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Devil, Draconopides (Serpentine Devil)

Draconopides – A serpentine devil with the beguiling face of a human maiden and a coiling, obsidian-scaled body, the Draconopides lures mortals with charm before striking with venomous bites, infernal magic, and razor-sharp claws; cunning, patient, and lethal, it haunts cursed ruins, shadowed forests, and infernal landscapes, serving higher-ranking fiends and embodying the deadly allure of temptation in both mind and body.

Appearance

The Draconopides is a sinuous, serpent-bodied devil crowned with the unnervingly beautiful face of a human maiden. Its obsidian-black scales shimmer with a faint, infernal glow, and jagged spines run along its spine, giving it a coiled, predatory silhouette. Clawed hands emerge near its upper torso, and faintly glowing runes ripple along its scaled hide. Its eyes burn with cunning intelligence, and a subtle, serpentine hiss accompanies its every movement, creating an aura of both allure and menace.

Behaviour

Cunning and patient, Draconopides often observe their prey from concealed vantage points, rarely striking without careful calculation. They combine calculated seduction with sudden, lethal aggression, alternating between patience and explosive violence. Despite their humanoid visage, their demeanor exudes predatory calm and infernal confidence.

Habitat

Draconopides dwell primarily in infernal landscapes—jagged obsidian cliffs, lava-wreathed plains, or the ruined fortresses of the Nine Hells. On the Material Plane, they often haunt cursed ruins, infernal portals, or shadowed forests where temptation and danger can flourish. They establish territories around sites of dark power and rarely stray far from them.

Modus Operandi

These devils are ambush predators, using their humanoid guise to lure victims close before striking with coiled tails, venomous bites, and infernal magic. They employ psychological manipulation as effectively as physical attacks, weaving promises, threats, or illusions to ensnare their targets. In battle, they strike with speed and precision, often retreating and circling to exploit weaknesses.

Motivation

Draconopides serve higher-ranking devils or archfiends, driven by both duty and hunger for mortal suffering. They are drawn to temptation, corruption, and the enforcement of infernal contracts, thriving on fear, desire, and the manipulation of mortal will. Their ultimate goal is the accumulation of souls and the execution of infernal designs with meticulous efficiency.

  • Draconopides 5e 2024
  • Draconopides, Pathfinder 1E
  • Draconopides 3.5

Medium Fiend (Devil), Lawful Evil


Armor Class 17 (Natural Armor)

Hit Points 136 (16d8 + 64)

Speed 40 ft., Climb 30 ft., Swim 30 ft.


STRDEXCONINTWISCHA
16 (+3)18 (+4)18 (+4)14 (+2)16 (+3)20 (+5)

Saving Throws Dex +8, Wis +7, Cha +9

Skills Deception +9, Insight +7, Stealth +8, Persuasion +9

Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from nonmagical attacks

Damage Immunities Fire, Poison

Condition Immunities Poisoned, Charmed

Senses Darkvision 120 ft., Passive Perception 13

Languages Infernal, Common

Challenge 9 (5,000 XP)


Innate Spellcasting

The Draconopides’ innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells without material components:

  • At will: Thaumaturgy, Minor Illusion
  • 3/day each: Charm Person, Mirror Image, Suggestion
  • 1/day each: Fireball (3rd level), Fear (3rd level)

Legendary Resistance (3/Day)

If the Draconopides fails a saving throw, it can choose to succeed instead.


Actions

Multiattack. The Draconopides makes two attacks: one with its clawed hands and one with its venomous bite.

Clawed Hands. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Venomous Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 9 (2d8) poison damage.

Tail Whip. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage; target must succeed on a DC 16 Strength saving throw or be knocked prone.

Infernal Charm (Recharge 5–6). One creature the Draconopides can see within 30 ft. must succeed on a DC 17 Wisdom saving throw or be charmed for 1 minute. While charmed, the target is incapacitated and regards the Draconopides as a trusted ally.


Reactions

Coiling Dodge. When a creature the Draconopides can see attacks it with a melee attack, it can use its reaction to move up to 20 ft. without provoking opportunity attacks.


Legendary Actions

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

  • Tail Strike. Make a tail whip attack.
  • Infernal Glare. Force one creature within 30 ft. that can see the Draconopides to succeed on a DC 17 Wisdom saving throw or be frightened until the end of its next turn.
  • Slither. Move up to half its speed without provoking opportunity attacks.

Tactics

The Draconopides is a master of ambush and deception. It uses its alluring humanoid face and spellcasting to lure victims close, then strikes with venomous bites, tail attacks, and infernal magic. It favors high ground or cover, using Mirror Image and illusions to misdirect foes, and unleashes area spells like Fireball against clustered enemies. Highly intelligent, it retreats if outnumbered and coordinates with allied devils when available, exploiting terrain and fear to dominate the battlefield.

Medium Outsider (Devil, Lawful, Evil)


CR 9 | XP 6,400

Alignment: Lawful Evil
Type: Outsider (Devil)


Defense

  • AC: 27, touch 14, flat-footed 23 (+4 Dex, +13 natural)
  • HP: 114 (12d10+48)
  • Saving Throws: Fort +9, Ref +9, Will +11
  • Defensive Abilities: Legendary Resistance 3/day, DR 10/magic, resist fire 10, cold 5; immunity to poison, disease, and fear effects
  • Weaknesses: Vulnerable to holy damage

Offense

  • Speed: 40 ft., climb 30 ft., swim 30 ft.
  • Melee Attacks:
    • Clawed Hands +14 (2d6+5 slashing)
    • Venomous Bite +14 (2d8+5 piercing + 2d8 poison)
  • Special Attacks: Tail Whip 2d6+3 bludgeoning (target must succeed on DC 16 Strength check or be knocked prone); Infernal Charm (DC 17, 3/day)
  • Spell-Like Abilities (CL 9th, caster level = 9th):
    • At will: Detect Magic, Thaumaturgy, Minor Illusion
    • 3/day each: Charm Person (DC 17), Mirror Image, Suggestion (DC 17)
    • 1/day each: Fireball (6d6, DC 17), Fear (DC 17)

Statistics

  • Str 16 | Dex 18 | Con 18 | Int 14 | Wis 16 | Cha 20
  • Base Attack +12; CMB +12; CMD 27
  • Feats: Improved Initiative, Combat Reflexes, Weapon Focus (Claws), Weapon Finesse, Dodge, Mobility
  • Skills: Bluff +18, Diplomacy +16, Intimidate +16, Stealth +14, Sense Motive +13, Perception +13
  • Languages: Infernal, Common
  • SQ: Ambush Predator, Coiling Dodge, Seductive Guile

Special Abilities

  • Ambush Predator (Ex): Gains +2 on attack rolls against flat-footed creatures and can use Stealth in natural cover even when observed at a distance.
  • Coiling Dodge (Ex): May move up to 20 ft. without provoking attacks of opportunity when struck by a melee attack.
  • Infernal Charm (Su): Three times per day, targets one creature within 30 ft.; DC 17 Will save or be charmed for 1 minute. Charm ends if the Draconopides attacks the target.
  • Tail Whip (Ex): Melee attack; 2d6+3 bludgeoning damage; targets must succeed on DC 16 Strength check or be knocked prone.
  • Spell-Like Abilities: As listed above.

Ecology

  • Environment: Nine Hells, cursed ruins, shadowed forests, or sites with infernal portals.
  • Organization: Solitary or hunting in pairs.
  • Treasure: Standard devilish hoard, often containing cursed or infernal items.

Combat Tactics

Draconopides stalk prey with patience and cunning, favoring ambushes from shadows or cover. They use Infernal Charm and Mirror Image to manipulate or misdirect opponents, striking with venomous bites, tail attacks, and claws. Area spells such as Fireball or Fear punish clustered foes. They fight intelligently, retreating when outnumbered, exploiting terrain, and coordinating attacks with allied devils when present.

Scaled Devil
“The Fall of Man” by Hugo van der Goes

This man-sized creature bears an innocent expression despite its odd, hybrid appearance. Its face is that of a human, with backwards-sweeping horns and a head of luxurious hair. Its body is that of a quadrupedal reptile, with a ridge of spines down the back and a long broad tail tipped in a stinger.

Taken from the Creature Codex

The draconopides, or “scaled devils”, are among the vanguard of Hell’s forces in the mortal world. It is their duty to spread discord and mistrust, leaving people, families and societies vulnerable to the promises of stability and order offered by Hell’s other agents. There are those who suggest that the first sin was inspired by a draconopides’ sinister suggestions. Between their shapechanging abilities and their mind-influencing magic, draconopides are consummate manipulators. Even devils view draconopides as dangerous and possibly seditious due to their affinity for utilizing chaos.

Most draconopides avoid combat at all costs—although they are fairly skilled assassins, having to rely on violence is typically an indication that a scheme has backfired somehow. A draconopides uses its spell-like abilities to make allies out of enemies and thwart any attempt at organized resistance before disappearing from the battlefield entirely. Draconopides are adept at holding grudges, and those who cross them may end up with their throat torn out as they sleep.

A draconopides is typically small for a Medium creature, growing up to five feet in length and weighing little more than 100 pounds. Their humanoid faces are always beauteous and innocent in aspect, even in the middle of combat.


Devil, Scaled Devil (Draconopides)

Medium Outsider (Devil, Evil, Extraplanar, Lawful)

CR 12
XP 19,200
Alignment LE
Init +6
Senses Darkvision 60 ft., low-light vision; Perception +22


Defense

AC 28, touch 22, flat-footed 21 (+6 Dex, +1 dodge, +6 natural, +5 profane)
HP 161 (14d10+84); Regeneration 5 (good, silver)
Fort +15 | Ref +20 | Will +19
DR 10/good and silver; Immune fire, poison; Resist acid 10, cold 10; SR 23
Defensive Abilities Wicked Wisdom


Offense

Speed 30 ft., climb 20 ft.
Melee Bite +20 (1d6+3 plus poison), Sting +20 (1d4+3 plus poison)
Space/Reach 5 ft. / 5 ft.
Special Attacks Insidious Whisper, sneak attack +6d6
Spell-Like Abilities (CL 14th, concentration +21)

  • Constant: misdirection (DC 19), nondetection, tongues
  • At will: greater teleport (self + 50 lbs only), scorching ray, suggestion (DC 20), unholy blight (DC 21)
  • 3/day: charm monster (DC 21)
  • 1/day: improved invisibility, mass suggestion (DC 23), persistent image (DC 22), summon (level 4, 2 eryines, 50%)

Statistics

Str 17 | Dex 22 | Con 23 | Int 18 | Wis 20 | Cha 25
Base Atk +14 | CMB +17 | CMD 33 (37 vs. trip)
Feats Combat Expertise, Dodge, Improved Feint, Mobility, Spring Attack, Weapon Finesse, Whirlwind Attack
Skills Acrobatics +17, Bluff +24, Climb +18, Diplomacy +24, Disguise +24, Intimidate +24, Knowledge (local) +18, Knowledge (planes) +21, Perception +22, Sense Motive +22, Stealth +24
Languages Celestial, Draconic, Infernal; Telepathy 100 ft.; tongues
SQ Change Shape (humanoid or animal, polymorph)


Ecology

Environment Hell
Organization Solitary
Treasure Double Standard


Special Abilities

Insidious Whisper (Su): When a Draconopides successfully uses Bluff to lie to a creature, that creature suffers a -2 penalty on all Will saves against the Draconopides’ mind-affecting effects for 1 hour.

Poison (Ex): Bite and Sting—injury; Fort DC 23; frequency 1/round for 4 rounds; damage 1d3 Wis. Save DC is Constitution-based.

Wicked Wisdom (Su): Draconopides gains a profane bonus to AC and all saving throws equal to its Wisdom bonus.

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