Harvester Devil
Medium Fiend (devil), Lawful EvilDevil of Guile and Temptation
Habitat Planar (Nine Hells) — Treasure Implements
With a name that hints at their skill at gathering souls for the Nine Hells, harvester devils are smooth-talking creatures that resemble tieflings. Also known as falxugons among the ranks of the Nine Hells, harvester devils have short horns and expressive tails. Most harvester devils dress in flattering finery. They promise wealth or influence to corruptible mortals, often securing a deal with a contract they produce in a flash of brimstone. This contract binds the mortal signatory's soul to the Nine Hells.
Contract Loopholes
| 1d6 | The Contract Is Void if the Signatory … |
|---|---|
| 1 | Delivers ninety nine other souls to Mephistopheles. |
| 2 | Stands under the light of a full moon and a half-moon simultaneously. |
| 3 | Renounces the contract while in the Abyss. |
| 4 | Is under the protection of another fiend. |
| 5 | Has an identical twin or clone. |
| 6 | Tricks the devil into signing any other contract. |
Harvester devils' contracts are lengthy and convoluted, but these devils are quick to make deals and might leave loopholes that can save a signatory's soul. Roll on or choose a result from the Contract Loopholes table to inspire a loophole an astute reader might discover.
AC 14
Initiative +3 (13)
HP 65 (10d8 + 20)
Speed 30 ft.
STR
12 (+1)
Save +1
DEX
17 (+3)
Save +3
CON
14 (+2)
Save +4
INT
14 (+2)
Save +2
WIS
13 (+1)
Save +3
CHA
19 (+4)
Save +4
Saving Throws CON +4, WIS +3
Skills Perception +3, Persuasion +8, Stealth +5
Resistances Cold
Immunities Fire, Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 120 ft. (unimpeded by magical Darkness), Passive Perception 13
Languages Common, Infernal; telepathy 120 ft.
CR 3
Traits
Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.
Diabolical Ward. Attack rolls against the devil have Disadvantage. If the devil makes an attack roll, this trait is suppressed until the start of its next turn.
Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The devil makes two attacks, using Infernal Blade or Confounding Ray in any combination.
Infernal Blade. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage and 7 (2d6) Fire damage.
Confounding Ray. Ranged Attack Roll: +5, range 120 ft. Hit: 13 (2d12) Psychic damage. If the target is a creature, it can't make Opportunity Attacks until the start of the devil's next turn.
Compelling Contract (1/Day). Charisma Saving Throw: DC 14, one creature within 30 feet of the devil. Failure: The target has the Charmed condition. While it is Charmed, it has the Stunned condition, except the target can speak. If the target agrees to the devil's contract, the effect ends. Otherwise, the target repeats the save whenever it takes damage and at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.