Scribe Devil

Medium Fiend (devil), lawful evil

Armor Class 15 (natural armor)

Hit Points 82 (11d8+33)

Speed fly +30, walk +30

Challenge 5

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

Saving Throws cha +6, con +6, int +7, wis +5

Skills insight +5, deception +6, 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.

Special Abilities

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.

Source: Tome of Beasts 2 · OGL/Open