Demon, Inciter

Family: Demons

Medium fiend, chaotic evil

Armor Class 13 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 11 (+0) 12 (+1) 16 (+3)

Skills Deception +7, Insight +3, Persuasion +7, Stealth +4
Damage Resistances cold, fire, lightning
Damage Immunities poison
Damage Immunities poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Common
Challenge 1 (200 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Amorphous. The inciter demon can move through a space as narrow as 1 inch wide without squeezing.
  • Aura of Distrust. The inciter demon radiates a psychic aura that causes creatures to doubt the intentions of their friends. Each creature within 30 feet of the inciter that isn’t a Fiend has disadvantage on Wisdom (Insight) checks. When a creature enters the aura’s area for the first time on a turn or starts its turn there, that creature must make a DC 13 Charisma saving throw. On a failure, any spell cast by the creature can’t affect allies or friendly creatures, including spells already in effect, such as bless, while it remains in the aura. In addition, the creature can’t use the Help action or accept assistance from a friendly creature, including assistance from spells, such as bless or cure wounds, while it remains in the aura.

ACTIONS

  • Multiattack. The inciter demon makes two Claw attacks.
  • Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  • Inspire Violence (Recharge 5–6). The inciter demon whispers to a creature within 5 feet of it that can hear it, stoking paranoia and hatred. The creature must succeed on a DC 13 Charisma saving throw or it uses its next action to make one attack against a creature that both the target and the inciter demon can see. A creature immune to being charmed isn’t affected by the inciter demon’s Inspire Violence.

BONUS ACTIONS

  • Invisibility. The inciter demon magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the inciter wears or carries is invisible with it.

ABOUT

A humanoid wisp of flame and smoke briefly appears and then vanishes again. It slips through the gathered assembly, sowing discord and inspiring violence with its hissing words.

Inciter demons are the embodiment of malicious mischief. They are wicked fiends whose only love is to disrupt the social ties between other creatures. Their whispers spoil trust and goodwill, and domineering mages employ them to ruin important alliances and turn former friends toward infighting and hostility.

Flame Form. An inciter demon’s true form is that of a slender humanoid figure of cold flames and smoke. The only sign that an inciter is to blame for a breakdown in diplomacy is the flicker of fire that appears before they vanish, as they retreat to delight in what they have wrought.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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