Devil, Foulblaze the Lowly
“Meet Foulblaze: The Devilish Scribe Whose Magical Prowess and Timely Escapes Make Him the Ultimate Cowardly Conjurer!”

Foulblaze the Lowly is a diminutive spinagon devil, standing just three feet tall, with skin that shimmers like a starry night sky. His constantly flickering flames dance across his body, casting eerie shadows. His eyes burn with an anxious intensity, and his rapid, jittery movements give the impression of a creature always on edge. When adopting a more formal guise, Foulblaze uses illusionary magic to appear as an elderly tiefling, complete with two small horns and a pointed gray beard. In both forms, the symbol of his master, Merorem the Darkwind, is prominently marked on the back of his right hand.
Foulblaze is a cowardly and calculating devil, preferring to avoid confrontation at all costs. His nervous demeanor is punctuated by a tendency to rush through tasks, as if always anticipating disaster. He is subservient and meticulous in his role as Merorem’s scribe, painstakingly documenting the alterations to the time stream. His obsessive attention to detail stems from a deep fear of failure, knowing that punishment means a fate worse than death—being trapped in a temporal loop of agony.
Residing within the Nine Hells of Perdition, Foulblaze’s primary habitat is Merorem’s citadel, where he diligently observes the flow of time and manipulations of cosmic forces. The citadel, a cold and foreboding place, is filled with ancient tomes, magical artifacts, and devices attuned to the timeline.
His modus operandi revolves around avoiding conflict and focusing on his duties as a record keeper. When danger arises, Foulblaze summons other devils to fight in his place, uses illusions to create confusion, and relies on his teleportation abilities to escape. He never engages directly unless absolutely necessary, utilizing spell scrolls and magic items to neutralize threats from afar.
Foulblaze’s motivation is rooted in fear and self-preservation. He is terrified of Merorem’s wrath and the possibility of being trapped in one of the temporal loops he has witnessed others suffer. His obsessive adherence to his duties is driven by this desire to avoid such a fate, ensuring the time stream flows as Merorem intends without attracting the attention of powerful cosmic entities.
Foulblaze the Lowly 5e
Foulblaze the Lowly 3.5
Foulblaze the Lowly

Small fiend (devil), lawful evil
Armor Class 24 (natural armor)
Hit Points 97 (15d8+30)
Speed 30 ft., fly 120 ft. (average)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 26 (+8) | 14 (+2) | 13 (+1) | 14 (+2) | 15 (+2) |
Saving Throws Dex +12, Con +6, Wis +6
Damage Resistances acid, cold
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Infernal, telepathy 100 ft.
Challenge 9 (5,000 XP)
Traits
Blaze (Su). Foulblaze is constantly wreathed in flickering flames. A creature that touches Foulblaze or hits him with a melee attack while within 5 feet takes 1d6 fire damage. Any creature hit by Foulblaze’s talons or spikes must make a DC 19 Constitution saving throw or catch fire, taking 1d6 fire damage at the start of each of its turns until it uses an action to extinguish the flames.
Damage Reduction. Foulblaze has damage reduction 5 against attacks from nonmagical weapons that aren’t silvered or from weapons that aren’t good-aligned.
Devil’s Sight. Magical darkness doesn’t impede Foulblaze’s darkvision.
Innate Spellcasting. Foulblaze’s innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:
- At will: greater teleport (self plus 50 lbs.), produce flame, stinking cloud, suggestion
- 3/day each: hold person, minor image
Magic Resistance. Foulblaze has advantage on saving throws against spells and other magical effects.
Spike Generation (Ex). Foulblaze can launch two barbed spikes from his body as an action. These spikes re-grow instantly, giving him unlimited ammunition. Spikes have a range of 30/120 feet and deal 1d6 piercing damage plus 1d6 fire damage.
Actions
Multiattack. Foulblaze makes two attacks with either his Talons or his Spikes.
Talons. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 1) slashing damage plus 3 (1d6) fire damage. The target must make a DC 19 Constitution saving throw or catch fire as described in Blaze.
Spikes. Ranged Weapon Attack: +12 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 1) piercing damage plus 3 (1d6) fire damage. The target must make a DC 19 Constitution saving throw or catch fire.
Summon Devils (1/Day). Foulblaze can attempt to summon 1d6 spinagon devils with an 80% chance of success. The devils are loyal to Foulblaze but vanish after 1 hour or if killed.
Reactions
Coward’s Escape. When a creature moves within 5 feet of Foulblaze, he can use his reaction to immediately cast greater teleport, teleporting up to 60 feet away. If teleporting would be impossible (due to magic or barriers), Foulblaze instead uses his reaction to impose disadvantage on the attack against him.
Tactics
Foulblaze avoids direct combat at all costs, preferring to flee or confuse enemies. He uses the following tactics:
- Teleportation and Evasion: Foulblaze will use his greater teleport spell at the first sign of danger, teleporting to a safe distance or out of harm’s way. He keeps moving constantly, flying around the battlefield while using his ranged spikes attack.
- Illusions and Distractions: If forced into a fight, Foulblaze casts minor image to create false versions of himself to mislead attackers. He uses stinking cloud and hold person to incapacitate enemies before attacking weaker foes from a distance with his spikes.
- Summoning Reinforcements: Foulblaze calls for help, summoning spinagons to overwhelm foes while he stays out of danger, often hiding behind illusions or flying high out of reach.
Foulblaze is extremely cowardly and will use any means necessary to avoid a fight, resorting to his vast spellcasting arsenal, minions, and teleportation abilities to keep himself safe while letting others handle direct combat.

Foulblaze the Lowly serves as Merorem the Darkwind’s scribe. For a thousand years he has faithfully recorded the histories of the world, both before and after the Darkwind had tampered with the time stream.
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His duty is to report any issues with the new flow of time to his master immediately, so that the attentions of greater cosmic entities of Time will not be drawn. Foulblaze carries out his duties most seriously, knowing that to fail them will mean a long and painful demise. He has seen his master cast people into partial temporal loops, forcing them to relive the most painful moments of their lives a billion times over. Such a fate is to be avoided at all costs.
In his true form, Foulblaze appears as a standard spinagon three feet tall, with the coloration of a shimmering starry sky. He speaks in a rapid manner, and appears anxious to conclude any business at hand as quickly as possible. When matters call for a more impressive appearance, Foulblaze uses his illusionary magic to affect the appearance of an elderly tiefling with two small horns on his forehead and a pointed gray beard. No matter what his form, the symbol of Merorem always is present on the back of his right hand.
Foulblaze the Lowly | |
Spinagon | |
Small outsider (Devil, Evil, Extraplanar, Lawful) | |
Hit Dice | 15d8+30 (97 hp) |
Initiative | +12 (+8 Dexterity, +4 Improved Initiative) |
Speed | Fly 120 ft. (average) |
Armor Class | 24 (+8 Dexterity, +5 natural, +1 size), touch 19, flat-footed 16 |
Base Attack/Grapple | +15/+11 |
Attack | Talon +23 melee (1d6 + 1d6 fire and blaze) or spike +23 melee (1d6 + 1d6 fire and blaze) |
Full Attack | 2 talons +23 melee (1d6 + 1d6 fire and blaze) or 2 spikes +23 melee (1d6 + 1d6 fire and blaze) |
Space/Reach | 5 ft. /5 ft. |
Special Attacks | Blaze, spell-like abilities, summon devils |
Special Qualities | Damage reduction 5/good or silver, dark-vision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, Spell Resistance 21, spike generation, telepathy 100 ft. |
Saves | Fort +11, Ref +19, Will +11 |
Abilities | Strength 10, Dexterity 26, Constitution 14, Intelligence 13, Wisdom 14, Charisma 15 |
Skills | Bluff +20, Diplomacy +22, Gather Information +20, Hide +30, Intimidate +4, Listen +20, Move Silently +26, Search +19, Spot +26, Survival +2 (+4 tracking), Use Magic Device +20 |
Feats | Combat Expertise, Flyby Attack, Improved Initiative, lightning reflexes, Quicken Spell-Like Ability (greater teleport), Weapon Finesse |
Climate/Terrain | Nine Hells of Perdition. |
Organization | Solitary (unique) |
Challenge Rating | 9 |
Treasure | Standard |
Alignment | Lawful Evil |
Combat
Foulblaze does not engage in combat unless he can-not escape through teleport, or ordered to by Merorem (a rare occurrence to be sure). His position is one of observation, not combat. However, should it become unavoidable, Foulblaze uses his Combat Expertise to the maximum, goes on full defence, summons reinforcements, and uses minor image to create other false threats. He is completely and unashamedly a coward once a fight begins.
He keeps out of danger as much as possible, using stinking cloud and his spikes to remain safe. He will make use of scrolls and wands as well, focusing them expertly on weak targets (enchantments on melee types, transmutations and evocations on spell-casters). If possible, Foulblaze uses change self to assume the appearance of an innocent bystander, and escapes while his minions buy him time with their lives.
Blaze (Su): Foulblaze is constantly wreathed in tiny flickering flames. Any creature struck by his talons or spikes must make a Fortitude save DC 19 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 is Constitution based.
- Spell-like Abilities: At will – change self, greater teleport (self plus 50 pounds only), produce flame, stinking cloud, suggestion;
- 3/day – hold person, minor image.
Caster level 15th; save DC 12 + spell level.
Spike Generation (Ex): Foulblaze can launch 2 barbed spikes from his body each round as standard action. The spikes re-grow within a round, giving him unlimited ammunition.
Summon Devils (Sp): Thrice per day, Foulblaze can attempt to summon 1d6 spinagons with an 80% chance of success. These devils may have twice their standard HD.
Possessions: Foulblaze wears a tiny emerald cloak with three pockets on the inside. This functions as a handy haversack. Foulblaze usually has at least 1 6th level scroll and 4 5th level scrolls on him at all times. He also carries a wand of lightning bolt (caster level 10th) with at least 20 or more charges remaining.