This site is games | books | films

Demon, Inmai

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 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
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 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.
Scroll to Top