Devil Initiate

Medium humanoid (any), any evil alignment

Armor Class 16 (natural armor)
Hit Points 49 (9d8 + 9)
Speed 40 ft.

10 (+0) 16 (+3) 13 (+1) 11 (+0) 16 (+3) 10 (+0)

Saving Throws Dexterity +5, Wisdom +5
Skills Acrobatics +5, Stealth +5
Damage Resistances fire
Senses passive Perception 13
Languages Common, Infernal
Challenge 4 (1,100 XP)

Special Traits

  • Fists of Dark Flame (1/day). The devil initiate wreaths its fists in flame. It deals an additional 7 (2d6) fire damage when it hits with its Unarmed Strikes for 1 minute.
  • Slow Fall. The devil initiate reduces any falling damage by 30. If it does not take damage from a fall, it does not fall prone.


  • Multiattack. The devil initiate makes two Unarmed Strikes. It can use its Flurry of Blows ability in place of one of the Unarmed Strikes.
  • Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
  • Flurry of Blows (3/day). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage, and the target suffers one of the following effects of the devil initiate’s choice: The target must succeed on a DC 14 Dexterity saving throw or be knocked prone. The target must make a DC 14 Strength saving throw or be pushed up to 15 feet away from it. The target can’t take reactions until the end of its next turn.


  • Deflect Missiles. If it has one hand free, the devil initiate can use its reaction in response to being hit with a ranged weapon attack. It reduces the damage by 11 (1d10 + 6). If it reduces the damage to 0, it can catch the missile if it is small enough for it to hold with one hand.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene