Medium Humanoid (Any Race), Lawful Evil
Armor Class 18 natural armor
Hit Points 187 (22d8 + 88)
Speed 30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
18 (+4)
INT
18 (+4)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws DEX +8, CON +8, WIS +7, CHA +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Passive Perception 10
Languages Common, Infernal, telepathy 120 ft
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Devil's Sight. Magical darkness doesn't impede the crossroads devil's darkvision.

Heart's Desire. The crossroads devil knows the deepest desire of any humanoid it can see within 120 feet. This reveals the creature's greatest ambition, regret, fear, or wish that it would sacrifice the most to fulfill, but doesn't reveal its memories or surface thoughts. This trait can't be foiled by magic short of a wish spell, divine intervention, or an artifact.

Magic Resistance. The crossroads devil has advantage on saving throws against spells and other magical effects.

Silver Tongue. The crossroads devil has advantage on Charisma (Deception) and Charisma (Persuasion) checks. In addition, creatures have disadvantage on Wisdom (Insight) checks made to determine whether the devil is lying.

Innate Spellcasting. The crossroads devil's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: charm person, detect thoughts, disguise self, suggestion

3/day each: dimension door, fear, major image

1/day each: dominate person, geas, modify memory

Infernal Contract. The crossroads devil can create a magical contract with a willing creature. The creature must willingly accept the terms and agree to the payment. Once accepted, the contract cannot be broken except by a wish spell, divine intervention, or similarly powerful magic.

The crossroads devil can offer the following bargains:

Infernal Execution. The crossroads devil can agree to kill a creature named in the contract. The target must have a soul and have a challenge rating of 12 or lower. The target dies instantly, and its soul is claimed by the Nine Hells.

Infernal Resurrection. The crossroads devil can return a creature to life if it has been dead for no longer than 100 years. The creature returns to life as if affected by true resurrection. The soul must be willing.

Infernal Power. The crossroads devil grants supernatural abilities beyond normal mortal limits. These gifts can include enhanced physical abilities, magical talents, combat abilities, or other extraordinary powers.

Infernal Wealth. The crossroads devil can grant valuable possessions, property, resources, or wealth. The devil can provide up to 50,000 gp worth of material wealth.

Infernal Knowledge. The crossroads devil can reveal lost secrets, forbidden knowledge, hidden locations, weaknesses, or forgotten history. It cannot reveal information it does not possess.

Infernal Longevity. The crossroads devil can extend a creature's lifespan by up to 100 years. The creature does not age during this time.

Infernal Favor. The crossroads devil can arrange circumstances to benefit the contract holder, such as removing obstacles, granting opportunities, or improving their chances of success.

Soul Collection. When a contract's payment becomes due, the crossroads devil sends a Chain Devil to collect the promised payment.

The Chain Devil appears within 30 feet of the contracted creature and immediately begins pursuing the target. It knows the location of the creature while the contract remains active and cannot be persuaded, bribed, or convinced to abandon its duty.

If the Chain Devil kills the contracted creature, or if the creature willingly surrenders their soul according to the contract, the soul is claimed by the Nine Hells. A soul claimed in this way cannot be restored to life except by a wish spell, divine intervention, or similarly powerful magic.

Actions

Multiattack. The crossroads devil makes two Infernal Claw attacks.

Infernal Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage plus 13 (3d8) fire damage.

Soul Rend (Recharge 5–6). One creature the crossroads devil can see within 60 feet must make a DC 18 Charisma saving throw, taking 45 (10d8) psychic damage on a failed save, or half as much damage on a successful one.

On a failed save, the target's hit point maximum is also reduced by an amount equal to the psychic damage taken. This reduction lasts until the creature finishes a long rest. A creature whose hit point maximum is reduced to 0 dies, and its soul is trapped by infernal magic until freed by a wish spell or divine intervention.

Collect the Debt (1/Day). The crossroads devil targets one creature bound by its Soul Contract. If that creature is on the same plane of existence, two invisible hellhounds appear in unoccupied spaces within 10 feet of the target and immediately roll initiative.

The hellhounds remain for 1 hour, until they are slain, or until the contracted creature dies.

If the contracted creature dies while at least one summoned hellhound remains, its soul is immediately claimed by the Nine Hells and can't be restored to life except by a wish spell or divine intervention.

Bonus Actions

Beguiling Whisper. One creature within 30 feet that can hear the crossroads devil must succeed on a DC 18 Wisdom saving throw or have disadvantage on the next saving throw it makes before the end of its next turn.

Reactions

Contractual Loophole. When a creature attempts to harm the crossroads devil while discussing a bargain, contract, or agreement, the devil forces the creature to make a DC 18 Wisdom saving throw. On a failure, the creature hesitates, causing the attack to miss.

Legendary Actions

The crossroads devil can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The crossroads devil regains spent legendary actions at the start of its turn.

Move. The crossroads devil moves up to its speed without provoking opportunity attacks.

Whisper Temptation. One creature within 30 feet must succeed on a DC 18 Wisdom saving throw or be charmed by the crossroads devil until the end of its next turn.

Cast a Spell (Costs 2 Actions). The crossroads devil casts one of its at-will innate spells.

Description

Crossroads devils are infernal negotiators that seek to claim mortal souls through carefully crafted bargains. Unlike many devils that rely on armies and conquest, crossroads devils thrive on desperation, appearing before mortals at their lowest moments to offer exactly what they desire most.

These devils commonly appear at abandoned roads, forgotten taverns, and other places where mortals seek answers or escape from their troubles. They offer power, wealth, knowledge, healing, and even resurrection in exchange for payments that serve the interests of the Nine Hells.

A crossroads devil rarely resorts to violence, preferring to manipulate mortals into willingly accepting its contracts. They are patient creatures that may spend years cultivating a single bargain, waiting until a person's desires outweigh their caution. Once a contract is accepted, the devil considers the agreement binding and will use every means available to collect what is owed.

Crossroads devils are valued by greater devils for their ability to acquire souls, gather secrets, and influence the mortal world. Those that accumulate enough contracts may possess vast amounts of forbidden knowledge and information about powerful creatures, making them dangerous not because of their strength, but because of the influence they hold.

When a contract comes due, a crossroads devil does not need to personally pursue its victim. Instead, it calls upon the forces of Hell to enforce the agreement, sending infernal agents to collect the promised payment.

Monster Tags: NPC

Habitat: Planar (Nine Hells)Urban

King_of_frost

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