Archives of Nethys

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Template Grafts | Universal Monster Rules


Devil

Aliens in the "Devil" Family

NameCR
Convergent3
Endbringer Devil (Dhalochar)19
Erinyes8
Gambling (Magadaz)4
Hacker (Lislaroth)10
Imp2
Lemure1/2
Mannequin (Oidranoth)9
Sigveir3
Warmonger Devil (Levaloch)7

Devil, Sigveir

Source Starfinder #46: The Perfect Storm pg. 58

Sigveir CR 3

XP 800
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +1; Senses blindsense (emotion), darkvision 60 ft.; Perception +8

Defense

HP 32
EAC 13; KAC 14
Fort +2; Ref +4; Will +6
DR 5/good or silver; Immunities fire, poison; Resistances acid 5, cold 5

Offense

Speed 30 ft.
Melee trunk +6 (1d4+3 B) or bite +6 (1d4 P plus sigveir poison)
Ranged azimuth laser pistol +8 (1d4+3 F; critical burn 1d4)
Space 5 ft.; Reach 5 ft. (10 ft. with trunk)
Offensive Abilities devour emotions, incite emotions
Spell-Like Abilities (CL 3rd)
1st (3/day)—command (DC 16), detect thoughts (DC 16), disguise self
0 (at will)—charming veneer, daze (DC 14), ghost sound (DC 15)

Statistics

STR +0; DEX +1; CON +1; INT +2; WIS +2; CHA +4
Skills Bluff +13, Computers +10, Sense Motive +8, Stealth +7
Languages Celestial, Common, Draconic, Infernal, telepathy 100 ft.

Ecology

Environment any (Hell)
Organization solitary, partnership (2–4), or firm (5 or more)

Special Abilities

Devour Emotions (Su) A sigveir can take a standard action to extend their trunk toward one creature within 30 feet that’s affected by an enchantment (emotion) effect, and then feed on its emotions. The creature’s emotional effect ends, but it’s dazed for 1 round, and the sigveir gains 2d8 temporary hit points.
Incite Emotions (Su) A sigveir can take a full action to bring the dormant emotions of nearby creatures to the surface, overwhelming their reason. When the devil does this, all non-devils within 30 feet must succeed at a DC 14 Will save or be overcome by intense exaggerations of whatever emotions they might already be feeling. The effect lasts for 1 minute or until the sigveir is killed, and affected creatures take a –2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. This is an enchantment (emotion) effect.

Sigveir Poison

Type poison (injury); Save Fortitude DC 14
Track Wisdom; Frequency 1/round for 6 rounds
Cure 1 save

Description

Sigveirs, also known as propaganda devils, are fiends who tempt mortals into signing infernal contracts using disinformation and fearmongering. They slip inside mortal communities to whisper frightening lies into the ears of the meek, inspiring panic and dread that ultimately drive victims to turn against their neighbors. Sigveirs feed on emotions and delight in cultivating sparks of hope and joy in their prey before devouring every strong feeling their target holds, leaving mortals despondent and vacant. In the legions of Hell, sigveirs serve as messengers and heralds, sometimes becoming clerks or aides to mid-ranking devils.

Extra Content

The following extra content was found for this creature:
- Devil (Summoning) Graft Template
- Devil (Creature Subtype) Graft Template