Demon General Compendium

Welcome, brave adventurers, to Hell. A vast inhospitable cavern, miles under the surface, Hell exists not on a separate plane of existence, but rather right below your feet. Deep in the molten depths and across the black stone wastes, a variety of fiends and underground beings make this barren place their home. The fiends fought and squabbled, ruling over each other through might alone.

Geography of Hell

Hell is a general term used to describe the underground systems that sit just above the planet's upper mantle, a depth range spanning from three to ten miles below sea level. Its proximity to the mantle distinguish it from the Underdark, and the denizens of Hell are a much different breed from those found closer to the surface.

The vast main cavern of Hell sits roughly three miles below sea level, with networks of tunnels and smaller caverns leading outwards and downwards. The main cavern is divided into nine sections.

Avernus

Home to the River Styx, fueled by the waters of Stygia, carve Avernus into two halves.

Dis

The Iron City of Dis served as the Demon King's palace, the crown jewel of his domain. The fiends he conquered pay tribute to the Iron City in mass parades from all walks of Hell. Pilgrims travel to Dis to gain the blessing or favor of the Demon King.

Minauros

An endless bog of avid and carrion, Minauros fell under the rule of Vor Erodia after the Demon King's rise to power.

Phlegethos

Scorching heats and crumbling earth shape the domain known as Phlegethos. The ground bleeds ceaseless flames, and is constantly patrolled by the demon soldiers of Vor Agganon.

Stygia

In the cold land of Stygia, even the fires of Hell do little more than keep the frost from spreading. One of the rare parts of the cavern that contains liquid water, Stygia became home to many terrible aquatic life forms, each more vicious than the next. The waters of Stygia flow onto Avernus in the form of the River Styx.

It was in this cold and icy domain that Viz Astraea was formed, rose to power, and eventually ruled. Her army of undying Naga act as her eyes and fangs, allowing her the time she needs to work on her experiments.


Malbolge

Home of rock slides and boulders, Malbolge is known as the Crushing Lands. Malbolge was deemed unbefitting to build a citadel, and remains as a lawless, unruled land.

Maladomini

The origin of many of Hell's ancient denizens, Maladomini is known as the cradle of fiends. Ruins of demonic temples and cities spot the now-barren fields of ash. Prior to the rise of the Demon King, Maladomini was a land of endless conflict. Countless fallen fiends scattered their ashes across the plains, creating a nearly desert-like landscape that eventually buried the temples of old.

Cania

Many things lie hidden under the ice of Cania. The chill of Stygia feels like a warm summer's breeze compared to the glacial winds of Cania. Even Hell's fire has no place here; the ice sheets of Cania stretch on and on, a frozen tundra nigh impassable by all who enter.

Nessus

To descend even deeper into Hell, one must trek the ravines of Nessus. The sheer cliffs and nearly endless pits provide a descent into the darkness below.

The Demon King

In the midst of the chaos, one fiend rose above the rest. He allied with four of the most powerful fiends and together began amassing an army of followers. As his army cut down those who opposed him, his demon generals feasted on the essence of their foes, garnering great strength within each of them. The Demon King granted areas of Hell to the dominion of his generals, and then claimed Dis as his own. The mighty Iron City stands as a testament to his strength.

Unification of Fiends

Under the banner of the demon king and his generals, demons and devils alike were brought under one rule. Over time, their languages, Abyssal and Infernal, blended together into a single common Demonic tongue.

A Demon's Flame

Inside each fiend lies a fiery core, a physical manifestation of their life force. When a fiend dies, it's core will begin to fade, with the flames of more powerful fiends lingering the longest. The demon generals discovered that by feasting upon the demon flames of their enemies, they could increase their own powers. Thus began a cycle of kill and be killed, wherein powerful demons slew others and then were slain in turn, and the power of many fiends were amassed into powerful demon's flames.

1

THE DEMON KING

Vor Mars, the Dawn's Folly

Vor Mars was a fearsome Balor warrior renown and feared for his effectiveness on the battlefield. He earned his title slaying a Planetar that ventured into his domain. Following this feat, Vor Mars secluded himself from his army, studying the fallen Planetar for years. When he emerged, he had mastered the innate magic within him.

When the Order of Paladine began its crusade against Hell, Vor Mars fought alongside the other generals. In the conflict he was captured and brought to the surface. However, rather than being slain, Vor Mars was sealed under the Platinum Temple in the city of Brasshorn. He lay here trapped, his power diminished, until a group of adventurers unwittingly freed him. Unable to utilize his full potential, Vor Mars attempted to flee back to his domain, but was pursued and eventually slain.



Vor Mars

Large fiend, chaotic evil


  • Armor Class 19
  • Hit Points 330 (20d20 + 120)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
26 (+8) 15 (+2) 22 (+6) 20 (+5) 16 (+3) 22 (+6)

  • Saving Throws strength +14, constitution +12, wisdom +9, charisma +12
  • Condition Immunities poisoned
  • Immunities fire, poison
  • Resistances cold, lightning; bludgeoning, piercing, and slashing from non-magical weapons.
  • Senses Truesight 120 ft, passive Perception 13
  • Languages Demonic, Telepathy 120 ft.
  • Challenge 21

Death Throes. When Vor Mars dies, he explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 66 (6d20) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable Objects in that area that aren't being worn or carried, and it destroys the balor's Weapons.

Fire Aura. At the start of each of Vor Mars' turns, each creature within 5ft. of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches Vor Mars or hits him with a melee Attack while within 5 feet of it takes 10 (3d6) fire damage.

Magic Resistance. Vor Mars has advantage on saving throws against Spells and other magical effects.

Magic Weapons. Vor Mars' weapon attacks are magical.

Innate Spellcasting. Vor Mars' spellcasting ability is Charisma (spell save DC 20). Vor Mars can innately cast the following spell, requiring no material components:

1/day: Meteor Swarm

Legendary Resistance (3/Day). If Vor Mars fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Vor Mars makes two attacks with his curved swords.

Curved Sword. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit 22 (3d8 + 8) slashing and 14 (3d8) fire damage.

Legendary Actions

Vor Mars can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Weapon Attack. Vor Mars makes one attacks with his curved sword.

Explosion (Costs 3 Actions). Vor Mars releases a fiery explosion. Every creature within a 40ft. radius makes a DC 20 Dexterity saving throw. A target takes 66 (6d20) fire damage on a failed save, or half as much damage on a successful one.

2

THE DAWN'S FOLLY

Vor Agganon, the Iron Might

Vor Agganon ruled his troops with an iron fist, earning his name as a both a tactical and diciplined general. He fought alongside his troops and commanded them effectively in battle, distinguishing himself from other Goristro through his cunning and tactical prowess.

When the Order of Paladine began its crusade against Hell, Vor Agganon fought alongside the other generals. He was slain by a small band of adventurers bearing the banner of a Diamond Hawk, who broke into his fortress and fought him in his halls. Isolating him from his soldiers, the adventurers managed to subdue him and cut him down, claiming his demon flame.



Vor Agganon

Large fiend, chaotic evil


  • Armor Class 19
  • Hit Points 350 (20d20 + 140)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
28 (+9) 11 (+0) 25 (+7) 16 (+3) 14 (+2) 16 (+3)

  • Saving Throws strength +15, dexterity +6, constitution +13, wisdom +7
  • Condition Immunities poisoned
  • Immunities poison
  • Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from non-magical weapons.
  • Senses Truesight 120 ft, passive Perception 17
  • Languages Demonic
  • Challenge 21

Siege Monster. Vor Agganon deals double damage to structures.

Magic Resistance. Vor Agganon has advantage on saving throws against Spells and other magical effects.

Magic Weapons. Vor Agganon's weapon attacks are magical.

Battlemaster. Vor Agganon has four combat maneuvers and 4d12 superiority dice: menacing attack, distracting strike, lunging attack, and sweeping attack.

Legendary Resistance (3/Day). If Vor Agganon fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Vor Agganon makes two attacks with his greataxe.

Greataxe. Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit 23 (3d8 + 9) slashing and 14 (3d8) fire damage. On critical hits with this greataxe, roll triple the damage dice instead of double.

Gore. Melee Weapon Attack: +15 to hit, reach 10ft., one target. Hit 48 (7d10 + 9) piercing damage. If Vor Agganon moves 15ft. towards the target before goring, the target takes an extra 39 (7d10) piercing damage. The target must succeed a Strength saving throw or is pushed 20ft. and falls prone.

Legendary Actions

Vor Agganon can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Meteor Dash (Costs 2 Actions). Vor Agganon turns into a fireball and charges in a straight line up to 120ft., 5ft. wide. Each creature caught in the charge must make a DC 21 Dexterity saving throw. A target takes 33 (6d10) fire damage on a failed save, or half as much damage on a successful one.

Charge (Costs 2 Actions). Vor Agganon moves 15 ft and makes one gore attack.

Attack Vor Agganon makes a weapon attack.

3

THE IRON MIGHT

Vor Erodia, the Beastmaster

Vor Erodia remained distrustful of other powerful fiends in general, and prefered the company of creatures of supposedly lesser intellect that he could control. The Pit Fiend survived the Order of Paladine's crusade against hell by hiding behind his beasts in a far corner of Hell. Among his beasts, his favorite pets was a great black dragon named Khuzal'Khan.

Vor Erodia, the Skyrender

Needless to say, Khuzal'Khan did not take kindly to being ruled over, much less by such a cowardly Pit Fiend. Biding his time, the great black dragon waited until his master's guard was down before striking and tearing him to shreds. As the Pit Fiend fell, his body crumbled into a pile of ashes upon his throne. From within the ashes, Khuzal'Khan plucked the flaming core of his old master, claiming the title of Vor Erodia.



Vor Erodia

Gargantuan dragon (fiend), chaotic evil


  • Armor Class 22
  • Hit Points 444 (24d20 + 192)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
28 (+9) 14 (+2) 26 (+8) 16 (+3) 16 (+3) 20 (+5)

  • Saving Throws Dex +9, Con +15, Wis +10, Cha +12
  • Condition Immunities poisoned
  • Immunities acid, fire, poison
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
  • Languages Infernal, Common, Draconic, telepathy 120ft.
  • Challenge 24

Amphibious. Vor Erodia can breath air and water.

Bloodied Breath. When Vor Erodia drops under half his maximum hit points (222) he immediately recharges and uses his Acid Breath. If the triggering creature is within range the dragon will center the attack on that creature.

Legendary Resistance (3/Day). If Vor Erodia fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Vor Erodia can use its Frightful Presence. He then makes three attacks: one with his bite and two with his claws.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 9 (2d8) acid damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

Acid Spit. Vor Erodia spits a glob of acid at one creature within 90 ft. The target must make a DC 23 Dexterity saving throw taking 31 (7d8) acid damage on a failure.

Frightful Presence. Each creature of the Vor Erodia's choice that is within 120 feet of him and aware of him must succeed on a DC 23 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Vor Erodia's Frightful Presence for the next 24 hours.

Acid Breath (Recharge 5-6). Vor Erodia exhales acid in a 90-ft line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 72 (16d8) acid damage on a failed save, or half as much damage on a successful one.

Acid Fog (Recharge 4-6). Corrosive fog fills a 25-foot radius sphere around Vor Erodia for up to 10 minutes. Any creature that enters the area for the first time or starts its turn in the area must make a DC 19 Constitution saving throw, taking 36 (8d8) acid damage and being blinded for 1 minute on a failed save, or half as much damage and not being blinded on a successful one. A creature that is blinded can use its action to wash its eyes, if it has access to fresh, clean water, to end the effect early.

Reactions

Tail Slash. Vor Erodia makes a tail attack against one creature that missed him with a melee attack.

Legendary Actions

Vor Agganon can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Wing Attack (Costs 3 Actions). Vor Erodia beats his wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Vor Erodia can then fly up to half its flying speed.

Detect. Vor Erodia makes a Wisdom (Perception) check.

Tail Attack. Vor Erodia makes a tail attack.

Acid Spit. Vor Erodia uses his acid spit.

Hellfire Breath (Costs 2 Actions). Vor Erodia exhales hellfire in a 60-ft cone. Each creature in that cone must make a DC 23 Dexterity saving throw, taking 66 (6d20) fire damage on a failed save, or half as much damage on a successful one.

4

THE BEASTMASTER ---- THE SKYRENDER

Viz Astraea, the Chromatic Dancer

Precious little is known of the mysterious Viz Astraea. A marilith of immense power, Viz Astraea rules over Stygia through her army of undying Naga.

In order to pass through her domain unharmed, two adventurers struck a bargain with the demon general, gifting her the demon flame of the slain Vor Mars.

3

THE CHROMATIC DANCER