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Devilfolk Assassin
Medium - Size
Devils
180 lbs
Ambusher Role
15
1785.57

Body
Mind
Soul
Vitality
85 / 85
Armor
14
18
Luck
Walking Speed
40
Jumping Speed
22
Climbing Speed
40
Flying Speed
60
Nightsight
120
Fiendsight
120
Unhindered Attacks
2
Reach
5
Damage Type Resistance
Damage Type Immunity
Immune Status Effect
ST 2 | 4 SP | d5
ST 4 | 10 SP | d7
Language Fluent

Hood, Cloth
Leather Jerkin
Bracers, Leather
Clothes, Uniform
Ring of Feather Falling
Crossbow Bolt Case
Pouch
Pants, Cloth
Boots, Leather
Dagger
 
Shortsword

  • Inventory Equipped Inventory Equipped:
  • Boots, Leather
    3 gp
  • Bracers, Leather
    16 5 gp
  • Clothes, Uniform
    1 gp
  • Crossbow Bolt Case
    1 gp
  • Dagger
  • Hood, Cloth
    1 gp
  • Leather Jerkin
    32 45 gp | Magical AC +1
  • Pants, Cloth
    0.8 gp
  • Pouch
    0.5 gp
  • Ring of Feather Falling
    2000 gp
  • Shortsword
    5.73 10 gp | Weapon Enchantment +1


  • Natural Weapon Natural Weapon(s):
  • Claw (2d8)
    180.2


  • Passive Ability Passive Abilities:
  • Evasive Maneuvers
    1300 gp
  • Fiendish Restoration
    100000 gp
  • Weapon Enchantment +1
    1000 gp
  • Magical AC +1
    10 1000 gp
  • Soft Landing
    2000 gp
  • Cunning
    1000 gp 1 Thief

  • Quick Ability Quick Abilities:
  • Fire Leap
    34.47
  • Fire Ray
    15.75
  • Subtle Stride
    500 gp Requires Skill Tier 1 Light Armor Skill
  • Agile Dodge
    500 gp Requires Skill Tier 3 Light Armor Skill
  • Shoulder Throw
    19.69 Requires Skill Tier 4 Natural Weapon Skill

  • Attack Ability Attack Abilities:
  • Fire Attack (2d8)
    16.43 6200 gp
  • Flourish
    10.26 Requires Skill Tier 1 One-Handed Melee Weapon Skill
  • Short Draw
    400 gp Requires Skill Tier 1 One-Handed Melee Weapon Skill
  • Palm Burst
    100 gp Requires Skill Tier 2 Natural Weapon Skill
  • Pinning Attack
    4.94 150 gp Requires Skill Tier 3 Throwable Weapon Skill
  • Iron Grip
    11.51 500 gp Requires Skill Tier 3 Natural Weapon Skill
  • Piercing Lunge
    14.4 500 gp Requires Skill Tier 4 One-Handed Melee Weapon Skill
  • Twin Bloom
    5.42 Requires Skill Tier 4 One-Handed Melee Weapon Skill
  • Assassination Attack
    32.13 36000 gp 12 Specialist In Assassination

  • Reaction Ability Reaction Abilities:
  • Edge Feint
    24 Requires Skill Tier 2 One-Handed Melee Weapon Skill

  • Opportunity Attack Ability Opportunity Attack Abilities:
  • Reflex Slice
    500 gp Requires Skill Tier 2 One-Handed Melee Weapon Skill
  • Close Quarters Combat
    Requires Skill Tier 3 One-Handed Melee Weapon Skill

  • At Will Spell At Will Spell:
  • Detect Magic
    30 2ap 1 Circle of Divination
  • Fire Bolt
    20 2ap 0 Circle of Evocation
  • Fog Cloud
    16.83 2ap 1 Circle of Conjuration
  • Hellish Rebuke
    Reaction 1 Circle of Evocation
  • Invisibility, Minor
    8.5 2ap 2 Circle of Illusion

  • Innate Spell Per Long Rest Innate Spell(s) per Long Rest:
  • Dominate Person
    23.1 2ap 5 Circle of Charm
  • Plane Shift Self
    2ap 6 Circle of Conjuration


  • Monster Bit Monster Bits:
  • 11 Fiendish Essence
    1.5 gp

You glimpse a lean figure draped in scorched leathers, horns swept back, eyes dim and ember-like. Blades curve inward from both hands, edges blackened. Its tail flicks, and the air behind it shimmers faintly.

Devilfolk Assassins are infernal infiltrators trained in silent kills and planar subterfuge. They blend shadow with hellfire, using cloaks of smoke and curved blades that sear flesh. Agile, patient, and cruel, they eliminate targets marked by higher devils, often vanishing into infernal rifts before alarms can sound.

Devils
Creature Sub Type
Creature Sub Type
290

😈🔥 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. 🔥

  • Senses Special Senses:
  • Fiendsight Fiendsight: +60

  • Damage Type Immunity Damage Type Immunity:
  • Poison Poison

  • Immune Status Effect Immune to Status Effect:
  • Poisoned Poisoned

D4
D6
D8
D10
D12
D20
Advantage
Disadvantage
d100
Mod
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Item Information