This small devil is black as night and wears a small red hat. A wicked grin flashes black teeth, and the creature nervously wrings its hands, bearing long needle-like claws.
|Ink Devil||CR 3|
Speed 30 ft.
Melee bite +9 (1d6+1) and 2 claws +9 (1d4)
Special Attacks corrupt scroll, devil’s mark, disrupt concentration
Spell-Like Abilities (CL 4th; concentration +8)
At will—arcane mark, detect magic, erase, greater teleport (self plus 50 lb. of objects only), invisibility (self only), read magic
1/day—explosive runes (DC 17), summon (level 4, 1d4+1 lemures 40% or 1 ink devil 25%)
Str 12, Dex 20, Con 12, Int 20, Wis 8, Cha 18
Base Atk +4; CMB +4; CMD 19
Feats Deceitful, Scribe ScrollB, Weapon Finesse
Skills Appraise +9, Bluff +18, Craft (books) +12, Diplomacy +11, Disable Device +9, Disguise +15, Escape Artist +9, Intimidate +6, Knowledge (arcana) +17, Knowledge (history) +6, Knowledge (local) +6, Knowledge (religion) +6, Knowledge (planes) +10, Linguistics +15, Stealth +6, Perception +6, Sense Motive +7, Use Magic Device +11 (+13 scrolls); Racial Modifiers +8 Bluff, +8 Knowledge (arcana), +8 Linguistics, +8 Sense Motive
Languages Abyssal, Celestial, Common, Draconic, Infernal; telepathy 120 ft.
An ink devil can corrupt the magic within any scroll by touch. Any such corrupted scroll requires a DC 16 CL check to use successfully. If the check fails, the scroll’s spell affects the caster if it is a ranged spell or affects the nearest devil if it is a personal spell.
Ink devils can throw ink from their fingertips as a ranged touch attack. If it hits, the affected creature takes no damage but gains a devil’s mark—a black, red, or purple tattoo in the shape of an archduke’s personal seal (most often Mammon but sometimes Beelzebub, Asmodeus, Dispater, or others). Any devil’s magic performed against the marked creature gains a +4 competency bonus due to the mark, including touch spells, innate spell-like or supernatural abilities (which increase their save DC by 4), and magic drawn from a scroll or other item by a devil. The mark can be removed only by remove curse (CL 7th), followed immediately by erase (that must make a CL check against a 4th-level caster). In addition, the mark detects as faintly evil and often shifts its position on the body. Paladins, witchfinders, and clerics of an inquisition may consider such a mark proof that a character has made a pact with a devil.
Their sharp, shrill tongues and sharper claws make ink devils more distracting than their own combat prowess might indicate. As a swift action, an ink devil can force a single foe to make a DC 16 concentration check or suffer spell failure for a spell cast that round. This is a sonic effect and is Cha-based.
Ink devils are talkers and cowards. They prefer chatting, whining, and pleading to any form of combat. When they are forced to fight, they prefer to hide behind other devils. They force lesser devils, like lemures, to fight for them while they use greater teleport, invisibility, and their disrupt concentration ability to harry opposing spellcasters. They often give strangers false gifts, letters of credit, charters, or scholarly papers inscribed with explosive runes to start combat. An ink devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming DR. Ink devils live in libraries and scriptoria in the hells and related planes.
Their speed and keen vision make them excellent accountants, record keepers, translators, and note takers. They cannot be trusted. Ink devils are roughly humanoid with a small, pursed mouth and long, thin, bony fingers. Their nails resemble quills. Their heads are often bald or fringed with hair in the style of a monastic haircut, and they have two small horns, no larger than the tip of a thumb. Their skin tends toward dark tones, such as walnut, indigo, and black. They often wear robes and red hats.