Barbed Hide. At the start of each of its turns, the barbed devil deals 3 (1d6) piercing damage to any creature grappling it.
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.
Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Multiattack. The devil makes three melee attacks: one with its tail and two with its claws (Fiend Form Only). Alternatively, it can use Hurl Flame twice.
Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Tail (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage.
Hurl Flame. Ranged Spell Attack: +5 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.
Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.
The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 14 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.
Description
Barbed incubi and succubi are infernal creations of a powerful banished greater devil that seeks an early return to the material plane. The barbed incubus or succubus' goal is to seduce the humanoid responsible for their creator's banishment or one of their humanoid descendants. If the seduced humanoid willingly pledges their life and soul to the incubi (not through charm), the humanoid dies from barbs of its embrace but arises immediately afterwards to become a barbed incubus or succubus themselves.
The barbed succubus will then bear a humanoid child in a month that will transform into the banished devil in 13 years. If the child fails to reach its 13th birthday, the pair will remain on the material plane near the site of death of the child awaiting the end of the banishment of the devil.
The barbed incubus and sucubus are bound to each other by a pact to remain on the material plane and safeguard the return of the banished devil-- after this pact is completed they are no longer bound and are freed from service from their infernal creator.
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