Phistophilus
Creature 10 — devil, fiend, unholy
WeaverSnareLANDdevilfiendunholymental
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 Hell anyway. Contract dev
Source: pathfinder-monster-core
Perception +21; greater-darkvision
Languages aklo, chthonian, common, diabolic, draconic, empyrean, sakvroth; Telepathy 100 feet, Truespeech
Skills arcana +19, athletics +19, deception +23, diplomacy +21, intimidation +21, Legal Lore +25, religion +19, society +19, stealth +18
Str
+3
Dex
+4
Con
+4
Int
+7
Wis
+5
Cha
+5
AC 30
Fort +18
Ref +18
Will +23
+1 status to all saves vs. magic
HP 150
Immunities fire
Resistances physical (except silver) 10, poison 10
Weaknesses holy 10
Speed 25 feet
Offense
Melee Binding Contract (agile, disarm, magical, reach-10, trip, unholy) +23, Damage 3d6+11 slashing plus Grab, Infernal Wound
Melee Horn (magical, unarmed) +21, Damage 3d10+11 piercing plus Infernal Wound
Abilities
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. A creature with greater darkvision can see through even forms of magical darkness.
Telepathy 100 feet (aura, magical, mental) — 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.
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. Magic —
Ward 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 (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 ritual 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.
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-rank innate Scrying spell at will, but only to target a creature with which they have a contract.
The target automatically critically fails its save.
The target automatically critically fails its save.
Infernal Wound (divine) — The wounds from a contract devil's Strikes resist healing.
A spellcaster or item attempting to use healing magic on a creature suffering first attempts to counteract infernal wound (DC 29). If it is not counteracted, the healing has no effect.
A spellcaster or item attempting to use healing magic on a creature suffering first attempts to counteract infernal wound (DC 29). If it is not counteracted, the healing has no effect.
Grab —
Divine Innate Spells DC 31, attack +23
7th Interplanar Teleport
6th Scrying (At Will, See Infernal Investment)
5th Illusory Scene, Mind Probe, Sending (At Will), Truespeech (Constant)
4th Peaceful Bubble, Translocate, Translocate (At Will)
3rd Fireball, Lightning Bolt, Locate (At Will), Mind Reading (At Will)
2nd Silence
Cantrips (7th) Detect Magic
WORKS WELL WITH
AnvilLANDA frontline combatant occupies attention so this devil's contract magic and reach control go off uninterrupted.
CrasherLANDA hard-hitting brute punishes any target this devil has disarmed or tripped before it can recover its footing.
SniperLANDA ranged striker can pick off a target this devil has left Off-Guard or restrained without contesting its melee space.
PUNISHES
✖ healing reliance✖ low Will✖ weapon reliance
Avoid stacking with another heavy Will-targeting controller; redundant save-based effects on the same target waste actions.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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