Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Divine Innate Spells
DC 31; 10th scrying (at will, see infernal investment); 7th plane shift; 5th dimension door, fireball, illusory scene, lightning bolt, locate (at will), mind probe, sending (at will); 4th dimension door (at will), private sanctum, silence; 3rd mind reading (at will); Cantrips (7th) detect magic; Constant (5th) tongues
Ability
Draft Contract
(conjuration, divine, manipulate) The contract devil produces an infernal contract for a single living mortal. This contract can grant a wide range of abilities and effects, akin to the power of a wish spell but fulfilled to the letter by the contract devil. To receive any of those benefits, the mortal must willingly sign its true name to the contract. At that point, the mortal's soul is bound to the contract devil and Hell. While the contract is in effect, the victim can't be restored to life except by wish or similar magic. If the mortal is restored to life by those means, the contract devil knows which mortal came to life and can locate the creature or creatures who restored the mortal to life for 1 year, gaining the effects of a locate spell with unlimited range. Avoiding the terms of an infernal contract is difficult and often dangerous.
Ability
Infernal Investment
A contract devil can cast a 10th-level innate scrying spell at will, but only to target a creature with which it has a contract. The target automatically critically fails its save.
Ability
Infernal Wound
(divine, necromancy) A contract devil's Strikes also deal 3d6 persistent bleed damage that resist attempts to heal it. The flat check to stop the bleeding starts at DC 20. The DC is reduced to 15 only if the bleeding creature or an ally successfully assists with the recovery. The DC to Administer First Aid to a creature with an infernal wound is increased by 5. A spellcaster or item attempting to use healing magic on a creature suffering from an infernal wound must succeed at a DC 29 counteract check or the magic fails to heal the creature.
Ability
Rituals
DC 31; 1st infernal pact
Ability
Ward Contract
A signed contract carried by a living contract devil (including draped over its horns) is immune to damage from all creatures other than that contract devil. A contract devil is immune to mental effects that would make it destroy, nullify, or alter a contract.
Offense
Melee
Circumstance: combat round (melee)
binding contract +23 [+19/+15] (agile, disarm, evil, magical, reach 10 feet, trip), Damage 3d6+11 slashing plus 1d6 evil, Grab, and infernal wound
Trait
Devil
A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Immunity
fire
ward contract
Language
Abyssal
Aklo
Celestial
Common
Draconic
Infernal
telepathy 100 feet
tongues
Undercommon
Perception
greater darkvision
Resistance
physical 10 (except silver)
poison 10
Weakness
good 10