Devil, Seere (Painted Devil)

Family: Devils

Large fiend, lawful evil

Armor Class 18 (natural)
Hit Points 102 (13d10+26)
Speed 40 ft., fly 80 ft.

17 (+3) 18 (+4) 15 (+2) 18 (+4) 15 (+2) 7 (-2)

Skills Perception +5, arcana +9, religion +5
Damage Immunities necrotic, Poison
Condition Immunities blinded
Damage Resistances bludgeoning, piercing and slashing from non-magical weapons
Senses True Seeing, passive Perception 15
Languages Infernal
Challenge 7 (2,900 XP)


  • Innate Spellcasting. The seere’s spellcasting ability is Intelligence (spell save DC 15). The seere can innately cast the following spells, requiring no material components:
  • Summon Wights. The seere can, as an action, strike the ground with its Essunk spear, summoning 1d4 Wights. The seere hates to do this, as it releases the souls. The spear contains 1d20 charges. It costs one charge per wight summoned.


  • Multiattack. The seere can bite ones and strike with its essunk spear twice each round.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 10 (2d6+3) piercing damage.
  • Essunk Spear. Melee Weapon Attack: +8 to hit, reach 10 ft. one target. Hit: 15 (3d6+5) piercing damage. In addition, the target must make a Constitution save (DC 15). The first time a target fails this save, they are blinded. The second time a target fails this save, they are deafened.
  • Swallow. If a target is both blinded and deafened or if a target is unconscious, the seere may attempt to swallow. The seere makes a bite attack. If it hits, the target must make a Wisdom save (DC 15). If the target fails the save, they take no damage but suffer the effects of a trap the soul spell with the devil acting as the gem. Until something or someone destroys the seere devil, the unfortunate victim remains in the belly of the beast. If they succeed, they still suffer damage from the bite but no other effects.


Seere devils, or painted devils, are tall and thin, lecherous looking creatures with emaciated bodies covered by dried flaking flesh. They walk on hobbled feet, shaped more like a giant marsupial’s than a man’s. Long, drawn faces end in a dislocated jaw that hangs several feet down the creature’s chest. The open jaw contains an impenetrable darkness. The seere devils have no eyes, only sockets that are both wide and deep. They have no ears, nor a nose; all their senses bound in the flesh of their jaw so that they “hear” the world around them. The etchings of multiple tattoos cover their skin, these they have carved upon themselves. Their favored form, however, is of a beautiful man, short and muscular, with long hair that hangs low upon their chests; but their deceptions possess a flaw, for their disjointed jaws defy the illusion and they must be wired together so that the painted devil must always appear as a human with a brass casing bound to his chin and cheeks.

Strange Guides. Though the etchings seem disorganized, they are carefully placed and vital for the painted devil’s ability to change shape. They reflect the skin they assume upon changing form; damage to them negates the creature’s ability to appear as anything other than what it is, a horrid monstrosity. The painted devils dwell in long columned buildings; the order of the building is linear and rarely deviates from one cardinal direction. There are never turns in the creature’s home. The heart of their lair is always an open room, tiled in immaculate rectangular tiles, almost always a sea green. The tiles lead to a large bath of steaming water where the creature sleeps.

Lead from Above. The seere ride to war on the wind of undead crows; wherever they go massive flocks of the birds follow them. They carry their essunk spear in hand, preferring to battle from on high; they lance their victims from above. The seere fight from above, never touching the ground unless forced or until victory is at hand. They lance their victims with their spears, leaving the stains of the dark soul in them. They breathe insects upon their prey before descending upon them to devour them. Their massive jaws engulf any fallen foe, swallowing them, drawing them into the inky blackness of oblivion.

Essunk Spear: The spear of the seere acts as a +2 weapon. Fashioned from the souls of the damned, a shroud of dark shadow hangs over the spear. These snaking tendrils coil and wrap around the haft and the seere himself. They seem to have a life of their own; but in fact, their master guides them in their every move, unleashed only when he enters battle.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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