Innocent Devils
-Forgemaster Hector and his “The End” Devil Type
Evolution Colors: Innocent Devils Evolutions are based on Martial Weapon Proficiency, below is a guide for reference, using colors to make listing for each ID easier. Note: Some weapons listed are for possible homebrew based weapons, to help give an idea if your campaign includes such weapons of where they would be placed. Most major evolution lines use at least 2 colors, try to decide what combination will give you the results you want.
Red = Short swords, Scimitars, Longswords, Rapiers, Greatswords
Green = Glaive, Halberd, Pike, Trident, War Pick
Blue = Battle Axe, Greataxe, Maul, Morning Star, Warhammer
Yellow = Greaves, Knuckles/Gauntlets, Katars
White = Lance, Flail, Whip, Blowgun, Hand Crossbow, Heavy Crossbow, Longbow, Net
For visuals on each Innocent Devil please refer to this link, or see the Gallery section at the end.
Infant Fairy: The initial fairy-type Innocent Devil, strong in healing. Having just left its cocoon, its body is still soft.
Starting Hit Points = 6, Hit Points per level = 1d4, AC = 16, Movement = 30 feet, Size = Small, Weight = 10 Pounds, Strength Modifier = -4, Dexterity Modifier = +4, Constitution Modifier = -3, Intelligence Modifier = +1, Wisdom Modifier = +1, Charisma Modifier = +1, Skills Notes = Has a -5 to Intimidation (you do not add Charisma Modifier), Abilities = Attack, Heal Lv. 1 (gained at 2nd Level), and Disarm (gained at 4th level).
Attack: Attack Bonus = +4, Damage = 1 Bludgeon.
Heal Lv. 1: Cost = 3 Hit Points, Target Creature heals 1d6 + Charisma Modifier in Hit Points. Range: 30ft
Disarm: The Fairy-Type Innocent Devil attempts to disarm a trap or unlock a door using magic, make an ability check using Charisma. Range 5ft.
Evolutions: Leaffle = Red and Yellow. Herbest = Blue, Green, and White.
Leaffle: A fairy with a leaf for a hat. Desires only to live a simple life. Attracted to beautiful decorations.
Hit Points per level = 1d4 + 2, AC = 18, Movement = 30 feet, Size = Small, Weight = 10 Pounds, Strength Modifier = -3, Dexterity Modifier = +5, Constitution Modifier = -2, Intelligence Modifier = +1, Wisdom Modifier = +1, Charisma Modifier = +2, Skills Notes = Has a -5 to Intimidation (you do not add Charisma Modifier), Abilities = Time Heal (gained at 6th level) and Poison Powder (gained at 9th level).
Attack: Attack Bonus = +5, Damage = 1 Bludgeon.
Time Heal: Cost = 10 Hit Points, Target Creature gains 1d4 + Charisma Modifier Hit Points, and then 1d4 at the beginning of each of their turns for 1 minute. Range: 40ft
Poison Powder: Cost = 5 Hit Points, Target Creature must make a Constitution Saving Throw (DC is 10 + Charisma Modifier), or take 1d4 poison damage, they repeat this Saving Throw at the start of each of their turns for 1 minute. Range: 40ft
Evolutions: Honey Bee = Blue, Yellow, and White. Killer Bee = Red and Green.
Herbest: Its leaf hat and clothing mimic those of a fairy in order to win acceptance by humans.
Hit Points per level = 1d4 + 2, AC = 18, Movement = 30 feet, Size = Small, Weight = 10 Pounds, Strength Modifier = -3, Dexterity Modifier = +5, Constitution Modifier = -2, Intelligence Modifier = +1, Wisdom Modifier = +1, Charisma Modifier = +2, Skills Notes = Has a -5 to Intimidation (you do not add Charisma Modifier), Abilities = Antidote (gained at 6th level) and Heal Lv. 2 (gained at 9th level)
Attack: Attack Bonus = +5, Damage = 1 Bludgeon.
Antidote: Cost = 5 Hit Points, Target Creature is cured of poison or disease. Range: 40ft
Heal Lv. 2: Cost = 8 Hit Points, Target Creature heals 1d8 + Charisma Modifier in Hit Points. Range: 40ft
Evolutions: Killer Bee = Red and Green. Hornet = Blue, Yellow, and White.
Honey Bee: Has large, compound eyes like a dragonfly, specially developed to watch carefully for predators.
Hit Points per level = 1d6 + 2, AC = 20, Movement = 30 feet, Size = Small, Weight = 10 Pounds, Strength Modifier = -1, Dexterity Modifier = +6, Constitution Modifier = -1, Intelligence Modifier = +1, Wisdom Modifier = +1, Charisma Modifier = +4, Skills Notes = Proficient in Perception (double Wisdom Modifier) and has a -5 to Intimidation (you do not add Charisma Modifier), Abilities = Healing Field (gained at 11th level) and Lift (gained at 14th level)
Attack: Attack Bonus = +6, Damage = 2 Bludgeon.
Healing Field: Cost = 10 Hit Points, Create a 10 foot aura field at target location within 60 feet, friendly creatures in the aura heal 1d6 Hit Points, and 1d6 Hit Points if they move through the aura or end their turn within it, the aura lasts for 1 minute.
Lift: Cost = 5 Hit Points, Target Creature is lifted to its feet and is no longer Prone. Range: 50ft
Evolutions: Proboscis Fairy = White. Tiramisu = Red, Blue, Green, and Yellow.
Killer Bee: Its characteristic large eyes are hidden by a hood. It can see in any type of light, bright or dark.
Hit Points per level = 1d6 + 2, AC = 20, Movement = 30 feet, Size = Small, Weight = 10 Pounds, Strength Modifier = -1, Dexterity Modifier = +6, Constitution Modifier = -1, Intelligence Modifier = +1, Wisdom Modifier = +1, Charisma Modifier = +4, Skills Notes = and has a -5 to Intimidation (you do not add Charisma Modifier), Abilities = Darkvision (While Killer Bee only), Heal Lv. 3 (gained at 11th level), and Curse Breaker (gained at 14th level)
Attack: Attack Bonus = +6, Damage = 2 Bludgeon.
Heal Lv. 3: Cost = 15 Hit Points, Target Creature heals 1d10 + Charisma Modifier in Hit Points. Range: 50ft
Curse Breaker: Cost = 5 Hit Points, Dispel any curses afflicting Target Creature. Range: 50ft
Evolutions: Tiramisu = Blue, and White. Tiara = Red, Green, and Yellow.
Hornet: Its apparent eyes are just for show. It mainly navigates using its highly advanced feelers.
Hit Points per level = 1d6 + 2, AC = 20, Movement = 30 feet, Size = Small, Weight = 10 Pounds, Strength Modifier = -1, Dexterity Modifier = +6, Constitution Modifier = -1, Intelligence Modifier = +1, Wisdom Modifier = +1, Charisma Modifier = +4, Skills Notes = Has a -5 to Intimidation (you do not add Charisma Modifier), Abilities = Stone Breaker (gained at 11th level), and Lucky Slot (gained at 14th level)
Attack: Attack Bonus = +6, Damage = 2 Bludgeon.
Stone Breaker: Cost = 5 Hit Points, Cure Petrification of Target Creature Range: 50ft
Lucky Slot: Cost = 18 Hit Points, Target a Creature for this ability, then roll 3d6, if none of the results are the same target creature gains Temporary Hit Points equal to the total, if 2 of the results are the same target creature heals Hit Points equal to the total, if all 3 results are the same target creature gains hit points & Temporary Hit Points equal to the total. Range: 50ft
Evolutions: Tiara = Red, Blue, and Green. Comet Star = Yellow and White.
Proboscis Fairy: Its appearance as a middle-aged man is just a disguise, and it is said to have secret powers.
Hit Points per level = 1d8 + 2, AC = 22, Movement = 30 feet, Size = Small, Weight = 10 Pounds, Strength Modifier = 0, Dexterity Modifier = +8, Constitution Modifier = 0, Intelligence Modifier = +5, Wisdom Modifier = +2, Charisma Modifier = +6, Skills Notes = Has a -5 to Intimidation (you do not add Charisma Modifier), Abilities = Can Speak all Languages known by the Devil Forger, Just a Little (gained at 16th level), Skull Bomb (gained at 16th level), and Refresh (gained at 18th level)
Attack: Attack Bonus = +8, Damage = 3 Bludgeon.
Just a Little: Cost = 20 Hit Points, Roll a D20, Target Creature gains 1 Hit Point, if the result is 20 Target Creature is healed for all its Hit Points. Range: 60ft
Skull Bomb: Cost = 20 Hit Points, Create a Bomb at target location within 20 feet, all creatures within 10 feet must roll a Dexterity Check (DC = 10 + Charisma Modifier) or take 1d8 damage, this attack deals 32 damage to undead creatures.
Refresh: Cost = 15 Hit Points: Target Creature is healed of any and all negative effects (disease, curse, petrification, etc) Range: 60ft
Tiramisu: The most knowledgeable race of fairy, rich in ancient culture, always ready to help and advise.
Hit Points per level = 1d8 + 2, AC = 22, Movement = 30 feet, Size = Small, Weight = 10 Pounds, Strength Modifier = 0, Dexterity Modifier = +8, Constitution Modifier = 0, Intelligence Modifier = +5, Wisdom Modifier = +2, Charisma Modifier = +6, Skills Notes = Has a -5 to Intimidation (you do not add Charisma Modifier), Abilities = Can Speak and Read all Languages, Gold Heal (gained at 16th level), and Invincible Vase (gained at 18th level)
Attack: Attack Bonus = +8, Damage = 3 Bludgeon.
Gold Heal: Cost = 20 Hit Points, The Tiramisu converts Gold into a healing wave, by using a willing amount of gold on the Target Creature they are healed Hit Points for each GP spent by this effect. Range: 60ft
Invincible Vase: Cost = 30 Hit Points, Target Creature is invincible until the Innocent Devil's next turn, a creature who gains this effect can not gain it again until a short or long rest is completed. Range: 60ft
Tiara: The most popular fairy, due to its extremely cute appearance. Just looking at it is restorative.
Hit Points per level = 1d8 + 2, AC = 22, Movement = 30 feet, Size = Small, Weight = 10 Pounds, Strength Modifier = 0, Dexterity Modifier = +8, Constitution Modifier = 0, Intelligence Modifier = +5, Wisdom Modifier = +2, Charisma Modifier = +6, Skills Notes = Has a -5 to Intimidation (you do not add Charisma Modifier), Abilities = Can Speak all Languages known by the Devil Forger, Healing Drops (gained at 16th level), and Crystal Skull (gained at 18th level)
Attack: Attack Bonus = +8, Damage = 3 Bludgeon.
Healing Drop: Cost = 20 Hit Points, Up to 6 Target Creatures heal 6d4 Hit Points, and continue to heal 6d4 hit points at the start of their turn for 3 turns. Range: 60ft
Crystal Skull: Cost = 30 Hit Points, Target Creature gains invisibility for 30 minutes, this invisibility ends when the creature attacks, casts a spell, or the effect is dispelled. All rules for invisibility apply. Range: 60ft
Comet Star: A fairy variant, a stylish girl who continues to dream the impossible dream of becoming human.
Hit Points per level = 1d8 + 2, AC = 22, Movement = 30 feet, Size = Small, Weight = 10 Pounds, Strength Modifier = 0, Dexterity Modifier = +8, Constitution Modifier = 0, Intelligence Modifier = +5, Wisdom Modifier = +2, Charisma Modifier = +6, Skills Notes = Has a -5 to Intimidation (you do not add Charisma Modifier), Abilities = Can Speak all Languages known by the Devil Forger, Twinkle Shot (replaces Attack), Lullaby (gained at 16th level), and Heal Lv. 4 (gained at 18th level)
Twinkle Shot: Range = 60 feet, Attack Bonus = +8, Damage = 1d4 + 8 Force.
Lullaby: Cost = 5 Hit Points, Target Creature must make a Constitution Saving Throw (DC = 10 + Charisma Modifier) or be put to sleep. Normal rules of sleep apply. Range: 60ft
Heal Lv. 4: Cost = 25 Hit Points, Target Creature heals 1d12 + Charisma Modifier in Hit Points, and gains half as much (rounded down) in Temporary Hit Points. Range: 60ft
Magmard: Initial form of a battle-type Innocent Devil as it has just been born. Its body still contains boiling magma.
Starting Hit Points = 12, Hit Points per level = 1d6 + 3, AC 17, Movement = 35 feet, Size = Medium, Weight = 300 Pounds, Strength Modifier = (18) +4, Dexterity Modifier = 0, Constitution Modifier = +3, Intelligence Modifier = -2, Wisdom Modifier = -1, Charisma Modifier = 0, Skill Notes = Gains +2 to Intimidation and is Immune to disease, Abilities = Aura Blast (gained at 2nd level) and Brute Force (gained at 4th level)
Punch (Basic Attack): Attack Bonus = +4, Damage = 1d6 + 4 Bludgeon.
Aura Blast (Special Attack): Cost = 5 Hit Points, Innocent Devil releases a wave of energy from itself, all creatures within 5 feet must make a Dexterity Saving Throw (DC 10 + Strength Modifier), on a failed save creatures take 2d4 + Str Modifier Force Damage, or half as much on a failed save.
Brute Force (Special Attack): Cost = 5 Hit Points, the Innocent Devil wrenches their hand into the ground and thrusts upwards powerfully, make an attack roll (you do not add damage modifier for damage done with this attack), if a creature is hit by this attack they must make a Constitution Saving Throw (DC 10 + Strength Modifier) or be knocked prone until their next turn. Lifting weight is doubled for the rest of the round when this ability is used.
Evolutions: Speed Mail = Blue, Green, and White. Golem = Red and Yellow.
Speed Mail: Features of this Innocent Devil are reminiscent of a knight's armor. It has a snake carved onto its comb.
Hit Points per level = 1d4 + 3, AC 17, Movement = 35 feet, Size = Medium, Weight = 275 Pounds, Strength Modifier = (18) +4, Dexterity Modifier = +3, Constitution Modifier = +3, Intelligence Modifier = -1, Wisdom Modifier = 0, Charisma Modifier = 0, Skill Notes = Gains +1 to Intimidation and is Immune to disease, Abilities = Extra Attack (gained at 6th level) and Heavenly Sword (gained at 9th level)
Arm Blade (Basic Attack): Attack Bonus = +4, Damage = 1d8 +4 Slashing.
Extra Attack: If a Basic or Special Attack action is used, the Innocent Devil may make use of another Basic or Special Attack this turn.
Heavenly Sword: Cost = 10 Hit Points, Target Creature within 60 ft has holy blades rain down on them from above and must make a Dexterity Saving Throw (DC 10 + Strength Modifier) or take 3d4 radiant damage, this saving throw must be repeated for a number of turns equal to the Innocent Devil's Dexterity Modifier. This ability is channeled and the Innocent Devil can not take any actions (including free actions) after using this ability until it ends at the start of the turn stated by this effect, or is ended using an action.
Evolutions: Rasetz = Blue and White. Corpsey = Red, Green, and Yellow. (Note: Both evolutions are fourth level, but it may go into them at 10th level)
Golem: An earthen soul formed into a living being by magic. Easy for a beginner to handle.
Hit Points per level = 1d8 + 3, AC 18, Movement = 35 feet, Size = Medium, Weight = 400 Pounds, Strength Modifier = (19) +4, Dexterity Modifier = 0, Constitution Modifier = +4, Intelligence Modifier = -2, Wisdom Modifier = -1, Charisma Modifier = 0, Skill Notes = Gains +2 to Intimidation and is Immune to disease, Abilities = Hip Press (gained at 6th level, and upgrades at 9th level), Extra Attack (gained at 9th level)
Punch (Basic Attack): Attack Bonus = +4, Damage = 1d8 + 4 Bludgeon.
Hip Press (Special Attack): Cost = 8 Hit Points, The Innocent Devil lunges up to 10 feet and does a slamming attack against the target (using the Innocent Devil's Basic Attack for Bonus and Damage), creatures within 5 feet of it when it hits the ground must make a Dexterity Saving Throw (DC 10 + Strength Modifier) or take 2d4 + half Strength Modifier (rounded down) force damage. At 9th level the range increases to 10 feet, and on a failed save creatures are knocked back 15 feet.
Extra Attack: If a Basic or Special Attack action is used, the Innocent Devil may make use of another Basic or Special Attack this turn.
Evolutions: Iytei = White. Juggernaut = Red, Blue, Green, and Yellow.
Iytei: A gentle beast. The fur on its entire body is amazingly soft, as are the pads on its paws.
Hit Points per level = 1d8 + 3, AC 20, Movement = 35 feet, Size = Medium, Weight = 350 Pounds, Strength Modifier = (20) +5, Dexterity Modifier = 0, Constitution Modifier = +3, Intelligence Modifier = 0, Wisdom Modifier = 0, Charisma Modifier = +4, Skill Notes = Gains +2 to Intimidation, Abilities = Shoulder Ride (gained at 11th level), Extra Attack (2) (gained at 14th level), Movement Boost (gained at 15th level), Ultra Scream (gained at 16th level), and Extra Attack (3) (gained at 18th level)
Punch (Basic Attack): Attack Bonus = +5, Damage = 1d8 + 5 Bludgeon.
Shoulder Ride (Special Attack): Cost = 10 Hit Points, Innocent Devil carries target allied creature on it's shoulder before rushing in a straight line up to 60 feet, any creatures it passes must make a Dexterity Saving Throw (DC 10 + Strength Modifier) or take a Melee attack damage from both the Iytei and the rider. This ability may only be used once per turn and uses the Iytei's entire movement.
Extra Attack (2): Innocent Devil gains another Attack or Special Attack per turn.
Movement Boost: Innocent Devil's movement is now 40 feet.
Ultra Scream: Cost = 15 Hearts, The Innocent Devil releases a powerful sonic wave from its mouth, all creatures within a 15 foot cone must make a Constitution Saving Throw or take 2d6 + 5 thunder damage.
Extra Attack (3): Innocent Devil gains another Attack or Special Attack per turn.
Evolutions: Iytei does not evolve further, instead it gains an ability at 15th level.
Juggernaut: The transmogrification of a king from far away, with a powerful sense of justice and honor.
Hit Points per level = 1d10 + 4, AC 20, Movement = 35 feet, Size = Medium, Weight = 450 Pounds, Strength Modifier = (20) +5, Dexterity Modifier = 0, Constitution Modifier = +4, Intelligence Modifier = 0, Wisdom Modifier = 0, Charisma Modifier = 0, Skill Notes = Gains +3 to Intimidation and is Immune to disease, Abilities = Homing Eye (gained at 11th level) and Brute Force Lv. 2 (gained at 14th level)
Punch (Basic Attack): Attack Bonus = +5, Damage = 1d8 + 4 Bludgeon.
Homing Eye (Special Attack): Cost = 15 Hit Points, Innocent Devil releases three floating eye like objects that hunt down their target, target Creature within 30 feet must make a Dexterity Saving Throw (DC 10 + Strength Modifier) or take 3d6 + Strength Modifier bludgeoning damage.
Brute Force Lv. 2 (Special Attack): Brute Force now gains Strength Modifier added to its damage, also lifting weight is quadrupled for the round.
Evolutions: Ironside = Blue and White. Liquid Golem = Red, Green, and Yellow.
Rasetz: The light glittering from its armor pierces all who see it. Equipped with the ominous blades called Murasame-maru.
Hit Points per level = 1d10 + 5, AC 20, Movement = 35 feet, Size = Medium, Weight = 250 Pounds, Strength Modifier = (20) +5, Dexterity Modifier = +4, Constitution Modifier = +5, Intelligence Modifier = +2, Wisdom Modifier = +2, Charisma Modifier = 0, Skill Notes = Gains +5 to Intimidation and is Immune to disease, Abilities = Murasame-Maru (gained at 11th level), Grand Wave (gained at 14th level), Extra Attack (2) (gained at 15th level), Glow Soul (gained at 16th level), Murasame-Maru Upgrade (gained at 18th level)
Murasume (Basic Attack): Attack Bonus = +6, Damage = 2d6 + 6 Slash.
Murasame-Maru (Reaction): When hit, use reaction to counter with a spirit, creature must make a Dexterity Saving Throw (DC 10 + Strength Modifier) or take 1d8 +6 necrotic damage.
Grand Wave (Special Attack): Cost = 20 Hit Points, Innocent Devil slams the ground with their weapon and releases a powerful 5 foot ground wave that travels 30 feet in a line, all creatures on the ground (or within 5 feet of the ground) must make a Dexterity Saving Throw or take 1d10 + Strength Modifier force damage.
Extra Attack (2): Innocent Devil gains another Attack or Special Attack per turn.
Glow Soul (Special Attack): Cost = 25 Hit Points, Innocent Devil releases 5 Murasame-Maru spirits at creatures within 30 feet, each may be targeted at a different creature and all 5 hit at the same time. Creatures must make a Dexterity Saving Throw (DC 10 + Strength Modifier) or take 1d8 + 6 necrotic damage, on a successful save the creature must make the saving throw again. This ability may only be used once per turn.
Murasame-Maru Upgrade: Targets of Murasame-Mura must make 5 Dexterity Saving Throws, or take 1d8 +6 necrotic damage for each failed.
Corpsey: A killer corpse seething with murderous intent. Its sword overflows with great rage and anger.
Hit Points per level = 1d10 + 6, AC 20, Movement = 35 feet, Size = Medium, Weight = 250 Pounds, Strength Modifier = (21) +5, Dexterity Modifier = +5, Constitution Modifier = +5, Intelligence Modifier = +2, Wisdom Modifier = +2, Charisma Modifier = 0, Skill Notes = Gains +5 to Intimidation and is Immune to disease, Abilities = Extra Attack (2) (gained at 11th level), Grand Wave (gained at 14th level), Magical Mist (gained at 15th level), Bone Storm (gained at 16th level), Extra Attack (3) (gained at 18th level)
7 Armed Sword (Basic Attack): Attack Bonus = +5, Damage = 1d10 + 5 Slash.
Extra Attack (2): Innocent Devil gains another Attack or Special Attack per turn.
Grand Wave (Special Attack): Cost = 20 Hit Points, Innocent Devil slams the ground with their weapon and releases a powerful 5 foot ground wave that travels 30 feet in a line, all creatures on the ground (or within 5 feet of the ground) must make a Dexterity Saving Throw or take 1d10 + Strength Modifier force damage.
Magical Mist (Reaction): The Innocent Devil is surrounded by a thin mist, when struck by a melee attack it may use it's reaction to release an electrical shock against the attacker, they make a Constitution Saving Throw (DC 10 + Strength Modifier) or take 1d8 + 5 lightning damage and can't make any more actions until their next turn on a failed save.
Bone Storm (Special Attack): Cost = 25 Hit Points, The Innocent Devil raises up and releases a flurry of bones from its body, until the next turn the Innocent Devil attacks in a cone for 30 feet, all creatures within range must make a Dexterity Saving Throw or take 12d4 bludgeon damage or half as much on a success. Any creatures who move into or start their turn in range must make this saving throw. If the Innocent Devil takes this action it can not make any other actions (including free actions) for the rest of its turn, or make any reactions until it's next turn, if the Innocent Devil is moved forcefully or knocked Prone this attack's effect ends.
Extra Attack (3): Innocent Devil gains another Attack or Special Attack per turn.
Ironside: A giant, its entire body is plated in thick iron. A single attack can shatter rock and bone.
Hit Points per level = 1d12 + 6, AC 22, Movement = 35 feet, Size = Large, Weight = 600 Pounds, Strength Modifier = (23) +6, Dexterity Modifier = 0, Constitution Modifier = +8, Intelligence Modifier = 0, Wisdom Modifier = 0, Charisma Modifier = 0, Skill Notes = Gains +5 to Intimidation and is Immune to disease, Abilities = Chain Punch (gained at 16th level) and Machine Gun Shot (gained at 18th level)
Punch (Basic Attack): Attack Bonus = +6, Damage 2d8 + 6 Bludgeon.
Chain Punch (Special Attack): Cost = 20 Hit Points, Innocent Devil makes 2 rapid attacks with it's fists, make 2 Basic Attacks, but do not add your damage modifier to these attacks.
Machine Gun Shot (Special Attack): Cost = 25 Hit Points, By firing a gatling blast, make an attack (Bonus = +6) against a target within 60 feet with a barrage of bullets, the target takes 10d4 slashing damage.
Liquid Golem: A demon coated in a fluid silver alloy. The origin of the symbols on its body are unknown.
Hit Points per level = 1d12 + 5, AC 22, Movement = 35 feet, Size = Large, Weight = 500 Pounds, Strength Modifier = (22) +6, Dexterity Modifier = +2, Constitution Modifier = +5, Intelligence Modifier = 0, Wisdom Modifier = 0, Charisma Modifier = 0, Skill Notes = Gains +5 to Intimidation and is Immune to disease, Abilities = Mercury Sphere (gained at 16th level) and Magma Mode (gained at 18th level)
Punch (Basic Attack): Attack Bonus = +6, Damage 2d8 + 6 Bludgeon.
Mercury Sphere (Special Attack): Cost = 25 Hit Points, Innocent Devil turns it's body into a 5 foot sphere with flight, Basic Attacks become Rush which has a +6 Attack Bonus, and 1d12 + 6 Cold damage, it may also make this attack again as a bonus action, but it can not use any of it's other attacks while in this form. This change lasts for 1 minute, or can use a bonus action to cancel it.
Magma Mode (Special Attack): Cost = 25 Hit Points, Innocent Devil erupts it's body and gains 3 AC, its Basic Attack, Hip Press, and Brute Force also deal extra 2d4 Fire Damage. When this ability is activated all creatures within 5 feet must make a Dexterity Saving Throw (DC 10 + Strength Modifier) or take 2d6 Fire damage, or half on a successful save. Magma Mode lasts for 1 minute, or but can be canceled with a bonus action.
Crow: A black bird said to feast on corpse flesh, and hated for it. Rumors of death follow in its path.
Starting Hit Points = 8, Hit Points per level = 1d6, AC 18, Movement = 40 feet, Size = Small, Weight = 50 Pounds, Strength Modifier = 0, Dexterity Modifier = +3, Constitution Modifier = -1, Intelligence Modifier = +1, Wisdom Modifier = +1, Charisma Modifier = 0, Skill Notes = All movement is in the air, Abilities = Glide (gained at 2nd level), Gust (gained at 4th level)
Peck (Basic Attack): Attack Bonus = +3, Damage = 1d4 + 3 Piercing.
Glide (Special Action): The Innocent Devil lifts a creature that grabs it and can carry them up to half its movement speed horizontally, after which the Innocent Devil drops the creature, the ability will end early if the Innocent Devil reaches its maximum movement for the turn. The creature must be no larger than a Medium Size creature.
Gust (Basic Action): The Innocent Devil uses the Gust Cantrip, see the spell for details. This may also be used to clear smoke and fog within 10 feet, but requires concentration until its next turn or the effect will end.
Evolutions: Goldfinch = Green, Yellow, and White. Skull Wing = Red and Blue
Goldfinch: A southern bird with golden plumage. Said to bring good fortune from the heavens.
Hit Points per level = 1d8 + 2, AC 18, Movement = 40 feet, Size = Medium, Weight = 75 Pounds, Strength Modifier = +1, Dexterity Modifier = +3, Constitution Modifier = +2, Intelligence Modifier = +1, Wisdom Modifier = +1, Charisma Modifier = +4, Skill Notes = All movement is in the air and whenever a Critical Hit is made by the Goldfinch it causes 1GP to appear, Abilities = Caltrops (gained at 6th level) and Gust Boost (gained at 9th level)
Peck (Basic Attack): Attack Bonus = +3, Damage = 1d6 + 3 Piercing.
Caltrops (Special Attack): Cost = 15 Hit Points, The Innocent Devil releases explosives in its wake as it travels, any creature it passes over this turn must make a Dexterity Saving Throw (DC 10 + Dexterity Modifier) or take 2d4 + Dexterity Modifier fire damage. (Alternative Ruling: If your Campaign doesn't keep track of positions and movements, instead have the Innocent Devil move half its movement distance in a straight line and increase the damage to 3d4 + Dexterity Modifier). Bombs stay on the ground until the start of the Innocent Devil's next turn.
Gust Boost (Basic Attack): Gust now may be used as a ranged attack with a 1d6 + Dexterity Modifier Slash damage against creatures within 30 ft.
Evolutions: Khaos = All Weapon Types
Skull Wing: Comprised of fleshless bones, this winged dragon is presumed to be a relative of skeletons.
Hit Points per level = 1d6, AC 18, Movement = 40 feet, Size = Small, Weight = 25 Pounds, Strength Modifier = +1, Dexterity Modifier = +4, Constitution Modifier = -1, Intelligence Modifier = +1, Wisdom Modifier = +1, Charisma Modifier = 0, Skill Notes = All movement is in the air and is Immune to disease, Abilities = Carpet Bombs (gained at 6th level) and Bone Shot (gained at 9th level)
Peck (Basic Attack): Attack Bonus +4, Damage 1d6 + 4 Piercing.
Carpet Bombs (Special Attack): Cost = 15 Hit Points, The Innocent Devil releases explosives in its wake as it travels, any creature it passes over must make a Dexterity Saving Throw (DC 10 + Dexterity Modifier) or take 3d4 + Dexterity Modifier fire damage. (Alternative Ruling: If your Campaign doesn't keep track of positions and movements, instead have the Innocent Devil move half its movement distance in a straight line and increase the damage to 4d4 + Dexterity Modifier).
Bone Shot (Special Attack): Cost = 15 Hit Points, make a ranged attack against a target within 60 feet with a barrage of bones, the target takes 6d4 + Dexterity Modifier bludgeoning damage.
Evolutions: Phoenix = Green, Yellow, and White. Wingosaurus = Red and Blue.
Khaos: Pure rage in corporal form, it is chaos with wings. Many find its anguished form hard to look at.
Hit Points per level = 1d10 + 2, AC 18, Movement = 40 feet, Size = Medium, Weight = 75 Pounds, Strength Modifier = +3, Dexterity Modifier = +1, Constitution Modifier = +2, Intelligence Modifier = +1, Wisdom Modifier = +1, Charisma Modifier = -5, Skill Notes = All movement is in the air, Abilities = Bonus Attack (gained at 11th level) and Sphere of Darkness (gained at 14th level)
Tackle (Basic Attack): Attack Bonus +3, Damage 1d8 +3 Bludgeon. Alternatively a Khaos Innocent Devil may take a -2 to hit and do 3d4 +2 Slashing damage instead.
Bonus Attack: If the Innocent Devil uses a Basic Attack, it may make an additional Basic Attack as a Bonus Action.
Sphere of Darkness (Special Attack): Cost 15 Hit Points, release 3 compressed spheres of dark energy and release them, each sphere may attack a different target or the same and hit at the same time, make a ranged attack with each, targets take 2d4 + Dexterity Modifier Fire Damage from each sphere. Range: 60ft.
Evolutions: Blagsdeath = Red, Green, and Yellow. Gargoyle = Blue and White.
Phoenix: A legendary bird of flame, said to be immortal. Surrounded by myth, its history remains unknown.
Hit Points per level = 1d8 + 2, AC 18, Movement = 40 feet, Size = Medium, Weight = 75 Pounds, Strength Modifier = +1, Dexterity Modifier = +6, Constitution Modifier = +2, Intelligence Modifier = +1, Wisdom Modifier = +1, Charisma Modifier = +2, Skill Notes = All movement is in the air, Abilities = Flaming Body (gained at 11th level), Flame Gust (gained at 14th level), Bonus Attack (gained at 15th level), Big Bang (gained at 16th level) and Fire Bird (gained at 18th level)
Peck (Basic Attack): Attack Bonus = +6, Damage 1d6 + 6 Piercing and 1d6 Fire.
Flaming Body (Reaction): When hit by a melee attack, the extreme heat of the Phoenix burns the attacker, use a reaction to deal 1d6 Fire damage when hit by a melee attack.
Flame Gust (Basic Attack): Gust now may be used as a ranged attack with a 1d6 + Dexterity Modifier Fire damage.
Bonus Attack: If the Innocent Devil uses a Basic Attack, it may make an additional Basic Attack as a Bonus Action.
Big Bang (Special Attack): Cost = All Remaining Hit Points, the Innocent Devil sacrifices itself in a large explosion, all creatures within 5 feet must make a Dexterity Saving Throw (DC 10 + Dexterity Modifier) or take Fire damage equal to the Innocent Devil's remaining Hit Points when this ability was used.
Fire Bird (Special Attack): Cost = 15, the Innocent Devil flies up to half its movement speed, or all its remaining if less, rapidly while engulfed in flames, flying through creatures, and makes an attack (+6 to hit) against each creature it hits. This damage does 1d6 Piercing Damage and an additional 1d6 Fire damage.
Evolutions: Phoenix does not evolve further, instead it gains more abilities.
Wingosaurus: A winged dragon with a striking crest, feared as the Hunter of the Skies. It's main diet is fish.
Hit Points per level = 1d10 + 2, AC 18, Movement = 40 feet, Size = Medium, Weight = 100 Pounds, Strength Modifier = +3, Dexterity Modifier = +3, Constitution Modifier = +2, Intelligence Modifier = +1, Wisdom Modifier = +1, Charisma Modifier = 0, Skill Notes = All movement is in the air, Abilities = Long Glide (gained at 11th level) and Deadly Absorb (gained at 14th level)
Peck (Basic Attack): Attack Bonus = +3, Damage 1d6 +3 Piercing
Long Glide (Special Action): The Innocent Devil may now carry creatures for its full movement speed.
Deadly Absorb (Special Attack): Cost = 30 Hit Points, target creature within 60 ft must make a Constitution Saving Throw, on a failed save they take 3d6 necrotic damage, and target ally within 60 ft heals by the same amount as the creature’s life force is drained from them. Has no effect on undead.
Evolutions: Indigo = Green and Yellow. Crimson = Red, Blue, and White.
Blagsdeath: Has a beautiful, golden aerodynamic body. Attacks unleashed by its claws can tear foes apart.
Hit Points per level = 1d10 + 3, AC 20, Movement = 40 feet, Size = Medium, Weight = 100 Pounds, Strength Modifier = +3, Dexterity Modifier = +5, Constitution Modifier = +3, Intelligence Modifier = +1, Wisdom Modifier = +1, Charisma Modifier = +3, Skill Notes = All movement is in the air and is Immune to disease, Abilities = Beat Progress (gained at 16th level) and Extra Attack (gained at 18th level)
Leg Swipe (Basic Attack): Attack Bonus +5, Damage 1d8 + 5 Piercing.
Beat Progress (Special Attack): Cost = 10 Hit Points, the Innocent Devil makes 3 flurries of attacks rapidly, make a melee attack against a target creature dealing 4d8 Piercing damage.
Extra Attack: When a Basic Attack is used, the Innocent Devil may make another Basic Attack this turn.
Gargoyle: An evil statue brought to life as a winged fiend. Its zigzag patterns of flight create total fear.
Hit Points per level = 1d10 + 4, AC 20, Movement = 40 feet, Size = Medium, Weight = 150 Pounds, Strength Modifier = +4, Dexterity Modifier = +4, Constitution Modifier = +4, Intelligence Modifier = +0, Wisdom Modifier = +0, Charisma Modifier = +0, Skill Notes = All movement is in the air and is Immune to disease, Abilities = Conflict Fall (gained at 16th level) and Force Cannon (gained at 18th level)
Leg Swipe (Basic Attack): Attack Bonus +4, Damage 2d6 + 4 Piercing.
Conflict Fall (Special Attack): Cost = 15 Hit Points, The Innocent Devil does a powerful falling kick with all it's might which causes an explosion when it hits, make a Melee attack against a target and deal double damage, on a hit all creatures within 5 feet must make a Dexterity Saving Throw (DC 10 + Strength Modifier) and take half the damage on a failed save.
Force Cannon (Special Attack): Cost = 20 Hit Points, generates a large circle before that fires a large energy beam, all creatures in a 5 foot wide 30 foot line make a Dexterity Saving Throw (DC 10 + Dexterity Modifier) or take 2d8 Force Damage.
Indigo: A winged dragon that wields the power of ice. Its Eternal Freeze Blast stops anything in its tracks.
Hit Points per level = 1d12 + 2, AC 20, Movement = 40 feet, Size = Medium, Weight = 125 Pounds, Strength Modifier = +5, Dexterity Modifier = +4, Constitution Modifier = +2, Intelligence Modifier = +1, Wisdom Modifier = +1, Charisma Modifier = +2, Skill Notes = All movement is in the air and is Immune to Cold damage, Abilities = Icicle Shot (gained at 16th level) and Blizzard Breath (gained at 18th level)
Multi Attack (2): Make up to two Basic Attacks in one turn; Bite: Attack Bonus +5, Damage 1d10 + 5 Piercing.
Icicle Shot (Special Attack): The Innocent Devil creates an ice shard, make a Ranged Attack at target creature within 60ft, on a hit they take 1d10 Piercing Damage. Hit or miss the shard explodes. The target and all creatures within 5 feet of the point where it exploded must make a Dexterity Saving Throw (DC 10 + Dexterity Modifier) or take 2d6 cold damage on a failed save.
Blizzard Breath (Special Attack): Cost = 30 Hit Points, The Innocent Devil releases powerful beam of icey breath that is 5 feet wide, each creature in a 30 foot line must make a Constitution Saving Throw (DC 10 + Dexterity Modifier), on a failed save creatures take 3d6 Cold damage and their movement is decreased by 10 until your next turn, or half as much on a successful save and no decrease to movement.
Crimson: A winged dragon instilled with the power of fire. Reduces everything to ash with its Flames of Hell.
Hit Points per level = 1d12 + 2, AC 20, Movement = 40 feet, Size = Medium, Weight = 125 Pounds, Strength Modifier = +5, Dexterity Modifier = +4, Constitution Modifier = +2, Intelligence Modifier = +1, Wisdom Modifier = +1, Charisma Modifier = +2, Skill Notes = All movement is in the air and is Immune to Fire damage, Abilities = Ignition Blow (gained at 16th level) and Flame Breath (gained at 18th level)
Multi Attack (2): Make up to two Basic Attacks in one turn; Bite: Attack Bonus +5, Damage 1d10 + 5 Piercing.
Ignition Blow (Special Attack): The Innocent Devil creates a fireball, make a Ranged Attack at target creature within 60ft, on a hit they take 1d10 Fire Damage. Hit or miss the fireball explodes. The target and all creatures within 5 feet of the point where it exploded must make a Dexterity Saving Throw (DC 10 + Dexterity Modifier) or take 2d6 fire damage on a failed save.
Flame Breath (Special Attack): Cost = 30 Hit Points, The Innocent Devil releases a powerful beam of fiery breath that is 5 feet wide, each creature in a 30 foot line must make a Constitution Saving Throw (DC 10 + Dexterity Modifier), on a failed save creatures take 3d6 Fire damage and half as much (rounded down) on their next turn, or half as much (rounded down) on a successful save and no damage on their turn.
Wood Rod: The initial form of a mage-type Innocent Devil. The wooden rod it wields is the mark of an inexperienced mage.
Starting Hit Points = 10, Hit Points per level = 1d6, AC = 14, Movement = 30 feet, Size = Small, Weight = 50 Pounds, Strength Modifier = -4, Dexterity Modifier = 0, Constitution Modifier = -3, Intelligence Modifier = +3, Wisdom Modifier = +3, Charisma Modifier = +3, Skills Notes = All movement is in the air, the Innocent Devil can not fly higher than 10 ft. and will slowly descend to it if higher, Abilities = Time Stop (gained at 2nd level) and Lightning Strike (gained at 4th level)
Magic Shot (Basic Attack): Choose Fire, Lightning, Cold, or Force. Make a Ranged Spell Attack (+3 to hit) with 1d4 + 3 of the damage type you picked. Range: 60ft.
Time Stop (Spell): Cost = 25 Hit Points, The Innocent Devil freezes the world around it with a powerful magic, all creatures except the caster and its master are frozen for until the caster's next turn. (Note for out of combat use: 6 seconds)
Lightning Bolt (Spell): Cost = 20 Hit Points,The Innocent Devil calls down a lightning strike, Target Creature within 60 ft makes a Dexterity Saving Throw (DC 10 + Charisma Modifier), on a failed save they take 2d6 Lightning Damage, and can not make reactions until the end of their next turn.
Evolutions: Scissor Rod = Red and Yellow. Talon Rod = Blue, Green, and White.
Scissor Rod: Wields a sharp, sword-like rod. Has the potential to unleash powerful magics.
Hit Points per level = 1d6 + 2, AC = 15, Movement = 30 feet, Size = Small, Weight = 50 Pounds, Strength Modifier = -4, Dexterity Modifier = 0, Constitution Modifier = -1, Intelligence Modifier = +4, Wisdom Modifier = +4, Charisma Modifier = +4, Skills Notes = All movement is in the air, the Innocent Devil can not fly higher than 10 ft. and will slowly descend to it if higher, Abilities = Floating Ball (gained at 6th level) and Sorcery Flame (gained at 9th level)
Magic Shot (Basic Attack): Choose Fire, Lightning, Cold, or Force. Make a Ranged Spell Attack (+4 to hit) with 1d6 + 4 of the damage type you picked. Range: 60ft.
Floating Ball (Spell): Cost = 15 Hit Points, Target ally creature within 60 feet gains 2 fire balls circling around them for 1 minute. Whenever a creature makes a melee attack against the target, hit or miss, they must make a Dexterity Saving Throw (DC 10 + Charisma Modifier) or take 2d6 Fire damage. This also sheds bright light for 20 ft, and dim light for another 20 ft beyond that.
Sorcery Flame (Spell): Cost = 15 Hit Points, The Innocent Devil unleashes a powerful fiery ray that is 5 feet wide, each creature in a 30 foot line must make a Constitution Saving Throw (DC 10 + Charisma Modifier), on a failed save creatures take 3d6 Fire damage, or half as much (rounded down) on a successful save.
Evolutions: Nautilus Rod = Green, Yellow, and White. Ogre Rod = Red and Blue.
Talon Rod: Wields a rod made from a mythical bird's talon. Its strong spiritual power makes it very rare.
Hit Points per level = 1d6 + 2, AC = 15, Movement = 30 feet, Size = Small, Weight = 50 Pounds, Strength Modifier = -4, Dexterity Modifier = 0, Constitution Modifier = -1, Intelligence Modifier = +4, Wisdom Modifier = +4, Charisma Modifier = +4, Skills Notes = All movement is in the air, the Innocent Devil can not fly higher than 10 ft. and will slowly descend to it if higher, Abilities = Circle Scissors (gained at 6th level) and Freeze (gained at 9th level)
Magic Shot (Basic Attack): Choose Fire, Lightning, Cold, or Force. Make a Ranged Spell Attack (+4 to hit) with 1d6 + 4 of the damage type you picked. Range: 60ft.
Circle Scissors (Spell): Cost = 15 Hit Points, Target ally creature within 60 feet gains a circular blade around them for 1 minute. Whenever a creature makes a melee attack against the target, hit or miss, they must make a Dexterity Saving Throw (DC 10 + Charisma Modifier) or take 2d6 Slashing damage.
Freeze (Spell): Cost = 25 Hit Points, The Innocent Devil attempts to freeze all hostile creatures within 5 feet with a powerful blast of cold, creatures make a Constitution Saving Throw (DC 10 + Charisma Modifier), on a failed save creatures take 3d4 Cold damage and lose 10 movement until the caster's next turn.
Evolutions: Ogre Rod = Red, Blue, and White. Goat Head = Green and Yellow.
Nautilus Rod: Wields a rod made from a fabled deep-sea beast. Countless sailors have perished in search of it.
Hit Points per level = 1d8 + 2, AC = 16, Movement = 30 feet, Size = Small, Weight = 50 Pounds, Strength Modifier = -4, Dexterity Modifier = +1, Constitution Modifier = +1, Intelligence Modifier = +5, Wisdom Modifier = +5, Charisma Modifier = +5, Skills Notes = All movement is in the air, the Innocent Devil can not fly higher than 10 ft. and will slowly descend to it if higher, Abilities = Purify (gained at 11th level) and Satellite Blaster (gained at 14th level)
Magic Shot (Basic Attack): Choose Fire, Lightning, Cold, or Force. Make a Ranged Spell Attack (+5 to hit) with 1d8 + 5 of the damage type you picked. Range: 60ft.
Purify (Spell): Cost = 15 hit points, The Innocent Devil releases a purifying light that sends souls to the other side, all undead creatures within 40 feet roll a D20, any that rolled less than a 10 die instantly. (Note for DMs: bosses for your encounter may be at your discretion)
Satellite Blaster (Spell): Cost = 15 hit points, The Innocent Devil creates 4 miniature cannon like flying objects that last for 1 minute, all ally creatures (and the caster) may use a bonus action on their turns to make a range attack using these cannons against a creature within 60ft of the cannons with 1d4 x4 damage (you roll to hit for each and then damage for each that hit). The attack bonus with these cannons is +5.
Evolutions: Eyeball Rod = Blue and Green. Embryo Rod = Red, Yellow, and White.
Ogre Rod: Its rod is made from the hand of a red ogre, and the eye in its grip can see for hundreds of leagues.
Hit Points per level = 1d8 + 3, AC = 16, Movement = 30 feet, Size = Small, Weight = 50 Pounds, Strength Modifier = -4, Dexterity Modifier = +1, Constitution Modifier = +1, Intelligence Modifier = +5, Wisdom Modifier = +5, Charisma Modifier = +5, Skills Notes = All movement is in the air, the Innocent Devil can not fly higher than 10 ft. and will slowly descend to it if higher, Abilities = Agnea (gained at 11th level) and Synchron Saucer Blade (gained at 14th level)
Magic Shot (Basic Attack): Choose Fire, Lightning, Cold, or Force. Make a Ranged Spell Attack (+5 to hit) with 1d8 + 5 of the damage type you picked. Range: 60ft.
Agnea (Spell): Cost = 25 Hit Points, The Innocent Devil releases a bolt of radiant energy from it's rod at a target creature within 50 feet, make a ranged spell attack (Charisma Modifier + 3 to hit), on a hit creature takes 3d8 Radiant damage, and all creatures within 5 feet of the target must make a Dexterity Saving Throw (DC 10 + Charisma Modifier) or take 3d4 Radiant damage.
Synchron Saucer Blade (Spell): Cost = 15 hit points, Surround target allied creature within 60 ft with 3 spinning blades for 1 minute, when they make a melee attack against a creature that creature takes an additional 3d6 Slashing damage.
Evolutions: Embryo Rod = Red and Green. Crystal Rod = Blue, Yellow, and White.
Goat Head: This mage wields a rod set with the head of a black goat, its sharp gaze filled with mystical power.
Hit Points per level = 1d8 + 2, AC = 16, Movement = 30 feet, Size = Small, Weight = 50 Pounds, Strength Modifier = -4, Dexterity Modifier = +1, Constitution Modifier = +1, Intelligence Modifier = +5, Wisdom Modifier = +5, Charisma Modifier = +5, Skills Notes = All movement is in the air, the Innocent Devil can not fly higher than 10 ft. and will slowly descend to it if higher, Abilities = Argent Blade (gained at 11th level) and Salamander (gained at 14th level)
Magic Shot (Basic Attack): Choose Fire, Lightning, Cold, or Force. Make a Ranged Spell Attack (+5 to hit) with 1d8 + 5 of the damage type you picked. Range: 60ft.
Argent Blade (Spell): Cost = 15 hit points, Surround target allied creature within 60 feet with 3 spinning blades for 1 minute, when they hit with a melee attack against a creature, that creature takes an additional 3d6 Piercing damage, you can only deal this extra damage 1 per turn.
Salamander (Spell): Cost = 25 Hit Points, The Innocent Devils unleashes a flaming dragon from their rod that flies through enemies, use a bonus action to control the dragon each turn for 30 seconds, the dragon is a ranged spell attack (using the same to hit bonus as Magic Shot) and deals 3d6 Fire damage to up to 4 creatures within 10 feet of each other.
Evolutions: Crystal Rod = Red, Blue, Green, and Yellow. Twinkle Rod = White
Eyeball Rod: The countless ever-staring eyes decorating the rod of this mage imbue it with an eerie feeling.
Hit Points per level = 1d8 + 4, AC = 18, Movement = 30 feet, Size = Small, Weight = 50 Pounds, Strength Modifier = -4, Dexterity Modifier = +2, Constitution Modifier = +1, Intelligence Modifier = +6, Wisdom Modifier = +6, Charisma Modifier = +6, Skills Notes = All movement is in the air, the Innocent Devil can not fly higher than 10 ft. and will slowly descend to it if higher, Abilities = Tension Boost (gained at 16th level) and Homing (gained at 18th level)
Magic Shot (Basic Attack): Choose Fire, Lightning, Cold, or Force. Make a Ranged Spell Attack (+6 to hit) with 1d8 + 6 of the damage type you picked. Range: 60ft.
Tension Boost (Spell): Cost = 15 Hit Points, The Innocent Devil uses it's magic to bring the peak of physical strength to a creature, target allied creature (can not target self) deals max damage on all melee attacks for 30 seconds, also their Push, Pull, and Lift capacity is doubled for the duration.
Homing (Spell): Cost = 15 Hit Points, The Innocent Devil fires 1d6 homing shots at target creature within 60 ft from it's rod, all shots hit at the same time and deal 1d6 +2 Force damage unless the creature makes a successful Dexterity Saving Throw (DC 10 + Charisma Modifier), but they must repeat this Save again on their turn if they did.
Embryo Rod: Wields a rod containing the souls of demons. The screams of its prisoners can almost be heard.
Hit Points per level = 1d8 + 4, AC = 18, Movement = 30 feet, Size = Small, Weight = 50 Pounds, Strength Modifier = -4, Dexterity Modifier = +2, Constitution Modifier = +1, Intelligence Modifier = +6, Wisdom Modifier = +6, Charisma Modifier = +6, Skills Notes = All movement is in the air, the Innocent Devil can not fly higher than 10 ft. and will slowly descend to it if higher, Abilities = Explosion Barrier (gained at 16th level) and Demonic Disaster (gained at 18th level)
Magic Shot (Basic Attack): Choose Fire, Lightning, Cold, or Force. Make a Ranged Spell Attack (+6 to hit) with 1d8 + 6 of the damage type you picked. Range: 60ft.
Explosion Barrier (Spell): Cost = 20 Hit Points, target allied creature within 60 feet gains 1d6 floating bombs around them, when a creature attacks them with a melee attack the ally rolls a d20, if they hit a 10 or higher the attack takes 1d12 Fire damage and 1 bomb is expended, all bombs explode after 1 minute, and hostile creatures around them must make a Dexterity Saving Throw (DC 10 + Charisma Modifier) or take 1d12 for each bomb remaining.
Demonic Disaster (Spell): Cost = 30 Hit Points, The Innocent Devil creates a large explosion of holy energy within 60 feet, all hostile creatures within 10 feet sphere of the target location must make a Dexterity Saving Throw (DC 10 + Charisma Modifier), creatures take 3d8 Radiant damage on a failed save, or half as much on a successful save (rounded down).
Crystal Rod: Those who wield the crystal rod carved with intricate runes are said to possess ultimate power.
Hit Points per level = 1d8 + 4, AC = 18, Movement = 30 feet, Size = Small, Weight = 50 Pounds, Strength Modifier = -4, Dexterity Modifier = +2, Constitution Modifier = +1, Intelligence Modifier = +6, Wisdom Modifier = +6, Charisma Modifier = +6, Skills Notes = All movement is in the air, the Innocent Devil can not fly higher than 10 ft. and will slowly descend to it if higher, Abilities = Shield (gained at 16th level) and Meteo (gained at 18th level)
Magic Shot (Basic Attack): Choose Fire, Lightning, Cold, or Force. Make a Ranged Spell Attack (+6 to hit) with 1d8 + 6 of the damage type you picked. Range: 60ft.
Shield (Spell): Cost = 20 Hit Points, give an ally creature within 60 feet a barrier of energy that automatically negates all damage from the first hit it receives, this shield only lasts for 1 minute.
Meteo (Spell): Cost = 30 Hit Points, The Innocent Devil creates a large meteor above which it calls down at target location within 60 feet, all creatures within a 10 foot sphere must make a Dexterity Saving Throw (DC 10 + Charisma Modifier), creatures who fail take 1d12 Bludgeon damage and 1d12 Fire damage, or half as much on a successful save (rounded down)
Twinkle Rod: A star motif graces the rod of this mage. Its owner dreams of one day becoming one with the stars.
Hit Points per level = 1d8 + 4, AC = 18, Movement = 30 feet, Size = Small, Weight = 50 Pounds, Strength Modifier = -4, Dexterity Modifier = +2, Constitution Modifier = +1, Intelligence Modifier = +6, Wisdom Modifier = +6, Charisma Modifier = +6, Skills Notes = All movement is in the air, the Innocent Devil can not fly higher than 10 ft. and will slowly descend to it if higher, and has a -3 to Intimidation, Abilities = Twinkle Star (gained at 16th level) and Dancing Star (gained at 18th level)
Magic Shot (Basic Attack): Choose Fire, Lightning, Cold, or Force. Make a Ranged Spell Attack (+6 to hit) with 1d8 + 6 of the damage type you picked. Range: 60ft.
Twinkle Star (Spell): Cost = 30 Hit Points, The Innocent Devil creates a large bubbly star above which it calls down at target location within 60 feet, all creatures within a 10 foot sphere must make a Dexterity Saving Throw (DC 10 + Charisma Modifier), creatures who fail take 2d10 Force damage and are stunned until the caster's next turn, or half as much on a successful save (rounded down) without being stunned.
Dancing Star (Spell): Cost = 15 Hit Points, target ally within 30 feet gains dancing stars around them, any creature that attacks them with a melee attack, hit or miss, must make a Constitution Saving Throw (DC 10 + Charisma Modifier) or become Dazed until their next turn, which they may repeat the save, if they fail they are dazed until the end of their turn.
Gale: The lowest class of devil, but still violent and deadly. Hard to handle, so not for a beginner.
Starting Hit Points = 8, Hit Points per level = 1d6, AC = 16, Movement = 40 feet, Size = Small, Weight = 30 Pounds, Strength Modifier = 0, Dexterity Modifier = +2, Constitution Modifier = 0, Intelligence Modifier = 0, Wisdom Modifier = 0, Charisma Modifier = 0, Skills Notes = All movement is in the air, the Innocent Devil can not fly higher than 10 ft. and will slowly descend to it if higher, Abilities = Magic Circle (gained at 2nd level) and Bonus Attack (gained at 4th level).
Pitchfork (Basic Attack): Attack Bonus = +2, Damage 1d4 + 2 Piercing.
Magic Circle (Ability): Cost = 5 Hit Points every 6 seconds (1 turn), The Innocent Devil grabs a willing creature and pulls them into a magical circle on the ground, which glows faintly, that is no wider than the creature, the creature can move the circle, allowing them to slip into small spaces. This ability ends when the Innocent Devil can no longer pay its health without being dropped to 0, or it uses its action. Creatures must be Medium size or smaller. While in the Magic Circle the creature can not be damaged or attack. This effect can be dispelled which automatically brings the Innocent Devil and Creature out of the Magic Circle.
Bonus Attack: Innocent Devil can make 2 Basic Attacks in a turn.
Evolutions: Brow = All Weapon types.
Brow: It's kind heart shows in its pure eyes, but once enraged it becomes a monster of relentless violence.
Hit Points per level = 1d6 + 2, AC = 18, Movement = 40 feet, Size = Small, Weight = 60 Pounds, Strength Modifier = 0, Dexterity Modifier = +4, Constitution Modifier = 0, Intelligence Modifier = 0, Wisdom Modifier = 0, Charisma Modifier = 0, Skills Notes = Has the same movement in the air as on the ground, but the Innocent Devil can not fly higher than 10 ft. can slowly descend to it if higher, Abilities = Magic Circle Scissors (gained at 9th level) and Needle Magic Circle (gained at 11th level)
Pitchfork (Basic Attack): Attack Bonus = +4, Damage 1d6 + 4 Piercing.
Magic Circle Scissors (Special Attack): Cost = 10 Hit Points, while within Magic Circle, the creature and the Innocent Devil may make a melee attack that deals 1d8 + the Innocent Devil's Dexterity Modifier Slashing Damage.
Needle Magic Circle (Special Attack): Cost = 10 Hit Points, while within Magic Circle, the creature and the Innocent Devil may make a melee attack that deals 1d8 + the Innocent Devil's Dexterity Modifier Piercing Damage.
Evolutions: The End = All weapons types.
The End: A terrible devil, but a powerful ally -- if you can keep it under control. Fires beams from its eyes.
Hit Points per level = 1d8 + 3, AC = 20, Movement = 40 feet, Size = Medium, Weight = 120 Pounds, Strength Modifier = +3, Dexterity Modifier = +6, Constitution Modifier = +2, Intelligence Modifier = 0, Wisdom Modifier = 0, Charisma Modifier = +3, Skills Notes = Has the same movement in the air as on the ground, Abilities = Eye Lasers (gained at 11th level), Exploding Magic Circle (gained at 14th level), Multi Attack (gained at 15th level), Uncanny Dodge (gained at 16th level), and Depth Attack (gained at 18th level)
Claw (Basic Melee Attack): Attack Bonus = +6, Damage = 1d6 + 6 Piercing or Slashing (you choose).
Eye Lasers (Basic Ranged Attack): Attack Bonus = +6, Damage = 2d4 + 4 Force.
Exploding Magic Circle (Special Attack): Cost = 10 Hit Points, while within Magic Circle, the creature and the Innocent Devil may make a melee attack that deals 1d8 + the Innocent Devil's Dexterity Modifier Fire Damage.
Multi Attack (Basic Attack): Use Claw 2 times per attack action.
Uncanny Dodge (Reaction): When hit by an attack you can see, use reaction to half the damage.
Depth Attack (Bonus Action): When Magic Circle is ended, the Innocent Devil may make an attack immediately, and if the creature it had was an ally creature they may as well, the attack uses the creature’s reaction.
Shown in order listed.