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“Mercenary Devils: Deadly Assassins of the Nine Hells”

Mercenary Devils: Deadly Assassins of the Nine Hells
Create

A mercenary devil is a black-skinned, horned humanoid with bat-like wings and a barbed tail. It moves with a perpetual crouch, ready to strike at any moment, and its glowing eyes gleam with cold, calculating intelligence. Its lithe, muscular frame and gleaming weapons project an aura of lethal professionalism.

Behaviour:
Mercenary devils are patient and meticulous. They rarely act impulsively, preferring stealth and observation to brute force. Once engaged, they execute tasks with ruthless efficiency, honoring contracts if compensated fairly and punishing any breach without mercy.

Habitat:
Native to the Nine Hells, mercenary devils are rarely seen outside their infernal home without summoning. They favor shadowed or confined spaces that allow ambushes and concealment, often lurking near mortal settlements to offer—or enforce—their services.

Modus Operandi:
They specialize in stealth and ranged combat, wielding paralysing bolts and striking with deadly sneak attacks. Mercenary devils employ darkness, invisibility, and shadow walk to approach targets unseen. In close combat, they fight with ferocity, wielding wounding blades with precision and exploiting fear and intimidation to dominate foes.

Motivation:
Mercenary devils are driven by contracts and payment, valuing honor in agreements above all else. They are indifferent to morality or loyalty beyond the terms of a contract, and their ultimate goal is efficient completion of a task—and full remuneration for their efforts, whether in gold, magic, souls or living beings.


  • Mercenary devil 5e 2024
  • Mercenary devil
  • Mercenary devil 3.5
Mercenary Devils: Deadly Assassins of the Nine Hells
Create

Medium fiend (devil), lawful evil

Armor Class: 19 (natural armor)
Hit Points: 149 (13d8 + 91)
Speed: 40 ft., fly 80 ft.


STRDEXCONINTWISCHA
26 (+8)24 (+7)24 (+7)16 (+3)20 (+5)20 (+5)

Saving Throws: Str +14, Dex +13, Con +13, Wis +11, Cha +11
Skills: Stealth +13, Perception +11, Insight +11, Intimidation +11, Arcana +7
Damage Resistances: Acid 10, Cold 10, Lightning 10
Damage Immunities: Fire, Poison
Condition Immunities: Charmed, Poisoned
Senses: Darkvision 60 ft., Truesight 120 ft., Passive Perception 21
Languages: Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Challenge: 13 (10,000 XP)


Traits

Fear Aura (10 ft.)

  • As a bonus action, the mercenary devil can project an aura of terror. Each creature of its choice within 10 ft. must succeed on a DC 21 Wisdom saving throw or be frightened for 1 minute. A creature that succeeds is immune to this aura for 24 hours.

Paralysing Bolts (Recharge 5–6)

  • The devil’s hand crossbows fire paralysing bolts. On a hit, the target must succeed on a DC 20 Constitution saving throw or be paralyzed for 2d6 rounds.

Sneak Attack.

  • Once per turn, the mercenary devil deals an extra 21 (6d6) damage when it hits a target with a weapon attack if it has advantage on the attack roll or if another enemy of the target is within 5 ft. of it.

Magic Resistance.

  • The mercenary devil has advantage on saving throws against spells and other magical effects.

True Seeing.

  • The devil sees in normal and magical darkness, notices hidden or invisible creatures, and automatically succeeds on saves versus illusions.

Actions

Multiattack.

  • The mercenary devil makes three attacks: two with its wounding sword and one with a hand crossbow, or four hand crossbow attacks.

Wounding Sword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 14 (1d8 + 10) slashing damage plus 9 (2d8) necrotic damage.

Seeking Hand Crossbow. Ranged Weapon Attack: +13 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus paralysis (see Paralysing Bolts).

Spell-Like Abilities (CL 13th, DC 21, CHA):

  • At will: darkness, disguise self, fog cloud, greater invisibility, shadow walk, locate creature, locate object, nondetection, true strike
  • 3/day: hold monster, prying eyes, telekinesis
  • 1/day: legend lore

Reactions

Retaliatory Strike.

  • When hit by a melee attack, the mercenary devil may make one melee attack with its wounding sword against the attacker.

Legendary Actions

The mercenary devil can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.

  • Move: The devil moves up to its speed without provoking opportunity attacks.
  • Attack: One attack with its hand crossbow.
  • Shadow Step (Costs 2 Actions): The devil teleports up to 60 ft. to a location it can see in dim light or darkness.

Combat Tactics

  • Preferred Strategy: Mercenary devils attack from shadows, using stealth, paralysing bolts, and sneak attacks to incapacitate high-value targets before engaging in melee.
  • Adaptive Combat: They reposition using flight or Shadow Step to avoid being flanked, striking opportunistically and maintaining control over fear effects to disrupt enemy formations.
  • Melee Engagement: If forced into close combat, the devil wields its wounding sword with precision, maximizing necrotic damage while leveraging fear to limit counterattacks.

Environment

  • Habitat: Mercenary devils are extraplanar agents of the infernal hierarchy. When summoned, they can operate on the Material Plane or other planes, carrying out contracts with deadly precision.
Mercenary Devils: Deadly Assassins of the Nine Hells
Create

Medium outsider (devil, lawful, evil, extraplanar)


Defense

AC: 33, touch 17, flat-footed 26 (+7 Dex, +16 natural)
HP: 149 (13d8+91)
Saves: Fort +15, Ref +15, Will +13
DR: 15/magic or silver; Resistances: Acid 10, Cold 10, Electricity 10
Immunities: Fire, Poison
Defensive Abilities: Darkvision 60 ft., Telepathy 100 ft., Truesight


Offense

Speed: 40 ft., fly 80 ft. (good)
Melee: +1 wounding two-bladed sword +22 (1d8+9/19–20 plus wounding)
Ranged: +1 seeking hand crossbow +21 (1d4+1/19–20 plus paralysing)
Full Attack: +1 wounding two-bladed sword +20/+15/+10 and +20 melee (1d8+9/19–20 plus wounding, 1d8+5/19–20 plus wounding) or 2 +1 seeking hand crossbows +19 (1d4+1/19–20 plus paralysing)
Special Attacks: Fear aura, paralysing bolts, sneak attack +6d6, spell-like abilities


Statistics

STRDEXCONINTWISCHA
26 (+8)24 (+7)24 (+7)16 (+3)20 (+5)20 (+5)

Base Attack/Grapple: +13/+21
Feats: Improved Initiative, Point-Blank Shot, Quick Draw, Track, Two-Weapon Fighting
Skills: Bluff +21, Concentration +23, Disguise +23 (+25 acting), Gather Information +21, Hide +27* (low light +12), Intimidate +23, Listen +25, Move Silently +27, Search +23, Spot +25, Survival +21 (+23 tracking)


Special Abilities

Fear Aura (Su): 10-ft. radius; DC 21 Will or stunned 1d6 rounds.
Paralysing Bolts (Su): Fort DC 20 or paralysed 2d6 rounds; can be loaded on any hand crossbow.
Sneak Attack (Ex): +6d6 damage when flank or denied.
Spell-Like Abilities (CL 13; DC 21, Cha):

  • At will: darkness, disguise self, fog cloud, greater invisibility, shadow walk, locate creature, locate object, nondetection, true strike
  • 3/day: hold monster (DC 20), prying eyes, telekinesis (DC 20)
  • 1/day: legend lore
    True Seeing (Sp): Continuous; perceives invisible, hidden, and illusory effects.

Combat Tactics

Prefers ambushes and ranged attacks, using paralysing bolts and fear aura to disable enemies. Employs spell-like abilities for reconnaissance and battlefield control. Engages in melee only when advantageous.


Ecology

Environment: Lawful evil planes; native to the Nine Hells
Organization: Solitary or pair
Challenge Rating: 13
Alignment: Lawful evil

Mercenary Devils: Deadly Assassins of the Nine Hells
Create

The hunched figure before you is doubtlessly an agent of the lower planes, for only such a creature would display such cold purpose and ferocity. It alternatively folds and unfolds its bat-like wings as its horned head sniffs its surroundings. Its eyes have a glint of immeasurable cunning that clashes with its beastly appearance.

Monster Encyclopaedia II: The Dark Bestiary
Author J. C. Alvarez
Series Monster Encyclopaedia
Publisher Mongoose Publishing
Publish date 2005

Mercenary devils are usually summoned by mortals to fulfil specific missions of stealth, thievery or murder. Despite their shapechanging abilities, mercenary devils prefer to remain in their natural form whenever possible.

A mercenary devil’s true shape is that of a black, horned humanoid, with a barbed tail and bat-like wings. These creatures have a constant crouching or stooped gait, as if they were about to leap upon the observer (which is usually the case). They are the embodiment of cold professionalism and deadly efficiency, a fact reflected by their demeanour and expression.

Mercenary devils speak Abyssal, Celestial, Common, Draconic and Infernal, plus they can communicate telepathically with any living creature within 100 feet.

Mercenary Devil
Medium outsider (Evil,
Extraplanar, Lawful)
Hit Dice13d8+91 (149 hp)
Initiative+11
Speed40 ft. (8 squares), Fly 80 ft. (good)
AC33 (+7 Dexterity, +16 natural), touch 17, flat-footed 26
Base Attack/Grapple+13/+21
Attack+1 wounding two-bladed sword +22 melee (1d8+9/19- 20 plus wounding) or +1 seeking hand crossbow +21 ranged (1d4+1/19-20 plus paralysing)
Full Attack+1 wounding two-bladed sword +20/+15/+10 melee and +20 melee (1d8+9/19-20 plus wounding and 1d8+5/19-20 plus wounding ) or 2 +1 seeking hand crossbows +19 ranged (1d4+1/19-20 plus paralysing)
Space/Reach5 ft. /5 ft.
Special AttacksFear aura, paralysing bolts, sneak attack, spell-like abilities
Special QualitiesDamage reduction 15/magic or silver, Darkvision 60 ft., immunity to fire and poison, resistance to acid 10, cold 10 and electrical 10, telepathy 100 ft., true seeing
SavesFort +15, Ref +15, Will +13
AbilitiesStrength 26, Dexterity 24, Constitution 24, Intelligence 16, Wisdom 20, Charisma 20
SkillsBluff +21, Concentration +23, Disguise +23 (+25 acting), Gather Information +21, Hide +27*, Intimidate +23, Listen +25, Move Silently +27, Search +23, Spot +25, Survival +21 (+23 following tracks)
FeatsImproved Initiative, Point-Blank Shot, Quick Draw, Track, Two-Weapon Fighting
EnvironmentLawful evil planes
OrganisationSolitary or pair
Challenge Rating13
Treasure+1 wounding two-bladed sword, two +1 seeking hand crossbows
AlignmentAlways lawful evil
Advancement14-19 (Medium), 20-39 HD (Large)
Level
Adjustment
+4 (cohort)

Combat

Mercenary devils favour stealth and ranged attacks to close combat, but if pressed into melee they go for it with gleeful abandon. Typically, a mercenary devil carries a +1 wounding two-bladed sword and two +1 seeking hand crossbows loaded with paralysing bolts (see below).

The weapons and natural attacks of a mercenary devil count as both lawful and evil for the purposes of overcoming damage reduction.

Fear Aura (Su): As a free action, a mercenary devil can activate a fear aura reaching out 10 feet beyond its body. Affected creatures must succeed at a Will save (DC 21, Charisma based) or become stunned for 1d6 rounds. A creature that succeeds at this save cannot be affected by the same mercenary devil’s fear aura for the next 24 hours.

Paralysing Bolts (Su): The bolts of a mercenary devil’s crossbows are coated with a powerful toxin, requiring any living creature successfully hit by them to succeed at a Fortitude save (DC 20) or become paralysed for 2d6 rounds. These bolts do not count as magical ammunition, but can be loaded on any hand crossbow. A mercenary devil typically carries two quivers with 2d6 paralysing bolts each.

Sneak Attack (Ex): This special attack mimics the rogue class ability of the same name. A mercenary devil deals +6d6 additional damage with a successful sneak attack.

Spell-Like Abilities:

Caster level 13th. Save DCs are Charisma based.

true seeing (Sp): A mercenary devil’s senses are sharp enough to equal a continuous true seeing effect at caster level 13th. If the effect is dispelled, the mercenary devil can reactivate it as a free action.

Skills: A mercenary devil gains a +4 racial bonus on Hide, Listen, Move Silently, Search and Spot checks. *In areas of low light of darkness, the Hide bonus goes up to +12.

Summoning Mercenary Devils

Mercenary devils love to be summoned by mortals for tasks of stealth, thievery and assassination. A mercenary devil can be summoned by a greater planar binding spell or by the calling creatures function of a gate spell. Special rules apply to dealing with a mercenary devil in both cases. Summoning a mercenary devil is always a lawful and evil act.

  • greater planar bindingA mercenary devil summoned by greater planar binding to murder somebody, guard a place, obtain secret information or secure a creature or object does not require convincing (i.e., a Charisma check) to obey, nor will it flee if it manages to break free (which the mercenary devil will indeed attempt for the sake of commodity). However, it will always request a high payment and take its anger out on the caster if the contract is not fulfilled.
  • Gate – A mercenary devil called through a gate spell is always ready and willing to oblige – as long as it gets paid for its efforts. In this case, the spell has no XP cost, given the mercenary devil’s willingness to cooperate. However, a mercenary devil summoned in this fashion will always request its full payment before performing a task, which it will then carry out to the best of its ability.

Paying a Mercenary Devil

A mercenary devil will require a payment equal to its Hit Dice x 1,000 gold pieces for every day (or fraction there of) of service. It always requires an advance payment of at least its Hit Dice x 500 gold pieces, expecting the remainder of its fee immediately upon completion of the job or its agreed service time. In exchange, the mercenary devil performs its assigned duties honourably and to the letter.

Should the mercenary devil be denied its full payment upon completion of a task, it invariably and immediately attacks, plus the offender will never again be able to call upon the willing services of any mercenary devil. A mercenary devil can accept magic items as payment, provided their gold piece value is at least equal to its full payment. Payment in living beings is also acceptable, with one Hit Die equaling 1000 gold pieces. The mercenary devil will always attempt to take living beings given as payment back to its home plane, where it shall eat them, play with them or use them as a bargaining tool with other devils as it sees fit.

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