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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 Mythic "Devil" Category

Bone Devil114
Ice Devil166

Devil, Ice Devil

Frozen barbs cover the almost skeletal form of this mantis-like creature, and its icy eyes shine with fiendish intelligence.

Mythic Ice Devil CR 16/MR 6

Source Mythic Adventures pg. 186
XP 76,800
LE Large outsider (devil, evil, extraplanar, lawful, mythic)
Init +15M; Senses all-around vision, darkvision 60 ft., see in darkness; Perception +27
Aura fear (10 ft., DC 24)


AC 38, touch 14, flat-footed 33 (+5 Dex, +24 natural, –1 size)
hp 221 (14d10+144); regeneration 5 (good spells, good weapons)
Fort +15, Ref +14, Will +12
Defensive Abilities cold logic; DR 10/epic and good; Immune cold, fire, poison; Resist acid 10; SR 27


Speed 40 ft., fly 60 ft. (good), ice burrowing 30 ft.
Melee +2 frost spear +23/+18/+13 (2d6+12/×3 plus 1d6 cold plus ice shards plus slow), bite +15 (2d6+3), tail slap +15 (1d8+3 plus slow)
Space 10 ft., Reach 10 ft.
Special Attacks entrap (DC 23, 1d10 rounds, hardness 5, hp 10), favored enemy +6, mythic power (6/day, surge +1d8), pounce
Spell-Like Abilities (CL 13th; concentration +20)
At will—cone of cold (DC 22), ice storm, greater teleport (self plus 50 lbs. of objects only), persistent image (DC 22), wall of ice (DC 21)
1/day—summon (level 4, 2 bone devils 50%)


Str 25, Dex 21, Con 22, Int 25, Wis 22, Cha 24
Base Atk +14; CMB +22; CMD 37
Feats Alertness, Cleave, Combat ReflexesM, Improved InitiativeM, Iron WillM, Power Attack, Weapon Focus (spear)
Skills Acrobatics +22, Bluff +24, Diplomacy +24, Fly +13, Intimidate +21, Knowledge (planes) +24, Knowledge (any three others) +21, Perception +27, Sense Motive +27, Spellcraft +21, Stealth +18, Survival +23
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.


Environment any (Hell)
Organization solitary, team (2–3), council (4–10), or contingent (1–3 ice devils, 2–6 horned devils, and 1–4 bone devils)
Treasure standard (+2 frost spear, other treasure)

Special Abilities

Cold Logic (Su) When a mythic ice devil’s spell resistance protects it from a mind-affecting effect, it can expend one use of mythic power as an immediate action to turn that effect upon its source, as if using spell turning.

Favored Enemy (Ex) A mythic ice devil can expend one use of mythic power to gain a +6 favored enemy bonus against one type of creature for 1 hour, as if it were a 14th-level ranger.

Ice Burrowing (Ex) This ability works like the burrow ability, but only through ice and snow (including magical ice such as a wall of ice).

Ice Shards (Su) A mythic ice devil’s ice-tipped spear embeds jagged shards of supernaturally cold ice in its target. This functions as bleed (1d6), except the damage is cold damage. Dealing 5 or more points of fire damage to the target removes all ice shards. Creatures with the fire subtype are immune to this ability.

Slow (Su) A hit from a mythic ice devil’s tail or spear induces numbing cold. The opponent must succeed at a DC 23 Fortitude save or be affected as though by a slow spell for 1d6 rounds. This effect comes from the devil, not its weapon; it is not a quality possessed by the spear itself. The save DC is Constitution-based.


A mythic ice devil is a master of strategy, able to adapt to the nature of its opponents and turn its enemy’s attacks back at them. Its lean form and upright posture sets it apart from the stockier non-mythic ice devils.