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Inmai Demon, Thorned Warden of the Abyss

Inmai Demon
Create

The Inmai Demon is a hunched, goblin-like creature no taller than a halfling, with sickly green, warty skin that pulses with veins of black ichor. Tiny vestigial horns sprout from its brow, framing a grotesque grin of needle-like teeth permanently fixed into a sadistic sneer. Its yellow, cat-slit eyes glow faintly in the dark, constantly shifting and scanning for movement. When agitated, sharp black thorns erupt from its skin like a defensive bloom, quivering with poisonous malice. The air around it smells faintly of rotted wood and sulfur.


Behavior

Inmai Demons are cunning, malicious, and deeply literal in their understanding of commands. They revel in twisting language and exploiting loopholes, often causing unintended chaos for their summoners. While they present themselves as eager and loyal servants, they obey orders with venomous creativity. When not bound, they behave like scavengers, watching and waiting for weakness. Bound Inmai Demons display a disturbing, unnatural stillness, erupting into violence the moment they perceive a “threat.”


Habitat

In the Abyss, Inmai infest the shadow-choked alleys of demonic cities, nesting in decaying wood and parasitizing lesser beings. They are considered vermin by greater demons, often crushed on sight—though usually not without a fight. On the Material Plane, they are bound into cursed objects—books, chests, doors—where they serve witches, warlocks, and mad thaumaturges as twisted guardians. Their presence warps the object they inhabit, causing it to blacken, bleed, crack, or even whisper at night.


Modus Operandi

Inmai Demons prefer ambush and precision over open combat. When bound, they remain dormant and invisible within their vessel until a target enters their range. They fire toxic thorns from cover, weakening prey with Dexterity-draining strikes before emerging to bite and finish them off. They make full use of their wood meld and x-ray vision to stalk and strike from within furniture, walls, or trees. When roaming free, they hunt in packs, overwhelming victims with sheer ferocity and numbers.


Motivation

Inmai Demons crave two things: pain and release. They delight in sowing fear and physical suffering, especially when caused by the misinterpretation of a master’s careless words. They do not value freedom, for the Abyss offers only chaos and brutality—servitude, to them, is an opportunity to torment. Their ultimate desire is to corrupt and destroy the very ones who try to control them, believing that no mortal is clever enough to avoid their twisted games forever.


  • Inmai Demon 5e
  • Inmai Demon, Pathfinder
Inmai Demon
Create

Small Fiend (Demon), Chaotic Evil
Challenge 4 (1,100 XP)
Proficiency Bonus +2


Armor Class 17 (natural armor)
Hit Points 45 (6d6 + 24)
Speed 30 ft., climb 30 ft.


STRDEXCONINTWISCHA
10 (+0)18 (+4)18 (+4)8 (-1)6 (-2)12 (+1)

Saving Throws Dex +6, Con +6, Wis +0
Skills Stealth +8, Perception +2, Insight +2
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 12, X-Ray Sight (see below)
Languages Abyssal


Innate Spellcasting (Fiendish Nature)

The Inmai Demon’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:

  • At will: Thaumaturgy, Minor Illusion
  • 1/day: Summon Demon (Inmai Only) — 25% chance to summon 1d4 Inmai or 1 Quasit.

Traits

Thorn Body (Ex). When the Inmai Demon takes damage from a melee attack within 5 feet, the attacker must succeed on a DC 13 Dexterity saving throw or take 4 (1d8) piercing damage as thorns erupt in reflex.

Wood Meld (Su). The Inmai Demon can magically meld into any nonmagical wooden object or structure (such as a chest, door, floorboard, or bookshelf). While melded:

  • It has total cover.
  • It can see and hear normally through the object using X-Ray Vision.
  • It can attack while partially melded, gaining half cover (+2 AC).

Emerging or entering an object requires no action. If the object is destroyed, the Inmai is ejected into the nearest adjacent space unharmed.

X-Ray Vision (Su). The Inmai Demon can see through up to 1 foot of solid material (except lead) as though under the effects of see invisibility and true seeing simultaneously. This sight is always active and cannot be blinded.

Magic Resistance. The Inmai has advantage on saving throws against spells and other magical effects.


Actions

Multiattack. The Inmai Demon makes two Thorn Shots or one Bite attack.

Thorn Shot (Ranged Weapon Attack): +6 to hit, range 30/60 ft., one target.
Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) Dexterity damage.
A creature hit by a thorn must succeed on a DC 13 Constitution saving throw or have a thorn embedded in their body. While embedded, the target’s Dexterity score is reduced by 1 per thorn (minimum 1). Removing a thorn requires an action and succeeds with a DC 13 Wisdom (Medicine) check, dealing 2 (1d4) slashing damage per thorn removed.

Bite (Melee Weapon Attack): +4 to hit, reach 5 ft., one target.
Hit: 5 (1d8 + 1) piercing damage.

Twisted Interpretation (1/Day). The Inmai targets one creature it can hear who issued it a command within the past hour (usually its master). That command is maliciously misinterpreted—the Inmai picks the worst possible literal interpretation and acts on it for the next 10 minutes or until combat ends. If no master is present, it defaults to hostile behavior.


Tactics

The Inmai Demon uses its Wood Meld ability to remain hidden inside wooden structures, firing thorns at intruders from cover. It targets anyone entering its bound area aggressively and does not discriminate between friend or foe if commands are ambiguous. Its thorn attacks slowly weaken fast or dexterous opponents by reducing their Dexterity. When threatened, it may attempt to summon reinforcements to overwhelm enemies.


Variant: Bound Inmai

If summoned and bound via a ritual (such as the Bind Inmai spell), the Inmai Demon is anchored to a wooden object (book, beam, doorway, etc.) and cannot move more than 30 feet from it. It gains the following additional traits:

  • Leashed Guardian. Cannot willingly leave the area defined by its master’s command.
  • Object Host. The object displays signs of corruption such as black ichor, whispering, or cracking wood.
  • Command Sensitivity. It follows commands literally and with violent creativity.

Bind Inmai

5th-level conjuration (ritual)
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a wooden object up to 5 cubic feet and incense worth 500 gp, consumed)
Duration: Until dispelled
Classes: Wizard, Warlock, Cleric


You summon an Inmai, a malicious demon from the Abyss, and bind it into a wooden object. The object becomes its prison and anchor, warping visibly with black ichor, cracking grain, or whispered voices.

While bound, the Inmai cannot move more than 30 feet from the object and serves your commands. However, it obeys literally, not faithfully, and will twist unclear orders whenever possible.

You may issue simple verbal commands as a bonus action while within 60 feet. The demon remains until you dismiss it (no action) or its vessel is destroyed.


Bound Inmai

  • Uses the Inmai Demon stat block (see monster entry).
  • Gains half cover when attacking from within the object.
  • If slain, it cannot be re-bound by you for 7 days.
  • Cannot be banished unless the vessel is destroyed or the spell ends.

Drawbacks

Binding the Inmai carries a price:

  • Corruption: Roll on a Lesser Corruption table (DM’s choice) and gain a minor Abyssal trait.
  • Life Tax: You lose 500 XP or take 4d6 necrotic damage (DM’s discretion).
  • Whispers: The bound Inmai whispers to you when alone or asleep.

At Higher Levels

When cast with a 6th-level or higher slot, increase its leash range by 10 feet per level above 5th. The DM may allow more complex instructions or limited summoned allies.

Inmai Demon
Create

This small and nasty little boy has deep green skin, vestigial horns and a grimace full of sharp needle-like teeth. Baleful yellow eyes watch every movement, and anything it perceives as threatening causes small thorns to pop up out of its skin.

Originally from The Book of Fiends

Designed By Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb

Inmai Demons often serve as guardian spirits for many witches and thaumaturgists inneed of additional security for their homes and laboratories. In exchange for their memories, they bind the inmai into an object for all eternity. As there are so many inmai demons in the Abyss, there is no danger of ever running out of these willing servants.

Once bound into the object that serves as their home and prison, inmai serve their masters with exuberant glee, usually beyond necessity. The most common task asked of the inmai is attacking any intruders, thieves or perceived threats to its master’s belongings. Inmai warp and twist the wording as best they can, such that if commanded to guard a room, they attack anyone who approaches, friend, enemy, relative or lover. Once bound, the only way to remove them is to destroy them or the object that holds them. The caster of the spell of binding can also dispel them.

In the Abyss, inmai prowl the streets of demonic cities. Wandering the poisonous terrain in search of food, they essentially infest all parts of this nightmare plane, much like rats in the Material Plane. Other demons see them as nuisances and vermin. However, despite their station, they are vicious little monsters, which, in the proper numbers, are quite capable of tearing apart creatures many times their size.

Inmai speak Abyssal.

Inmai Demon
Small outsider (Chaotic, Demon, Extraplanar, Evil)
Hit Dice2d8 (9 hp)
Initiative+3
Speed30 ft. (6 squares), Climb 40 ft.
Armor Class17 (+1 size, +3 Dexterity, +3 natural), touch 14, flatfooted 14
Base Attack/Grapple+2/-3
AttackThorn +7 ranged (1d2 plus 1d2 Dexterity)
Full Attack4 thorns +7 ranged (1d2 plus 1d2 Dexterity) or bite +1 melee (1d4-1)
Space/Reach2 ½ ft./0 ft
Special AttacksSummon, thorns
Special QualitiesDemon traits, wood meld, x-ray vision
SavesFort +3, Ref +6, Will +0
AbilitiesStrength 8, Dexterity 16, Constitution 10, Intelligence 7, Wisdom 5, Charisma 11
SkillsClimb +12, Hide +12, Jump +4, Listen +6, move silently +8, Spot +6
FeatsAlertness B, Point Blank Shot
EnvironmentThe Abyss or any Land
OrganizationSolitary or pack (10-60)
Challenge Rating4
TreasureNone
AlignmentAlways chaotic evil
Advancement3-6 HD (Small)
Level Adjustment

Combat

Bound inmai settle in their places of binding and vigilantly watch and listen for what they perceive as trespassers. When something approaches, they partly emerge from their vessel and launch their thorns using the vantage as cover. When their victim succumbs to the thorns, they fully emerge to dine.

Summon (Sp): Once per day, an inmai may attempt to summon 1d6 inmai or 1 Quasit with a 25% chance for success. This ability is the equivalent of a 3rd-level spell.

Thorns (Ex): When angered or otherwise aroused, Inmai Demons sprout thorns allover their bodies. Inmai may fire up to four of these thorns per round as ranged attacks. The thorns, on a successful hit, inflict Dexterity damage in addition to the standard piercing damage. All attempts to heal the Dexterity damage fail unless the character first removes the thorns. Extracting these thorns is painful and inflicts 1d2 points of damage for every thorn removed, unless the remover succeeds a Heal check against a DC 15.

Wood meld (Su): Inmai may move unrestricted through the element of wood. While inside of a wooden object, they may breathe normally. When attacking atarget from within a wooden object, inmai gain the object’s hardness. Breaking or otherwise damaging the wooden vessel holding this demon has no effect on the demon.

X-ray vision (Su): Inmai may see through solid matter as if they were under the influence of a ring of x-ray vision. Unlike the ring, Inmai sufferno loss of Constitution when using this supernatural ability.

Skills: Inmai receive a +8 racial bonus to Climb checks.

Bind Inmai

Conjuration [Calling]
Level:
Cleric 5, Sor/Wiz 5, Witch 5
Components: V, S, M, XP
Casting Time: 1 hour
Range: Touch
Target: One object no greater than 5 cubic feet
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: None

You call and permanently bind an inmai into a structure or an object, such as a book, doorpost or chest. The object does not undergo a structural change, such as increased hardness or hit points, but it does assume a sinister appearance: a tome’s cover smokes, a chest oozes black ichor, a post warps and cracks. The inmai demon remains bound to the object until you dismiss it. It may never move farther than 30-feet from its place of binding. Once you bind the demon, you can give it simple commands, such as guard a particular path, or the contents of its container.

It follows the letter of your commands, but not necessarily the intent, twisting your words as much as possible to afford it the greatest leeway. Thereafter, it follows what it perceives as the orders to the best of its ability. You may only bind one inmai at a time, though you can dismiss it at will, as a free action. Each time you bind an inmai, you must pay the XP cost of the spell.

  • Material Component: The vessel or object that the demon shall inhabit, plus 500 gp worth of incense.
  • XP Cost: In exchange for an eternity of service, the inmai devours 500 xp from the caster.
  • Special: Binding an inmai forces the caster to make one roll on the lesser corruptions table, gaining the results. Only through their combined power are they able to guide the irecundia to the battlefield, where its mere presence devastates both the demons and their enemies alike. Irecundia speak no language and lack the telepathy ability of other demons.

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