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PhistophilusCreature 10


LEMediumDevilFiend
Source Pathfinder Bestiary
Perception +21 (greater darkvision)
Languages Abyssal, Aklo, Celestial, Common, Draconic, Infernal, Undercommon, Telepathy 100 Feet, Tongues
Skills Arcana +19, Deception +23, Diplomacy +21, Intimidation +21, Lore +25, Religion +19, Society +19, Stealth +18
Str +3, Dex +4, Con +4, Int +7, Wis +5, Cha +5

AC 30; Fort +18; Reflex +18; Will +23; +1 status to all saves vs. magic
HP 150
Speed 25 feet
Immunities fire
Weaknesses Good 10
Resistances Physical 10, Poison 10

Binding Contract One Action +23 (+19, +15) to hit (agile, disarm, evil, magical, reach 10, trip) 3d6+11 Slashing + 1d6 Evil
Horn One Action +21 (+16, +11) to hit (magical) 3d10+11 Piercing

Greater Darkvision

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal Darkvision. A creature with greater darkvision, however, can see through even these forms of magical darkness.

Telepathy 100 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicWard Contract

A signed contract carried by a living contract devil (including draped over its horns) is immune to damage from all creatures other than that contract devil. A contract devil is immune to mental effects that would make it destroy, nullify, or alter a contract.

Draft Contract Three Actions (conjuration, divine, manipulate)

The contract devil produces an infernal contract for a single living mortal. This contract can grant a wide range of abilities and effects, akin to the power of a Wish spell but fulfilled to the letter by the contract devil. To receive any of those benefits, the mortal must willingly sign its true name to the contract. At that point, the mortal's soul is bound to the contract devil and Hell.

While the contract is in effect, the victim can't be restored to life except by wish or similar magic. If the mortal is restored to life by those means, the contract devil knows which mortal came to life and can locate the creature or creatures who restored the mortal to life for 1 year, gaining the effects of a Locate spell with unlimited range. Avoiding the terms of an infernal contract is difficult and often dangerous.

Infernal Investment

A contract devil can cast a 10th-level innate Scrying spell at will, but only to target a creature with which it has a contract. The target automatically critically fails its save.

Infernal Wound (divine, necromancy)

A contract devil's Strikes also deals 3d6 Persistent Bleed Damage that resists attempts to heal it.

The flat check to stop the bleeding starts at DC 20 flat. The DC is reduced to DC 15 flat only if the bleeding creature or an ally successfully assists with the recovery. The DC to Administer First Aid to a creature with an infernal wound is increased by 5.

A spellcaster or item attempting to use healing magic on a creature suffering from an infernal wound must succeed at a DC 29 counteract check or the magic fails to heal the creature.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Divine Innate Spells (DC 31, +23 to hit)

Cantrips (5th Level): Detect Magic
2nd Level: Silence
3rd Level: Fireball, Lightning Bolt, Locate (At Will), Mind Reading (At Will)
4th Level: Dimension Door, Dimension Door (At Will), Private Sanctum
5th Level: Illusory Scene, Mind Probe, Sending (At Will), Tongues (Constant)
6th Level: Scrying (At Will) (See Infernal Investment)
7th Level: Plane Shift

Rituals

1st Level: Infernal Pact


Contract devils are clerks, scribes, and bureaucrats of Hell rarely found outside the infernal courts, and then almost always to pursue potential contracts, tempting mortals to sell their souls in exchange for achieving their worldly desires. If a target is desirable enough, a phistophilus can offer contracts for prices seemingly lesser than their soul all at once, though in this case, the devil carefully manipulates the price to drive the signatory toward the forces of law and evil, and therefore ultimately to Hell anyway. Contract devils are tall creatures with skin tones that range from bronze to crimson and large curving horns extending from their bodies, over which they often drape favored or important contracts.


Masters of corruption and architects of conquest, devils seek both to tempt mortal life to join in their pursuit of all things profane and to spread tyranny throughout all worlds. The temptations they offer mortals range from great powers granted by the signing of an infernal contract to twisted favors following a whispered pledge to a diabolic patron, or any number of even subtler exchanges. Those who succumb to these temptations find themselves consigned to an afterlife of endless torment in the pits of Hell, wherein the only hope of escape lies in the chance of being promoted to become a devil in the infernal ranks. Every devil has a specific role to play in the upkeep of the remorseless bureaucratic machine that is Hell, from soldiers and scholars to inquisitors, lawyers, judges, and executioners. Lowly lemures and imps perform subservient labor to more powerful and specialized devils, such as contract devils and erinyes, while the greatest pit fiends command entire infernal armies.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.