Deprimogons stalk hidden tunnels, shadowed alleys, and looming towers of settlements whose governments have made infernal pacts as they silently monitor citizens for any signs of sedition. Agitators or freedom fighters are harassed or chased down and trapped by these devils before disappearing forever. Deprimogons hide their faces behind sleek metallic masks that suppress their own emotions, blocking out any pleas, threats, or bargaining that might dissuade them from their mission. Deprimogons delight in summoning diabolic creatures from eras long forgotten to torment their prisoners.
Elite |
Normal |
Weak
Languages Common, Diabolic, Embri, Empyrean; (can't speak any language)
Str +5
Dex +7
Con +3
Int +2
Wis +2
Cha +0
HP 190
Weaknesses holy 10, masked emotions
Masked Emotions The deprimogon loses their immunity to emotion and mental effects if they aren't wearing a mask. In addition, an unmasked silencer devil uses the outcome one degree of success worse than they roll on saving throws against
mental effects. A deprimogon's mask can be
Disarmed as if it were a held item.
Speed 30 feet, burrow 20 feet
Rituals DC
27 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells);
1st
Evoke Paranoia
(emotionillusionmental)
The deprimogon infuses their weapons with paranoia and mistrust, instilling doubt in their victims with every attack. A creature damaged by a deprimogon's Strikes must attempt a DC
27 Will save.
Critical SuccessThe creature is unaffected and temporarily immune to the deprimogon's evoke paranoia for 1 minute.
SuccessThe creature is unaffected and temporarily immune to the deprimogon's evoke paranoia for 1 round.
FailureUntil the beginning of the deprimogon's next turn, the creature believes everyone it sees is a potential threat. It becomes unfriendly to all creatures to which it wasn't already hostile, even those who were previously allies. It treats no one as an ally.
Critical FailureAs failure, except the target believes that everyone it sees is a mortal enemy. It uses its reactions and free actions against everyone, regardless of whether they were previously its allies, as determined by the GM. It otherwise acts as rationally as it normally does and likely prefers to attack creatures that are actively attacking or hindering it over those leaving it alone.
Infernal Disgrace
The deprimogon's Strikes count as
magical and
unholy.
Silent Prison
[three-actions]
(concentratedivine)
The deprimogon casts a 6th-rank
wall of force that dampens sound. Any creature that moves and begins its turn adjacent to the wall must attempt a DC
27 Will save. On a failure, the creature can't speak and can't use any actions and effects with the
sonic or
auditory traits while adjacent to the wall; this also prevents the creature from casting spells, with the exception of subtle spells.
All Creatures in "Devil"
In the shadows of space stations, halls of courtrooms, and offices of corporations, devils tempt mortals with promises of power and lay the groundwork for their conquest. A devil’s pacts can vary from elaborate contracts to quick promises, but they all end the same way: a mortal soul condemned, and Hell’s forces bolstered. From the open rule of Malfane, the unseen control of Embroi, and hidden pacts with souls across the galaxy, devils continue their relentless work to spread tyranny and force the universe to resemble the hellish bureaucracy of their home.