Devilfolks
Creature Sub Type

😈🔥 Devilfolks: Heirs of the Abyss

Devilfolks, born of infernal bloodlines, are Zin’s cunning manipulators, their veins pulsing with the dark energies of the Endless Abyss. 🖤 Wielding poison and deception with lethal finesse, they craft schemes and contracts that ensnare the unwary. With silver tongues and razor-sharp wits, they bend others to their will, their devilish heritage making them masters of intrigue and formidable foes in any bargain.

🌑 Infernal Origins: Spawn of Deception

Devilfolks trace their lineage to devils who once tread Zin’s mortal plane, their souls bound to the Abyss through ancient pacts or forbidden unions. 🩸 These ties infuse them with guile and malice, their heritage a legacy of betrayal and power. Game Masters can weave their origins into tales of demonic bargains or cursed bloodlines, positioning Devilfolks as agents of chaos or cunning dealmakers.

🦴 Seductive Form: Charm and Menace

Slender and alluring, Devilfolks blend mortal beauty with an unsettling edge—gleaming eyes, subtle horns, or a venomous aura. 🐍 Clad in silken robes or spiked leathers, their presence disarms or intimidates. GMs can describe their hypnotic gaze or sinuous grace, evoking a predator’s charm that lures victims into deadly traps.

🪄 Masters of Manipulation: Words as Weapons

Devilfolks wield a preternatural talent for negotiation, their contracts binding souls with ironclad clauses. 🖋️ Their magic, drawn from the Abyss, conjures illusions, poisons minds, or sows discord. GMs can showcase their sorcery in tense parleys, where a whispered spell or cunning phrase turns allies into pawns, unraveling plans with a single word.

🏰 Lairs of Intrigue: Courts of Deceit

Devilfolks thrive in shadowy salons or opulent courts, their lairs hidden in cities or abyssal rifts. 🕸️ Surrounded by enthralled minions or treacherous allies, they weave webs of influence. GMs can craft their domains as gilded traps, where players navigate deadly intrigues or unravel infernal contracts to thwart their schemes.

⚔️ Confronting Devilfolks: Beware the Bargain

Facing Devilfolks tests wits against their guile. 🛡️ Holy relics or truth-revealing magic counter their deceptions, while exploiting their arrogance can unravel their plans. GMs can stage encounters as verbal duels or ambushes, where players must outsmart silver-tongued foes or risk falling prey to their venomous ploys.

🌌 Legacy of the Abyss

Devilfolks are Zin’s serpentine schemers, their infernal blood fueling a relentless drive for power. 😈 From shadowed courts, they spin lies that topple kingdoms, their contracts binding fates. Whether as allies or adversaries, they challenge heroes to match their cunning or succumb to their abyss-born malice, leaving a trail of broken wills in their wake.

  • At Will Spell(s):
  • Poison Spray
    0
  • Thaumaturgy
    0

  • Speed:
  • Walking Speed: +30

  • Special Senses:
  • Nightsight: +60

  • Damage Type Resistances(s):
  • Poison

  • Contesting Roll ADV vs Status Effect:
  • Poisoned

  • Skill Tier 1:
  • Bending Weapon Skill
  • Common Language Skill

  • Skill Tier 2:
  • Abyssal Language Skill

Attached Items
# Type Name
1 Creature Commoner, Devilfolk, Man
2 Creature Commoner, Devilfolk, Boy
3 Creature Commoner, Devilfolk, Woman
4 Creature Commoner, Devilfolk, Girl
5 Passive Ability Devilfolk Origins
d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information