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Oroul
2016-11-07, 11:41 PM
I always thought that the Devils in D&D / Pathfinder were... okay. While I can definitely see "Evil", I can hardly see the literal manifestation of Law reflected in them. Therefore, I decided to redesign them, to better bring out the flavor. Note that, due to the way they are designed, Devils must serve at the very least one Lord of Hell. Therefore, it is possible, even easy, to have Devils of conflicting sub-group fight each other literally or through their influence on mortals.

Note that I have not playtested them, but current DM will, as it gives a lot of curveballs and storytelling opportunities. Please, enjoy, feel free to use and provide feedback.

(Quick note: Think of "Lesser Evils" as a mix between cleric's domains and templates. They grant abilities and modify the "base devil", adding to their CR, Untyped AC bonus and granting either Hatred of Good or Hatred of Chaos.)

There is one Overlord of Hell, under which serve 3 Barons of Hell, under each of which serve 3 Lords of Hell. None of these has stats. In fact, they may very well be physically weaker than their highest servants, the Pit Fiends.

> The Overlord's minions have their 3 picks among ANY and ALL Lesser Evils. It is strongly recommended they pick in each Barons' portfolio as it makes them slightly more powerful. Note that when a devil's created, it is stuck with whatever choice was made at its creation. Base CR +2

> The Barons' minions have the three Lesser Evils of each of the Lords under him. Base CR +1

> The Lords have only their Lesser Evil to offer. Base CR.


For easy reference: A lot of devils have Orichalcum weapons to compensate for the smaller stature compared to the core Devils. Relying on equipment made en-masse instead of raw personal power makes the Devil more Lawful-themed.

Orichalcum may only be worked by an Outsider whose theme is Craft-related or a smith with the Master Craftman and Craft Magic Weapons and Armor feats, must always have at least a +1 enhancement bonus, and may only be crafted or enchanted through the use of the craft skill. When worked as a weapon, and a creature with an alignment aura (like a cleric or paladin) or subtype (like a devil or demon) holds it, it gains one of the weapon enchantment of these alignments (I.E. A Devil holding may give Axiomatic or Unholy, not both.). If the wielder could give it 2 abilities, he may switch which one it has as a move action. A weapon made of orichalcum are as resilient and heavy as those made of steel, count as being made of both Alchemical Silver and Cold Iron to bypass Damage Reduction.

No matter its level, a PC cannot begin play with a weapon made of orichalcum. When an Outsider that owns an Orichalcum weapon dies, and the owner is not in its native plane, its weapon returns to the last place in that plane its owner was linked to. Obtaining such a weapon or the materials to make one should be a quest unto itself, which could begin by capturing without killing an Outsider with one or by exchanging significant favors.

Oroul
2016-11-07, 11:50 PM
The Overlord of the Nine Hells
(Domain: Taxation, all others)
Devils under the banner of the Overlord of the Nine Hells can benefit from any 3 Lesser Evils and up to the 3 Greater Evils. He is legal theft backed by the blades of government. They typically benefit from one of each of the three greater evil to get all passive bonuses. Their CR is 2 over that of a regular devil of their type. No Preference (DR bypassed by BOTH Good or Chaos, Smite and Detect BOTH Good or Chaos).


The Baron of Violence
(Domain: War, Slavery, Protection)
Devils under the banner of the Baron of Violence benefits from the lesser evils of War, Slavery and Craft. Their CR is 1 over that of a regular devil of their type. No Preference (DR bypassed by both Good or Chaos, Smite/Detect Good AND Chaos). Any devil with access to at least one of these Lesser Evils follows the greater Evil of Violence, gaining +2 Fort and +1 AC, +1 to Hit, +1 to all abilities/spells DCs. All these bonuses stack and are untyped. They resist Fire and Acid.



The Lord of Blades (Domain of War)
Hates Good (DR bypassed by Good, Smite/Detect Good)



The Lord of Chains (Domain of Slavery)
Hates Chaos (DR bypassed by Chaos, Smite/Detect Chaos)



The Lord of Hammers (Domain of Craft)
No Preference (DR bypassed by both Good or Chaos, Smite/Detect Good AND Chaos)



The Baron of Coercion
(Domain: Bureaucracy, Unfair Trade, Castes)
Devils under the banner of the Baron of Coercion benefits from the lesser evils of Bureaucracy, Unfair Trade, and Castes. Their CR is 1 over that of a regular devil of their type. Hates Chaos (DR bypassed by Chaos, Smite Chaos). Any devil with access to at least one of these Lesser Evils follows the Greater Evil of Absolutism, gaining +2 Will and +1 AC, +1 to Hit, and +1 to all abilities/spells DCs. All these bonuses stack and are untyped. These devils resist Acid and Cold.



The Lord of Forms (Lesser Evil of Bureaucracy)
Hates Chaos (DR bypassed by Chaos, Smite/Detect Chaos)



The Lord of Coins (Lesser Evil of Unfair Trade)
No Preference (DR bypassed by both Good or Chaos, Smite/Detect Good AND Chaos)



The Lord of Traditions (Lesser Evil of Castes)
Hates Chaos (DR bypassed by Chaos, Smite/Detect Chaos)



The Baron of Forced Unity
(Domain: Espionage, Forced Loyalty and Propaganda)
Devils under the banner of the Baron of Shadows benefits from the lesser evils of Espionage, Forced Loyalty and Propaganda. Their CR is 1 over that of a regular devil of their type. Hates Good (DR bypassed by Good, Smite/Detect Good). Any devil with access to at least one of these Lesser Evils follows the Greater Evil of Coercion, gaining +2 Ref and +1 AC, +1 to Hit, +1 to all abilities/spells DCs. All these bonuses stack and are untyped. These devils resist Cold and Fire.



The Lord of Eyes (Domain of Espionage)
Hates Good (DR bypassed by Good, Smite/Detect Good)



The Lord of Fear (Domain of Forced Loyalty)
No Preference (DR bypassed by both Good or Chaos, Smite/Detect Good AND Chaos)



The Lord of Crafted Lies (Domain of Propaganda)
Hates Good (DR bypassed by Good, Smite/Detect Good)

Oroul
2016-11-07, 11:57 PM
Imp, CR 2 (Lesser Devil)
LE Tiny Outsider (Devil, Evil, Lawful, Extraplanar)
Init +3; Senses Darkvision 60 ft., Detect Magic, Detect Hated Alignment(s), see in darkness; Perception +7

DEFENSE
AC 16+, touch 16+, flat-footed 12+ (+3 Dex, +1 Dodge, +2 Size, + (1-3) Untyped)
Fort +1, Ref +6, Will +4
Hp 16 (3d10); fast healing 2
DR 5/hated alignment or silver; Resist: 5, per Greater Evil(s)

OFFENSE
Speed 20ft, Fly 50 ft. (perfect)
Melee sting +8 (1d4 + poison)
Space 2-1/2 ft; Reach 0 ft.
Spell-like abilities (CL 6th)
Constant – Detect Magic, Detect (Hated Alignment(s))
At-Will – Vanish (Self Only)
1/day – Augury, Suggestion (DC 15)
1/week – Commune (6 questions, CL 12th)

STATISTICS
Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +3; CMB +1; CMD 15
Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Bluff +8, Fly +21, Know (Arcana) +7, Know (Planes) +7, Perception +7, Spellcraft +7
Languages Infernal, +1 chosen when Imp is first created

ECOLOGY
Environment Any (Hell)
Organization Solitary, pair or flock
Treasure Standard

SPECIAL ABILITIES
Favors (Ex), When first met, Imps have 1d2-1 (min. 0) favors they can spend to fuel other devils’ abilities. They gain favors by doing long and difficult tasks for other devils, the easiest of which is to serve as a familiar for a wizard and report all information found.

Smite hated Alignment(s) (Su), 1 per day, may only target foes that the Imp detected via Detect Hated Alignment. Swift Action: the Imp gains its Charisma Modifier (+2) as an unholy bonus to hit and as a deflection bonus to AC, and a bonus equal to its HD (+3) to all attacks damage against the target of this smite.

Poison (Ex) Sting – injury; save Fort DC 12+; frequency 1/round for 6 rounds; effect Varies according to Lesser Evils; cure 1 save. The save DC is Constitution-based, and includes a +1 racial bonus.

Effects: Choose 1 amongst the Lesser Evils the Imp follows. Once this choice has been made, it can never be changed.
War: 1d2 Strength Damage
Slavery: 1d2 Charisma Damage
Craft: 1d2 Dexterity Damage
Bureaucracy: 1d2 Intelligence Damage
Unf. Trade: 1d2 Charisma Damage
Traditions: 1d2 Strength Damage
Espionage: 1d2 Wisdom Damage
For. Loyalty: 1d2 Wisdom Damage
Propaganda: 1d2 Intelligence Damage

Imps are not considered denizen of Hell, but rather a commodity. While it does reduce their agency, it ensures that other, more influential devils protect them and care for them, if only to have them at their maximum efficiency. Mostly serve as spies, scouts, distractions and to deal with lesser threats.



*****


Example:

Imp, CR 2 (Lesser Devil), servant of the Lord of Fear
LE Tiny Outsider (Devil, Evil, Lawful, Extraplanar)
Init +3; Senses Darkvision 60 ft., Detect Magic, Detect Good and Chaos, see in darkness; Perception +7

DEFENSE
AC 17, touch 17, flat-footed 13 (+3 Dex, +1 Dodge, +2 size, +1 Untyped)
Hp 16 (3d10); fast healing 2
Fort +1, Ref +8, Will +4
DR 5/Good, or Chaos or Silver; Resist: 5 Cold and Fire

OFFENSE
Speed 20ft, Fly 50 ft. (perfect)
Melee sting +9 (1d4 + poison)
Space 2-1/2 ft; Reach 0 ft.
Spell-like abilities (CL 6th)
Constant – Detect Magic, Detect Good, Detect Chaos
At-Will – Vanish (Self Only)
1/day – Augury, Suggestion (DC 15)
1/week – Commune (6 questions, CL 12th)

STATISTICS
Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +3; CMB +1; CMD 15
Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Bluff +8, Fly +21, Know (Arcana) +7, Know (Planes) +7, Perception +7, Spellcraft +7
Languages Infernal, Common

ECOLOGY
Environment Any (Hell)
Organization Solitary, pair or flock
Treasure Standard

SPECIAL ABILITIES
Favors (Ex), When first met, Imps have 1d2-1 (min. 0) favors they can spend to fuel other devils’ abilities. They gain favors by doing long and difficult tasks for other devils, the easiest of which is to serve as a familiar for a wizard and report all information found.

Smite Good or Chaos (Su), 1 per day, may only target foes that the Imp detected via Detect Good or Detect Chaos. Swift Action: the Imp gains its Charisma Modifier (+2) as an unholy bonus to hit and as a deflection bonus to AC, and a bonus equal to its HD (+3) to all attacks damage against the target of this smite and bypasses all typed resistances.

Poison (Ex) Sting – injury; save Fort DC 13+; frequency 1/round for 6 rounds; effect 1d2 Wisdom Damage; cure 1 save. The save DC is Constitution-based, and includes a +1 racial bonus.

Imps under the Lord of Fear are treated by the denizens of Hell with the utmost paranoia as if the Lord of Fear himself was present. Anything that could be perceived as a threat is carefully hidden and discussions stop. The Lord of Fear is rumored to listen to every report of every Imp, and while it could not be true, all devils assume he does.

Oroul
2016-11-08, 12:10 AM
Habden, CR 2 (Lesser Devil)
LE Medium Outsider (Devil, Evil, Lawful, Extraplanar)
Init +3; Senses Darkvision 60 ft., Detect Magic, Detect Hated Alignment(s), see in darkness; Perception +7

DEFENSE
AC 13+, touch 11+, flat-footed 12+ (+1 Dex, +2 Natural Armor, +(1-3) Untyped)
Fort +6, Ref +2, Will +4
Hp 25 (3d10+6+3);
DR 5/hated alignment or silver; Resist: 5, per Greater Evil(s)

OFFENSE
Speed 30ft
Melee Weapon +5 (Damage varies) and/or
Ranged Weapon +4 (Damage varies)
Space 5 ft; Reach 5 ft.
Spell-like abilities (CL 6th)
Constant – Detect Magic, Detect (Hated Alignment(s))
3/day – Varies according to Lesser Evils

STATISTICS
Str 15, Dex 12, Con 15, Int 8, Wis 11, Cha 8
Base Atk +3; CMB +5; CMD 16
Feats Weapon Focus (weapon carried), Toughness
Skills Bluff +5, Know (Planes) +5, Perception +6, Sense Motive +6, Stealth +7
Languages Infernal only, but understands the language of those who summons him.

ECOLOGY
Environment Any (Hell)
Organization Solitary, pair, group or mob
Treasure Standard

SPECIAL ABILITIES
Favors (Ex), When first met, Habdens have 1d2-1 (min. 0) favors they can spend to fuel other devils’ abilities. They gain favors by providing resources and services to their Lord. It can also trade the use of its spell-like abilities for a favor. Doing so does NOT provide a free use of their abilities like for other devils.

Smite hated Alignment(s) (Su), 1 per day, may only target foes that the Habden detected via Detect Hated Alignment. Swift Action: the Habden gains a bonus equal to its HD (+3) to all attacks damage against the target of this smite and bypasses all typed resistances.

Spells/Weapons: The Habden gains access to all its Lesser Evils’ spells and may cast 3 times per day, in any combination.
War: Protection from Good / Spear
Slavery: Ant Haul / Sling
Craft: Magic Weapon / Pick, heavy
Bureaucracy: Ant Haul / Club
Unf. Trade: Charm Person (DC 10+) / Short Sword
Traditions: Protection from Chaos / Short Sword
Espionage: Disguise Self / Sap
For. Loyalty: Cause Fear (DC 10+) / 3 daggers
Propaganda: Sow Thought (DC 10+) / trident (pitchfork) or club (torch)

Habdens are the common denizens of Hell. They were molded to serve as the working taxation livestock of Hell as a hated semi-permanent underclass. They are the militiamen sent to die in droves to slow opponents, the miners and smelters that die when mines collapse, the paper pusher that wish could commit suicide.

They mostly try to avoid risk and slowly gain favors to bargain transformation in the form of a more powerful and influential devils. They relish and compete among themselves to answer the calls of mortal summoners, as the spell prevents their deaths while still providing with the so precious favor currency (and mark them as potential targets for scams).


*****

Sample


Habden, CR 3 (Lesser Devil), servant of the Baron of Violence
LE Medium Outsider (Devil, Evil, Lawful, Extraplanar)
Init +3; Senses Darkvision 60 ft., Detect Magic, Detect Good and Chaos, see in darkness; Perception +11

DEFENSE
AC 14, touch 12, flat-footed 13 (+1 Dex, +2 Natural Armor, +1 Untyped)
Fort +8, Ref +2, Will +4
Hp 25 (3d10+6+3);
DR 5/chaos or good or silver; Resist: 5 fire, 5 Acid

OFFENSE
Speed 30ft
Melee
Spear +6 (1d6+3, x3, Brace)
Pick, Heavy +6 (1d6+3)
Ranged
Sling +5 (1d4+2, 50 ft., x2)
Space 5 ft; Reach 5 ft.
Spell-like abilities (CL 6th)
Constant – Detect Magic, Detect Good, Detect Evil
3/day, in any combination – Protection from Good, Ant Haul, Magic Weapon

STATISTICS
Str 15, Dex 12, Con 15, Int 8, Wis 11, Cha 8
Base Atk +3; CMB +5; CMD 16
Feats Weapon Focus (Heavy Pick), Weapon Focus (sling), Weapon Focus (spear), Toughness
Skills Bluff +5, Know (Planes) +5, Perception +6, Sense Motive +6, Stealth +7
Languages Infernal only, but understands the language of those who summons him.

ECOLOGY
Environment Any (Hell)
Organization Solitary, pair, group, mob
Treasure Standard

SPECIAL ABILITIES
Favors (Ex), When first met, Habdens have 1d2-1 (min. 0) favors they can spend to fuel other devils’ abilities. They gain favors by providing resources and services to their Lord. It can also trade with another devil the use of its spell-like abilities for a favor. Doing so does NOT provide a free use of their abilities like for other devils.

Smite Good or Chaos (Su), 1 per day, may only target foes that the Habden detected via Detect Good or Detect Evil. Swift Action: the Habden gains a bonus equal to its HD (+3) to all attacks damage against the target of this smite and bypasses all typed resistances.

Habdens under the service of the Baron of Violence face demonic forces on a daily basis. Pulled from the ranks of the Lords of Sword, Chain and Hammer, they are often sent to the front mere hours after being recruited. They are sent in droves to hamper the most powerful demons while the regulars march toward objectives, the mere fact of surviving until reinforcement arrives is often enough to promote them.

This means however that, whether they live or die, their time as a Habden will be (relatively) short. Habdens often see that as a desirable thing, as it negates the risks of remaining in a permanent underclass, like under the Baron of Coercion.

Oroul
2016-11-08, 12:24 AM
Rajuhl, CR 5 (Lesser Devil)
LE Medium Outsider (Devil, Evil, Lawful, Extraplanar)
Init +4; Senses Darkvision 60 ft., Detect Magic, Detect Hated Alignment(s), see in darkness; Perception +7

DEFENSE
AC 21+, touch 14+, flat-footed 17+ (+4 Dex, +2 Natural Armor, +4 Armor, +1 Shield, +(1-3) Untyped)
Fort +4, Ref +9, Will +6
Hp 57 (6d10+12);
DR 5/hated alignment or silver; Resist: 10, per Greater Evil(s)

OFFENSE
Speed 30ft
Melee
Weapon +9/+4 (Damage varies) and/or
Ranged
Weapon +12/+7 (Damage varies)
Space 5 ft; Reach 5 ft.
Spell-like abilities (CL 6th)
Constant – Detect Magic, Detect (Hated Alignment(s))
3/day – True Strike
1/day – Tactical Acumen (Duration: 1 round/level. Area: 30ft. burst. Effect: Increase bonuses from battlefield position on To-Hit and AC by +2. Examples: Cover, Flanking, High Ground.)

STATISTICS
Str 15, Dex 19, Con 15, Int 13, Wis 12, Cha 8
Base Atk +6; CMB +8; CMD 22
Feats Weapon Focus (Ranged weapon carried), Deadly Aim, Weapon Specialization (Ranged weapon carried)
Skills 2 according to Lesser Evils, Know (Planes) +11, Perception +11, Sense Motive +11, Stealth +15
Languages Infernal, but understands the language of those who summons him.

ECOLOGY
Environment Any (Hell)
Organization Solitary, pair or squad
Treasure Standard

SPECIAL ABILITIES
Favors (Ex), When first met, Rajuhls have 1d2 favors they can spend to fuel other devils’ abilities. They earn fractions of favors by bringing down foes that are more powerful than they are.

Smite hated Alignment(s) (Su), 1 per day, may only target foes that the Rajuhls detected via Detect Hated Alignment. Swift Action: the Rajuhls gains a bonus equal to its HD (+6) to all attacks damage against the target of this smite and bypasses all typed resistances.

Weapons/Skills: The Rajuhl gains access to up to 3 of its Lesser Evils’ skills and any of its weapons.
War: Longbow (1d8+2), Longsword / Intimidate +8 and Heal +10
Slavery: 3 Bolas (1d4+4), Trident / Ride +8 and Survival +10
Craft: Repeating Heavy Crossbow (1d10+2), Dagger / Appraise +10 and Craft (weaponsmith) +10
Bureaucracy: Light Crossbow (1d8+2), Longsword / Intimidate +8 and Diplomacy +8
Unf. Trade: Composite Shortbow (1d6+3) w/ +1 Str, Rapier / Appraise +10 and Diplomacy +8
Traditions: Longbow (1d8+2), Longsword / Ride +13 and Know (Nobility) +10
Espionage: Composite Shortbow w/ +1 Str (1d6+3), Rapier / Escape Artist +13 and Bluff +8
For. Loyalty: Repeating Light Crossbow (1d8+2), Sap / Intimidate +8 and Disable Device +13
Propaganda: Longbow (1d8+2), Longsword / Bluff +8 and Diplomacy +8

Rajuhls are the least of the regular soldiers of Hell and, while individually rather weak, they make very powerful archer units. They work in team, use every advantage and with their spell-like abilities bring down very powerful foes. When faced in melee, however, their tenacity in keeping unit cohesion and lack of the Precise Shot feat means entire units are at a great risk.


*****

Sample:
Rajuhl, CR 5 (Lesser Devil), servant of the Lord of Chains
LE Medium Outsider (Devil, Evil, Lawful, Extraplanar)
Init +4; Senses Darkvision 60 ft., Detect Magic, Detect Chaos, see in darkness; Perception +11

DEFENSE
AC 22, touch 15, flat-footed 18 (+4 Dex, +2 Natural Armor, +4 Armor, +1 Shield, +1 Untyped)
Fort +6, Ref +9, Will +6
Hp 57 (6d10+12);
DR 5/chaos or silver; Resist: 10 fire, 10 acid

OFFENSE
Speed 30 ft
Melee Trident +10/+5 (1d8+2) and/or
Ranged Bolas +13/+8 (1d4+4 Nonlethal)
Space 5 ft; Reach 5 ft.
Spell-like abilities (CL 6th)
Constant – Detect Magic, Detect (Hated Alignment(s))
3/day – True Strike
1/day – Tactical Acumen

STATISTICS
Str 15, Dex 19, Con 15, Int 13, Wis 12, Cha 8
Base Atk +6; CMB +8; CMD 22
Feats Weapon Focus (Ranged weapon carried), Deadly Aim, Weapon Specialization (Ranged weapon carried)
Skills Ride +8, Survival +10, Know (Planes) +11, Perception +11, Sense Motive +11, Stealth +15
Languages Infernal, but understands the language of those who summons him.

ECOLOGY
Environment Any (Hell)
Organization Solitary, pair or squad
Treasure Standard

SPECIAL ABILITIES
Favors (Ex), When first met, Rajuhls have 1d2 favors they can spend to fuel other devils’ abilities. They earn fractions of favors mostly by bringing down foes that are more powerful than they are.

Smite Chaos (Su), 1 per day, may only target foes that the Rajuhls detected via Detect Chaos. Swift Action: the Rajuhls gains a bonus equal to its HD (+6) to all attacks damage against the target of this smite and bypasses all typed resistances.

Rajuhls of the Lord of Slavery differs from other Rajuhls in that they are sent against weaker foes, not more powerful ones. Riding fiendish animals, they hunt down other fiendish animals so they can be reared and used as mounts, and they hunt weak demons so that they can be captured and used to further the interests of Hell and harvested for their souls. They also relish tracking down and re-capturing fleeing slaves. As most law-enforced slavers will in turn be damned to hell and fill Hell’s coffers and ranks, the Lord of Chains is very eager to send his Rajuhls as support to mortal slaver nations, more than any other Lord of Hell, mainly because it offers such a good return on investment.

Oroul
2016-11-08, 12:36 AM
Haykal, CR 6 (Lesser Devil)
LE Medium Outsider (Devil, Evil, Lawful, Extraplanar)
Init +2; Senses Darkvision 60 ft., Detect Magic, Detect Hated Alignment(s), see in darkness; Perception +9

DEFENSE
AC 24+, touch 12+, flat-footed 20+ (+2 Dex, +2 Natural Armor, +6 Armor, +4 Shield, +(1-3) Untyped)
Fort +8, Ref +4, Will +4
Hp 60 (7d10+21);
DR 5/hated alignment or silver; Resist: 10, per Greater Evil(s)

OFFENSE
Speed 30 ft., 20 ft. in armor
Melee
Longspear +9/+4, 1d8+6 (Includes penalty from Tower Shield)
Other weapon +8/+3 (Includes penalty from Tower Shield)
Space 5 ft; Reach 5 ft.
Spell-like abilities (CL 8th)
Constant – Detect Magic, Detect (Hated Alignment(s))
At Will – Mending
3/day, in any combination – Varies according to Lesser Evils

STATISTICS
Str 17, Dex 14, Con 17, Int 13, Wis 8, Cha 12
Base Atk +7; CMB +10; CMD 22
Feats Weapon Focus (Longspear), Toughness, Weapon Specialization (Longspear), Combat Expertise
Skills Diplomacy +11, Intimidate +11, Heal +9, Know (Planes) +11, Perception +9, Sense Motive +9
Languages Infernal, but understands the language of those who summons him.

ECOLOGY
Environment Any (Hell)
Organization Solitary, pair or squad
Treasure Standard

SPECIAL ABILITIES
Favors (Ex), When first met, Haykals have 1d2+1 favors they can spend to fuel other devils’ abilities.

Bodyguard (Ex), As a free action, a Devil adjacent to the Haykal or that benefits from cover from an Haykal and hit by an attack may spend a favor. If he does, the Haykal is hit by that attack instead as if he was the original target and had its AC.

Shield Wall (Ex), When more than one Haykal are adjacent and use their tower shields to provide themselves total cover as a standard action in the same direction, they also gain Improved Cover against spells, and grant Cover instead of Soft Cover to targets behind that line (+4 to AC and +2 to Reflex instead of +2 to AC and no bonus to Reflex). Furthermore, they can choose to delay their initiative and all act at once, at the lowest initiative in the group, thus preventing readied action from piercing the wall.

Smite hated Alignment(s) (Su), 2/day, may only target foes that the Haykal detected via Detect Hated Alignment. Swift Action: the Haykal gains a bonus on to hit rolls and a deflection bonus to its AC equal to its charisma bonus, and a bonus equal to its HD (+7) to all attacks damage against the target of this smite and bypasses all typed resistances.

Weapons/Spells: The Haykal gains access to up to 3 of its Lesser Evils’ spell and one of their weapons. All Haykals have a Tower Shield and a Longspear.
War: Spear (1d8+3) / Bull’s Strength
Slavery: Light Flail (1d8+3) / Web
Craft: Warhammer (1d8+3) / Bear’s Endurance
Bureaucracy: Mace, Heavy (1d8+3) / See Invisibility
Unf. Trade: Rapier (1d6+3) / Eagle’s Splendor
Traditions: Longsword (1d8+3) / Bull’s Strength
Espionage: Shortsword (1d8+3) / Invisibility
For. Loyalty: Light Flail (1d8+3) / Locate Object
Propaganda: Spear (1d8+3) / Hypnotic Pattern (DC 13+)

Haykals are a powerful symbol of Hell. A solid wall of shield backed by a second line of longspears advancing steadily, or even worse, barring an escape is the stuff of nightmares. They are extremely resilient, bogging down much more powerful foes while Hell’s greater assets are better used on higher priority targets.


*****

Sample:


Haykal, CR 6 (Lesser Devil), servant of the Lord of Coins
LE Medium Outsider (Devil, Evil, Lawful, Extraplanar)
Init +2; Senses Darkvision 60 ft., Detect Magic, Detect Chaos and Good, see in darkness; Perception +9

DEFENSE
AC 25, touch 13, flat-footed 21 (+2 Dex, +2 Natural Armor, +6 Armor, +4 Shield, +1 Untyped)
Fort +8, Ref +4, Will +6
Hp 60 (7d10+21+);
DR 5/good, or chaos or silver; Resist: 10 Acid, 10 Cold

OFFENSE
Speed 30 ft., 20 ft. in armor
Melee
Longspear +9/+5, 1d8+6 (Includes penalty from Tower Shield)
Rapier +8/+3, 1d6+3 (Includes penalty from Tower Shield)
Space 5 ft; Reach 5 ft.
Spell-like abilities (CL 8th)
Constant – Detect Magic, Detect Chaos, Detect Good
At Will – Mending
3/day – Eagle’s Splendor

STATISTICS
Str 17, Dex 14, Con 17, Int 13, Wis 8, Cha 12
Base Atk +7; CMB +10; CMD 22
Feats Weapon Focus (Longspear), Toughness, Weapon Specialization (Longspear), Combat Expertise
Skills Diplomacy +11, Intimidate +11, Heal +9, Know (Planes) +11, Perception +9, Sense Motive +9
Languages Infernal, but understands the language of those who summons him.

ECOLOGY
Environment Any (Hell)
Organization Solitary, pair or squad
Treasure Standard

SPECIAL ABILITIES
Favors (Ex), When first met, Haykals have 1d2+1 favors they can spend to fuel other devils’ abilities.

Bodyguard (Ex), As a free action, a Devil adjacent to the Haykal or that benefits from cover from an Haykal and hit by an attack may spend a favor. If he does, the Haykal is hit by that attack instead as if he was the original target and had its AC.

Shield Wall (Ex), When more than one Haykal are adjacent and use their tower shields to provide themselves total cover as a standard action in the same direction, they also gain Improved cover against spells, and grant Cover instead of Soft Cover to targets behind that line (+4 to AC and +2 to Reflex instead of +2 to AC and no bonus to Reflex). Furthermore, they can choose to delay their initiative and all act at once, at the lowest initiative, thus preventing readied action from piercing the wall.

Smite Chaos or Good(s) (Su), 2/day, may only target foes that the Haykal detected via Detect Chaos or Detect Good. Swift Action: the Haykal gains a bonus to Hit and a deflection bonus to AC equal to its charisma modifier (+1 or +3, depending if Eagle’s Splendor is cast) and a bonus equal to its HD (+7) to all attacks damage against the target of this smite and bypasses all typed resistances.

Oroul
2016-11-08, 01:37 AM
Hal’Nabbil, CR 7 (Lesser Devil)
LE Medium Outsider (Devil, Evil, Lawful, Extraplanar)
Init +3; Senses Darkvision 60 ft., Detect Magic, Detect Hated Alignment(s), see in darkness; Perception +13

DEFENSE
AC 18+, touch 12+, flat-footed 16+ (+2 Dex, +2 Natural Armor, +4 Armor, +(1-3) Untyped)
Fort +3, Ref +9, Will +7
Hp 52 (8d10+8);
DR 5/hated alignment or silver; Resist: 10, per Greater Evil(s)

OFFENSE
Speed 30 ft.
Melee Longsword +1, Orichalcum +13/+8, 1d8+4+2d6 vs. Good OR 2d6 vs. Evil
Space 5 ft; Reach 5 ft.
Spell-like abilities (CL 10th)
Constant – Detect Magic, Detect (Hated Alignment(s))
At Will – Varies According to Lesser Evils
3/day, in any combination – Varies according to Lesser Evils
1/day, one only – Varies according to Lesser Evils

STATISTICS
Str 13, Dex 16, Con 13, Int 17, Wis 12, Cha 12
Base Atk +8; CMB +9; CMD 22
Feats Combat Casting, Spell Focus (Varies), Weapon Finesse, Slashing Grace (Longsword)
Skills Diplomacy +13, Intimidate +13, Heal +13, Know (Arcana) +15, Know (Planes) +15, Linguistic +13, Perception +13, Sense Motive +13, Bluff +13
Languages Infernal, 11 others and always understands the language of those who summons him.

ECOLOGY
Environment Any (Hell)
Organization Solitary, pair or group
Treasure Standard

SPECIAL ABILITIES
Favors (Ex), When first met, Hal’Nabbil have 2d2 favors they can spend to fuel other devils’ abilities.

Prolong it (Su), The Hal'Nabbil's Infernal Healing spell grants another bonus, depending on Lesser Evil served. In addition, as a swift action, a Devil within 30 feet of the Hal’Nabbil may spend one of its favors. If he does so, during its next turn, the Hal’Nabbil must, if able, cast a free quickened or regular Infernal Healing on the Devil that spent the favor. This Infernal Healing spell have additional effects based on the Hal’Nabbil’s Lesser Evils.

Orichalcum Weapon (Su), An Hal’Nabbil’s weapons are made of Orichalcum. They always have at least a +1 enchantment bonus.

Orichalcum may only be worked by an Outsider whose theme is Craft-related or a smith with the Master Craftman and Craft Magic Weapons and Armor feats, must always have at least a +1 enhancement bonus, and may only be crafted or enchanted through the use of the craft skill. When worked as a weapon, and a creature with an alignment aura (like a cleric or paladin) or subtype (like a devil or demon) holds it, it gains one of the weapon enchantment of these alignments (I.E. A Devil holding may give Axiomatic or Unholy, not both.). If the wielder could give it 2 abilities, he may switch which one it has as a move action. A weapon made of orichalcum are as resilient and heavy as those made of steel, count as being made of both Alchemical Silver and Cold Iron to bypass Damage Reduction.

No matter its level, a PC cannot begin play with a weapon made of orichalcum. When an Outsider that owns an Orichalcum weapon dies, and the owner is not in its native plane, its weapon returns to the last place in that plane its owner was linked to. Obtaining such a weapon or the materials to make one should be a quest unto itself, which could begin by capturing without killing an Outsider with one or by exchanging significant favors.

Smite hated Alignment(s) (Su), 2/day, may only target foes that the Hal'Nabbil detected via Detect Hated Alignment. Swift Action: the Haykal gains a bonus on to hit rolls and a deflection bonus to its AC equal to its Charisma bonus (+1), and a bonus equal to its HD (+8) to all attacks damage against the target of this smite and bypasses all typed resistances.


Summon Reinforcements: 1/day, must be channeled 1 minute, must spend a number of favors depending on Devils summoned. Devils summoned always share Lesser Evils with the Hal’Nabbil. Devils summoned this way always have only 1 favor. Those summons yield experience.
1 Favor: 1d3+2 Imps or 1d3 Habden
2 Favors: 1d3+4 Imps, or 1d3+2 Habdens or 1d2 Rahjuls
3 Favors: 1d3+6 Imps, or 1d3+4 Habdens, or 1d2+1 Rahjuls or 1d2 Haykal
4 Favors: 1d3+8 Imps, or 1d3+6 Habdens, or 1d2+2 Rahjuls, or 1d2+1 Haykal, or 1 Ghashim

“Prolong it”’s ability / Spell Focus / Selection / Weapon: The Hal’Nabbil gains access to up to 3 of its Lesser Evils’ At-Will spells, up to 3 of its Lesser Evils’ 3/day spells, up to 3 of its Lesser Evils’ 1/day spells and one of their weapons.
War: “Prolong it” grants “Sanctuary (DC 16)” as the spell, for its duration or until broken. Spell Focus (Evocation), At-Will: Protection from Good and Burning Hands, 3/day: Tactical Acumen and Bull’s Strength, 1/day: Fireball (DC 18)
Slavery: “Prolong it” grants “Sanctuary (DC 16)” as the spell, for its duration or until broken. Spell Focus (Enchantment), At-Will: Protection from Chaos and Bungle (DC 16), 3/day: Create Pit and Bear’s Endurance, 1/day: Hold Monster (DC 18)
Craft: “Prolong it” grants “Sanctuary (DC 16)” as the spell, for its duration or until broken. Spell Focus (Transmutation), At-Will: Crafter’s Fortune and Shield, 3/day: Make Whole and Molten Orb, 1/day: Magic Weapon, Greater
Bureaucracy: “Prolong it” grants “Resistance” as the spell, each round. Spell Focus (Enchantment), At-Will: Urban Grace and Déjà Vu (DC 16), 3/day: Fox’s Cunning and Touch of Idiocy (DC 17), 1/day: Babble (DC 18)
Unf. Trade: “Prolong it” grants “Resistance” as the spell, each round. Spell Focus (Enchantment), At-Will: Charm Person (DC 16) and Undetectable Alignment, 3/day: Alter Self (DC 17) and Eagle’s Splendor, 1/day: Share Language, Communal
Traditions: “Prolong it” grants “Resistance” as the spell, each round. Spell Focus (Enchantment), At-Will: Shield and Sanctuary, 3/day: Demand Offering (DC 17) and Adoration, 1/day: Greater Magic Weapon
Espionage: “Prolong it” grants “Guidance” as the spell, each round. Spell Focus (Enchantment), At-Will: Disguise Self and Charm Person (DC 16), 3/day: Undetectable Alignment and Touch of Idiocy (DC 17), 1/day: Suggestion (DC 18)
For. Loyalty: “Prolong it” grants “Guidance” as the spell, each round. Spell Focus (Necromancy), At-Will: See Alignment and Cause Fear (DC 16), 3/day: Scare (DC 17) and Interrogation, 1/day: Clairaudience / Clairvoyance
Propaganda: “Prolong it” grants “Guidance” as the spell, each round. Spell Focus (Enchantment), At-Will: Disguise Self and Charm Person, 3/day: Undetectable Alignment and Touch of Idiocy, 1/day: Vision of Hell

Hal’Nallibs are Lesser Devils in physical form only. Bestowed with the gifts of lesser nobility and a greater intellect than even some Greater Devils, as well as autonomy in the way they follow orders and the ability to order around more powerful Devils with lower status. They are the supervisors, taskmasters, spies and sergeants of Hell. They are seldom encountered alone, unless they are infiltrating, and even if they are, know which strings to pull to summon reinforcement. They wield blades of Orichalcum, mass-produced longswords, symbols of their status, well-crafted and costly yet not important enough to be personalized.


*****

Sample:


Hal’Nabbil, CR 7 (Lesser Devil), Servant of the Lord of Eyes
LE Medium Outsider (Devil, Evil, Lawful, Extraplanar)
Init +3; Senses Darkvision 60 ft., Detect Magic, Detect Good, see in darkness; Perception +13

DEFENSE
AC 19, touch 13, flat-footed 17 (+2 Dex, +2 Natural Armor, +4 Armor, +(1-3) Untyped)
Fort +3, Ref +11, Will +7
Hp 52 (8d10+8);
DR 5/Good or silver; Resist: 10, per Greater Evil(s)

OFFENSE
Speed 30 ft.
Melee Longsword +1, Orichalcum +13/+8, 1d8+4+2d6 vs. Good OR 2d6 vs. Evil
Space 5 ft; Reach 5 ft.
Spell-like abilities (CL 10th)
Constant – Detect Magic, Detect (Hated Alignment(s))
At Will – Disguise Self and Charm Person (DC 16)
3/day, in any combination – Undetectable Alignment and Touch of Idiocy (DC 17)
1/day, one only – Suggestion (DC 18)

STATISTICS
Str 13, Dex 16, Con 13, Int 17, Wis 12, Cha 12
Base Atk +8; CMB +9; CMD 22
Feats Combat Casting, Spell Focus (Enchantment), Weapon Finesse, Slashing Grace (Longsword)
Skills Diplomacy +13, Intimidate +13, Heal +13, Know (Arcana) +15, Know (Planes) +15, Linguistic +13, Perception +13, Sense Motive +13, Bluff +13
Languages Infernal, 11 others and always understands the language of those who summons him.

ECOLOGY
Environment Any (Hell)
Organization Solitary, pair or group
Treasure Standard

SPECIAL ABILITIES
Favors (Ex), When first met, Hal’Nabbil have 2d2 favors they can spend to fuel other devils’ abilities.

Prolong it (Su), The Hal'Nabbil's Infernal Healing spell grants another bonus, depending on Lesser Evil served. As a swift action, a Devil within 30 feet of the Hal’Nabbil may spend one of its favors. If he does so, during its next turn, the Hal’Nabbil must, if able, cast a free quickened or regular Infernal Healing on the Devil that spent the favor. Every round, Prolong It grants the effects of the Guidance cantrip. If it is not used during that round, it is renewed on the next round.

Orichalcum Weapon (Su), An Hal’Nabbil’s weapons are made of Orichalcum. They always have at least a +1 enchantment bonus.

Smite Good (Su), 2/day, may only target foes that the Hal’Nabbill detected via Detect Good. Swift Action: the Hal’Nabbil gains a bonus on to hit rolls and a deflection bonus to its AC equal to its Charisma bonus (+1), and a bonus equal to its HD (+8) to all attacks damage against the target of this smite and bypasses all typed resistances.

Summon Reinforcements: 1/day, must be channeled 1 minute, must spend a number of favors depending on Devils summoned. Devils summoned always share Lesser Evils with the Hal’Nabbil. Devils summoned this way always have only 1 favor.
1 Favor: 1d3+2 Imps or 1d3 Habden
2 Favors: 1d3+4 Imps, or 1d3+2 Habdens or 1d2 Rahjuls
3 Favors: 1d3+6 Imps, or 1d3+4 Habdens, or 1d2+1 Rahjuls or 1d2 Haykal
4 Favors: 1d3+8 Imps, or 1d3+6 Habdens, or 1d2+2 Rahjuls, or 1d2+1 Haykal, or 1 Ghashim

Hal’Nallibs under the Lord of Eyes are often referred to as Incubi / Succubi. They are often sent in mortal realms to create and break alliances for the benefit of Hell. They always take as a side objective to barter away the soul of an influential mortal through contractual marriage and make great efforts to make it known to a handful of individuals or less. This way, they divert attention from their primary objectives, weaken alliances and isolate these targets who are then easier to sway toward evil.

Furthermore, they leave a reputation of enticers, allowing other servants of the Lord of Eyes to better obfuscate their own primary objectives. And where they succeed, the soul is a valuable currency by itself.

Oroul
2016-11-08, 01:38 AM
Ghashim, CR 9 (Greater Devil)
LE Large Outsider (Devil, Evil, Lawful, Extraplanar)
Init +1; Senses Darkvision 60 ft., Detect Magic, Detect Hated Alignment(s), see in darkness; Perception +13

DEFENSE
AC 22+, touch 10+, flat-footed 22+ (+1 Dex, -1 Size, +5 Natural Armor, +7 Armor (Breastplate +1), +(1-3) Untyped)
Fort +11, Ref +4, Will +8
Hp 105 (10d10+50);
DR 10/hated alignment; Resist: 15, per Greater Evil(s)

OFFENSE
Speed 40 ft., 30 ft. in armor, fly 120 ft. (poor)
Melee
(Weapon) +18 / +13
2 Claws +16 / +16, 1d8+6, 19-20 x2
Space 10 ft; Reach 10 ft.
Spell-like abilities (CL 12th)
Constant – Detect Magic, Detect (Hated Alignment(s))
At Will – Varies According to Lesser Evils
3/day, in any combination – Varies according to Lesser Evils
1/day, one only – Varies according to Lesser Evils

STATISTICS
Str 23, Dex 12, Con 19, Int 8, Wis 12, Cha 14
Base Atk +10; CMB +16; CMD 27
Feats Weapon Focus (Varies), Power Attack, Improved Sunder, Toughness, Vital Strike
Skills Intimidate +14, Know (Planes) +12, Perception +14, Fly +15, Stealth +6
Languages Infernal only.

ECOLOGY
Environment Any (Hell)
Organization Solitary, pair or group
Treasure Standard

SPECIAL ABILITIES
Favors (Ex), When first met, Ghashim have 2d2+1 favors. They usually earn favors by defeating and executing opponents.

Threatening Presence (Su), As a swift action, a Devil within 30 feet of the Ghashim may spend one of its favors. If it does so, it instantly receives a protection from the Ghashim that lasts until the Ghashim is defeated, the Ghashim is 50 feet or more away or 10 rounds have passed, whichever comes first. Attacking a Devil under the protection of a Ghashim requires a Will save (DC 18). A failed save means the character attacked the Ghashim instead. If the Ghashim could not be attacked (for example, it is out of the weapon’s range), the attack is lost.

Orichalcum Weapon (Su), A Ghashim’s weapons are made of Orichalcum. They always have at least a +1 enchantment bonus.

Smite hated Alignment(s) (Su), 3/day, may only target foes that the Ghashim detected via Detect Hated Alignment. Swift Action: the Ghashim gains a bonus on to hit rolls and a deflection bonus to its AC equal to its Charisma bonus (+1), and a bonus equal to its HD (+10) to all attacks damage against the target of this smite and bypasses all typed resistances.

Weapon and Spells: The Ghashim gains access to up to 3 of its Lesser Evils’ At-Will spells, up to 3 of its Lesser Evils’ 3/day spells, up to 3 of its Lesser Evils’ 1/day spells and one of their weapons.

War: Halberd
At-Will: Bull’s Strength, Shield / 3/day: Heroism, Greater Magic Weapon / 1/day: Wall of Fire

Slavery: Heavy Flail
At-Will: Bear’s Endurance, Detect Thought / 3/day: Crushing Despair, Animate Dead / 1/day: Charm Monster

Craft: Warhammer and Heavy Shield
At-Will: Bear’s Endurance, Make Whole / 3/day: Dispel Magic, Greater Magic Weapon / 1/day: Bestow Curse

Bureaucracy: Heavy Mace and Heavy Shield
At-Will: See Invisibility, Command Undead / 3/day: Vision of Hell, Sepia Snake Sigil / 1/day: Illusory Wall

Unf. Trade: Greatsword
At-Will: Alter Self, Eagle’s Splendor / 3/day: Greater Magic Weapon, Haste / 1/day: Locate Creature

Traditions: Halberd
At-Will: Bull’s Strength, Shield / 3/day: Heroism, Greater Magic Weapon / 1/day: Wall of Ice

Espionage: Longsword and 3 Spears
At-Will: Invisibility, Silence / 3/day: Nondetection, Locate Object / 1/day: Locate Creature

For. Loyalty: Heavy Mace and Heavy Shield
At-Will: Scare, See Invisibility / 3/day: Dispel Magic, Vision of Hell / 1/day: Bestow Curse

Propaganda: Longsword and Heavy Shield
At-Will: Bull’s Strength, Adoration / 3/day: Heroism, Vision of Hell / 1/day: Crushing Despair

Ghashims are Greater Devils in physical form only. They are the results of Devils who abandoned the climb to the top for a certain amount of status, respect and physical might. Likewise, their position in the Hellish ranks is one that will never be vital, never take the main focus (even less than Rahjuls and Haykals). They are the muscles sent on lesser threats on the battlefield, they are the muscles sent with the tax collectors that never really have to be used (but are still used). They are the troops sent as reinforcement to the mortal lands in exchange for the souls of falling soldiers.

Ghashims are often frustrated and tend to accomplish their tasks with extreme aggression. If they are told to “rough someone up”, that person will end up with one or two less limbs. If they are sent to kill a foe in battle without clear instructions when the foe is defeated, the body will be mutilated and its head used as a thrown weapon. They will, however, follow given orders to the letter.

This is actually something their superior cultivate and expect. When sent on the material plane, it depicts Hell as not subtle which makes their plotting much easier. When sent on the battlefield, it strikes fear in the heart of their foes.


*****

Exemple:

Ghashim, CR 9 (Greater Devil), Servant of the Lord of Propaganda
LE Large Outsider (Devil, Evil, Lawful, Extraplanar)
Init +1; Senses Darkvision 60 ft., Detect Magic, Detect Chaos, see in darkness; Perception +13

DEFENSE
AC 26, touch 11, flat-footed 26 (+1 Dex, -1 Size, +5 Natural Armor, +7 Armor (Breastplate +1), +3 Shield, +1 Untyped)
Fort +11, Ref +6, Will +8
Hp 105 (10d10+50);
DR 10/Chaos; Resist: 15 Cold and Fire

OFFENSE
Speed 40 ft., 30 ft. in armor, fly 120 ft. (poor)
Melee
Orichalchum Longsword +1, +19 / +14, 2d6+7+(2d6 if target is Chaotic or Good)
2 Claws +17 / +17, 1d8+6, 19-20 x2
Space 10 ft; Reach 10 ft.
Spell-like abilities (CL 12th)
Constant – Detect Magic, Detect Chaos)
At Will – Bull’s Strength, Adoration
3/day, in any combination – Heroism, Vision of Hell (DC 14)
1/day, one only – Crushing Despair (DC 15)

STATISTICS
Str 23, Dex 12, Con 19, Int 8, Wis 12, Cha 14
Base Atk +10; CMB +16; CMD 27
Feats Weapon Focus (Longsword), Power Attack (-3 / +6), Improved Sunder, Toughness, Vital Strike
Skills Intimidate +14, Know (Planes) +12, Perception +14, Fly +15, Stealth +6
Languages Infernal only.

ECOLOGY
Environment Any (Hell)
Organization Solitary, pair or group
Treasure Standard

SPECIAL ABILITIES
Favors (Ex), When first met, Ghashim have 2d2+1 favors. They usually earn favors by defeating and executing opponents.

Threatening Presence (Su), As a swift action, a Devil within 30 feet of the Ghashim may spend one of its favors. If it does so, it instantly receives a protection from the Ghashim that lasts until the Ghashim is defeated, the Ghashim is 50 feet or more away or 10 rounds have passed, whichever comes first. Attacking a Devil under the protection of a Ghashim requires a Will save (DC 18). A failed save means the character attacked the Ghashim instead. If the Ghashim could not be attacked (for example, it is out of the weapon’s range), the attack is lost.

Orichalcum Weapon (Su), A Ghashim’s weapons are made of Orichalcum. They always have at least a +1 enchantment bonus.

Smite Chaos (Su), 3/day, may only target foes that the Ghashim detected via Detect Chaos. Swift Action: the Ghashim gains a bonus on to hit rolls and a deflection bonus to its AC equal to its Charisma bonus (+1), and a bonus equal to its HD (+10) to all attacks damage against the target of this smite and bypasses all typed resistances.

Powerful arena fighters, Ghashim that follows the Lord of Propaganda are symbols, pitted against weakened Demons in vicious, one-sided arena fights for the entertainment of Devil-kind. They are then paraded as symbols of the superiority of Hell. Being celebrities of the Nine Hells for eternity gets tiresome, so many try to avoid all contact.

Of course, they are just paraded more, and their pent up anger makes their battles even more violent, which makes them even more popular. Being summoned means a break from the circus while still venting on foes, so these Ghashims really appreciate it.

Oroul
2016-11-08, 01:39 AM
Halmidfaya, CR 10 (Greater Devil)
LE Huge Outsider (Devil, Evil, Lawful, Extraplanar)
Init +1; Senses Darkvision 60 ft., Detect Magic, Detect Hated Alignment(s), see in darkness; Perception +10

DEFENSE
AC 15+, touch 7+, flat-footed 15+ (-1 Dex, -2 Size, +8 Natural Armor, +(1-3) Untyped)
Fort +20, Ref +2, Will +8
Hp 193 (11d10+132);
DR 10/hated alignment; Resist: 15, per Greater Evil(s)

OFFENSE
Speed 30 ft.
Melee
Bite, +17, 2d6+12
2 Slams, +12, 1d8+8
Tail Slap, +12, 2d6+12
Space 15 ft; Reach 15 ft.
Spell-like abilities (CL 13th)
Constant – Detect Magic, Detect (Hated Alignment(s)), Elemental Aura (DC 18, elemental must be switched for one the Halmidfaya resists)
At Will – Fireball, Cone of Cold (both DC 16, elemental must be switched for one the Halmidfaya resists)
3/day – Magic Circle against (Hated Alignments)
1/day – Wall of Force

STATISTICS
Str 26, Dex 8, Con 32, Int 8, Wis 8, Cha 12
Base Atk +11; CMB +21; CMD 30 (+34 vs. Trip)
Feats Intimidating Prowess, Toughness, Improved Fortitude, Iron Will, Vital Strike, Power Attack
Skills Intimidate +20, Know (Planes) +10, Know (Arcana) +10, Perception +10, Climb +19
Languages Infernal only.

ECOLOGY
Environment Any (Hell)
Organization Solitary or pair
Treasure Standard

SPECIAL ABILITIES
Favors (Ex), When first met, Halmifaya have 2d2+1 favors. They usually earn favors by destroying fortification or swaths of lesser foes.

Arcane Artillery (Su), The Halmidfaya’s Fireball spell and Cone of Cold spell affects structure as if they were dealing physical damage, and deal 1 extra damage per damage die to fortifications. If the spell affects more than one square of a wall, it deals damage to the centermost square of the effect. If one or more squares are eligible, the DM determines which one is affected first.

Smite hated Alignment(s) (Su), 3/day, may only target foes that the Halmidfaya detected via Detect Hated Alignment. Swift Action: the Halmidfaya gains a bonus on to hit rolls and a deflection bonus to its AC equal to its Charisma bonus (+1), and a bonus equal to its HD (+11) to all attacks damage against the target of this smite and bypasses all typed resistances.

Another type of Devil that abandoned its ambitions for the simplicity of a regimented life, Halmidfayas are the least diverse of Devilkind. For their size, they are extremely slow and rather vulnerable, and are seldom seen without allied forces to defend them. They wreak havoc on the battlefield with their area effects which they gleefully throw at cover and fortifications until only piles of rubles are left.


*****

Sample:


Halmidfaya, CR 10 (Greater Devil), servant of the Lord of Hammers
LE Huge Outsider (Devil, Evil, Lawful, Extraplanar)
Init +1; Senses Darkvision 60 ft., Detect Magic, Detect Good and Chaos(s), see in darkness; Perception +10

DEFENSE
AC 15+, touch 7+, flat-footed 15+ (-1 Dex, -2 Size, +8 Natural Armor, +(1) Untyped)
Fort +22, Ref +2, Will +8
Hp 193 (11d10+132);
DR 10/Good or Chaos; Resist: 15 fire, 15 acid

OFFENSE
Speed 30 ft.
Melee
Bite, +18, 2d6+12
2 Slams, +13, 1d8+8
Tail Slap, +13, 2d6+12
Space 15 ft; Reach 15 ft.
Spell-like abilities (CL 13th)
Constant – Detect Magic, Detect (Good and Chaos), Elemental Aura (DC 19, Fire or Acid)
At Will – Fireball (DC 17, Fire or Acid Damage), Cone of Cold (DC 17, Fire or Acid Damage)
3/day – Magic Circle against Good or Chaos
1/day – Wall of Force

STATISTICS
Str 26, Dex 8, Con 32, Int 8, Wis 8, Cha 12
Base Atk +11; CMB +21; CMD 30 (+34 vs. Trip)
Feats Intimidating Prowess, Toughness, Improved Fortitude, Iron Will, Vital Strike, Power Attack
Skills Intimidate +20, Know (Planes) +10, Know (Arcana) +10, Perception +10, Climb +19
Languages Infernal only.

ECOLOGY
Environment Any (Hell)
Organization Solitary or pair
Treasure Standard

SPECIAL ABILITIES
Favors (Ex), When first met, Halmifaya have 2d2+1 favors. They usually earn favors by destroying fortification or harming swaths of lesser foes.

Arcane Artillery (Su), The Halmidfaya’s fireball spell and Cone of Cold spell affects structure as if they were dealing physical damage, and deal 1 extra damage per damage die to fortifications. If the spell affects more than one square of a wall, it deals damage to the centermost square of the effect. If one or more squares are eligible, the DM determines which one is affected first.

Smite hated Alignment(s) (Su), 3/day, may only target foes that the Halmidfaya detected via Detect Good and Chaos. Swift Action: the Halmidfaya gains a bonus on to hit rolls and a deflection bonus to its AC equal to its Charisma bonus (+1), and a bonus equal to its HD (+11) to all attacks damage against the target of this smite and bypasses all typed resistances.

Halmidfayas of the Lord of the Forge derives a lot of pleasure from eliminating flying foes. Often given the role of defensive siege weapons, they are placed where they cover key angles, and benefit from sturdy cover. When a deal is brokered with the Lord of Hammers for protection, the deal often covers rebuilding fortifications, with some designed specifically for his Halmidfayas, and of course, mostly unusable otherwise.

Oroul
2016-11-08, 01:41 AM
Musharraf, CR 11 (Greater Devil)
LE Medium Outsider (Devil, Evil, Lawful, Extraplanar)
Init +9; Senses Darkvision 60 ft., Detect Magic, Detect Hated Alignment(s), see in darkness; Perception +14

DEFENSE
AC 22+, touch 16+, flat-footed 17+ (+5 Dex, +6 Natural Armor, +(1-3) Untyped, + Protection from [Hated Alignment(s)])
Fort +11, Ref +9, Will +10
Hp 102 (12d10+36);
DR 10/hated alignment; Resist: 15, per Greater Evil(s)

OFFENSE
Speed 30 ft.
Melee per weapon
Space 5 ft; Reach 5 ft.
Spell-like abilities (CL 14th)
Constant – Detect Magic, Detect (Hated Alignment(s)), Protection from (Hated Alignments)
At Will – Infernal Healing, as per Lesser Evils
3/day – Greater Infernal Healing and as per Lesser Evils
1/day – Gate (Planar Travel towards the Nine Hells only), As per Lesser Evils

STATISTICS
Str 19, Dex 20, Con 17, Int 26, Wis 14, Cha 22
Base Atk +12; CMB +16; CMD 31
Feats Improved Initiative, Iron Will, Spell Focus (varies), Greater Spell Focus (varies)
Skills Intimidate +20, Know (Planes) +10, Know (Arcana) +10, Perception +10, Climb +19
Languages Infernal, 8 others chosen when the devil is first created. Always understand the language of those who summon him.

ECOLOGY
Environment Any (Hell)
Organization Solitary or pair
Treasure Standard

SPECIAL ABILITIES
Favors (Ex), When first met, Musharraf have 2d2+2 favors. They usually earn favors by earning tactical victories or dealing and gaining the upper hand on influential mortals.

Orichalcum Weapon (Su), A Musharraf’s weapons are made of Orichalcum. They always have at least a +2 enchantment bonus and the Spell Storing ability. The weapon begins with one free spell stored that the Devil can cast.

Smite hated Alignment(s) (Su), 3/day, may only target foes that the Musharraf detected via Detect Hated Alignment. Swift Action: the Musharraf gains a bonus on to hit rolls and a deflection bonus to its AC equal to its Charisma bonus (+6), and a bonus equal to its HD (+12) to all attacks damage against the target of this smite and bypasses all typed resistances.

Prolong it (Su), As a swift action, a Devil within 30 feet of the Musharraf may spend one of its favors. If he does so, during its next turn, the Musharraf must, if able, cast a free quickened or regular Greater Infernal Healing on the Devil that spent the favor. This Greater Infernal Healing spell have additional effects based on the Musharraf’s Lesser Evils.

“Prolong it”’s ability / Spell Focus / Selection / Weapon: The Musharraf gains access to up to 3 of its Lesser Evils’ At-Will spells, up to 3 of its Lesser Evils’ 3/day spells, up to 3 of its Lesser Evils’ 1/day spells and one of their weapons.

War: Infernal Healing & Greater Infernal Healing cast by this Devil grants “Sanctuary (DC 19)” as the spell, for its duration or until broken.
Feat: Spell Focus (Evocation),
At-Will: Trial of Fire and Acid (DC 23) and Lightning Bolt (DC 23),
3/day: Wind Wall and Extended Bull’s Strength,
1/day: Firewall
Weapon: Spiked Gauntlet and Greatsword

Slavery: Infernal Healing & Greater Infernal Healing cast by this Devil grants “Sanctuary (DC 19)” as the spell, for its duration or until broken.
Feat: Spell Focus (Enchantment),
At-Will: Rage (DC23 and Slow (DC 21),
3/day: Crushing Despair (DC 24) and Extended Bear’s Endurance,
1/day: Confusion (DC 24)
Weapon: Buckler and Heavy Flail

Craft: Infernal Healing & Greater Infernal Healing cast by this Devil grants “Sanctuary (DC 19)” as the spell, for its duration or until broken.
Feat: Spell Focus (Transmutation),
At-Will: Protection from Energy and Shield,
3/day: Excruciating Deformation (DC 23) and Versatile Weapon,
1/day: Globe of Invulnerability, Lesser.
Weapons: Warhammer and Heavy Shield

Bureaucracy: Infernal Healing & Greater Infernal Healing cast by this Devil grants “Resistance” as the spell, each round.
Feat: Spell Focus (Enchantment),
At-Will: Suggestion and Rage (DC 23),
3/day: Fox’s Cunning and Bestow Curse (DC 22),
1/day: Dominate Person (DC 25).
Weapons: Bow, Arrows, Dagger

Unf. Trade: Infernal Healing & Greater Infernal Healing cast by this Devil grants “Resistance” as the spell, each round.
Feat: Spell Focus (Enchantment),
At-Will: Charm Person (DC 21) and Undetectable Alignment,
3/day: Alter Self (DC 20) and Eagle’s Splendor,
1/day: Crushing Despair (DC 24),
Weapons: Buckler and Scimitar.

Traditions: Infernal Healing & Greater Infernal Healing cast by this Devil grants “Resistance” as the spell, each round.
Feats: Spell Focus (Necromancy),
At-Will: Scare and Command Undead (both DC 22) ,
3/day: Geas, Lesser (DC 22) and Animate Dead, Mass,
1/day: Waves of Fatigue (no saves).
Weapons: Buckler and Greatsword

Espionage: Infernal Healing & Greater Infernal Healing cast by this Devil grants “Guidance” as the spell, each round.
Feat: Spell Focus (Enchantment),
At-Will: Alter Self and Charm Person (DC 21),
3/day: Undetectable Alignment and Suggestion (DC 23),
1/day: Improved Invisibility.
Weapons: 5 Daggers, which all have the “Returning” enchantment

For. Loyalty: Infernal Healing & Greater Infernal Healing cast by this Devil grants “Guidance” as the spell, each round.
Feat: Spell Focus (Enchantment),
At-Will: See Alignment and Hold Person (DC 23),
3/day: Triggered Suggestion (DC 24) and Locate Creature (DC 22),
1/day: Dominate Person (DC 25).
Weapons: Spiked Gauntlet and Greatsword.

Propaganda: Infernal Healing & Greater Infernal Healing cast by this Devil grants “Guidance” as the spell, each round.
Feat: Spell Focus (Enchantment),
At-Will: Pain Strike and Vision of Hell,
3/day: Undetectable Alignment and Heroism,
1/day: Charm Person, Mass (DC 25).
Weapons: Heavy Shield and Longsword 


*****

Sample:

Musharraf, CR 11 (Greater Devil), servant of the Lord of Crafted Lies
LE Medium Outsider (Devil, Evil, Lawful, Extraplanar)
Init +9; Senses Darkvision 60 ft., Detect Magic, Detect Good, see in darkness; Perception +14

DEFENSE
AC 25, touch 16, flat-footed 20 (+5 Dex, +6 Natural Armor, +1 Untyped, +3 Shield +1, +4 Protection from Good)
Fort +11, Ref +11, Will +10
Hp 102 (12d10+36);
DR 10/Good; Resist: 15 Cold and 15 Fire

OFFENSE
Speed 30 ft.
Melee
+2 Spellstoring Orichalcum Longsword +19 / +14 / +9 (Weapon holds Pain Strike)
Melee Damage
1d8+6
Space 5 ft; Reach 5 ft.
Spell-like abilities (CL 14th)
Constant – Detect Magic, Detect Good, Protection from Good
At Will – Infernal Healing, Pain Strike and Vision of Hell
3/day – Greater Infernal Healing, Undetectable Alignment and Bestow Curse
1/day – Gate (Planar Travel towards the Nine Hells only), Charm Person, Mass (DC 25)

STATISTICS
Str 19, Dex 20, Con 17, Int 26, Wis 14, Cha 22
Base Atk +12; CMB +16; CMD 31
Feats Improved Initiative, Iron Will, Spell Focus (Enchantment), Greater Spell Focus (Enchantment)
Skills Intimidate +20, Know (Planes) +10, Know (Arcana) +10, Perception +10, Climb +19
Languages Infernal, knows 8 additional languages, chosen at the devil's creation. Always understand the language of those who summon it.

ECOLOGY
Environment Any (Hell)
Organization Solitary or pair
Treasure Standard

SPECIAL ABILITIES
Favors (Ex), When first met, Musharraf have 2d2+2 favors. They usually are given favors by other devils in exchange for trivial acts.

Orichalcum Weapon (Su), A Musharraf’s weapons are made of Orichalcum. They always have at least a +2 enchantment bonus and the Spell Storing ability. The weapon begins with one free spell stored that the Devil can cast.

Smite Good (Su), 3/day, may only target foes that the Musharraf detected via Detect Good. Swift Action: the Musharraf gains a bonus on to hit rolls and a deflection bonus to its AC equal to its Charisma bonus (+6), and a bonus equal to its HD (+12) to all attacks damage against the target of this smite and bypasses all typed resistances.

Prolong it (Su), Any Infernal Healing or Greater Infernal Healing spell cast by this devil grants “Guidance” as the spell, renewed each round. As a swift action, a Devil within 30 feet of the Musharraf may spend one of its favors. If he does so, during its next turn, the Musharraf must, if able, cast a free quickened or regular Greater Infernal Healing on the Devil that spent the favor.

Musharaff serving the Lord of Crafted Lies make their presence scarce but their effects felt. Heroes of the Nine Hells when they do show-up, they shake the quarters around them, each one of them a minor celebrity. Of course, they are heroes who fought existing and non-existing legendary foes, according to a web of false and real rumors. But, whether the case might be on every single claim, as at least some are being real, few devils are willing to challenge them. A lot of devils are eager to trade the favors they earned just to meet the Musharaff. Those are often denied just to keep the prices up.

Oroul
2016-11-08, 01:42 AM
Aljahimaleasifa, CR 13 (Greater Devil)
LE Medium Outsider (Devil, Evil, Lawful, Extraplanar)
Init +10; Senses Darkvision 60 ft., Detect Magic, Detect Hated Alignment(s), see in darkness; Perception +17

DEFENSE
AC 26+, touch 21+, flat-footed 16+ (+10 Dex, +5 Natural Armor, +(1-3) Untyped, + Protection from [Hated Alignment(s)])
Fort +9, Ref +19, Will +13

Hp 133 (14d10+56);
DR 15/hated alignment and silver; Resist: 20, per Greater Evil(s)

OFFENSE
Speed 40 ft., fly 60 ft. (Perfect, Constant Magic Effect), Fly 60 ft. (Wings, Maneuverability Class B)
Melee
+2 Orichalchum Shortsword, Rapier or Scimitar +20 / +15 / +10
Damage 1d6+4
Ranged
+2 (Burst) Orichalchum Composite (+3 Str) Longbow +27 / +22 / +17 (or +21 / +21 / +16 / +11)
Damage
1d8+7 / 1d8+7 / 1d8+7 (or 1d8+15 (+1d8+15) / 1d8+15 / 1d8+15 / 1d8+15)
Space 5 ft; Reach 5 ft.
Spell-like abilities (CL 14th)
Constant – Detect Magic, Detect (Hated Alignment(s)), Protection from (Hated Alignments), Fly
3/day – Mirror Image, See Invisibility, Hold Person (DC 18)
1/day – Haste

STATISTICS
Str 18, Dex 30, Con 18, Int 20, Wis 18, Cha 20
Base Atk +14; CMB +23; CMD 36
Feats Precise Shot, Rapid Shot, Deadly Aim, Weapon Focus (Ranged Weapon), Weapon Specialization (Ranged Weapon), Cluster Shots, Manyshots
Skills Intimidate +19, Know (Planes) +19, Perception +18, Climb +18, Fly +24, Survival +18, Swim +18, Stealth +24
Languages Infernal, Abyssal, Celestial

ECOLOGY
Environment Any (Hell)
Organization Solitary or pair
Treasure Standard

SPECIAL ABILITIES
Favors (Ex), When first met, Aljahimleasifa have 1d2+4 favors. They usually earn favors by hunting down and slaying targets set by their superiors.

Orichalcum Weapon (Su), An Aljahimleasifa’ weapons are made of Orichalcum. They always have at least a +2 enchantment bonus. Ranged Weapons also have the Flaming Burst, Icy Burst or Corrosive Burst ability.

Smite hated Alignment(s) (Su), 3/day, may only target foes that the Aljahimleasifa detected via Detect Hated Alignment. Swift Action: the Aljahimfaris gains a bonus on to hit rolls and a deflection bonus to its AC equal to its Charisma bonus (+5), and a bonus equal to its HD (+14) to all attacks damage against the target of this smite and bypasses all typed resistances.

Quarry of the Nine Hells (Su), 3/day, Standard action, Targets 1 creature within 60 feet, target must make a Will Save vs. DC 23+. This DC is Charisma-based. On a failed save, the effects have a duration of one hour or until the Aljahimleasifa is rendered unconscious or dead, or after spending 1 continuous minute out of sight of the Aljahimleasifa. While under the effects of the Quarry of the Nine Hells, against the Aljahimleasifa, the target cannot benefit from cover (but still benefits from Improved Cover and Total Cover) and attacks against the target threatens a critical hit on 18-20 and benefit from a x3 multipliers or better.

Tracker of the Nine Hells (Su), Any Devil within 60 feet of the Aljahimleasifa may choose to spend a favor, and select a target affected by the Quarry of the Nine Hells ability. That Devil gains the benefits of the Quarry of the Nine Hells ability for the rest of its duration.

Elite, agile and mobile archers, Aljahimleasifa are often sent to slay high priority targets on the battlefield. In the cities of the Nine Hells, they serve as political assassins and enforcers of the Law of Hell, hunting relentlessly traitors and infiltrators and keeping to the shadows.


*****

Sample:

Aljahimaleasifa, CR 13 (Greater Devil), servant of the Lord of Forms
LE Medium Outsider (Devil, Evil, Lawful, Extraplanar)
Init +10; Senses Darkvision 60 ft., Detect Magic, Detect Chaos, see in darkness; Perception +17

DEFENSE
AC 26, touch 21, flat-footed 16 (+10 Dex, +5 Natural Armor, +1 Untyped, + Protection from Chaos)
Fort +9, Ref +19, Will +15
Hp 133 (14d10+56);
DR 15/Chaos and silver; Resist: 20 Acid, 20 Cold

OFFENSE
Speed 40 ft., fly 60 ft. (Constant Magic Effect), Fly 60 ft. (Wings, Maneuverability Class B)
Melee
+2 Orichalchum Shortsword, Rapier or Scimitar +20 / +15 / +10
Damage
1d6+4
Ranged
+2 Icy Burst Orichalchum Composite (+3 Str) Longbow +27 / +22 / +17 (or +21 / +21 / +16 / +11)
Damage
1d8+7 / 1d8+7 / 1d8+7 (or 1d8+15 (+1d8+15) / 1d8+15 / 1d8+15 / 1d8+15). All attacks have +1d6 Cold damage.
Space 5 ft; Reach 5 ft.
Spell-like abilities (CL 14th)
Constant – Detect Magic, Detect Chaos, Protection from Chaos, Fly
3/day – Mirror Image, See Invisibility, Hold Person (DC 19)
1/day – Haste

STATISTICS
Str 18, Dex 30, Con 18, Int 20, Wis 18, Cha 20
Base Atk +14; CMB +23; CMD 36
Feats Precise Shot, Rapid Shot, Deadly Aim, Weapon Focus (Ranged Weapon), Weapon Specialization (Ranged Weapon), Cluster Shots, Manyshots
Skills Intimidate +19, Know (Planes) +19, Perception +18, Climb +18, Fly +24, Survival +18, Swim +18, Stealth +24
Languages Infernal, Abyssal, Celestial

ECOLOGY
Environment Any (Hell)
Organization Solitary or pair
Treasure Standard

SPECIAL ABILITIES
Favors (Ex), When first met, Aljahimleasifa have 1d2+4 favors. They usually earn favors by hunting down and slaying opponents.

Orichalcum Weapon (Su), An Aljahimleasifa’ weapons are made of Orichalcum. They always have at least a +2 enchantment bonus. Ranged Weapons also have the Icy Burst or Corrosive Burst ability. This specific Devil has Icy Burst

Smite hated Alignment(s) (Su), 3/day, may only target foes that the Aljahimleasifa detected via Detect Hated Alignment. Swift Action: the Aljahimfaris gains a bonus on to hit rolls and a deflection bonus to its AC equal to its Charisma bonus (+5), and a bonus equal to its HD (+14) to all attacks damage against the target of this smite and bypasses all typed resistances.

Quarry of the Nine Hells (Su), 3/day, Standard action, Targets 1 creature within 60 feet, target must make a Will Save vs. DC 23. This DC is Charisma-based. On a failed save, the effects have a duration of one hour or until the Aljahimleasifa is rendered unconscious or dead, or after spending 1 continuous minute out of sight of the Aljahimleasifa. While under the effects of the Quarry of the Nine Hells, against the Aljahimleasifa, the target cannot benefit from cover (but still benefits from Improved Cover and Total Cover) and attacks against the target threatens a critical hit on 18-20 and benefit from a x3 multipliers or better.

Tracker of the Nine Hells (Su), Any Devil within 60 feet of the Aljahimleasifa may choose to spend a favor, and select a target affected by the Quarry of the Nine Hells ability. That Devil gains the benefits of the Quarry of the Nine Hells ability for the rest of its duration.

Loopholes are a constant threat to the reputation of the Lord of Forms. Not only some must be left for him to benefit from, those who benefit the other party are a direct threat to his reputation. As such, Aljahimaleasifa working for the Lord of Forms often have the unique task of bringing their targets alive for renegotiation. Otherwise, they are sent to hunt down those who repeatedly fail to sign triplicates, who fail to read all the terms of a deal or who fail to their obligations.

Oroul
2016-11-08, 01:43 AM
Jundialjahim, CR 14 (Greater Devil)
LE Large Outsider (Devil, Evil, Lawful, Extraplanar)
Init +3; Senses Darkvision 60 ft., Detect Magic, Detect Hated Alignment(s), see in darkness; Perception +17

DEFENSE
AC 26+, touch 12+, flat-footed 13+ (+3 Dex, +6 Natural Armor, +(1-3) Untyped, + Protection from [Hated Alignment(s)], -1 Size, +7 Armor )
[B]Fort +17, Ref +9, Will +13
Hp 288 (15d10+205);
DR 15/hated alignment and silver; Resist: 20, per Greater Evil(s)

OFFENSE
Speed 30 ft., fly 60 ft. (Constant Magic Effect), Fly 40 ft. (Wings, Maneuverability Class C)
Melee +2 Wounding Orichalchum Greatsword +27 / +22 / +17 (Power attack: +27 / +18 / +13 )
Damage
3d6+17 (Power attack: 3d6+29)
Space 10 ft; Reach 10 ft.
Spell-like abilities (CL 15th)
Constant – Detect Magic, Detect (Hated Alignment(s)), Protection from (Hated Alignments), Fly
At Will – False Life
3/day – Shield, Fog Cloud, Heroism

STATISTICS
Str 30, Dex 16, Con 28, Int 16, Wis 14, Cha 22
Base Atk +15; CMB +25; CMD 38
Feats Combat Reflexes, Bodyguard, Power Attack, Furious Focus, In Harm’s Way, Weapon Focus (Greatsword), Dazzling Display (Greatsword), Iron Will
Skills Intimidate +21, Know (Planes) +18, Perception +17, Climb +25 (+22), Fly +20 (+17)
Languages Infernal, Abyssal, Celestial

ECOLOGY
Environment Any (Hell)
Organization Solitary or pair
Treasure Standard

SPECIAL ABILITIES
Favors (Ex), When first met, Jundialjahim have 1d2+4 favors. They usually earn favors by saving the life of other Devils.

Orichalcum Weapon (Su), An Jundialjahim’ weapons are made of Orichalcum. They always have at least a +2 enchantment bonus and the Wounding ability.

Smite hated Alignment(s) (Su), 3/day, may only target foes that the Jundialjahim detected via Detect Hated Alignment. Swift Action: the Jundialjahim gains a bonus on to hit rolls and a deflection bonus to its AC equal to its Charisma bonus (+6), and a bonus equal to its HD (+14) to all attacks damage against the target of this smite and bypasses all typed resistances.

Challenge of the Nine Hells (Su), 3/day, Standard action, Targets 1 creature within 60 feet, target must make a Will Save vs. DC 23. This DC is Charisma-based. On a failed save, the effects have a duration of one hour or until the Jundialjahim is rendered unconscious or dead, or after spending 1 continuous minute out of sight of the Jundialjahim, or if another Challenge of the Nine Hells is applied on the Target. While under the effects of the Challenge of the Nine Hells, the target must aim all of its attacks so that the Jundialjahim is the main target (he must be the main target of a splash weapon or the center of a fireball spell). Not doing so cause 3d6 untyped damage to the target of the Challenge. That damage cannot be reduced or negated in any way. The target of the Challenge is aware of this effect.

Protector of the Nine Hells (Su), Any Devil within 60 feet of the Jundialjahim may choose to spend a favor. The Jundialjahim may choose to cast a free, quickened Shield Other spell on the Devil that calls the favor. Doing so expend that Devil’s favor. By default, an Jundialjahim never refuse a request from a more powerful Devil.

Among the least varied devil of all devilkind, Jundialjahim serve as bodyguards for more powerful devils. While they can certainly serve as brawn and champions, such services would be extremely costly to the Devil doing that request.


*****

Sample:

Jundialjahim, CR 16 (Greater Devil), servant of the Overlord of the Nine Hells (War, Castes, Propaganda)
LE Large Outsider (Devil, Evil, Lawful, Extraplanar)
Init +3; Senses Darkvision 60 ft., Detect Magic, Detect Good, Detect Chaos, see in darkness; Perception +17

DEFENSE
AC 28, touch 14, flat-footed 25 (+3 Dex, +6 Natural Armor, +3 Untyped, + Protection from Good and Chaos, -1 Size, +7 Armor )
[B]Fort +19, Ref +11, Will +15
Hp 285 (15d10+205);
DR 15/(Good or Chaos) and silver; Resist: 20 Acid, 20 Cold, 20 Fire

OFFENSE
Speed 30 ft., fly 60 ft. (Constant Magic Effect), Fly 40 ft. (Wings, Maneuverability Class C)
Melee
+2 Wounding Orichalchum Greatsword +29 / +24 / +19 (Power attack: +29 / +20 / +15)
Damage
3d6+17 (Power attack: 3d6+29)
Space 10 ft; Reach 10 ft.
Spell-like abilities (CL 15th)
Constant – Detect Magic, Detect (Hated Alignment(s)), Protection from (Hated Alignments), Fly
At Will – False Life
3/day – Shield, Fog Cloud, Heroism

STATISTICS
Str 30, Dex 16, Con 28, Int 16, Wis 14, Cha 22
Base Atk +15; CMB +27; CMD 40
Feats Combat Reflexes, Bodyguard, Power Attack, Furious Focus, In Harm’s Way, Weapon Focus (Greatsword), Dazzling Display (Greatsword), Iron Will
Skills Intimidate +20, Know (Planes) +17, Perception +16, Climb +24 (+21), Fly +19 (+16)
Languages Infernal, Abyssal, Celestial

ECOLOGY
Environment Any (Hell)
Organization Solitary or pair
Treasure Standard

SPECIAL ABILITIES
Favors (Ex), When first met, Jundialjahim have 1d2+4 favors. They usually earn favors by saving the life of other Devils.

Orichalcum Weapon (Su), An Jundialjahim’ weapons are made of Orichalcum. They always have at least a +2 enchantment bonus and the Wounding ability.

Smite Good and Chaos (Su), 3/day, may only target foes that the Jundialjahim detected via Detect Hated Alignment. Swift Action: the Jundialjahim gains a bonus on to hit rolls and a deflection bonus to its AC equal to its Charisma bonus (+6), and a bonus equal to its HD (+14) to all attacks damage against the target of this smite and bypasses all typed resistances.

Challenge of the Nine Hells (Su), 3/day, Standard action, Targets 1 creature within 60 feet, target must make a Will Save vs. DC 25. This DC is Charisma-based. On a failed save, for a duration of one hour or until the Jundialjahim is rendered unconscious or dead, after spending 1 continuous minute out of sight of the Jundialjahim, or if another Challenge of the Nine Hells is applied on the Target. While under the effects of the Challenge of the Nine Hells, the target must aim all of its attacks so that the Jundialjahim is the main target (he must be the main target of a splash weapon or the center of a fireball spell). Not doing so cause 3d6 untyped damage to the target of the Challenge. That damage cannot be reduced or negated in any way. The target of the Challenge is instinctively aware of this effect.

Protector of the Nine Hells (Su), Any Devil within 60 feet of the Jundialjahim may choose to spend a favor. The Jundialjahim may choose to cast a free, quickened Shield Other spell on the Devil that calls the favor. Doing so expend that Devil’s favor. By default, an Jundialjahim never refuse a request from a more powerful Devil.

Jundialjahim serving the Overlord of Hell serve mostly as bodyguards for otherworldly emissaries and enforcer protecting tax collectors. They are very fond of their status, satisfied, arrogant and patient. They are very slow to anger, as being short-tempered is seen as a weakness.

Oroul
2016-11-08, 01:44 AM
Alruhaldijal, CR 15 (Greater Devil)
LE Medium Outsider (Devil, Evil, Lawful, Extraplanar)
Init +13; Senses Darkvision 90 ft., Detect Magic, Detect Hated Alignment(s), see in darkness; Perception +22

DEFENSE
AC 32+, touch 23+, flat-footed 23+ (+9 Dex, +9 Natural Armor, +3 Deflection, +(1-3) Untyped, + Protection from Hated Alignment)
Fort +16, Ref +14, Will +16
Hp 184 (16d10+96);
DR 15/hated alignment and silver; Resist: 20, per Greater Evil(s); Other: Fast Healing 5

OFFENSE
Speed 30 ft., fly 60 ft. (Constant Magic Effect), Fly 60 ft. (Wings, Maneuverability Class B)
Melee
+2 Keen, Spellstoring, Elemental Burst Orichalchum Weapon, devil's choice (simple or martial only)
Damage
As per weapon
Space 10 ft; Reach 10 ft.
Spell-like abilities (CL 18th)
Constant – Detect Magic, Detect (Hated Alignment(s)), Protection from (Hated Alignments), Displacement, Fly, True Seeing
At Will – Locate Object, Locate Creature, Lesser Geas, Teleport (self + 50 lb only), Quickened Greater Infernal Healing, as per Lesser Evils, Bestow Curse (cast as an oracle, 3rd level spell, DC 21)
3/day – Gate (must be used for transport, link toward the nine Hells), As per Lesser Evils
1/day – As per Lesser Evils
1/year – Wish. Can only be cast according to a mortal’s specifications. Said specifications can be twisted.

STATISTICS
Str 20, Dex 29, Con 22, Int 32, Wis 23, Cha 26
Base Atk +16; CMB +20; CMD 29
Feats Improved Initiative, Spell Penetration, Greater Spell Penetration, School Focus (according to all Lesser Evils), Greater School Focus (according to all Lesser Evils), Iron Will, Improved Iron Will, Persuasive
Skills Acrobatic +25, Bluff +24, Diplomacy +28, Fly +25, Intimidate +28, Know Arcana +27, Know Geography +27, Know History +27, Know (Planes) +27, Perception +22, Sense Motive +22, Spellcraft 27, Use Magic Device +24
Languages Infernal, Abyssal, Celestial, any 9 others.

ECOLOGY
Environment Any (Hell)
Organization Solitary or pair
Treasure Standard

SPECIAL ABILITIES
Favors (Ex), When first met, Alruhaldijal have 2d2+3 favors. They usually earn favors by advancing their Lord’s agendas.

Orichalcum Weapon (Su), An Alruhaldijal’s weapons are made of Orichalcum. They always have at least a +2 enchantment bonus, the Keen and SpellStoring ability and an Elemental Burst Enchantment that fits one of their resistances. They begin play with a free spell they can cast in it, like Bestow Curse.

Smite hated Alignment(s) (Su), 3/day, may only target foes that the Alruhaldijal detected via Detect Hated Alignment. Swift Action: the Alruhaldijal gains a bonus on to hit rolls and a deflection bonus to its AC equal to its Charisma bonus (+8), and a bonus equal to its HD (+16) to all attacks damage against the target of this smite and bypasses all typed resistances.

Vulnerability to Dimensional Anchors (Su), Whenever the Alruhaldijal is subject to a spell or effect that would prevent Teleportation or Plane Shifting, it loses its Fast Healing ability.

Prolong it (Su), Any Devil within 60 feet of the Alruhaldijal may spend a favor, as a free action. Doing so causes the Devil to be targeted by a free Greater Infernal Healing spell as if casted by the Alruhaldijal. This does not take an action from the Alruhaldijal. All targets of the Alruhaldijal’s Greater Infernal Healing also gain extra benefits, as per all Lesser Evils.

“Prolong it”’s ability / Spell Focus / Spell Selection: The Alruhaldijal gains access to all of its Lesser Evils’ At-Will spells, all of its Lesser Evils’ 3/day spells and all Lesser Evils’ 1/day spell. Their “Prolong it” ability has all the extra effects of its Lesser Evils. They gain School Focus and Greater School Focus in ALL their Lesser Evils’ specializations.

War: Greater Infernal Healing grants “Haste” as the spell, for its duration.
Feat: Spell Focus (Evocation),
At-Will: Wall of Fire and Fire Shield (Both can be cast to deal Acid damage),
3/day: Chain Lightning, Acid Fog,
1/day: Meteor Swarm (Can be switched for Acid damage).

Slavery: Greater Infernal Healing grants “Magic Circle against Chaos” as the spell, for its duration.
Feat: Spell Focus (Enchantment),
At-Will: Crushing Despair and Animate Dead,
3/day: Create Undead and Suggestion, Mass,
1/day: Dominate Monster.

Craft: Greater Infernal Healing grants “Shield of Faith” as the spell, for its duration. While under this effect, all equipment carried by the creature gain a 10 points bonus to their hardness.
Feat: Spell Focus (Transmutation),
At-Will: Magic Weapon, Greater and Golbe of Invulnerability, Lesser,
3/day: Stone to Flesh and Flesh to Stone,
1/day: Iron Body (Range: Touch)

Bureaucracy: Greater Infernal Healing grants “Mirror Image” (2 copies, triplicates) as the spell, for its duration. Copies are renewed on the target's initiative.
Feat: Spell Focus (Enchantment),
At-Will: Suggestion and Rage (DC 23),
3/day: Fox’s Cunning and Bestow Curse (DC 22),
1/day: Dominate Person (DC 25)

Unf. Trade: Greater Infernal Healing grants “Haste” as the spell, for its duration.
Feat: Spell Focus (Enchantment),
At-Will: Charm Person (DC 21) and Undetectable Alignment,
3/day: Alter Self (DC 20) and Eagle’s Splendor,
1/day: Crushing Despair (DC 24)

Traditions: Greater Infernal Healing grants “Heroism” as the spell, for its duration.
Feat: Spell Focus (Necromancy), At-Will: Scare and Command Undead (both DC 22),
3/day: Geas, Lesser (DC 22) and Animate Dead, Mass,
1/day: Waves of Fatigue (no saves).

Espionage: Greater Infernal Healing grants “Greater Invisibility” as the spell, for its duration.
Feat: Spell Focus (Enchantment),
At-Will: Alter Self and Charm Person (DC 21),
3/day: Undetectable Alignment and Suggestion (DC 23),
1/day: Improved Invisibility.

For. Loyalty: Greater Infernal Healing grants “Mislead” as the spell, for the duration.
Feat: Spell Focus (Enchantment),
At-Will: See Alignment and Hold Person (DC 23),
3/day: Triggered Suggestion (DC 24) and Locate Creature (DC 22),
1/day: Dominate Person (DC 25)

Propaganda: Greater Infernal Healing grants “Heroism” as the spell, each round.
Feat: Spell Focus (Enchantment),
At-Will: Pain Strike and Vision of Hell,
3/day: Undetectable Alignment and Heroism,
1/day: Charm Person, Mass (DC 25)

Oroul
2016-11-08, 01:45 AM
Hufrat Sharir (Pit Fiend), CR 18 (Greater Devil)
LE Large Outsider (Devil, Evil, Lawful, Extraplanar)
Init +13; Senses Darkvision 120 ft., Detect Magic, Detect Hated Alignment(s), see in darkness; Perception +23

DEFENSE
AC 35+/41+, touch 23+, flat-footed 26+/32+ (+9 Dex, +12 Natural Armor, +4 Deflection, +(1-3) Untyped, +6 Shield, -1 size)
Fort +24, Ref +15, Will +22
Hp 184 (19d10+96);
DR 15/hated alignment and silver; Resist: 20, per Greater Evil(s); Other: Regeneration 5

OFFENSE
Speed 40 ft., Fly 60 ft. (Constant Magic Effect), Fly 80 ft. (Wings, Maneuverability Class C)
Melee
Per weapon, Greatsword as example.
+4 Keen, Spellstoring, Elemental Burst Orichalchum Greatsword
Damage
Per weapon, Greatsword as example
Greatsword +37 / +32 / +27 / +22, 17-20 x2, (3d6+23)+1d6 (elemental) +2d6 (Unholy/Axiomatic)
Greatsword (Furious Focus & Mythic Vital Strike) +37, 17-20 x2, (3d6+23)+6d6+46+1d6(ele)+2d6(align)
Greatsword (Furious Focus, Smite & Mythic Vital Strike) +45, 17-20 x2, (3d6+42)+6d6+84+1d6(ele)+2d6(align)
Space 10 ft; Reach 10 ft.
Spell-like abilities (CL 20th)
Constant – Detect Magic, Detect (Hated Alignment(s)), Protection from (Hated Alignments), Fly, True Seeing, Unholy Aura OR Shield of Law (according to Lesser Evils), Fire Shield (element switched to match one of the Devil’s resistances)
At Will – Locate Object, Locate Creature, Lesser Geas, Teleport (self + 50 lb only), Quickened Greater Infernal Healing, Bestow Curse (cast as an oracle, 3rd level spell, DC 21), and as per Lesser Evils
3/day – Gate (must be used for transport, link toward the nine Hells), and as per Lesser Evils
1/day – As per Lesser Evils
1/year – Wish. Can only be cast according to a mortal’s specifications. Said specifications can be twisted.

STATISTICS
Str 37, Dex 29, Con 35, Int 26, Wis 30, Cha 26
Base Atk +16; CMB +20; CMD 29
Feats Improved Initiative, Powerful Maneuvers, Deft Maneuvers, Vital Strike, Improved Vital Strike, Greater Vital Strike, Mythic Vital Strike, Iron Will, Improved Iron Will, Furious Focus, and as per Lesser Evils.
Skills Acrobatic +22, Bluff +22, Diplomacy +22, Fly +22, Intimidate +22, Know Arcana +21, Know Geography +21, Know History +21, Know (Planes) +21, Perception +23, Sense Motive +23, Spellcraft 22, Use Magic Device +22
Languages Infernal, Abyssal, Celestial, any 6 others.

ECOLOGY
Environment Any (Hell)
Organization Solitary or pair
Treasure Standard

SPECIAL ABILITIES
Favors (Ex), Hufrat Sharir of the Overlord of the Nine Hells GENERATE favors at-will. Other Hufrat Sharir begin with 3d3+2 favors and usually negociate, plot and bully those underneath to earn them.

Orichalcum Weapon (Su), An Hufrat Sharir’s weapons are made of Orichalcum. They always have at least a +4 enchantment bonus, the Keen and SpellStoring ability and an Elemental Burst Enchantment that fits one of their resistances. They begin play with a free spell they can cast in it, like Bestow Curse.

Smite hated Alignment(s) (Su), 5/day, may only target foes that the Hufrat Sharir detected via Detect Hated Alignment. Swift Action: the Hufrat Sharir gains a bonus on to hit rolls and a deflection bonus to its AC equal to its Charisma bonus (+8), and a bonus equal to its HD (+19) to all attacks damage against the target of this smite and bypasses all typed resistances.

Eternal Servitude (Su), Free action, whenever a Devil of lower CR and who still has favors remaining dies or fall unconscious. The target lose all remaining favors, cannot gain favors for the rest of the encounter and comes back to life at half its maximum HP, rounded up. It suffers from a -2 penalty to all attack rolls, ACs, saves, skills and save DCs on spell and abilities until it earns at least 1 favor. The Hufrat Sharir gains the favors spent (max 12).

Cursed Presence (Su), Constant, varies according to Lesser Evils. The battlefield and reality around a Hufrat Sharir alters reality around it. These effects never affect devils nor their equipment, and may be turned on or off by the Pit Fiend as a free action. Devils serving more than one Lesser Evil may choose which Cursed Presence to activate and switch as a swift action, once per round.


War
Weapons: Greatsword; Halberd; Longbow
Feat: Cleave, Great Cleave
Constant: Unholy Aura
At-Will Spells: Blasphemy (DC 25), Shield, Heroism (Self Only)
3/day Spell: Quickened Fireball (Fire damage can be switched for Acid damage)
1/day Spell: Meteor Swarm (Fire damage can be switched for Acid damage)
Cursed Presence: Every non-devil living creature within 100 feet of the Hufrat Sharir ooze blood. All such creature lose 2 Hit Points per turn. The first time a creature take damage this way in an encounter, any and all items it currently holds is affected as if targeted by a Grease spell (DC 18). This DC is Intelligence-based. If a character is immune to Bleeding effects, it is immune to these effects.

Slavery
Weapons: Flail, Heavy; Shield, Heavy, Light Crossbow
Feat: Greater Disarm, Greater Drag
Constant: Shield of Law
At-Will Spells: Dictum (DC 25), Mass Hold Monster (DC23), Crushing Despair (DC 22)
3/day Spell: Dominate Monster (DC 27)
1/day Spell: Trap the Soul
Cursed Presence: Every non-devil creature within 100 feet of the Hufrat Sharir has chains springing from the ground trying to hamper them. Treat as an Entangle Spell (DC 18). Moving in this area cause 2 points of bludgeoning damage that bypasses DR/Adamantine and DR/Magic. This DC is Intelligence-based.

Craft
Weapons: Warhammer; Shield, Heavy, Light Crossbow
Feat: Greater Sunder, Greater Reposition
Constant: Shield of Law, Unholy Aura
At-Will Spells: Blasphemy (DC 25), Dictum (DC 25), Memory of Function (DC 22)
3/day Spell: Earthquake (DC 27)
1/day Spell: Spell Immunity, Greater
Cursed Presence: Every non-devil-made equipment held in hands and armors, non-devil-made constructs and non-devil-made buildings within 100 feet have their DR halved (rounded up) and receive 2 points of damage every turn. That damage bypasses Hardness.

Bureaucracy
Weapons: Longsword; Shield, Heavy, Light Crossbow
Feat: Greater Sunder, Shield Focus
Constant: Shield of Law
At-Will Spells: Dictum (DC 25), Geas/Quest (DC 24), Blade Barrier (DC 24)
3/day Spell: Destruction (DC 25)
1/day Spell: Overwhelming Presence (DC 27)
Cursed Presence: Any non-devil creature that is not immune to mind-affecting spells and effect that targets a devil within 100 feet (Including the Pit Fiend) with an attack, a spell or an effect must succeed on a Will Save DC 18 or lose the attack, spell or effect. This DC is Intelligence-based. This Cursed Presence might be negated for 5 rounds if a character succeed on a Knowledge (Planes) or (Nobility) check DC 35 as a standard action. It resumes on the Pit Fiends’ initiative, but must last at least 5 full rounds.

Unf. Trade
Weapons: Falchion, Longbow
Feat: Dodge, Greater Disarm
Constant: Shield of Law, Unholy Aura
At-Will Spells: Blasphemy (DC 25), Dictum (DC 25), Mislead (DC 22)
3/day Spell: Quickened Suggestion
1/day Spell: Charm Monster, Mass (DC 26)
Cursed Presence: Every devil within 100 feet that damage a living creature with a spell or an attack gains half its HD (rounded down, minimum 1) in hit points for each creature damaged. These hit points might not exceed the devil’s normal maximum.

Traditions
Weapons: Longsword, Shield (Heavy), Longbow
Feat: Greater Disarm, Intimidating Prowess
Constant: Shield of Law
At-Will Spells: Dictum (DC 25), Greater Heroism
3/day Spell: Quickened Haste
1/day Spell: Form of the Dragon III (Blue or Green Dragons only), apply only best Natural Armor and Damage Resistance Bonuses
Cursed Presence: Any non-devil who attacks or cast a spell on the Pit Fiend take a -2 penalty to his armor class and reflex saves, except against attacks made the Pit Fiend, for one round. This is a mind-affecting effect.

Espionage
Weapons: Shortsword, 5 Daggers (returning)
Feat: Precise Shot
Constant: Unholy Aura
At-Will Spells: Blasphemy (DC 25), Mislead, Polymorph Self
3/day Spell: Contingency (may and can only affect: Mislead, Timestop and Greater Infernal Healing)
1/day Spell: Timestop
Cursed Presence: Non-devil creatures may not benefit from Darkvision or See in Darkness in a 100 ft radius.

For. Loyalty
Weapons: Light Mace, Shield (Heavy), Light Crossbow
Feat: Improved Grapple, Intimidating Prowess
Constant: Shield of Law, Unholy Aura
At-Will Spells: Blasphemy (DC 25), Dictum (DC 25), Crushing Despair (DC 22)
3/day Spell: Quickened Bestow Curse (DC 22)
1/day Spell: Frightful Aspect
Cursed Presence: Non-Devil creatures within 100 feet that are immune to fear lose that immunity. Non-Devil creatures within 100 feet that are not immune to fear gain a -4 penalty to Will Saves against fear, and are considered as having 2 less hit dice against Intimidate skill checks.


Propaganda
Weapons: Longsword, Shield (Heavy), Longbow
Feat: Greater Disarm, Intimidating Prowess
Constant: Unholy Aura
At-Will Spells: Blasphemy (DC 25), Heroism
3/day Spell: Quickened Haste
1/day Spell: Overwhelming Presence
Cursed Presence: There is a permanent propagandizing song playing. Every Devil and other ally is affected as under an 19th level bard’s Inspire Courage and Inspire Competence Bardic Performances. This is a mind-affecting effect. A silence spell or effect reduces the bonuses by half. The use of the Countersong or Distraction Bardic Performance may negate it. DC 30 negates it for the round, DC 35 negates it for one minute, DC 40 negates it for an hour.

Debihuman
2016-11-21, 10:50 PM
I always thought that the Devils in D&D / Pathfinder were... okay. While I can definitely see "Evil", I can hardly see the literal manifestation of Law reflected in them. Therefore, I decided to redesign them, to better bring out the flavor. Note that, due to the way they are designed, Devils must serve at the very least one Lord of Hell. Therefore, it is possible, even easy, to have Devils of conflicting sub-group fight each other literally or through their influence on mortals.

Note that I have not playtested them, but current DM will, as it gives a lot of curveballs and storytelling opportunities. Please, enjoy, feel free to use and provide feedback.

I'm not a big fan of the devil hierarchy that you propose. Perhaps you should have just picked one for each of the sample creatures. See Habden which has no listed resistance (acid? cold? fire?)

Debby

tantric
2016-11-21, 11:30 PM
do you have names for the barons and lords? lord of crafted lies should be Mara (https://en.wikipedia.org/wiki/Mara_(demon)), buddhist god of illusion and lies.