many diabolists, especially those with an obvious creative streak, interest in alchemy, or queries regarding the inventions of Hell.

Any diabolist who draws the magic circle necessary to bind an ukobach with mercury or silver powder, or who lights their diabolical summoning with chemical fire rather than normal oil or tinder, increases how difficult an ukobach finds it to escape from the magical trap by +2. Additionally, a diabolist gains a +2 bonus on the opposed Charisma check made to obtain an ukobach’s service if the task involves creating alchemical or metallurgical works, or otherwise involves fire.

In addition, ukobachs who know and favor their summoner sometimes bring gifts with them from Hell. While on the surface such boons might seem like blessings, they are always carefully selected by an ukobach and meant to encourage a summoner toward a destructive end. Commonly, such infernal gifts take the form of fireworks and explosives—especially in lands where such creations are uncommon—inscrutable blueprints or formulas for fiendish devices or magic items, or powerfully volatile alchemical reagents.