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Infernal Registrar

The infernal registrar is a mortal representative of Hell's bureaucracy. They can access copies of all infernal contracts signed by a denizen of their world and can navigate the machinations of Hell's many devils. They can grant special access—for a price.

Recall Knowledge - Humanoid (Society): DC 32
Unspecific Lore: DC 30
Specific Lore: DC 27

Elite | Normal | Weak
Proficiency without Level

Infernal RegistrarCreature 10

Rare Medium Human Humanoid Unholy 
Source NPC Core pg. 119
Perception +19; (33 to Sense Motive)
Languages Common, Diabolic
Skills Deception +22, Diplomacy +33, Legal Lore +33, Religion +30, Scribe Lore +30, Society +33
Str +2, Dex +2, Con +2, Int +5, Wis +3, Cha +4
Contract Specialist For encounters involving matters of contracts and dealings with Hell, the infernal registrar is an 18th-level challenge.
Death is a Promotion The infernal registrar does not fear death, as they have a signed infernal contract for immediate promotion to a mid-ranked devil upon their soul's arrival in Hell. They're immune to all Intimidation checks to Coerce involving threats of death.
Friends in Low Places Though devils do not respect most mortals, they respect the office of infernal registrar. No creature with the devil trait of 18th level or lower will knowingly and willingly attack an infernal registrar.
Technically Correct The infernal registrar uses their Legal Lore modifier on all Deception checks to Lie.
Items staff of office (functions as +1 flaming striking staff)
AC 27; Fort +19, Ref +16, Will +33; +2 circumstance to all saves vs. fear
HP 180; Resistances fire 10
Speed 25 feet
Melee [one-action] staff of office +19 [+14/+9] (magical, two-hand d8), Damage 2d4+8 bludgeoning plus 1d6 fireMelee [one-action] fist +18 [+14/+10] (agile, nonlethal, unarmed), Damage 1d4+8 bludgeoningDivine Innate Spells DC 29, attack +21; 5th banishment, divine immolation, locate; 4th detect scrying, suggestion; 3rd chilling darkness, fear, ring of truth; 2nd translate (at will); Cantrips (5th) detect magic, ignition, read aura
A Favor for a Favor [three-actions] (concentrate, divine) The infernal registrar has the authority to make limited infernal contracts with other mortals. They summon a contract with the legal language they desire. Detecting hidden clauses in the contract requires a successful DC 43 Society or a DC 38 Legal Lore check. Once signed, the contract vanishes into the infernal filing system in Hell. The infernal registrar cannot grant any boons beyond their own personal power (usually limited to information, advice, or access to elements of the infernal bureaucracy).Request Document [three-actions] (concentrate, divine) The infernal registrar makes a request to summon a copy of any infernal contract a specific creature has signed. They must know enough information to specifically identify the individual who signed. The infernal registrar attempts a Legal Lore check with a DC equal to a hard DC of the level of the creature in question. The infernal registrar will never promise a successful use of this ability in the agreements they make. Each agreement is typically for one attempt. Any copy summoned is simply a copy, has no impact on the original contract if destroyed or altered, and will vanish if taken more than 20 feet from the infernal registrar.
Critical Success A copy of the contract appears before the infernal registrar after 10 minutes.
Success A copy of the contract appears before the infernal registrar after 1 hour.
Failure The attempt fails, but the infernal registrar can try again after 24 hours.
Critical Failure The attempt fails, and the infernal registrar can't try again for the named creature for 1 year.

Sidebar - Advice and Rules The Devil Out Of The Details

Instead of Hell, an infernal registrar might run the bureaucracy of a vast magical city or a commune of otherworldly entities. To represent this, replace any reference to devils with a more appropriate creature type, and replace the registrar's divine spells with arcane or occult spells, respectively. They also speak a more appropriate language, like Draconic or Aklo. Their contract abilities remain essentially the same, though details can be described differently.

All Monsters in "Official"

NameLevel
Accuser Agent9
Archer Sentry2
Arrester Squadron8
Barrister-1
Captain of the Guard6
City Guard Squadron5
Equestrian Constable4
Executioner6
Gendarme8
Grand Inquisitor15
Guard1
Harbormaster3
Infernal Registrar10
Inspector3
Jailer3
Judge-1
Mayor0
Prime Minister0
Tax Collector-1
Warden6
Watch Officer3
Watchmage5
Watchmage Squadron10

Official

Source NPC Core pg. 108
Larger societies rely on those with the authority and the ability to interpret and enforce laws. Some carry out these duties fairly, but others are harsh and cruel, imposing severe punishments on anyone unable to pay for clemency.

Sidebar - Related Creatures At Your Service

Many officials can conscript others into service in a variety of positions. These are usually other officials like guards or jailers, but some NPCs from other sections who might be conscripted include drover, guide, messenger, and tracker. On rare occasions officials are given some amount of authority over NPCs in the military. The harbormaster also can conscript the services of a bosun, dockhand, navigator, or ship captain.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Big boss goblin (level 6), elven court guard (level 13), kobold egg guardian (level 3), swarm voice (level 3), tidewater guard (level 4)

Sidebar - Additional Lore Delaying Tactics

An official can weaponize bureaucracy. A judge might enforce an archaic law generally ignored yet still on the books. A tax collector could ask for the seal of a lord who is out of the region. The harbormaster could require all fees in local coin, fully aware that money changers won't be open for days.

Sidebar - Advice and Rules Deploying The Watch

If no guard is present, it takes at least 1–2 rounds for a civilian to find a guard to sound an alarm whistle. If a guard was on the scene, they would sound the alarm immediately. Reinforcements typically arrive 2–3 rounds later.

Sidebar - Additional Lore Deputized Adventuring

Watch officers often need specialized help solving difficult criminal cases or tracking down fugitives who have evaded capture. Adventurers who are hired in as consultants are typically deputized, granting them temporary legal authority comparable to constables. They can humanely arrest suspects, perform reasonable searches and questioning, and confiscate and return stolen goods. Corrupt officers might deputize in exchange for an ample bribe if their actions are plausibly defensible.

Sidebar - Additional Lore Guard Patrols

High-security areas, city walls, and main streets tend to have regular guard patrols, both hourly and nightly. These patrols usually take regular breaks at gates, castles, guardhouses, jails, ports, or watchtowers. Other areas within watch jurisdiction tend to get visits sporadically, sometimes only when an alarm is raised.

Sidebar - Additional Lore Intelligence Networks

Complex governments rely on bureaucracies and trusted messenger systems to monitor their expansive territories, send orders, and enact large-scale decrees. Most governments formally use conventional officers to carry out their policies, but secretive or unofficial networks of more trusted agents handle more sensitive matters. They also ferret out corruption and dissent among the regular officers.

Sidebar - Advice and Rules Jailbreak!

If a PC or ally gets imprisoned, the group might plot a jailbreak. For a complex jail or penitentiary, this might require the use of the infiltration subsystem. With a smaller town or city jail with a simple structure and small staff, it could require just a bit of force. The jailbreak might just be the beginning, leading to additional adventure!

Sidebar - Advice and Rules Making Bureaucracy Fun

Waiting in lines and filling out forms is rarely fun in real life, so how can it be fun in your game? Keep scenes moving and allow everyone to participate. Describe how long PCs wait, but never actually force your players to wait as their characters do. The frustration of filling out forms or talking to dozens of clerks in different departments can be summarized or delivered as background. Further, if a roll isn't needed or roleplay isn't happening, the scene can simply be part of that background, meaning that even while their characters are at their wits' ends, your players are just as involved as they would be in any other social challenge. Finally, make sure every PC has some way to contribute.

Sidebar - Advice and Rules Off With A Warning

Officers can often be convinced to drop a minor or tenuous investigation.
  • Request with a sympathetic story (standard DC for civil infraction, hard DC for misdemeanor, very hard DC for lesser felony unlikely to go to trial)
  • Explain away suspicious circumstances
  • Give a bribe of about one-quarter to half the fine
  • Invoke a jurisdiction conflict (Society with a hard DC of the officer's level)
  • Invoke an associate powerful enough to make life difficult for the officer (Coerce, potentially Lie)

Sidebar - Additional Lore Officer Ranks

Some ranks within the hierarchy of security forces, from highest to lowest, include grand inquisitor, lord constable, chief inspector, royal accuser/inquisitor, sheriff, captain, inspector, reeve/ bailiff, lieutenant, gendarme, sergeant, corporal, constable, and deputy/ watchman. These titles and structures can very greatly between different settlements and cultures.

Sidebar - Additional Lore Unusual Misdemeanors

  • Altering the weather without a permit
  • Failing to clean up after animal companions
  • Flying within city limits
  • Selling potions without a license