

As their victims cried and begged for their lives, spinagons would cackle and mockingly mimic their words in a thick, garbled, infernal accent.

In order to engage in their love of torture and torment, spinagons traveled in flocks to compensate for their small size. Their eyes glowed a muted red, and they emitted high-pitched giggles and shrieks so obnoxious that even other devils found them grating. Contributing to their traditionally devilish appearance were the short, 4.5 ft (1.4 m) long, military forks they often carried, if not other fearsome weapons. They had long, keen talons at the ends of their hands and feet, and spines bristled their whole bodies. Spinagons were the smallest of the baatezu, resembling 2‒3 ft (0.61‒0.91 m) tall, 25 lb (11 kg) gargoyles.
#EMPYREAN 5E BOK FULL#
This angelic kobold shimmers as its iridescent scales shift through the full color spectrum. The empyrean kobold can provide ascension to up to two kobolds each hour with this reaction.

When a kobold it can see is reduced to 0 hp, the empyrean kobold can reincarnate the kobold as a wyrmling dragon of a type befitting that kobold and its virtues. Any equipment the empyrean kobold wears or carries is invisible with it. The empyrean kobold magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). The kobold can make one weapon attack against the target as a reaction. The empyrean kobold chooses a creature it can see within its Aura of Draconic Virtue and directs a kobold within the aura to attack the target. Each creature in the area must make a DC 16 Dexterity saving throw, taking 49 (14d6) acid, cold, fire, lightning, or poison damage (the kobold’s choice) on a failed save, or half as much damage on a successful one. The empyrean kobold channels the might of the dragon gods and exhales elemental energy in a 60-foot cone. Invoke the Dragon Gods (Recharge 5–6).
#EMPYREAN 5E BOK PLUS#
Hit: 7 (1d6 + 4) slashing plus 13 (3d8) acid, cold, fire, lightning, or poison damage (the kobold’s choice). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. It can replace one Claw attack with a use of Divine Command. The empyrean kobold makes three Claw attacks.

The empyrean kobold has advantage on saving throws against spells and other magical effects. The empyrean kobold doesn’t require food, drink, or sleep. When the kobold hits with any weapon, the weapon deal an extra 3d8 acid, cold, fire, lightning, or poison damage (included in the attack), the kobold’s choice. The empyrean kobold’s weapon attacks are magical. At the start of each of its turns, the empyrean kobold can choose to exclude any number of kobolds from this aura (no action required). Kobolds within 30 feet of an empyrean kobold have advantage on attack rolls and ability checks. Senses darkvision 120 ft., passive Perception 19 Damage Resistances acid, cold, fire, lightning, poison bludgeoning, piercing, and slashing from nonmagical attacksĬondition Immunities charmed, exhaustion, frightened, poisoned
