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Devilfolk Commander
Medium - Size
Devils
240 lbs
Leader Role
25
7745.04

Body
Mind
Soul
Vitality
171 / 171
Mana
20 / 20
Armor
10
26
Luck
Walking Speed
30
Jumping Speed
20
Flying Speed
60
Nightsight
240
Fiendsight
120
Unhindered Attacks
3
Reach
5
Damage Mitigation
5
Damage Type Resistance
Damage Type Immunity
Immune Status Effect
Damage Mitigation
ST 2 | 4 SP | d5
ST 7 | 19 SP | d10
Skill Roll Adv
Skill Roll Dis
Language Fluent

Helmet
Necklace of Fireballs
Plate
Bracers, Platinum
Clothes, Uniform
Cloak of Protection
Ring of Protection
Ring, Platinum
Pouch
Greaves, Adamantine
Boots, Adamantine
Longsword
 


  • Natural Weapon Natural Weapon(s):
  • Claw (2d6)
    142.24


  • Passive Ability Passive Abilities:
  • Fiendish Restoration
    100000 gp
  • No Fingers Required
    500 gp
  • Magical AC +1
    10 1000 gp
  • Skill Modifier: Fortitude +1
    2500 gp
  • Skill Modifier: Balance +1
    2500 gp
  • Skill Roll Mod: Psyche +1
    2500 gp
  • Skill Modifier: Willpower +1
    2500 gp
  • Nightsight: +120 (Head)
    24 2500 gp
  • Extra Weapon Damage - Fire (2d8)
    12.03 3000 gp
  • Spellcasting Focus Enchantment
    20 gp
  • Weapon Enchantment +2
    5000 gp
  • Contesting Roll Mod: +1
    500 gp
  • Knightly Presence
    1500 gp Requires Skill Tier 1 Heavy Armor Skill
  • Advanced Armor Training - Heavy
    225 6000 gp Requires Skill Tier 7 Heavy Armor Skill

  • Quick Ability Quick Abilities:
  • Battle Cry
    480
  • Battlefield Assessment
  • Battlefield Order
  • Shoulder Throw
    19.69 Requires Skill Tier 4 Natural Weapon Skill
  • Solid Armament
    120 1000 gp Requires Skill Tier 5 Heavy Armor Skill

  • Attack Ability Attack Abilities:
  • Charge (30ft) (3d6)
    45.34 4200 gp
  • Fire Attack (2d6)
    12.78 1600 gp
  • Pommel Strike
    4.89 Requires Skill Tier 1 One-Handed Melee Weapon SkillRequires Skill Tier 1 Two-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
  • Arcing Slash
    Requires Skill Tier 3 Two-Handed Melee Weapon Skill
  • Iron Grip
    11.51 500 gp Requires Skill Tier 3 Natural Weapon Skill
  • Measured Cut
    500 gp Requires Skill Tier 4 One-Handed Melee Weapon SkillRequires Skill Tier 4 Two-Handed Melee Weapon Skill
  • Lacerating Strike
    1.67 Requires Skill Tier 5 One-Handed Melee Weapon SkillRequires Skill Tier 5 Two-Handed Melee Weapon Skill
  • Bloodhound's Step
    13.42 750 gp Requires Skill Tier 7 One-Handed Melee Weapon SkillRequires Skill Tier 7 Two-Handed Melee Weapon Skill
  • Bonebreaker Strike
    1000 gp Requires Skill Tier 7 Natural Weapon Skill

  • Reaction Ability Reaction Abilities:
  • Lock Blades
    24 1000 gp Requires Skill Tier 3 One-Handed Melee Weapon SkillRequires Skill Tier 3 Two-Handed Melee Weapon Skill
  • Unshakable Defense
    3000 gp Requires Skill Tier 3 Heavy Armor Skill

  • Opportunity Attack Ability Opportunity Attack Abilities:
  • Sentinel Hamstring
    7.6 300 gp
  • Sentinel Protector
    500 gp
  • Counter Jab
    1000 gp Requires Skill Tier 5 Natural Weapon Skill

  • At Will Spell At Will Spell(s):
  • Eyes of Fire
    45.61 1ap 5 Circle of Evocation

  • Innate Spell Per Long Rest Innate Spell(s) per Long Rest:
  • Plane Shift
    2ap 7 Circle of Conjuration
  • Plane Shift Self
    2ap 6 Circle of Conjuration


  • Body Spellcasting |
  • Spell Prepared 1 Spells Prepared:
  • Spell Level | Fire Bolt
  • Spell Level 3 | Fireball
  • Spell Level 4 | Summon Fire Elemental Wall of Fire
  • Spell Level 7 | Fire Storm Hellfire Burst


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

You see a towering figure clad in blackened plate, horned helm etched with infernal marks. A burning brand hangs from one gauntlet, while the other grips a jagged blade. Smoke trails from each step.

Devilfolk Commanders are elite tacticians bred for domination. Towering and armored in scorched steel, they lead infernal legions with ruthless precision. Their presence bolsters morale among devils and spreads dread among enemies. Many wield cursed blades and enforce obedience through fear, pain, and unwavering loyalty to their hellish overlords.

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