Devil, Scribe

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 ink devils, who scribe devils enjoy bullying and bleeding.

Servants of Totivillus. Scribe devils are direct charges of Totivillus. The arch-devil keeps detailed records of the contracts they write and oversees their work, rewarding those who write clever deals and punishing his sloppier scribes.

Scribe Devil

Medium fiend (devil), lawful evil
Armor Class 15 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 18 (+4) 14 (+2) 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.

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