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Scribe Devil

Size
Medium
Type
Fiend
Challenge Rating
5
Source
Tome of Beasts 2
Alignment
Lawful-Evil
Armor Class
15
Speeds
30, fly 30
Walking Speed
30
Flying Speed
30
Strength Score
14
Dexterity Score
16
Constitution Score
16
Intelligence Score
18
Wisdom Score
14
Charisma Score
17
Saving Throws
Constitution, Intelligence, Wisdom, Charisma
Skill Proficiencies
Deception, Insight, Perception
Vision
Darkvision (120ft)
Languages Ref
Common, Infernal, telepathy 120 ft.
Hit Points
82
Condition Immunities
Poisoned
Resistances
Resistant to Cold Damage, Resistant to Non-Magical Damage, Immune to Fire Damage, Immune to Poison Damage
Languages
Aethyrian Common, Infernal, Telepathy (120ft)

Medium fiend (devil), lawful evil


Armor Class 15 (natural armor)

Hit Points 82 (11d8+33)

Speed 30 ft., fly 30 ft.


STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
18 (+4)
WIS
14 (+2)
CHA
17 (+3)

Saving Throws Con +6, Int +7, Wis +5, Cha +6

Skills Deception +6, Insight +5, Perception +4

Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons

Damage Immunities fire, poison

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 14

Languages Common, Infernal, telepathy 120 ft.

Challenge 5 (1,800 XP)

Devil's Sight. Magical darkness doesn't impede the scribe's darkvision.

Magic Resistance. The scribe has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The scribe devil's spellcasting ability is Intelligence (spell save DC 15). The devil can innately cast the following spells, requiring no material components:
At will: detect magic, illusory script
3/day each: dispel magic, zone of truth
1/day each: glyph of warding, modify memory

Actions

Multiattack. The scribe devil makes two attacks: one with its claws and one with its tail.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage, and if the target is a creature, it must succeed on a DC 14 Constitution saving throw or become blinded as its eyes turn black and fill with infernal ink. The condition can be removed with a greater restoration spell or similar magic. Alternatively, a creature with a healer's kit can drain the ink from a blinded creature's eyes with a successful DC 14 Wisdom (Medicine) check. If this check fails by 5 or more, the attempt to drain the ink instead removes the blinded creature's eyes and the creature takes 21 (6d6) piercing damage.

Description

A fiend with yellow skin covered in Infernal script examines a scroll as its pointed, ink-drenched tail twitches, eager to make corrections._
Scribe devils are the ill-tempered authors of infernal contracts, which outline deals between mortals and devils.
Masters of Legal Logic. No fiends better understand the power of bureaucracy and a written contract than scribe devils. Able to draw up a contract for a deal at a moment’s notice, these devils carefully select every letter of a written deal. Typically, their ink-soaked tails craft documents that confuse and misdirect mortals into raw deals. If a fellow fiend gets on a scribe devil’s bad side or in the way, the scribe devil has no qualms about writing a bad contract for the fiend.
Contract Makers. Scribe devils make their documents from the skins of damned mortals acquired with the fiend’s knife-like claws. Their ink is the blood of Open Game License

Stat block from Tome of Beasts 2 (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts 2. Copyright 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham. It is not Geminaea material. See Legal.