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“Spined Devil, (Spinagon): Infernal Harrier of the Nine Hells”

Spined Devil, (Spinagon): Infernal Harrier of the Nine Hells
Create

The Spined Devil is a small, impish creature, its sinewy body bristling with jagged, needle-like spines that shimmer with a faint, infernal glow. Its leathery wings are bat-like yet ragged, allowing short bursts of flight, and its eyes burn with malicious intelligence. The overall impression is one of lithe menace—a creature built for mischief and harm in equal measure.

Behaviour

Cunning and relentless, Spined Devils are prankish yet deadly. They prefer ambush and harassment over direct confrontation, using their agility and natural stealth to strike from unexpected angles. They communicate in sharp, chittering clicks and are often observed plotting in groups to manipulate or torment mortals.

Habitat

These devils dwell in the lower planes, particularly in the infernal wastelands of the Nine Hells, though they may be summoned to the material plane by infernal contracts or dark rituals. They favor craggy, shadowed terrain or the ruined corners of mortal settlements, where they can hide and observe.

Modus Operandi

Spined Devils attack by launching their barbed quills from a distance, each coated with a faintly caustic venom. In combat, they dart between cover, striking quickly and retreating before retaliation. Outside of battle, they excel at sowing discord, stealing small objects, and turning allies against one another.

Motivation

Driven by infernal obedience and a delight in torment, Spined Devils seek to serve more powerful devils, corrupt mortals, and accumulate small trophies of cruelty. They thrive on chaos and mischief, finding satisfaction in clever manipulation as much as in physical harm.


  • Spined Devil 5e 2024
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Spined Devil, (Spinagon): Infernal Harrier of the Nine Hells
Create

Tiny fiend, lawful evil

Armor Class: 15 (natural armor)
Hit Points: 27 (6d4 + 12)
Speed: 30 ft., fly 40 ft.

STRDEXCONINTWISCHA
8 (−1)18 (+4)14 (+2)10 (+0)12 (+1)11 (+0)

Saving Throws: Dex +6, Con +4
Skills: Stealth +8, Perception +3
Damage Resistances: Cold; Bludgeoning, Piercing, Slashing from Nonmagical Attacks
Damage Immunities: Fire, Poison
Condition Immunities: Poisoned, Charmed
Senses: Darkvision 60 ft., Passive Perception 13
Languages: Infernal, telepathy 30 ft.
Challenge: 3 (700 XP)


Traits

  • Evasion. Take no damage on successful Dex saves against area effects, half damage on failure.
  • Magic Resistance. Advantage on saving throws vs. spells and magical effects.
  • Spiny Barrage. Ranged quills: +6 to hit, range 30 ft., 7 (2d4 + 4) piercing + 3 (1d6) poison.

Actions

  • Multiattack. Two attacks: one quill, one claw.
  • Quill. Melee/Ranged: +6 to hit, reach 5 ft. / range 30 ft., 5 (1d4 + 3) piercing + 3 (1d6) poison.
  • Claw. Melee: +4 to hit, reach 5 ft., 4 (1d4 + 2) slashing.
  • Infernal Whispers (Recharge 5–6). Target within 30 ft. must succeed DC 13 Wis save or be frightened until end of next turn.

Reactions

  • Spiny Defense. When hit in melee, attacker takes 3 (1d6) piercing damage.

Legendary Actions (1/turn, in lair)

  • Dart Quills. Launch quills at up to 2 creatures within 30 ft., 5 (1d4 + 3) piercing each.
  • Shadow Step. Teleport 20 ft. to an unoccupied space you can see.

Lair Actions (Infernal Environments)

  • Infernal Quills. On initiative count 20, quills erupt in a 10-ft radius. DC 13 Dex save or 7 (2d6) piercing.
  • Whispering Shadows. Shadows whisper threats; creatures must DC 13 Wis save or be frightened until next round.

Combat Tactics

Spined Devils use hit-and-run strategies, remaining at range when possible. They fire quills from cover, retreat using flight, and exploit terrain. In melee, claws and spiny defense punish attackers while creating distance. In groups or lairs, they coordinate to isolate foes and control the battlefield using fear, poison, and environmental hazards.

Spined Devil, (Spinagon): Infernal Harrier of the Nine Hells
Create

This small, bat-winged devil bristles with needle-like spines that glint in the light. Its malicious eyes glitter as it flexes its barbed wings in anticipation of torment.


Spined Devil (CR 4)

XP 1,200
LE Tiny outsider (devil, evil, extraplanar, lawful)


Init +7; Senses darkvision 60 ft., see in darkness; Perception +10


DEFENSE

AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 39 (6d10+6)
Fort +6, Ref +8, Will +5
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
SR 15


OFFENSE

Speed 20 ft., fly 40 ft. (average)
Melee 2 claws +7 (1d4+1)
Ranged spine +10 (1d4+1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

Special Attacks spine volley, infernal whispers (Su)

Spell-Like Abilities (CL 6th; concentration +6)

  • At willgreater teleport (self plus 50 lbs. only), produce flame
  • 3/dayscare (DC 13), magic missile
  • 1/dayfireball (DC 14), summon devil (1 spined devil, 35%)

STATISTICS

Str 12, Dex 17, Con 13, Int 10, Wis 12, Cha 11
Base Atk +6; CMB +6; CMD 17
Feats Point-Blank Shot, Precise Shot, Weapon Finesse
Skills Bluff +9, Fly +12, Perception +10, Sense Motive +10, Stealth +16
Languages Infernal, telepathy 100 ft.
SQ infernal obedience, see in darkness


ECOLOGY

Environment any (Hell)
Organization solitary, pair, or flock (3–12)
Treasure standard


SPECIAL ABILITIES

Infernal Whispers (Su): Once per day, a spined devil may whisper infernal secrets to a single creature within 30 feet. The target must succeed at a DC 14 Will save or be shaken for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.

Poison (Ex): Injury—spine; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d2 Dex damage; cure 2 consecutive saves. The save DC is Constitution-based.

Spine Volley (Ex): As a standard action, a spined devil can launch a volley of spines at up to three targets within 30 feet (make a separate attack roll for each). This counts as a ranged weapon attack.


TACTICS

Before Combat Spined devils prefer to observe enemies from hiding, using stealth and their telepathy to coordinate with other devils.

During Combat They open with a spine volley to soften opponents, then keep distance, harrying foes with ranged attacks and spell-like abilities. They retreat into the air when threatened in melee, relying on their resistances and produce flame to maintain pressure. Against clusters of foes, they unleash fireball.

Morale Spined devils are cowardly when alone, fleeing if reduced to fewer than 10 hit points, but fight savagely in groups, emboldened by numbers and infernal hierarchy.


DESCRIPTION

Spined devils, or spinagons, serve as the messengers and harriers of Hell’s armies. Their primary role is not as warriors but as spies, tormentors, and skirmishers. Though weak compared to greater devils, their ability to fly, hurl spines, and sow terror makes them dangerous in numbers. They delight in cruelty, gathering trophies from the suffering of mortals and vying constantly for the attention of higher-ranking fiends.

Folio 108r Lucifer - torturing souls as well as being tortured himself in hell, Devil, Spined, (Spinagon)
Folio 108r Lucifer – torturing souls as well as being tortured himself in hell

Spinagons, or spined devils, are winged, porcupine-like devils that delivered messages to other, more powerful members of their kind. 

The Gates of Hell (Dice Freaks)
Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr.
Original Concept by Serge W. Desir, Jr. Full netbook can be found on the following website
Dicefreaks d20 Community

Covered in spines and yet completely spineless, they were often bullied by other intelligent devils due to their weakness and only able to torment the few beings weaker than them in turn


Spinagon (Spined Devil)
Small outsider (Devil, Evil, Extraplanar, Lawful)
Hit Dice5d8+5 (27 hp)
Initiative+10 (+6 Dexterity, +4 Improved Initiative)
SpeedFly 120 ft. (average)
Armor Class22 (+6 Dexterity, +5 natural, +1 size), touch 17, flat-footed 16
Base Attack/Grapple+5/+1
AttackTalon +12 melee (1d6+1d6 fire and blaze) or spike +12 melee (1d6+1d6 fire and blaze)
Full Attack2 talons +12 melee (1d6+1d6 fire and blaze) or 2 spikes +12 melee (1d6+1d6 fire and blaze)
Space/Reach5 ft. /5 ft.
Special AttacksBlaze, spell-like abilities, summon devils
Special QualitiesDamage reduction 5/good or silver, Darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, Spell Resistance 16, spike generation, telepathy 100 ft.
SavesFort +5, Ref +10, Will +6
AbilitiesStrength10, Dexterity 23, Constitution 12, Intelligence 8, Wisdom 14, Charisma 15
SkillsBluff +13, Diplomacy +10, Hide +22, Listen +10, Move
Silently
 +14, Search +7, Spot +10
FeatsImproved InitiativeWeapon Finesse
EnvironmentThe Nine Hells of Perdition.
OrganizationSolitary or flock (2d4 spinagons)
Challenge Rating4
TreasureNone
AlignmentAlways Lawful Evil
Advancement6-15 HD (Small)
Level Adjustment+4

Blaze (Su): A spinagon is constantly wreathed in tiny flickering flames. Any creature struck by its talons or spikes must make a Fortitude save DC 13 or catch on fire, taking 1d6 points of fire damage per round until extinguished. Rolling on the ground grants one a +2 circumstance bonus on the save. Holy Water immediately quenches the flames. The save DC is Constitution-based.

Spike Generation (Ex): A spinagon can launch 2 barbed spikes from its body each round as standard action. The spikes re-grow within a round, giving a spinagon unlimited ammunition.

Summon Devils (Sp): Once per day, a spinagon can attempt to summon 1d3 spinagons with a 35% chance of success. This is equivalent to a 3rd level spell.

Spined Devil, (Spinagon): Infernal Harrier of the Nine Hells
Create

Creature 4
LE Tiny Fiend Devil

Perception +11; darkvision, see in darkness
Languages Infernal, telepathy 100 feet
Skills Acrobatics +12, Deception +9, Intimidation +9, Stealth +14
Str +1, Dex +4, Con +2, Int +0, Wis +2, Cha +1


AC 20; Fort +8, Ref +12, Will +9

HP 55
Resistances acid 5, cold 5
Immunities fire, poison
Weaknesses good 5, silver 5

Infernal Spines [reaction]
Trigger A creature hits the spined devil with a melee Strike.
Effect The attacker takes 1d6 piercing damage from the devil’s barbs.


Speed 20 feet, fly 40 feet

Melee [one-action] claw +12 (agile, finesse), Damage 1d6+3 slashing
Ranged [one-action] spine +14 (range increment 30 feet, reload 0), Damage 1d6+4 piercing plus infernal poison

Infernal Poison (poison, injury)
Saving Throw DC 18 Fortitude; Maximum Duration 6 rounds

  • Stage 1 1d4 poison damage and clumsy 1 (1 round)
  • Stage 2 1d4 poison damage and clumsy 2 (1 round)

Divine Innate Spells (DC 18, attack +10)

  • At will—produce flame
  • 3/day—fear, magic missile (3rd level)
  • 1/day—fireball (3rd level), summon fiend (spined devil only, 35%)
  • Constant—teleport (self only, 50 pounds of objects)

Special Abilities

Spine Volley [two-actions]
The spined devil launches a flurry of spines at up to three targets within 30 feet, making a separate spine Strike against each.

Infernal Whispers [one-action] (auditory, enchantment, fear, mental)
The spined devil murmurs unsettling truths into the mind of a creature within 30 feet. The target must succeed at a DC 18 Will save or become frightened 1 (frightened 2 on a critical failure).


Tactics

Spined devils fight as harriers and skirmishers. They open combat at range, circling overhead and pelting foes with spines. They use fear and Infernal Whispers to disrupt and scatter opponents, then coordinate with allies via telepathy to isolate stragglers. If forced into melee, they claw viciously while relying on Infernal Spines to punish attackers. Alone they are cowardly and retreat when badly injured, but in groups they become bold, darting in and out of combat while overwhelming enemies through mobility and numbers.


Ecology

Environment any (Hell)
Organization solitary, pair, or flock (3–10)
Treasure standard

Spined devils, also called spinagons, are the messengers and scouts of Hell. Though weak compared to greater devils, they serve as tireless tormentors, spies, and battlefield harriers. They delight in cruelty and fear, collecting grisly trophies from mortals and competing constantly for notice from more powerful fiends.

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