Vermuth Kex

Small

Fiend

CR 1/8

Lawful Evil

Vermuth Kex

Contractual Devil

Vermuth Kex looks like a sharply tailored menace: a small red-skinned devil in a three-piece suit and mirrored sunglasses, every movement economical and predatory. He keeps a weighted blackjack tucked into his jacket and can fling flames from his palms in a thin, controlled jet—more a threat to intimidate or burn a mark than to raze a building. He prefers bargains and bruises: force is his secondary argument when inked contracts and whispered threats fail.

Stat block

Armour

13

suit (leather armor)

Hit points

14

3d6+3

Speed

30ft

Challenge

1/8

25 XP

STR

12

+1

DEX

12

+1

CON

12

+1

INT

10

+0

WIS

11

+0

CHA

14

+2

Saving throws

DEX +3

Skills

Deception +4, Stealth +3

Senses

darkvision 60 ft., passive Perception 10

Languages

Infernal, Common

Actions

Blackjack. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4+1) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw or be stunned until the end of its next turn as Vermuth's blow rattles the senses (once per short rest on the same creature).

Hellfire Palm. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 5 (1d6+2) fire damage. If the target is wearing nonmagical flammable clothing or carrying flammable loose materials, they catch fire (burning condition: 1 fire damage at the start of each of the target's turns until they or another creature uses an action to put the flames out).

Lore

Vermuth Kex is a known intermediary for minor infernal houses that traffic in favors, pacts, and debts. He rarely appears in records of major infernal courts—his work is the messy, hands-on enforcement and collection that greater devils outsource. Merchant caravans and indebted guildmasters tell stories of a red-suited figure arriving at night to collect signatures or teeth, neither of which he wastes. The name Vermuth Kex has a reputation in alleys and ledger-books; many small towns keep a thorny paragraph in the charter on what to do when a 'suit' appears. Scholars of demonology such as Archivist Haldun Ril and the ledger-monger collective called the Ledgerwrights of Nerune have traced Vermuth's pattern of appearance to crossroads inns and auction houses where reputations are bought and sold. The Ledgerwrights maintain a blunt-roofed tavern with a brass plaque that reads 'No Pacts'—a superstition that only fools test. Vermuth fears exposure more than steel; when his presence is widely reported he withdraws, sends proxies, or alters the terms of contracts, preferring to collect by humiliation and legal strangulation rather than battlefield losses.

Appearance

Vermuth is short, roughly the height of a stout human (about 4'6"–4'10"), with tight red skin like polished leather and two backward-curving horns that peek above the collar of his vest. He wears a charcoal three-piece suit with narrow lapels, a vest with a thin silver chain, and polished shoes; the fabric looks uncreased despite his movements. His sunglasses are opaque jet glass set in thin black frames that hide solid gold, pupil-less eyes beneath. His hands are long and dexterous, fingertips slightly singed — small trailing embers gather when he concentrates; when he fires, thin orange flames lick from his palms rather than erupting wildly. The blackjack is a short, lead-weighted cudgel, wrapped in dark leather and kept in an inner jacket pocket. Small infernal sigils, worn like cufflinks, are visible at his wrists and tie-pin, etched with minute, almost illegible script.

Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence

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