Huckster Devil CR 13
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., see in darkness; Perception +30
AC 29, touch 13, flat-footed 26 (+3 Dex, +16 natural)
hp 189 (18d10+90)
Fort +11, Ref +16, Will +16
DR 10/good and silver; Immune fire, poison; Resist acid 10, cold 10; SR 24
Speed 40 ft.
Melee +2 axiomatic, unholy sword cane +23/+18/+13/+8 (1d6+3) and sting +16 (1d8 plus poison)
Special Attacks proxied enchantment
Spell-Like Abilities (CL 18th; concentration +25)
At will—beguiling gift (DC 19), charm monster (DC 22), dominate person (DC 23), greater teleport (self plus 50 lbs. of objects only), mirror image
1/day—dominate monster (DC 27), summon (level 4, 1 contract devil, 65%)
Str 12, Dex 17, Con 20, Int 24, Wis 21, Cha 25
Base Atk +18; CMB +19; CMD 32
Feats Alertness, Cosmopolitan (Knowledge [arcana], Knowledge [religion]), Deceitful, Lightning Reflexes, Magical Aptitude, Quick Draw, Shapeshifter Foil, Spell Focus (enchantment), Weapon Finesse
Skills Bluff +32, Craft (alchemy) +36, Diplomacy +28, Disguise +29, Knowledge (arcana) +28, Knowledge (history) +28, Knowledge (local) +28, Knowledge (planes) +28, Knowledge (religion) +28, Perception +30, Sense Motive +30, Sleight of Hand +22, Spellcraft +21, Use Magic Device +21; Racial Modifiers +8 Craft (alchemy)
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal, Sylvan, Undercommon; telepathy 100 ft.
SQ change shape (alter self)
Environment any (Hell)
Organization solitary, pair, or firm (3–8)
Treasure double (+2 axiomatic, unholy sword cane, potions, poisons, and other treasure)
Poison (Ex) Sting—injury; save Fort DC 24; frequency 1/round for 6 rounds; effect 1d6 Wis damage; cure 2 consecutive saves. The save DC is Constitution-based.
Proxied Enchantment (Su) A huckster devil may designate another creature as the effective caster of any of its enchantment spell-like abilities. The designated creature must be on the same plane as the ability's target when the devil uses the ability; otherwise, the ability fails. The huckster devil sets the save DC and caster level for the effect.
Found on all layers of Hell, a huckster devil attempts to sell its dubious services and wares to other devils, whose reactions to the huckster devil's routine range from amusement to disdain. The devil has a much easier time hawking its merchandise on the Material Plane, where no end of credulous people fall for its schemes. This thin devil stands 6 feet tall and weighs 150 pounds, but it can change its outward appearance to fit the expectations of its marks (especially to conceal its tail).
A huckster devil arrives in a beleaguered community in the guise of a passing traveler and chats with residents about troubles affecting the community. The devil spends a day or two discovering the most important issues to the residents (with the help of judicious applications of charm monster to loosen tongues), and then the "friendly visitor" moves on. A week or so later, the devil returns in a different guise purporting to possess the solution to the community's woes. During the intervening time, the huckster devil applies its considerable skill at crafting alchemical goods to make items that bring rain to a drought-stricken community, restore health to withered crops, or cure a disease afflicting the community. All it requires in turn is that a single resident sign a contract as a formality. Once the devil has brokered a deal, it leaves, and, several weeks later, the original problem returns, only considerably worse.
Occasionally, an unpopular noble or warlord acquires a huckster devil's services to improve his or her image. The devil spends months as an "advisor" to the dignitary, who travels around his or her holdings in a goodwill tour. During this tour, the devil charms and dominates crucial subjects, turning control over those subjects to its employer. A huckster devil sometimes requires the beneficiary of its services to sign a contract, but it will waive this requirement if it serves to enhance a particularly despotic regime.