Insidiator

Level 1
Creature· devilMediumRemaster
AC
15
HP
20
Speed
25 ft.
Perception
+10
Fort
+4
Ref
+7
Will
+9
Immunities fire
Resistances physical 3, poison 3
Weaknesses holy 3
Languages common, diabolic
Senses greater-darkvision
Skills deception +7, religion +6, society +6, stealth +6
Other Speeds fly 20 ft.
Recall Knowledge DC 15 (religion)

Attacks

Melee Claw +7 (agile, magical, unholy), Damage 1d4+3 slashing
Melee Wing +7 (agile, magical, unholy), Damage 1d6+3 bludgeoning
Melee Web +9

Abilities

Telepathy 100 feetinteraction
At-Will Spellsinteraction
+1 Status to All Saves vs. Magic
Chameleon Skin

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 Shape

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).


Hidden Movement

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 Trap

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

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.