I said a few posts ago that I had something I wanted to do with the barbed devil; I do.
We need a devil who is “bound into things”. At first I landed on the barbed devil by accident (I eliminated every other type of devil for one reason or another), but I’ve really come to like it.
A barbed devil in its natural state is a lemure. Using certain arts known only in the Iron City, a chirurgeon-devil (a kyton, a chain devil) will take unformed lemures and torture them into a manufactured object: a weapon, a book, a toy. Such objects are cursed, staining history. A martial object, if present during the right sorts of events, may birth a bloody crop of barbed devils as the object strains under its diabolic influence.
If the lemure are bound instead into a book (perhaps an unwholesome treatise on the cults de ghoules? Perhaps an incanabula that permits the summoning of a nightmare or hell hound, per the Old Black Magic!), they become a rather more bookish sort of devil at the other end.
These creatures go hooded and hook-clawed, with the heads of queer birds and the eyes of owls. Their
Medium fiend (devil), lawful evil
AC 15 (mage armor)
HP 78 (12d8+24)
Speed 30 ft.
STR +2 DEX +2 CON +2 INT +3 WIS +2 CHA +2
Saving Throws DEX+5 INT+6 WIS+5 CHA +5
Skills Deception +5, Insight +5, Perception +8
Damage Resistances cold; mundane or unsilvered weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 18
Languages Infernal, telepathy 120 ft.
Challenge 5 (1,800 XP)
Devil’s Sight: As per Barbed Devil — but surpassed by this devil’s superior truesight.
Limited Spell Immunity 1: The devil cannot be affected by spells of 1st level and lower unless it chooses to be. It has advantage on saving throws against all other spells and other magical effects.
Spellcasting: The devil is a 6th level spellcaster. Its spellcasting ability is intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, shocking grasp (2d8)
1st level (4 slots): detect magic, mage armor (already cast), shield
2nd level (3 slots): alter self, darkness, mirror image
3rd level (3 slots): counterspell, fireball, fly
Claw: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
Hurl Flame: Ranged Spell Attack: +6 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire. Miss: Half damage.