Insidiator

Level 1
Creature· devilMediumRemaster
AC 15
HP 20
Speed 25 ft.
Fort +4
Ref +7
Will +9
Perc +10
Size Medium
Common
Immunities fire
Resistances physical 3 (except silver), poison 3
Weaknesses holy 3
Spells
Divine Innate Spells (DC 17, attack +9)
Languages common, diabolic
Senses greater-darkvision
Speeds 25 ft., fly 20 ft.
Skills deception +7, religion +6, society +6, stealth +6
Recall Knowledge religion DC 15

Attacks

Melee Claw +7/+3/-1(agile, magical, unholy)
Damage: 1d4+3 slashing
Melee Wing +7/+3/-1(agile, magical, unholy)
Damage: 1d6+3 bludgeoning
Ranged Web +9/+4/-1 (range 30 ft.)
Effect: web trap

Abilities

Telepathy 100 feetinteraction(aura, magical, mental)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

At-Will Spellsinteraction

The monster can cast its at-will spells any number of times without using up spell slots.

+1 Status to All Saves vs. Magicdefensive
Chameleon Skinoffensive(concentrate, divine, illusion)

The insidiator changes the coloration of their skin to match their surrounding environment. Doing so allows them to Hide even if they don't have cover. When the insidiator moves to a different environment, they must use this action again or lose its effects.

Change Shapeoffensive(concentrate, divine, polymorph)

The insidiator can take on the appearance of any Medium humanoid. This doesn't change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning). The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Hidden Movementoffensive

If the insidiator starts their turn undetected or Hidden to a creature, that creature is Off-Guard against the insidiator's attacks until the end of the turn.

Web Trapoffensive

A creature hit by the insidiator's web Strike is Immobilized and stuck to the nearest surface until it Escapes.

Description

These devils from the first layer of Hell serve their betters by ensnaring those who are easily tempted and weaving plots that lead to the fall of mortal souls. Insidiators are commonly recruited to set up sting operations that entice mortals into committing terrible sins or lay bare the machinations of fiendish rivals. They delight in seeing their victims fall prey to their wellcrafted schemes and might spend years on the perfect plan, though the most efficient are more likely to rise through Hell's ranks.

An insidiator's talent for subtlety extends to their physical form. Their bat-like wings appear gossamer but, like the spider webs they resemble, are excellent for catching prey, sticking to enemies and trapping them in melee. When the mood strikes or circumstances warrant, entrapment devils can alter the color of their skin and wings to avoid detection.

Insidiators generally seek to avoid physical combat, preferring to toy with their targets in games of subterfuge and mental manipulation. Their specialty is leading a target down a convoluted path that ends with the target incriminating or damning themselves, forcing them to agree to the insidiator's demands. Should a would-be victim see through the insidiator's schemes, the devil concedes temporary defeat and leaves to begin plotting anew. When all else fails and physical tactics become necessary, entrapment devils are capable fighters who use their spiderlike webs and camouflage abilities to their advantage, employing sneak tactics to throw their opponents off-guard.