Devilfolk Warmage
Devils
180 lbs
20

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78 / 78
20 / 25
12
13
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120
120
1
5

Ioun Stone, Spirit
Helmet
Clothes, Robe
Ring of Protection
Ring of Telekinesis
Boots, Leather
Staff of Fire
 

  • Inventory Equipped:
  • Boots, Leather
    3 gp
  • Clothes, Robe
    0.1 gp
  • Helmet
    40 gp
  • Ioun Stone, Spirit
    25000 gp
  • Ring of Protection
    1500 gp
  • Ring of Telekinesis
    3000 gp
  • Staff of Fire
    4050.2 gp


  • Natural Weapon(s):
  • Claw (2d6)


  • Passive Abilities:
  • Fiendish Restoration
    100000 gp
  • Inventory Spirit: +5
    25000 gp
  • Contesting Roll Mod: +1
    500 gp
  • Magical AC +1
    1000 gp
  • Extra Weapon Damage - Fire (d8)
    3000 gp

  • Quick Abilities:
  • Fire Ray

  • Attack Abilities:
  • Fire Attack (2d8)
    6200 gp
  • Toppling Attack
    150 gp
  • Leaping Strike
    300 gp

  • At Will Spell(s):
  • Telekinetic Tossing
    5

  • Innate Spell per Long Rest:
  • Plane Shift Self
    6


  • Spellcasting |
  • | Acid Splash Blazing Cleave Fire Bolt Grim Hand Poison Spray
  • | Arcane Barrier Bane Foes Blazing Smite Burning Hands Charm Person Death Rancor Disguise Self Dread Revelation Elemental Sphere Flare Mage Armor Magic Missile
  • | Acid Arrow Arcane Lock Bestow Blindness Bestow Deafness Calf Spasm Continual Flame Cycle of Abuse Darkness Sphere Detect Thoughts Enemies Everywhere Heat Metal Hold Person Invisibility, Minor Knock Lock Misty Step Summon Skeletal Minions
  • | Burning Coal Cobra Spray Cobra's Spit Counterspell Dispel Magic Dreadful Illusion Enervating Bolt Fatal Bolt, Adept Fireball Ghostly Armor Ghostwalk Phase Gravitational Missile Haste Allies Magic Circle Magic Missile Spiral Magma Jet
  • | Banishment Conjure Private Sanctum Death Ward Firestride Exhalation Invisibility, Adept Locate Creature Magma Blade Meteor Orbit Resilient Sphere Scalding Mist Summon Fire Elemental Wall of Fire Wildfire
  • | Black Bolt Blacklight Burst Dominate Person Earth Spout Fire and Brimstone Hallow Hold Monster Life Bane


  • Monster Bits:
  • 11 Fiendish Essence
    1.5 gp

You see scorched robes clinging to spined armor, runes glowing faintly along a horned brow. One hand crackles with fire, the other clenches a rod of black iron, heat warping the air around it.

Devilfolk Warmages combine infernal magic with battlefield tactics. Clad in rune-etched armor and wielding rods of iron or obsidian, they hurl fire, binding hexes, and searing curses. Often leading infernal units, they break enemy ranks with explosive spells and bolster lesser devils through infernal chants and disciplined arcane strikes.

Devils
Creature Sub Type

😈🔥 Devils: Sovereigns of Tyranny and Deceit

Devils are the infernal architects of domination, fiends whose very essence is woven from cruelty, order, and an insatiable hunger for control. 🖤 Born from the corrupted souls of mortals and forged in the crucible of The Abyss, they are the embodiment of calculated malevolence, wielding their authority with a finesse that chills the soul. From the lowliest imp to the mightiest archdevil, they exist to subjugate, manipulate, and oppress, their crimson eyes gleaming with the promise of tyranny. In any campaign, devils are master manipulators, their every word and deed a step toward bending the world to their iron will.

🛡️ Infernal Sovereigns: Masters of Domination

Devils revel in the art of control, their fiendish delight derived from crushing the weak and bending the strong to their service. 🏰 Their rule is a masterclass in power, blending ruthless retribution with seductive promises of order. Whether commanding legions in the depths of The Abyss or infiltrating mortal realms as shadowy overlords, they enforce their will with precision, punishing defiance with torments that echo through eternity. Encounters with devils are battles of wits and wills, their every gesture laced with the threat of subjugation.

Game Masters can shape devils to fit their world’s tone—perhaps as tyrannical warlords ruling blasted hellscapes, or subtle puppetmasters pulling the strings of mortal empires. Their hierarchies, from scheming lemures to imperious pit fiends, offer endless opportunities for intrigue, betrayal, and epic confrontations.

🌑 The Infernal Evolution: From Souls to Fiends

Devils arise from mortal souls cast into The Abyss, those who in life wielded order with malice or twisted laws to feed their greed. 🕳️ Judges who sentenced the innocent, tyrants who crushed dissent, or schemers who cloaked their ambition in legality—all are fodder for the infernal forge. Within The Abyss’s torturous depths, these souls are stripped of humanity, reshaped into fiends whose forms reflect their sins: barbed devils for the cruel, erinyes for the vengeful, or horned devils for the warlike. Emerging as power-hungry entities, they climb the infernal ladder, their malevolence honed by centuries of torment.

GMs can tailor this transformation to their cosmology—perhaps souls are judged by a dark deity, or The Abyss itself is a sentient force that sculpts devils to its whims. The evolution offers rich storytelling, with devils retaining faint echoes of their mortal lives as flaws or obsessions that heroes might exploit.

📜 Sinister Pacts: Bargains Sealed in Blood

The most cunning devils wield the power to forge infernal contracts, binding mortal souls in exchange for fleeting boons—wealth, power, or forbidden pleasures. ✍️ These pacts, scribed in blood and sealed in The Abyss’s fires, are traps of exquisite cruelty, promising glory but delivering servitude. A mortal who signs is ensnared, their soul tethered to the devil’s will, doomed to serve as a thrall or be reborn as a fiend upon death. The devil’s cunning ensures the contract’s terms are ironclad, twisting even the cleverest mortal’s hopes into chains.

Game Masters can use pacts as campaign centerpieces, with heroes seeking to break a contract, outwit a devil’s legalese, or rescue a soul from damnation. The stakes—personal or cosmic—make every deal a narrative hook, from a village’s ruin to a kingdom’s fall.

🗡️ Whisperers in the Shadows: Architects of Deceit

Devils are the ultimate manipulators, their honeyed words and shadowy plots weaving doom for the unwary. 🧠 They lurk unseen, posing as advisors, lovers, or gods, their disguises flawless until their schemes bear fruit. From sowing discord in royal courts to corrupting heroes with whispered temptations, they orchestrate chaos while cloaked in order. Their plans span lifetimes, each move calculated to tighten their grip on mortal realms, ensuring tyranny’s triumph.

GMs can craft devils as the hidden hand behind any calamity—a war sparked by a devil’s counsel, a cult led by a fiend in mortal guise, or a hero’s fall orchestrated by a single whispered lie. Their deceit makes them versatile villains, their influence a creeping dread that players must unravel.

🌌 Harbingers of Tyranny

Devils are more than monsters; they are the shadow of oppression given form, their every act a testament to the allure and horror of absolute control. 😈 In any world, they adapt to the setting’s flavor—ruling infernal citadels in a high-fantasy realm, or brokering deals in a gritty urban sprawl. In lands like Zin, where ancient sins fester, devils might whisper from the ruins of fallen temples, their contracts binding souls to a cycle of despair. They are the ultimate test of heroism, challenging players to outwit their cunning, resist their temptations, and shatter their dominion.

To face a devil is to battle a mind that sees mortals as pawns, a will that bends reality to its desires. Heroes who prevail may free souls from infernal chains or topple tyrannies, but the devil’s laughter lingers, a reminder that evil is patient, and The Abyss is never far away. 🔥

  • Special Senses:
  • Fiendsight: +60

  • Damage Type Immunity:
  • Poison

  • Immune to Status Effect:
  • Poisoned

d100
Mod
ADV/DIS
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Effect 1 Effect 2 Ambience Music

Item Information