Pact Victim


"Hell is just a frame of mind."

- Doctor Faustus.




Pact Victim

Medium fiend (devil), neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 135 (18d8 + 54)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 17 (+3) 12 (+1) 14 (+2) 16 (+3)

  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 120ft., passive Perception 12
  • Languages Infernal, Common
  • Challenge 6 (2,900 XP)

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Spellcasting. The devil is a 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): create bonfire, eldritch blast,
   friends

1st-4th level (2 4th-level slots): command,
   counterspell, darkness, fireball, hellish rebuke,
   hex, invisibility, scorching ray, wall of fire

The Devil's Cage (1/Day). When the devil hits a creature with an attack, it can instantly transport the target to a prison in the lower planes for 1 minute. While imprisoned in this way, the target can't regain hit points, and it takes 10 (3d6) psychic damage at the start of each of its turns. The imprisoned target must make a DC 14 Charisma saving throw at the end of each of its turns, on a success the target returns to the space it previously occupied, or the nearest unoccupied space.

Actions

Multiattack. The devil makes two ritual dagger attacks. The devil can cast eldritch blast in place of one of these attacks.

Ritual Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 10 (3d6) poison damage.



Power's Price. Many fools enter into fiendish pacts and bargains without considering the consequences. None know the worth of their soul as well as the fiends that tempt mortals with hell-fueled magic and power beyond their wildest imagination.

Once these fiends collect on the debt owed, powerful mortals are given the chance to serve as minor devils, as long as they are utterly loyal to their masters. Most accept, becoming a victim of the pact rather than a prisoner of hell.


Imp Familiars

Pact victims have often formed a bond with an imp that transcends death. The pact victim has a telepathic bond with the imp. The pact victim can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of the pact victim, the pact victim shares the imp's Magic Resistance trait.

A Pact Victim with an imp familiar has a challenge rating of 7 (2,900 XP).

Created by u/1d6Adventurers for /r/MonsteraDay

Artwork: "Demon and Imp" by Andrew Mar