Devil, Ink

Family: Devils

Small fiend (devil), lawful evil

Armor Class 14
Hit Points 54 (12d6 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 12 (+1) 20 (+5) 8 (-1) 18 (+4)

Saving Throws Dex +6
Skills Arcana +9, Deception +6, History +9, Stealth +6
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 9
Languages Celestial, Common, Draconic, Infernal, telepathy 120 ft.
Challenge 2 (450 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Devil’s Sight. Magical darkness doesn’t impede the ink devil’s darkvision.
  • Magic Resistance. The ink devil has advantage on saving throws against spells and other magical effects.

ACTIONS

  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.
  • Devil’s Ink. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 13 (2d8 + 4) poison damage, and the target must succeed on a DC 13 Dexterity saving throw or be marked with a small, fiendish tattoo for 24 hours. Devils have advantage on attack rolls against the marked target, and the target has disadvantage on saving throws against the spells and abilities of devils.
  • Corrupt Scroll. The ink devil touches a scroll, corrupting it. A creature using the scroll must succeed a DC 13 Intelligence saving throw or the spell harms the caster (if an offensive spell), helps the nearest devil (if beneficial), or fails, consuming the scroll (if not offensive or if no devils are in range to benefit from the magic).
  • Invisibility. The ink devil magically turns invisible until it attacks or uses Disrupt Concentration, or until its concentration ends (as if concentrating on a spell). Any equipment the ink devil wears or carries is invisible with it.
  • Spellcasting. The ink devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):

BONUS ACTIONS

  • Disrupt Concentration. One spellcaster concentrating on a spell within 30 feet of the ink devil that the devil can see must succeed on a DC 13 Wisdom saving throw or lose concentration on the spell.

ABOUT

This small devil wears a small red hat. A wicked grin flashes black teeth, and the creature nervously wrings its hands, baring long, needle-like claws.

Ink devils have small, pursed mouths and long, thin, bony fingers with nails that resemble quills. Their heads are often bald or shaved in a monastic tonsure, and they have two small horns, no larger than an acorn. Their skin tends toward walnut, indigo, and black tones, though the eldest are as pale as parchment. They often wear robes and carry scroll cases.

Cowards at Heart. Ink devils are talkers and cowards. They prefer chatting, whining, and pleading to any form of combat. When they are forced to fight, they prefer to hide behind other devils. They force lesser devils, like lemures, to fight for them, resorting to their sharp claws only as a last resort.

False Gifts. They often give strangers false gifts, like letters of credit, charters, or scholarly papers inscribed with a dangerous glyph.

Bibliophiles and Bookworms. Ink devils live in libraries and scriptoria in Hell and related planes. Their speed and keen vision make them excellent accountants, record keepers, translators, and note takers. They cannot be trusted, and they delight in altering documents for their own amusement or in their master’s service.

Section 15: Copyright Notice

Tome of Beasts 1 ©2023 Open Design LLC; Authors: Daniel Kahn, Jeff Lee, and Mike Welham.

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