Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
Flyby. The devil doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Ash Spines. The devil has twelve tail spines. They are white with a grey shine as if they were perpetually shading a light mist of ashes.
- Used spines regrow by the time the devil finishes a long rest.
- If the Ashen Spined Devil has at least 6 spines left, it can use an action to beat his wings creating a swirling cloud of ashes. All creatures within 10ft must make a Constitution saving throw DC 13 taking 2d6 fire damages on a failure as they breath in the burning motes. The area is considered heavily obscured until the start of their next turn. Creature that don't require to breath are immune to the effect.
Ash Crest. On hit the spines dissolve themselves into a crest with the shape of a flower. Its 5 petals are twisted in cruel spikes. The same crest is applied on a bite flourishing from the teeth puncture.
- The crest stays for 24 hours but can be removed earlier via spells such as lesser restoration. The Devil knows the direction of an object or a creature marked which is within a radius of 5 miles.
- The Ashen Spined Devil can activate the crests via its Shifting Ashes or Cinders Ears abilities. The crest then disappears in a whiff of ashes.
Shifting Ashes. If the Ashen Spined Devil is within 90ft of a mark they can see, as a bonus action, they can activate the mark to immediately teleport in an empty space within 5ft of it.
Cinders Ears. The Ashen Spined Devil can force a marked creature to make a Wisdom saving through DC 14. On a failure they learn where the creature is and can hear and see through the creature senses for the next 10min.
Magic Resistance. The ashen spined devil has advantage on saving throws against spells and other magical effects.
Multiattack. The devil makes two attacks: one with its bite and one with its glaive or two with its tail spines.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d6) piercing damage.
Glaive. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 5 (1d10) slashing damage.
Tail Spine. Ranged Weapon Attack: +7 to hit, range 60/90 ft., one target. Hit: 8 (1d8 + 3) piercing damage plus 6 (2d6) fire damage.
Description
When an Ember Spined Devil survives long enough, the color of its spine turns to a soft white/grey. To the eye it seems almost blurred as if a thin mist was perpetually covering them.
Such Spined Devil are amongst the most feared if not respected of their kind for their abilities to track, spy and access their target is unparallel within the lower fiends. Years of stalking have made them pitiless shrewd and resourceful agents of their masters.
They usually work alone but if a bigger group of Spined Devils is set on a mission they usually lead the others members of the party. Lesser Spined Devils respect but also envy them hoping with time to achieve their own ascension.
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