Pathfinder Reference Document
Pathfinder Reference Document

Devilbound Creature

This elegant and mysterious woman has a sinister air of dark power around her, like a protective ward.

Devilbound Sorcerer CR 13

XP 25,600

Female pit fiend-bound human sorcerer 13

LE Medium humanoid (human)

Init +4; Senses darkvision 60 ft., see in darkness; Perception +14

Defense

AC 21, touch 10, flat-footed 21 (+4 armor, +7 natural)

hp 121 (13d6+73); regeneration 5 (good spells, good weapons)

Fort +13, Ref +7, Will +12; +4 vs. poison

DR 10/adamantine (130 points); Resist cold 20, fire 30

Weaknesses contract bound

Offense

Speed 30 ft.

Melee dagger +5/+0 (1d4–1/19–20)

Devilbound Spell-Like Abilities (CL 13th; concentration +20)

3/day—quickened fireball (DC 20), invisibility

1/day—blasphemy (DC 24), summon (level 7, 1 lemure, 1 bearded devil, or 1 erinyes 100%)

Bloodline Spell-Like Abilities (CL 13th; concentration +20)

10/day—elemental ray (1d6+6 cold)

1/day—elemental blast (13d6 cold, DC 23)

Sorcerer Spells Known (CL 13th; concentration +20)

6th (5/day)—acid fog, elemental body III, summon monster VI

5th (7/day)—cloudkill (DC 23), elemental body II, summon monster V, teleport

4th (6/day)—charm monster (DC 22), confusion (DC 22), elemental body I, fear (DC 21), stoneskin (already cast)

3rd (8/day)—displacement, hold person (DC 21), protection from energy, stinking cloud (DC 21), summon monster III

2nd (8/day)—acid arrow, darkness, detect thoughts (DC 19), glitterdust (DC 20), scorching ray (cold), web (DC 20)

1st (7/day)—burning hands (cold) (DC 18), charm person (DC 19), disguise self, feather fall, mage armor (already cast), magic missile

0 (at will)—acid splash, arcane mark, detect magic, ghost sound (DC 17), mage hand, mending, message, prestidigitation, read magic

Bloodline elemental (water)

Statistics

Str 8, Dex 10, Con 18, Int 15, Wis 12, Cha 24

Base Atk +6; CMB +5; CMD 15

Feats Arcane Shield, Augment Summoning, Combat Casting, Craft Wondrous Item, Empower Spell, Eschew Materials, Great Fortitude, Improved Initiative, Spell Focus (conjuration), Spell Focus (enchantment), Superior Summoning

Skills Diplomacy +13, Intimidate +17, Knowledge (arcana) +18, Knowledge (planes) +18, Perception +14, Sense Motive +14

Languages Common, Draconic, Infernal

SQ bloodline arcana (change energy damage spells to cold)

Ecology

Environment any urban

Organization solitary

Treasure NPC gear (dagger, amulet of natural armor +3, belt of mighty constitution +2, cloak of resistance +3, headband of alluring charisma +4, brooch of shielding [50 points], potion of cure serious wounds, wand of false life [10 charges], diamond dust [250 gp], other treasure)

A devilbound creature has made a bargain with a devil, promising a service and its soul in exchange for infernal power. The specific service depends on the devil's type and motivations, but always furthers the interests of Hell.

Creating a Devilbound Creature

"Devilbound creature" is an acquired template that can be added to any creature with 5 or more Hit Dice and Intelligence, Wisdom, and Charisma scores of 3 or higher (referred to hereafter as the base creature). The creature retains all the base creature's statistics and special abilities except as noted here.

CR: Same as the base creature +1.

Alignment: Any evil. A devilbound creature radiates an evil aura as if it were an evil outsider.

Senses: A devilbound creature gains darkvision 60 ft. and the see in darkness ability.

Armor Class: Natural armor improves by +4.

Defensive Abilities: A devilbound creature gains a +4 bonus on saving throws against poison, resist fire 30, and regeneration 5 (good spells, good weapons).

Weaknesses: The devil-bound creature gains the following weakness.

Contract Bound (Ex): The creature has signed a contract of service in return for this template. The devil must reveal its nature as a creature of Hell when it offers a contract, and it can't hide the details of the contract in any way. The creature must enter the agreement willingly (without magical compulsion). Usually the creature must perform one or more tasks for the devil, and in exchange the creature gains the template's abilities, whether immediately, after a specific amount of time, or once the tasks are completed.

The contract always includes a clause that damns the creature's soul to Hell when the creature dies, with credit for the act and possession of the soul going to the devil signing the contract. When the creature dies, its soul is automatically imprisoned in a gem, which immediately appears in Hell as one of the devil's belongings. If the devil is dead when the creature dies, the creature's soul is destroyed, and can't be restored to life except by miracle or wish. If the creature fails to perform the tasks in the allotted time, its soul is still damned and the devil is not obligated to provide the promised abilities.

Many contracts state that the devil, its agents, and its allies will not attempt to kill the creature. This doesn't protect against all devils, but does offer the creature a measure of protection against treachery from the signatory devil.

Breaking a contract with a devil is difficult and dangerous. Furthermore, as long as the contract remains in effect, a slain victim can't be restored to life after death except by a miracle or wish. If the devilbound creature is restored to life, the devil immediately senses the name and location (as discern location) of the creature responsible.

Special Attacks: The creature gains the summon universal monster ability and can summon a devil once per day with a 100% chance of success. The devil remains for 1 hour. The creature's caster level or Hit Dice, whichever is higher, determines the most powerful kind of devil it can summon and the effective spell level of this ability, according to the following table.

Caster LevelDevilSpell Level
3rdLemure2nd
9thBearded devil5th
11thErinyes6th
13thBone devil7th
15thBarbed devil8th
17thIce devil9th

Spell-Like Abilities: The creature gains the following spell-like abilities, depending on the kind of devil it is bound to. The creature uses its Hit Dice or caster level, whichever is higher, as the caster level for its spell-like abilities. Save DCs are based on the creature's Intelligence, Wisdom, or Charisma, whichever is highest.

Accuser: 3/day—clairaudience/clairvoyance, invisibility (self only), summon swarm

Barbed: 3/day—hold monster

Bearded: 3/day—dimension door, rage

Belier: 3/day—charm monster

Bone: 3/day—fly, invisibility (self only)

Contract: 3/day—bestow curse, detect thoughts, locate creature

Drowning: 3/day—hydraulic push, water breathing

Erinyes: 3/day—fear (single target), unholy blight

Handmaiden: 3/day—black tentacles; 1/day—true seeing

Horned: 3/day—dispel good, fireball

Host: 3/day—dimension door, fly

Ice: 3/day—cone of cold, ice storm

Immolation: 3/day—fire shield, fireball

Imp: 3/day—invisibility (self only), polymorph (self only, same size as base creature)

Nemesis: 3/day—invisibility, scorching ray; 1/day—blasphemy

Pit Fiend: 3/day—quickened fireball, invisibility; 1/day—blasphemy

Abilities: Adjust the base creature's ability scores according to the kind of devil it is bound to.

DevilStrDexConIntWisCha
Accuser222
Barbed, bearded, host222
Belier222
Bone, ice222
Contract, handmaiden222
Drowning, horned222
Erinyes222
Immolation222
Imp222
Nemesis, pit fiend+2 to any three different ability scores