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Habitat: Planar (Nine Hells); Treasure: None

Spined devils, also known as spinagons, lurk in the shadows of the Lower Planes, seeking secrets for their infernal lords. They prefer to attack from the air, flinging wicked barbs while staying out of reach of foes. Spined devils collect information to gain leverage over mortals or to entice powerful devils. Roll on or choose a result from the Spined Devil Intelligence table to inspire what information a spined devil seeks or already possesses.

Spined Devil Intelligence
1d6 
The Spined Devil Covets Information About ...
1
Artifacts, their locations, and their owners.
2
Betrayals by infernal allies or other devils.
3
Crimes or deceptions by influential leaders.
4
The identities of incognito individuals.
5
The movements of extraplanar armies.
6
Prophecies or secrets hidden by gods.

Traits

Flyby. The devil doesn’t provoke an Opportunity Attack when it flies out of an enemy’s reach.

Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The devil makes two attacks, using Infernal Fork and Tail Spine in any combination.

Infernal Fork. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 3 (1d6) Fire damage.

Tail Spine. Ranged Attack Roll: +4, range 20/80 ft. Hit: 4 (1d4 + 2) Piercing damage plus 3 (1d6) Fire damage.


Spined Devil

Small Fiend (Devil), Lawful Evil
  • Armor Class 13
  • Hit Points 45 (10d6 + 10)
  • Speed 20 ft., Fly 40 ft.
  • Initiative +2 (12)
STR
10 (0)
DEX
15 (2)
CON
12 (1)
INT
11 (0)
WIS
14 (2)
CHA
8 (-1)
  • Saving Throws Str +0, Dex +2, Con +1, Int +0, Wis +2, Cha -1
  • Damage Resistance Cold
  • Damage Immunities Fire, Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft. (unimpeded by magical Darkness, passive Perception 12
  • Languages Infernal; telepathy 120 ft.
  • Challenge 2 (450 XP)
  • Habitat Planar (Nine Hells)
  • Treasure None
  • Flyby. The devil doesn't provoke an Opportunity Attack when it flies out of an enemy's reach.
  • Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The devil makes two attacks, using Infernal Fork and Tail Spine in any combination.
  • Infernal Fork. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) Piercing damage plus (1d6)Fire damage.
  • Tail Spine. Ranged Weapon Attack: +4 to hit, reach 20/80 ft., one target. Hit: (1d4 + 2) Piercing damage plus (1d6)Fire damage.
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