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Urevian

For over 500 years, Urevian and Belcorra have had a binding contract. The agreement stipulates that Urevian must help train and lead Belcorra's army of abominations in an attack on the communities of the Starstone Isle from Gauntlight all the way to Absalom (which today includes Otari). Urevian must also commit the devils that owe him allegiance to Belcorra's cause. In exchange, Belcorra agreed that Urevian would receive the soul of the famed warrior Vol Rajani. The Rajani soul is of key interest to certain mighty velstrac demagogues, and Urevian committed the soul before he'd even acquired it. Doing so cost Urevian much of his personal power, but he considered the opportunity too great to ignore.

The arrangement was supposed to take years or even decades, but not centuries. The intent was that Belcorra would march her monsters all the way to Absalom, with Urevian acting as a force commander. As Vol Rajani was a well-known defender of the city, she was sure to meet the forces in battle, and Urevian could snatch her soul away. Urevian was convinced he could acquire the valuable soul by loophole if not by direct action. First, the contract specifies “the Rajani soul” as the payment, without specific mention of Vol Rajani; any Rajani would suffice for Urevian's purposes. Second, although the contract prohibits Urevian or any of Belcorra's allies from delivering the soul, to ensure that Belcorra alone would pay the devil his due, the language permits any of Belcorra's foes to deliver the Rajani soul instead.

When Belcorra died, the contract was held in perpetual abeyance. Urevian performed the bare minimum to keep his bargain, training his devils and the fleshwarps they captured. He can't simply leave; his arrangement with the velstrac demagogue requires him to first appear in the demagogue's presence when he leaves the Material Plane, and Urevian knows he mustn't show up empty-handed.

Things changed with Belcorra's return. Now, Urevian has the possibility of finally escaping his contract.

However, fulfilling his agreement to the letter would require a costly battle past Jafaki's followers and an even more costly battle once he got to the surface. Reliable minions are, he knows, difficult to replace. Urevian prefers the quick resolution of obtaining the Rajani soul from an outside party right away.

Charm has always been Urevian's greatest asset. While other contract devils pride themselves on airtight clauses, hidden meanings, and steep penalties to gain the upper hand, Urevian prefers to smile his way into a straightforward deal that's beneficial to everyone. Devils have a bad reputation for taking advantage of their marks; playing against that is one of Urevian's strengths, and he uses it to great advantage.

Campaign Role

Urevian wants the soul of Carman Rajani. With Belcorra's return, he can finally escape his agreement with her, but he needs a Rajani soul to do so. Ideally, he convinces the heroes to fetch it for him. Urevian is true to his word and departs quickly once he has his prize. If the heroes refuse, despite Urevian's honeyed words, and they defeat him, he's cast into the demagogue's court, where he must explain his failure or face obliteration.

Recall Knowledge - Fiend (Religion): DC 36
Unspecific Lore: DC 34
Specific Lore: DC 31

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite UrevianCreature 10

Legacy Content

Unique LE Medium Devil Fiend 
Source Pathfinder #164: Hands of the Devil pg. 90
Perception +21; greater darkvision
Languages Abyssal, Aklo, Celestial, Common, Infernal, Necril, Undercommon
Skills Acrobatics +19, Deception +23, Diplomacy +21, Intimidation +21, Legal Lore +25, Religion +21, Society +21, Thievery +20
Str +3, Dex +4, Con +3, Int +6, Wis +4, Cha +6
AC 30; Fort +20, Ref +19, Will +24; +1 status to all saves vs. magic
HP 155; Immunities fire, ward contract; Resistances physical 10 (except silver), poison 10; Weaknesses good 10
Distracting Declaration Urevian keeps a few sly words at the ready to distract enemies. He always uses Deception for initiative.Ward Contract Any signed contract Urevian carries (including any draped over his horns) is immune to damage from creatures other than Urevian. In addition, Urevian is immune to mental effects that would make him alter, nullify, or destroy a contract.
Speed 25 feet
Melee [one-action] diabolic quill +23 [+19/+15] (agile, evil, fatal 1d12, finesse, magical, reach 10 feet), Damage 2d6+2+9 piercing plus 1d6 evil and infernal woundMelee [one-action] horn +22 [+17/+12] (magical), Damage 3d10+2+9 piercing and infernal woundDivine Innate Spells DC 32 (+4 dmg); 6th scrying (at will; see right of inspection); 5th dimension door, flame strike, locate (at will), mind probe, sending (×3), wall of force; 4th dimension door (at will), private sanctum, silence; 3rd enthrall, mind reading (at will); Cantrips (5th) detect magic; Constant (5th) tongues
Rituals DC 32 (+4 dmg); 5th call spirit; 2nd inveigle; 1st infernal pact
Draft Contract [three-actions] (conjuration, divine, manipulate) Urevian produces an infernal contract for a single living mortal. This contract can grant a wide range of abilities and effects, akin to the power of a wish spell but fulfilled to the letter by Urevian. To receive any of those benefits, the mortal must willingly sign its true name to the contract. At that point, the mortal's soul is bound to Urevian and to Hell. While the contract is in effect, the mortal can't be restored to life except by wish or similar magic. If the mortal is restored to life by those means, Urevian knows which mortal came to life and can locate the creature or creatures who restored the mortal to life for 1 year, gaining the effects of a locate spell with unlimited range. Avoiding the terms of an infernal contract is difficult and often dangerous.Infernal Wound (divine, necromancy) Urevian's Strikes also deal 2d6 persistent bleed damage that resists attempts to heal them. The flat check to stop the bleeding starts at DC 22. The DC is reduced to 15 only if the bleeding creature or an ally successfully assists with the recovery.
The DC to Administer First Aid to a creature with an infernal wound is increased by 5. A spellcaster or item attempting to use healing magic on a creature suffering from an infernal wound must succeed at a DC 30 counteract check or the magic fails to heal the creature.
Right of Inspection Urevian can cast his innate scrying spell at will, but only to target a creature with which he has a contract, a specific creature named in a contract he has, or a descendant of any of those creatures. The outcome of the target's saving throw is one step worse than the result it rolled.