Devil, Apostate Devil (Deimavigga)A grim metal mask floats above ceremonial armor that shifts and writhes, and long blades form fingers on gauntleted hands.Apostate Devil (Deimavigga) CR 17Source Bestiary 5 pg. 78, Book of the Damned - Volume 1: Princes of Darkness pg. 54 XP 102,400 LE Medium outsider (devil, evil, extraplanar, lawful) Init +14; Senses darkvision 60 ft., see in darkness; Perception +28DefenseAC 46, touch 20, flat-footed 36 (+14 armor, +10 Dex, +12 natural) hp 261 (18d10+162); regeneration 5 Fort +20, Ref +16, Will +20 DR 10/good and silver; Immune fire, poison; Resist acid 10, cold 10; SR 27OffenseSpeed 30 ft., fly 60 ft. (perfect) Melee 2 claws +28 (1d8+9/19-20 plus 1d6 Wisdom drain) Space 5 ft., Reach 10 ft. Special Attacks boundless reach, ohrwurm Spell-Like Abilities (CL 18th; concentration +27) At will—alter self, dream (DC 24), greater teleport (self plus 50 lbs. of objects only), major image (DC 22), mirage arcana (DC 24), ventriloquism (DC 19) 3/day—blasphemy (DC 26), dominate person (DC 24), hold monster (DC 24), insanity (DC 26), touch of idiocy, veil (DC 25) 1/day—mind fog (DC 24), screen (DC 27), summon (level 8, 1d6 bone devils or 2d4 bearded devils 50% or 1 ice devil 20%)
StatisticsStr 28, Dex 31, Con 28, Int 21, Wis 24, Cha 28 Base Atk +18; CMB +28; CMD 47 Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Improved Critical (claw), Improved Disarm, Improved Initiative, Iron Will, Persuasive, Weapon Focus (claw) Skills Acrobatics +28, Bluff +30, Diplomacy +34, Disguise +27, Fly +18, Intimidate +34, Knowledge (history, planes, religion) +26, Perception +28, Sense Motive +28, Stealth +36 Languages Abyssal, Celestial, Common, Draconic, Infernal; indomitable oration, telepathy 100 ft. SQ armor bond, evangelization, indomitable oration, malleable formEcologyEnvironment any (Hell) Organization solitary Treasure double (+5 shadow full plate, other treasure)Special AbilitiesArmor Bond (Ex) A deimavigga’s armor is as much a part of its body as a second skin. A deimavigga ignores its armor’s speed reduction, max Dex bonus, and armor check penalty.
Boundless Reach (Su) A deimavigga’s claws slice through reality, allowing it to make melee attacks against any creature it is aware of—typically meaning creatures within 100 feet. The devil still only threatens the 10-foot area around it and cannot make attacks of opportunity against creatures farther away. This ability can span vast distances, allowing a deimavigga making use of divination magic to detect distant creatures and attack foes separated by miles or even planes. Spells like forbiddance, which prevent planar travel, protect against a deimavigga’s claws. The spell dimensional anchor also prevents a deimavigga from using this ability for the duration of that spell. An attacked creature can retaliate until the beginning of the deimavigga’s next turn, striking at the devil’s claws with weapons or spells as if it were physically present, but the deimavigga’s claws receive a size bonus to AC as if they were two sizes smaller than the deimavigga, and the attacked creature cannot grapple or otherwise prevent the claws from vanishing out of reach at the end of the round.
Evangelization (Su) The words of deimaviggas are poison to the mind. Every round a deimavigga speaks (a free action), all non-devils with an Intelligence score of 3 or higher within 30 feet must make a DC 28 Will save or become vulnerable to its blasphemous discourse. The DC of this Will save increases by 1 for each consecutive round a creature has listened to the same deimavigga speak. Creatures must be listening to a deimavigga to be affected by its oration. Deafened creatures and those in combat—either with the deimavigga or with other creatures—are not considered to be listening. Victims cannot simply declare they are not listening without taking steps to impede their hearing. Upon failing this save, a victim can be affected by the heretical power of a deimavigga’s words. The devil may use its speech to affect a listener in ways that mimic any of the following spells: calm emotions (DC 21), charm monster (DC 23), command (DC 20), confusion (DC 23), crushing despair (DC 23), deep slumber (DC 22), enthrall (DC 21), modify memory (DC 23), rage (DC 22), or suggestion (DC 22). Victims still receive saving throws against these spell effects, but if they fail their saves they are not aware the devil is working its power upon them. A deimavigga can affect multiple victims with different spell effects in the same round. This is a sonic mind-affecting effect. The base save DC is Charisma-based.
Indomitable Oration (Su) A deimavigga’s speech is always perfectly clear and cannot be silenced or warped. Even in areas of incredible noise, through water or airless voids, or in areas of magical silence, these devils’ voices can still be heard normally. All beings understand deimaviggas, as if these devils constantly spoke in all tongues at once.
Malleable Form (Su) A deimavigga has complete control over its physical form, and if transformed into another shape against its will, it can revert to its own form as a free action.
Ohrwurm (Su) As a standard action, three times per day, a deimavigga can whisper a fundamental and terrifying multiversal truth to one creature within 5 feet. The target must make a DC 28 Will save or have the devil’s words take root in its psyche. Outsiders and elementals have a +2 bonus on their saves to resist this ability. Initially, the deimavigga’s words seem to have no effect. Any time the victim tries to rest, though, he must make an additional DC 28 Will save or be affected as per the spell nightmare (even if the victim doesn’t technically sleep). After a night of suffering vivid dreams and wrestling with the devil’s words, the victim must make yet another DC 28 Will save or have its alignment shift one step toward lawful evil. Only by unlearning what the deimavigga told it can a victim be free of this effect, requiring a spell such as miracle, modify memory, or wish.
Wisdom Drain (Su) A deimavigga drains 1d6 points of Wisdom each time it hits with its claw attack. (A deimavigga does not heal any damage when it uses its Wisdom drain.)DescriptionRegal, fearsome, and unfeeling, deimaviggas seek to turn the faithful from their gods, using cold logic to proselytize the path of atheism, the freedom of the mortal spirit, and the order offered by Hell. Their ever-shifting masks speak envenomed words and give their hollow lies the ring of truth. Speaking out against all deities—except for Asmodeus, whom they subtly tout as a bringer of discipline even as they downplay his divinity—these deadly intellectuals know that those who turn from their deities are more likely to succumb to the temptations of diabolism. Rather than attempting to sway the souls of individual mortals, these cunning fiends take on the roles of prophets of reason, disguising themselves beneath layers of illusion to evangelize the virtues and freedoms of lives unshackled by the demands of egotistical deities. Occasionally one might focus its arguments on a soul of particular piety, delighting in throwing a deity’s most devoted servant into an inescapable crisis of faith. Deimaviggas care little for what gods their depredations affect, disenfranchising the worshipers of the pure and the profane alike.
In their natural shapes, deimaviggas stand 7 feet tall and weigh a mere 120 pounds. When disguised, though, they typically take the forms of wise elders who have lived long enough to understand fundamental truths about the universe, priests who have "realized their folly" and rejected their former dogma, or even "angels" of truth. Though they prefer to fight with words rather than with physical means, deimaviggas attack those who attempt to strip away their disguises and illusions, or who can argue as eloquently as they—though if possible, they prefer to do so discreetly and dispose of the bodies secretly.
Deimaviggas prefer to spend most of their time upon the Material Plane, swaying the weak and corruptible souls of mortals.There they seek out either vast mortal cities, where their heresy might reach many ears, or small communities where the isolated might fall to their blasphemous philosophizing. When in Hell, though, they linger in Caina, tormenting the souls of those trapped upon its lonely islands, developing and testing complicated and often confusing arguments.
Preferring to operate alone, these poison-tongued devils rarely work with others of their kind, even though their status affords them control over their lesser brethren. They find that their arguments benefit from a single voice, and that their endeavors are complicated by even the most obedient minions. They bow to Hell’s hierarchy, however, and serve if compelled to do so. Pit fiends and infernal dukes sometimes utilize deimaviggas as personal majordomos, spies, and spreaders of dissension, though even among devilkind these enigmatic fiends are considered particularly unnerving.Creatures in "Devil" CategorySource Pathfinder RPG Bestiary pg. 72 Masters of corruption and despoilers of purity, devils seek to destroy all things good and drag mortal souls back with them to the depths of Hell.
As the most numerous fiendish occupants of Hell, the various forms of devils are well catalogued by diabolists. Most are known by two names: an evocative title given to the fiends by commoners and folklore, and an obscure, ancient designation spoken by the servants of Hell and those who would seek to deal with the damned.
Born from the foulest of mortal souls—their personalities and memories long since scoured by millennia of torment—would-be devils rise from the masses of suffering souls as lemures, revolting beings of mindless evil potentiality. Only through continued centuries of torture or by the edicts of more powerful devils do these least of devilkind rise to become deadlier fiends, graduating through a pain-wracked metamorphosis dictated by their masters or the infernal whims of Hell's semi-sentient layers. While fiendish lords wield transformation into greater or lesser forms as both prize and punishment, some devils spontaneously rise from particularly evil souls long trapped upon an infernal layer. Thus, although the various diabolical breeds possess recognizable abilities and hold generalized rankings in the great infernal hierarchy, a devil's type alone does not always correspond to a specific tenure of torment or place in the infernal chain of command.
Devils fill the nine layers of Hell, though certain fiends are more common on specific layers than others, their specialized duties or fealty to individual archdevils drawing them to one torturous domain more than others. Although the various types of devils tend to specialize in unique forms of depravity or temptation, the hierarchies of Hell are not without flexibility for uncommon individual talents. Thus, particularly watchful hamatulas might join the ranks of Phlegethon's bone devil inquisitors, while veteran barbazus might serve among the pit fiends of Nessus.
Beyond the pits of Hell, devils often travel to the Material Plane at the summons of evil spellcasters. Quick to bargain and willing to serve mortals to assure their damnation, devils ever obey the letter of their agreements, but serve the whims of Hell foremost. Thus, even the least of devilkind might come to the Material Plane intent on further corrupting souls, cleverly escaping the bonds of their contracts to indulge their own plots, or to further the unspeakable goals of the archdevils of Hell. The Ranks of Devilkind Diabolists speak often of the rankings of Hell, the distinctions made between devils that distinguish the foot soldiers from the commanders of Hell's armies. While such divisions mean little to most mortals—a devil being a deadly foe in any incarnation—the hierarchies and nuances of Hell's society carry distinctions vital to the survival of any who would commune with devils. What distinguishes a breed of devils above or below others is more than a matter of brawn, with several cunning types of fiend holding priority over their fundamentally stronger brethren. While a devil's station does not mean it can instantly command every other devil of inferior standing, it does imply which fiends might serve their brethren or hold influence over others.
Below these are the devil races themselves, from the lordly and malevolent pit fiends all the way down to the lowly, malformed lemure. The Infernal Hierarchy Listed here, from the absolute weakest devils to the lords of Hell, is the most basic hierarchy of the infernal realm's best-known denizens.
Least Devils: imps, lemures Lesser Devils: bearded devils (barbazus), erinyes, barbed devils (hamatulas), bone devils (osyluths) Greater Devils: horned devils (cornugons), ice devils (gelugons), pit fiends Devil SubtypeDevils are lawful evil outsiders that hail from the plane of Hell. Devils possess a particular suite of traits (unless otherwise noted in a creature's entry). - Immunity to fire and poison.
- Resistance to acid 10 and cold 10.
- See in Darkness (Su) Some devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
- Summon (Sp) Devils share the ability to summon others of their kind, typically another of their type or a small number of less-powerful devils.
- Telepathy.
- Except when otherwise noted, devils speak Celestial, Draconic, and Infernal.
- A devil's natural weapons, as well as any weapons it wields, are treated as lawful and evil for the purpose of resolving damage reduction.
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