Devil, Contract (CR 12/MR 5)

With rust-colored skin and a jutting crown of ridge-like horns, this muscular devil is draped in lengthy contracts.

Mythic Phistophilus (CR 12/MR 5)
XP 19,200
Pathfinder Roleplaying Game Bestiary 3
LE Medium outsider (devil, evil, extraplanar, lawful, mythic)
Init +17MF; Senses darkvision 60 ft., see in darkness; Perception +27

Defense

AC 31, touch 19, flat-footed 22 (+8 Dex, +1 dodge, +12 natural)
hp 186 (13d10+115)
Fort +9, Ref +16, Will +17
Defensive Abilities adjournMA; DR 10/epic and good; Immune fire, mind-affecting effects, poison; Resist acid 10, cold 10; SR 23

Offense

Speed 30 ft.
Melee binding contract (+2 unholy whip) +24/+19/+14 (1d4+10 plus 1d6 bleed plus 2d6 vs. good), gore +11 (2d6+3)
Space 5 ft.; Reach 5 ft. (15 ft. with binding contract)
Special Attacks binding contractMMA, bleed (1d6), impale (2d8+4), mythic power (5/day, surge +1d8), mythic spell-like abilitiesMA

Spell-Like Abilities (CL 13th; concentration +19)
Constant—tongues
At will—bestow curse (DC 20), detect thoughts (DC 18), dimension door, erase, identify, major image (DC 19), produce flame, sending
3/day—arcane eye, break enchantment, greater teleport (self plus 50 lbs. of objects only), hold person (DC 18), locate creature, mage’s private sanctum, scorching ray, silence (DC 18), vision
1/day—contact other plane, delayed blast fireball (DC 23), dismissal (DC 21), plane shift (DC 23), summon (level 4, 1d6 bearded devils or 1 bone devils 50%), symbol of pain (DC 21)

Statistics

Str 17, Dex 27, Con 20, Int 24, Wis 25, Cha 22
Base Atk +13; CMB +17; CMD 35
Feats Alertness, Deceitful, Dodge, Improved InitiativeMF, Iron WillMF, Mobility, PersuasiveMF
Skills Bluff +26, Diplomacy +26, Disguise +8, Intimidate +26, Knowledge (arcana) +23, Knowledge (nobility) +23, Knowledge (planes) +23, Knowledge (religion) +23, Linguistics +20, Perception +26, Profession (scribe) +19, Sense Motive +26, Sleight of Hand +20, Spellcraft +20
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Gnoll, Halfling, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon; telepathy 100 ft., tongues
SQ infernal contractMA, infernal investmentMA

Ecology

Environment any (Hell)
Organization solitary or infernal court (1 mythic contract devil and 2–12 non-mythic contract devils)
Treasure double standard

Special Abilities

Adjourn (Su) Once per hour, a mythic contract devil can expend 1 use of its mythic power as an immediate action in response to a melee or ranged attack that hits it or an effect that affects it. The mythic contract devil is unaffected by the attack or effect as it steps out of phase with the natural flow of time for the next 2 rounds. During this time, the mythic contract devil can act but cannot creatures or objects in the normal time stream or be perceived by them, and it is unaffected by virtually all effects that exist in the normal time stream, as a creature using time stop.

Binding Contract (Su) A mythic contract devil carries numerous lengthy contracts draped over its horns or within its numerous carrying cases. A mythic contract devil can wield these contracts like +2 unholy whips (with a reach of 15 feet), but deal lethal damage regardless of the armor bonus of their target. A mythic contract devil modifies attack and damage rolls when using a binding contract by its Intelligence modifier, not its Strength modifier, and wields these contracts as if it had the Whip Mastery, Improved Whip Mastery, and Greater Whip Mastery feats. Wounds created by a binding contract resemble horrifically deep paper cuts and cause 1d6 points of bleed damage.

Impale (Ex) As a swift action, a mythic contract devil can impale an opponent grappled by its binding contract, dealing 2d8+4 points of piercing damage.

Infernal Contract (Su) As a standard action, a mythic contract devil can produce an infernal contract for a single living mortal creature. This contract can grant a wide range of abilities and effects, as detailed in the contract devil’s entry (Pathfinder Roleplaying Game Bestiary 3), including the granting of a mythic wish. To receive any of these bonuses, however, the mortal must sign its true name to the document of its own free will. Upon doing so, that mortal’s soul is sworn to the mythic contract devil, condemning the soul to an eternity of servitude in Hell rather than whatever fate would naturally befall it upon the mortal’s death. Breaking a contract with a mythic contract devil is difficult and dangerous; as long as the infernal contract remains in effect, the victim cannot be restored to life after death by any means.

Infernal Investment (Su) As a subclause of all infernal contracts, a mythic contract devil can use detect thoughts and greater scrying at will upon any creature with which it has a contract. The target creature always fails its save against the devil’s divinations—this ability otherwise functions at caster level 25th.


Creating A Devilbound Creature

“Devilbound creature” is a template described in Pathfinder Roleplaying Game Bestiary 4. The following additional rules cover types of devils not included in that source and how being bound to a mythic devil alters the template, as contract devils and mythic contract devils often facilitate such fiendish bindings. All other aspects of the template remain unchanged. Defensive Abilities: A weapon must be both epic and good to cause the regeneration ability of a devilbound creature that is bound to a mythic devil to cease functioning.

Weaknesses: The devil-bound creature gains the Contract Bound weakness with the following difference. As long as the contract remains in effect, a slain victim can’t be restored to life after death except by a mythic wish. This is the case whether or not the mythic devil is dead or alive when the creature dies.

Special Attacks: If the creature is bound to a mythic devil, it can summon a single one of the most powerful kind of devil available to it, 1d3 of the second most powerful devil available to it, or 1d4+1 of the third or lower most powerful devil available to it, once per day with a 100% chance of success. For example, a mythic devil-bound creature with a caster level of 9 can summon 1 erinyes, 1-3 bearded devils, or 2-5 lemures with this ability.

Spell-Like Abilities: The creature gains the following spell-like abilities, depending on the kind of devil it is bound to. The creature uses its Hit Dice or caster level, whichever is higher, as the caster level for its spell-like abilities. Save DCs are based on the creature’s Intelligence, Wisdom, or Charisma, whichever is highest.

  • Apostate devil (deimavigga): 3/day—calm emotions, nightmare; 1/day—blasphemy
  • Heresy devil (ayngavhaul): 3/day—summon monster V (evil, lawful, or no subtypes only)
  • Temptation devil (lisslefer): 3/day—beguiling gift, glibness
  • Vengeance devil (salikotal): 3/day—locate creature, rest eternal
  • Warmonger devil (levaloch): 3/day—feather step (self only), resist energy (acid, cold or fire; self only)

Abilities: Adjust the base creature’s ability scores according to the kind of devil it is bound to.

  • Apostate devil: +2 Dex, +2 Con, +2 Cha
  • Heresy devil: +2 Str, +2 Con, +2 Int
  • Temptation devil: +2 Str, +2 Dex, +2 Int
  • Vengeance devil: +2 Dex, +2 Wis, +2 Cha
  • Warmonger devil: +2 Str, +2 Dex, +2 Con
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