Devil Mendicant

Medium humanoid (any), any evil alignment

Armor Class 18 (natural armor)
Hit Points 66 (12d8 + 12)
Speed 40 ft.

10 (+0) 18 (+4) 13 (+1) 11 (+0) 18 (+4) 12 (+1)

Saving Throws Dexterity +7, Wisdom +7
Skills Acrobatics +7, Stealth +7
Damage Resistances fire
Senses passive Perception 14
Languages Common, Infernal
Challenge 6 (2,300 XP)

Special Traits

  • Fists of Dark Flame (1/day). The devil mendicant 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 mendicant reduces any falling damage by 30. If it does not take damage from a fall, it does not fall prone.


  • Multiattack. The devil mendicant makes three Unarmed Strikes. It can use its Flurry of Blows ability in place of one of the Unarmed Strikes.
  • Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
  • Flurry of Blows (3/day). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, and the target suffers one of the following effects of the devil mendicant’s choice: The target must succeed on a DC 15 Dexterity saving throw or be knocked prone. The target must make a DC 15 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 mendicant can use its reaction in response to being hit with a ranged weapon attack. It reduces the damage by 16 (1d10 + 11). 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