Spined Devil (Spinagon) (CR 4)
Small Outsider (Baatezu, Evil, Extraplanar, and Lawful)
Alignment: Always lawful evil
Initiative: +7(Dex); Senses: see in darkness, Listen +7, and Spot +7
Languages: Celestial, Draconic, Infernal; telepathy 100 ft.
AC: 24 (+1 size, +7 Dex, +6 natural), touch 18, flat-footed 17
Hit Dice: 3d8 (10 hp); DR: 5/magic
Fort +5, Ref +10, Will +4
Speed: 20 ft. and Fly 120 ft. (average)
Space: 5 ft./5 ft.
Base Attack +3; Grapple -1
Attack: Melee: talon +4; Ranged: spine +11
Damage: Talon 1d3 plus 1d4 fire, spine 1d3 plus 1d4 fire and see below,
Special Attacks/Actions: Actions spines, summon baatezu
Attack Options: Point Blank Shot, Precise Shot
Abilities: Str 10, Dex 25, Con 14, Int 8, Wis 13, Cha 13
Special Abilities: fiery spines and talons, spines, spell-like abilities, summon baatezu
Special Qualities: Immunities: fire, poison; Resist acid 10, cold 10; SR 12
Feats: Point Blank Shot, Precise Shot,
Skills: Bluff +7, Diplomacy +11, Disguise +1 (+3 acting), Hide +17, Intimidate +3, Listen +7, Move Silently +13, Sense Motive +7, and Spot +7
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Climate/Terrain: Native to Baator, preferring cities and rocky terrain
Organization: Individual, Flock (2-5)
Spell-Like Abilities (CL 5th): 3/day - disguise self, produce flame (+4 melee touch or +11 ranged touch); 1/day - stinking cloud (DC 14)
Fiery Spines and Talons (Su): A spinagon deals an extra ld4 points of fire damage with its natural attacks.
Spines (Ex): Each round, a spinagon can pluck a spine from its body and hurl it as a standard action. This is a ranged attack with a range of 60 feet and no range increment. Each round, the spinagon automatically regrows the lost spine. The spine causes intense, distracting pain in its target. A creature struck by a spine must succeed on a DC 13 Fortitude save or take a —2 penalty to AC and a -10-foot penalty to speed. This penalty lasts for 1 minute or until the target receives healing of any sort. The effects of multiple failed saves do not stack. The save DC is Constitution-based.
Summon Baatezu (Sp): Once per day, a spinagon can attempt to summon two spinagons with a 35% chance of success. This ability is the equivalent of a 3rd-level spell (CL 5th).
Updated to Fiendish Codex II
Many devils belong to the race of evil outsiders known as the baatezu.
Traits: A baatezu possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to fire and poison.
- Resistance to acid 10 and cold 10.
- See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
- Summon (Sp): Baatezu share the ability to summon others of their kind (the success chance and type of baatezu summoned are noted in each monster description).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).