Devil Monk

Medium humanoid (any), any evil alignment

Armor Class 18 (natural armor)
Hit Points 97 (15d8 + 30)
Speed 40 ft.

10 (+0) 18 (+4) 14 (+2) 11 (+0) 18 (+4) 12 (+1)

Saving Throws Dexterity +8, Wisdom +8
Skills Acrobatics +8, Stealth +8
Damage Immunities fire
Senses passive Perception 14
Languages Common, Infernal
Challenge 9 (5,000 XP)

Special Traits

  • Fists of Dark Flame (1/day). The devil monk wreaths its fists in flame. It deals an additional 7 (2d6) fire damage when it hits with its Unarmed Strikes for 1 minute.
  • Innate Spellcasting. The devil monk’s innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can cast the following spells, requiring no material components.
  • Magic Weapons. The devil monk’s weapon attacks are considered magical for the purposes of damage resistances and immunities.
  • Slow Fall. The devil monk reduces any falling damage by 30. If it does not take damage from a fall, it does not fall prone.


  • Multiattack. The devil monk makes three Unarmed Strikes. It can use its Flurry of Blows or Unholy Strike ability in place of one of the Unarmed Strikes.
  • Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
  • Flurry of Blows (3/day). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage, and the target suffers one of the following effects of the devil monk’s choice: The target must succeed on a DC 16 Dexterity saving throw or be knocked prone. The target must make a DC 16 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.
  • Unholy Strike (3/day). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 26 (5d8 + 4) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw. On a failed saving throw, the target’s maximum hit points are reduced by an equal amount. Lost hit points are regained when the target takes a long rest.


  • Deflect Missiles. If it has one hand free, the devil monk can use its reaction in response to being hit with a ranged weapon attack. It reduces the damage by 19 (1d10 + 14). 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