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Mercenary devil

Mercenary devil

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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