The nature of Devils in general and their common characteristics is discussed in this overview section. Characteristics of individual Devil types follows.
Demonology is a catch-phrase which actually includes the study of all creatures native to what are commonly referred to at the "Lower Planes", namely, The Nine Hells, Ghenna, Hades, Tartarus, and the Abyss. Dominant amongst these creatures, and found in most cases throughout the lower planes, are the creatures known as demons and devils. Demons are creatures of chaotic evil, fundamentally native to the Abyss, and devils are lawful evil beings who generally originate from the Nine Hells. There are, of course, numerous other creatures native to the planes in between these two evil extremes, but in numbers, in influence, and in likelihood of being encountered outside their home planes, demons and devils are by far the most important.
Demons and devils come in an almost endless array of forms, some hardly stronger than a bug and some the equivalent of deities. All, however, share certain characteristics dictated by the nature of their extra-planar existence. Differing planes quite literally have differing "laws of reality"; it is unnatural, not to mention often impossible, for a creature or being to exist in a place where "its rules" do not apply. The laws of the Prime Material Plane are different enough from the Lower Planes to prevent these creatures from physically existing in our reality, and thus these beings are in fact incapable of traveling here. What they are able to do, however, is travel to the Prime in a form known as an avatar.
An avatar is a magical manifestation of a being, a form defined by the creature's natural identity in its native reality but expressed in terms of the plane in which it manifests. Its size, shape, abilities and powers all correspond to its inherent form and nature on its home plane, but they manifest themselves by the standards of reality where the being is (thus the same creature's avatar might vary on different planes). The avatar is the creature in all practical terms -- the being itself feels and acts exactly as though it were physically present, and its actions are functionally "real" in every sense of the word. It is not, however, truly the creature itself, and this subtle distinction has important implications.
Any demonic or devilish being, even if by nature entirely mundane in its natural reality, is by definition a "magical creature" once it assumes an avatar form. As such, they are all responsive to specific magical powers and spells, both holy and arcane, relating to conjuration, summoning and dismissal, confinement, and control. Equally, they cannot go where magic cannot function or exist, such as inside an anti-magic shell. Creatures of the lower planes also appear to be sensitive to holy magic of a diametrically opposed alignment -- and note here that "sensitive" does not always mean "vulnerable".
An avatar form gives the manifesting being a full set of senses and feelings, including the ability to feel physical pain, and the avatar can be affected by both physical and magical damage to the point of being destroyed; however, a being in avatar form cannot be "killed" as we normally think of the term. The destruction of an avatar form banishes the creature back to its natural realm -- possibly a bit the worse for wear -- but generally speaking back to its normal condition. However, that creature will be unable to form an avatar (at least on the Plane from which it was banished) for a period of time relative to the creature's power, usually measured in years or longer. Even moderate-strength creatures can be banished for decades, extremely powerful creatures even for centuries, which explains why creatures facing such a fate suddenly become so open to negotiation, or will even leave of their own accord.
Because an avatar represents a creature from a differing reality, the manner in which it interacts with its reality is occasionally unpredictable. Avatars are often immune to various elements or substances which their natural environment may have hardened them to, but equally can be unusually affected by substances foreign to their natural environments. Thus using fire against a devil is somewhat pointless, but silver, which does not naturally exist in the Nine Hells, is dangerous to them. Equally, the avatars of even moderately-powerful demons and devils are foreign enough to the Prime that even magic itself will occasionally malfunction or fail to affect them, notwithstanding the above-mentioned vulnerability to conjuration (etc.) magic. Many such creatures possess at least a minimal degree of magic resistance to arcane power, sometimes even holy magic in the case of the most powerful creatures
As lawful beings, the evil of devils is more systematic and organized than demons. Devils are all about deals and about power, and their currency is souls. Their service is readily available to those that will pay their price, and a devil never fails either to pay or to collect its due. Their natural evil makes them eternally dangerous to treat with, for while a devil will always obey the letter of a deal, it enjoys nothing more than perverting that meaning to its own benefit.
The Nine Planes of Hell are a strict hierarchy where all creatures have a place and a purpose, where free will and choice are forbidden and all labor to fulfill the will of the Great Dukes who rule each plane. Yet within this seemingly unbreakable structure, there is ever tension; for every devil, from the lowest to highest, is in constant competition with its fellows, both to maintain its own position and for the chance to usurp another higher in rank. Yet such is the nature of the place that very little change occurs, because the iron hand of control seldom slips.
Unlike demons, devils are relatively predictable in powers and abilities; also unlike demons, they are just as likely to use brains rather than brawn to solve their problems. When manifesting on the Prime Material plane, devils have a number of common attributes (exception: Lemures). All can see normally in complete darkness, whether natural or magical. They have the natural ability to Detect and Analyze Magic, Detect Alignment, See Invisible, Create Darkness (radius varies), Create Fire, and Affect Normal Fires. All devils can Cause Fear, as the spell; the frequency and intensity of the effect strengthens as rank increases. They can also shift between the Prime Material and Ethereal planes at will. They have a natural form of telepathy which allows them to communicate with any speaking creature in that being's natural language. In addition, major devils (Horned Devils, Ice Devils, Pit Fiends) can use Charm Person, Suggestion, Animate Dead, and Create Illusion, at least one and possibly several times per day. Major devils can also teleport without error to any spot they can see or they know of, and are capable of carrying considerable weight while doing so.
Devils take no damage from fire or acid-based attacks, and only half damage from cold, lightning, and other elemental attacks. They are particularly susceptible to and dislike holy water. Devils are not affected by poison of any kind. Devils of all types (except lemures) can only be harmed by magical weapons or by mundane weapons made of at least 50% pure silver. All devils are magic resistant, with the strength varying by type. They are completely resistant to sleep and to charm effects, and any kind of mind control magic used against them is likely to rebound against the user.
Unlike demons, most devils are in theory susceptible to a cleric's turning power. In practice, this is confined largely to the lower level devils and to very high level clerics. Nonetheless, devils have a distinct aversion to holy items of good alignment or association, and to all such displays of power, regardless of the details of religion.
Most Devils have a varying ability to Summon other devils, a power it is believed they can generally exercise once per day. It functions in a manner similar to a Monster Summoning Spell, except that (like the demonic Gate) it only has a certain percentage chance of succeeding, with that rate varying by type.
As Lemures are never found outside the planes of Hell itself, they are not listed or detailed on our list.
After Imps, Bearded Devils are probably the most common devil "assigned" to serve mortals, and their appearance is somewhat iconic. They have a slender humanoid form with batlike wings, scaly skin, a long spiky tail, prominent forehead horns, and the bushy "beard" around their face that gives them their name. That beard is actually a spiky growth which is replicated along the creature's wing arms, forearms, and down the back all the way to the tail. These growths are responsible for the creature's alternate name, the Spiny Devil.
By whatever name, the Bearded Devil is, as devils go, a fairly simple creature. In their native realm, they are the lowest rank and least significant of the minor devils, save lemures and imps. They tend to be clever rather than intelligent, and are generally assigned simple tasks with minimal responsibility. They are quick, but not strong on the devil scale (equal to a fairly strong human). They can fight with weapons, or strike with hands, feet, or their tail, but beyond their natural abilities they do not use magic (items, etc.).
Obviously, with their wings, Bearded Devils can fly; faster than a man can run but not as fast as a horse. They can carry moderate weight in flight, but it requires two to carry the equivalent of an adult human, and this slows them considerably. In addition to common devil abilities, they have the power to cast Burning Hands as a 5th level caster 3 times per day, Cause Fear one time per day, and to turn Invisible (for a limited time) once per day. They can also invoke a power similar to Word of Recall, teleporting them to a pre-established place of sanctuary but draining them of energy for a substantial time.
Bearded Devils have a Slight level of magic resistance, and are otherwise fully susceptible to spells that control, entrap, or banish extraplanar creatures. They do not have the ability to Gate other devils.
Erinyes are minor devils whose specific task is to collect souls. Depending on the nature of their victim, they may appear individually, or in groups of as many as four to six. They appear as winged humans, always in female form, but with powerful claws on hands and feet. Erinyes always carry a poisoned dagger and a Rope of Entanglement, the former for defense and the latter specifically attuned to their victim. The blade secretes a powerful paralytic poison capable of affecting multiple victims. The Rope will function normally against anyone, but the victim whose name is written on it receives no saving throw; they are immediately bound and rendered helpless when attacked by it.
Erinyes are unnaturally strong (ogre equivalence), and can easily carry a human while flying. They will invariably travel through the Ethereal plane to find their designated victim, whom they can sense, but imprecisely. When near enough, they shift to the Prime Material plane (a process which creates a temporary rift) and will immediately pursue and attack their intended target with single-minded intensity. Once that victim is captured, the Erinyes must return with them to the Ethereal Plane through the rift they previously created, and from there to first the Astral and then to whatever place in the Nine Hells their own lord and master resides.
Unlike most devils, Erinyes cannot be bargained with or shifted from the specifics of their task. They will take other victims if the opportunity arises, but only if their primary target is already in hand. They are extremely tough physically and have a Low level of magic resistance, and they have to be destroyed to be stopped -- most normal magicks of banishment or returning don't work against Erinyes. There are stories that claim once Erinyes are assigned a victim, that individual must destroy nine of the devils in order to bring an end to the assaults, but the veracity of these claims remains unproven.
Gargoyle devils are believed to be the most common form of devil, the basic foot soldiers of Hell, existing in countless numbers throughout the planes of Hell. They are approximately human size, and take the classic devilish form of a winged human-like form, with a powerfully muscled body and a grotesque horned head.
Gargoyle devils are incredibly alert; they cannot be surprised and seem to have a sixth sense when it comes to detecting living creatures. Although they appear bulky, they move with great agility, and as silently as a master thief. Further, they have a magical ability to stop moving and instantly blend in with any nearby stone or rock construction, equivalent to a Camouflage spell. They can fight with weapons, but tend to do without, relying on their immense strength (ogre equivalent) and their natural skills. Their clawed hands strike like a fistful of knives, and a favored tactic is simply to grapple, fly a short distance into the air, then release.
Although only minor devils, Gargoyle devils have quite a range of magical abilities which they manifest with the equivalence of a 6th - 8th level magician. They can use Burning Hands at will, Fireball, Fire Shield, and Wall of Fire a more limited number of times per day. They can similarly use both Cause Fear (repeatedly) and Create Illusion (once) per day. On the other hand, their extraplanar nature gives them a Low level of magic resistance, and .
Gargoyle devils are of average or better Intelligence, and like all devils have an evil cunning behind everything they do. Though bred for obedience, a Gargoyle devil will not hesitate to warp their orders or twist instructions to their own advantage if they can. If encountered on the Prime Material plane, they will doubtless be on a mission or errand for some higher power, or may be an assigned minion for some mortal supplicant.
Bone devils are another very common form of devil, and believed to primarily populate the middle and lower realms of the plane. They always appear in some kind of skeletal form, usually man-sized but occasionally larger. They are minor devils, similar in toughness to gargoyle devils or perhaps a little stronger.
A bone devil usually carries a spear or a hook which it uses in combat with the skill of a perhaps a 9th level warrior. It is also capable of striking out with its barbed tail, which does spear-like damage and drains strength similar to a shadow (but 1-4 times faster). The weapon has a 50% chance per hit to stick fast in the victim, which then allows the devil to tail strike without missing.
In addition to being immune to non-magical, non-silvered weapons, bone devils share the characteristic of skeletons regarding piercing and cutting weapons. Even magical weapons of these varieties do reduced damage. Of course, they are also Magic Resistant, with a Moderate rating.
Bone devils have a number of magical abilities. Once per day, a bone devil can haste itself for three rounds, and also once per day create a wall of ice. At will, a bone devil can generate fear in a 10-foot radius, create illusion, fly, or become invisible. Bone devils can instantly detect all illusions, including invisibility, and have both infravision and night vision. They have Average magic resistance.
A bone devil can Summon another bone devil, with what is thought to be about a 35% probability. Evidence suggests this ability may be repeatable by bone devils somewhere between every 8 to 12 hours.
Horned devils may be the least of the Greater Devils, but they are still a whole category advanced from their lesser brethren. They are found throughout the Nine Hells as the supervisors of lesser devils and the affairs of the lower planes. They also find their place in the armies of Hell as its shock troops, organized into endless battalions for the wars between the Dukes.
Horned devils have the fighting skill of warriors estimated equal to a 10th to 13th level warrior, and the toughness of one several levels higher yet. This plus a Significant level of Magic Resistance makes them exceptionally formidable if encountered on the Prime Material plane. The weapon they fight with varies widely, but is (like the devil itself) always a magical weapon, usually superior or higher quality.
In addition to its normal abilities, a horned devil can produce fire in a wide variety of magical ways, with most effects equal to a 9th to 11th level magician. Fire abilities equivalent to burning hands, fireball, fire storm, and flame strike are common, and of course they can turn normal fires into roaring conflagrations. In particular, horned devils can produce a wall of fire of two to three times the normal size and intensity.
Horned devils appear to have a Summoning ability that can produce either another Horned devil or 1 - 3 gargoyle devils. This is believed to have slightly less than a 50% chance of working.
If one wants proof there are cold days in hell, you can speak with an Ice Devil. They reside in the frigid realm of Caina, the frozen eighth plane of Hell. Ice Devils are the personal servants of Mephistopheles, ruler of the plane, and they are greater devils in every sense of the word. They stand nearly 10 feet tall and have an odd, insect-like appearance. They have powerful claws backed by stone giant-class strength, razor-sharp mandibles that can sever a limb with a single bite, and a tail which strikes with a paralyzing poison. With such an arsenal, they don’t really need weapons, but will typically carry a special spear which slows opponents struck with a numbing cold.
Like most greater devils, Ice Devils have a telepathic awareness which allows them to communicate with almost any speaking creature in their own language. In addition to the common abilities of devils, Ice Devils can cast a variety of spells with the equivalence of at least at 12th level wizard; their repertoire includes slickice, wall of ice, cone of cold, ice storm, freeze, and blizzard. Ice Devils can use powerword stun and powerword blind once per day, and can use an unholy word one time. They are completely immune to any kind of heat or cold effects or damage, and have Strong magic resistance otherwise.
Ice Devils have the common ability to cast a Gate and summon other devils. They will typically summon bone devils, but can also summon others of their own kind.
Short of the Dukes of Hell themselves, and Demon Princes, there is no greater creature to be found in all the Lower Planes than the Pit Fiend. They are the personal servants of Asmodeus himself (though there are a few that serve other Dukes, and perhaps even a few who profess an independence), creatures of penultimate evil who have been rewarded by being "raised" to this terrible form.
A Pit Fiend stands around 10 to 12 feet tall, maybe 16 to the wing-tips (but hey, who has a tape measure when they need one?). They are as strong as storm giants, and can smash down walls and gates merely with a massive blow of their fists. They are utterly unaffected by non-magical weapons (silver or not), and even such weapons must be of master craftmanship and carry the strongest of enchantments. Pit Fiends have Surpassing levels of Magic Resistance.
The mere presence of a Pit Fiend generates an aura of power and fear that individuals of less than eighth level cannot even being to stand against. This aura similarly will instantly ignite anything combustible out to over a 30 yard radius, and if the devil wishes it, can create a smoke that makes vision almost impossible.
A Pit Fiend is the master of any and all forms of magical fire. Spell equivalence is estimated at mage level, and the ability to manifest it appears to be at will. In addition, Pit Fiends have the ability to cast hold person and hold monster, polymorph other, mass charm, and part water. A limited (1? 2?) number of times per day it can cast power word stun or blind, and similarly use a symbol of pain, warding, or (unsurprisingly) fire. Once per day, a Pit Fiend can invoke and Earthquake.
Formidable as they are, the physical and magical prowess of the Pit Fiend are matched with an equally cunning and diabolical mind. Pit Fiends are both vastly knowledgeable and possess a genius level intellect, and have all eternity to exercise both. It is their knowledge that so often proves tempting for mortals to bargain even more than their power, but the ranks of Hell are filled in a numberless count with those who thought they could out-think or out-bargain a Pit Fiend.
The Lawful Evil realm of Hell is divided into nine planes of infinite size and span. Each of these realms is ultimately ruled by a single individual, a being of diabolical cunning and evil, who commands the kind of cosmic power that defines greater gods. Most of them are even more famous than normal gods, for their power and influence transcends individual religions and pantheons to reach virtually every corner of the multiverse.
The Nine Planes of Hell and their rulers are:
First: Avernus: No true ruler, but Tiamat makes this her home
Second: Dis: Dispater
Third: Minauros: Mammon
Fourth: Phlegethos: Belial
Fifth: Stygia: Geryon
Sixth: Malbolge: Moloch (Baalzebul's lieutenant)
Seventh: Maladomini: Baalzebul
Eighth: Caina: Mephistopheles
Ninth: Nessus: Asmodeus
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