Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The vizier devil’s innate spellcasting ability is Charisma (spell save DC 16 +8). The devil can innately cast the following spells, requiring no material components:
At will: darkness, dispel magic, command, heat metal, burning hands, chaos bolt,
Multi attack. The vizier devil makes two attacks with its scepter .
Scepter. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 10 (2d8 + 1) bludgeoning damage.
Infernal aid. The vizier devil can add an extra 1d8 to the attack roll or saving throw roll of one allied creature of their choice within 10ft of themselves as a reaction.
Description
RARELY FOUND IN THE NINE HELLS, vizier devils are infernal emissaries to the world. They infiltrate governments, worm their ways into the halls of power, and become advisers to royalty, spreading their influence in places ranging from local tribes of orcs to elven enclaves and human baronies. Virtually indistinguishable from tieflings, vizier devils serve as counsel to both the unwitting and the initiated. They guide their masters toward the will of the Nine Hells and usher the souls of those luminaries along a path of damnation.
A vizier devil's chief goal is to corrupt the souls of mortals and send them off to their final hellish destination. Braver, bolder, and more politically savvy than an imp, a vizier devil is a master at finding seemingly virtuous solutions that eventually twist to iniquity. Historians assert that these amoral political masterminds orchestrated the fall of Bael Turath. Others believe that the humans who caused that empire to fall under the sway of the Nine Hells were rewarded by being transformed into vizier devils.
Previous Versions
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