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Devil, Corin Spymaster

Corin, Spymaster
Josef Mandl (1874-1933)- “Triumfátor”

The Spymaster of the Dark Ministry, Corin is the most mysterious of his peers. A master of disguise and lies, there is very little of which he is unaware when it comes to matters concerning Hell. He has spies scattered across the Cosmos, from the lowest reaches of the endless Abyss to the sweet waters of Elysium. However, while the acquisition of information is important to him, his primary interest is the elimination of Hell’s enemies.

Corin of the Dark Eight

Kain’s 5e Monstrous Manual – Page 4 – Dicefreaks (tapatalk.com)

Large fiend, lawful evil
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Armor Class 23 (natural)
Hit Points 425 (25d10 + 175)
Speed 30 ft. fly 60 ft.
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STR 26 (+8) DEX 22 (+6) CON 25 (+7) INT 22 (+6) WIS 22 (+6) CHA 24 (+7)
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Saving Throws Dex +13, Con +14, Wis +13
Skills Acrobatics +13, Deception +21, Investigation +13, Perception +13, Sleight of Hand +13, Stealth +20
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 23
Languages Infernal, telepathy 120 ft.
Treasure cloak of the uttervoid
Challenge 23 (32,500 XP)
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Cloak of the Uttervoid He has adavantage on all Stealth checks. Attacks directed at him suffer disadvantage. If the attack is a miss, the attacker takes 55 (10d10) cold damage and must succeed on a Constitution saving throw DC 22 or gain 1d4 levels of exhaustion.

Fear Aura. Any creature hostile to him that starts its turn within 20 feet of him must make a DC 22 Wisdom saving throw, unless Corin is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to the Corin’s Fear Aura for the next 24 hours.

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

Magic Weapons. His’s weapon attacks are magical.

Innate Spellcasting. Corin’s spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components:
At will: detect thoughts, fireball, hold monster, invisibility, wall of fire
3/day each: clairvoyance, dispel magic, major image (6th level)
1/day each: foresight, mind blank

Rogue Defense If Corin is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw,. and only half damage if he fails. When an attacker that he can see hits him with an attack, he can use his reaction to
halve the attack’s damage against him.

Sneak Attack (3/turn) Corin deals an extra 35 (10d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Corin that isn’t incapacitated and Corin doesn’t have disadvantage on the attack roll.

ACTIONS
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Multiattack. Corin makes four attacks: one with his bite, two with his claws, and one with his tail.

Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 8) piercing damage. The target must succeed on a DC 22 Constitution saving throw or become poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 8) bludgeoning damage.

LEGENDARY ACTIONS
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Corin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Corin regains spent legendary actions at the start of his turn.

Mislead. Corin magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. Corin is invisible after he teleports, and a major image of him appears in a different unoccupied space.

Phantom Blade. Three false images of Corin appear, identical to mirror image. The images disappear at the end of Corin’s turn. He deals an additional 5 (1d10) psychic damage on his attacks for each image still existing on his turn.

Constrict. Corin makes a tail attack against one foe in reach. If successful, the creature must succeed on a Strength saving throw DC 23 or become restrained. Corin’s tail attack can only target the restrained creature, but Corin can end the effect at any time.

Corin Spymaster

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

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Corin, Spymaster
Dark Ministry of Hell
Pit fiend (9 th Circle General of the Legions of Hell)
Large outsider (Evil, Extraplanar, Lawful)
SealFiendish hand emerging from a pair of bat-like wings, all dark red, on a black inverted triangle
Rogue 10/Epic Infiltrator 12
Hit Dice27d8 + 22d6 + 312 (475 hp)
Initiative+13
Speed40 ft., Fly 60 ft. (average)
AC45 (-1 size, +13 Dexterity, +23 natural), touch 22, flat-footed 45
Base Attack/Grapple+38/+55
AttackClaw +50 melee (2d8+13)
Full Attack2 claws +50 melee (2d8+13) and bite +48 melee (4d6+6 plus poison plus disease) and 2 wings +48 melee (3d6+6) and tail slap +48 melee (2d8+6)
Space/Reach10 ft./10 ft.
Special AttacksConstrict, crippling strike, fear aura, improved grab, read thoughts, spell-like abilities, summon devils, sneak attack +9d6 (see below)
Special QualitiesDamage reduction 15/epic, good and silver, Darkvision 60 ft., evasion, far senses, immunity to fire and poison, improved cover identity, improved uncanny dodge, mind blank, resistance to acid 15 and cold 15, regeneration 7, see in darkness, specialist training (concealment, espionage, interaction x2), Spell Resistance 47, telepathy 200 ft., trap finding, trap sense +3, uncanny dodge
SavesFort +34, Ref +39, Will +36
AbilitiesStrength 37, Dexterity 36, Constitution 27, Intelligence 31, Wisdom 26, Charisma 29
SkillsBalance +17, Bluff +67, Climb +34, Concentration +37, Decipher Script +28, Diplomacy +48, Disable Device +38, Disguise +67 (+73 when acting in character), Escape Artist +41, Forgery +59, Gather Information +64, Hide +59, Intimidate +60, Jump +34, Knowledge (arcana) +31, Knowledge (nature) +20, Knowledge (the planes) +39, Knowledge (religion) +31, Listen +40, Move Silently+63, Open Lock +41, Perform (act) +13, Search +45, Sense Motive+32, Sleight of Hand +37, Spellcraft +33, Spot +51, Survival +17 (+19 above ground, +21 other planes, +21 tracking), Tumble +42, Use Rope+13 (+17 with bindings), Use Magic Device +49
FeatsArterial StrikeCombat Expertise, Hamstring, Improved Combat ExpertiseImproved FeintInvestigatorLeadershipMultiattackPower AttackQuick Draw, Quicken Spell-Like Ability (blasphemy), Quicken Spell-Like Ability (greater invisibility)
Epic FeatsEpic LeadershipEpic ReputationEpic WillLingering DamagePolyglot
Climate/TerrainMalsheem, Nessus, Ninth of the Nine Hells of Perdition
OrganizationUnique (Solitary), or squad (3 pit fiends, 9 Gelugons, 27 osyluth)
Challenge Rating35
TreasurePossessions plus triple standard magic items.
AlignmentLawful Evil

Combat

Corin actively avoids combat. If threatened, Corin is prone to teleport away immediately. If forced to fight, Corin’s favorite method is to cast greater invisibility immediately, then attack. His first sneak attack is always an Arterial Strike, and his second always a hamstring. If foes can see him, he will always attempt a feint in combat. He will make ample use of his scale stored weaponry while maximizing his armor class through Combat Expertise, causing all manner of havoc with a wide variety of unexpected threats and remaining largely untouchable himself. If possible, Corin likes to lead unwary, angry foes into a pre-laid symbol trap, or into an area wherein he summoned a few devils. He is even likely to take the shape of a foe, attack a powerful creature in his new form, and then lead it to his enemies. In essence, Corin is the most unpredictable of the Dark Ministry in a fight, making him a difficult opponent.

Constrict (Ex): Corin deals 2d8 + 26 points of damage with a successful grapple check.

Disease (Su): A creature struck by Corin’s bite attack must succeed at a DC 31 Fortitude save or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of Strength).

Far Senses (Su): 5/day, Corin can extend his vision or hearing into an area beyond his normal range, to a distance of 260 feet. He must have personally visited the area prior to using far senses on it. He may use this ability in conjunction with his read thoughts ability. This power otherwise functions as a clairaudience/ clairvoyance spell. (Caster level 32nd)

Fear Aura (Su): Corin can radiate a 20-foot-radius fear aura as a free action. Creatures in the area must succeed on a DC 32 Will save or be affected as though by a fear spell (caster level 27th). A creature that successfully saves cannot be affected again by his aura for 24 hours. Other devils are immune to the aura.

Improved Cover Identity (Ex): Corin has three active cover identities at any one time. Two are secondary covers, providing a +4 circumstance bonus on Disguise and a +2 circumstance bonus on Bluff and Gather Information checks. The other is a primary cover, providing a +8 bonus on Disguise and +6 on Bluff and Gather Information checks. With the Pool of Unbridled Thought, Corin may ‘retire’ a cover identity in nine minutes, rather than a week.

Improved Grab (Ex): To use this ability, Corin must hit a Medium or smaller opponent with his tail slap attack. If he gets a hold, he can constrict.

Mind blank (Sp): Corin is constantly under the effects of a mind blank spell. (Caster level 32nd) Should this ability be dispelled, Corin may reactivate it once per day. The effect is automatically renewed daily.

Poison (Ex): Injury; Fortitude DC 31; initial damage 1d8 Constitution, secondary damage death.

Read Thoughts (Su): 3/day, Corin may read the surface thoughts of any single creature he desires. This functions as the detect thoughts spell, except that it immediately reveals the surface thoughts of the creature. Caster level 32nd; DC 32

Regeneration (Ex): Corin takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.

Sneak Attack (Ex): Corin deals 9d6 additional damage and 2 points of Strength damage when he catches a foe who is flanked or denied his Dexterity bonus to armor class. This damage repeats on the following round. Corin may sacrifice 1d6 points of damage to cause a bleeding wound, or 2d6 points of damage to reduce an opponent’s speed in half.

Spell-Like Abilities (Sp):

Summon Devils (Sp): Thrice per day, Corin can automatically summon two lemures, osyluths, or hamatula; or one erinyescornugon, gelugon, or pit fiend.

Possessions: Corin possesses a sky-blue soul gem that contains the essences of several hundred beings called the Pool of Unbridled Thoughts. With this gem, he can access the memories and lives of the souls trapped within, greatly aiding him in establishing cover identities as described above.

A number of the Spymaster’s scales have been en-spelled to produce various effects. Three scales on Corin’s body can be activated to produce the effects of haste, Mirror Image or deeper darkness (caster level 25 th ). Each scale may be activated nine times per day as a swift action. Corin has several other enchanted scales on his body which function similar to bags of holding and gloves of storing. Accessing an item from a scale is considered the equivalent of drawing a weapon for Corin. Corin stores a wide variety of items in these scales, from dancing swords to rods of wonder. He has mundane items as well, such as caltrops, tanglefoot bags and self activating traps.

One can be sure Corin will have any item for nearly every situation. Corin’s other item of note is the Cloak of Uttervoid.

This jet black cloak provides Corin with a +20 bonus to Hide and Move Silently checks, and attacks directed at him suffer a 60% miss chance. Those who miss with melee attacks due to this effect suffer 10d6 points of cold damage and gain 1d4 negative levels; there is no save to avoid this effect.

Cohort: Belmhus (10 HD osyluth, assassin 24) is Corin’s chief administrator and his personal assassin. He is extremely loyal and a former agent of the Order of the Fly.

Corin’s background is a mystery. While it is known that he is the fourth “Corin” to serve as a Minister, it is unclear if his predecessors met with “accidents” or if they were promoted into the Courtiers of Perdition. Many believe that most, if not all, “Corins” came out of the Court of Cocytus
(Maladomini)
, a place where intrigue runs thick. No one knows for certain; Corin’s true background is even more difficult to ascertain because he happens to have a great rapport with both cornugons, devils typically identified with His Grace, Beelzebub the Lord of the Seventh, and Gelugons, devils typically identified with His Grace, Mephistopheles the Lord of the Eighth. It is possible that both Lords are interested in currying the Spymaster’s favor, perhaps grooming him for an eventual offer to join their courts. The truth of the matter is that Corin is fully in the pocket of the Dark Lord of NessusAsmodeus, and that he does as The Overlord of Hell commands… a rare occurrence considering that Asmodeus typically allows the Dark Ministry to do as it pleases regarding the Blood War.

Within the Dark Ministry, Corin is neither seen nor heard with any frequency. He provides a great deal of information to all Denominations in the Dark Ministry, particularly Immortal Diplomacy, Mortal Affairs, and Strategy. He intercepts communiqués from a variety of sources – largely military – and spies routinely on daemon mercenaries. Corin does not interfere with internal conspiracy situations, as that is the province of Zimimar, but he does get involved with the politics of the Courtiers of Perdition, giving information to Asmodeus himself if a powerful noble seeks to betray Hell.

Corin has many different shapes and forms. In a way, he is the most “chaotic” of the Dark Ministry, capable of employing numerous disguises within a short period of time. In meetings, he typically appears as a gaunt pit fiend with a long black cloak; none of his peers believes this to be his true form.

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