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Devil, Contract

Family: Devils

Spikes jut out from this crimson fiend’s skull and above its brimming jade eyes, scripts and papers covered in a host of languages-contracts-wrapped about its arms.

Large fiend (devil), lawful evil

Armor Class 15 (natural armor)
Hit Points 57 (6d10+24)
Speed 30 ft.

17 (+3) 19 (+4) 18 (+4) 20 (+5) 19 (+4) 20 (+5)

Skills Arcane +7, Deception +7, Insight +6, Persuasion +7, Religion +7
Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities fire, poison
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Common, Draconic, Infernal, telepathy 100 ft.
Challenge 4 (1,100 XP)

Special Traits


  • Multiattack. The contract devil makes two whipping contract attacks.
  • Whipping Contract. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 9 (2d4 + 4) magical slashing damage. A creature that has made any kind of agreement with the contract devil and takes damage from this attack makes a DC 15 Charisma saving throw or gains the charmed condition for 1 minute.

When powerful mages beseech dark powers, contract devils use their acumen with words and understanding of fell agreements to entrap all but the cleverest bargainers. These fiends frequently goad fools into making deals without realizing their error-a mistake that proves severe indeed. When forced to enact rites or to entreat a weak mind within a holy place, contract devils use their magic to act through intermediaries or strike deals which they are positive can be collected upon after a mortal has passed on.

Section 15: Copyright Notice

Book of True Evil. © 2018 Mike Myler, published under license by Legendary Games.