Devil, Slaughter

Family: Devils

Tiny fiend (devil), lawful evil

Armor Class 12
Hit Points 13 (3d4 + 6)
Speed 30 ft.

16 (+3) 15 (+2) 14 (+2) 9 (-1) 6 (-2) 7 (-2)

Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Infernal, Common
Challenge 1 (200 XP)


  • Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
  • Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
  • Pact of Blood. While the slaughter devil is bound to a master by a pact, the slaughter devil’s master can enter into a diabolical blood craze as a bonus action on their turn. While in a blood craze, whenever the master hits a creature with an attack they deal 1d4 extra damage of that weapon’s type. While in a blood craze, the master must use their action each round to attack the hostile creature nearest to them. If the master can make extra attacks as part of the attack action, they use those extra attacks, moving to attack the next nearest hostile creature after felling their current target. If there are multiple possible targets, the master chooses which to attack. The master remains in a blood craze until they start their turn with no creatures within 60 feet of them that they can see or hear. The slaughter devil’s master retains these abilities even if the slaughter devil dies.


  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.


Born from both churning chaos and iron order, the inner turmoil that fills a slaughter devil plagues its every moment, its anger palpable to those around it.

Though a slaughter devil’s nature drives them to constant violence, they are soldiers, bound to their masters and can never act against their summoner’s will. As complex on the outside as the inside, a slaughter devil’s body is a strange amalgamation of discordant creature parts: the eyes of a wolf, a ramlike face and horns, a leonine mane, and cloven hooves, all plastered onto a grotesque frame of exposed muscular tissue. These fiends’ bodies are built for war, and yearn to give in to their most violent desires.

Bargain of Animosity. Being of both abyssal and infernal descent, Archlord Atrax has been largely rejected by both lineages and has therefore rejected both himself. Atrax is filled with the chaotic impulses of his demonic heritage, while still bound by the lawful chains of his devilish one, leaving him as much at war with himself as he is with the rest of the lower planes. Unable to escape to the Nine Hells, the Archlord expresses his destructive rage through his worshipers and devils. Those that strike bargains with Atrax usually do so to fulfill some vengeful purpose, and pacts are often made with him in times of war. Atrax gifts his followers much of his martial prowess, but does so in exchange for their service as conduits for his boundless savagery.

Section 15: Copyright Notice

Zargoth’s Tome of Familiars, Copyright 2021, Arcana Games, LLC.

Section 15: Copyright Notice

Zargoth’s Tome of Familiars, Copyright 2021, Arcana Games, LLC.

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