A Torturer Devil is a grotesque fusion of muscle, iron, and cruel intention. Its skin, the color of dried blood, is wrapped in iron belts, embedded with cruel spikes, rivets, and hanging hooks that seem fused into its flesh. Its face is concealed behind a jagged, barbed iron mask that echoes the form of a permanent sneer, and six rigid black horns jut outward in unnatural angles from its crown, as if puncturing through the helmet or skull itself.
Chains slither across its shoulders like serpents, and each limb ends in cruel instruments — a serrated gauntlet on one hand and a rusted spiked flail on the other. The reek of hot metal, scorched flesh, and cold despair surrounds it like a cloak.
Behaviour
Torturer Devils are methodical and precise, exhibiting a disturbing patience and fascination with suffering. They rarely kill quickly — instead, they draw out torment for maximum physical and psychological effect. They enjoy breaking spirits more than bodies, often speaking in cold, dissecting tones while delivering agony. Despite their sadism, they are not berserk brutes; they are calculating tormentors who never waste pain. Every strike is a message. Every scream, a melody.
Habitat
Found primarily in the iron dungeons and soul-forges of the Infernal Hells, Torturer Devils serve as interrogators, enforcers, and keepers of damned prisoners. They are often stationed within Infernal Citadels, inside chambers of baroque horror—where walls are made of screaming souls and instruments of pain line every surface. Occasionally, they are dispatched to the Material Plane to recover stolen souls or punish oathbreakers, operating from hidden dungeons, cursed monasteries, or ruined temples twisted by infernal influence.
Modus Operandi
In combat, a Torturer Devil uses fear and disfigurement as psychological weapons. It opens with its fear aura, disrupting enemy formations, then isolates its prey with debilitating strikes, inflicting pain over death. It favors spiked chains, armor spikes, and painful grapples, and its supernatural Touch of Pain can reduce even the strongest warrior to a trembling wreck. Outside combat, it uses charm-resistant interrogation and mind-affecting magic to break captives’ will, often turning them into thralls or informants.
Motivation
Torturer Devils are obsessed with control through pain. They believe that suffering reveals the truth of all beings, stripping away lies, pride, and rebellion. They are driven by an infernal creed: “Pain purifies. Pain obeys.” Whether punishing disobedient souls, enforcing diabolic contracts, or extracting forbidden knowledge, their motivation is always rooted in domination through agony. Some even take perverse pride in perfecting new forms of torment, seeing themselves as artists of affliction in service to their dark masters.
“To the Torturer Devil, death is a mercy — one it never grants lightly.”
Armor Class 19 (natural armor, spiked plate)
Hit Points 180 (24d8 + 72) Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
20 (+5)
16 (+3)
22 (+6)
14 (+2)
16 (+3)
18 (+4)
Saving Throws Con +11, Wis +8, Cha +9
Skills Intimidation +11, Insight +8, Medicine +8, Perception +8 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, poison Condition Immunities charmed, frightened, poisoned Senses darkvision 120 ft., passive Perception 18 Languages Infernal, Abyssal, Celestial, Draconic; telepathy 120 ft. Challenge 12 (8,400 XP) Proficiency Bonus +4
Traits
Magic Resistance.
The torturer devil has advantage on saving throws against spells and other magical effects.
Magic Weapons.
The torturer devil’s weapon attacks are magical.
Aura of Fear.
At the start of each of the devil’s turns, any creature of its choice within 10 feet must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. A creature that succeeds on this save is immune to the devil’s Aura of Fear for 24 hours.
Extra Pain.
The torturer devil scores a critical hit on a roll of 19–20, and its weapon attacks deal triple damage on a critical hit instead of double.
Spellcasting
The torturer devil is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It requires no material components.
It has the following spells prepared:
At will:inflict wounds, vampiric touch, hideous laughter, ray of enfeeblement, cure wounds (self only) 3/day each:crushing despair, keen edge, phantasmal killer, bestow curse 1/day each:symbol of pain, contagion, nightmare
Actions
Multiattack.
The torturer devil makes two attacks: one with its spiked chain and one with its iron gauntlet.
Spiked Chain.Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) psychic damage. The target must succeed on a DC 17 Constitution saving throw or be restrained in pain until the end of its next turn. While restrained this way, it cannot take reactions.
Iron Gauntlet.Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 11 (2d4 + 6) bludgeoning damage. The target must succeed on a DC 17 Constitution saving throw or suffer 1d6 Strength and 1d6 Constitution damage and have disadvantage on attack rolls and ability checks until the end of its next turn.
Touch of Pain (Recharge 5–6).
The torturer devil targets a creature it can touch. The creature must make a DC 17 Constitution saving throw. On a failed save, it takes 10 (3d6) psychic damage, suffers 1d4 Strength and 1d4 Constitution damage, and is wracked with unbearable pain for 1 minute. While in pain, the creature has disadvantage on all attack rolls, ability checks, and saving throws. The creature can repeat the save at the end of each of its turns, ending the effect on a success.
Pain Harvest (1/day).
The torturer devil targets up to three creatures within 60 feet that are frightened, cursed, restrained, or affected by pain. Each must make a DC 17 Wisdom saving throw, taking 27 (6d8) psychic damage on a failed save, or half as much on a success. The devil regains hit points equal to the highest damage dealt by this feature.
Reactions
Iron Grip (Recharge 6).
When a creature within 10 feet misses the devil with a melee attack, it can attempt to grapple the creature (Escape DC 18). While grappled in this way, the target takes 1d8 piercing damage at the start of each of its turns.
Tactics
The torturer devil opens combat with its Aura of Fear, then focuses on disabling strong targets using bestow curse, ray of enfeeblement, or Touch of Pain. It exploits frightened or restrained enemies with Pain Harvest, sustaining itself through vampiric touch and cure wounds. It avoids killing unless ordered — pain is the point.
This hulking fiend appears to be more iron than flesh, clad in barbed chains, riveted belts, and spiked gauntlets. Its face is hidden behind a cruel metal mask, and six jagged horns pierce upward from its head like cruel handles.
Torturer Devil CR 12
XP 19,200 LE Medium outsider (devil, evil, extraplanar, lawful)
Init +5; Senses darkvision 60 ft., see in darkness; Perception +21
DEFENSE
AC 28, touch 11, flat-footed 27 (+1 Dex, +17 natural) hp 168 (16d10+80) Fort +15, Ref +11, Will +14 Defensive Abilities DR 10/good or silver, pitiless; Immune fire, poison; Resist acid 10, cold 10 SR 23
OFFENSE
Speed 30 ft. Melee +1 spiked chain +21/+16/+11 (2d4+6/19–20 plus pain) and spiked gauntlet +19 (1d4+3/19–20 plus pain) Space 5 ft.; Reach 10 ft. (chain), 5 ft. (gauntlet) Special Attacks aura of fear, extra pain, pain touch, spell-like abilities Spell-Like Abilities (CL 12th; concentration +16)
Constant—see in darkness
At will—false life, hideous laughter (DC 15), inflict serious wounds (DC 17), keen edge, ray of enfeeblement, vampiric touch
1/day—contagion (DC 18), nightmare (DC 20), symbol of pain (DC 20)
STATISTICS
Str 22, Dex 13, Con 21, Int 14, Wis 16, Cha 18 Base Atk +16; CMB +22 (+26 grapple); CMD 33 Feats Combat Reflexes, Great Fortitude, Improved Critical (spiked chain), Improved Grapple, Power Attack, Toughness, Weapon Focus (spiked chain) Skills Craft (blacksmithing) +19, Heal +21, Intimidate +28, Perception +21, Sense Motive +21, Use Magic Device +20 Languages Celestial, Draconic, Infernal, Abyssal; telepathy 100 ft.
ECOLOGY
Environment any lawful evil-aligned plane (typically Hell) Organization solitary, pair, or cadre (3–6) Treasure standard (spiked chain, spiked gauntlets, +1 spiked breastplate)
SPECIAL ABILITIES
Aura of Fear (Su) A torturer devil constantly radiates a 10-foot aura of dread. Creatures within the area must succeed at a DC 20 Will save or be frightened for 1d4 rounds. A creature that succeeds on this save is immune to this devil’s fear aura for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.
Extra Pain (Ex) Weapons wielded by a torturer devil are treated as though they have the keen and impact weapon special abilities. Their critical threat range is doubled (maximum 15–20), and their critical multiplier increases by 1 (e.g., ×2 becomes ×3).
Pain Touch (Su) As a standard action, the torturer devil can make a melee touch attack. A creature struck must succeed at a DC 22 Fortitude save or take 1d6 Strength damage, 1d6 Constitution damage, and suffer a –4 penalty on all attack rolls, saving throws, skill checks, and AC for 1 round. This is a pain and mind-affecting effect. The save DC is Strength-based.
Pitiless (Ex) A torturer devil is immune to Bluff, Diplomacy, and Intimidate checks. If it fails a Will save against a mind-affecting effect, it may attempt a second save at the beginning of its next turn to shrug off the effect. If the second save fails, the effect proceeds as normal.
Wounding Implements (Ex) The torturer devil’s armor and weaponry are laced with cruel spikes. Any creature that grapples or is grappled by the devil takes 1d6 points of piercing damage at the start of its turn. The devil’s armor counts as a +1 spiked breastplate.
Tactics
Torturer devils begin combat by activating their fear aura and casting keen edge on their spiked chain. They favor using their chain’s reach to control the battlefield and trip or disarm opponents. Against melee combatants, they may close in to grapple and deliver their pain touch, stacking ability damage and debuffs. They prefer to subdue and torment rather than kill, often sparing defeated foes for later “refinement.”
Monster Encyclopaedia II: The Dark Bestiary Author J. C. Alvarez Series Monster Encyclopaedia Publisher Mongoose Publishing Publish date 2005
This fiend seems half made of metal, so many iron implements and trappings surround its husky frame. The creature’s body is lined with iron belts, studs, spikes and chains. Its head is covered by a barbed faceplate. Its right hand wields a spiked shaft, in its left is a black iron gauntlet shaped like a set of serrated tongs. Ironshod boots appear nailed to its feet. A set of six straight, pointed horns protrude from its head in all directions. It is not clear whether they belong to its head or to the helmet covering it.
All devils have a bit of torturer in them; living and working in Hell tends to have that effect. Torturer devils, though, are true specialists in the art of inflicting immortal-scale, physical and spiritual pain. They know all imaginable manners of tormenting a mortal’s body and soul and they have ample opportunity to put them to use daily.
A torturer devil appears as a burly, red-skinned Medium humanoid, naked but for an endless array of iron tools and implants, from spiked gauntlets to studded leather to metal belts to iron chains. Its demonic head is crowned by seven pointed horns. Torturer devils wear spiked faceplates to cover their monstrous heads; they also carry large, vicious metal weapons, specifically designed to inflict extra pain.
Torturer devils speak Abyssal, Celestial, Draconic and Infernal.
masterworkSpiked Chain +16 melee (2d4+7/19-20/x3) or touch +15 melee (1d6 plus pain) or armour spikes +15 melee (1d6+5/19-20/x3) or spiked gauntlet +15 melee (1d4+5/19-20/x3)
Full Attack
masterworkSpiked Chain +16/+11 melee (2d4+7/19-20/x3) or touch +13 melee (1d6 plus pain) and armour spikes +13 melee (1d6+5/19-20/x3) or two spiked gauntlets +13 melee (1d4+5/19-20/x3)
Space/Reach
5 ft. /5 ft.
Special Attacks
Extra pain, fear aura, spell-like abilities, touch of pain
Special Qualities
Damage reduction 10/magic or good, Darkvision 60 ft., immunity to acid, fire and poison, resistance to cold 10 and electrical 10, pitiless, telepathy 80 ft.
Torturer devils have an obvious preference for attack forms and methods that will cause as much pain and damage as possible to their victims. In combat, they wield spiky, unwieldy metal weapons such as Spiked Chains. The many barbed metal pieces they wear count as a suit of spiked breastplate armour.
The natural and weapon attacks of a torturer devil count as both lawful and evil for the purposes of overcoming damage reduction.
Extra Pain (Ex): A torturer devil is bred and trained to cause damage; therefore, it has the ability to make the most of the damaging abilities of the weapons it wields. Any weapon wielded by a torturer devil has its critical threat doubled (thus 20 becomes 19-20, 19-20 becomes 17-20 and 18-20 becomes 15-20), plus the weapon’s critical damage multiplier is increased by a factor of 1 (thus x2 becomes x3, x3 becomes x4 and x4 becomes x5).
Fear Aura (Su): As a free action, a torturer devil can generate a fear aura extending 10 feet from its body in all directions. Any creature in the affected area must make a Will save (DC 17, Charisma based); if the save fails, the creature become frightened for 1d4 rounds. A creature that succeeds at this save cannot be affected by the same torturer devil’s fear aura for the next 24 hours.
Touch of Pain (Su): A torturer devil’s touch is painful to the flesh, even that of other devils. Any living creature successfully hit by a torturer devil’s pain touch must succeed at a Fortitude save (DC 20, Strength based) or be wracked with unimaginable pain for one full round. This imposes a 4 penalty on all skill checks and a 4 penalty on all attack and damage rolls made by the affected creature, as well as a 4 penalty to its Initiative and Armour Class.
In addition, the affected creature suffers 1 point of Strength and Constitution damage. A creature affected by a torturer devils touch of pain cannot make any skill checks based on an ability other than Strength, except for Intimidate checks.
Pitiless (Ex): A torturer devil is utterly remorseless and so its attitude cannot be affected by Bluff, Diplomacy or Intimidate checks. Furthermore, if the torturer devil fails a Will save against a mind-affecting spell or effect, it immediately gets an additional save to attempt to negate the effects. If the second save fails, the torturer devil is affected normally.
Skills: A torturer devils innate knowledge of interrogation tactics and physical pain gives it a +4 racial bonus on Gather Information and Heal checks. It also has a +8 racial bonus on Intimidate and Sense Motive checks.