Monster Dossier

Phistophilus

Phistophilus is a fantasy monster entry from source B1.

Level 10

Traits

lemediumdevilfiend

Rules & statistics

Monster Profile

Perception

21

Senses

  • Name
    greater darkvision

Languages

Languages
  • abyssal
  • aklo
  • celestial
  • common
  • draconic
  • infernal
  • undercommon
Abilities
  • telepathy 100 feet
  • tongues

Skills

Arcana
19
Deception
23
Diplomacy
21
Intimidation
21
Religion
19
Society
19
Stealth
18
Legal lore
25

Ability Mods

Str
3
Dex
4
Con
4
Int
7
Wis
5
Cha
5

Defenses

Ac
30
Saving Throws
Fort
18
Ref
18
Will
23
Abilities
  • +1 status to all saves vs. magic
Hp
  • Hp
    150
Immunities
  • fire
  • ward contract
Weaknesses
  • Amount
    10
    Name
    good
Resistances
  • Amount
    10
    Name
    physical
    Note
    except silver
  • Amount
    10
    Name
    poison

Speed

Walk
25

Attacks

  • Range
    Melee
    Name
    binding contract
    Attack
    23
    Traits
    • agile
    • disarm
    • evil
    • magical
    • reach
    • trip
    Effects
    • Grab
    • infernal wound
    Damage
    3d6+11 slashing plus 1d6 evil, Grab, and infernal wound
    Types
    • evil
    • slashing
  • Range
    Melee
    Name
    horn
    Attack
    21
    Traits
    • magical
    Effects
    • infernal wound
    Damage
    3d10+11 piercing and infernal wound
    Types
    • piercing

Spellcasting

  • Type
    Innate
    Tradition
    divine
    DC
    31
    Entry
    0
    Level
    7
    Spells
    • Name
      detect magic
    3
    Spells
    • Name
      mind reading
      Amount
      at will
    4
    Spells
    • Name
      dimension door
      Amount
      at will
    • Name
      private sanctum
    • Name
      silence
    5
    Spells
    • Name
      dimension door
    • Name
      fireball
    • Name
      illusory scene
    • Name
      lightning bolt
    • Name
      locate
      Amount
      at will
    • Name
      mind probe
    • Name
      sending
      Amount
      at will
    7
    Spells
    • Name
      plane shift
    10
    Spells
    • Name
      scrying
      Amount
      at will
      Notes
      • see infernal investment
    Constant
    5
    Spells
    • Name
      tongues

Abilities

Mid
  • Entries
    • 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.
    Name
    Ward Contract
Bot
  • Activity
    Number
    3
    Unit
    action
    Traits
    • conjuration
    • divine
    • manipulate
    Entries
    • 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.
    Name
    Draft Contract
  • Entries
    • 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.
    Name
    Infernal Investment
  • Traits
    • divine
    • necromancy
    Entries
    • A contract devil's glaive Strike also deals 3d6 persistent damage||persistent bleed damage that resists attempts to heal it. The flat check to stop the bleeding starts at 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 29 counteract check or the magic fails to heal the creature.
    Name
    Infernal Wound

Background

Lore

No lore provided.