b'Demon, Inciter \n'b'  Family:   Demons  \n'b'  Medium   fiend ,  chaotic evil  \n'b'  Armor Class  13 (natural armor) \n'b' Hit Points  27 (5d8 + 5) \n'b' Speed  30 ft., fly 30 ft. (hover)\n'b' STATS STR: 10 (+0) DEX:  15 (+2)  CON:  12 (+1)  INT:  11 (+0)  WIS:  12 (+1)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Deception  +7,  Insight  +3,  Persuasion  +7,  Stealth  +4 \n'b' Damage Resistances  cold, fire, lightning \n'b' Damage Immunities  poison \n'b' Damage Immunities   poisoned  \n'b' Senses   darkvision  60 ft., passive  Perception  11 \n'b' Languages  Abyssal, Common \n'b' Challenge  1 (200 XP) \n'b' Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Amorphous . The inciter demon can move through a space as narrow as 1 inch wide without squeezing. \n'b'  Aura of Distrust . The inciter demon radiates a psychic aura that causes creatures to doubt the intentions of their friends. Each creature within 30 feet of the inciter that isn\xe2\x80\x99t a Fiend has disadvantage on  Wisdom  ( Insight ) checks. When a creature enters the aura\xe2\x80\x99s area for the first time on a turn or starts its turn there, that creature must make a DC 13  Charisma  saving throw. On a failure, any spell cast by the creature can\xe2\x80\x99t affect allies or friendly creatures, including spells already in effect, such as  bless , while it remains in the aura. In addition, the creature can\xe2\x80\x99t use the  Help  action or accept assistance from a friendly creature, including assistance from spells, such as  bless  or  cure wounds , while it remains in the aura. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The inciter demon makes two Claw attacks. \n'b'  Claw .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 5 (1d6 + 2) piercing damage. \n'b'  Inspire Violence (Recharge 5\xe2\x80\x936) . The inciter demon whispers to a creature within 5 feet of it that can hear it, stoking paranoia and hatred. The creature must succeed on a DC 13  Charisma  saving throw or it uses its next action to make one  attack  against a creature that both the target and the inciter demon can see. A creature immune to being  charmed  isn\xe2\x80\x99t affected by the inciter demon\xe2\x80\x99s Inspire Violence. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Invisibility . The inciter demon magically turns  invisible  until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the inciter wears or carries is  invisible  with it. \n'b'\n'b' ABOUT \n'b' A humanoid wisp of flame and smoke briefly appears and then vanishes again. It slips through the gathered assembly, sowing discord and inspiring violence with its hissing words. \n'b' Inciter demons are the embodiment of malicious mischief. They are wicked fiends whose only love is to disrupt the social ties between other creatures. Their whispers spoil trust and goodwill, and domineering mages employ them to ruin important alliances and turn former friends toward infighting and hostility. \n'b'  Flame Form . An inciter demon\xe2\x80\x99s true form is that of a slender humanoid figure of cold flames and smoke. The only sign that an inciter is to blame for a breakdown in diplomacy is the flicker of fire that appears before they vanish, as they retreat to delight in what they have wrought.'