who breached their own infernal contract and is now
paying the price. The terms of the deal are carved
into the poor wretch's skin. To enter the contract, the
devil and the character who made the deal carves their
names into the wretch, who is then promptly banished.
Use the commoner stat block to represent the wretch,
who is blinded whjle its eyes are sewn shut. Once the
contract is signed by both parties, the wretch no longer
ages or needs food, drink, air, or sleep, and it gains im-
munity to all damage that isn't dealt by the devil or the
character who made the deal. If the wretch dies, the con-
tract is void.
Infernal Scroll. The devil produces a vellum scroll
with the deal written on it in blood. To enter the con-
tract, the devil and the character making the deal sign
the scroll in their own blood, or that of a humanoid who
has been dead for no longer than 1 minute. Immediately
after it's s igned by both parties, the contract vanishes to
a secure location in the Nine Hells.
Burning the scroll voids the contract. It's immune to
all other damage and harm.
Lemure Kiss. The devil summons a lemure with
the deal printed in glowing runes on its lumpy flesh. To
enter the contract, the devil and character making the
deal and must kiss the lemure. When that happens, the
lemure is transformed into a stone statue with the deal
visible on the surface. The statue then vanishes to the
depths of the Nine Hells.
The statue is a Medium object with AC 17, 50 hit
points, and immunity to all damage except radiant dam-
age. No spell can turn it back into a lemure. Destroying
the statue voids the contract.
Son~ of the Devil. The devil produces sheet music
with the deal written on it. To enter the contract, the
devil and the character making the deal must sing or
play the discordant song, which remains stuck in their
heads until the deal is fulfilled.
Soaking the sheet music in holy water destroys and
voids the contract, and causes the character and the
devil to lose the ability to speak. A greater restoration
spell or similar magic ends the effect on its recipient.
Written in Stone. A swell of lava oozes from a c rack
in the ground and quickly cools into rock. The deal ap-
pears as glowing script on the hardening lava. To enter
the contract, the devil and the character making the
deal must each place their left hand into the lava, which
doesn't harm them, and leave a hand-shaped imprint
in the stone. The slab of cooled lava then vanishes to a
place of safekeeping.
If the left hands of both the devil and the character
who struck the deal are severed and placed into the
handprints, the hands and the contract are destroyed,
which also voids the contract.
ARCHDEVIL CHARMS
Charms are supernatural gifts described in chapter 7
of the Dungeon Master's Guide. Archdevils and their
appointed vassals can bestow such gifts on mortals,
usually to entice them into sigrung an infe rnal contract.
This section describes several new charms that arch-
devils and their vassals can bestow.
CHARM OF AGELESSNESS
While you have this charm, you don't age naturally, and
your sfiln gains the waxy complexion of a doll. Magical
aging still affects you, however. This charm varushes
from you when you die.
CHARM OF DIABOLICAL INSPIRATION
You grow a short, vestigial tail when you receive this
charm unless you have a tail already. When you make
an ability check, an attack roll, or a saving throw, you
can use this charm to gain advantage on the roll. Once
used nine times, the charm vanishes from you, as does
your vestigial tail.
CHARM OF GREATER CONSCRIPTION
While you have this charm, you attract flies. As an
action, you activate this charm to summon a horned
devil. This devil appears in an unoccupied space within
30 feet of you, obeys your commands begrudgingly,
and serves you under protest for 9 days or until it dies,
whereupon it disappears. When the devil disappears,
this charm vanishes from you.
CHARM OF HELLISH REBUKE
A fiery halo appears above your head when you receive
this charm. This charm allows you to cast the hellish
rebuke spell (9th-level version) as a reaction. Once used
nine times, the charm vanishes from you, as does the
fiery halo.
CHARM OF LESSER CONSCRIPTION
While you have this charm, you attract flies. As an
action, you activate this charm to summon a barbed
devil, two bearded devils, or three spined devils. All
devils appear at once in unoccupied spaces within 30
feet of you. Each devil obeys your commands and serves
you eagerly for 9 days or until it dies, whereupon the
devil disappears. Once all devils summoned by this
charm disappear, the charm vanishes from you.
CHARM OF MANY TONGUES
You can speak and understand all languages, you gain
proficiency in the Deception and Persuasion sfillls,
and you can add double your normal proficiency bonus
when using those skills. This charm vanishes from you
when you die.
CHARM OF THE ADAMANT
This charm has 9 charges. You can use an action to
expend 1 charge from the charm to gain 30 temporary
hit points. For the next hour, your eyes become voids of
utter darkness, and you can't be charmed or frightened.
Once all its charges have been expended, the charm
vanishes from you.
APPENDIX A I DIABOLICAL DEALS
215