The material below is Open Game Content
Recruiter Devil (Mezzemuth)
Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 14d8+98 (161 hp)
Speed: 30 ft. (6 squares), fly 60 ft. (average)
AC: 32 (+7 Dex, +15 natural), touch 17, flat-footed 25
Base Attack/Grapple: +14/+21
Attack: Slam +21 melee (1d6+7)
Full Attack: Slam +21 melee (1d6+7)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Enchanting gaze, fear aura, spell-like abilities, summon devil, voice of persuasion
Special Qualities: Damage reduction 10/magic and good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, spell resistance 24
Saves: Fort +16, Ref +16, Will +16
Abilities: Str 25, Dex 24, Con 24, Int 15, Wis 20, Cha 24
Skills: Bluff +26, Concentration +24, Diplomacy +26, Intimidate +32, Listen +22, Perform (oratory) +24, Search +19, Sense Motive +26, Spot +22, Survival +22 (+24 following tracks)
Feats: Awesome Blow, Improved Bull Rush, Iron Will, Persuasive, Power Attack
Environment: Lawful evil planes
Challenge Rating: 14
Alignment: Always lawful evil
Advancement: 15-42 HD (Large)
Level Adjustment: —
Surrounded by dark fog, a devilish figure appears in your way, its arms crossed, its lipless fanged mouth smiling wickedly. Its naked, robust body is entirely blue; its ghastly eyes emit a yellowish light that seems to pierce your very essence. A set of tremendously large horns adorn the devil’s head; when it speaks, your soul reels at its words…
Recruiter devils, also called mezzemuths, are often sent to the Prime Material plane to turn the souls of mortals towards evil, using bullying, intimidation and mind control instead of the more typical bargaining or temptation. A recruiter devil appears as a strongly built, blue-skinned humanoid, with two large curved horns on its head and gleaming golden eyes. Its fanged mouth has no lips, so the devil always appears to be smiling.
A recruiter devil can speak Abyssal, Celestial, Common, Draconic and Infernal, plus it can communicate
telepathically with any intelligent creature within 100 feet.
Recruiter devils prefer to attack their enemies by bashing, humiliating and keeping them at bay with their powerful strokes.
Enchanting Gaze (Su): As a move action, a recruiter devil can use an enchanting gaze attack on a single humanoid within 30 feet. The target must succeed at a Will save (DC 24, Charisma based) or become either charmed (as per the charm person spell) or paralysed for 2d6 rounds, at the recruiter devil’s choice.
Fear Aura (Su): As a free action, a recruiter devil can activate a fear aura, extending in a 20 feet radius from its body. Any creature within this area must succeed at a Will save (DC 24, Charisma based) or become stunned for 2d4 rounds. A creature that successfully makes this save cannot be affected by the same recruiter devil’s fear aura for the next 24 hours.
Spell-Like Abilities: At will–crushing despair (DC 21), fog cloud, greater teleport (DC 24), hold monster (DC 22), plane shift (to home plane only) (DC 22). 3/day–feeblemind (DC 22), mind fog (DC 22). 1/day–geas/quest (DC 23). Caster level 14th. Save DCs are Charisma based.
Summon Devil (Sp): Once per day, a recruiter devil can attempt to summon 2d10 lemures, 2d8 drudge devils or 1d6 bearded devils with a 50% chance of success, or attempt to summon one bone devil or one mercenary devil with a 35% chance of success. This ability counts as a 4th level spell.
Voice of Persuasion (Su): The powerful voice of a recruiter devil has a number of devastating effects over the willpower of listeners. These effects are divided in three stages, as follows:
- First Stage: If a recruiter devil makes a successful Diplomacy or Intimidate check against a single Unfriendly or Hostile creature, the target must succeed at a Will save (DC 24, Charisma based) or become enthralled by the devil’s voice, as per the enthral spell at caster level 14th.
- Second Stage: If a recruiter devil succeeds at a Diplomacy or Intimidate check against a single enthralled or Indifferent creature, the target must succeed at a Will save (DC 24, Charisma based) or change its alignment to lawful evil for a number of hours equal to the recruiter devil’s total Diplomacy or Intimidate check result. If the affected creature was already lawful evil, it becomes dominated as per the dominate monster spell at caster level 14th.
- Third Stage: If a recruiter devil succeeds at a Diplomacy or Intimidate check against a single dominated, Friendly or Helpful creature, the target must succeed at a Will save (DC 24, Charisma based) or have its alignment changed to lawful evil permanently. At this stage, the affected creature is completely in the thrall of the recruiter devil, willing to die for it and follow it anywhere, even to Hell itself (which usually ends up being the case).
Skills: A recruiter devil gains a +4 racial bonus on all Intimidate and Sense Motive checks.