b'Devil, Seere (Painted Devil) \n'b'  Family:   Devils  \n'b'  Large   fiend ,  lawful evil  \n'b'  Armor Class  18 (natural)  Hit Points  102 (13d10+26)  Speed  40 ft., fly 80 ft.\n'b' STATS STR: 17 (+3) DEX:  18 (+4)  CON:  15 (+2)  INT:  18 (+4)  WIS:  15 (+2)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +5, arcana +9, religion +5  Damage Immunities  necrotic, Poison  Condition Immunities   blinded   Damage Resistances  bludgeoning, piercing and slashing from non-magical weapons  Senses   True Seeing , passive  Perception  15  Languages  Infernal  Challenge  7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . The seere\xe2\x80\x99s spellcasting ability is  Intelligence  (spell save DC 15). The seere can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  true seeing  (self only) \n'b'  3/day each :  confusion ,  create undead ,  darkness  \n'b'  1/day each :  insect plague ,  symbol  \n'b'\n'b'  Summon Wights . The seere can, as an action, strike the ground with its Essunk spear, summoning 1d4 Wights. The seere hates to do this, as it releases the souls. The spear contains 1d20 charges. It costs one charge per  wight  summoned. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The seere can bite ones and strike with its essunk spear twice each round. \n'b'  Bite .  Melee Weapon Attack : +6 to hit, reach 5 ft. one target.  Hit : 10 (2d6+3) piercing damage. \n'b'  Essunk Spear .  Melee Weapon Attack : +8 to hit, reach 10 ft. one target.  Hit : 15 (3d6+5) piercing damage. In addition, the target must make a  Constitution  save (DC 15). The first time a target fails this save, they are  blinded . The second time a target fails this save, they are  deafened . \n'b'  Swallow . If a target is both  blinded  and  deafened  or if a target is  unconscious , the seere may attempt to swallow. The seere makes a bite  attack . If it hits, the target must make a  Wisdom  save (DC 15). If the target fails the save, they take no damage but suffer the effects of a trap the soul spell with the devil acting as the gem. Until something or someone destroys the seere devil, the unfortunate victim remains in the belly of the beast. If they succeed, they still suffer damage from the bite but no other effects. \n'b'\n'b' ABOUT \n'b' Seere devils, or painted devils, are tall and thin, lecherous looking creatures with emaciated bodies covered by dried flaking flesh. They walk on hobbled feet, shaped more like a giant marsupial\xe2\x80\x99s than a man\xe2\x80\x99s. Long, drawn faces end in a dislocated jaw that hangs several feet down the creature\xe2\x80\x99s chest. The open jaw contains an impenetrable darkness. The seere devils have no eyes, only sockets that are both wide and deep. They have no ears, nor a nose; all their senses bound in the flesh of their jaw so that they \xe2\x80\x9chear\xe2\x80\x9d the world around them. The etchings of multiple tattoos cover their skin, these they have carved upon themselves. Their favored form, however, is of a beautiful man, short and muscular, with long hair that hangs low upon their chests; but their deceptions possess a flaw, for their disjointed jaws defy the illusion and they must be wired together so that the painted devil must always appear as a human with a brass casing bound to his chin and cheeks. \n'b'  Strange Guides . Though the etchings seem disorganized, they are carefully placed and vital for the painted devil\xe2\x80\x99s ability to change shape. They reflect the skin they assume upon changing form; damage to them negates the creature\xe2\x80\x99s ability to appear as anything other than what it is, a horrid monstrosity. The painted devils dwell in long columned buildings; the order of the building is linear and rarely deviates from one cardinal direction. There are never turns in the creature\xe2\x80\x99s home. The heart of their lair is always an open room, tiled in immaculate rectangular tiles, almost always a sea green. The tiles lead to a large bath of steaming water where the creature sleeps. \n'b'  Lead from Above . The seere ride to war on the wind of undead crows; wherever they go massive flocks of the birds follow them. They carry their essunk spear in hand, preferring to battle from on high; they lance their victims from above. The seere fight from above, never touching the ground unless forced or until victory is at hand. They lance their victims with their spears, leaving the stains of the dark soul in them. They breathe insects upon their prey before descending upon them to devour them. Their massive jaws engulf any fallen foe, swallowing them, drawing them into the inky blackness of oblivion. \n'b'  Essunk Spear : The spear of the seere acts as a +2 weapon. Fashioned from the souls of the damned, a shroud of dark shadow hangs over the spear. These snaking tendrils coil and wrap around the haft and the seere himself. They seem to have a life of their own; but in fact, their master guides them in their every move, unleashed only when he enters battle.'