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Troubleshooting

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License

Death Denied is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Goblin and Cover Art by

Rae Elderidge

Introduction

Tanar'Ri

Obyriths

Loumara

Abyssal Planetouched

Abyssal Wildlife

Spells

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New Rules

Minions

Minions are creatures made to be run in large numbers. They require little bookkeeping or dice rolling and die easily, but can still pose a significant threat to adventuring parties. They are meant to be used at levels where killing a creature of that type with a single blow feels appropriate to the narrative context. These rules are based on those in MCDM's Flee, Mortals!, which you can find in greater detail here.

Minion Trait. A creature with the minion trait drops to 0 hit points if it takes any damage from an attack or as the result of a failed saving throw. If a minion takes damage from any other source, it is killed if the damage exceeds its maximum hit points, and takes no damage otherwise.

Minion Initiative. Minions of the same type take their turns together on a shared initiative.

Group Attacks. Up to five minions that share a turn may each contribute their actions to a Group Attack against the same target, making a single attack roll and adding +1 for each minion contributing to the attack beyond the first. On a hit, the group attack's damage is multiplied by the number of attackers contributing to it.

Advantage and Disadvantage. A group attack has advantage only if each of the minions contributing to it have advantage, and disadvantage only if each of them have disadvantage.

Triggering Responses. If a group attack triggers a reaction or other response that would ordinarily affect a single attacker, the effect targets a single minion who contributed to the attack.

Damage. Minion attacks deal flat damage, rather than rolling, and deal no additional damage on a critical hit.

Overkill Attacks. Powerful attacks can sometimes kill more than one minion with a single blow. A melee attack that deals more damage than a minion target's maximum hit points may apply the damage in excess of that minion's hit points to another minion with the same stat block within the attack's reach. If this damage is still in excess of the second minion's maximum hit points, the attacker may apply the remaining damage to another, and so on.

Ranged attacks work the same, except that each additional target must be behind the previous target in a line extending from the attacker.

Challenge Ratings and XP. Several minions are meant to count as a single regular enemy of the same nominal CR for the purposes of balancing combat; five minions equate to a regular enemy at lower levels, increasing according to the included table.

Minion CR XP Hit Points Damage Minions Per Standard
1/2 20 ≤7 1 5
1 40 8 1 5
2 90 9 2 5
3 140 10 3 5
4 220 11 4 5
5 225 12 4 8
6 285 13 4 8
7 360 14 4 8
8 485 15 5 8
9 500 16 5 10
10 590 17 5 10
11 720 18 6 10
12 840 19 6 10
13 1,000 20 7 10
14 1,150 21 7 10
15 1,300 22 8 10
16 1,500 23 8 10
17 1,800 24 9 10
18 2,000 25 9 10
19 2,200 26 10 10
20 2,500 27 10 10
21 3,300 28 11 10
22 4,100 29 11 10
23 5,000 30 12 10
24 6,200 31 12 10
25 7,500 32 13 10
26 9,000 33 13 10
27 10,500 34 14 10
28 12,000 35 14 10
29 13,500 36 15 10
30 15,500 37 15 10

Swarms

Swarms are large groups of densely crowded creatures that behave as a single entity in combat.

Swarm Movement. Swarms can move through and occupy the spaces of other creatures without impediment, and can move through any space small enough for a single member of the swarm without squeezing.

Swarm Attacks. Attacks of swarms usually target only creatures in the swarm's space, and degrade as the swarm loses hit points, representing fewer members of the swarm remaining to make the attack.

Damage Resistances. Swarms resist damage from attacks of all kinds, representing the greater effectiveness of effects that target an area against groups, as opposed to those that target an individual member of the group.

Forced Movement and Swarms. Swarms can be pushed, pulled, or otherwise forced to move by any mundane effect that could affect a member of that swarm, or by any magical effect that could affect more than one member of that swarm.

Giants and Resistance to Attacks Made Without Advantage

Creatures that are size Huge or larger often have resistance or even immunity to attacks made without advantage, representing the difficulty that human-scale creatures have in striking their vital points without concerted effort and teamwork to create openings to do so.

Climbing on Creatures. A creature may spend half its movement to attempt to climb onto any creature within 5 feet that is at least two size categories larger than it, making a Strength (Athletics) check and becoming Attached to the target on a success. If not otherwise specified, the DC for this check is equal to the target's Passive Athletics. Additionally, any effect which would ordinarily grapple a creature can be used to climb onto a creature.

Gaining Advantage. It is expected that players will find ways to gain advantage against creatures with these damage resistances, rather than simply having all of their attacks resisted. Often their stat blocks will specify one or more ways to gain advantage against them, but DMs and players are encouraged to improvise more. When using these enemies, it is recommended that DMs be generous when granting advantage, particularly for player actions that use the environment or rely on teamwork.

Attacks from Inside. Attacks made from inside a creature typically bypass this damage resistance or immunity.

Battles Between Giants. At DM discretion, creatures that are within one size category of the target they are attacking (typically other monsters or magically enlarged PCs) may ignore this damage resistance or immunity, as it is meant to represent interactions with ordinary PC-sized creatures.

Conditions

Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster’s attack, or other effect. Most conditions, such as Blinded, are impairments, but a few, such as Invisible, can be advantageous.

A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition. Unless otherwise specified, all conditions on a creature end on a creature when it dies.

If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition’s effects don’t get worse. A creature either has a condition or doesn’t.

If a condition allows successive saving throws to end the effect, it is marked Save Ends, the details of which are at the end of this section.

The following definitions specify what happens to a creature while it is subjected to a condition.

Design Note. There are a lot of rules here, but as a DM you don't need to memorize them to use them effectively. Most of this section is intended as a quick reference for you to refer to when an edge case arises in the course of play.

There are a number of new conditions presented here, which are meant to be intuitable by those fluent in 5e, but are presented in detail with clarifications for your reference.

There have also been minor changes made to existing conditions to resolve unintuitive outcomes in edge cases, most notably with the Invisible condition.

Players will benefit from familiarity with the ways to end conditions, which are largely drawn from Rules as Written and simply gathered together for easy reference here.

You can find these rules as a standolone document here if that's more convenient for use at your table.

Attached

A creature that is Attached to an object or another creature is moved with that object or creature whenever it moves. Any effect that could be used to Grapple a creature can be used to Attach to a creature too large for the Grappler to grapple.

Ending the Attached Condition. Any effect that ends the Grappled condition can also end the Attached condition. The DC to remove an Attached creature is noted as its Remove DC.

Releasing an Attachment. A creature that imposes the Attached condition may end that condition as a Bonus Action.

Bleeding

A Bleeding creature loses the specified amount of hit points at the beginning of each of its turns, i.e a creature that is "Bleeding (1d4)" loses 1d4 hit points at the beginning of each of its turns.

Hit Point Loss. Hit point loss represents loss of vital fluids, and is distinct from damage. Unless otherwise specified, it can't be resisted or reduced in any way. It has no effect on creatures with 0 hit points.

Creatures Without Blood. Creatures that do not have blood or some equivalent vital fluid are immune to any effect that directly causes Hit Point Loss.

Separate Sources of Wounds. If a creature that is already Bleeding would suffer a wound from a different source, the wound with the higher Hit Point Loss value overrides that with the lesser value.

Stacking Bleed. Rarely, some effects may cause a creature to accrue multiple instances of the Bleeding condition, and will specify if this is the case. Stacking wounds of the same value count as a single instance of the Bleeding condition with a Hit Point Loss value equal to their total cumulative Hit Point Loss value.

Ending the Bleeding Condition. The Bleeding condition ends for a creature that regains any hit points.

Additionally, as an action, a creature may attempt a DC 12 Wisdom (Medicine) check to stanch the wounds of a Bleeding creature, ending the effect on a success.

Blinded

A Blinded creature can’t see and automatically fails any ability check that requires sight. Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.

Ending the Blinded Condition. Spells such as Lesser Restoration, Greater Restoration, and Mass Heal can end the Blinded condition on a creature.

Variant: Persistent Blindness. At DM discretion, magic of a higher level, such as the Regenerate spell, may be required to heal Blindness that is caused by permanently damaged or destroyed eyes.


Burning

A Burning creature is on fire, and takes the specified amount of fire damage at the beginning of each of its turns, i.e. "Burning (1d10).

Separate Sources of Burning. If a creature that is already Burning would gain the Burning condition from another source, the condition with the higher Burning value overrides that with the lesser value.

Ending the Burning Condition. The creature or a creature that can reach it may smother the flames as an action, ending the Burning condition for that creature. A Burning creature that is doused in water, that takes any cold damage, or that is in an airless environment, such as a bag of holding, has the condition immediately end for it.

Charmed

A Charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects, and generally treats the charmer as an allied creature. The charmer has advantage on any ability check to interact socially with the Charmed creature.

Ending the Charmed Condition. Spells such as Greater Restoration, Dispel Good and Evil, and Power Word: Heal can end the Charmed condition on a creature. Charmed creatures often, though not always, make a saving throw to end the condition whenever they take damage.

Choking

A Choking creature can't breathe. When a Choking creature runs out of breath, or if becomes is unable to hold its breath, it begins Suffocating.

Holding Breath. A creature that is not Unconscious can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). Unless otherwise specified, a creature that begins Choking is assumed to reflexively hold its breath.

Speaking and Casting Spells With Verbal Components. A creature that speaks or casts a spell while holding its breath loses its held breath and immediately begins Suffocating.

Ending the Choking Condition. The Choking condition is often imposed by another ongoing effect, such as the Grappled or Poisoned conditions, or by an environmental effect, such as being submerged in water. In these instances, the Choking condition persists until the effect causing it ends. When a creature suffers the Choking condition without an ongoing effect imposing it, spells such as Lesser Restoration, Greater Restoration, or Power Word: Heal, and class features such as the Paladin's Lay On Hands ability can end the Choking condition on a creature.

Confused

A confused creature acts in an uncontrolled manner. It is unable to take reactions, and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

Confused Behavior
#
Confused Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6 The creature doesn't move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

Variant: Chaotic Confusion. RAW confusion is mostly just a very slow, bookeeping-heavy way to skip a creature's turn. At DM discretion, the following table may be used instead of the one above:

Confused Behavior (Chaotic Variant)
#
Confused Behavior
1 The creature falls prone and ends its turn without taking an action.
2 The creature uses its action to fling a weapon or spell focus it is wielding, making an Improvised Ranged Weapon Attack against a creature of its choice in range. A creature not wielding a weapon or spell focus may instead throw any item it is carrying.
3 Before taking an action, the creature falls prone and must use all its movement to crawl in a random direction.
4 Before taking an action, the creature must use all its movement to run in a random direction.
5 Before taking an action, the creature must use half of its movement to run in a random direction.
6 The creature does not add its proficiency bonus to attacks it makes this turn, and cannot cast spells of 1st level or above.
7 If the creature chooses targets for an attack or effect, the targets are determined at random from those in range. If the creature casts a spell that affects an area centered on a point, the spell's area scatters 1d6 x 5 feet in a random direction before taking effect.
8 The creature has disadvantage on Intelligence and Wisdom saving throws until the beginning of its next turn.
9-10 The creature can act and move normally.

Cursed

A Cursed creature suffers the effects of the curse it is afflicted with. Unless specified otherwise, curses typically last until removed, and do not end on a creature that dies. A creature may be afflicted with multiple different curses simultaneously. Some curses have an additional effect that happens when the curse is removed.

Ending the Cursed Condition. Spells such as Remove Curse and Greater Restoration can end one curse affecting a creature.

Variant: Persistent Curses. At DM discretion, a curse may require magic of a specific level to remove, require a skill check against a set DC in a manner similar to the Dispel Magic Spell, or require a specific procedure to remove the curse.

Dazed

A dazed creature can only do one of the following things on their turn: move, use an action, or use a bonus action. If a creature becomes dazed during their turn, their turn ends.

Extra Actions while Dazed. When a dazed creature is affected by a spell or effect that gives them an extra action on their turn (like the haste spell or the fighter’s Action Surge feature), they can still take this extra action, in addition to the movement, action, or bonus action allowed by the dazed condition.

Immunity to the Dazed Condition. A creature that is immune to the Paralyzed or Stunned condition also has immunity to the dazed condition.

Ending the Dazed Condition. Any effect that ends the Paralyzed or Stunned condition can also end the Dazed condition.

Deafened

A deafened creature can’t hear and automatically fails any ability check that requires hearing.

Ending the Deafened Condition. Spells such as Lesser Restoration, Greater Restoration, and Mass Heal can end the Deafened condition on a creature.

Variant: Debilitating Deafness. At DM discretion, a Deafened creature that attempts to cast a spell with a verbal component may first need to roll a d20. On a roll of 1-10, the Deafened creature's action is wasted and the spell does not take effect or expend a spell slot.

Diseased

A Diseased creature suffers the effects of the disease it is afflicted with. A Diseased creature may be afflicted with multiple different diseases simultaneously.

Ending the Diseased Condition. Unless otherwise specified, spells such as Lesser Restoration and class features such as the Paladin's Lay On Hands ability can end one disease affecting a creature. At DM discretion, nonmagical means specific to the disease and setting may be able to end it.

Dominated

A creature that is Dominated is Charmed and must follow the verbal or telepathic commands of the creature Dominating it to the best of its ability. If given no commands, the Dominated creature attempts to protect itself and the creature Dominating it. Any ability that allows a creature to resist or ignore the effects of the Charmed condition also applies to the Dominated condition.

Ending the Dominated Condition. Any effect that ends the Charmed condition can also end the Dominated condition.


Flanked/Flanking

A creature is Flanked if two enemies that can see it are adjacent to it and positioned on opposite sides of it. The two enemies are described as Flanking the Flanked creature. An Incapacitated creature cannot flank.

Typically, this condition has no mechanical impact on its own and can be safely ignored, but some abilities may interact with it, and there are variant rules available for making it more prominent in your games.

Why Use Flanking? The design intent of the variant flanking rules presented here is to incentivize tactical movement and positioning; this can be valuable if your games feature dynamic combats with lots of movement, but will likely add little if your combats tend toward static dogpiles, or if you primarily run Theater of the Mind combat.

Variant: Flanking for Advantage. Under this rule found in the 2014 D&D 5e DMG, Flanking creatures have advantage on attacks against creatures Flanked by them.

Design Notes: Don't use this. Advantage is the primary reward mechanic in D&D 5e, and this rule undermines the players' incentive to use their own abilities and to engage with the world.

Variant: Flanking for +1. Under this rule, Flanking creatures gain +1 to attack rolls made against a creature they are Flanking.

Design Notes: This has the advantage of not being game-warping in the way that Flanking for Advantage can be, with the downside of introducing a static modifier, which has some friction with the design aesthetics of 5e.

Variant: Flanking to Help. Under this rule, a creature that hits a target it is Flanking with a melee attack can use its bonus action on that turn to take the help action, granting a friendly creature that is Flanking the same target advantage on the next attack it makes against that target

Design Notes: This is somewhat similar to Flanking for Advantage, but adds an action cost, an additional condition that must be met to trigger it, and grants advantage to only a single attack per turn.

The intent is that this should avoid overshadowing class-based and situational means of gaining advantage.

Frightened

A Frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.

The creature can’t willingly move closer to the source of its fear. Unless specified otherwise, a Frightened creature does not need to flee from the source of its fear.

Line of Sight. A source of fear is within a Frightened creature's line of sight if an unobstructed line could be drawn between them, even if the Frightened creature cannot see it. While within the Frightened creature's Line of Sight, the source of fear cannot be Hidden from that creature.

Ending the Frightened Condition. Spells such as Heroism, Calm Emotions, Beacon of Hope, Greater Restoration, and Power Word: Heal can end the Frightened condition on a creature.

Grappled

A Grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. The condition ends if the grappler is Incapacitated (see the condition).

Dragging a Grappled Creature. A creature may move a Grappled creature with it when it moves. If the Grappled creature is within one size category of the grappler, the grappler moves at half its speed when doing so.

Reorienting a Grapple. A grappler may move around a creature Grappled by it while maintaining its grapple, requiring no extra movement to do so.

Size Disparities. Unless otherwise stated, a creature may Grapple a creature up to one size larger than it. A creature at least one size larger than the creature grappling it may attempt to escape the Grapple as a Bonus Action.

Ending the Grappled Condition. As an action, a creature may attempt to escape a Grapple, making a Strength (Athletics) or Dexterity (Acrobatics) check against the Grapple's Escape DC. If no DC is specified, the check is instead contested by the grappler with a Strength (Athletics) check of its own.

Forced Movement and Teleportation. Forced movement and teleportation can break grapples. If an effect removes the grappled creature from the reach of the grappler or grappling effect, the grapple ends. If an effect moves the grappler to a space where it cannot reach the grappled creature, the grapple ends. If an effect moves the grappler to a space where it can still reach the grappled creature, the grappled creature is moved the same distance in the same direction, if possible.

Grappling a Willing Creature. Attempts made to Grapple a willing creature succeed automatically. A willing, conscious creature can be dragged with no additional movement cost.

Multiple Grapplers. If a creature is Grappled by multiple grapplers, each creature grappling it may contest the check. On a successful check, the creature is no longer Grappled.

Grappling Multiple Creatures. A creature that is grappling one or more creatures may attempt to grapple another creature as long as it has an appendage available that could grapple that creature. A creature grappling multiple creatures suffers no additional penalties.

Releasing a Grapple. A creature may release a creature it has grappled with no action required on its turn.


Hidden

Hidden is a condition that describes a relationship between one creature that is not clearly seen by another and has successfully Hidden from it, typically by taking the Hide action.

Hiding. A creature that takes the Hide action makes a Dexterity (Stealth) check, becoming Hidden from any creature that cannot clearly see it whose Passive Perception the hiding creature rolled higher than.

A creature that has disadvantage on Wisdom (Perception) checks, such as a creature in complete darkness navigating by Darkvision alone, suffers a -5 penalty to its Passive Perception.

The GM decides whether one creature can clearly see another, but most usually becoming Hidden from a creature requires the hiding creature to be Heavily Obscured the creature it wishes to hide from.

Obscurement. An area is Lightly Obscured if some effect limits the ability of creatures to see through it, such as dim light, patchy fog, or moderate foliage. An area is Heavily Obscured when an effect blocks vision entirely, such as darkness, opaque fog, or dense foliage.

One creature can also be obscured from another by a situational effect that does not apply to a wider area, such as cover.

Hiding Creatures with Special Senses. At DM discretion, the conditions for being obscured can change depending on the primary senses of the creature one is hiding from.

Attacking While Hidden. Unless otherwise specified, you cease to be Hidden from every creature you are Hidden from after you make an attack.

A creature that exits cover in combat to approach a creature it is Hidden from will generally be seen. At DM discretion, a Hidden creature might be able to complete its approach before being spotted, allowing it to make one attack with advantage against a creature it is Hidden from.

Ending the Hidden Condition. You immediately cease to be Hidden from any creature that can clearly see you.

Incapacitated

An Incapacitated creature can’t take Actions, Bonus Actions, or Reactions. It does not impose disadvantage on hostile ranged attackers within 5 feet of it.

Invisible

An invisible creature impossible to see without the aid of magic or a special sense. The creature counts as Heavily Obscured from each creature that can't see it, and can attempt to hide without any other obscurement.

Hiding While Invisible. Dexterity (Stealth) checks made to hide while Invisible have advantage. Wisdom (Perception) checks made to detect a Hidden creature that is Invisible have disadvantage.

Detecting Invisible Creatures. Creatures in D&D are exceptionally aware of their surroundings. A creature that turns Invisible is not automatically Hidden, and its position remains known by each creature it is not Hidden from, even if it moves, as creatures track its position by sound, shifting air currents, tiny visual clues, or by means of other senses.

Attacks of Opportunity. Attacks of Opportunity can be made only against a creature the attacker can see, and thus ordinarily can't be made against Invisible creatures.

Unseen Attackers. Invisible creatures are typically unseen by the creatures around them. Attack rolls made against a creature that cannot see the attacker have advantage, and attack rolls made against a creature the attacker cannot see have disadvantage.

Special Senses. Creatures with Blindsight and Truesight ignore the effects of Invisibility within the range of their special senses, as do creatures with Tremorsense if the Invisible creature and the creature with Tremorsense are in contact with the same contiguous surface, most commonly the ground.

Hiding From Creatures with Mixed Senses. When an Invisible creature attempts to Hide from a group of creatures that possess different senses, it makes a separate check without advantage to Hide from creatures that ignore its Invisibility.

Levitating

A levitating creature is suspended weightlessly; it does not fall if unsupported, and cannot use its speed to walk, but can use special movement types available to it such as flying, and can drag itself as though it were climbing along any surface or object it can reach.

Ending the Levitating Condition. The Levitating condition is typically imposed by a spell or environmental effect, and typically ends when the spell or environmental effect ends for the creature, or when the creature leaves the spell or effect's area of influence.

Variant: Air-Swimming. At DM discretion, a Levitating creature may use its action to propel itself 5 feet through the air.


Limb Damage

Certain effects may cause a creature to temporarily or permanently lose the use of a limb, causing the following effects (assuming roughly humanoid anatomy).

Limb Effect
One Leg The creature has its movement reduced by 10
Both Legs The creature falls Prone, has its movement reduced by 10, and can't stand.
One Arm The creature has disadvantage with attacks using two-handed weapons, and can't wield a shield and weapon or two weapons simultaneously.
Both Arms The creature can't wield weapons or shields, and can't activate magic items that require the use of hands.

Paralyzed

A Paralyzed creature is Incapacitated (see the condition), can’t move or speak, and automatically fails Strength and Dexterity saving throws.

Attacking Paralyzed Creatures. Attack rolls against the creature have advantage. Any attack, melee or ranged, that hits the creature is a critical hit if the attacker is within 5 feet of the creature. Melee attacks made from more than 5 feet away are not automatic critical hits.

Ending the Paralyzed Condition. Spells such as Lesser Restoration, Freedom of Movement, Greater Restoration, or Power Word: Heal can end the Paralyzed condition on a creature

Petrified

A Petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance, such as stone, salt, ice, or gold. Its weight increases by a factor of ten, and it ceases aging.

  • The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.
  • Attack rolls against the creature have advantage.
  • The creature automatically fails Strength and Dexterity saving throws.
  • The creature has resistance to all damage.
  • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.

Ending the Petrified Condition. Spells such Greater Restoration

Poisoned

A Poisoned creature has disadvantage on attack rolls and ability checks.

Ending the Poisoned Condition. Spells such as Lesser Restoration and class features such as the Paladin's Lay On Hands ability can end one Poison affecting a creature.

Possessed

When a creature or object becomes Possessed, the possessing creature (hereafter referred to as a "spirit") is removed from play; it can't be affected or harmed by any means unless otherwise stated, and it can't take actions, bonus actions, or reactions.

Possessing a Creature. The body of a Possessed creature or object is controlled by the spirit possessing it, and can use any of the abilities normally available to the creature. Unless otherwise stated, the possessing spirit gains no special insight into a Possessed creature's thoughts or memories.

Ending the Possessed Condition. In addition to any other means specific to a given spirit, the following means can be used to end the Possessed condition on a creature or object. When a creature or object ceases to be Possessed, the possessing spirit is expelled into the nearest unoccupied space.

  • The Ceremony spell may be used to perform an exorcism on a Possessed creature or object the spell caster can see within 15 feet. Upon casting, the spirit must succeed on a Charisma saving throw against the spell caster's Save DC or be expelled from the Possessed creature or object.
  • The Banishment spell may target a spirit Possessing a creature or object in its range. A spirit that fails a saving throw against it immediately ends any Possession it is imposing, in addition to the spells other effects.
  • The Dispel Good and Evil spell expels any spirit Possessing its target.
  • Any effect that imposes the Turned condition affects possessing spirits as though they were in the space of the creature or object Possessed by them. A spirit that is Turned is immediately expelled from any creature or object it is Possessing.

Releasing a Possessed Creature or Object. Unless otherwise stated, a possessing spirit may release a creature or object Possessed by it at any time, with no action required.

Prone

A prone creature’s only movement option is to crawl, which it can do at half its walk speed unless otherwise noted. When a flying creature falls Prone, it immediately falls 500 feet, then if it is still airborne the Prone condition ends for it.

Attacking While Prone. A Prone creature has disadvantage on attack rolls.

Attacking a Prone Target. Attacks made against a Prone creature have advantage if the attacker is within 5 feet of the creature. Attacks made against a Prone creature have disadvantage if the attack is not within 5 feet of the creature.

Ranged Attacks Made Near a Prone Enemy. A prone creature imposes disadvantage on ranged attacks made by hostile creatures within 5 feet of it as normal.

Ending the Prone Condition. A Prone creature may spend half its ordinary walking speed to stand, thus ending the prone condition. A creature within 5 feet of a Prone creature may help the Prone creature to its feet as an action.


Reduced Statistics

Unless otherwise stated, a creature that has one of its statistics reduced to 0 suffers an effect associated with that statistic from the following table:

Statistic Effect
STR The creature's speed becomes 0 and it can't make attacks.
DEX The creature's speed becomes 0 and attack rolls against the creature have advantage. Any attack, melee or ranged, that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
CON Death
INT The creature is Unconscious and in a catatonic, coma-like state.
WIS The creature is Unconscious and beset by terrible nightmares.
CHA The creature becomes perfectly indifferent to everything, takes no action in pursuit of any goal, and moves only if pushed.

Reduced Constitution and Hit Points. Temporary reductions to a creature's Constitution score do not affect its current or maximum hit points. Indefinite reductions to a creature's Constitution score are applied to its maximum hit points when it completes a Long Rest.

Ending the Reduced Statistics Condition. In addition ot any other means specified, any reduction to one of a creature's ability scores can be ended with the Greater Restoration spell.

Restrained

A Restrained creature’s speed becomes 0, it can’t benefit from any bonus to its speed, and it has disadvantage on Dexterity saving throws.

Attacking a Restrained Creature. Attack rolls against the Restrained creature have advantage, and the Restrained creature’s attack rolls have disadvantage.

Ending the Restrained Condition. As an action, a Restrained creature may attempt to escape an effect restraining it, making a Strength (Athletics) or Dexterity (Acrobatics) check against the restraint's Escape DC.

Any effect that could end the Grappled condition, such as teleportation, forced movement, or spells such as Freedom of Movement, can also end the condition.

Stunned

A Stunned creature is Incapacitated (see the condition), can’t move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws.

Attacking a Stunned Creature. Attack rolls against the Stunned creature have advantage.

Ending the Stunned Condition. Spells such as Greater Restoration can end the Stunned condition on a creature.

Suffocating

When a creature that is Choking runs out of breath or loses its held breath, it begins Suffocating. A Suffocating creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and begins Dying, and it can’t regain hit points or be stabilized until it can breathe again.

For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.

Swallowed

A swallowed creature is trapped inside the creature or effect that swallowed it. Its movement becomes 0, it moves with the creature swallowing it.

Vision While Swallowed. The space inside a Swallowing effect is typically dark unless illuminated by some internal source.

Restraint While Swallowed. A creature Swallowed by a creature or effect less than three size categories larger than it is Restrained.

Damage From Inside. Damage a creature is dealt from an effect that originates inside of it ignores the creature's damage resistances and immunities.

Saving Throws From Inside. A creature automatically fails any Dexterity saving throw from an effect that originates inside of it, and has disadvantage on any Constitution saving throws from such an effect.

Ending the Swallowed Condition. If an escape DC is noted, it indicates that some portion of the creature is within reach of some means of exiting the space it is Swallowed in.

In such cases, a creature may end the Swallowed condition on itself or on a creature Swallowed by a creature or effect within 5 feet as an Action with a successful Strength (Athletics) or Dexterity (Acrobatics) check.

When the Swallowed condition ends for a creature, it emerges prone in the nearest unoccupied space.

Teleportation. A swallowed creature that teleports out of the space it is swallowed in has the condition end for it.

Releasing a Swallowed Creature. As a Reaction when a creature is dealt damage by a creature Swallowed by it, it may regurgitate each creature Swallowed by it.

Temporary Hit Points

Some hostile effects can cause a creature to gain temporary points, with an additional negative effect that persists as long as the temporary hit points do.

Ending Temporary Hit Points. These temporary hit points can be reduced to 0 by damage as normal.

A creature that already has temporary hit points may choose not to gain temporary hit points, and thus having temporary hit points can act as a shield against effects such as these.

A creature that gains temporary hit points while it has any temporary hit points may choose to accept them, thus losing their earlier temporary hit points and freeing them from any attached effect.


Turned

A Turned creature must spend its action and movement on each of its turns trying to move as far away as possible from the creature or effect that turned it, can't willingly move to a space within 30 feet of that creature or effect, and can't take reactions. If there's nowhere to move, the creature can use the Dodge action.

Ending the Turned Condition. A Turned creature that takes any damage has the condition end for it.

Unconscious

An unconscious creature is Incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings unless specified otherwise.

  • A creature that falls Unconscious drops whatever it’s holding and falls Prone.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Ending the Unconscious Condition. Unless otherwise specified, an Unconscious creature that takes any damage, or that has another creature shake it awake as an Action, has the condition end for it.

Exhaustion

Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.

Level Effect
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death

If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description.

A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.

Removing Exhaustion. An effect that removes exhaustion, such as the Greater Restoration spell, reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1.

Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.

Save Ends

Many conditions that last more than a single round of combat allow the affected creature to repeat the saving throw to resist it on each of its turns, ending the effect on a success.

Such conditions are tagged as Save Ends, and specify either that the saving throw is repeated at the beginning of the affected creature's turn (Save Ends at beginning of turn) or at the end of the affected creature's turn (Save Ends at end of turn).

Denizens of The Abyss

The endless layers of the Abyss play host to an infinite variety of fiendish lifeforms, each fouler than the last.

There are some forms that seem more common than others, however, and while such forms are granted names by those forced into contact with them, one should not take this to mean that any two vrocks must resemble one another in any but the most superficial of ways. Demons are spawned and spread by the tainted wound of the Abyss itself, molded out of raw chaos and moved by the cosmic evil that pervades their native plane; their forms need not conform to any rule comprehensible to the sane.

With those limits of abyssal phylogeny established, let us embark upon the project of cataloguing these gnashing multitudes that populate the Abyss.

Demons

"Demons" simply denotes all those species native or naturalized to the Abyss; or those whose form was shaped substantially by the elemental malice that permeates its layers. It is a wastebin taxon, rendered near-useless by the nonsensical web of shifting relationships that span between demonic species and the multifarious means by which they spawn.

Any who have had dealings with demons can tell the true bonds that link them, however; their irredeemable, irrepressable cruelty; their mad and gleeful hunger for carnage; their explosive rage that builds with each second of peace. There are precious few foes more terrible to face on the field of battle, and yet nothing in all the planes is worse to have at your back as an
ally.


Obyriths

Ancient are the obyriths, ancient beyond reckoning. Before mortals walked upon earth or gods in the heavens, the undivided chaos of the primordial Abyss was pierced by a shard of purest Evil, sent from beyond the cosmos by the obyriths when their own realm held nothing else to destroy.

From this shard spilled their squamous multitudes, and from this shard was the Abyss as we know it today spawned, the formation of its ever-increasing layers something akin to an immune response by a wounded cosmos.

Indeed, the cosmos itself rejects the presence of the obyriths, detests their alien intrusion; no creature born of these realms can look upon them without that innate revulsion, that crawling WRONGNESS rooted beyond any mortal fear, rooted in the very elements flesh and spirit are sculpted from.

Tanar'ri

Evoked from this shard of Evil were the tanar'ri; by the obyriths, by the great Powers ruined by its call, by petitioners claimed by the will of the shard itself; unleashed in their infinite forms to serve in endless battle. Chaos, however, serves only itself, and ruin awaits all those who think themselves its master.

Where the undifferentiated cruelty of the obyriths was abstract and alien, the cruelty of the tanar'ri was a thing of unsurpassed passion; they regarded each fragment of creation with an intimate and personal hatred; their boundless, burning need for its suffering and ruin matched only by their savage delight at its destruction.

Loumara

The sea of curling mists that fills the 230th layer of the Abyss, now known as the Dreaming Gulf, is what remains of the last true assault on the Abyss itself, when a cohort of divinities descended to tear out and destroy the layer in retribution against its then-lord. This tresspass woke the shard from its torpor, and the corpses of those Powers lie within the crater their folly made, chaos-touched nightmares oozing from their dreaming death as the Abyss gradually digests their remnants.

Layers of the Abyss
Layer Common Names Ruler
1 Plain of Infinite Portals/Pazunia Pazuzu/Contested
2 Driller's Hives Tharzax
3 The Forgotten Land Zzyczesiya
4 The Grand Abyss Contested
5 Wormblood Contested
6 Realm of a Million Eyes Great Mother
7 The Phantom Plane Sess'inek
8 The Skin-Shedder Volisupula
9 Burningwater None
10 That Hellhole None
11 Molrat Contested
12 Twelvetrees None
13 Blood Tor Beshaba
14 The Steaming Fen The Queen of Chaos
17 Death's Reward Abraxas
21 The Sixth Pyre Kardum
23 The Iron Wastes Kostchtchie
27 Malignebula Lissa'aere
32 Sholo-Tovoth/The Fields of Consumption Turaglas
45-47 Azzagrat Graz'zt
49 Shaddonon Rhyxali
52 Vorganund Contested
57 Torturous Truth Alvarez
66 The Demonweb Pits Lolth
67 The Heaving Hills Verrangoin
68 The Swallowed Void Abandoned
69 The Crushing Plain None
70 The Ice Floe None
71 Spirac None
72 Darklight Nocticula
73 The Wells of Darkness None
74 Smaragd Meershaulk and Ramenos
79 The Emessu Tunnels Anarazel
88 The Gaping Maw Demogorgon
89 The Shadowsea Dagon
90 The Guttering Grove Ilsidahur
92 Ulgurshek Ulgurshek
111 The Mind of Evil Sch'thrruppasstt
113 Thanatos Orcus
128 The Slugbed Luperico
Layer Common Names Ruler
137 Outcasts' End Azazel
142 Lifebane Chemosh
148 Torrent Contested
176 Hollow's Heart Fraz-Urb'luu
177 The Writhing Realm Ugudenk
181 The Rotting Plain Laogzed
193 Vulgaria Eshebala
222 Shedaklah Juiblex and Zuggtmoy
223 Offalmound Contested
230 The Dreaming Gulf None
245 The Scalding Sea Contested
248 The Hidden Layer Eltab
274 Durao None
297 The Sighing Cliffs Lynkhab
303 The Sulfanorum None
313 Gorrion's Grasp Contested
333 The Broken Scale Hiddukel
340 The Black Blizzard Contested
348 Indifference Contested
359 The Arc of Eternity Eldanoth
377 Plains of Gallenshu None
399 The Worm Realm Urlden
400 Woeful Escarand Lords of Woe
403 The Rainless Waste None
421 The White Kingdom Doresain
422 Yeenoghu's Realm Yeenoghu
423 Galun-Khur Unknown
452 Ahriman-abad Ahrimanes
471 Androlynne Pale Night
487 Lair of the Beast/Mansion of the Rake Kanchelsis
489 Noisome Vale Contested
493 The Steeping Isle Siragle
499 Carroristo None
503 Torremor Pazuzu
507 Occipitus Adimarchus
524 Shatterstone Vaprak
531 Vudra Shaktari
558 Fleshforges Dwiergus
566 Soulfreeze Aseroth
586 Prison of the Mad God Diinkarazan
597 Goranthis Socothbenoth
600 The Endless Maze Baphomet
663 Zionyn Obox-ob

Adaru

Adaru Lore

Nature DC 15: Though adaru devour flesh for entertainment, it is lies that sustain them, and thus attempting to deceive one is often a deadly proposition.
Religion DC 10: It is said an adaru is spawned from the
muck of the Abyss whenever a great lie is told, and often immediately attempts to seek out its progenitor and
consume it.
Religion DC 20: The creeping vapors that issue forth from the dripping pores in the centipede-like adaru's carapace are actually a concentrated form of pure, elemental evil; addictive to the cruel and sadistic and sickening to those without such propensities.

Adaru Tactics

Adarus keep a coterie of weaker thralls nearby, sucking the evil from their pores, and begin combat by sending them ahead to tie up any serious threats, then using their prodigious movement abilities to circle around to
flanking positions that affect as many foes with their
Vent Evil ability as possible while avoiding direct contact. They attack first with their Skittering Coils, biting only once they have a creature grappled. When they have a creature grappled, they ask it a question each turn about some compromising weakness or shameful secret, provoking it into lying to trigger their Devour Lies.




Adaru

Medium fiend (demon), chaotic evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 136 (16d8 + 64)
  • Speed 50 ft., burrow 30 ft., climb 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 19 (+4) 16 (+3) 13 (+1) 18 (+4)

  • Saving Throws DEX +5, INT +6, WIS +4
  • Skills Deception +7, Insight +7
  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison
  • Condition Immunities Frightened, Poisoned
  • Senses Darkvision 60 ft. Passive Perception 11
  • Languages Abyssal, Celestial, Draconic, Infernal, Telepathy 120 ft.
  • Challenge 6 (2,300 XP)

Liar's Guile. The adaru can detect lies told by creatures within 30 feet of it by scent.

Vent Evil. The pores in an adaru's carapace constantly vent an vile miasma that warps the minds of all it touches. A creature that starts its turn within 30 feet of the adaru must make a DC 15 Wisdom saving throw.

On a failed save, a creature is Poisoned and Frightened until the beginning of its next turn if it is non-evil, or Charmed and under the adaru's control for the same duration if it is evil.

Magic Resistance. The adaru has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The adaru makes two attacks with its Skittering Coils, one of which it may replace with its Dripping Mandibles or the Dodge action.

Dripping Mandibles. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing plus 10 (3d6) poison damage.

Skittering Coils. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage and the target is grappled (escape DC 14).

While grappled in this way, a creature is restrained and must immediately answer any question asked of it.

Reactions

Devour Lies. When a creature grappled by the adaru tells a lie, the adaru can attach its sucking organ to the creature's face.

The creature must succeed on a DC 15 Charisma saving throw or take 16 (3d10) necrotic damage and lose any proficiency it has in Deception until restored by Greater Restoration or similar magic.

Alkilith

Alkiliths are the wretched spawn of Juiblex, the Faceless Lord's dropped sheddings nurtured into foul and corrupted maturity and dispatched to spread ruin to the material plane. On its own, an alkilith is terrible enough to kill by its mere presence, but its true threat is in its ability to soak into the bones of a building, corrupting an arch or doorway and becoming a living conduit to the depths of the Abyss.

Alkilith Lore

Arcana DC 15: An alkilith, if left unchecked, rapidly becomes a full demonic incursion, as its innate ability to turn any mundane portal into a planar one can run rapidly out of control. Its ability to do so requires concentration, however, and is limited by the wounds it has sustained.
Religion DC 20: Alkiliths are cast-off pieces of the demon lord Juiblex, left to attain sentience and spread the madness and chaos of the Abyss. They continue growing as long as they are alive, some reportedly reaching the size of a lake.

Alkilith Tactics

An alkilith begins combat by attempting to summon a Hezrou, Vrock, or Yochlol, and continues summoning as long as it is allowed to undisturbed. It then tries to grapple as many creatures as it can, using its Fume any time it is available and the alkilith can catch at least three enemies in it.



Alkilith

Medium fiend (demon), chaotic evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 252 (24d8 + 144)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 22 (+6) 6 (-2) 11 (+0) 7 (-2)

  • Saving Throws DEX +8, CON +10
  • Skills Arcana +6, Stealth +8
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Acid, Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 10
  • Languages Understands Abyssal but can't speak
  • Challenge 11 (7,200 XP)

Amorphous. The alkilith can move through a space as narrow as 1 inch wide without squeezing.

False Appearance. While the alkilith is motionless, it is indistinguishable from an ordinary slime or fungus.

Magic Resistance. The alkilith has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The alkilith makes three melee attacks.

Polluting Touch. Melee Weapon Attack: +8 to hit, reach 1 ft., one target. Hit: 18 (4d6 + 4) acid damage and the target is grappled (escape DC 16).

Living Portal (Concentration). The alkilith begins to channel the essence of the Abyss through its body, becoming a portal to a distant corner of the Abyss.

If the alkilith is still concentrating at the beginning of its next turn, a demon with maximum hit points equal to or less than the alkilith's current hit points is summoned to the nearest unoccupied space, and the alkilith loses half its current hit points.

Fume (Recharge 5-6). The area in a 15 foot radius around the alkilith becomes heavily obscured until the beginning of its next turn as it exudes toxic fumes. A creature that starts its turn in the area must succeed on a DC 18 Constitution saving throw or take 27 (6d8) poison damage, or half as much on a success.

Reactions

Foment Madness. When the alkilith loses concentration as a result of being hit with a melee attack, the alkilith can force the attacker to succeed on a DC 18 Wisdom saving throw or have its proficiency bonus reduced by one for the next minute.

Armanites

Armanite Lore

Arcana DC 15: An armanite moving at speed is able to gallop on thin air, a tactic which they use to great effect when charging through enemy formations, and one particularly useful to those armanites that master the magics of lightning. History DC 15: Armanites gather in mercenary warbands that rove the depths of the Abyss, serving as heavy cavalry in wars between the great demon lords and spilling forth to make war on other planes if left idle too long.
History DC 20: They frequently take a portion of their pay in promised bloodshed, and have been known to abandon battles when faced with foes either too unimpressive or too hardened to grant them the immediate satisfaction of slaughter.
Nature DC 15: The armor borne by armanites is sculpted from the chitin of great armored worms, hunted in brief windows of peacetime to keep herds from turning their violence inward.
Religion DC 15: Though as chaotic as any others of demonkind, armanites seemed uniquely capable of focus upon the task at hand once battle is joined, only occasionally attacking or otherwise sabotaging their wartime allies.

Armanite Headbreaker

Armanite headbreakers typically mill about near a bloodwether, waiting for it to charge in first so they can pour in behind it, hopefully drawing less fire. They use their aerial charge to gallop over more heavily armored foes to reach backline ranged combatants, clustering around them.

Armanite Bloodwether Tactics

Armanite bloodwethers strive to be first to engage an enemy, Dashing on the first turn of combat to provoke a stampede from their allies and galloping roughly 20 feet off the ground until they reach their desired target.

If they miss with two attacks in a row, they become frustrated and switch targets even if they must provoke attacks of opportunity to do so, and if they fail to land an attack for two turns in a row they will often simply leave.


Armanite Headbreaker

Large fiend (demon), chaotic evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 22 (3d10 + 6)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 15 (+2) 6 (-2) 12 (+1) 13 (+1)

  • Senses Darkvision 120 ft., Passive Perception 11
  • Languages Abyssal, Sylvan, Telepathy 120 ft.
  • Challenge M16 (1,500 XP)

Aerial Charge. If the armanite dashes, it gains a fly speed equal to its movement speed until the end of its next turn.

Minion. If the armanite takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the armanite takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage.

Actions

Storm of Hooves (Group Attack). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 bludgeoning damage. This attack deals an additional 3 damage if the armanite is flying.

Reactions

Stampede. When a friendly creature it can see within 10 feet takes the Dash action, the armanite can take the Dash action, moving in the same direction if possible.


Armanite Bloodwether

Large fiend (demon), chaotic evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 157 (15d10 + 75)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
21 (+5) 18 (+4) 21 (+5) 8 (-1) 12 (+1) 13 (+1)

  • Skills Athletics +8, Perception +4, Survival +4
  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 14
  • Languages Abyssal, Sylvan, Telepathy 120 ft.
  • Challenge 7 (2,900 XP)

Aerial Charge. If the armanite dashes, it gains a fly speed equal to its movement speed until the end of its next turn.

Magic Resistance. The armanite has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The armanite makes three attacks; one with its Wicked Claws, one with its Hooves, and one with its Serrated Tail.

Wicked Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage. Instead of dealing damage, the armanite may grapple the target (escape DC 16)

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. The armanite may make this attack as a bonus action if it is flying.

Serrated Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.

Reactions

Quick Kick. When a creature makes an attack against the armanite that benefits from flanking it, the armanite can make a Hooves attack against it.

Stampede. When a friendly creature it can see within 10 feet takes the Dash action, the armanite can take the Dash action, moving in the same direction if possible.

Armanite Lancer Tactics

Armanite lancers usually stay a bit behind and above a larger cohort of armanites, first buffing up with their Tempestuous Impulse, then raining down Lancing Sparks, attacking from the air then retreating back up each turn while it recharges.


Armanite Lancer

Large fiend (demon), chaotic evil


  • Armor Class 18 (Demonic Chitin Plate)
  • Hit Points 210 (20d10 + 100)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 21 (+5) 12 (+1) 15 (+2) 14 (+2)

  • Skills Arcana +5, Athletics +10
  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 12
  • Languages Abyssal, Sylvan, Telepathy 120 ft.
  • Challenge 10 (5,900 XP)

Aerial Charge. If the armanite dashes, it gains a fly speed equal to its movement speed until the end of its next turn.

Magic Resistance. The armanite has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The armanite makes three attacks; one with its Crackling Longspear, one with its Hooves, and one with its Serrated Tail.

Crackling Longspear. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage plus 7 (2d6) lightning damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone.

Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. The armanite may make this attack as a bonus action if it is flying.

Serrated Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) slashing damage.

Tempestuous Impulse (4th Level Spell, Concentration). For the next minute, the armanite gains the ability to Dash as a bonus action and its attacks deal an additional 7 (2d6) lightning damage.

Lancing Spark (Recharge 5-6, 5th Level Spell). The armanite looses a bolt of lightning in a line 60 feet long and 10 feet wide.

Each creature in the area must succeed on a DC 14 Dexterity saving throw or take 36 (8d8) lightning damage, or half as much damage on a success.

Reactions

Quick Kick. When a creature makes an attack against the armanite that benefits from flanking it, the armanite can make a Hooves attack against it.

Babau

It is a mistake to believe that one has grasped the nature of the Abyss, the root of chaos from which that inexhaustable tide of demons flows. Even demons can exhibit subtlety and subterfuge; even demons can make far-reaching plans; even demons can keep faith.

Babau Lore

Arcana DC 15: The shadow clones left behind in the wake of a teleporting babau are agents of confusion and chaos, sowing carnage before exploding in a shower of acid.
History DC 15: Babaus are said to have been birthed from the spilt blood of a powerful devil, splashed upon the thirsting ground of the Abyss. Though they enact many schemes both for reasons of their own and at the behest of greater demons, their true allegiance is said to lie with the devil that birthed them.

Babau Tactics

Babaus attempt to sow confusion and discord, teleporting through the midst of their foes and leaving a trail of shadow clones that explode in showers of acid, escaping in the confusion with a kidnapped target that it can murder in seclusion before diving back into the fray.


Babau

Medium fiend (demon), chaotic evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 90 (12d8 + 36)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 16 (+3) 11 (+0) 12 (+1) 13 (+1)

  • Skills Perception +5, Stealth +5
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 15
  • Languages Abyssal
  • Challenge 4 (1,100 XP)

Shadow Clones. Whenever the babau teleports, it leaves behind a copy of itself with the following traits:

  • The clone has 1 hit point and dies at the end of the babau's next turn.
  • When the clone dies, each creature within 5 ft. of it takes 4 (1d8) acid damage.
  • As a Bonus Action, the babau can command the clone to move up to 40 ft. and make a Flickering Claw attack.

Actions

Multiattack. The babau makes two attacks with its Flickering Claw, one of which it may replace with a use of its Rend Magic or Murderous Abduction, if available.

Flickering Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage and the babau teleports up to 10 ft.

Rend Magic (3rd Level Spell). The controller of one spell or magical effect the babau can see within 60 feet must succeed on a DC 13 Constitution saving throw or have the spell or effect end.

Murderous Abduction (Recharge 5-6). The babau and up to one creature within 5 ft. of it each teleport up to 30 ft. in the same direction. An unwilling and conscious creature makes a DC 13 Charisma saving throw, resisting the effect on a success.

Reactions

Weakening Glare. When the babau is targeted with a melee attack, the babau can force the attacker to succeed on a DC 13 Constitution saving throw or have the attack's damage reduced by half.

Balors

Balors are hatred incarnate, paragons of passion and rage that inspire the endless hordes of the Abyss under their sway to ever greater heights of frenzied cruelty. Lesser demons look upon their form and passion with a tainted mixture of worship, envious hatred, and terror, as they are the perfect expression of the demonic ideal.

Balor Lore

Arcana DC 10: Those who dare to meet the gaze of a balor spontaneously combust, causing even the most powerful of fiends to avert their gaze when the thunderous footsteps of one draw near. Upon death, the corpse of a balor explosively disgorges the inner flame that fuels them.
Arcana DC 15: Balors are among the most likely of demons to treat with individual mortals, as they crave destruction wherever it may be sown, not merely what they may personally inflict. Cults or other groups that attempt to summon balors often find their leadership promptly devoured, however, as balors brook no potential challenges to their dominion.
History DC 15: Though generally deployed as the
nominal leaders of their demonic detachments,
balors disdain the idea of coldly dispatching
orders from the rear, often charging ahead of
their cohort to be first to draw blood.
History DC 20: Balors are despised by mariliths
and nalfeshnees for their relative lack of tactical
acumen and preference for glory over victory,
and are often compared to manes in
temperament. Despite this, balors are
possessed of incredibly keen strategic
minds, albeit ones bent toward carnage
above any other aim.
Religion DC 20: Despite often being
the most powerful individual servants of
demon lords, balors are rarely in highest
favor or standing, as their brash
temperament and boundless ambition
makes them unreliable servants. In
time, each balor inevitably attempts
to kill any that claim rulership over
them, and as a result enlisting one
is a delicate game of distractions
and delays to extract as much use
from them before that
fated confrontation must occur.

Balor Warmonger Tactics

Warmongers dive into the fray with no regard to their own safety, though will briefly retreat and reposition with their teleport if surrounded by foes that can bypass their damage resistances. In general, they lay about with their blade and lash indiscriminately, not wanting to kill any individual too quickly and deprive themselves of an opponent, though they always target a creature averting its gaze with their Lightning Blade, if available.

Balor Scion of Brutality Tactics

Scions of Brutality fight somewhat more tactically, combining their Meteor Stride and Inspire Bloodlust to help their armies close with the enemy, then using Wrathful Devotion to become the locus of as much violence as possible.



Balor Warmonger

Huge fiend (demon), chaotic evil


  • Armor Class 19 (Natural Armor)
  • Hit Points 225 (18d12 + 108)
  • 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 STR +14, CON +12, WIS +9, CHA +12
  • Damage Resistances Cold, Lightning; Attacks made without advantage
  • Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Poisoned
  • Senses Truesight 120 ft., Passive Perception 13
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 19 (22,000 XP)

Death Throes. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one.

Blazing Gaze. When a creature that the balor can see and that can see the balor's eyes starts its turn within 15 feet of it, it catches fire. Until someone takes an action to douse the fire, the creature takes 11 (2d10) fire damage at the start of each of its turns.

Unless surprised, a creature can avert its eyes to avoid this effect at the start of its turn. If the creature does so, it can't see the balor until the start of its next turn, when it can avert its eyes again.

Giant Stature. Attacks made against the balor by a creature Attached to it have advantage, and the balor has disadvantage on attacks it makes against creatures Attached to it.

Limited Magic Resistance. The balor has advantage on saving throws against spells and other magical effects. On Saving Throws against magical effects that would Blind it, the balor has disadvantage, instead of advantage.

Actions

Multiattack. The balor makes two attacks: one with its lightning blade and one with its burning lash. It may replace one of its attacks with a use of its Teleport.

Lightning Blade. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. On a critical hit with this attack, the balor rolls damage dice three times, instead of twice.

Each other creature within 5 feet of the target must succeed on a DC 22 Dexterity saving throw or take half the attack's damage.

Burning Lash. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 43 (10d6 + 8) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.

For each roll of 6 on the damage dice, this attack deals an additional 1d6 fire damage.

Teleport (7th Level Spell). The balor and each creature climbing on it magically teleport up to 120 feet to an unoccupied space it can see.



Balor Scion of Brutality

Huge fiend (demon), chaotic evil


  • Armor Class 19 (Natural Armor)
  • Hit Points 325 (26d12 + 182)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
27 (+8) 16 (+3) 24 (+7) 23 (+6) 16 (+3) 22 (+6)

  • Saving Throws STR +15, CON +14, WIS +10, CHA +13
  • Damage Resistances Cold, Lightning; Attacks made without advantage
  • Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Poisoned
  • Senses Truesight 120 ft., Passive Perception 13
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 22 (41,000 XP)

Death Throes. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one.

Blazing Gaze. When a creature that the balor can see and that can see the balor's eyes starts its turn within 15 feet of it, it catches fire. Until someone takes an action to douse the fire, the creature takes 11 (2d10) fire damage at the start of each of its turns.

Unless surprised, a creature can avert its eyes to avoid this effect at the start of its turn. If the creature does so, it can't see the balor until the start of its next turn, when it can avert its eyes again.

Giant Stature. Attacks made against the balor by a creature Attached to it have advantage, and the balor has disadvantage on attacks it makes against creatures Attached to it.

Limited Magic Resistance. The balor has advantage on saving throws against spells and other magical effects. On Saving Throws against magical effects that would Blind it, the balor has disadvantage, instead of advantage.

Legendary Resistances (3/Day). If the balor fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The balor makes two melee attacks with different weapons, one of which it may replace with a use of its Teleport.

Headripper Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 27 (3d12 + 8) piercing damage. If this damage reduces the target to 0 hit points, it must succeed on a DC 16 Constitution saving throw or be decapitated.

Lightning Blade. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. On a critical hit with this attack, the balor rolls damage dice three times, instead of twice.

Each other creature within 5 feet of the target must succeed on a DC 23 Dexterity saving throw or take half the attack's damage.

Burning Lash. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 43 (10d6 + 8) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.

For each roll of 6 on the damage dice, this attack deals an additional 1d6 fire damage.

Teleport (7th Level Spell). The balor and each creature climbing on it magically teleport up to 120 feet to an unoccupied space it can see.

Reactions

Brutal Display. When a friendly creature within 30 feet misses with an attack, the balor can make an attack against it with its Burning Lash.

Each other demon within 30 feet gains advantage on the first attack it makes on its following turn.

Legendary Actions

The balor can take 3 legendary actions, choosing from the options below.

Meteor Stride. The balor moves up to half its fly speed, then drops to the ground. Each creature in the space where it lands is pushed to the nearest unoccupied space and must succeed on a DC 23 Dexterity saving throw or take 13 (3d8) bludgeoning damage.

Wrathful Devotion (Costs 2 Actions). The balor lets out a teeth-rattling roar of challenge. Each creature of the balor's choice within 30 feet of it must succeed on a DC 21 Wisdom saving throw or be unable to target creatures other than the balor with attacks or harmful spells until the beginning of the balor's next turn.

Inspire Bloodlust (Costs 2 Actions). The balor teleports up to 60 feet to an unoccupied space it can see and makes an attack.

Each demon within 120 feet of the balor that can see it may use its reaction to move up to half its speed directly toward the attack's target.

Barlguras

Barlgura Lore

Arcana DC 15: Though too dull to develop any true
magical talent, certain barlguras seem to have an innate knack for the magics of invisibility, often achieving a permanent state of invisibility given enough time.
Religion DC 15: Barlguras are near-mindless
demonic brutes, favored by the demon lords
Baphomet and Yeenoghu for the unrestrained joy
they take in the carnage of battle.
Religion DC 20: Despite their impressive
physique, barlguras are most typically used in
demonic regiments as lone scouts and
guerrillas, due to their tendency to
intentionally crash into and flatten allies.

Barlgura Tactics

Barlguras approach from stealth, then leap
into the thickest concentration of enemies, grab
one, and flee with it, using their Slam on it each turn as they flee from its allies. If they manage to kill a creature, they flee, hide, then reengage at the earliest opportunity. If acting as scouts, they flee in earnest after being reduced below half hit points to report on their observations.




Barlgura Spearbreaker

Large fiend (demon), chaotic evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 136 (16d10 + 48)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 7 (-2) 14 (+2) 9 (-1)

  • Saving Throws DEX +5, CON +6
  • Skills Perception +5, Stealth +5
  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 15
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 5 (1,800 XP)

Juggernaut Leap. The barlgura's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start. If the barlgura jumps at least 20 feet, it may land in the space of any medium or smaller creature.

A creature whose space the barlgura enters in this way must must succeed on a DC 15 Dexterity saving throw or be knocked prone and take 7 (2d6) bludgeoning damage, or be pushed into the nearest unoccupied space on a success.

Actions

Multiattack. The barlgura makes three attacks, one of which may be with its Mauling Bite.

Mauling Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

On a critical hit, the target must succeed on a DC 15 Constitution saving throw or lose an eye, nose, lip, or ear (target's choice).

Wild Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage and the target is grappled (escape DC 15).

Slam. The barlgura slams a grappled creature into a wall or floor. The creature must succeed on a DC 15 Constitution saving throw or take 33 (6d10) bludgeoning damage and be Stunned until the end of the barlgura's next turn, or taking half as much damage on a success.

Hurl. The barlgura hurls a grappled creature up to 40 feet. The creature must succeed on a DC 15 Dexterity Saving Throw or take 21 (6d6) bludgeoning damage and be knocked prone, or take half as much damage on a success.

A creature whose space the thrown creature lands in must make the same saving throw, taking no damage and moving to the nearest unoccupied space on a success.

Reactions

Reckless Tumble. When the barlgura misses with a melee attack, it can immediately make a Wild Fist attack with advantage, then fall prone and end its turn.



Barlgura Terror Fiend

Large fiend (demon), chaotic evil


  • Armor Class 16 (Demonsteel Chain)
  • Hit Points 175 (18d10 + 76)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 18 (+4) 19 (+4) 7 (-2) 15 (+2) 9 (-1)

  • Saving Throws STR +9, DEX +8, CON +8
  • Skills Perception +6, Stealth +8, Survival +6
  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 10 (5,900 XP)

Invisible Terror. The barlgura is invisible. Whenever the barlgura reduces a creature within 5 feet to 0 hit points, it becomes splattered with blood and visible until it takes an action to clear the blood.

Juggernaut Leap. The barlgura's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start. If the barlgura jumps at least 20 feet, it may land in the space of any medium or smaller creature.

A creature whose space the barlgura enters in this way must must succeed on a DC 17 Dexterity saving throw or be knocked prone and take 7 (2d6) bludgeoning damage, or be pushed into the nearest unoccupied space on a success.

Actions

Multiattack. The barlgura makes three attacks, one of which may be with its Mauling Bite.

Mauling Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage.

On a critical hit, the target must succeed on a DC 17 Constitution saving throw or lose an eye, nose, lip, or ear (target's choice).

Studded Club. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and the target is pushed 10 feet away.

Wild Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage and the target is grappled (escape DC 17).

Slam. The barlgura slams a grappled creature into a wall or floor. The creature must succeed on a DC 17 Constitution saving throw or take 44 (8d10) bludgeoning damage and be Stunned until the end of the barlgura's next turn, or taking half as much damage on a success.

Hurl. The barlgura hurls a grappled creature up to 40 feet. The creature must succeed on a DC 17 Dexterity Saving Throw or take 28 (8d6) bludgeoning damage and be knocked prone, or take half as much damage on a success.

A creature whose space the thrown creature lands in must make the same saving throw, taking no damage and moving to the nearest unoccupied space on a success.

Reactions

Reckless Tumble. When the barlgura misses with a melee attack, it can immediately make a Wild Fist attack with advantage, then fall prone and end its turn.

Bloodthirsty Howl. When the barlgura reduces a creature to 0 hit points, it can let out a terrifying howl and gain 15 temporary hit points.

While it has any of these temporary hit points, a creature that starts its turn within 15 feet of the barlgura that can see it must succeed on a DC 16 Wisdom saving throw or be Frightened of the barlgura until the beginning of the creature's next turn.

Bulezaus

Bulezau Lore

Arcana DC 15: Bulezaus have the ability to magically rot the flesh away from each living creature around them, including themselves, revealing the tough yet brittle bones that lie beneath their withered flesh.
History DC 15: Despite their skeletal physique, bulezaus wield their oversized ranseurs with surprising dexterity, and hordes of them are often used to break cavalry charges on the bloodfields of Acheron.
History DC 20: Bulezau brawls quickly escalate into mass carnage that can last for weeks in the ranks of a demonic army, so bulezaus suspected of discontent or bickering are often summarily executed by their demonic commanders before the mood can spread. If allowed to work themselves into a true heat of rage, bulezaus are often so resilient they must be quarantined away from their objects of resentment long enough to calm down before they can be killed.
Medicine DC 15: Bulezaus carry a fiendish sickness known as Flitrot, an enfeebling disease that causes its victims to cough and retch up flies as their skin slowly blackens and sloughs off.
Religion DC 15: Sardonically referred to as "Baphomet's perfect children" by scholars of the Abyss, bulezaus are famed for their obdurate refusal to retreat under any conditions, so spiteful that they would rather die than grant any comfort or convenience to a foe.

Flitrot. A creature infected with flitrot sports festering boils, coughs up flies, and sheds rotting skin. The infected creature does not recover spent hit dice on a long rest, and makes death saving throws at disadvantage.

Bulezau Rot Sower Tactics

Bulezaus fight out of hatred of failure, rather than love of victory, and get progressively more enraged when their attacks fail to find their mark. They typically attack the nearest or weakest-looking creature in their reach, but never switch targets until their chosen foe is dead, even when presented with compelling reasons to. They always fight to the death, and do not follow orders once combat has been joined unless magically compelled to. Once they can catch three or more foes in it, they use Fiendish Rot whenever available.

They have a particular hatred of vrocks due to the demons' habit of swooping in and striking the final blow against foes that a bulezau has softened up, and always use their Fend Off reaction against an allied vrock.

Bulezau Hatebrood Tactics

The bulezau hatebrood fully ignores any other creature once it has chosen an opponent, even to the extent of not making attacks of opportunity when it has the chance, and simply hammers away mindlessly at its foe, using its Infuriated Bellow whenever it misses.

Once reduced below a third of its hit points, the bulezau begins using Undying Hate whenever available, chasing after its chosen foe after each blow to keep it within 5 feet.


Bulezau Rot-Sower

Medium fiend (demon), chaotic evil


  • Armor Class 12
  • Hit Points 97 (13d8 + 39)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 17 (+3) 9 (-1) 8 (-1) 6 (-2)

  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison
  • Condition Immunities Charmed, Frightened, Poisoned
  • Senses Darkvision 120 ft., Passive Perception 9
  • Languages Abyssal, Telepathy 60 ft.
  • Challenge 3 (700 XP)

Shed Flesh. If the bulezau is affected by its Fiendish Rot ability or by that of another bulezau, its AC increases by 2, to a maximum of 16, and it gains vulnerability to bludgeoning damage until it completes a Long rest.

Fading Torpor. Each time the bulezau reduces a creature to 0 hit points, its movement speed increases by 10 feet until it completes a Short or Long Rest, to maximum speed of 60 feet.

Actions

Multiattack. The bulezau makes two attacks, one of which may be with its Barbed Tail.

Outsize Ranseur. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

Barbed Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) piercing damage and the target must succeed on a DC 13 Constitution saving throw or become infected with Flitrot and be Poisoned until the end of its next turn as it retches a gout of flies.

Fiendish Rot (Recharge 5-6). Each creature (including the bulezau) within 15 ft. that does not have all of its hit points must succeed on a DC 13 Constitution saving throw or take 9 (2d8) necrotic damage, or half as much on a success.

Reactions

Fend Off. When a creature enters its reach, the bulezau can make an Outsize Ranseur attack against it. If the attack hits, the creature's speed is reduced to 0 until the end of its turn.


Bulezau Hatebrood

Medium fiend (demon), chaotic evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 153 (18d8 + 72)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 18 (+4) 9 (-1) 8 (-1) 6 (-2)

  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison
  • Condition Immunities Charmed, Frightened, Poisoned
  • Senses Darkvision 120 ft., Passive Perception 9
  • Languages Abyssal, Telepathy 60 ft.
  • Challenge 8 (3,900 XP)

Shed Flesh. If the bulezau is affected by the Fiendish Rot ability of another bulezau, its AC increases by 2, to a maximum of 16, and it gains vulnerability to bludgeoning damage until it completes a Long rest.

Fading Torpor. Each time the bulezau reduces a creature to 0 hit points, its movement speed increases by 10 feet until it completes a Short or Long Rest, to maximum speed of 60 feet.

Actions

Multiattack. The bulezau makes three attacks, one of which may be with its Barbed Tail, and may use its Undying Hate if available.

Giantbreaker Greathammer. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage and the target is pushed 5 feet away.

Barbed Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or become infected with Flitrot and be Poisoned until the end of its next turn as it retches a gout of flies.

Undying Hate (Recharge 4-6). The bulezau's eyes burn with bloodshot fury as it glares at a creature within 5 feet of it. Until the end of the bulezau's next turn, it cannot be reduced below 1 hit point while that creature remains within 5 feet of it.

Reactions

Infuriated Bellow. When the bulezau misses with an attack, it can let out an enraged scream.

Until the beginning of its next turn, attacks against the bulezau are made with advantage and whenever the creature it missed hits it with an attack, the bulezau may may make an attack with its Giantbreaker Greathammer against that creature.

Cerebrilith

Cerebrilith Lore

Religion DC 15: Cerebriliths, also called brain demons, are psionically empowered specialists deployed in demonic cohorts to assassinate spellcasters and rival psions, utilizing their extended brain to concentrate on multiple effects at once.

Cerebrilith Tactics

Cerebriliths begin combat with all of their Multilobe Psionics active, trading out the least currently useful of them for one of their actions that require concentration each turn. If engaging at range, they'll typically first swap Shadow in the Weave for Desecration Stride, then drop Psionic Mirage for Thought Mine, or for Searing Probe if supported by two or more allies. They prioritize as a target any creature that can do large burst damage, such as rogues and paladins.



Cerebrilith

Large fiend (demon), chaotic evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 220 (21d10 + 105)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
21 (+4) 14 (+2) 20 (+5) 22 (+6) 18 (+4) 16 (+3)

  • Saving Throws CON +9, INT +10, CHA +7
  • Skills History +10, Insight +12, Perception +8
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 18
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 10 (5,900 XP)

Magic Resistance. The cerebrilith has advantage on saving throws against spells and other magical effects.

Thought-Taster. If the cerebrilith runs its tongue across a creature's exposed brain, it learns each of that creature's deepest secrets.

Independent Lobes. The cerebrilith can concentrate on up to four separate effects simultaneously. If it fails a saving throw to maintain concentration, it loses concentration on each effect it is concentrating on.

Actions

Multiattack. The cerebrilith attacks four times with its Brainrake Claws, one of which it may replace with a use of its Searing Probe or Thought Mine.

Brainrake Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage. A creature killed by this damage has the upper part of its skull removed.

Searing Probe (Concentration). The cerebrilith viciously delves into a creature's mind, telepathically relaying its secret weaknesses to the cerebrilith's allies.

One creature the cerebrilith can see within 60 feet must make a DC 19 Intelligence saving throw. On a failed save, attacks made against the creature score a critical on an 17-20 for the next minute.

Thought Mine (Concentration). The cerebrilith sets a bomb of psionic energy in the mind of a creature it can see within 120 feet, forcing it to make a DC 19 Intelligence saving throw. On a failure, the first time in the next minute that the creature casts a spell of 1st level or above or uses a psionic ability, it takes 44 (8d10) psychic damage.

Desecration Stride (6th Level Spell, Concentration). For the next minute, whenever the cerebrilith takes damage it may teleport up to 30 feet to an unoccupied space it can see. Each other creature within 10 feet of that space takes 9 (2d8) necrotic damage.

Plane Shift (7th level spell, 1/Day). The cerebrilith and up to eight willing creatures within 10 feet of it teleport to another plane of existence.

Bonus Actions

Multilobe Psionics. The cerebrilith gains one of the following benefits for as long as it maintains concentration on it:

  • Thought Backup. The cerebrilith has advantage on saving throws to maintain concentration.
  • Shadow in the Weave. A creature other than the cerebrilith that casts a spell of 1st level or higher while within 30 feet of the cerebrilith must succeed on a DC 18 Charisma saving throw or take 3 (1d6) psychic damage per level of the spell.
  • Mindslice. The cerebrilith's melee attacks have a reach of 60 feet and deal psychic damage instead of any other type.
  • Psionic Mirage. Attacks made against the cerebrilith from more than 30 feet away are made at disadvantage.

Chasmes

Chasme Lore

Arcana DC 10: Chasmes are accomplished torturers, combining the magically soporific drone of their wings and their ability to induce agonizing nightmares, occasionally to extract information from prisoners but most commonly for their own amusement.
Medicine DC 15: Fly-like pests of the abyss, chasmes carry numerous demonic diseases, though most commonly one known as Fading Ague, also called ghostplague, a fever which sees a creature's very bodily essence wasting away until nothing but a cruel specter of the creature's former self remains.
Nature DC 15: Though quite agile in the air, chasmes move relatively clumsily on the ground, and can be easily surrounded and brought down if forced to land.
Religion DC 20: The droning of chasme wings is a sound dreaded throughout the Abyss, both for the sluggishness and nightmarish sleep it induces, and for the likely doom that follows it, as chasmes are the recruiters of the blood war, and any demon spotted by one is likely fodder for summoning to the front lines.

Chasme Plague Drone Tactics

Chasme plague drones swarm over the nearest uninfected creature in groups of of three to five, biting it until infected and then moving on, with the intent of following from the air until the creature dies so they can feed on it. They make no efforts to work with other demons, and often bite creatures sleeping from a chasme tormentor's Drone to gain advantage on their attacks, despite being unable to benefit from the automatic critical.

Chasme Tormentor Tactics

Chasme tormentors usually attack alone or with drones in tow, and when found with other demons are often unwelcome among their fiendish kin due to their Drone effects, though Magic Resistance does go a way toward ameliorating that effect. When demons have a reason to attack each other, though, chasmes are usually the first targeted, and demons remain wary of betrayal from any temporary chasme allies.

If they aren't pressured unduly, they use Dream Desecration whenever available, otherwise ignoring unconscious creatures and focusing on those posing an active threat. Once reduced below half hit points, they often start trying to use their Demonic Abduction each turn, targeting Barlguras, Hezrous, and Bulezaus to take their place in the battle.


Chasme Plague Drone

Medium fiend (demon), chaotic evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 19 (3d8 + 6)
  • Speed 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 14 (+2) 6 (-2) 14 (+2) 10 (+0)

  • Senses Blindsight 10 ft., Darkvision 120 ft., Passive Perception 15
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge M12 (840 XP)

Spider Climb. The chasme can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Minion. If the chasme takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the chasme takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage.

Actions

Plaguebearer Bites (Group Attack). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 4 piercing damage plus 2 necrotic damage.

If at least two other chasmes attacked with it, the target must succeed on a DC 14 Constitution saving throw or be afflicted with Fading Ague.

Reactions

Droning Chorus. When a creature the chasme can see within 30 feet makes a saving throw against another chasme's Drone, the chasme can force it to subtract one from its result.

Fading Ague. An infected creature takes on a slightly translucent pallor, which intensifies as the disease progresses. Whenever an infected creature drops to 0 HP, its Constitution score is reduced by 1d4 until the disease is cured. If the creature's Constitution is reduced to 0 it dies and a Specter rises from its corpse.


Chasme Tormentor

Large fiend (demon), chaotic evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 110 (13d10 + 39)
  • Speed 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 16 (+3) 11 (+0) 14 (+2) 10 (+0)

  • Saving Throws DEX +5, WIS +5
  • Skills Intimidation +3, Perception +5
  • Damage Immunities Poison
  • Damage Resistances Cold, Fire, Lightning
  • Condition Immunities Poisoned
  • Senses Blindsight 10 ft., Darkvision 120 ft., Passive Perception 15
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 6 (2,300 XP)

Spider Climb. The chasme can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Drone. The chasme produces a horrid magical droning sound. A non-chasme creature that starts its turn within 30 feet of one or more chasmes that can hear them must succeed on a DC 14 Constitution saving throw or deal only half damage with weapon attacks until the end of its next turn.

A creature that fails this save by 5 or more falls asleep until it takes damage or another creature takes an action to wake it.

Magic Resistance. The chasme has advantage on saving throws against spells and other magical effects.

Actions

Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6) necrotic damage.

On a critical hit, the target is Frightened until the end of its next turn.

Dream Desecration. One sleeping creature the Chasme can see within 15 feet takes 14 (4d6) nonlethal psychic damage, then must make on a DC 14 Wisdom saving throw.

On a failed save, this damage does not wake the creature from its sleep, and the chasme discovers one fact which the creature wishes to keep hidden from it.

Demonic Abduction. One demon of CR 5 or lower that the chasme has seen in the last 10 days must succeed on a DC 14 Charisma saving throw or teleport to switch positions with the chasme.

A creature that succeeds on this save is immune to the effect for 24 hours.

Dretches

Dretch Lore

Arcana DC 10: Dretch blood befouls the earth wherever spilt for generations to come, preventing plant growth and healing until purified by divine ritual.
History DC 10: Dretches are the core of any demonic force, as they are docile enough to be herded, vicious enough to be useful, and dangerous even to be around, as any wounds sustained in their presence quickly spawn gnawing dretch larvae.
History DC 15: Though lacking the suicidal levels of bloodlust seen in many demons, dretches are too stupid for their sense of self-preservation to do them much good, and are frequently known to charge into ravines, magma, or other hazards if not specifically directed to avoid them.
Nature DC 20: Dretches lack any form of recognizable digestive organs, instead having their chest cavities filled with a putrid, black fluid, prized by the abyssal shipwrights of The Gaping Maw for its use in waterproofing.
Religion DC 15: Dretches spawn spontaneously from the corpses of those slain in the abyss, particularly those that died in the presence of mature dretches. Some unfortunates, it is said, have birthed dretches from their festering wounds while still living, though one may hope these accounts are mere colorful extrapolation.


Dretch Fodder

Small fiend (demon), chaotic evil


  • Armor Class 11 (Natural Armor)
  • Hit Points 9 (2d6 + 2)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
11 (+0) 11 (+0) 13 (+1) 5 (-3) 8 (-1) 3 (-4)

  • Condition Immunities Poisoned
  • Senses Darkvision 60 ft., Passive Perception 9
  • Languages Abyssal, Telepathy 60 ft.
  • Challenge M3 (140 XP)

Larvae Haze. The dretch is surrounded by a cursed aura in which wounds become infested with dretch larvae. A non-dretch creature that takes any damage takes an additional 1 piercing damage for each dretch within 5 feet of it.

A creature killed within 5 feet of a dretch has a new dretch hatch from its corpse after 24 hours.

Befoul Earth. When the dretch dies, the ground within 10 feet of it is cursed and corrupted. Plants in the area wither and die, and magical healing that a creature in the area receives is reduced by half.

Minion. If the dretch takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the dretch takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage.

Actions

Broken-Tooth Bites (Group Attack). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Dretch Tactics

Dretches slowly and resentfully flee from the last thing to harm or threaten them, and are herded en-masse toward enemy lines by greater demons. Once battle is joined, they attack whichever non-demon creatures are nearest.

They flee once wounded, but only specifically from the creature that wounded them, often running into greater danger. Likewise, they make no effort to avoid hazardous terrain or ongoing spell effects.

Dretch Agitators use their Groveling Whinge whenever attacked, and both agitators and hordes try to shove creatures into each other to make them fight each other rather than the dretches, most frequently targeting fellow demons.


Dretch Agitator

Small fiend (demon), chaotic evil


  • Armor Class 12 (Natural Armor)
  • Hit Points 60 (11d6 + 22)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 15 (+2) 6 (-2) 9 (-1) 4 (-3)

  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 ft., Passive Perception 9
  • Languages Abyssal, Telepathy 60 ft.
  • Challenge 1 (200 XP)

Larvae Haze. The dretch is surrounded by a cursed aura in which wounds become infested with dretch larvae. A non-dretch creature that takes any damage takes an additional 1 piercing damage for each dretch within 5 feet of it.

A creature killed within 5 feet of a dretch has a new dretch hatch from its corpse after 24 hours.

Befoul Earth. When the dretch dies, the ground within 10 feet of it is cursed and corrupted. Plants in the area wither and die, and magical healing that a creature in the area receives is reduced by half.

Actions

Multiattack. The dretch makes two attacks, one of which may be with its Rotten Bite.

Rotten Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Curling Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Goading Shove. One creature within 5 feet of the dretch must make a DC 12 Strength saving throw. On a failed save, the creature takes 7 (2d6) bludgeoning damage and is pushed 5 feet, then may use its reaction to make a melee attack.

On a successful save, the target must use its reaction to make an attack against the dretch. A creature may not voluntarily fail this saving throw.

Reaction

Groveling Whinge. When a creature targets the dretch with an attack, the dretch can fall prone and force the attacker to make a DC 12 Wisdom saving throw.

On a failed save, the creature must choose a different target for its attack, or else do half as much damage with it.


Dretch Horde

Large swarm of small fiends (demon), chaotic evil


  • Armor Class 11 (Natural Armor)
  • Hit Points 78 (12d6 + 36)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 16 (+3) 5 (-3) 8 (-1) 3 (-4)

  • Damage Resistances Cold, Fire, Lightning; Damage from Attacks
  • Damage Immunities Poison
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned.
  • Senses Darkvision 60 ft., Passive Perception 9
  • Languages Abyssal, Telepathy 60 ft.
  • Challenge 5 (1,800 XP)

Devouring Haze. The horde is surrounded by a cursed aura in which wounds become infested with dretch larvae. A non-dretch creature in the horde's space that takes any damage takes an additional 5 piercing damage.

A creature killed within 5 feet of the horde has a new dretch hatch from its corpse after 24 hours.

Poisoned Path. Whenever the horde takes 10 or more damage from a single source, the ground within 10 feet of it is cursed and corrupted. Plants in the area wither and die, and magical healing that a creature in the area receives is reduced by half.

Swarm. The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for a small creature. The horde can't regain hit points or gain temporary hit points.

Actions

Rotten Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one target. Hit: 24 (6d6 + 3) piercing damage, or 13 (3d6 + 3) piercing damage if the horde has fewer than half its hit points.

Maddening Melee (Recharge 4-6). Each other creature in the horde's space must succeed on a DC 14 Strength saving throw or take 10 (3d6) bludgeoning damage and be pushed up to 10 feet in a direction of the horde's choice. Then, each of those creatures may use its reaction to make a melee attack.

If the horde has more than half its hit points, this save is made at disadvantage.

Ferrolith

Ferrolith Lore

Religion DC 15: Also called iron demons or the handmaidens of pain, ferroliths are the demonic essence of succubi cast into the molten iron pits of Azzagrat, reformed with flesh of living metal.
Religion DC 20: The razor-sharp metal of a ferrolith's flesh causes them constant pain, keeping them in a perpetual state of brutal rage. Though sometimes still bound to the service of Graz'zt through magical compulsion, ferroliths throughout the Abyss despise their creator and will turn against him at any opportunity.

Ferrolith Tactics

Ferroliths largely disregard attacks of opportunity, beginning combat from the air with their Razor Barrage, then landing to race toward the most injured enemy and savage it with their Adamantine Claws.

They typically use their Enticing Charm only against a creature that manages to repeatedly hit them with melee attacks that bypass their resistances, after which they use their Compel each turn.


Ferrolith

Medium fiend (demon), chaotic evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 152 (16d8 + 80)
  • Speed 40 ft., fly 20 ft.

STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 21 (+5) 15 (+2) 15 (+2) 21 (+5)

  • Saving Throws STR +8, CON +9, CHA +9
  • Skills Deception +9, Insight +6, Perception +6, Persuasion +9, Stealth +7
  • Damage Resistances Cold, Fire, Lightning, Poison; Piercing and Slashing
  • Senses Darkvision 60 ft., Passive Perception 16
  • Languages Abyssal, Common, Infernal
  • Challenge 10 (5,900 XP)

Corrosion Weakness. If the ferrolith takes 10 or more acid damage from a single source, it loses its resistance to Bludgeoning, Piercing, and Slashing damage until the beginning of its next turn.

Magic Resistance. The ferrolith has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The ferrolith makes three attacks with its Adamantine Claws, one of which it may replace with a use of its Compel.

Adamantine Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage. This attack scores a critical on an 18-20.

Compel. One creature charmed by the ferrolith must use its reaction to move up to half its speed and make a weapon attack.

Enticing Charm (Concentration). One humanoid the ferrolith can see within 30 feet of it must succeed on a DC 17 Wisdom saving throw or be magically Charmed and under the ferrolith's control.

The Charmed creature repeats this saving throw whenever it takes damage, ending the effect on a success. When the ferrolith's charm ends on a creature, the creature takes 44 (8d10) psychic damage and is immune to this effect for the next 24 hours.

Razor Barrage (Recharge 5-6). The ferrolith flings razor-sharp flakes of rust from its wings in a 30 foot cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 45 (10d8) slashing damage, or half as much on a success.

Glabrezus

Glabrezu Lore

Arcana DC 10: Glabrezus are among the least likely of greater demons to immediately try to kill you upon being summoned, and are often even willing to bargain in good faith without being magically compelled to do so.
Arcana DC 20: Summoned glabrezus spread corruption through their very presence, even when tightly bound with enchantments. Crops die, livestock sicken, and the sky darkens in any area of the Prime Material in which a glabrezu lingers too long.
History DC 25: Books of demonology featuring faulty or corrupted rituals and spurious safety procedures for conjuration are the scourge of librarians across the Prime Material, as glabrezus and their thralls are forever trying to sneak such traps into any collection they can manage.
Nature DC 15: The crustacean-like carapaces of glabrezus, though sometimes reinforced with biomechanical augmentations, are famously brittle, and have been known
to crack under heavy blunt force.
Religion DC 15: Glabrezus go to great efforts to lure
mortals into corruption, lavishing their quarry with boons of whatever sort they can provide so long as it serves an evil aim of the mortal's. Unlike devils, however, who do so as an investment in the creature's soul as an asset to be harvested, glabrezus do so for the sheer love of exerting that power and the entertainment of seeing mortals work their own ruin.

This enthusiasm cuts both ways, however, as while glabrezus are far more generous than devils with their gifts, a glabrezu thinks very little of eviscerating a mortal companion that has ceased to be entertaining.
Religion DC 20: Those who think themselves tremendously clever in bargaining with demons rather than devils for fiendish aid are often vindicated in their belief that they can secure a more favorable contract by doing so, but dreadfully mistaken if they believe the demon will hold to either the letter or the spirit of such an agreement any longer than suits them.

Glabrezu Tactics

Glabrezus are often first into the fray and first to flee, eager for battle but unwilling to suffer serious injury for their bloodlust. Persectors aim to incapacitate a creature and abduct it for later bargaining, while corruptors dance around the perimeter with their Flickerbolt, using their Chaos Revels to jump into the edge of an Area of Effect spell and push its area onto unintended casualties.

Glabrezu Sire of Woe Tactics

Sires of woe use their Crackling Frenzy targeting themselves whenever possible just before attacking, preferring to use their multiattack for it if they have a creature grappled, and their legendary actions otherwise. If they fail a save against it, they begin using it on hardy allies and weak enemies instead.

They use their Corrupted Offering only on a creature Cursed by their Profane Fate to ensure it works, and target Strength-based characters to ensure they are sufficiently motivated to give in to bloodlust.

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Glabrezu Persecutor

Large fiend (demon), chaotic evil


  • Armor Class 17 (Natural Armor), 14 While Reduced
  • Hit Points 157 (15d10 + 75)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 21 (+5) 19 (+4) 17 (+3) 16 (+3)

  • Saving Throws STR +9, CON +9, CHA +7
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Truesight 120 ft., Passive Perception 13
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 9 (5,000 XP)

Brittle Carapace. If the glabrezu takes 15 or more bludgeoning damage from a single source, its AC is reduced to 14 until it completes a Long Rest.

Magic Resistance. The glabrezu has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The glabrezu makes two attacks with its Crushing Claws.

Crusher Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage and the target is grappled (escape DC 17) and pulled up to 5 feet toward the glabrezu.

If the target was already grappled by the glabrezu, it must succeed on a DC 13 Constitution saving throw or take an additional 13 (3d8) bludgeoning damage and lose the use of a limb of its choice until it completes a Long Rest.

Gut Punch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.

Bonus Actions

Brutalize. The glabrezu makes two attacks with its Gut Punch against a grappled target.

Abyssal Abduction (3rd Level Spell). The glabrezu and up to one creature grappled by it teleport to an unoccupied space it can see within 30 feet.


Glabrezu Corruptor

Large fiend (demon), chaotic evil


  • Armor Class 17 (Natural Armor), 14 While Reduced
  • Hit Points 178 (17d10 + 85)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 21 (+5) 20 (+5) 17 (+3) 18 (+4)

  • Saving Throws STR +9, CON +9, CHA +7
  • Skills Deception +7
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Charmed, Poisoned
  • Senses Truesight 120 ft., Passive Perception 13
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 10 (5,900 XP)

Aura of Disarray. A creature that casts a spell targeting an area that contains the glabrezu must first make a DC 17 Wisdom saving throw.

On a failed save, the spell's area of effect scatters 25 (2d4*5) feet in a direction of the glabrezu's choice before taking effect.

Brittle Carapace. If the glabrezu takes 15 or more bludgeoning damage from a single source, its AC is reduced to 14 until it completes a Long Rest.

Magic Resistance. The glabrezu has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The glabrezu makes three attacks, one of which may be with its Seizer Claw.

Seizer Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage and the target is grappled (escape DC 16) and pulled up to 5 feet toward the glabrezu.

Flickerbolt (6th level Spell). Ranged Spell Attack: +9 to hit, range 30 ft., one target. Hit: 10 (3d6) lightning plus 11 (2d10) force damage.

Before or after making this attack, the glabrezu may teleport up to 30 feet to an unoccupied space it can see.

Reactions

Chaos Revels (3rd Level Spell). When a creature casts a spell targeting an area the glabrezu can see within 60 feet, the glabrezu can teleport to an unoccupied space in that area.

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Glabrezu Sire of Woe

Large fiend (demon), chaotic evil


  • Armor Class 19 (Natural Armor), 16 While Reduced
  • Hit Points 253 (22d10 + 132)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 17 (+3) 23 (+6) 21 (+5) 17 (+3) 19 (+4)

  • Saving Throws STR +11, CON +11, CHA +9
  • Skills Deception +14, Perception +8, Persuasion +9
  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Charmed, Frightened, Poisoned
  • Senses Truesight 120 ft., Passive Perception 18
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 16 (15,000 XP)

Aura of Disarray. A creature that casts a spell targeting an area that contains the glabrezu must first make a DC 18 Wisdom saving throw.

On a failed save, the spell's area of effect scatters 25 (2d4*5) feet in a direction of the glabrezu's choice before taking effect.

Bioreinforced Carapace. If the glabrezu takes 20 or more bludgeoning damage from a single source, its AC is reduced to 16 until it completes a Long Rest.

Magic Resistance. The glabrezu has advantage on saving throws against spells and other magical effects.

Legendary Resistances (2/Day). If the glabrezu fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The glabrezu makes two attacks, one of which it may replace with a use of its Crackling Frenzy, if available.

Crusher Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing damage and the target is grappled (escape DC 19) and pulled up to 5 feet toward the glabrezu.

If the target was already grappled by the glabrezu, it must succeed on a DC 14 Constitution saving throw or take an additional 18 (4d8) bludgeoning damage and lose the use of a limb of its choice until it completes a Long Rest.

Gut Punch. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) bludgeoning damage.

Crackling Frenzy (2nd Level Spell). One creature within 5 feet must succeed on a DC 18 Constitution saving throw or take 14 (4d6) lighting damage and be Stunned until the end of its next turn.

A creature that succeeds on this saving throw instead gains 14 (4d6) temporary hit points. While it has any of these temporary hit points, the creature's melee attacks deal an additional 7 (2d6) lightning damage.

Corrupted Offering (9th Level Spell, 1/Day). One nonfiend creature within 10 feet of the glabrezu must succeed on a DC 18 Wisdom saving throw or be Charmed by the glabrezu and hostile to each nonfiend creature it can see for the next minute (Save Ends at end of turn).

While Charmed in this way, the creature's Strength score permanently increases by 1, to a maximum of 22, whenever it reduces a humanoid former ally to 0 hit points.

Reactions

Sow Chaos (1/Day, 7th Level Spell, Concentration). When the glabrezu is reduced below 127 hit points, it can unleash a disorienting burst of chaotic psychic force in a 15 foot radius centered on a point it can see within 60 feet.

Each creature in the area must succeed on a DC 18 Wisdom saving throw or become Charmed by each other creature that failed this saving throw and hostile to each creature that did not for the next minute (Save Ends at end of turn).

This save cannot be failed voluntarily.

Legendary Actions

The glabrezu can take 2 legendary actions, choosing from the options below.

Brutalize. The glabrezu makes two attacks with its Gut Punch against a grappled target.

Profane Fate (2nd Level Spell). One creature the glabrezu can see within 60 feet must succeed on a DC 18 Charisma saving throw or be Cursed.

Whenever a creature Cursed in this way that the glabrezu can see succeeds on a saving throw, the glabrezu can end the curse on that creature and cause the creature to fail instead.

Abyssal Abduction (3rd Level Spell). The glabrezu and up to one creature grappled by it teleport to an unoccupied space it can see within 30 feet.

Crackling Frenzy (Costs 2 Actions). The glabrezu uses its Crackling Frenzy, if available.

Goristroi

Goristro Lore

Arcana DC 15: Due to both their endemic fear of falling and tendency toward uncontrolled rampages, goristroi are often deployed either far from any friendly forces worth preserving, or accompanied by demonic handlers meant to either magically control them or simply provoke and lure them toward strategic objectives.
History DC 15: Despite their beast-like intelligence, goristroi take great joy in stomping out their enemies' hopes, often literally when a creature in their reach receives magical healing.
Religion DC 10: Abyssal sieges are often decided by the tactical deployment or countering of goristroi, living siege weapons found in service of each of the great lords of the Abyss, able to climb or charge through walls at their pleasure with their fusion of bull and ape-like features. While they regularly reach heights of greater than 20 feet, some exceptional specimens can grow to sizes more than 10 times that.

Goristro Ram-Raider Tactics

Ram-raider goristroi charge ahead of abyssal armies, taking initial fire and climbing walls to occupy defenders while other demonic forces advance behind them, or battering their way through gates with their Wrecking Fist. If Frightened, they try to move away from any high precipices if they can, and attack whichever creatures are nearest.

If a creature is Paralyzed or Unconscious, they use their Ravenous Bite against it to gain damage resistances, otherwise switching between their Wrecking Fist and Hoof Stomp to sow as much chaos as possible. They always hit as many hostile creatures as possible with their Goring Charge, regardless of how many friendly creatures may be caught in it.

Goristro Living Siege Tactics

Living sieges act more as siege towers than as individual foes, hurling buildings, boulders, and perhaps other demons from a distance while demonic commanders survey the battle         from atop their heads, accompanied by one or two            mind-magic specialists who keep the goristro charmed                    and relatively under control.

                   They attempt to brush off any creature that does                                50 or more damage to them in a turn, and                                   use their Earthbreaker Leap only when                                                          provoked beyond the ability                                                         of their handlers to control                                                          them, typically alternating                                                  between their Titanic Stride and                                              Crater Fist when engaged in melee.



Goristro Ram-Raider

Huge fiend (demon), chaotic evil


  • Armor Class 19 (Natural Armor)
  • Hit Points 310 (23d12 + 161)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 11 (+0) 25 (+7) 13 (+1) 6 (-2) 14 (+2)

  • Saving Throws STR +13, DEX +6, CON +13, WIS +4
  • Skills Perception +4
  • Damage Resistances Cold, Fire, Lightning; Attacks made without advantage
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 14
  • Languages Abyssal
  • Challenge 17 (18,000 XP)

Giant Stature. Attacks made against the goristro by a creature Attached to it have advantage, and the goristro has disadvantage on attacks it makes against creatures Attached to it.

Hard Faller. The goristro has vulnerability to damage from falling. While the goristro is within 5 feet of a precipice at least 10 feet high, it has disadvantage on saving throws against effects that would Frighten it.

Panicked Fury. While the goristro is Frightened, attacks against it are made with advantage and it cannot distinguish friend from foe.

Limited Magic Resistance. The goristro has advantage on saving throws against spells and other magical effects that deal non-psychic damage.

Actions

Multiattack. The goristro makes three attacks, one of which may be with its Ravenous Bite, and uses its Goring Charge, if available.

Ravenous Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 26 (3d12 + 7) piercing damage. On a critical hit, the goristro gains resistance to all damage until the beginning of its next turn.

Wrecking Fist. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage and the target is pushed 10 feet away.

This attack deals double damage to objects and structures.

Hoof Stomp. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage and the target must succeed on a DC 21 Strength saving throw or be knocked prone.

Goring Charge (Recharge 5-6). The goristro moves up to 40 feet in a straight line and can move through the space of any creature smaller than Large.

The first time it enters a creature's space during this move, the creature must succeed on a DC 21 Strength saving throw or take 33 (6d10) piercing damage and be pushed ahead of the goristro for the rest of this move, or move to the nearest unoccupied space outside the goristro's path on a success.

Reactions

Sadistic Stomp. When a prone creature within 5 feet of it regains any hit points, the goristro can make a Hoof Stomp attack against it.

See Red (1/Day). When the goristro is reduced below 156 hit points, the goristro can immediately recharge and use its Goring Charge.

Encounter Groups

CR 24 Encounter 27,900 XP

  • 1 Goristro Ram-Raider (CR 17)
  • 3 Bulezau Rot-Sowers (CR 3)
  • 10 Vrock Kettlers (CR M8)

CR 30+ Encounter 106,200 XP

  • 1 Goristro Living Siege (CR 25)
  • 1 Marilith Decimator (CR 16)
  • 1 Solamith Dropshot (CR 8)
  • 3 Chasme Tormentor (CR 6)
  • 4 Spider Fiend Kakku (CR 2)
  • 10 Chasme Plague Drone (CR M5)



Goristro Living Siege

Gargantuan fiend (demon), chaotic evil


  • Armor Class 30 (Natural Armor)
  • Hit Points 592 (32d20 + 256)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
30 (+10) 9 (-1) 26 (+8) 14 (+2) 9 (-1) 14 (+2)

  • Saving Throws STR +18, DEX +7, CON +16, WIS +7
  • Skills Athletics +26, Perception +7, Survival +7
  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison; Attacks made without advantage
  • Condition Immunities Petrified, Poisoned
  • Senses Darkvision 120 ft., Passive Perception 17
  • Languages Abyssal
  • Challenge 25 (75,000 XP)

Impossible Size. The goristro occupies a 60 foot square area of ground and is 200 feet tall. It can occupy the space of any creature smaller than Gargantuan.

Thick Skull. While the goristro is not prone, it is immune to the effects of any mind-affecting spells or abilities not controlled by a creature on its head.

Living Siege. The goristro has palisaded fortifications built into its back, shoulders, and head, sufficient to serve as a fighting platform for up to 40 medium creatures.

A creature adjacent to the goristro may spend 30 feet of movement to attempt a DC 18 Strength (Athletics) check. On a success, the creature climbs onto the goristro's legs. A creature may attempt the same check to climb from the goristro's legs to its back, or from its back to its head.

  • Legs. While climbing on the goristro's legs, a creature must succeed on a DC 16 Dexterity saving throw whenever the goristro uses its Stride or fall off.

  • Waist. While climbing on the goristro's waist, a creature has advantage on melee attacks against the goristro.

  • Back. While climbing on the goristro's back, a creature has advantage on melee attacks against the goristro and the goristro cannot target it.

  • Head. While climbing on the goristro's head, a creature has advantage on melee attacks against the goristro and on saving throws against its abilities. If a creature on the goristro's head scores a critical hit against it, the goristro falls prone at the end of its next turn.

The Bigger They Are... If the goristro falls prone, it takes 70 (20d6) bludgeoning damage.

Panicked Fury. While the goristro is Frightened, attacks against it are made with advantage and it cannot distinguish friend from foe.

Limited Magic Resistance. The goristro has advantage on saving throws against spells and other magical effects that deal non-psychic damage.

Actions

Crater Fist. The goristro swings its armored fist, striking a 10 foot radius centered on a point within 60 feet. Each creature in the area must make a DC 21 Dexterity saving throw, taking 65 (10d10 + 10) bludgeoning damage on a failure or moving to the nearest space outside the area on a success.

A creature may use its reaction to gain advantage on this saving throw.

Mountain Hurl. The goristro hurls a Gargantuan building or similar object up to 300 feet at a point it can see. At the beginning of the goristro's next turn, it lands.

Each creature within 15 feet of that point is knocked prone, and must succeed on a DC 26 Dexterity saving throw or take 49 (6d12 + 10) bludgeoning damage, or half as much on a success. A creature riding on the object has advantage on this saving throw.

A creature with at least 15 Passive Perception knows precisely where the strike will land.

Titanic Stride. The goristro takes a single step, moving up to 60 feet, or standing from prone and moving up to 30 feet. Each creature within 10 feet of where it ends this movement that is not climbing on it must succeed on a DC 21 Dexterity saving throw or take 26 (3d10 + 10) bludgeoning damage and be knocked prone, or half as much on a success.

Earthbreaker Leap (Recharge 5-6). The goristro leaps high into the sky. At the beginning of its next turn, it lands prone in a space within 120 feet.

Each creature climbing on it must succeed on a DC 26 Strength saving throw or fall off, then each creature within 30 feet of it that is not climbing on it must succeed on a DC 26 Dexterity saving throw or take 34 (8d10) bludgeoning plus 35 (10d6) fire damage, be pushed up to 30 feet away, and be knocked prone, or take half as much damage on a success.

Legendary Actions

The goristro can take 1 legendary action, choosing from the options below.

Stride. The goristro uses its Titanic Stride.

Brush Off. The goristro attempts to dislodge a creature climbing on it. The creature must succeed on a DC 21 Dexterity saving throw or take 32 (5d12) bludgeoning damage and be pushed up to 30 feet away.

Hezrous


Hezrou Goon

Medium fiend (demon), chaotic evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 17 (2d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 18 (+4) 4 (-3) 9 (-1) 13 (+1)

  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 11
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge M11 (720 XP)

Lickspittle. The hezrou follows the most recent verbal command it received since the beginning of its last turn.

If the command was given by a non-demon, the hezrou can make a DC 11 Wisdom saving throw, suspending this effect until the beginning of its next turn.

Minion. If the hezrou takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the hezrou takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage.

Actions

Frenzied Snaps (Group Attack). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 piercing damage.

If three or more hezrou contributed to this attack, the target must succeed on a DC 15 Strength saving throw or fall prone and take an additional 4 piercing damage.

Hezrou Lore

Nature DC 10: While the creatures smell foul enough as is, certain hezrous have the ability to magically aerosolize their spilt blood weaponizing it into a cloud of noxious gas that only grows more potent as they suffer further injuries.
Religion DC 15: The froggish demons known as "hezrous" are among the most prized as footsoldiers within abyssal armies, due to their rare predilection toward following commands, though this capacity does not seem to extend to remembering those orders for more than a few seconds, nor to being particularly discriminating as to who those orders came from.
Religion DC 20: Demonic commanders often seek out aberrant hezrou incapable of telepathy to train as their lieutenants, deafening them prior to battle to further prevent them from coming under enemy influence.

Hezrou Tactics

Hezrou tactics are largely dependent on initiative order, as whoever goes directly before them has the opportunity to override any previous commands. Hezrous are thus nearly always deployed under the supervision of greater demons, who focus their efforts on killing any creature that manages to wrest command of the hezrous from them.


Hezrou Toady

Large fiend (demon), chaotic evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 115 (11d10 + 55)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 20 (+5) 5 (-3) 12 (+1) 13 (+1)

  • Saving Throws STR +7, CON +8, WIS +4
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 11
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 5 (1,800 XP)

Lickspittle. The hezrou follows the most recent verbal command it received since the beginning of its last turn.

If the command was given by a non-demon, the hezrou may make a DC 10 Wisdom saving throw to negate this effect until the beginning of its next turn.

Magic Resistance. The hezrou has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The hezrou makes three attacks, one of which may be with its Shrouding Snap.

Shrouding Snap. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

If this attack reduces a creature to 0 hit points, the hezrou may use its reaction to belch forth a cloud of Magical Darkness in a 10 foot radius around itself that lasts for a minute.

Gloomletter Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, or 13 (2d8 + 4) necrotic damage if the hezrou is in Magical Darkness.

Reactions

Sickening Ichor. When the hezrou takes any piercing or slashing damage, it can magically cause a noxious gas to boil out from its spilt blood. Each creature within 10 feet of it must succeed on a DC 16 Constitution saving throw or be Poisoned until the end of the hezrou's next turn.

If the hezrou has fewer than 69 hit points, a creature that fails this saving throw must use its reaction to move 10 feet directly away from it.


Hezrou Hollerer

Large fiend (demon), chaotic evil


  • Armor Class 18 (Subdermal Armor)
  • Hit Points 144 (14d10 + 70)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 17 (+3) 20 (+5) 8 (-1) 14 (+2) 16 (+3)

  • Saving Throws STR +8, CON +8, WIS +5
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 12
  • Languages Speaks Abyssal but can't hear
  • Challenge 8 (3,900 XP)

Deafened. The hezrou is permanently Deafened. If cured by Lesser Restoration or similar magic, it loses this trait and gains the Lickspittle trait.

Magic Resistance. The hezrou has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The hezrou makes three attacks with its Chaos Slam, one of which it may replace with a use of its Guard Me! or its Get in Line!

Chaos Slam. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning plus 11 (2d10) force damage, then the hezrou and each creature within 10 feet of it must succeed on a DC 15 Strength saving throw or be knocked prone.

Guard Me! Until the beginning of its next turn, while it is next to another hezrou attacks against the hollerer are made at disadvantage.

Get in Line! Each other hezrou within 30 feet that can hear the hollerer must make a DC 14 Wisdom saving throw.

On a failure, the hezrou's initiative is reduced by 5 if it is higher than the hollerer's.

Reactions

Sickening Ichor. When the hezrou takes any piercing or slashing damage, it can magically cause a noxious gas to boil out from its spilt blood. Each creature within 10 feet of it must succeed on a DC 16 Constitution saving throw or be Poisoned until the end of the hezrou's next turn.

If the hezrou has fewer than 73 hit points, a creature that fails this saving throw must use its reaction to move 10 feet directly away from it.

Incubi

Incubus Lore

History DC 10: Though incubus encounters can be brief and passing, indicated when a sleeper awakes exhausted and hollow-feeling, some incubi will linger for days or weeks, appearing night after night from the shadows whenever their prey is alone until it is left a broken shell of its former self.
Religion DC 15: While incubi are often mistaken for male succubi and may in fact share some common origin, their methods and motivations diverge wildly. Where a succubus seeks to guide mortals toward corruption and ruin as a twisted form of play, the incubus is a base predator, driven by its ravenous hunger for mortal dreams.

Incubus Atonian Tactics

While incubi usually flee if confronted by a force that outnumbers them, if forced to fight they use Sink into Earth on the nearest melee threat, then move into its space if it fails its save to apply their Crushing Terror trait, following it each turn if it tries to crawl away. In combat, they prefer to target already weakened creatures with their Steal Dreams, otherwise using it mostly outside of combat.

Incubus Ephialtes Tactics

Incubus ephialtes try first to gain control of powerful melee foe with their Waking Dream, then target it whenever available with their Incubate Fears while trying to
incapacitate as many other enemies as possible with their Night's Caress.


Living Nightmare

Medium aberration/fiend, chaotic evil


  • Armor Class 15
  • Hit Points 21 (3d8 + 9)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
7 (-2) 20 (+5) 15 (+2) 1 (-5) 17 (+3) 19 (+4)

  • Senses Darkvision 60 ft., Passive Perception 13
  • Languages Abyssal, Common
  • Challenge M15 (1,300 XP)

Minion. If the nightmare takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the nightmare takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage.

Fear-Born. The nightmare is immune to any damage dealt by a Frightened creature.

Actions

Rend Psyche (Group Attack). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 psychic damage and the target must succeed on a DC 17 Wisdom saving throw or be Frightened until the end of the nightmare's next turn.

If at least three nightmares contributed to this attack, a creature that fails this saving throw is instead Frightened for the next minute, and repeats the saving throw at the end of each of its turns, ending the effect on a success.


Incubus Atonian

Medium fiend (shapechanger), chaotic evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 71 (11d8 + 22)
  • Speed 30 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 15 (+2) 8 (-1) 15 (+2) 18 (+4)

  • Saving Throws DEX +5, CON +4
  • Skills Deception +6, Intimidation +8, Sleight of Hand +5, Stealth +7
  • Damage Resistances Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages Abyssal, Common, Telepathy 60 ft.
  • Challenge 4 (1,100 XP)

Shapechanger. As a bonus action, the incubus transforms into a Small or Medium humanoid without a fly speed, or back to its true fiendish form. Its statistics are otherwise the same in each form. It reverts to its humanoid form if it dies.

Crushing Terror. A creature that starts its turn prone and in the incubus' space takes 11 (2d10) nonlethal psychic damage and cannot speak, breathe or stand until the beginning of its next turn.

Actions

Night's Caress (3rd Level Spell). Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: The target falls asleep for the next minute.

A sleeping creature wakes early if a creature takes an action to shake it awake, or if it takes any damage.

Sink Into Earth (3rd Level Spell, Concentration). One creature the incubus can see within 30 feet must succeed on a DC 14 Intelligence saving throw or fall prone and be Blinded for the next minute.

If the creature stands from prone, the effect ends and the creature takes 22 (4d10) psychic damage.

Steal Dreams (4th Level Spell). One Unconscious or Blinded creature within 5 feet must make a DC 14 Intelligence saving throw.

On a failed save, the incubus learns one closely held secret of the creature's, and the creature takes 33 (6d10) nonlethal psychic damage.

A creature reduced to 0 hit points in this way is Cursed. A creature cursed in this way cannot gain levels or otherwise advance through experience. When this curse ends, the creature gains any levels prevented by the curse.

Etherealness. The incubus enters the Ethereal Plane from the Material Plane, or vice versa.


Incubus Ephialtes

Medium fiend (shapechanger), chaotic evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 112 (15d8 + 45)
  • Speed 30 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 16 (+3) 12 (+1) 15 (+2) 21 (+5)

  • Saving Throws DEX +7, CON +6, WIS +5
  • Skills Deception +8, Intimidation +11, Sleight of Hand +7, Stealth +10
  • Damage Resistances Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages Abyssal, Common, Telepathy 60 ft.
  • Challenge 7 (2,900 XP)

Shapechanger. As a bonus action, the incubus transforms into a Small or Medium humanoid without a fly speed, or back to its true fiendish form. Its statistics are otherwise the same in each form. It reverts to its humanoid form if it dies.

Crushing Terror. A creature that starts its turn prone and in the incubus' space takes 11 (2d10) nonlethal psychic damage and cannot speak, breathe or stand until the beginning of its next turn.

Actions

Multiattack. The incubus makes two attacks with its Night's Caress, one of which it may replace with a use of its Waking Dream or Incubate Fears, if available.

Night's Caress (3rd Level Spell). Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: The target falls asleep for the next minute.

A sleeping creature wakes early if a creature takes an action to shake it awake, or if it takes any damage.

Waking Dream (4th Level Spell, Concentration). One Unconscious creature within 5 feet must succeed on a DC 16 Wisdom saving throw under the incubus' control for the next hour, or until it regains consciousness, and can perceive and take actions as though conscious for the duration.

Whenever the creature would wake, the incubus may make a DC 10 Constitution saving throw. On a success, the creature remains Unconscious.

Incubate Fears (Recharge 5-6, 5th Level Spell). The incubus draws forth and congeals the fears of a Frightened or Unconscious creature within 5 feet, conjuring a Living Nightmare that lasts a minute in an unoccupied space within 10 feet.

Etherealness. The incubus enters the Ethereal Plane from the Material Plane, or vice versa.

Ixitxachitl

Black-eyed and vicious, the ray-like ixitxachitl infest the waters of Abysm and beyond, creating shrines of blood and bone to their demonic overlords in the hollowed-out husks of coral reefs. Once a colony has taken up residence in a reef, they systematically strip it of life, killing everything that moves or grows both for sport and to devote the deaths to their cruel masters, then moving on to another area to begin anew.

Ixitxachitl Lore

History DC 15: Legends tell of a race of rayfolk from the seas of elemental chaos whose creator fell to the corruption of the abyss, dragging them into its depths with him.
Nature DC 15: Full grown ixitxachitl are known to acquire vampiric tendencies, draining the vital fluids of their prey before consuming it.
Nature DC 20: Ixitxachitl tails are controlled by a separate hindbrain, and can continue to lash even while the creature is dead or unconscious.
Religion DC 15: Ixitxachitl frequently worship and build shrines to Demogorgon, who they revere as their creator.
Religion DC 20: Because of Demogorgon's long enmity with Orcus, Ixitxachitl and aquatic undead maintain a deep-seated hatred of each other, one that runs deeper even their mutual hatred of ordinary living things.

Ixitxachitl Tactics

Ixitxachitl attack from stealth, hidden buried in silt or among kelp, then cluster around a foe to better make use of their confounding circling and attempt to focus it down. They prioritize as a target any creature able to attack without disadvantage.

If a creature casts any healing magic, each ixitxachitl breaks off their current engagement to target it, regardless of attacks of opportunity.


Juvenile Ixitxachitl

Small fiend, chaotic evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 36 (8d6 + 8)
  • Speed swim 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 12 (+1) 13 (+1) 7 (-2)

  • Skills Stealth +5
  • Senses Darkvision 60 ft., Passive Perception 11
  • Languages Abyssal, Ixitxachitl
  • Challenge 1/2 (100 XP)

Confounding Circling. While adjacent to two or more ixitxachitl, a creature has disadvantage on attacks of opportunity that target one of them.

Segmented Brain. The ixitxachitl may continue to make attacks of opportunity with its whiptail barb for up to a minute after being incapacitated or killed.

Actions

Sluggish Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) piercing damage and the target's movement is reduced by 5 until the end of its next turn.

Whiptail Barb. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage.


Vampiric Ixitxachitl

Small fiend, chaotic evil


  • Armor Class 16 (Natural Army)
  • Hit Points 66 (12d8 + 12)
  • Speed swim 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 13 (+1) 12 (+1) 13 (+1) 7 (-2)

  • Skills Religion +3, Stealth +7
  • Senses Darkvision 60 ft., Passive Perception 11
  • Languages Abyssal, Ixitxachitl
  • Challenge 2 (450 XP)

Confounding Circling. While adjacent to two or more ixitxachitl, a creature has disadvantage on attacks of opportunity that target one of them.

Segmented Brain. The ixitxachitl may continue to make attacks of opportunity with its whiptail barb for up to a minute after being incapacitated or killed.

Actions

Multiattack. The ixitxachitl makes two attacks; one with its vampiric bite and one with its whiptail sting.

Vampiric Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage and the target must succeed on a DC 14 Constitution saving throw or lose one unexpended hit die.

If the target expends a hit die in this way, the ixitxachitl gains 10 temporary hit points.

Whiptail Sting. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) piercing plus 3 (1d6) poison damage.

Reactions

Bleed for the Deep Father. When a creature within 5 feet dies or fails a death saving throw, the ixitxachitl can create a searing symbol above the creature's body that lasts until the end of the ixitxachitl's next turn.

Each non-fiend creature within 30 feet that can see the symbol must succeed on a DC 13 Wisdom saving throw or be Stunned until the end of the ixitxachitl's next turn.

Encounter Groups

CR 8 Encounter 1,450 XP

  • 1 Vampiric Ixitxachitl (CR 2)
  • 2 Kuo-Toa Drowner (CR 1)
  • 6 Juvenile Ixitxachitl (CR 1/2)

CR 14 Encounter 4,700 XP

Ixzan

Thought by some to represent a common ancestor of a great many creatures of the deepest darknesses of the world, the ixzan embody a primordial link to the earliest days of creation, a view of life in the chaos that predated the material realm.

Ixzan Lore

Nature DC 20: Multiple competing theories exist as to the origin of the subterranean ixzan, but the most common names them as some of the earliest denizens of elemental chaos, the shared ancestor of numerous other modern species such as cloakers, darkmantles, ixitxachitl, lurkers, sinisters, and mantari.
Religion DC 25 While the ixzan maintain no clear records of the circumstances of their own creation, it is claimed by certain among the ixatxachitl that the ixzan were created by the demon prince Demogorgon, prior to his descent into and corruption by the abyss.

Ixzan Tactics

Ixzans out of the water drift out of reach, using their pelagic lance and rain of death whenever available. If their enemies can effectively hit them while flying, they drop into the water for cover and use their whiptail
harpoon to try to drag their foes in with
them, continuing to use their rain
of death whenever available.


Ixzan

Medium aberration, chaotic evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 104 (16d8 + 32)
  • Speed fly 10 ft. (hover), swim 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 11 (+0) 13 (+1) 15 (+2)

  • Skills Perception +3, Stealth +4
  • Senses Blindsight 20 ft., Darkvision 120 ft., Passive Perception 13
  • Languages Abyssal, Ixatxachitl
  • Challenge 4 (1,100 XP)

Confounding Circling. While adjacent to two or more ixzan, a creature has disadvantage on attacks of opportunity that target one of them.

Segmented Brain. The ixzan may continue to make attacks of opportunity with its whiptail barb for up to a minute after being incapacitated or killed.

Actions

Multiattack. The ixzan makes two attacks, one of which may be with its Frenzied Bite.

Frenzied Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage and up to one other ixzan may use its reaction to make a frenzied bite attack against the same target.

Whiptail Harpoon. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) piercing plus 7 (2d6) poison damage and the target is pulled 5 feet toward the ixzan.

Pelagic Lance. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage and the target is pushed 5 feet away.

Rain of Death (Recharge 5-6). The ixzan makes six attacks with its pelagic lance.

Reactions

Silt-Out. When it is reduced below 53 hit points while within 10 feet of a sea or lake bed, the ixzan can kick up a cloud of silt around itself, heavily obscuring the area in a 15-foot radius until the end of its next turn.

Manes


Manes Wretch

Small fiend (demon), chaotic evil


  • Armor Class 9
  • Hit Points 13 (3d6 + 3)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
10 (+0) 9 (-1) 13 (+1) 3 (-4) 8 (-1) 4 (-3)

  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison
  • Condition Immunities Charmed, Frightened, Poisoned
  • Senses Darkvision 60 ft., Passive Perception 9
  • Languages understands Abyssal but can't speak
  • Challenge M5 (225 XP)

Minion. If the manes takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the manes takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage.

Acidic Cloud. When the manes dies, it dissolves into a cloud of acrid vapor, dealing 3 acid damage to each creature within 5 feet of it.

Actions

Maddening Claws (Group Attack). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 slashing damage and the target has disadvantage on attacks that don't target a manes on its following turn.

Manes Tactics

Unless directed to do otherwise, manes simply mill about aimlessly, spitting and snarling at one another until violence breaks out, at which point they attack the nearest creature until no living creatures remain within 20 feet of them. If goaded by a more powerful demon, they will attempt to
follow its directions, at least as far as their Mindless Hate allows.

Vilespawn use their Panicked Charge whenever available
if they can hit at least four creatures (friend or foe) with it, and both vilespawn and mobs attempt to consume any fiend they manage to kill, often going out of their way to kill those that look near death even if enemies are present.

Manes Lore

Arcana DC 10: While all demons, in theory, can spontaneously evolve into other forms, in large enough quantities the possibility becomes a near-inevitability, as the constant scrabble for survival ensures that any loose scraps of demonic energies are consumed rather than dissipating.
History DC 15: Manes are moved by a bottomless well of indiscriminate hatred and sub-bestial intelligence, making them often more of a liability than asset in combat. Those who have been successful deploying them in the wars of the lower planes have done so by herding them like cattle into an opposing army so their mad squabbling can be the enemy's problem.
Nature DC 15: Manes dissolve violently into clouds of acid when slain, an effect which can set off a chain reaction of carnage when they are crammed in tight proximity to one another.
Religion DC 10: Manes are the lowest and weakest of all demonkind, serving primarily as a source of food and entertainment for more powerful demons. Enormous hordes of them continuously spawn from the ruined earth of the Abyss, often immediately killing one another within minutes of birth.
Religion DC 20: It is said that Orcus himself began his existence in the Abyss as a manes, though his cults seem divided on whether this is an inspiring tale of raw ambition winning out, or blasphemous slander.


Manes Vilespawn

Small fiend (demon), chaotic evil


  • Armor Class 9
  • Hit Points 33 (6d6 + 12)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 9 (-1) 14 (+2) 3 (-4) 8 (-1) 4 (-3)

  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison
  • Condition Immunities Charmed, Frightened, Poisoned
  • Senses Darkvision 60 ft., Passive Perception 9
  • Languages understands Abyssal but can't speak
  • Challenge 2 (450 XP)

Acidic Cloud. When the manes dies, it dissolves into a cloud of acrid vapor, dealing 4 (1d8) acid damage to each creature within 5 feet of it.

Actions

Multiattack. The manes makes two attacks with its Maddening Claws.

Maddening Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage and the target has disadvantage on attacks that don't target a manes on its following turn.

Panicked Charge (Recharge 4-6). The manes moves up to its speed, and may make a melee attack at disadvantage against each creature it passes within 5 feet of with this movement.

Reactions

Mindless Hate. When a creature falls prone within 5 feet of the manes, the manes must use make a Maddening Claws attack against it, if possible.

Consume Essence. When the manes kills a fiend of CR 2 or higher, it can attempt to absorb the fiend's essence, making a DC 15 Constitution saving throw.

On a success, the manes can transform into a demon of equal or lesser CR to the killed fiend with full hit points. On a failure, the manes keels over, bursts, and dies.



Manes Mob

Huge swarm of small fiends (demon), chaotic evil


  • Armor Class 9
  • Hit Points 77 (14d6 + 28)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 14 (+2) 3 (-4) 8 (-1) 4 (-3)

  • Damage Resistances Cold, Fire, Lightning; Damage from Attacks
  • Damage Immunities Poison
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned.
  • Senses Darkvision 60 ft., Passive Perception 9
  • Languages understands Abyssal but can't speak
  • Challenge 4 (1,100 XP)

Acidic Cloud. Whenever the mob takes 10 or more damage from a single source, a cloud of acrid vapor issues forth from it, dealing 9 (2d8) acid damage to it and each other creature within 5 feet.

Swarm. The mob can occupy another creature's space and vice versa, and the mob can move through any opening large enough for a small creature. The mob can't regain hit points or gain temporary hit points.

Actions

Multiattack. The mob makes two attacks with its Maddening Claws.

Maddening Claws. Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit: 16 (4d6 + 2) slashing damage, or 9 (2d6 + 2) slashing damage if the mob has fewer than half its hit points, and the target has disadvantage on attacks that don't target a manes on its following turn.

Reactions

Mindless Hate. When a creature falls prone within 5 feet of the manes, the manes must use make a Maddening Claws attack against it, if possible.

Essence Frenzy. When the mob kills a fiend of CR 2 or higher, it can fall upon the fiend, thrashing in a mad frenzy to consume it.

The mob loses 28 (8d6) hit points as manes in it die in failed attempts to absorb the fiend's essence, then if the mob has any hit points remaining a demon of equal or lesser CR to the killed fiend appears in the mob's space as one of its members transforms.

Mariliths

Cruel and cunning, mariliths are feared across the fields of the blood war by demon and devil alike, both for their incredible combat prowess and their ability to cow the chaotic instincts of their demonic brethren, their conquests marked in the trophies of flesh and steel they claim from the worthiest of the fallen.

Marilith Lore

Arcana DC 20: The most powerful mariliths are renowned as accomplished battlefield summoners, able to fuel the abduction of more fiends to the battle through the deaths of those that fall in combat.
History DC 15: Though formidable warriors in their own right, mariliths' quick thinking and ability to rapidly react to changing circumstances often makes them even more dangerous at the command of a horde than on its front line.
History DC 20: Like the constrictor snakes they resemble, mariliths do not attempt to squeeze the air from their grappled victims' lungs; rather, they wait for the creature to exhale then tighten their coils so it cannot take in another breath.
Religion DC 15: Mariliths often act as commanders of abyssal armies due to the uniquely fearsome reputation
they hold among other demons. They are known for cultivating collections of battle-trophies with great
care, and often carry blades of
unsurpassed quality.
Religion DC 20: Decapitation is a marilith's favored
method of execution, and they take great pride in
their ability to cleanly take a head, often carrying with
them the scoured skulls of the conquests
they remember most fondly.

Marilith Decimator Tactics

Marilith Decimators first go for a ranged combatant in combat (ideally a spellcaster) and attack it with their Constrict, then slither into the thickest concentration of enemies to subject as many of them to its reactions as possible. Initially they focus on displaying their battle prowess by spreading their attacks around, but once reduced below half hit points start trying to focus down enemies one at a time, starting with the most formidable melee threats and beheading a foe before moving on to the next one.

Marilith Battle Tyrant Tactics

Marilith Battle Tyrants keep a horde of demonic bodies between themselves and their foes for the first portion of combat, using Spur the Horde each turn and Deflecting ranged attacks. Once a melee is joined, they lock in with the creature with the highest hit points and focus all their attacks on it, first grappling it so they can use their Overwhelm reaction. If an ally gets low on hit points, they use Heartless Summoning on it, then either kill it themself or command another demon to kill it with Spur the Horde.



Marilith Decimator

Large fiend (demon), chaotic evil


  • Armor Class 17 (Natural Armor)
  • Hit Points 273 (26d10 + 130)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 20 (+5) 18 (+4) 16 (+3) 20 (+5)

  • Saving Throws STR +9, CON +10, WIS +8, CHA +10
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Truesight 120 ft., Passive Perception 13
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 16 (15,000 XP)

Reactive. The marilith regains its reaction at the beginning of each turn.

More Fearsome Than Death. If another demon within 60 feet would fail a Wisdom saving throw, the marilith can choose for it to succeed. If it does, the demon is Frightened of the marilith until the end of its next turn.

Magic Resistance. The marilith has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The marilith makes seven melee attacks, one of which can be with its Constrict.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Instead of dealing damage, the marilith can grapple the target (escape DC 17).

Trophytaker Blades. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

A creature killed by this attack is beheaded.

Constrict. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage and the target is grappled (escape DC 17).

A creature grappled in this way is restrained.

Reactions

Deflect. When it is hit with a weapon attack, the marilith can add +5 to its AC against the triggering attack.

Overwhelm. When it misses a creature it is grappling with a melee attack, the marilith can add +5 to its attack roll.

Tail Lash. When a creature enters its reach, the marilith can force the creature to succeed on a DC 17 Strength saving throw or be pushed 10 feet away and knocked prone.

Crush. When a creature the marilith has grappled with its Constrict speaks or casts a spell with a verbal component, the marilith can crush the air out of its lungs, causing it to immediately begin Suffocating.

Flickering Charge. When the marilith succeeds on a saving throw against a spell, the marilith can magically teleport up to 30 feet directly toward the spell's caster.

Rules Clarification. The marilith's Crush reaction triggers after the triggering spell resolves.

Rules Reminder. A suffocating creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 Hit Points and is dying, and it can’t regain Hit Points or be stabilized until it can breathe again.


Encounter Groups

CR 23 Encounter 24,500 XP

  • 1 Marilith Decimator (CR 16)
  • 1 Vrock (CR 6)
  • 4 Hezrou (CR 5)

CR 30 Encounter 44,000 XP



Marilith Battle Tyrant

Large fiend (demon), chaotic evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 357 (34d10 + 170)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
22 (+6) 21 (+5) 20 (+5) 19 (+4) 18 (+4) 23 (+6)

  • Saving Throws STR +12, CON +11, WIS +10, CHA +12
  • Skills Acrobatics +11, History +10, Intimidation +18, Perception +10
  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Poisoned
  • Senses Truesight 120 ft., Passive Perception 20
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 20 (25,000 XP)

Reactive. The marilith regains its reaction at the beginning of each turn.

More Fearsome Than Death. If another demon within 60 feet would fail a Wisdom saving throw, the marilith can choose for it to succeed. If it does, the demon is Frightened of the marilith until the end of its next turn.

Magic Resistance. The marilith has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The marilith makes seven attacks, one of which may be with its Constrict.

Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.

Instead of dealing damage, the marilith can grapple the target (escape DC 20).

Trophytaker Blades. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage.

A creature killed by this attack is beheaded.

Constrict. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 22 (3d10 + 6) bludgeoning damage and the target is grappled (escape DC 20).

A creature grappled in this way is restrained.

Spur the Horde. Up to six demons of CR 10 or below that the marilith can see each take 10 psychic damage, then each may use its reaction to move up to half its speed directly away from the marilith and make a melee attack.

Bonus Actions

Heartless Summoning (6th Level Spell, Recharge 5-6). One demon of CR 10 or below the marilith can see must succeed on a DC 20 Charisma saving throw or be wreathed in runic magic. If the demon dies before the beginning of the marilith's next turn, another demon of equal or lesser CR is summoned in its space.

Reactions

Deflect. When it is hit with a weapon attack, the marilith can add +5 to its AC against the triggering attack.

Overwhelm. When the it misses a creature it is grappling with a melee attack, the marilith can add +5 to its attack roll.

Tail Lash. When a creature enters its reach, the marilith can force the creature to succeed on a DC 20 Strength saving throw or be pushed 10 feet away and knocked prone.

Crush. When a creature the marilith has grappled with its Constrict speaks or casts a spell with a verbal component, the marilith can crush the air out of its lungs, causing it to immediately begin Suffocating.

Flickering Charge. When the marilith succeeds on a saving throw against a spell, the marilith can magically teleport up to 30 feet directly toward the spell's caster.

Molydeus

Molydeus Lore

Arcana DC 20: The most fearsome ability of molydei is their power to evoke the abyssal might of their archdemonic patron, though they are rarely able to sustain concentration on such transformations for more than a few seconds.
History DC 15: Molydei deprived of their demonic weapons seem to go quite mad, erupting in a bestial cacaphony of barks and screams as they ignore all else in relentless pursuit of regaining their lost treasures. While theoretically exploitable, few creatures relish the idea of suffering the sustained attention of a molydeus.
Religion DC 10: Few creatures evoke such fear and hatred on the battlefields of the Blood War as molydei, despised by both devils and demons for their role in violently curbing the demonic penchant for treachery and desertion.
Religion DC 15: Artificial demons engineered for devotion to their archdemon masters and utter inability to scheme or lie, molydei could almost be called "loyal". They generally serve as the chief enforcers of their masters' will, hunting down and punishing underlings for any glint of treachery.
Religion DC 20: The serpentine head grafted to the molydeus is said to speak with the will and voice of its master, and reports all it sees and hears. If its serpentine head is slain, a molydeus soon follows it into death.


Serpentine Overseer

Medium fiend (demon), chaotic evil


  • Armor Class 19 (Natural Armor)
  • Hit Points 216 (16d12 + 112)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
21 (+5) 24 (+7) 17 (+3) 27 (+8) 24 (+7) 23 (+6)

  • Saving Throws DEX +14, INT +15
  • Skills Deception +20, Perception +14, Insight +21
  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Blinded, Charmed, Frightened, Poisoned, Stunned
  • Senses Truesight 120 ft., Passive Perception 24
  • Languages All
  • Challenge N/A (included in Molydeus)

Eyes of the Master. Anything the overseer sees or hears is known to the demon lord that created it.

Magic Resistance. The overseer has advantage on saving throws against spells and other magical effects.

Actions

Serpent's Kiss. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) piercing plus 14 (2d6) poison damage.

If this damage reduces a creature to 0 hit points, its body begins to bloat and distend until it regains any hit points, claws and faces appearing to strain within its flesh. An affected creature that dies bursts in a spray of gore, disgorging 5 (2d4) Mane Wretches that act on its initiative.

Voice of the Master. The overseer's master speaks a dread command through it, producing one of the following effects.

  • Consuming Hatred. If the molydeus can hear the overseer, the next attack it makes deals an additional 21 (6d6) fire damage on a hit.
  • Power Overwhelming. If the molydeus can hear the overseer, it gains 15 temporary hit points. While it has any of these temporary hit points, attacks made by and against the molydeus have advantage.
  • Might of the Black Heavens. A bolt of lightning leaps from the sky to strike a creature the overseer can see within 60 feet. The creature must succeed on a DC 23 Dexterity saving throw or take 18 (4d8) lightning damage, or half as much on a success.


Molydeus

Huge fiend (demon), chaotic evil


  • Armor Class 19 (Natural Armor)
  • Hit Points 351 (26d12 + 182)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
28 (+9) 22 (+6) 25 (+7) 21 (+5) 24 (+7) 24 (+7)

  • Saving Throws STR +16, CON +14, WIS +14, CHA +14
  • Damage Resistances Cold, Fire, Lightning; Attacks made without advantage
  • Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Blinded, Charmed, Frightened, Poisoned, Stunned
  • Senses Truesight 120 ft., Passive Perception 17
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 21 (33,000 XP)

Bonded at Creation. A Serpentine Overseer is Attached to the molydeus, shares its space, and cannot be removed while the overseer lives.

The molydeus cannot see or take hostile action against the overseer attached to it. If its overseer is killed, the molydeus must succeed on a DC 20 Constitution saving throw at the beginning of each of its turns or gain a level of Exhaustion.

Giant Stature. Attacks made against the molydeus by a creature Attached to it have advantage, and the molydeus has disadvantage on attacks it makes against creatures Attached to it.

Magic Resistance. The molydeus has advantage on saving throws against spells and other magical effects.

Legendary Resistance (3/Day). If the molydeus fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The molydeus makes two attacks, one of which may be with its Slavering Bite.

Slavering Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.

Crushing Grasp. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) slashing damage and the target is grappled (escape DC 24).

A creature grappled in this way takes 10 (3d6) bludgeoning damage at the end of each of its turns.

Mountain-Splitter Doomaxe. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 36 (6d8 + 9) slashing damage.

Each other creature within 5 feet of the target must succeed on a DC 24 Dexterity saving throw or be pushed 10 feet away and take half the attack's damage.

Each structure and unattended object within 5 feet of the target is destroyed.

Bonus Actions

Manifest Archdemon (1/Day, 9th Level Spell, Concentration). If the molydeus has fewer than half its hit points, it partially transforms until the end of its next turn, taking on a rough likeness of its archdemon patron.

While transformed, the molydeus may take any action, reaction, or legendary action listed on its patron's stat block.

Legendary Actions

The molydeus can take 3 legendary actions, choosing from the options below.

Voice of the Master. If the molydeus' serpentine overseer is not dead or incapacitated, it may use its Voice of the Master.

Crushing Pulse (2nd Level Spell). Each creature within 15 feet must succeed on a DC 20 Strength saving throw or fall prone. Any fall damage taken as a result deals maximum damage, instead of rolling.

Cleaving Charge (Costs 2 Actions). The molydeus moves up to its speed and makes an attack with its Mountain-Splitter Doomaxe.

Serpentine Overseer Tactics

Serpentine overseers often speak for molydei in the voice of their master when encountering powerful adverseries, but otherwise simply translate the abyssal growls of the molydei for non-demonic listeners. With their action, they virtually always use their Serpent's Kiss if a creature is in their range.

When using Voice of the Master with the molydeus' legendary actions, they generally first use Consuming Hatred then Power Overwhelming, saving Might of the Black Heavens for breaking enemy concentration.

Molydeus Tactics

Molydei are aware of the overseers only as a disembodied voice, and become annoyed and agitated at the suggestion that a snake might be growing out of their head. They generally make all of their attacks with their axe unless disarmed, though may use their grasp and bite to make a show of cruelty. They use their Manifest Archdemon at the first opportunity, using the archdemon's multiattack or other non-spell ability with their action, then on the following turn using a 1/Day or Recharge spell if they maintain concentration.

Myrmyxicus

While chaos is the order of the day within the vast barrens of the Abyss, few regions are
truly masterless, instead ruled by a rotating cast of petty warlords jockeying for
position. At sea, however, a crueler
chaos reigns. Citadel-ships,
built into the skeletal husks
of impossible leviathans and crewed by
twice-damned hordes of demonic
thralls, hunt ceaselessly both above and
below the acrid waters, driven by a
hatred that seeks the final annihilation
of all things, starting with others of its kind.

Myrmyxicus Lore

Arcana DC 10: Certain demonic blades are said to
carve through magical defenses without resistance, striking directly at the essence of their target. These potent enchantments are a little-studied area of magic, however, as they rarely persist long after their original wielder's death.
History DC 15: Warlords of the abyssal seas, myrmyxicuses rule floating citadels of detritus that they sail across their territories, dominating great swathes of water while pitting armies of magically dominated demonic thralls against one another in endless skirmishes.
History DC 20: Myrmyxicus blood is occasionally traded through black market avenues in the Prime Material, as it can be distilled as a component of a pre-battle concoction that prevents soldiers from retreating.
Nature DC 15: The lower mouth of the myrmyxicus serves no role in sustaining them, existing rather as a delivery mechanism for their mutagenic venom, which gruesomely transforms affected creatures into wretched fiendish forms.
Nature DC 20: Somewhat unusually for creatures their size, the flesh of the myrmyxicus is oddly pliable and jelly-like, and slicing one in half is considered a rite of passage among balors. While their demonic constitutions allow them to survive such an injury, it does temporarily deprive
them of the use of their lower mouth.
Religion DC 20: Myrmyxicuses are thought to
be one of the earliest forms of Tanar'ri
spawned by the Abyss, their bizarre forms
shaped by the then-pervasive influence of
the obyriths.
Religion DC 15: Myrmyxicuses appear to
be mostly left alone by the greater lords of
the Abyss, being both too powerful to
easily crush and too concerned with killing
one another to be any threat to the grander designs
of the archdemons. However, this unspoken compact
does mean that much of the aquatic reaches of the Abyss are claimed by no demon lord at all, and thus relative havens for creatures too horrid and monstrous to be suffered among the rest of demonkind.

Myrmyxicus Tactics

Myrmyxicuses try to close to melee as quickly as possible, making their first attack with their Lamprey Bite, and directing their other attacks elsewhere if the bite hits. While they have a creature grappled with their bite, they use Shredling Infusion each turn until the target counts as a fiend, then use their Unholy Enthrallment on it to bring it under their control. Additionally while they have a creature grappled, they use their Billowing Breath whenever available if they can catch at 3 foes in its area.

They use Chaos Immortal on an ally that makes three or more attacks and has not yet been seriously injured, or on themselves if they are reduced below half health and still have it available. While it is active, they use as many of their legendary actions as possible on uses of their Blasphemous Scythes.



Myrmyxicus

Huge fiend (demon), chaotic evil


  • Armor Class 17 (Natural Armor)
  • Hit Points 368 (32d12 + 160)
  • Speed 20 ft., fly 20 ft. (hover), swim 60 ft.

STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 21 (+5) 19 (+4) 18 (+4) 24 (+7)

  • Saving Throws STR +11, CON +10, CHA +13
  • Skills Arcana +10, Perception +10, Survival +10
  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Poisoned
  • Senses Truesight 120 ft., Passive Perception 20
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 20 (25,000 XP)

Hateful Ichor. A nonfiend creature that deals any piercing or slashing damage to the myrmyxicus is covered in its blood.

Until a creature takes an action to clear the blood, the affected creature takes 11 (2d10) psychic damage whenever it ends its turn without dealing damage.

Vulnerable Midsection. If the myrmyxicus takes 30 or more piercing or slashing damage from a single source, it must make a DC 20 Constitution saving throw.

On a failed save, the myrmyxicus takes 27 (6d8) additional slashing damage and is cut in half, losing the ability to make attacks with its Lamprey Bite and releasing each creature grappled by it .

Magic Resistance. The myrmyxicus has advantage on saving throws against spells and other magical effects.

Legendary Resistances (3/Day). If the myrmyxicus fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The myrmyxicus makes three attacks, one of which may be with its Lamprey Bite.

Lamprey Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 27 (4d10 + 5) piercing damage and the target is grappled (escape DC 19).

Blasphemous Scythes. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing plus 9 (2d8) necrotic damage.

This attack ignores enhancements to AC from spells or magic items. Damage from this attack bypasses temporary hit points and can't be reduced in any way.

Billowing Breath (Recharge 5-6). A torrent of dense black vapor pours from the myrmyxicus' mouth in a 30 foot cone, forcing each creature in the area to make a DC 19 Constitution saving throw.

On a failed saving throw, a creature takes 28 (8d6) poison damage and is Poisoned for the next minute (Save Ends at end of turn), or takes half as much damage on a success.

While Poisoned in this way, a creature is Blinded and Choking.

Chaos Immortal (1/Day, 9th Level Spell). One allied creature the myrmyxicus can see is wreathed in foul abyssal energies for the next minute, after which it must succeed on a DC 21 Constitution saving throw or be reduced to 0 hit points.

For the next minute, its melee attacks deal an additional 11 (2d10) fire and 7 (2d6) necrotic damage, and it does not fall unconscious when reduced to 0 hit points.

The creature makes death saving throws while at 0 hit points, even if it ordinarily would not, and regains 10 hit points at the beginning of each of its turns.

Bonus Actions

Unholy Enthrallment (4th Level Spell). One fiend or undead creature grappled by the myrmyxicus must succeed on a DC 21 Charisma saving throw or be Dominated by the myrmyxicus.

The creature repeats this saving throw whenever it takes damage, ending the effect on a success.

Shredling Infusion. One creature grappled by the myrmyxicus' Lamprey Bite must make a DC 22 Constitution saving throw.

On a failed save, the creature's Charisma score is reduced by 2 (1d4), to a minimum of 1, and numerous boils raise and burst from its body, expelling a Ruin Demon Caricature in its space.

A creature that has its Charisma score reduced below 5 in this way counts as a fiend until the reduction ends.

Legendary Actions

The myrmyxicus can take 3 legendary actions, choosing from the options below.

Blasphemous Scythe. The myrmyxicus makes an attack with its Blasphemous Scythes.

Breath of the Abyss (2nd Level Spell). One allied demon the myrmyxicus can see takes 15 slashing damage and a gout of burning toxic fumes emerges from its wound in a 15 foot cone.

Each creature in the area must succeed on a DC 21 Dexterity saving throw or take 10 (3d6) fire plus 10 (3d6) poison damage, or half as much on a success.

Tendrilous Slither (Costs 2 Actions). The myrmyxicus moves up to its speed.

Each creature whose space it moves within 5 feet of must succeed on a DC 21 Wisdom saving throw or be Frightened and Poisoned until the end of its next turn.

Nabassu

Throughout the Prime Material, cultures have developed traditions of gatewatching, setting ceremonial guards at even abandoned archways. Few remember why they do it. For those gateways lost to the memory of civilization, one often finds stone effigies standing vigil, or occasionally even simple animals instinctively guarding the gate. These efforts are not in vain. There is something that waits on the other side.

Nabassu Lore

Arcana DC 15: The gaze of a nabassu drains the life force of those who meet it, and its bite can consume the souls of those it slays, preventing resurrection by conventional means.
Arcana DC 20: The nabassu has an innate resistance to magics, and some even seem able to wrest control of rival mages' spells.
History DC 15: Gateways left intact and unattended for too long have a tendency to attract nabassus, leading to the tendency of gargoyles to stand vigil at ruined gates.
History DC 25: Nabassus are claimed to be elemental servants of Orcus that followed him into corruption, leading some to speculate that Orcus may have his origins as a Primordial.
Nature DC 10: Like all demons, the nabassu has broad resistances to conventional weaponry and the elements.
Nature DC 20: Fledgling nabassus are flung from the Abyss until they can consume enough souls to reach adulthood, usually between 20-30.
Religion DC 25: Nabassus are regarded with hatred and disgust by other demons, due to their penchant for devouring the souls of other fiends, a rare taboo in the pits of the Abyss.

Nabassu Fledgling Tactics

Nabassus preferentially attack those who avoid their Draining Gaze, grappling them into the air and dropping them, while trying to keep as many creatures affected by their Draining Gaze as possible.


Nabassu Fledgling

Small fiend (demon), chaotic evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 170 (20d8 + 80)
  • Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 18 (+4) 11 (+0) 15 (+2) 14 (+2)

  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 8 (3,900 XP)

Magic Resistance. The nabassu has advantage on saving throws against spells and other magical effects.

Banished From the Abyss. The nabassu can treat any 20 foot or taller archway in the Abyss that is at least 20 feet as a one-way portal to a random spot on the material plane.

Draining Gaze. When a creature that can see the nabassu starts its turn within 30 feet of it, the nabassu can force it to make a DC 15 Constitution saving throw. On a failed save, the creature expends a hit die, or takes 5 (1d10) necrotic damage if it cannot, and the nabassu gains 5 (1d10) temporary hit points.

At the beginning of its turn, a creature that isn't Surprised can avert its gaze, treating the nabassu as Invisible until the beginning of its next turn.

Actions

Multiattack. The nabassu makes three melee attacks, one of which may be with its Devouring Bite.

Grasping Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 11 (2d10) necrotic damage. If this attack was made with advantage, the target is grappled (escape DC 14)

Devouring Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 11 (2d10) necrotic damage.

If this attack hits a corpse that died in the last hour, the creature's soul is devoured and the corpse dissolves into putrid slime, and for the next minute the nabassu gains resistance to all damage while it has temporary hit points.



Nabassu Death-Stealer

Medium fiend (demon), chaotic evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 252 (24d10 + 120)
  • Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 21 (+5) 14 (+2) 15 (+2) 17 (+3)

  • Saving Throws STR +11, DEX +7
  • Skills Perception +7
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 ft., Passive Perception 17
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 15 (13,000 XP)

Magic Resistance. The nabassu has advantage on saving throws against spells and other magical effects.

Ruin Traveler. The nabassu can treat any two doorways that are at least 20 feet tall in the Abyss or Prime Material that no non-fiend creature has seen in the last 24 hours as connected.

Demonic Shadows. Non-sunlight sources of Bright Light within 120 feet of the nabassu are reduced to Dim Light.

Consuming Gaze. When a creature that can see the nabassu starts its turn within 30 feet of it, the nabassu can force it to make a DC 18 Constitution saving throw. On a failed save, the creature expends two hit dice, or takes 11 (2d10) necrotic damage if it cannot, and the nabassu gains 11 (2d10) temporary hit points.

At the beginning of its turn, a creature that isn't Surprised can avert its gaze, treating the nabassu as Invisible until the beginning of its next turn.

Actions

Multiattack. The nabassu makes three melee attacks, one of which may be with its Devouring Bite.

Devouring Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 16 (3d10) necrotic damage.

If this attack hits a corpse that died in the last hour, the creature's soul is devoured and the corpse dissolves into putrid slime, and for the next minute the nabassu gains resistance to all damage while it has any temporary hit points.

Grasping Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 16 (3d10) necrotic damage.

If this attack was made with advantage, the target is grappled (escape DC 19).

Unlife Exchange (Recharge 5-6). The nabassu loses all of its temporary hit points, conjuring three Shadow Stranglers in unoccupied spaces within 60 feet, each of which acts on the nabassu's initiative and has maximum hit points equal to the temporary hit points lost.

Reactions

Baleful Displacement (7th level spell). When the nabassu is targeted with a spell, it can force a creature within 30 feet to succeed on a DC 18 Charisma saving throw or teleport to switch places with the nabassu, becoming the new target of the spell.

Nabassu Death-Stealer Tactics

The nabassu death-stealer uses its Unlife Exchange whenever available, directing the Shadows it summons to attack any spellcasters while keeping its own attentions focused on the melee combatants.

When it uses its Baleful Displacement ability, it targets the nearest melee threat. Rather than dropping the foes it grapples, it uses its flight to isolate them from their melee allies, attacking them until reduced to 0 hit points and then dropping them somewhere obscured from the rest of the party (like a rooftop) to prevent them from being healed before selecting a new target.

Encounter Groups

While Fledglings are typically found alone, stirges occasionally congregate to feed on the remains of their victims. Death Stealers often have undead minions or servants of Orcus in their thrall.

CR 13 Encounter 4,375 XP

  • 1 Nabassu Fledgling (CR 8)
  • 2 Stirge Skullpiercers (CR 1)
  • 3 Stirges (CR 1/8)

CR 22 Encounter 19,700 XP

  • 1 Nabassu Death-Stealer (CR 15)
  • 1 Slaughter Wight (CR 8)
  • 4 Wights (CR 3)

CR 23 Encounter 17,200 XP

Nalfeshnees

Nalfeshnee Lore

Arcana DC 10: While all demons have a certain resistance to conventional magics, some such as nalfeshnees take this principle still further, their durable hides blunting all but the most powerful of magical workings.
Nature DC 15: As preposterous as it might seem, the tiny, malformed wings of nalfeshnees do appear to play an integral role in their flight, making them vulnerable to falling if their flight is disturbed.
Religion DC 15: The porcine nalfeshnee are often described by denizens of more lawful regions of the multiverse as judges and generals of the Abyss, but their role is much more nuanced than that might imply; while they are often sought to mediate disputes between demons, the plaintiffs are under no obligation to abide by their judgements, and the only enforcement mechanism of their courts is their own propensity to consume those they have judged against. Relgion DC 20: Among all demonkind, nalfeshnees are often thought to be the most honest, as their full surface thoughts are on view for any they telepathically communicate with. Because of this, they are prized as powerful subordinates, as their betrayals are trivialy easy to predict and subvert. Though some take the effort to learn to mask or subdue some of their surface thoughts, many nalfeshnees weaponize this open-mindedness, radiating raw hostility and ravenous hunger toward any who meet their gaze.

Nalfeshnee Courts. Demonic courts are, first and foremost, a spectacle for the entertainment of the participants and audience, in which the presiding nalfeshnee's judgement is likely to go to whichever side delivers the most devastating insults, last-minute surprise witnesses, and outlandishly fabricated evidence.

Violence between plaintiffs is allowed and encouraged, but only within the strictures of a vague etiquette determined by the crowd's and judge's current level of interest and attention, and fights are expected to resolve or break up within a few seconds so the trial can continue.

While participants usually are present under some form of duress, they are still expected to have fun with the process. Nalfeshnees are frequently known to deliver summary judgements against those whose moping brings down the court's mood.

These trials are best run as skill challenges, where each piece of evidence, witness, or legal citation must be responded to by the party with a relevant skill check, spell, or other action, with a set number of successes being achieved before a set number of failures leading to a favorable judgement, and particularly high or low rolls opening opportunities for violence and other skulduggery.



Nalfeshnee Glutton

Large fiend (demon), chaotic evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 184 (16d10 + 96)
  • Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 22 (+6) 19 (+4) 12 (+1) 15 (+2)

  • Saving Throws CON +11, INT +9, WIS +6, CHA +7
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Charmed, Frightened, Poisoned
  • Senses Senses Truesight 120 ft., Passive Perception 11
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 13 (10,000 XP)

Spell-Resistant Hide. The nalfeshnee has resistance to damage from spells of 4th level or below, and has advantage on saving throws against spells and other magical effects.

Hungry Gaze. A creature that starts its turn within 15 feet of the nalfeshnee that can see it must succeed on a DC 15 Wisdom saving throw or be Frightened until the beginning of its next turn.

While Frightened in this way, a creature can sense the nalfeshnee's surface thoughts and emotions.

Actions

Multiattack. The nalfeshnee makes three attacks, one of which may be with its Ravenous Bite.

Ravenous Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.

This attack scores a critical on an 18-20 against a prone creature.

Grasping Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage and the target is grappled (escape DC 18).

Consume Fear (Recharge 5-6). The nalfeshnee tears the fear from a Frightened creature within 5 feet, forcing it to succeed on a DC 15 Wisdom saving throw or take 73 (6d10 + 40) psychic damage and cease being Frightened, or take half as much damage on a success.

A creature that fails this saving throw by 5 or more has its movement speed reduced by half and it can’t make more than one attack until the end of its next turn.

Reactions

Reckless Greed. When a creature fails a saving throw against the nalfeshnee's Hungry Gaze by 5 or more, the nalfeshnee can move up to 10 feet toward the creature and make a Ravenous Bite attack against it.

If it does, attacks against the nalfeshnee have advantage until the beginning of its next turn.

Horrific Apparition. When the nalfeshnee is hit with a ranged attack, it can teleport up to 120 feet directly toward the attacker to an unoccupied space it can see.

Then, each creature within 15 feet of it must succeed on a DC 15 Wisdom saving throw or fall prone.

Nalfeshnee Glutton Tactics

Nalfeshnee gluttons approach from the air, waiting until foes are engaged in melee before swooping into the midst of them, trying to affect as many non-demon creatures as possible with their Hungry Gaze. If a Frightened target is available, they use Consume Fear whenever possible. They usually reserve their reaction for Reckless Greed, but will use
their Horrific Apparition either to escape a
melee that has turned against them, or to
teleport into Gaze range of at least two ranged
attackers.

Nalfeshnee Magistrate

Magistrates' primary role in combat is to shore up the
major weakness of larger demonic forces, their
tendency toward infighting, by killing and eating a weak demon such as a Mane or Dretch each turn, thereby frightening their subordinates into briefly following their commands. They use their Horrific Apparition much more aggressively than gorgers, both to corner vulnerable ranged attackers that are separated from their allies and to drop out from underneath any creatures attempting to climb on them.



Nalfeshnee Magistrate

Huge fiend (demon), chaotic evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 230 (20d10 + 120)
  • Speed 40 ft., fly 30 ft.

STR DEX CON INT WIS CHA
25 (+7) 15 (+2) 23 (+6) 21 (+5) 12 (+1) 20 (+5)

  • Saving Throws CON +12, INT +11, WIS +7, CHA +11
  • Damage Resistances Attacks made without advantage, Cold, Fire, Lightning
  • Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Charmed, Frightened, Poisoned
  • Senses Senses Truesight 120 ft., Passive Perception 11
  • Languages Abyssal, Celestial, Draconic, Infernal, Telepathy 120 ft.
  • Challenge 17 (18,000 XP)

Spell Resistant Hide. The nalfeshnee has resistance to damage from spells of sixth level or below. It has advantage on saving throws against spells and other magical effects.

Hungry Gaze. A creature that starts its turn within 15 feet of the nalfeshnee that can see it must succeed on a DC 19 Wisdom saving throw or be Frightened until the beginning of its next turn.

While Frightened in this way, a creature can sense the nalfeshnee's surface thoughts and emotions.

Fate of the Faithless. Whenever the nalfeshnee kills a demon, it may shout a magically empowered command. Each other demon that can hear it must succeed on a DC 19 Wisdom saving throw or follow that command until the beginning of the nalfeshnee's next turn.

Giant Stature. Attacks made against the nalfeshnee by a creature Attached to it have advantage, and the nalfeshnee has disadvantage on attacks it makes against creatures Attached to it.

Actions

Multiattack. The nalfeshnee makes three attacks, one of which may be with its bite.

Ravenous Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 40 (6d10 + 7) piercing damage. This attack scores a critical on an 18-20 against a prone creature.

Claw Smash. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) slashing damage and the target is pushed 10 feet away.

Each other creature within 5 feet of the target must succeed on a DC 21 Dexterity saving throw or take half the attack's damage.

Consume Fear (Recharge 5-6). The nalfeshnee tears the fear from a Frightened creature within 15 feet, forcing it to succeed on a DC 19 Wisdom saving throw or take 93 (6d10 + 60) psychic damage and cease being Frightened, or take half as much damage on a success.

A creature that fails this saving throw by 5 or more has its movement speed reduced by half and it can’t make more than one attack until the end of its next turn.

Reactions

Reckless Greed. When a creature fails a saving throw against the nalfeshnee's Hungry Gaze by 5 or more, the nalfeshnee can move up to 10 feet toward the creature and make a Ravenous Bite attack against it.

If it does, attacks against the nalfeshnee have advantage until the beginning of its next turn.

Horrific Apparition. When the nalfeshnee is hit with a ranged attack, it can teleport up to 120 feet directly toward the attacker to an unoccupied space it can see.

Then, each creature within 15 feet of it must succeed on a DC 20 Wisdom saving throw or fall prone.

Judge Worthy. When a Frightened non-fiend creature the nalfeshnee can see within 60 feet dies, the nalfeshnee can force it to succeed on a DC 19 Charisma saving throw or transform into a demon of CR 5 or lower.

Quasits

Quasit Lore

Arcana DC 15: Quasits can be among the most useful of familiars to those who manage to enlist them, with the strenuous caveats that they often undermine the desires of their summoners and, though easily tricked into compacts, freely subvert or outright disregard past agreements.

Keeping one as a familiar is a constant challenge to the creativity of a mage, who must present each task as ultimately in service of some convoluted, chaotic mischief or else risk betrayal.

Quasit Tactics

Quasit bogeys typically begin combat invisible, using their Jump Scare on the first turn of combat, then alternating between attacks with their Sticky Claws and using their Invisibility to escape the ire of their targets.

Quasit pests use their Irritating Toxin on the first turn of combat, afterwards closing to melee and attacking until targeted, then fleeing with their Verminous Skitter, after which they usually choose a new target.

Quasit megalomaniacs typically ride upon their summoners, or on the largest member of the party, directing it by yanking on its hair and ears as it shouts with its Mastermind's Command. It uses Protect Me, Mount! whenever targeted, and Demonic Benediction only if it is currently friendly with its mount.


Quasit Bogey

Tiny fiend (demon, shapechanger), chaotic evil


  • Armor Class 13
  • Hit Points 7 (3d4)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
5 (-3) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 10 (+0)

  • Skills Intimidation +2, Stealth +5
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 10
  • Languages Abyssal, Common
  • Challenge 1 (200 XP)

Shapechanger. As a Bonus Action, the quasit can transform into a form resembling any beast, or back into its true form. Its size and statistics are the same in each form, except that it gains a fly, climb, or swim speed equal to its movement speed if appropriate to the form.

Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects.

Actions

Sticky Claws (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing plus 3 (1d6) poison damage.

This attack has advantage if it targets a Frightened creature.

Invisibility (Concentration). The quasit magically turns Invisible until it attacks or uses its Scare.

Jump Scare (Recharge 6). One creature the quasit can see within 20 feet feet must succeed on a DC 10 Wisdom saving throw or be Frightened until the end of the quasit's next turn and drop one item it is holding of the quasit's choice.

Reactions

Panicked Hiss. When a creature targets the quasit with a melee attack while the quasit is Invisible, the quasit can immediately recharge and use its Jump Scare.

If it does, the quasit is Frightened of the target until the end of its next turn.


Quasit Pest

Tiny fiend (demon, shapechanger), chaotic evil


  • Armor Class 13
  • Hit Points 7 (3d4)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 10 (+0) 7 (-2) 12 (+1) 11 (+0)

  • Skills Deception +2, Stealth +5
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 11
  • Languages Abyssal, Common
  • Challenge 1 (200 XP)

Shapechanger. As a Bonus Action, the quasit can transform into a form resembling any beast, or back into its true form. Its size and statistics are the same in each form, except that it gains a fly, climb, or swim speed equal to its movement speed if appropriate to the form.

Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects.

Actions

Sticky Claws (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing plus 7 (2d6) poison damage.

This attack has advantage if it targets a Frightened creature.

Irritating Toxin (Recharges on a Short or Long Rest). The quasit secretes an itch-inducing toxin from glands near its shoulders and rubs it over its claws.

For the next minute, a creature hit by the quasit's Sticky Claws subtracts 1d4 from attack rolls and saving throws it makes until the beginning of the quasit's next turn.

Reactions

Verminous Skitter. When a creature targets the quasit with a melee attack, the quasit can use its Shapechanger ability and move up to 10 feet without provoking attacks of opportunity.

The attacker must choose a new target or lose the attack.


Quasit Megalomaniac

Tiny fiend (demon, shapechanger), chaotic evil


  • Armor Class 13
  • Hit Points 10 (3d4 + 3)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 12 (+1) 9 (-1) 8 (-1) 13 (+1)

  • Skills Deception +3, Persuasion +3, Stealth +5
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 9
  • Languages Abyssal, Common
  • Challenge 1 (200 XP)

Shapechanger. As a Bonus Action, the quasit can transform into a form resembling any beast, or back into its true form. Its size and statistics are the same in each form, except that it gains a fly, climb, or swim speed equal to its movement speed if appropriate to the form.

Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects.

Actions

Sticky Claws (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing plus 7 (2d6) poison damage.

This attack has advantage if it targets a Frightened creature.

Mastermind's Command. The quasit chooses a creature it can see within 30 feet and shouts a shrill command.

The first attack made against that creature before the beginning of the quasit's next turn has advantage.

Reactions

Protect Me, Mount!. When the quasit is targeted with a melee attack while riding on a Medium or larger creature, it can change the attack's target to its mount.

Demonic Benediction (1/Day). When a creature it is riding on makes a saving throw against a spell or magical effect, the quasit can grant the creature advantage on the saving throw.

Solamiths

Solamith Lore

Religion DC 15: Solamiths are the bane of devil and demon alike on the battlefields of the Blood War, living demonic artillery that bombard friend and foe indiscriminately. Infernal armies often deploy gelugons to harass batteries of solamiths, due to their lack of the typical fiendish resistance to cold temperatures.
Religion DC 20: Solamith bodies act as fleshy prisons for the souls of those whose corpses they consume, preventing any form of resurrection for their victims until the solamith is torn asunder, explosively releasing the burning souls within.

Solamith Tactics

Solamiths use their Lob Flesh each turn, targeting the densest cluster of enemies regardless of any allies in the area. While they have more than half their hit points, they spend their hit points as fast as possible, first prioritizing increasing the radius to hit more enemies, then increasing the damage. Once reduced below half hit points, solamith dropshots spend only the minimum amount of hit points for each Lob Flesh, and Redgaffers begin using their Call of the Damned to stun and then Swallow Whole other demons around them. If they can't hit at least two enemies with their lob flesh, they close to melee and start using their Heavy Slam.


Solamith Dropshot

Large fiend (demon), chaotic evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 157 (15d10 + 75)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 20 (+5) 7 (-3) 13 (+1) 8 (-1)

  • Saving Throws CON +8, CHA +2
  • Damage Resistances Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Fire, Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 11
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 8 (3,900 XP)

Magic Resistance. The solamith has advantage on saving throws against spells and other magical effects.

Soulfire. Damage dealt by the solamith to other fiends ignores resistance to fire damage, and treats immunity to fire damage as resistance.

Actions

Heavy Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (3d12 + 4) bludgeoning damage and the target is pushed 10 feet away.

Lob Flesh. The solamith tears off a chunk of its own flesh and hurls it to a point it can see within 60 feet where it explodes in a 20 foot radius of soulfire.

The solamith loses 5 hit points, and each creature in the explosion's area must succeed on a DC 19 Dexterity saving throw or take 14 (4d6) fire damage and be knocked prone, or take half as much damage on a success.

The solamith may choose to lose up to 15 additional hit points when it uses this ability. For each 5 hit points it loses in this way, it adds one additional effect of its choice:

  • The explosion's radius increases by 10 feet.
  • The explosion's damage increases by 1d6.

Reactions

Soulfire Eruption. When the solamith takes 15 or more damage from a melee attack, it can release a gout of soulfire from the wound, dealing 7 (2d6) fire damage to the attacker.



Solamith Redgaffer

Large fiend (demon), chaotic evil


  • Armor Class 17 (Natural Armor)
  • Hit Points 264 (23d10 + 138)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 23 (+6) 7 (-3) 13 (+1) 8 (-1)

  • Saving Throws CON +11, WIS +6, CHA +4
  • Damage Resistances Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Fire, Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 11
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 13 (10,000 XP)

Magic Resistance. The solamith has advantage on saving throws against spells and other magical effects.

Soulfire. Damage dealt by the solamith to other fiends ignores resistance to fire damage, and treats immunity to fire damage as resistance.

Spiteful Detonation. When the solamith is reduced to 0 hit points, its body begins to bloat and glow with a terrible red light. At the beginning of its next turn, its corpse explodes.

Each creature within 15 feet of it must succeed on a DC 19 Dexterity saving throw or take 28 (8d6) fire damage, or take half as much damage on a success.

Actions

Multiattack. The solamith makes three melee attacks or uses its Lob Flesh twice, then may use its Swallow Whole, if available.

Heavy Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (3d12 + 4) bludgeoning damage and the target is pushed 10 feet away.

Lob Flesh. The solamith tears off a chunk of its own flesh and hurls it to a point it can see within 60 feet where it explodes in a 20 foot radius of soulfire.

The solamith loses 5 hit points, and each creature in the explosion's area must succeed on a DC 19 Dexterity saving throw or take 14 (4d6) fire damage and be knocked prone, or take half as much damage on a success.

The solamith may choose to lose up to 15 additional hit points when it uses this ability. For each 5 hit points it loses in this way, it adds one additional effect of its choice:

  • The explosion's radius increases by 10 feet.
  • The explosion's damage increases by 1d6.

Swallow Whole (Recharge 5-6). The solamith begins to swallow a Medium or smaller creature within 10 feet that is dead or Incapacitated.

At the beginning of the solamith's next turn, the target is swallowed and dies, becoming a face in the solamith's belly, and the solamith regains hit points equal to half the target's hit point maximum.

This action is disrupted if the solamith is knocked prone or takes any cold damage.

Reactions

Soulfire Eruption. When the solamith takes 15 or more damage from a melee attack, it can release a gout of soulfire from the wound, dealing 7 (2d6) fire damage to the attacker.

Call of the Damned. When the solamith loses 10 or more hit points from its Lob Flesh ability, it can force one demon within 20 feet of it to succeed on a DC 19 Wisdom saving throw or be magically Stunned until the end of the solamith's next turn.

Spyder Fiends

Spyder Fiend Lore

History DC 15: Spyder fiends are known as deeply jealous hunters, and are typically unwilling to accept aid or cooperate in any way for fear their kill will be stolen by an ally.
Nature DC 10: The odd, humanlike arms of some spyder fiends are made even odder by their ability to retract into hidden pockets within their cephalothorax, where they also often store hidden weapons.
Nature DC 15: The carapace of tougher spyder fiends is as tough as steel, but noticeably more brittle, vulnerable to
being cracked by a heavy strike.
Religion DC 15: Spyder fiends are a rarer form of
demon, once seen only in the Steaming Fen of the
Abyss, where they toiled in service of Miska the
Wolf Spider, and later the Queen of Chaos.
Religion DC 20: In the years of his imprisonment
and her apparent dormancy, however, spyder fiends
have been encountered throughout the Abyss and
have even incurred upon the Prime Material at times, prompting the question as to whether they have slipped her leash, or if this is part of some deeper scheme.




Spyder Fiend Kakku

Medium fiend (demon), chaotic evil


  • Armor Class 12
  • Hit Points 75 (10d10 + 20)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 15 (+2) 5 (-3) 12 (+1) 4 (-3)

  • Skills Athletics +4, Stealth +6
  • Damage Resistances Acid, Lightning
  • Damage Immunities Fire, Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Telepathy 120 ft., but speaks only in snarls and barks
  • Challenge 2 (450 XP)

Spider Climb. The fiend can climb difficult surfaces, including upside down on ceilings and across webs, without penalty.

Silk Dragline. The fiend falls only when it wishes to. This trait is suspended until the beginning of its next turn if the fiend is pushed or knocked prone.

Jealous Hunter. The fiend has advantage on attacks that target a creature with no other hostile creatures within 5 feet of it.

Actions

Multiattack. The fiend makes two attacks, one of which can be with its Snarling Bite.

Snarling Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be Poisoned for 1 minute (Save Ends at end of turn).

A creature that fails the initial saving throw by 5 or more falls Unconscious for the same duration.

Legs. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hits: 5 (1d6 + 2) bludgeoning damage.

Sticky Globule. The fiend swings a sticky globule of invisible webbing beneath it. One creature within 60 feet that is directly beneath the fiend must succeed on a DC 12 Dexterity saving throw or be grappled (escape DC 12).

A creature grappled in this way is dragged 15 feet toward the fiend at the beginning of each of the fiend's turns. The web can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage).

Bonus Actions

Web Bind. The fiend attempts to wrap a grappled or prone creature within 5 feet in webbing, forcing it to succeed on a DC 12 Strength saving throw or be restrained (escape DC 12).

If the target is Small or smaller, the fiend can attach the creature to its back as part of this action.

Reactions

Dominance Contest. When another demon ends its movement within 5 feet of the fiend, the fiend can make a Snarling Bite attack against it.

On a hit, the target must use any remaining movement to move directly away from the fiend, if possible.

Spyder Fiend Kakku Tactics

If in a group of fiends that outnumbers its enemies, kakkus dash to reach their prey first, and attempt to body-block anyone from following them if possible by choking narrow passageways with their large abdomens, and use their Dominance Contest reaction at every opportunity.

If others reach their intended prey first, they climb up to a high surface and attempt to pull their prey away with a
sticky globule. If they manage to Bind a creature, they abscond with it to a hidden alcove away from the sight
of other fiends before attempting to kill and devour it.

If the fiend's allies do not outnumber its enemies, it
simply prioritizes unengaged foes as targets.

Spyder Fiend Spithriku Tactics

Spithrikus behave much as kakkus, though if each foe is engaged before they reach combat they will attempt to grapple a creature with their legs and drag it to seclusion. Their preferred tactic is setting ambushes on cliff faces, using their Web Blast to knock creatures to their death, then leaping down with their silk dragline to finish them off before other fiends can reach them.



Spyder Fiend Spithriku

Medium fiend (demon), chaotic evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 102 (12d10 + 36)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 7 (-2) 12 (+1) 4 (-3)

  • Skills Athletics +5, Stealth +6
  • Damage Resistances Acid, Lightning
  • Damage Immunities Fire, Poison
  • Condition Immunities Poisoned
  • Senses Blindsight 30 ft., Darkvision 90 ft., Passive Perception 10
  • Languages Telepathy 120 ft., but speaks only in snarls and barks
  • Challenge 3 (700 XP)

Web-Dweller. The fiend can climb difficult surfaces, including upside down on ceilings and across webs, without penalty.

Silk Dragline. The fiend falls only when it wishes to. This trait is suspended until the beginning of its next turn if the fiend is pushed or knocked prone.

Jealous Hunter. The fiend has advantage on attacks that target a creature with no other hostile creatures within 5 feet of it.

Actions

Multiattack. The fiend makes two attacks, one of which may be with its bite.

Snarling Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 minute (Save Ends at end of turn).

A creature that fails the initial saving throw by 5 or more falls Unconscious for the same duration.

Legs. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hits: 7 (1d6 + 3) bludgeoning damage. Instead of dealing damage, the fiend may grapple the target (escape DC 13)

Web Blast (Recharge 6). The fiend unleashes a burst of invisible, nonsticky webs in a 30 foot cone. Each creature in the affected area must succeed on a DC 13 Strength saving throw or be knocked prone, and the area becomes difficult terrain.

Bonus Actions

Web Bind. The fiend attempts to wrap a grappled or prone creature within 5 feet in webbing, forcing it to succeed on a DC 13 Strength saving throw or be restrained (escape DC 13).

If the target is Small or smaller, the fiend can attach the creature to its back as part of this action.

Reactions

Dominance Contest. When another demon ends its movement within 5 feet of the fiend, the fiend can make a Snarling Bite attack against it.

On a hit, the target must use any remaining movement to move directly away from the fiend, if possible.

Spyder Fiend Phisarazu Tactics

Phisarazus behave much as kakkus do, though rather than rushing to meet foes immediately they wait until combat is joined, then use their Iridescent Web Blast to hit friend and foe alike, then when another fiend is near death they finish it off with an attack from behind, then try to kill its former opponent.

Spyder Fiend Lycosidilith Tactics

Lycosidiliths behave much as spithrikus do, but otherwise tend to open with their Web Blast, then immediately scuttle in in and try to Bind a creature and attach it to their back, afterwards fending off any who try to take it with their Greataxe and targeting the bound creature with their Necrotizing Bite.

They never use their Predatory Shift to retreat, instead using it to reach and attack the weakest and most vulnerable foe.



Spyder Fiend Phisarazu

Large fiend (demon), chaotic evil


  • Armor Class 13
  • Hit Points 119 (14d10 + 42)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 17 (+3) 8 (-1) 11 (+0) 4 (-3)

  • Skills Athletics +5, Stealth +7
  • Damage Resistances Acid, Lightning
  • Damage Immunities Fire, Poison
  • Condition Immunities Poisoned
  • Senses Blindsight 40 ft., Darkvision 120 ft., Passive Perception 10
  • Languages Telepathy 120 ft.
  • Challenge 4 (1,100 XP)

Spider Climb. The fiend can climb difficult surfaces, including upside down on ceilings and across webs, without penalty.

Jealous Hunter. The fiend has advantage on attacks that target a creature with no other hostile creatures within 5 feet of it.

Actions

Multiattack. The fiend makes three attacks, one of which can be with its Snarling Bite.

Snarling Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 minute (Save Ends at end of turn).

A creature that fails the initial saving throw by 5 or more falls Unconscious for the same duration.

Scimitars. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hits: 10 (2d6 + 3) slashing damage.

Iridescent Web Blast (Recharge 5-6). A tangle of glowing webs bursts forth from the fiend's spinnerets in a 30 foot cone.

The area becomes difficult terrain, and each creature in the area must succeed on a DC 13 Dexterity saving throw or be covered in glowing webs.

Until a creature removes them as an action, a creature covered in these webs gains no benefit from being Invisible, and attacks against it have advantage.

Bonus Actions

Scuttling Guise (Concentration). The fiend takes on the illusory appearance of a Medium or Large humanoid, spider, crab, or drider.

Web Bind. The fiend attempts to wrap a grappled or prone creature within 5 feet in webbing, forcing it to succeed on a DC 15 Strength saving throw or be restrained (escape DC 15).

If the target is Medium or smaller, the fiend can attach the creature to its back as part of this action.

Reactions

Dominance Contest. When another demon ends its movement within 5 feet of the fiend, the fiend can make a Snarling Bite attack against it.

On a hit, the target must use any remaining movement to move directly away from the fiend, if possible.

Predatory Shift (1/Day). When the fiend is reduced below 60 hit points, it can turn Invisible until the end of its next turn or until it makes an attack, then teleport up to 30 feet to a location it can see.



Spyder Fiend Lycosidilith

Large fiend (demon), chaotic evil


  • Armor Class 17 (Natural Armor), 13 While Reduced
  • Hit Points 127 (15d10 + 45)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 17 (+3) 8 (-1) 11 (+0) 13 (+1)

  • Saving Throws DEX +6
  • Skills Athletics +7, Deception +7, Stealth +9
  • Damage Resistances Acid, Lightning
  • Damage Immunities Fire, Poison
  • Condition Immunities Poisoned
  • Senses Blindsight 40 ft., Darkvision 120 ft., Passive Perception 10
  • Languages All, Telepathy 120 ft.
  • Challenge 5 (1,800 XP)

Brittle Carapace. If the fiend takes 15 or more bludgeoning damage from a single source, its AC is reduced to 13 until it completes a Short or Long Rest.

Spider Climb. The fiend can climb difficult surfaces, including upside down on ceilings and across webs, without penalty.

Jealous Hunter. The fiend has advantage on attacks that target a creature with no other hostile creatures within 5 feet of it.

Actions

Multiattack. The fiend makes two attacks, one of which can be with its Necrotizing Bite.

Necrotizing Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be Poisoned for 1 minute (Save Ends at end of turn).

A creature that fails the initial saving throw by 5 or more falls Unconscious for the same duration and is infected with Necrotizing Fasciitis.

Greataxe. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hits: 17 (2d12 + 4) slashing damage.

Web Blast (Recharge 5-6). A tangle of invisible, nonsticky silk bursts forth from the fiend's spinnerets in a 30 foot cone.

The area becomes difficult terrain, and each creature in the area must succeed on a DC 14 Strength saving throw or be knocked prone.

Bonus Actions

Scuttling Guise (Concentration). The fiend takes on the illusory appearance of a Medium or Large humanoid, spider, crab, or drider.

Web Bind. The fiend attempts to wrap a grappled or prone creature within 5 feet in webbing, forcing it to succeed on a DC 15 Strength saving throw or be restrained (escape DC 15).

If the target is Medium or smaller, the fiend can attach the creature to its back as part of this action.

Reactions

Dominance Contest. When another demon ends its movement within 5 feet of the fiend, the fiend can make a Necrotizing Bite attack against it.

On a hit, the target must use any remaining movement to move directly away from the fiend, if possible.

Predatory Shift (1/Day). When the fiend is reduced below 64 hit points, it can turn Invisible until the end of its next turn or until it makes an attack, then teleport up to 30 feet to a location it can see.

Necrotizing Fasciitis. A creature infected with necrotizing fasciitis develops a festering sore at the site of a wound.

At each dawn, an infected creature must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by 11 (2d10), or ending the effect on a success.

A creature that has its current hit point maximum reduced by more than half in this way loses the use of the limb closest to the wound.

Spyder Fiend Raklupis Tactics

Raklupises behave much as Phisarazus do, though after using their Irredescent Web Blast they typically stay at range, hurling venom globes into the melee and darting into the
fray only to Bind a fallen creature. If a foe drops to 0 hit points, the raklupis tries quickly to snatch it away before
any other fiend can eat it, attacking friend and foe
alike to protect its meal.



Spyder Fiend Raklupis

Large fiend (demon), chaotic evil


  • Armor Class 17 (Natural Armor), 13 While Reduced
  • Hit Points 152 (16d10 + 64)
  • Speed 50 ft., climb 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 18 (+4) 8 (-1) 11 (+0) 18 (+4)

  • Saving Throws DEX +6, CON +7
  • Skills Athletics +8, Deception +10, Stealth +9
  • Damage Resistances Acid, Lightning
  • Damage Immunities Fire, Poison
  • Condition Immunities Poisoned
  • Senses Blindsight 40 ft., Darkvision 120 ft., Passive Perception 10
  • Languages All, Telepathy 120 ft.
  • Challenge 8 (3,900 XP)

Brittle Carapace. If the fiend takes 15 or more bludgeoning damage from a single source, its AC is reduced to 13 until it completes a Short or Long Rest.

Spider Climb. The fiend can climb difficult surfaces, including upside down on ceilings and across webs, without penalty.

Jealous Hunter. The fiend has advantage on attacks that target a creature with no other hostile creatures within 5 feet of it.

Actions

Multiattack. The fiend makes three attacks, one of which can be with its Rotsleep Bite.

Rotsleep Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or fall Unconscious for 1 minute and be infected with Necrotizing Fasciitis.

Greatsword. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hits: 17 (2d12 + 4) slashing damage.

Venom Globe. The fiends excretes a globule of venom and flings it at a point it can see within 60 feet, where it bursts in a 15 foot radius.

Each creature in the area must succeed on a DC 15 Constitution saving throw or take 17 (5d6) poison damage and be unable to speak intelligibly or cast spells until the end of the fiend's next turn, or take half as much damage on a success.

Bonus Actions

Scuttling Guise (Concentration). The fiend takes on the illusory appearance of a Medium or Large humanoid, spider, crab, or drider.

Web Bind. The fiend attempts to wrap a grappled or prone creature within 5 feet in webbing, forcing it to succeed on a DC 16 Strength saving throw or be restrained (escape DC 16).

If the target is Medium or smaller, the fiend can attach the creature to its back as part of this action.

Iridescent Web Blast (Recharge 5-6). A tangle of glowing webs bursts forth from the fiend's spinnerets in a 30 foot cone.

The area becomes difficult terrain, and each creature in the area must succeed on a DC 15 Dexterity saving throw or be covered in glowing webs.

Until a creature removes them as an action, a creature covered in these webs gains no benefit from being Invisible, and attacks against it have advantage.

Reactions

Dominance Contest. When another demon ends its movement within 5 feet of the fiend, the fiend can make a Rotsleep Bite attack against it.

On a hit, the target must use any remaining movement to move directly away from the fiend, if possible.

Predatory Shift (1/Day). When the fiend is reduced below 77 hit points, it can turn Invisible until the end of its next turn or until it makes an attack, then teleport up to 30 feet to a location it can see.

Succubi

Succubus Lore

Arcana DC 15: Among those clergy and scholars studied in the abyssal arts, discussing the origin of succubi is something of a taboo, as for whatever reason passions on the topic run extraordinarily high and it is common for the arguments it provokes to come to blows.
Arcana DC 20: A multiplicity of theories as to the origin of succubi prevail, each of which accompanied by treatises declaring incontrovertible proof that they are corrupted yet redeemable angels of love, nymphs of the Abyss, dreams released from their dreamers by abyssal radiation, or any of a dozen other theories.
History DC 15: Succubi craft every part of their presentation and approach to the desires and weaknesses of their intended prey, often taking by surprise those whose image of the succubus is limited to a shapely female sex pest.
History DC 20: While the charms of most succubi can be disrupted by a sudden shock to either the fiend or her victim, some can require more arcane interventions.
Religion DC 10: Succubi are deeply insidious creatures, with an astounding ability to suss out a mortal's weaknesses, insecurities and pain points, offering an intoxicating cocktail of validation, approval, and affection as they guide their prey toward ruin, eating away at their higher selves until only the most demonic of their attitudes and impulses remain.
Religion DC 15: The dream visitations of a succubus are no easy thing to detect, and even more difficult to ward against. The afflicted often are known to sleepwalk, present with inexplicable scratches, and feel a vague reluctance to enter consecrated grounds, yet none of these are definitive. In any case, until such a fiend reveals itself, no better remedy is known than pious and ascetic self-reflection.

Dream Visitations. Succubi are able to view and sculpt the dreams of nearby sleeping creatures, and can even do so across the Border Ethereal. They will often do so to plant seeds of hubris and recklessness in prospective prey, while drawing forth faces and forms to later cloak themselves in with their Shapechanger feature.

Succubus Visitor Tactics

Succubus visitors choose a particular target and approach combat with the goal of charming it and then avoiding reprisals with a combination of Etherealness and stealth, using their Compel each turn to have the creature either fight its allies or flee from them to a secluded location where the succubus can use its Draining Kiss.

Succubus Castle-Toppler Tactics

Castle-Topplers travel always with a retinue of charmed creatures, and use their Barbed Command each turn until one of their companions falls, following up with their Devouring Charm against whichever foe seems strongest to replace her fallen thrall.


Succubus Visitor

Medium fiend (shapechanger), chaotic evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5)

  • Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
  • Damage Resistances Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Senses Darkvision 60 ft., Passive Perception 15
  • Languages Abyssal, Common, Telepathy 60 ft.
  • Challenge 4 (1,100 XP)

Shapechanger. As a bonus action, the succubus transforms into a Small or Medium humanoid without a fly speed, or back to its true fiendish form. Its statistics are otherwise the same in each form.

Telepathic Bond. The fiend can communicate with a creature Charmed by it over any distance.

Slink Away. While it has fewer than 34 hit points, the fiend can Disengage or Hide as a bonus action.

Actions

Profane Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage and the target makes Wisdom saving throws at disadvantage until the end of the succubus' next turn.

Compel. One creature charmed by the succubus must use its reaction to move up to half its speed and make a weapon attack.

Enticing Charm (Concentration). One humanoid the succubus can see within 30 feet must succeed on a DC 15 Wisdom saving throw or be magically Dominated by the succubus.

When this effect ends, the creature takes 33 (6d10) psychic damage and becomes immune to this effect for the next 24 hours.

Draining Kiss. One Dominated or willing creature within 5 feet of the succubus must succeed on a DC 15 Constitution saving throw or lose two unexpended hit dice.

If it cannot, the creature falls fully under the succubus's sway, and the succubus no longer requires concentration to maintain its Enticing Charm on the creature.

Etherealness. The succubus enters the Ethereal Plane from the Material Plane, or vice versa.


Succubus Castle-Toppler

Medium fiend (shapechanger), chaotic evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 135 (18d8 + 54)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
8 (-1) 19 (+4) 16 (+3) 19 (+4) 14 (+2) 23 (+6)

  • Skills Deception +12, Insight +8, Perception +8, Performance +12, Persuasion +12
  • Damage Resistances Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Senses Darkvision 60 ft., Passive Perception 15
  • Languages Abyssal, Common, Telepathy 60 ft.
  • Challenge 8 (3,900 XP)

Shapechanger. As a bonus action, the succubus transforms into a Small or Medium humanoid without a fly speed, or back to its true fiendish form. Its statistics are otherwise the same in each form.

Telepathic Bond. The fiend can communicate with a creature Charmed by it over any distance.

Untouchable Poise. Attacks made against the succubus do not add the attacker's proficiency bonus.

Actions

Barbed Command. Up to two creatures Charmed by the succubus each take 16 (3d10) psychic damage, then must use their reaction to move up to their speed and take an Action.

Devouring Charm. One humanoid the succubus can see within 30 feet must succeed on a DC 17 Wisdom saving throw or be magically Dominated by the succubus.

At the beginning of each of its turns, if the Dominated creature has any unexpended hit dice it repeats this saving throw, losing three unexpended hit dice on a failure or ending the effect on a success.

When this effect ends, the creature takes 33 (6d10) psychic damage and becomes immune to this effect for the next 24 hours.

Reactions

Withering Glare. When a creature the succubus can see targets it with an attack or harmful spell, the succubus' eyes flash with power and disdain.

The attacker must succeed on a DC 17 Wisdom saving throw or fall prone and have the triggering attack or spell fail.

Vrocks

Among the already manic tapestry of demonkind, vrocks stand out as particularly mercurial and selfish to the point of self-destruction, the mad cackling of their aerial assaults striking fear into the hearts of friend and foe alike. It is rare for any vrock to have fewer than three secret schemes or planned betrayals in the works at any given time, and generals of the blood war are often known to manufacture nested chains of conspiracies to enlist their vrock soldiers in to temporarily satiate and redirect their lust for betrayal.

Vrock Lore

Arcana DC 15: While on the whole being dreadfully dull-witted, certain vrocks do appear to have an innate talent for a unique sort of magic, able to call down ruinous lightning storms and rain down poisonous oil from high above their foes.
History DC 15: Vrocks frequently switch allegiances mid-combat if they're losing, or if they're winning and want to reserve more of the battle-glory for themselves, or if they simply see an opportunity to avenge some imagined wrong in the chaos of combat.

While their notorious disloyalty garners a healthy degree of suspicion from their allies, their well-earned reputation for incompetence can occasionally lure victims into a false sense of security.
Nature DC 20: Unlike true vultures, whose meticulous hygiene regimens and powerful stomach acids mitigate the health hazards of their carrion-feeding lifestyle, vrocks revel in filth, weaponizing the demonic, tick-like parasites that accumulate in their matted feathers.
Religion DC 10: Vrocks can be found all throughout the infinite layers of the Abyss in service of each of the major powers, often even serving masters beyond the realm of the pit, though never for long.


Vrock Kettler

Medium fiend (demon), chaotic evil


  • Armor Class 13 (Natural Armor)
  • Hit Points 22 (3d8 + 9)
  • Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 16 (+3) 6 (-2) 13 (+1) 8 (-1)

  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 11
  • Languages Abyssal
  • Challenge M17 (1,800 XP)

Minion. If the vrock takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the vrock takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage.

Winds of Conflict. A non-vrock creature that starts its turn within 30 feet of 3 or more vrock kettlers must succeed on a DC 17 Strength saving throw or take 3 bludgeoning damage and be pushed up to 10 feet toward the nearest non-vrock creature.

Actions

Flocking Rake (Group Attack). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 slashing damage.

If at least two other vrocks added to this attack, attacks of opportunity the target makes this turn have disadvantage.

Vrock Kettler Tactics

Kettlers circle around fights between other creatures, pushing them into melee with one another with their Winds of conflict, and swooping down in groups of three to five to swarm any who stray too far from the melee, or those who seem to be severely injured, then taking wing to end their turn out of reach of melee attackers.

When fewer than three of them remain, kettlers will typically flee, or attempt to switch sides if their allies seem close to defeat.



Vrock Schemer

Large fiend (demon), chaotic evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 104 (11d10 + 44)
  • Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 18 (+4) 8 (-1) 13 (+1) 8 (-1)

  • Saving Throws DEX +5, WIS +4, CHA +2
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 11
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 6 (2,300 XP)

Fleshgorger Rampage. When the vrock reduces a creature to 0 hit points with a melee attack on its turn, the vrock gains 11 (2d10) temporary hit points.

If the creature was a demon, the vrock instead gains twice as many temporary hit points and can take a bonus action to move up to half its speed and make an attack with its Serrated Beak.

Inevitable Betrayal. The vrock has advantage on the first attack it makes each turn against an allied creature.

Magic Resistance. The vrock has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The vrock makes two attacks, one of which may be with its Serrated Beak.

Serrated Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) piercing damage.

This attack scores a critical on an 18-20.

Gnarled Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage and the target must succeed on a DC 14 Constitution saving throw or be Blinded until the beginning of its next turn.

Stunning Screech (1/Day). The vrock emits a horrific screech. Each other creature within 20 feet of it that can hear it must succeed on a DC 14 Constitution saving throw or be Stunned until the end of the vrock's next turn.

Reactions

Fiendripper Mites. When the vrock is hit with a melee attack, it can scatter a hail of venomous, biting parasites from its feathers, covering the attacker.

Until a creature takes an action to remove them, the creature must succeed on a DC 14 Constitution saving throw at the beginning of each of its turns or take 5 (1d10) poison damage and be Poisoned until the start of its next turn.



Vrock Desecrator

Large fiend (demon), chaotic evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 199 (21d10 + 84)
  • Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 18 (+4) 13 (+1) 17 (+3) 8 (-1)

  • Saving Throws DEX +7, CON +8, WIS +7, CHA +3
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 13
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 10 (5,900 XP)

Fleshgorger Rampage. When the vrock reduces a creature to 0 hit points with a melee attack on its turn, the vrock gains 11 (2d10) temporary hit points.

If the creature was a demon, the vrock instead gains twice as many temporary hit points and can take a bonus action to move up to half its speed and make an attack with its Burning Beak.

Inevitable Betrayal. The vrock has advantage on the first attack it makes each turn against an allied creature.

Magic Resistance. The vrock has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The vrock makes three attacks, one of which may be with its Burning Beak.

Burning Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing plus 7 (2d6) fire damage.

This attack scores a critical on an 18-20.

Gnarled Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage and the target must succeed on a DC 16 Constitution saving throw or be Blinded until the beginning of its next turn.

Felloil Rain (Recharge 5-6, 3rd level Spell). Each creature in a 5 foot radius column extending beneath the vrock is doused in a fine mist of glistening oil, and must succeed on a DC 16 Constitution saving throw or take 28 (8d6) poison damage, or half as much on a success.

If an affected creature takes any fire damage in the next minute, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the end of each of its turns.

Wheel of Ruin (1/Day, 6th Level Spell, Concentration). The vrock conjures an abyssal storm that lasts for a minute and follows its movement as it flies.

On each of the vrock's turns, it may call down demonic lightning as a bonus action. The vrock and each creature encircled by the movement the vrock took this turn must succeed on a DC 16 Dexterity saving throw or take 21 (6d6) lightning plus 11 (2d10) necrotic damage, or half as much on a success.

Reactions

Fiendripper Mites. As a reaction to being hit with a melee attack, the vrock scatters a hail of venomous, biting parasites from its feathers, covering the attacker.

Until a creature takes an action to remove them, the creature must succeed on a DC 16 Constitution saving throw and the beginning of each of its turns or take 1d10 poison damage and be Poisoned until the start of its next turn.

Stunning Screech (1/Day). As a reaction to being reduced below 100 hit points, the vrock emits a horrific screech. Each other creature within 20 feet of it that can hear it must succeed on a DC 16 Constitution saving throw or be Stunned until the end of the vrock's next turn.

Vrock Schemer Tactics

Vrock schemers attack with their Gnarled Talons unless they have advantage, trying to Blind a target and prevent attacks of opportunity when they take to the air once more after attacking. They preferentially target the most injured looking creatures, and will often target allies if they think they can get the killing blow.

They use their Fiendripper Mites whenever available, and their Stunning Screech typically only when reduced below 25 hit points, using it to make a window for them to escape without regard to any allies that may be affected by it.

Vrock Desecrator Tactics

Vrock desecrators behave much as schemers do, but prefer to keep to the air whenever possible, beginning combat with their Wheel of Ruin, then either using their Felloil Rain or the Dash action in conjunction with it each turn to affect as many foes as possible. They close to melee only when they think they can finish an enemy off that turn, preferentially targeting those doused in oil.

Rules Clarification: Encircling. A creature is encircled by the vrock's movement if the ground the vrock moved over that turn marks a contiguous path that intersects itself, creating an enclosed shape that contains the creature. The path of the vrock's movement counts as part of the shape it encloses.

Yochlol

There is an etiquette to drow betrayal, an arcane system of unspoken rules governing what status, security, and social capital must be wagered to enter into a given plot, who benefits from whose rising star or fall from grace. There must be, for no mortal could ever truly parse the utter complexity of this interlocking web of schemes well enough to function within it without such guidance. The Handmaidens of Lolth, however, are no mortals, and exist purely to sketch this web and pluck at its strings, to guide and prune its shape into one that pleases their dread queen.

Yochlol Lore

Nature DC 15: Somewhat unusually among shapeshifters, yochlols are able to freely change their size and arrangement of limbs when transforming, rapidly shifting in combat between arachnid, demonic, and drow forms to make use of the various benefits of each. Though rarely seen, it is said that when under duress they can additionally transform into a cloud of toxic gasses.
Religion DC 15: Known as "Handmaidens of Lolth", the yochlol are a species of shapeshifting, ooze-like demon created by Lolth to infiltrate drow societies, in particular to provide an additional layer of surveillance to monitor her network of mortal spies.

Yochlol Tactics

Unless directed to assassinate a particular creature,
yochlols usually use their abilities to create a
window for them to escape so that they may
re-engage on their own terms. If they must fight,
though, they typically begin by Charming the
most pressing melee threat, then using their
Compel to direct it to attack the most dangerous
ranged threat.

Once it is engaged, they Shift Form into their
spider form to either fight with their
multitattack or escape, shifting back to drow
form to Charm another creature whenever
their concentration drops if they think they
can maintain it for at least a round.

They take their demon form only if forced
to, or if directed by Lolth to express her
displeasure by turning a particular creature
into a Drider, in which case they try to engage
the target in relative seclusion, Charm it, and
use their Demonweb Metamorphosis on it each
turn until it is transformed or the yochlol is
forced to flee.



Yochlol

Medium fiend (demon, shapechanger), chaotic evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 221 (26d8 + 104)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 18 (+4) 13 (+1) 15 (+2) 17 (+3)

  • Saving Throws DEX +6, INT +5, WIS +6, CHA +6
  • Skills Deception +10, Insight +6
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from nonmagical attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 12
  • Languages Abyssal, Elvish, Telepathy 120 ft., Undercommon
  • Challenge 10 (5900 XP)

Spider Climb. The yochlol can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Magic Resistance. The yochlol has advantage on saving throws against spells and other magical effects.

Actions

Multiattack (Spider Form Only). The yochlol makes two attacks with its Venomous Bite.

Venomous Bite. Melee Weapon Attack: +7 to hit, reach 5 ft. (10 ft. in demon form), one target. Hit: 6 (1d6 + 3) piercing in spider form damage plus 18 (5d6) poison damage.

Demonweb Metamorphosis (Demon Form Only). The yochlol breathes a foul miasma into the lungs of a charmed creature within 5 feet.

The target must succeed on a DC 15 Constitution saving throw or have its Constitution score reduced by 4 (1d8) for the next minute, to a minimum of 1. A creature whose Constitution is reduced to 1 in this way transforms into a Drider.

Charm (Drow Form Only, Concentration). One humanoid the yochlol can see within 30 feet of it must succeed on a DC 16 Wisdom saving throw or be magically Dominated by it.

The Dominated creature repeats this saving throw whenever it takes damage, ending the effect on a success.

When this effect ends on a creature, the creature takes 44 (8d10) psychic damage and is immune to this yochlol's Charm for the next 24 hours.

Bonus Actions

Compel. One creature charmed by the yochlol must use its reaction to move up to its speed and make a melee attack.

Shift Form. The yochlol transforms into a Medium or Large form that resembles a female drow, a giant spider, or back into its true demonic form. Its statistics are otherwise the same in each form.

Reactions

Secret Mouth (Demon or Drow Form Only). When the yochlol is missed with a melee attack, it can make a Venomous Bite attack against the attacker.

Toxic Dissolution (1/Day). When the yochlol is reduced below 111 hit points, it can dissolve into a cloud of poisonous gas until the beginning of its next turn and move up to its speed without provoking attacks of opportunity.

A creature whose space it moves through in this way must succeed on a DC 16 Constitution saving throw or be Poisoned until the end of its next turn.

Draudnu

Draudnu Lore

Arcana DC 10: The obyriths known as draudnus instill a form of psychosomatic swelling in those who observe them, accompanied by the unshakeable belief that something is growing within one's body and must be cut out.
Nature DC 15: Draudnus have the unsettling ability to tear off and regrow their own heads, embedding the huge bone hooks extending from their arm-like mandibles in earth and stone to pin their victims. Worse still, the severed heads
seem to remain conscious and able to attack until
destroyed.
Religion DC 15: Draudus, sometimes called the
Children of Pale Night, are often found wandering the twisting depths of the Endless Maze of Baphomet,
lending credence to the theory that that is where the Mother of Demons' citadel of sculpted bone is embedded.

Draudnu Tactics

Draudnus scuttle into combat and attack with their flesh hooks, typically tearing free their heads at every opportunity and using their Mindfire Gaze each turn until the target dies or escapes.

While its head is detached, it uses its 50 feet of movement to stay out of range while using its Infested Birth each
turn, using its Regrow Head when a creature escapes
the shed one.



Draudnu

Large fiend (demon), chaotic evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 133 (14d10 + 56)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 18 (+4) 13 (+1) 16 (+3) 17 (+3)

  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Acid, Poison
  • Condition Immunities Poisoned
  • Senses Truesight 120 ft., Passive Perception 13
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 8 (3,900 XP)

Form of Madness. A non-obyrith creature that starts its turn within 60 feet of the draudnu and can see it must succeed on a DC 15 Wisdom saving throw or be Poisoned until it takes any piercing or slashing damage, as it feels something living swelling within it.

Magic Resistance. The draudnu has advantage on saving throws against spells and other magical effects.

Actions

Flesh Hooks. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 17 (3d8 + 4) piercing plus 14 (4d6) acid damage.

On a hit, the draudnu may lose 10 hit points and detach its head, pinning the target to an adjacent surface and Restraining it (escape DC 15). While its head is detached, the draudnu is Blinded.

The head is an object and can be attacked (AC 15, 15 HP), and once detached the draudnu can't use this attack again until it regrows its head.

Infested Birth (3/Day). One of the draudnu's pustules bursts in a spray of acid, then releases 3 (1d4 + 1) Ekolid Nymphs that act on the draudnu's initiative.

Up to one creature within 5 feet of the draudnu must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) acid damage.

Bonus Actions

Mindfire Gaze. One creature Restrained by the draudnu's head must succeed on a DC 14 Intelligence saving throw or take 11 (2d10) psychic damage, or half as much on a success.

Regrow Head. If the draudnu has no head, it grows a new one, gaining 10 temporary hit points.

Ekolids

Ekolid Lore

Arcana DC 15: Ekolids are a form of lesser obyrith, a classification they find hilarious directed at them by creatures incapable of what they consider genuine conscious thought. Like all obyriths, ekolids can instill in an observer a form of madness, specifically a persistent itch that feels as though parasites are squirming within one's flesh.
Arcana DC 20: Ekolids seem to be able to magically coax their young to develop more quickly with their awful chittering. Such prematurely birthed ekolid nymphs are often ambivalent about the experience, emerging from their hosts in a gory spray and then immediately attempting to return to their erstwhile incubator.
Nature DC 10: The cluster of whipping stingers that extend from an ekolids thorax are actually sophisticated ovipositors, which they use to lay their young in live incubators, an intrusion considered unmannerly even among the infinite horrors of the Abyss.
Nature DC 15: Ekolids lack the ordinary demonic resistance to fire, limiting which layers they can comfortably nest upon.
Nature DC 20: Mature ekolids can produce hundreds of eggs an hour, and are limited only in how quickly they can deposit them in hosts. Once hatched, however, ekolids immediately cannibalize any of their siblings they can catch, a fact which blessedly keeps their numbers in check.
Religion DC 20: Ekolids cluster in the hive cities of Zionyn, the 633rd layer of the Abyss, building crazed towers out of the amber-glazed corpses of their expended incubators. When infesting the Prime Material, they build grisly facades over infested buildings in a similar manner, sculpting them into temples to the glory of the Prince of Vermin.

Ekolid Nymph Tactics

Ekolid nymphs choose targets indiscriminately with their Lacerating Ram but always try to move at least 20 feet before attacking. Once one uses its Cannibalize, particularly if no enemies are nearby, they all begin using it, particularly targeting those attempting to form cocoons.

If they emerge and see no other nymphs, the nymph typically follows the host it emerged from around until it can crawl back into the wound with its Wound Intrusion. If its original host is dead and no other nymphs are nearby, the nymph leaves in search of others of its kind to devour.

Ekolid Carnifex Tactics

Carnifexes often hunt in groups, attacking as many creatures as possible with their Stinging Flurry until each is infected with Ekolid Parasitism and then flying off, using their Exultant Chitter just before leaving range.

If one or more is killed, or if attacking at the behest of Ob-Oxob, as long as two or more foes are infected they use
their Exultant Chitter whenever available,
immediately attempting to reinfect any that fail
their save.

They typically use their Screeching Choir only
when a creature they can see that is affected by
their Form of Madness begins concentrating on a spell.

Ekolid Parasitism. A creature infected with ekolid parasitism must eat twice as much to avoid exhaustion, takes 7 (2d6) piercing damage whenever it completes a Long Rest, and must spend one additional hit die whenever it spends hit dice to heal or receive no benefit from that healing.

Whenever a creature spends an additional hit die in this way, it must make a DC 12 Constitution saving throw. On a failed saving throw, the disease ends, the creature takes 14 (4d6) piercing damage, and an Ekolid Nymph slices its way out of the creature, emerging in the creature's space.

As an action, a creature may deal 1d6 slashing damage to the infected creature to attempt a DC 12 Wisdom (Medicine) check, extracting the Ekolid Nymph and ending the disease on a success. A creature that succeeds by 5 or more may kill the nymph as part of this process.


Ekolid Nymph

Tiny fiend (demon), chaotic evil


  • Armor Class 12
  • Hit Points 9 (2d4 + 2)
  • Speed 20 ft., climb 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 14 (+2) 7 (-2) 13 (+1) 10 (+0)

  • Senses Passive Perception 11
  • Challenge M3 (140 XP)

Wound Intrusion A creature that starts its turn in the space of one or more ekolid nymphs must make a DC 12 Constitution saving throw.

On a failed saving throw, the creature takes 3 (1d6) piercing damage and is infected with Ekolid Parasitism, and one ekolid nymph in its space is removed from play.

Minion. If the ekolid takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the ekolid takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage.

Actions

Lacerating Collision (Group Attack). Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 2 piercing damage.

This attack is made with advantage if each creature that contributed to it moved at least 20 feet this turn.

Cannibalize. The ekolid kills and devours a Small or smaller creature with the Minion trait in its space.

Then, if the ekolid has killed two or more creatures this way in the last minute, it may form a cocoon around itself, increasing its AC to 18 until the beginning of its next turn.

At the beginning of its next turn, the ekolid emerges from its cocoon transformed as an Ekolid Carnifex with full hit points.


Ekolid Carnifex

Small fiend (demon), chaotic evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 77 (14d6 + 28)
  • Speed 30 ft., climb 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 15 (+2) 10 (+0) 18 (+4) 13 (+1)

  • Damage Resistances Cold, Lightning
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Truesight 120 ft., Passive Perception 14
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 3 (700 XP)

Form of Madness. A non-obyrith creature that starts its turn within 60 feet of the ekolid and can see it must succeed on a DC 12 Wisdom saving throw or automatically fail Intelligence checks and saving throws to maintain Concentration, as it feels parasites squirming within its flesh.

A creature may repeat this saving throw as an Action, ending the effect and becoming immune to it for 24 hours on a success.

Magic Resistance. The ekolid has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The ekolid makes five attacks with its Stinging Flurry.

Stinging Flurry. Melee Weapon Attack: +1 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Exultant Chitter (Recharge 5-6). Each creature within 30 feet that can hear the ekolid and is infected with Ekolid Parasitism takes 7 (2d6) piercing damage, then must make a DC 12 Constitution saving throw.

On a failed save, the disease ends for the creature and it spawns an Ekolid Nymph in its space.

Bonus Actions

Implant Egg. One creature the ekolid hit with its Stinging Flurry this turn must succeed on a DC 12 Constitution saving throw or be infected with Ekolid Parasitism.

A target hit with three or more Stinging Flurry attacks this turn makes this saving throw with disadvantage.

Screeching Choir. The ekolid lets out a discordant wail. Each creature within 30 feet that can hear it and is Concentrating must succeed on a DC 10 Constitution saving throw or lose Concentration.

Golothoma

Golothoma Lore

Arcana DC 15: The heavy, blunt tail of the golothoma drips with raw, concentrated shadow, distilled into a tar-like substance that eats away at denizens of the light. This shadow additionally pools on the ground beneath them, seeming to take on a life of its own as it moves and distorts independently of its progenitor.
Nature DC 10: Dubbed "Mouthless Hungerers", golothomas are demons driven by an insatiable and ravenous hunger despite having no means of consumption or digestion, instead nourished by proxy as they feed fresh corpses to their living shadows.
Religion DC 15: Common in the lightless tunnels of the Writhing Realm, golothomas are a hideous form of worm-like obyrith that opportunistically feed upon the Squirming King's refuse, along with whatever other unfortunates happen to wander into that dread realm.

Golothoma Tactics

Golothomas use their Flatten Reality whenever available, first using it to attack vulnerable backliners and then to teleport to a position where it can corner them on its following turn. They prioritize as a target any creature that can deal radiant damage or that is carrying a source of Bright Light. Hit or miss, they try to target a different creature each turn with their corrosive tar strike, if one is available.

Worm-Shadow Tactics

Outside of its turn, the worm-shadow darts around the golothoma so long as it is not illuminated by bright light, always staying out of melee range of any pursuers (particularly those capable of dealing radiant damage) and avoiding provoking attacks of opportunity as much as possible. Typically, if the shadow is not taking any radiant damage and has more than 50 hit points, it will take any damage directed at it, otherwise shunting any damage it can onto its golothoma.

It uses its Shadow Feeding any time it can catch two or           more foes in the area, otherwise attacking with its                   Shadow Barbs. If its golothoma's Flatten Reality is                             active, it first teleports to a point in the line                                   where it can affect the most foes, then                                           moves back to the golothoma's side                                               before the end of its turn. It uses                                                       its Corpse Consumption                                                       typically only if it can consume                                                              two or more corpses with                                                             it, or to consume its                                                                 golothoma if its                                                                 golothoma is killed.


Golothoma

Huge fiend (demon), chaotic evil


  • Armor Class 17 (Natural Armor)
  • Hit Points 275 (22d12 + 132)
  • Speed 30 ft., burrow 50 ft., swim 50 ft.

STR DEX CON INT WIS CHA
25 (+7) 18 (+4) 22 (+6) 4 (-3) 17 (+3) 19 (+4)

  • Saving Throws STR +12, CON +11
  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Truesight 120 ft., Passive Perception 18
  • Challenge 14 (11,500 XP)

Form of Madness. A non-obyrith creature that starts its turn within 120 feet of the golothoma and can see it must succeed on a DC 17 Wisdom saving throw or believe itself to be the shadow of a greater creature cast from a distant realm.

The affected creature is Frightened while in Bright Light or Darkness and can repeat this saving throw as an Action, ending the effect and becoming immune to it for 24 hours on a success.

Magic Resistance. The golothoma has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The golothoma makes three attacks, one of which may be with its Corrosive Tar Strike.

Perforating Barbs. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 7) piercing damage.

Corrosive Tar Strike. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage and the target must succeed on a DC 20 Strength saving throw or be pushed 10 feet away and covered in acidic sludge.

Until a creature takes an action to remove it, the target's movement is reduced by half and it takes 14 (4d6) acid damage at the beginning of each of its turns.

Bonus Actions

Flatten Reality (3rd Level Spell, Concentration, Recharge 5-6). A line of distorted space, 150 feet long and 5 feet wide, extends from the golothoma's eye.

Until the end of the golothoma's next turn, each creature in the area counts as being within 5 feet of each other creature in the area, and may teleport to any unoccupied space in the area as a Bonus Action.


Worm-Shadow

Huge fiend (demon), chaotic evil


  • Armor Class 20 (Natural Armor)
  • Hit Points 95 (10d12 + 30)
  • Speed 60 ft., climb 60 ft.

STR DEX CON INT WIS CHA
1 (-5) 25 (+7) 16 (+3) 7 (-2) 13 (+1) 19 (+4)

  • Damage Vulnerabilities Radiant
  • Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses Darkvision 120 ft. (penetrates magical darkness), Passive Perception 11
  • Challenge 5 (included in Golothoma)

Worm-Bonded. The worm-shadow is bonded to a golothoma, granting it the following traits:

  • The worm-shadow is Attached to its golothoma and cannot move or be moved more than 5 feet away from it. If the worm-shadow starts its turn more than 5 feet away from the golothoma, it teleports to an unoccupied space within 5 feet of the golothoma and takes 11 (2d10) force damage.
  • While in Dim Light or Darkness, the worm-shadow may move any distance at any time with no action required.
  • Whenever the worm-shadow would take any non-radiant damage, it may have the golothoma take that damage in its stead.

Ephemeral Presence. The worm-shadow can move through and occupy the space of other creatures.

Actions

Multiattack. The worm-shadow makes two attacks with its Shadow Barbs.

Shadow Barbs. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) necrotic damage.

Shadow Feeding. Thrashing umbral spines lash upward from the worm-shadow.

Each creature of its choice within 5 feet of it must succeed on a DC 20 Dexterity saving throw or take 10 (3d6) piercing damage, or half as much on a success.

Corpse Consumption. Each corpse in the worm-shadow's space slips into it and is devoured utterly. The worm-shadow and its golothoma (if still alive) each regain 10 hit points for each corpse consumed in this way.

If the worm-shadow devours its golothoma in this way, it regains all of its hit points and loses its Worm-Bonded trait.

Laghathti

Laghathti Lore

Nature DC 15: The surface of the laghathti's numerous tendrilous limbs is covered with tiny needle-like proboscises, able to draw out an unfortunate's memories through its skin. To expedite this process, a laghathti will first regurgitate some of its most recently consumed memories into its victim to disorient them and dislodge any stubborn thoughts of resistance.
Nature DC 20: Though at least somewhat resilient against the amnesiac effects of the stygian waters in which they dwell, laghathti seem to live in a permanent state of disorientation. Nevertheless, they are so effective as hunters that this seldom proves much of a setback, as they rarely need to plan more than a few seconds into the future.

Laghathti, in fact, seem to rely on this trait, as if they spend too long outside the waters they become confused and frightened as the weight of their incalculable trove of devoured memories crowds out the part of their mind that acts on impulse and instinct.
Religion DC 15: Laghathti are a bizarre form of obyrith native to the oblivion waters of the river Styx, which winds across the upper layers of the Abyss from its headwaters in Pandesmos to the frozen void of Ocanthus. While they normally prefer to ambush river travelers from the murky depths, when prey is in short supply they have been known to crawl forth upon the black shores to hunt, dragging any creatures they can grasp back into the oily depths.

Laghathti Tactics

Laghathti try to grapple as many creatures as they can manage, using their Regurgitate Memories on one to disorient it and dragging any creature that seems troublesome into the water. They prioritize targeting whichever creatures have the most tragic backstory, using Devour Memories each turn on them until fully drained, then dropping them in the water to float away, all the while using their tentacles to fend off any intervening allies.

They typically make no effort to kill their victims, though they may make an exception for one that dealt them a particularly grievous wound on the previous turn. If a creature successfully hides from the laghathti, the laghathti immediately forgets that it exists.

Laghathti Memories

Laghathti store and savor the most agonizing memories they devour, and are most eager to share those with their victims using their Regurgitate Memories.

  • You recall the aching itch as your skin dried and cracked, stiffening to stone one inch at a time, your bones screaming with pain as they petrified from the marrow outward. You recall the horrified wince of your friend as he swung the hammer, the sound of your leg shattering, the realization that the stone was still spreading.
  • You recall being thrown from your bunk in the dead of night, the fear and disorientation as the spreading flames from your shattered lantern illuminated the creeping waters within the overturned hull of your ship. You recall the faces of your crewmates as they clawed and fought to stay away from the black waters, each going slack in turn as the waters took them, then lying down and calmly sinking.
  • You recall the blackening veins spreading from your partner's wound, their panicked cries as you dig through your pack for the antidote, discovering the shattered vial leaking its contents over a loose gold piece.
  • You recall the heavy beat of wings across the night sky, the rapidly fading screams of your horse, the dark shape wheeling across the moon, the wave of pain as you tried to stand.

Amnesiac Characters. A character losing their memory can be an opportunity for the players to re-introduce their characters, describing how their appearance and affect have changed over the journey so far.

Laghathti-induced amnesia can also be a good way to introduce a future villain to your campaign in a context where the party can interact with them without hostility, or to facilitate an arc where a former ally joins up with an enemy faction.



Laghathti

Huge fiend (demon), chaotic evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 210 (20d12 + 80)
  • Speed 20 ft., swim 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 19 (+4) 5 (-3) 17 (+3) 12 (+1)

  • Skills Stealth +9, Perception +7, Survival +11
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Charmed, Poisoned
  • Senses Truesight 60 ft., Passive Perception 13
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 10 (5,900 XP)

Form of Madness. A non-obyrith creature that starts its turn within 120 feet of the laghathti and can see it must succeed on a DC 16 Wisdom saving throw or be convinced that is memories have been stolen and replaced.

An affected creature can't count as a willing or friendly target for any spell or magical effect, and can repeat this save as an action, ending the effect on a success.

Weight of Memory. If the laghathti starts its turn outside the waters of the Styx, it must succeed on a DC 10 Wisdom saving throw or be Frightened until it returns to the waters.

Magic Resistance. The laghathti has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The laghathti makes four attacks with its Spined Tentacles, one of which it may replace with either its Devour Memories or Regurgitate Memories.

Spined Tentacles. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 7) piercing damage and the target is grappled (escape DC 17).

Devour Memories. One creature grappled by the laghathti must succeed on a DC 16 Intelligence saving throw or have its proficiency bonus reduced by 1d4 until it completes a Short or Long Rest.

A creature that has its proficiency bonus reduced to 0 in this way loses all biographical memories and can't benefit from any feat until restored by Greater Restoration or similar magic.

Regurgitate Memories (Recharges when the laghathti uses its Devour Memories). One creature grappled by the laghathti must succeed on a DC 16 Intelligence saving throw or take 10 (3d6) psychic damage, be Stunned until the end of the laghathti's next turn, and gain disadvantage on Intelligence saving throws for the next minute.

Reactions

Screeching Wail (1/Day). As a reaction to being reduced below 106 hit points, the laghathti lets out an agonized telepathic wail that is echoed by the voices of each creature grappled by it.

Each creature grappled by the laghathti must succeed on a DC 16 Wisdom saving throw or lose concentration and its breath, if it was holding either, and be Frightened until the end of its next turn.

Sibriex

What horrid corruption could look upon the infinite hordes of the Abyss and be driven to expand them, to breed and spread and diverge their mass into a still greater infinity, extending horizon beyond horizon of horror?

This compulsion, as best as demonologists can tell, is what lies in the mind of the sibriex, a creature whose individual existence might well precede that of any god, of the very notion of mortality, of the Abyss itself.

What is certain is that sibriexes are driven to create, and their medium is the unworked flesh of mortals and demons. They are often sought for this drive, but few can even look upon a sibriex without succumbing to madness, and fewer still can treat with it.

In the great Fleshforges of the Abyss, the few remaining sibriexes do their dark work, sculpting seas of blood and mountains of bone into creations ever more foul. None but the mad visit them there, yet what secrets such a creature might know, that has lived to see eons forgotten and forgotten and forgotten.

Sibriex Lore

Arcana DC 20: Sibriexes are capable of telekinetically animating the chain harnesses that they wear, using the chained hooks for anything from speeding their movement to performing complex and delicate surgeries.
History DC 20: The flesh-grafting services of a sibriex can be acquired for the proper price, but invariably the demon will seek to undermine and subjugate any client or master who has not taken the proper precautions.
History DC 25: Some sibriexes have been known to attempt to sculpt their own spilled blood and bile into living allies in combat, though this process can be interrupted if they are not allowed to concentrate upon it.
Nature DC 15: Sibriexes are capable of warping flesh by grafting the raw matter of the Abyss directly into it. The process is said to be excruciating and irreversible if allowed to run its course.
Nature DC 20: Like many other obyriths, the mere sight of a sibriex is sufficient to warp the mind of the beholder towards madness and corruption.
Religion DC 15: Sibriexes are thought by many demonologists to be obyriths or their descendants, ancient creatures disgorged into the abyss upon its creation from some alien plane.

Sibriex Tactics

Sibriexes open with their Black Bile Slick, then attempt to Charm a creature and Graft it, or restrain and graft it if the target resists. They usually stay 15 ft. above the ground to take advantage of their reach, but may descend if they need to move faster by dragging themselves with their chains. Once a creature is grafted, they will repeatedly target it with Gaze of Perfection and attack it whenever it regains consciousness to speed its transformation.

Flesh Warp. The creature has a core of abyssal rot implanted within it, and is beginning to take on a demonic form determined by the DM.

The creature regains 1 hit point on any passed death saving throw.

Whenever the creature fails a Wisdom saving throw or is reduced to 0 hit points, its Charisma score is reduced by one and a portion of its flesh bubbles and twists, warping into a new demonic form. A creature reduced to 0 Charisma in this way becomes a demon under the sibriex's control, and cannot be restored to its former self by any means short of a Wish spell.

This disease resists any sort of effects that cure disease, but can be ended with Dispel Good and Evil, or with a DC 25 Medicine check to surgically remove the core of rot over the course of an hour, dealing 11 (2d10) slashing damage to the infected creature on a success or failure.

The Charisma reduction and physical changes wrought by the disease last until cured by Greater Restoration or similar magic.



Sibriex

Huge fiend (demon), chaotic evil


  • Armor Class 19 (Natural Armor)
  • Hit Points 325 (26d12 + 156)
  • Speed 30 ft. climb, fly 20 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 3 (-4) 23 (+6) 25 (+7) 24 (+7) 25 (+7)

  • Saving Throws INT +13, CHA +13
  • Skills Arcana +13, History +13, Perception +13
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Truesight 120 ft., Passive Perception 23
  • Languages All, Telepathy 120 ft.
  • Challenge 18 (20,000 XP)

Form of Corruption. A non-obyrith creature that starts its turn within 120 feet of the sibriex and can see it must succeed on a DC 21 Wisdom saving throw or have its Wisdom score rediced by 2 (1d4), to a minimum of 1, until it succeeds on this saving throw or leaves the affected area, as it begins to find its own body to be intolerably misshapen and corrupted.

On a successful saving throw, a creature becomes immune to this effect for 24 hours.

Magic Resistance. The sibriex has advantage on saving throws against spells and other magical effects.

Legendary Resistances (3/Day). If the sibriex fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The sibriex makes three attacks with its Flailing Chains.

Flailing Chains. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage and the target is grappled (escape DC 21). A creature grappled by two or more chains is additionally restrained.

Each chain can be attacked (AC 20; 10 hit points; immunity to psychic damage and damage not from attacks). Destroying a chain deals no damage to the sibriex.

Abyssal Graft. The sibriex attempts to surgically implant a mass of abyssal matter in a willing or restrained creature within 15 feet, forcing it to make a DC 21 Constitution saving throw.

On a failed saving throw, a creature takes 55 (10d10) piercing damage and is afflicted with Flesh Warp, or takes half as much damage on a success.

Black Bile Slick (Recharge 5-6). The sibriex spews black bile in a 30 foot cone, forceing each creature in the area to succeed on a DC 20 Dexterity saving throw or take 36 (8d8) poison damage and fall prone, or take half as much damage on a success. A grappled creature makes this saving throw with disadvantage.

Reactions

Breeder of Horrors (Concentration). When the sibreix is reduced below 163 hit points, it can animate its own spilled blood and bile, causing it to rise in the nearest unoccupied space as an Alkalith.

If the sibriex loses concentration within the next minute, the alkalith dies.

Legendary Actions

The sibriex can take 3 legendary actions, choosing from the options below.

Chain Lash. The sibriex makes a flailing chains attack or animates a new chain, to a maximum of three.

Gaze of Perfection (Costs 2 Actions). One creature the sibriex can see within 30 feet must succeed on a DC 21 Wisdom saving throw or be Charmed by it until the end of the creature's next turn.

While Charmed in this way, a creature believes that the sibriex is the most perfect and beautiful form of life.

Contaminate Wounds (Costs 2 Actions). One creature within 30 feet of the sibriex that does not have all of its hit points must succeed on a DC 20 Constitution save or be Poisoned until the end of the creature's next turn.

A creature that has fewer than half of its hit points makes this saving throw with disadvantage.

Uzollru

The oceans of the Abyss are deep and vast, and contain terrors yet unseen by the eyes of mortals. That the mighty uzollru is not the greatest of these terrors, that it is preyed upon by creatures still larger... it is not a
comforting thought for those mad few who
ply its waters. Not even the obscurity of diminutive size is any protection; the uzollru does not feed for sustenance, for it needs none. The uzollru feeds to soak in the slow deaths of its prey. It feeds to hurt.

Uzollru Lore

Arcana DC 20: Uzollrus have a primal fear of any magic powerful enough to incapacitate them, and are liable to flee if they can be Stunned, Banished, or otherwise debilitated, even briefly.
History DC 20: The uzollru is thought to be a kind of obyrith, an antediluvian denizen of the Abyss that
predates demonic life as we know it today, that
was old when the first intelligent life crawled
across the Prime Material. The mere presence
of an obyrith is known to drive mortals to
madness. Even the blind are
affected, so repellant is the
truly alien wrongness of the obyrith
to every mortal sense, mental and physical.
Nature DC 15: Uzollrus hunt
by burrowing their feeder
tendrils into a victim's body,
liquefying it from the inside with
digestive enzymes. Hole-riddled,
shriveled corpses are often
the first indicator that one
has strayed into an uzollru's hunting
grounds.
Religion DC 20: Though ordinarily
inclined toward animalistic behavior,
uzollrus have a strong connection
to the demon prince Dagon, and
can exhibit remarkable cunning
and understanding when acting on
his behalf.
Religion DC 25: In the deepest trenches
at the depths of the Shadowsea, abyssal
explorers have discovered the crumbling
ruins of gargantuan cities that conform
to the alien bodies of the uzollru,
prompting some to suggest that their
current animalistic state may be the
degraded form of some past civilization,
or perhaps a mask meant to hide
their true nature for some unknown
purpose.

Uzollru Tactics

Uzollrus attack creatures rendered insensate by their Form of Madness and Searing Gaze, first restraining with their claws and then using their Feeding Tendrils until the target dies before moving on to the next.

They angle their armor plating to deflect incoming blows, but otherwise totally disregard any attacks that deal less than 30 damage, provoking attacks of opportunity without hesitation. If the uzollru is reduced below 100 hit points or fails a saving throw against an incapacitating effect,
however, it flees upon regaining its faculties.



Uzollru

Gargantuan fiend (demon), chaotic evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 297 (18d20 + 108)
  • Speed 40 ft., burrow 20 ft., swim 80 ft.

STR DEX CON INT WIS CHA
25 (+7) 11 (+0) 23 (+6) 6 (-2) 22 (+6) 20 (+5)

  • Saving Throws STR +12, DEX +5, CON +11, WIS +11
  • Skills Perception +16
  • Damage Resistances Acid, Fire, Lightning; Attacks made without advantage
  • Damage Immunities Cold; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Condition Immunities Charmed, Frightened, Prone
  • Senses Truesight 240 Ft., Passive Perception 26
  • Languages Abyssal, Telepathy 120 Ft.
  • Challenge 16 (15,000 XP)

Magic Resistance. The uzollru has advantage on saving throws against spells and other magical effects.

Colossal Stature. A creature adjacent to the uzollru may spend its full movement to attempt to climb onto it with a successful a DC 20 Strength (Athletics) check. While climbing on the uzollru, a creature has advantage on melee attacks against it.

Form of Madness. A creature that starts its turn within 120 feet of the uzollru is staggered by the magnitude of its insignificance, and must make a DC 18 Wisdom saving throw.

On a failed saving throw, a creature loses all sense of self preservation. Until the beginning of its next turn, attacks against the affected creature have advantage, and the creature cannot voluntarily move away from the uzollru.

On a successful saving throw, a creature becomes immune to this effect for 1 hour.

Implacable. If the uzollru fails a saving throw, it can choose to succeed instead. If it does, it loses 25 hit points.

Actions

Multiattack. The uzollru makes two melee attacks; one with its Seizer Claw and one with its Crusher Claw.

Seizer Claw. Melee Weapon Attack: +12 to hit, reach 30 ft., one target. Hit: 29 (4d10 + 7) piercing damage and the target is grappled (escape DC 20) and dragged up to 25 feet towards the uzollru. A creature grappled in this way takes 11 (2d10) bludgeoning damage at the start of each of its turns.

Crusher Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 51 (8d10 + 7) piercing damage and the target must succeed on a DC 20 Constitution saving throw or suffer disadvantage on attack rolls that use Strength until it completes a Short or Long Rest.

Feeder Tendrils. The uzollru's feeder tendrils burrow into the body of a creature grappled by it, injecting digestive enzymes.

The creature must succeed on a DC 19 Constitution saving throw or have its Constitution score reduced by 10 (3d6) until it completes a Short or Long Rest.

The target's maximum hit points are not affected by this reduction, and it dies if this reduces its Constitution score to 0.

Legendary Actions

The uzollru can take 3 legendary actions, choosing from the options below.

Searing Gaze. One creature affected by the uzollru's Form of Madness must succeed on a DC 18 Constitution saving throw or be Stunned until the end of the uzollru's next turn.

Angle Armor Plating. The uzollru chooses a direction, adding +5 to its AC against attacks made from that direction by creatures that are not climbing on it until the beginning of its next turn.

Sudden Revelation (Costs 2 Actions). One creature immune to the uzollru's Form of Madness must succeed on a DC 18 Wisdom saving throw or be Frightened until the end of its next turn and lose any immunity it has to the uzollru's Form of Madness.

Design Intent: Angles of Attack. The direction as indicated by the Angle Armor Plating legendary action behaves as a cone of arbitrary size extending from the center of the uzollru's space.

The intent is that creatures trying to keep their distance should have difficulty repositioning to avoid it, but creatures that are close should be able to see and play around it without issue.

Wastriliths

Wastrilith Lore

Arcana DC 15: Waters corrupted by the touch of a wastrilith, the favored servants of the obyrith lord Dagon, spontaneously form whorling rifts to the deepest seas of the Abyss, spewing forth a parade of horrors unknown to the sunlit realms until the foul creature is driven off or slain.
History DC 20: Wastriliths are thought to represent an evolutionary bridge, linking the primordial obyriths with the modern tanar'ric masters of the Abyss. While in mortal realms "krasis" is a term for wine adulterated with water, among demonkind it is a pejorative term directed at wastriliths by both tanar'ri and obyriths, though one might presume the two take issue with different elements.
Nature DC 10: A wastrilith's mere presence upon the Prime Material is an instant ecological disaster felt for miles around, its corruption creeping up estuaries, into groundwater, and up the local food chain.

Areas in which one is allowed to persist grow cruel and dangerous, the local wildlife imbued with abyssal savagery and whole communities descending into mass skullduggery and general lawlessness, driven by a mad and nervous energy that sporadically erupts into acts of violence and depravity.
Religion DC 10: Though many demons are adept at conjuring others of their kind, wastriliths seem more inclined towards summoning creatures of elemental water, which they use to conduct the marine assaults of the Blood War.

They seem to embark on these raids without direction or coordination, simply for the joy of drowning devils in the mind-numbing waters of the Styx, the effects of which they seem entirely immune to.
Religion DC 15: It is said within the crushing depths of the bottomless trenches of Shadowsea, miles beneath the roiling waves of the Gaping Maw, ancient and enormous wastriliths still lair, preserved in their primordial obyrith state by the freezing stasis of the sunless depths.

Dromomania. Communities whose water sources are corrupted by a wastrilith often exhibit a sort of mass hysteria characterized by a sort of reckless wanderlust and kleptomania, often leading to sudden and widespread outbreaks of piratical behavior.

While this usually abates as the affected people are driven outside the area of the wastrilith's influence, those who remain for an extended period gradual mutate into Sea Spawn.

Wastrilith Krasis Tactics

Wastrilith kraseis begin combat with their Oceanic Assault. While they maintain concentration, they use their swim speed to avoid melee, summoning another water weird each turn. Once they lose concentration, they immediately drag a backline combatant close to them, grapple it with their bite, then use their boiling breath to deal extra damage to it as it is pushed out of their grapple. They use their Rime Sphere to divide enemy groups, typically leaving only one or two of their foes outside the sphere's area.

If they have not yet used their Oceanic Assault, they may attempt to surround only themselves with the Rime Sphere, buying time to summon several water weirds.

Wastrilith Chthonian Tactics

Wastrilith chthonians generally don't deign to do more than take a passing snap at any creature smaller than Huge, but if provoked or directed to by Dagon, swiftly attack with their Polluted breath, following up with their Sinuous Slice and Pressure Pulse to push foes deeper into the cone and make it more difficult for them to swim out.

They behave mostly animalistically, and generally just try to swallow as many creatures as quickly as possible with their Gulp Down, starting
with the largest
ones.



Wastrilith Krasis

Large fiend (demon), chaotic evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 220 (21d10 + 105)
  • Speed 30 ft., swim 80 ft.

STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 21 (+5) 19 (+4) 12 (+1) 14 (+2)

  • Saving Throws STR +9, CON +10
  • Skills Arcana +9, Deception +7, Stealth +9
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 11
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 13 (10,000 XP)

Corrupt Water. At the start of each of the wastrilith's turns, exposed water within 30 feet of it is corrupted. Underwater, this effect lightly obscures the area until a current clears it away.

A creature that starts its turn in the area or enters it for the first time on a turn must succeed on a DC 18 Constitution saving throw or be unable to distinguish friend from foe until the beginning of its next turn.

On a success, a creature becomes immune to the effect for 24 hours.

Villiform Teeth. The wastrilith does not automatically release creatures grappled by its Bonescraper Bite when Incapacitated.

A creature grappled in this way that attempts to escape takes 6 (1d12) piercing damage, and a creature freed from this grapple by forced movement takes 13 (2d12) piercing damage.

Magic Resistance. The wastrilith has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The wastrilith uses its Grasping Spout and makes three attacks, one of which may be with its Bonescraper Bite.

Bonescraper Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 30 (4d12 + 4) piercing damage, and the target is grappled (escape DC 17).

Carcass Hooks. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage.

Grasping Spout (2nd Level Spell). The wastrilith launches a spout of water at one creature it can see within 60 feet, which must succeed on a DC 17 Strength saving throw or take 22 (4d8 + 4) acid damage and be pulled up to 30 feet toward the wastrilith.

Boiling Breath (6th Level Spell, Recharge 5-6). The wastrilith exhales a torrent of boiling water in a 30-foot cone. Each creature in the area must succeed on a DC 17 Constitution saving throw or take 42 (12d6) fire damage, or half as much damage on a success.

Each Medium or smaller creature in the area is pushed up to 15 feet away.

Oceanic Assault (1/Day, 7th Level Spell, Concentration). The wastrilith transforms an unoccupied 5 foot radius space filled with water that it can see within 30 feet into a Water Weird that lasts for a minute and acts on the wastrilith's initiative and under its control.

On each of its turns for the next minute, the wastrilith may repeat this action, summoning an additional Water Weird.

While the wastrilith has three or more summoned water weirds active at a time, it has disadvantage on saving throws to maintain concentration.

Reactions

Rime Sphere (5th Level Spell). When the wastrilith is reduced below 111 hit points, it can raise a 30 foot radius spherical barrier of ice centered on a point it can see within 60 feet, pushing each creature in the barrier's space to a side of the creature's choice.

The barrier can be damaged and destroyed (AC 10, 100 hit points, vulnerability to fire damage), and whenever a creature deals 25 or more damage to the barrier in a turn it may open a breach large enough for a Medium creature to squeeze through at a point in the attack's reach or range.



Wastrilith Chthonian

Gargantuan fiend (demon), chaotic evil


  • Armor Class 20 (Natural Armor)
  • Hit Points 462 (28d20 + 168)
  • Speed 40 ft., swim 100 ft.

STR DEX CON INT WIS CHA
25 (+7) 19 (+4) 23 (+6) 8 (-1) 22 (+6) 14 (+2)

  • Saving Throws STR +14, DEX +11, CON +13
  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Charmed, Frightened, Poisoned
  • Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 16
  • Languages Abyssal, Deep Speech, Telepathy 120 ft.
  • Challenge 22 (41,000 XP)

Form of Madness. A non-obyrith creature that starts its turn within 120 feet of the wastrilith and can see it must succeed on a DC 21 Wisdom saving throw or lose the ability to feel compassion or empathy.

An affected creature cannot target a friendly creature with a spell or magical effect, and any friendly creature that attempts to cast healing magic within 10 feet of the affected creature must succeed on a Dexterity check contested by the affected creature or have the affected creature become the magic's new target.

An affected creature can repeat this saving throw as an Action, ending the effect and becoming immune to it for 24 hours on a success.

Villiform Teeth. The wastrilith does not automatically release creatures grappled by its Bonescraper Bite when Incapacitated.

A creature grappled in this way that attempts to escape takes 13 (2d12) piercing damage, and a creature freed from this grapple by forced movement takes 26 (4d12) piercing damage.

Magic Resistance. The wastrilith has advantage on saving throws against spells and other magical effects.

Implacable. If the wastrilith fails a saving throw, it can choose to succeed instead. If it does, it loses 25 hit points.

Actions

Multiattack. The wastrilith makes three attacks, one of which may be with its Bonescraper Bite. It may replace any number of attacks with uses of its Gulp Down.

Bonescraper Bite. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 46 (6d12 + 7) piercing damage, and the target is grappled (escape DC 22).

Carcass Hooks. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 25 (4d8 + 7) slashing damage.

Gulp Down. One creature grappled by the wastrilith takes 13 (2d12) piercing damage and must succeed on a DC 22 Strength saving throw or be restrained for as long as it remains grappled.

A restrained creature that fails this saving throw instead takes 26 (4d12) piercing damage and becomes Swallowed for as long as it remains grappled.

Polluted Breath (Recharge 5-6). The wastrilith breathes forth a torrent of black bile in a 60 foot cone, heavily obscuring the area until the beginning of its next turn.

Each creature swallowed by the wastrilith and each creature in the area when it appears must succeed on a DC 21 Constitution saving throw or take 27 (6d8) acid plus 21 (6d6) poison damage, or half as much on a success.

Each creature that ends its turn in the area must succeed on a DC 21 Constitution saving throw or be Poisoned until the end of its next turn. While Poisoned in this way, a creature is Stunned.

Legendary Actions

Gulp Down. The wastrilith uses its Gulp Down.

Pressure Pulse. Each creature within 15 feet of the wastrilith must succeed on a DC 21 Strength saving throw or be pushed up to 15 feet away.

Sinuous Slice (Costs 2 Actions). The wastrilith moves up to half its swim speed and makes two attacks with its Carcass Hooks.

Caligrosto

Caligrosto Lore

History DC 10: Certain weapons of great power are known to exert an evil influence upon their wielders, spurring them to ever greater acts of carnage. While such blades earn their bearers great renown, they inevitably grow unsatisfied with their bearer's bloodlust and drive them to ruin.
Religion DC 20: A caligrosto is a form of loumara, a spectral demon born of the nightmares seeping from a dead god of craftsmanship. These demons bind themselves to blades to revel in the feeling of carving flesh from bone, fed by the blood of both their wielder and its victims. Once bound to a blade, their demonic aura is rendered undetectable, though they can still be expelled through exorcism, or by destroying their bound weapon.

Caligrosto Tactics

Caligrostos remain friendly toward their bearers as long as they are fed hit dice daily, urging them to take on stronger and stronger enemies. If not fed, they grow progressively more agitated and hostile, eventually attacking their bearers. While in control of an unconscious bearer, caligrosto’s first attack the bearer's enemies, then its allies when no enemies remain. A caligrosto whose relationship has deteriorated with its user may attempt to kill it and abandon it in favor of a more powerful or bloodthirsty option, if one
presents itself.


Blood Echo

Medium fiend, chaotic evil


  • Armor Class 15
  • Hit Points 90 (12d8 + 36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 20 (+5) 16 (+3) 6 (-2) 8 (-1) 14 (+2)

  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Senses Darkvision 120 ft., Passive Perception 14
  • Challenge 5 (1,800 XP)

Blood Mimic. When created, the blood echo takes on a fiendishly warped version of the appearance of the last creature hit with a melee attack by its creator (or by its creator's wielder).

Echo Parasite. The blood echo uses the attack bonus and saving throw bonuses of whichever creature it is mimicking with its Blood Mimic trait.

Whenever the blood echo takes damage of a type it is resistant to, the creature it is mimicking takes the same amount of damage.

Actions

Multiattack. The blood echo makes two attacks with its Haunted Blade.

Haunted Blade. Melee Weapon Attack: +X to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) slashing plus 3 (1d6) fire damage.

This attack scores a critical on a 19-20.

If this attack reduces a creature to 0 hit points, the blood echo gains 10 temporary hit points.

Reactions

Echo Shift. When the blood echo hits a creature with a melee attack, it can take on the creature's appearance as per its Blood Mimic trait.



Caligrosto

Medium fiend, chaotic evil


  • Armor Class 13
  • Hit Points 105 (14d8 + 42)
  • Speed fly 40 ft. (hover)

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 16 (+3) 16 (+3) 15 (+2) 19 (+4)

  • Skills Deception +10, Intimidation +7, Stealth +6
  • Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses Darkvision 120 ft., Passive Perception 14
  • Languages Abyssal, Common, Telepathy 120 ft.
  • Challenge 7 (2,900 XP)

Invisible. The caligrosto is Invisible. To creatures that ignore the effects of its invisibility, a weapon possessed by the caligrosto appears to be seething with coils of lightning-flecked mist.

Blade Haunting. A blade Possessed by the caligrosto grows in power, cumulatively gaining the following traits as the caligrosto consumes hit dice lost to its abilities, and resetting to 0 hit dice at dawn:

  • 0 Hit Dice. As an action, the weapon's wielder may lose two unexpended hit dice, feeding the blade.
  • 2 Hit Dice. The weapon deals an additional 1d6 fire damage and scores a critical on a 19-20.
  • 4 Hit Dice. The weapon's wielder gains 10 temporary hit points whenever it reduces a creature to 0 hit points.
  • 6 Hit Dice. While Incapacitated, the weapon's wielder ignores the effects of being Incapacitated and acts under the caligrosto's control.
  • 8 Hit Dice. On each of the caligrosto's turns, it may move the blade up to the caligrosto's fly speed and make two attacks with it (+7 to hit, +4 to damage rolls).

Masked Nature. While the caligrosto is possessing a weapon, its creature type can't be detected by spells or magical effects.

Incorporeal Movement. The caligrosto can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Lifeblood Empowerment. One creature within 5 feet of the caligrosto must succeed on a DC 15 Constitution saving throw or take 13 (3d8) necrotic damage and lose two unexpended hit dice, or drop to 0 hit points if it cannot.

While Possessing a weapon, the caligrosto may only target a creature that is wielding it with this ability.

Spawn Blood Echo (1/Day). If the caligrosto has consumed at least six hit dice since the last dawn, it creates a Blood Echo under its control in an unoccupied space within 5 feet, and the blade it is possessing flies into the blood echo's grasp.

While wielded by a Blood Echo, the effects of the caligrosto's Blade Haunting are represented in the Blood Echo's stat block and are not cumulative with it.

Blade Possession (1/Day). The caligrosto enters a nonartifact weapon within 5 feet that deals piercing or slashing damage and Possesses it until the caligrosto is expelled or the weapon is destroyed.

If the weapon is magical, the caligrosto must immediately succeed on a DC 20 Charisma saving throw or be expelled from the weapon. Once expelled from a weapon, the caligrosto can't enter that weapon again.

Reactions

Brutal Triumph. When a weapon the caligrosto is possessing reduces a creature to 0 hit points, the caligrosto can consume one of the creature's hit dice.

Dybbukim

Dybbuk Lore

Arcana DC 10: Dybbukim are a form of demonic spirit that inhabits the corpses of beasts and humanoids, using them for ever-escalating works of evil mischief while cloaked in a guise of life.
Religion DC 10: Named after the demonic creatures which they are most commonly called upon to imprison, a Dybbuk Box is an artifact crafted to trap evil spirits too powerful, tenacious, or elusive to destroy, once they have been expelled from whatever host they were possessing. The creation of one is considered a great evil, however, as misfortune forever follows the one that uses it.
Religion DC 15: While spirits bound to a Dybbuk Box are nearly harmless, if often unsettling, while bound in this way they cannot be truly exorcized.
Religion DC 20: Dybbuk-possessed creatures are terrifyingly strong and resilient, making most ordinary forms of exorcism difficult as no ordinary wounds will subdue them. Often, the              only way to be rid of a dybbuk-possessed creature is to                          completely dismember it, then to burn the                                      parts to ash, thus forcing the luminous                                          demon within to emerge.

Dybbuk (Bound) Tactics

A bound dybbuk seeks to torment its box's owner into releasing it by driving away its friends and family and using animated corpses, usually those of animals, to cause disturbing and frightening events.

It escalates slowly, however, to avoid attracting undue attention from those that might be able to exorcize it.

Dybbuk (Unbound) Tactics

A dybbuk that has made its way to the Prime Material seeks a person of local power and ailing health to kill in private, then possesses their corpse. Once it has, it pretends to be that person, sowing evil and chaos within their community while evading detection for as long as possible, revealing itself as a Deadite only if cornered.

If it was bound in a Dybbuk Box, once unbound it seeks revenge on each of the box's former owners, ideally killing and possessing someone close to them and using their new host to drive their foe to madness and ruin.

Dybbuk Deadite Tactics

       When fighting as Deadites, dybbukim show no regard for                their own safety or even victory, instead taking great                        pleasure in mocking foes and causing pain or                                terror. They will often pretend to be dead after                              the first time they are reduced to 0 hit points,                                waiting minutes or hours to attack once                                        again. They abandon a possessed corpse                                    only if it is in immediate danger of being                                    completely destroyed, or if there are no                                      enemies around to capitalize on its                                              vulnerability.

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Dybbuk Box

Wondrous Item, uncommon


The dybbuk box is a box of ash wood inlaid with holy symbols, meant as a tool for binding evil spirits. The box can be damaged and destroyed (AC 10, 15 HP, Immunity to Poison and Psychic Damage)

Trapping a Spirit. As an action, a creature carrying an empty dybbuk box may force one fiend or spectral undead creature that it can see within 30 feet to succeed on a DC 15 Charisma saving throw or be bound to the box until the box is destroyed. A target with fewer than 50 hit points makes this saving throw with disadvantage.

While the box has a creature bound to it, it has the following traits:

  • Ownership. The box is owned by a single creature, initially the creature that used it, who can only exchange ownership with another through a formal, informed, and voluntary transaction. If the box's owner dies without arranging a successor, the box ceases to function. Events always contrive to draw the box back to its owner.
  • Nightmares. The box's owner and each creature within 120 feet of the box are plagued with terrible nightmares. Each time an affected creature completes a Long Rest, it must succeed on a DC 12 Wisdom saving throw or gain no benefit from the Long Rest.
  • Seal. While the box is closed, the creature bound to it is Incapacitated. Once per day, the creature may attempt a DC 20 Charisma saving throw, opening the box on a success.
  • Forbiddance. The bound creature and other creatures under its control can't move or damage its box. While bound to its box, the creature is Invisible, intangible, can't deal damage or be damaged, and can't hear or speak.

Dybbuk (Bound)

Medium fiend, chaotic evil


  • Armor Class 12
  • Hit Points 71 (11d6 + 33)
  • Speed fly 20 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 16 (+3) 16 (+3) 15 (+2) 14 (+2)

  • Damage Immunities All
  • Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses Darkvision 120 ft., Passive Perception 12
  • Challenge 0 (10 XP)

Lip Reader. The dybbuk cannot hear, but understands statements spoken by a creature it can see whose mouth is not hidden.

Dybbuk Box. The dybbuk is bound to a holy artifact; a sealed container (AC 10, 15 HP, Immunity to Poison and Psychic Damage) that contains its power.

If the artifact is destroyed, the dybbuk transforms into a Dybbuk (Unbound).

Actions

Disturbing Behavior. The dybbuk makes a creature under its control do something unnatural, such as levitate, vomit blood, twist its head all the way around, or cause a quadruped to move as a biped.

Each nonfiend creature within 30 feet that can see it must succeed on a DC 12 Wisdom saving throw or be Frightened until the end of the dybbuk's next turn.

Corpse Dominion (1/Day). One corpse of either a humanoid or beast of CR 4 or lower within 500 feet of the box rises and acts under the dybbuk's control for the next hour.

A corpse animated in this way gains the appearance of life, retains the statistics it had in life, and can't voluntarily harm a humanoid creature.


Dybbuk (Unbound)

Small fiend, chaotic evil


  • Armor Class 12
  • Hit Points 71 (11d6 + 33)
  • Speed fly 40 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 16 (+3) 16 (+3) 15 (+2) 14 (+2)

  • Skills Deception +4, Intimidation +4, Stealth +6
  • Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses Darkvision 120 ft., Passive Perception 12
  • Languages Abyssal, Common, Telepathy 120 ft.
  • Challenge 4 (1,100 XP)

Imperceptible Glow. While in Bright Light, the dybbuk can attempt to Hide as a Bonus Action, and may do so without obscurement.

Incorporeal Movement. The dybbuk can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Spectral Weapons. The dybbuk's attacks treat all creatures as unarmored (an unarmored creature's AC is usually 10 plus its Dexterity modifier.)

Actions

Touch of Nightmares. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) psychic damage and the target must succeed on a DC 12 Intelligence saving throw or be Frightened for the next minute (Save Ends at end of turn) as it hallucinates being beset by tiny cackling horrors.

The dybbuk may make this attack as a Bonus Action and with a reach of 60 feet against any creature Frightened in this way.

Corpse Possession (1/Day). The dybbuk Possesses a beast or humanoid corpse in its space, transforming it into a Dybbuk Deadite until the dybbuk is expelled.

When it does, the dybbuk may choose for the creature to gain the appearance of life, which lasts until it makes an attack. This Possession ends early if the Deadite is completely destroyed.

Bonus Actions

Evil Gust. One creature the dybbuk can see within 30 feet must succeed on a DC 12 Strength saving throw or be knocked prone and dragged up to 30 feet in a direction of the dybbuk's choice.


Dybbuk Deadite

Medium fiend/undead, chaotic evil


  • Armor Class 14
  • Hit Points 135 (18d8 + 54)
  • Speed 50 ft., climb 50 ft., fly 15 ft. (hover)

STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 16 (+3) 16 (+3) 15 (+2) 14 (+2)

  • Skills Athletics +7, Deception +5, Perception +5
  • Damage Immunities Poison, Necrotic
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 14
  • Languages Abyssal, Common, Telepathy 120 ft.
  • Challenge 7 (3,900 XP)

Abyssal Endurance. The deadite cannot be killed while it is Possessed. If the deadite begins its turn with 0 hit points, it makes a DC 10 Constitution saving throw, regaining 20 hit points on a success.

Dismembering Weakness. If the deadite takes any damage while at zero hit points, one of its body parts is severed.

The deadite's speed is reduced by 10 feet and it makes one fewer attack with its multiattack for each part severed in this way. If the deadite's speed is reduced to 0, it is Incapacitated.

Actions

Multiattack. The deadite makes five attacks with its Wild Swipes, one of which it may replace with its Reattach Limb.

Wild Swipes. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) slashing damage and the target is pushed 5 feet away.

Reattach Limb. The deadite reattaches one of its severed body parts within 5 feet to itself.

Bonus Actions

Blood Geyser. The deadite emits a geyser of black blood in a 15 foot cone from its mouth or one of its wounds.

Each creature in the area is pushed 5 feet away and must succeed on a DC 13 Constitution saving throw or be Blinded until the end of the deadite's next turn.

Telepathic Lunge. One of the deadite's severed body parts flies up to 15 feet. Then, if it is in a creature's space, the body part becomes Attached to it (remove DC 15).

If the body part was already Attached to a creature, instead the creature must succeed on a DC 15 Strength saving throw or take 6 (1d4 + 4) bludgeoning damage and be dragged up to 15 feet by the body part.

Guecubus

Guecubu Lore

Arcana DC 15: The guecubu is a form of loumara, a demon spawned from a masterless layer of the Abyss in which the dreams of dead gods take form and are given life. These invisible demonic spirits often lurk in abyssal metropolises, hoping to hitch a ride on a planar traveler, and are mostly harmless if ignored, though some find their intrusive whispers irritating.
Religion DC 10: Streaks of bizarre ritualistic murders in densely populated areas often indicate the influence of a guecubu, a demonic spirit that gradually drives its victims into madness and depravity before finally taking possession of their bodies. While they can be expelled by any ordinary means of exorcism, restraining their victims long enough to complete one can be difficult or impossible without first draining their unholy strength with draped holy talismans.
Religion DC 15: Guecubus can't harm or be harmed by creatures that can't see them, but are at their most dangerous when rendered vulnerable by a circle of salt. If they can be extricated from the back of the creature they are haunting, a guecubu can be physically forced into a sufficiently large mirror, where it becomes trapped as long as the mirror remains intact.
Religion DC 20: Somewhat uniquely among demons, guecubus seem inclined toward fits of religious mania, worshiping the spirit of the Abyss itself. Captured guecubus have been known to claim that the Voice of True Chaos grows clearer and more forceful with each creature they kill.


Guecubu Cackle-Fiend

Medium fiend/humanoid, chaotic evil


  • Armor Class 13
  • Hit Points 93 (11d8 + 44)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
25 (+7) 16 (+3) 19 (+4) 10 (+0) 16 (+3) 18 (+4)

  • Damage Resistances Cold, Fire, Lightning
  • Senses Darkvision 120 ft., Passive Perception 13
  • Languages Abyssal, Common, Telepathy 120 ft.
  • Challenge 3 (700 XP)

Unholy Strength. While restrained, the cackle-fiend has its Strength and Dexterity scores reduced by 1, to a minimum of 1, for each holy talisman draped over it.

Sadistic Fixation. The cackle-fiend's attacks deal no additional damage on a critical hit. Instead, on a critical hit the target must succeed on a DC 15 Constitution saving throw or lose a limb of the target's choice.

Actions

Rending Thrash. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage and the target is pushed up to 15 feet away.

A creature killed by this damage is rent limb from limb.

Madness Overflowing (Recharge 5-6). Erratic bolts of crackling fire leap from the mouth and eyes of the fiend in a 15 foot cone.

Each creature in the area must succeed on DC 14 Dexterity saving throw or take 7 (2d6) fire plus 7 (2d6) lightning damage and be Frightened until the end of the cackle-fiend's next turn.

Guecubu Tactics

Guecubus preferentially attach themselves to a creature that they suspect harbors bitter resentments and remain silent while they initially observe the creature, eventually beginning to whisper to it when it is alone, imploring it to pursue its cruelest impulses.

Once the creature has done enough evil on its own that it would have difficulty seeking aid from authorities, the guecubu begins committing grisly, ritualistic murders with the sleeping creature's body, concealing all evidence if possible and eventually turning it into a cackle-fiend and taking it on a suicidal spree of carnage once it grows bored.



Guecubu Soul Haunt

Medium fiend, chaotic evil


  • Armor Class 13 (Natural Armor)
  • Hit Points 105 (14d8 + 42)
  • Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 14 (+2) 10 (+0) 16 (+3) 18 (+4)

  • Skills Deception +6, Insight +7, Stealth +6
  • Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses Darkvision 120 ft., Passive Perception 13
  • Languages Abyssal, Common
  • Challenge 4 (1,100 XP)

Lurking Presence. Unless it is encircled with salt, the guecubu is Invisible, immune to any damage dealt by a creature that cannot see it, and can't be Grappled or forced to move.

Guecubu Weaknesses. The guecubu has the following weaknesses.

  • Salt-Warded. The guecubu cannot cross a line of salt unless it is Attached to or Possessing another creature.
  • Blessing-Burned. When a creature the guecubu is possessing is targeted by a spell with a divine source, the creature and the guecubu each take 7 (2d6) radiant damage.
  • Mirror-Trapped. A guecubu that is forced to move into the space of a Medium or larger mirror must succeed on a DC 20 Charisma saving throw or be imprisoned in the mirror until the mirror is broken.

Incorporeal Movement. The guecubu can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Multiattack. The guecubu makes three attacks with its Frenetic Claw.

Frenetic Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature that can see the guecubu. Hit: 6 (1d8 + 2) slashing damage.

On a critical hit, the target is Blinded until the end of its next turn.

Clutch Back. One humanoid creature in the guecubu's space must succeed on a DC 14 Charisma saving throw or have the Guecubu become Attached to it. On a successful save, the creature becomes immune to this ability for 24 hours.

While the guecubu is Attached to a creature, it can mimic that creature's voice, and that creature can't see the guecubu by any means. If a creature the guecubu is attached to teleports, the guecubu teleports with it.

Profane Sleep. One Sleeping creature the guecubu is attached to must make a DC 14 Wisdom saving throw. On a failed save, the creature ignores the effects of being Incapacitated and acts under the Guecubu's control for the next hour.

When the creature wakes or on a successful save, the creature becomes immune to this ability for 24 hours.

Reactions

Cruelty's Reward. As a reaction when a creature the guecubu is attached to commits an act of cruelty, the guecubu increases the creature's Strength by 1, to a maximum of 25.

Then, if the creature has a Strength score higher than 22, it must succeed on a DC 14 Charisma saving throw or become Possessed by the Guecubu and transform into a Guecubu Cackle-Fiend until the guecubu is expelled.

Click here for a version not obscured by the art.

Manitous

Manitou Lore

Religion DC 15: Manitous are a form of loumara,
or demonic spirit, that corrupts and destroys nature, animating plants with foul demonic energies and even possessing fey creatures, forming an unholy hybrid.
Arcana DC 20: The plants animated by a manitou remain under its control only so long as it remains close to them, as the spectral vines the manitou drags through the earth form invisible tethers that sustain its thralls. While physically dragging the spirit away is difficult or impossible, the link can be dispelled or severed by spells such as Banishment.

Manitou Withergast Tactics

Manitous typically begin creating Gravesnags only during combat or if they believe a fight is imminent, or if they intend to immediately abandon them to deal indiscriminate harm to a forest. Generally, they create Gravesnags to attack and subdue fey for them to possess, then rampage in their Befouled form until destroyed, then flee if outmatched to repeat the process. When fleeing, they sink into the earth with their Incorporeal Movement and take the force damage each turn until out of visual range of their foes.

Withergasts attack as many different creatures with their Terror Vines as possible, prioritizing those with poor physical abilities, then use their Rend Nature each turn when they have two or more creatures grappled.



Manitou Withergast

Medium fiend, chaotic evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 165 (22d8 + 66)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
13 (+1) 8 (-1) 16 (+3) 7 (-2) 15 (+2) 18 (+4)

  • Damage Resistances Acid, Cold, Fire, Lightning, Thunder
  • Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses Darkvision 120 ft., Passive Perception 14
  • Languages Abyssal, Sylvan
  • Challenge 11 (7,200 XP)

Incorporeal Movement. The manitou can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Spectral Weapons. The manitou's attacks treat all creatures as unarmored (an unarmored creature's AC is usually 10 plus its Dexterity modifier.)

Magic Resistance. The manitou has advantage on saving throws against spells and other magical effects.

Actions

Multitattack. The manitou makes three attacks with its Terror Vines.

Terror Vines. Melee Weapon Attack: +5 to hit, reach 30 ft., one target. Hit: 10 (2d8 + 1) piercing plus 9 (2d8) necrotic damage and the target is restrained in place (escape DC 13).

While restrained in this way, a creature levitates 15 feet off the ground and is Frightened.

Rend Nature. Each creature or plant restrained by the manitou must succeed on a DC 16 Constitution saving throw or take 27 (6d8) necrotic damage, or half as much on a success.

A beast, fey, or plant creature has vulnerability to this damage.

Sow Demonseed (Recharge 4-6). The manitou plants a spectral seed in a Medium or Large plant within 5 feet, transforming it into a Gravesnag that remains under the manitou's control for the next hour.

Fey Possession (1/Day). The manitou forces a fey creature in its space to succeed on a DC 16 Charisma saving throw or be Possessed by the manitou, transforming it into a Manitou Befouled until the manitou is expelled.

An Unconscious creature has disadvantage on this saving throw.



Manitou Befouled

Large fey/fiend (demon), chaotic evil


  • Armor Class 16
  • Hit Points 199 (19d10 + 95)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 17 (+2) 21 (+5) 7 (-2) 15 (+2) 17 (+3)

  • Saving Throws CON +11, WIS +8, CHA +9
  • Skills Perception +4, Stealth +5
  • Senses Darkvision 60 ft., Passive Perception 14
  • Languages Abyssal, Sylvan
  • Challenge 18 (20,000 XP)

Tree Stride. Once on its turn, the manitou can use 10 feet of its movement to step magically into one Large or larger tree within 5 feet and emerge into an unoccupied space within 5 feet of a second tree within 60 feet.

Brittle Growths. Whenever the manitou takes 15 or more damage from a single source, it must succeed on a DC 20 Constitution saving throw or lose one of its Living Weapons and release one creature grappled by it.

Magic Resistance. The manitou has advantage on saving throws against spells and other magical effects.

Legendary Resistances (3/Day). If the manitou fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. The manitou makes one Living Weapon attack for each Living weapon it has active, one of which it may replace with a use of its Hurl Creature.

Living Weapon. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning, piercing, or slashing damage.

Instead of dealing damage, the manitou may grapple the target (escape DC 20)

Terror Vines. Melee Weapon Attack: +12 to hit, reach 30 ft., one target. Hit: 15 (2d8 + 6) piercing plus 9 (2d8) necrotic damage and the target is restrained in place (escape DC 20).

While restrained in this way, a creature levitates 15 feet off the ground and is Frightened.

Hurl Creature (Requires a grappled creature). Ranged Weapon Attack: +12 to hit, range 30/60 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. On a hit or miss, the thrown creature takes the attack's damage.

Bonus Actions

Spasmodic Growth (Recharge 4-6). Part of the manitou bulges and distends, growing into a Living Weapon and pushing each other creature within 5 feet of the manitou that isn't grappled by it 5 feet away.

The manitou may have up to three of these weapons active at any time. While it has two or more of these weapons active, the manitou’s size increases to Huge.

Legendary Actions

The manitou can take 3 legendary actions, choosing from the options below.

Forced Growth. The manitou rolls to recharge its Spasmodic Growth. If it succeeds, it may immediately use its Spasmodic Growth as a reaction.

Terror Vines. The manitou makes an attack with its Terror Vines.

Murderous Drag. The manitou forces one creature grappled by one of its Living Weapons to make a DC 20 Strength saving throw.

On a failed save, the creature is knocked prone, then the manitou moves up to half its speed in a straight line.

For each 5 feet the manitou moves in this way, the grappled creature takes 9 (2d8) bludgeoning damage.

Sow Demonseed (Costs 2 Legendary Actions). The manitou plants a spectral seed in a Medium or Large plant within 5 feet, transforming it into a Gravesnag that remains under the manitou's control for the next hour.

Manitou Befouled Tactics

Manitou befouled fight without any regard for self preservation, typically attacking the creature to most recently damage them, though they prioritize targets that have associations with beasts, fey, or plants.

They begin fights typically with all three of their Living Weapons active, and grapple with their first attack that hits so they can follow up with repeated uses of their Murderous Drag, ending by Hurling the creature on their following turn at another of their foes. They use Sow Demonseed if they have fewer than three Gravesnag Allies, Forced Growth if they have fewer than two Living Weapons, and their Terror Vines otherwise.

Draegloths

Draegloth Lore

History DC 10: Draegloths are fiendish drow hybrids that fight beside their basal kin as battlefield assassins, tearing through enemy lines to grasp commanders and dragging them screaming away from any allies.
Religion DC 15: Draegloths are the most numerous of half-fiends, and perhaps the only ones that are commonly created with intention and tolerated within mortal societies. Born from profane rituals that mingle drow and demonic essences, the successful conception of one inevitably heralds an era of bloody conflict, as the drow house it is born into takes it as a sign that Lolth's eye is upon them.
Religion DC 20: Occasionally the truly mad will attempt to mix the blood of driders and glabrezus, producing spawn more powerful still than common draegloths, yet so brimming with demonic bloodlust that they are as like to attack friend as foe on or off the battlefield.

Such abominations are traditionally given as a ritual offering to Lolth, transporting them to the depths of the Demonweb Pits where they grow into some of the most feared creatures to stalk those dark paths.

Draegloth Heritor Tactics

Heritors dodge and dash through enemy combatants, making a beeline toward a vulnerable commander or spellcaster, then grasp it with their Savage Claws and begin to retreat with it, battering other creatures away as they go and using their Flaying Scream on the grappled creature whenever available.

They use their Glyph of Light's Bane on any creature that             they intend to release from their grapple, or that they                                               expect to escape by some means.


Draegloth Heritor

Large fiend (demon)/monstrosity, chaotic evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 161 (17d10 + 68)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 13 (+1) 11 (+0) 11 (+0)

  • Skills Arcana +4, Perception +3, Stealth +5
  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 13
  • Languages Abyssal, Elvish, Undercommon
  • Challenge 7 (2,900 XP)

Brutal Grace. If the draegloth takes the Dash or Dodge action, until the end of the turn it may make a melee attack against any creature that makes an opportunity attack against it.

Light-Enraged. The first attack the draegloth makes each turn while in Bright Light has advantage.

Actions

Multiattack. The draegloth makes three attacks with its Savage Claws.

Savage Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) slashing damage.

If this attack was made with advantage, the target suffers one additional effect:

  • The target is grappled (escape DC 16).
  • The target is pushed 5 feet away.
  • The target is knocked prone.

Glyph of Light's Bane (2nd Level Spell). One creature grappled by the draegloth must succeed on a DC 15 Charisma saving throw or take 14 (4d6) fire damage and be Cursed for the next minute.

While cursed in this way, the creature takes 7 (2d6) fire plus 5 (1d10) necrotic damage whenever it ends its turn illuminated by Bright Light

Flaying Scream (Recharge 5-6, 3rd Level Spell). The draegloth's eyes blaze with abyssal flame as it holds a grappled creature aloft and screams at it.

Each light the creature is carrying is doused, then the creature must succeed on a DC 15 Constitution saving throw or take 10 (3d6) fire plus 27 (6d8) thunder damage, or half as much on a success.

A creature killed by this damage has its skin peeled off and blown away in a spray of gore.



Draegloth Abomination

Large fiend (demon)/monstrosity, chaotic evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 210 (20d10 + 100)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 20 (+5) 16 (+3) 15 (+2) 17 (+3)

  • Skills Perception +6, Stealth +6, Survival +10
  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 16
  • Languages Abyssal, Elvish, Undercommon
  • Challenge 12 (8,400 XP)

Web-Dweller. The draegloth can climb difficult surfaces, including upside down on ceilings and across webs, without penalty.

While in contact with a web, the draegloth knows the exact location of any other creature in contact with the same web.

Brutal Grace. If the draegloth takes the Dash or Dodge action, until the end of the turn it may make a melee attack against any creature that makes an opportunity attack against it.

Light-Enraged. The first attack the draegloth makes each turn while in Bright Light has advantage.

Actions

Multiattack. The draegloth makes four attacks with its Savage Claws, one of which it may replace with a use of its Flaying Scream or Snap Limb, if available.

Savage Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 17 (2d10 + 6) slashing damage.

If this attack was made with advantage, the target suffers one additional effect:

  • The target is grappled (escape DC 18).
  • The target is pushed 10 feet away.
  • The target is knocked prone.

Snap Limb (Recharge 4-6). Melee Weapon Attack: +10 to hit, reach 5 ft., one grappled creature. Hit: 19 (3d8 + 6) bludgeoning damage and the target must make a DC 18 Constitution saving throw.

On a failed save, the creature takes an additional 18 (4d8) bludgeoning damage and loses the use of a limb of its choice until it completes a Long Rest.

Flaying Scream (3rd Level Spell). The draegloth's eyes blaze with abyssal flame as it holds a grappled creature aloft and screams at it.

Each light the creature is carrying is doused, then the creature must succeed on a DC 17 Constitution saving throw or take 10 (3d6) fire plus 27 (6d8) thunder damage, or half as much on a success.

A creature killed by this damage has its skin peeled off and blown away in a spray of gore.

Maddening Shadows (4th Level Spell, Concentration). Whispering darkness boils forth in a 20 foot radius from a point the draegloth can see within 60 feet, extinguishing all lights in the area.

A creature other than the draegloth that starts its turn in the area must succeed on a DC 15 Wisdom saving throw or take 21 (6d6) psychic damage and be Frightened until the beginning of its next turn.

A creature that fails this saving throw by 5 or more falls prone, additionally.

Bonus Actions

Web Grab. One creature the draegloth can see within 30 feet must succeed on a DC 18 Dexterity saving throw or be dragged up to 30 feet toward the draegloth.

Exultation of Blood (2nd Level Spell). The draegloth gains 5 temporary hit points for each creature it hit with an attack this turn. While it has any of these temporary hit points, the draegloth's attacks have advantage.

Draegloth Abomination Tactics

Draegloth abominations begin combat with their Maddening Shadows if they can hit at least three creatures with it, then leap into the area and attack as many different creatures as they can each turn, using Exultation of Blood after hitting        with their first attack if they cannot otherwise gain            advantage, and after their last attack if they already have a source of advantage.             

They use Web Grab over Exultation of Blood whenever they fear a creature might escape them, even if they have other targets available or are in serious danger. If they manage to disable one of a target's legs, they drop it and         choose a new target if one is nearby; otherwise, they          alternate between their Snap Limb and Flaying Scream       until their target is dead or too wounded to flee effectively.

Fey'ri

Pure and ancient is the once-venerated line of the daemonfey, the strength of their blood and its magic reinforced since time immemorial with infusions of the raw and primal chaos of the Abyss. Though once masters of the most glorious of the elden kingdoms, the ancient fey'ri fell to the treachery of their elven kin, and now their descendants are forced to scrape and scrounge as they build their numbers and prepare their vengeance.

Fey'ri Lore

Arcana DC 10: The elves of the abyss exhibit a peculiar form of sorcerous blood magic, one which the most adept of them meld with traditional forms of bladesinging.
History DC 15: Often seen fighting alongside yeth hounds and wielding weapons and magics designed to maim and terrify rather than kill, the vicious fey'ri seem to take great pleasure in hunting frightened prey.
Nature DC 15: Fey'ri are tanar'ric elves, deliberately created in an attempt by a sect of high elves to strengthen their bloodline, that present with a wide array of fiendish traits, including cloven hooves, wings, horns, and additional limbs.
Religion DC 20: The oldest of the fey'ri are known as daemonfey, leading some to speculate some connection with the daemons of the Grey Waste. Such connections are poorly evidenced, however, and most scholars agree the name's spelling is an aesthetic choice with no underlying meaning.

Social Encounters

  • To celebrate the passage of The Wild Hunt in its cosmic circuit, a fey'ri clan is holding a competition to see who can collect the most ears in a single day; this year's twist is that the ears' owners must survive and relinquish them freely, though how stringently the judges will construe the "freely" part is a matter of some debate.
  • A fey'ri clan believes that they have captured a marilith in a magic circle and have been trying to entice it to choose a partner from among them. Thus far, they have had little luck, as the marilith insists on the completion of one impossible task after another before it can possibly decide. Due to a faulty runic inscription, the marilith can leave the circle at any time, and is simply intrigued at the efforts the fey'ri will go to in order to win its affections.
  • As part of their efforts to strengthen their bloodline, a fey'ri clan traditionally votes for one among their number to be killed whenever a new child is born to them, leading to a mad scramble for popularity and status that outside bystanders are often dragged into.
  • A fey'ri sleuth living secretly in an elven city has uncovered evidence of an infernal pact struck by the head of one of the chief noble houses, by which they have gained enormous power, both political and magical. She cannot unveil this herself, however, for fear that her own fiendish nature will be discovered.


Fey'ri Reveler

Medium fiend (demon)/humanoid, chaotic evil


  • Armor Class 15 (Enameled Armor)
  • Hit Points 22 (3d8 + 9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 16 (+3) 12 (+1) 11 (+0) 17 (+3)

  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Abyssal, Common, Elvish
  • Challenge M14 (1,150 XP)

Dread Revels. The fey'ri has advantage on attack rolls against creatures that are Frightened.

Demonblooded. The fey'ri has advantage on saving throws against effects that deal Cold, Fire, or Lightning damage.

Minion. If the fe'ri takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the fe'ri takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage.

Actions

Thorned Dagger (Group Attack). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 4 piercing damage.

Contaminated Volley (Group Attack). Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 5 piercing plus 2 poison damage.

If three or more fey'ri contributed to this attack, the target must succeed on a DC 16 Constitution saving throw or contract Walking Sepsis.

Ecstatic Cull. The fey'ri makes a Thorned Dagger attack against a friendly creature with fewer than 25 hit points.

On a hit, the target dies and each creature of the fey'ri's choice within 30 feet that can see it must succeed on a DC 16 Wisdom saving throw or be Frightened until the end of the fey'ri's next turn.

Walking Sepsis. An infected creature cannot benefit from resistance or immunity to poison damage or the Poisoned condition.

Whenever the infected creature takes poison damage, it must succeed on a DC 16 Constitution saving throw or be Poisoned until the end of its next turn.

Fey'ri Reveler Tactics

Fey'ri revelers generally attack at a distance with their Contaminated Volley while more powerful allies close to melee, backing up and scattering if enemies draw close. If locked in to melee, they will fight with their Thorned Daggers, but if engaged with a powerful foe they are not likely to defeat other revelers will often execute the trapped one with their Ecstatic Cull, or on any other ally that seems likely to die before its next turn.

Fey'ri Marauder Tactics

Fey'ri marauders swoop overhead, beginning combat with their Rain of Fire, then trying to catch a foe with their Wicked Warhook, drag it into the air with them, then kick it repeatedly while flying upward until it is knocked unconscious, at which point they drop it in view of its allies before repeating the sequence.

Fey'ri Skin Dancer Tactics

Fey'ri skin dancers begin combat with their Skin Dance, then try to fill the creature they're imitating with as many spikes as possible. They generally use their Disfigure only if they have advantage on the attack, and will often use it on an unconscious creature, as it can deal three failed death saves with a single attack if the target fails its saving throw.

If they notice a creature is able to reliably target them, they will use their Skin Dance again, targeting that creature.


Fey'ri Marauder

Medium fiend (demon)/humanoid, chaotic evil


  • Armor Class 14 (Enameled Armor)
  • Hit Points 67 (9d8 + 27)
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 17 (+3) 15 (+2) 14 (+2) 16 (+3)

  • Skills Arcana +4, Intimidation +5, Perception +4
  • Senses Darkvision 60 ft., Passive Perception 14
  • Languages Abyssal, Common, Elvish
  • Challenge 3 (700 XP)

Dread Revels. The fey'ri has advantage on attack rolls against creatures that are Frightened.

Demonblooded. The fey'ri has advantage on saving throws against effects that deal Cold, Fire, or Lightning damage.

Actions

Multiattack. The fey'ri makes two attacks.

Bladehoof Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.

This attack scores a critical on an 18-20 against a prone creature, or one the fey'ri's Wicked Warhook is attached to.

Wicked Warhook. Ranged Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) piercing damage and the hook attaches to the target (remove DC 14).

While the hook is attached to a creature, the fey'ri cannot make attacks with this weapon, may spend 10 feet of its movement drag the creature up to 5 feet toward it, and may detach the hook as a Bonus Action.

The attached creature cannot move away from the fey'ri, and takes 2 piercing damage for every 5 feet it is dragged in this way.

Rain of Fire (Recharge 5-6, 2nd Level Spell). Three bolts of fire flare from the sky, each exploding in a 5 foot radius centered on a point within 90 feet that the fey'ri can see.

Each flammable object in the area ignites, and each creature not beneath cover in the area of one or more of the explosions must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) fire damage.

Reactions

Jink. As a reaction when the fey'ri is hit with a ranged attack while at least 10 feet in the air, the fey'ri halves the attack's damage.


Fey'ri Skin Dancer

Medium fiend (demon)/humanoid, chaotic evil


  • Armor Class 17 (Demonflesh Graft)
  • Hit Points 127 (15d8 + 60)
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 18 (+4) 15 (+2) 14 (+2) 18 (+4)

  • Saving Throws DEX +7, CON +7
  • Skills Deception +7, Insight +5, Intimidation +7, Perception +5
  • Senses Darkvision 60 ft., Passive Perception 15
  • Languages Abyssal, Common, Elvish
  • Challenge 5 (1,800 XP)

Dread Revels. The fey'ri has advantage on attack rolls against creatures that are Frightened.

Demonblooded. The fey'ri has advantage on saving throws against effects that deal Cold, Fire, or Lightning damage.

Actions

Multiattack. The fey'ri makes two attacks with its Fleshbond Spike, one of which it may replace with a use of its Skin Dance, if available.

Fleshbond Spike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage and the spike embeds in the creature and bonds to its flesh.

Whenever the creature takes an action or bonus action, it takes 1 piercing damage for each spike embedded in it. A creature may remove one of these spines as an action, taking 5 slashing damage for each spike removed.

Disfigure (2nd Level Spell). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d6) necrotic damage and the creature must make a DC 15 Constitution saving throw.

On a failed save, the creature takes 9 (2d8) slashing damage as a handprint of skin peels off of it, suffering disadvantage on Charisma (Persuasion) checks until cured by Lesser Restoration or similar magic.

Skin Dance (Recharge 5-6, 4th Level Spell). The fey'ri assumes the appearance of a humanoid creature it can see within 60 feet, then teleports to an unoccupied space within 5 feet of it.

While the fey'ri is within 5 feet of the creature it is mimicking, a creature with a Passive Insight of 14 or lower that attempts to target one of them with an attack or spell instead selects one of them at random as the target.


Fey'ri Bloodwright

Medium fiend (demon)/humanoid, chaotic evil


  • Armor Class 16 (Mage Armor)
  • Hit Points 153 (18d8 + 72)
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 19 (+4) 16 (+3) 14 (+2) 21 (+5)

  • Skills Arcana +6, Deception +8, Perception +5
  • Senses Darkvision 60 ft., Passive Perception 15
  • Languages Abyssal, Common, Elvish
  • Challenge 6 (2,300 XP)

Dread Revels. The fey'ri has advantage on attack rolls against creatures that are Frightened.

Demonblooded. The fey'ri has advantage on saving throws against effects that deal Cold, Fire, or Lightning damage.

Actions

Multiattack. The fey'ri makes three attacks with its Demonic Lash, one of which it may replace with a use of its Bloodflame Spear, if available.

Demonic Lash (2nd Level Spell). Melee Spell Attack: +8 to hit, reach 15 ft., one target. Hit: 5 (2d4) slashing plus 7 (2d6) fire damage.

A target hit by two or more of these attacks in a turn must succeed on a DC 16 Wisdom saving throw or be Frightened until the end of the fey'ri's next turn.

Bloodflame Spear (3rd Level Spell, Recharge 5-6, Spell). The fey'ri dashes up to 15 feet in a straight line, then a line of solid fire extends from its palm in a 15 foot line that is 5 feet wide.

Each creature in the line must succeed on a DC 16 Strength saving throw or take 10 (3d6) fire plus 10 (3d6) piercing damage and be pushed 15 feet away, or take half as much damage on a successs.

If the fey'ri has fewer than half its hit points, each affected creature subtracts 1d4 from the result of its saving throw.

Sanguine Cyclone (1/Day, 5th Level Spell, Concentration). The fey'ri conjures forth a raging whirlwind of blood in a 15 foot radius centered on a point it can see within 150 feet that lasts for a minute.

The area is difficult terrain, and a creature that starts its turn in the area must succeed on a DC 16 Constitution saving throw or lose one unexpended hit die, or drop to 0 hit points if it cannot.

Whenever a creature loses a hit die in this way, the whirlwind's radius grows by 5 feet, then each creature in its area takes 3 (1d6) slashing damage.

Fey'Ri Bloodwright Tactics

Bloodwrights begin combat with their Sanguine Cyclone if they can hit at least three opponents with it, and is fine hitting allied creatures as long as it catches more foes in it. Once active, they generally make their first two attacks with their Demonic Lash, replacing the third with their Bloodflame spear only if the first two either both hit, or both miss. They try to position themselves so as to push targets into the area of their Sanguine Cyclone, then backing up to avoid being caught in it themselves.

Daemonfey Progenitor Tactics

Daemonfey progenitors begin combat with their Conjure Hunt, and use their Gore Inversion at the earliest opportunity against an enemy, or on a fallen ally if they are otherwise having difficulty frightening their foes.

They generally use their Flickering Advance whenever available, moving much more aggressively and freely provoking attacks of opportunity when it is active. They attack with their cinquedas fanned out only if they have a source of advantage, otherwise only opening them with their Blade Blossom reaction and closing them at the earliest opportunity.

They use their Song of Defense only against a spell or effect dealing at least 25 damage.

Encounter Groups

CR 16 Encounter 6,000 XP

  • 1 Fey'ri Bloodwright (CR 6)
  • 2 Bloodrot Ooze (CR 3)
  • 5 Sun Elf Outriders (CR M6)

CR 17 Encounter 7,900 XP



Daemonfey Progenitor

Medium fiend (demon)/humanoid, chaotic evil


  • Armor Class 19 (Mage Armor, Bladesong)
  • Hit Points 231 (22d8 + 132)
  • Speed 40 ft., fly 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 22 (+6) 14 (+2) 14 (+2) 20 (+5)

  • Saving Throws CON +9, INT +7, WIS +7
  • Skills Acrobatics +9, Perception +7, Stealth +9
  • Senses Darkvision 60 ft., Passive Perception 17
  • Languages Abyssal, Common, Elvish
  • Challenge 16 (15,000 XP)

Backstabber. Attacks of opportunity made by the daemonfey score a critical on an 18-20.

Dread Revels. The daemonfey has advantage on attack rolls against creatures that are Frightened.

Demonblooded. The fey'ri has advantage on saving throws against effects that deal Cold, Fire, or Lightning damage.

Actions

Multiattack. The daemonfey makes four attacks; two with each of its Swordbreaker Cinquedas.

Swordbreaker Cinquedas. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage.

If the weapon's blades are fanned out, instead of dealing damage the daemonfey may force the target to succeed on a DC 16 Strength saving throw or have one object it is carrying flung 15 feet away.

Gore Inversion (1/Day, 6th Level Spell). One unconscious creature the daemonfey can see within 60 feet must succeed on a DC 17 Constitution saving throw or die and be turned inside out in a spray of gore.

Each creature of the daemonfey's choice within 60 feet that can see the target is Frightened until the end of the Daemonfey's next turn.

Conjure Hunt (1/Day, 7th Level Spell, Concentration). The daemonfey conjures two Yeth Hounds that last for a minute in unoccupied spaces it can see within 60 feet. The yeth hounds act on its initiative and under its control.

If the daemonfey's concentration ends, the yeth hounds dissolve into smoke.

Bonus Actions

Fan Blades. The daemonfey fans two additional blades out from one of its Swordbreaker Cinquedas.

Until it furls the blades as a bonus action, the daemonfey adds 1 to its AC and has disadvantage with attacks made with that weapon.

Flickering Advance (Recharge 5-6, 3rd Level Spell). The daemonfey begins to move with magically empowered speed until the beginning of its next turn, or until it is hit with an attack.

The daemonfey's speed is doubled, attacks against it are made at disadvantage, and whenever it is missed with an attack it may teleport up to 10 feet to an unoccupied space it can see.

Reactions

Blade Blossom. As a reaction when the daemonfey scores a critical hit with one of its Swordbreaker Cinquedas, it uses its Fan Blades bonus action, dealing 18 (4d8) additional slashing damage to the target.

Song of Defense (1/Day). As a reaction to taking damage, the daemonfey reduces that damage by 25.

Rakshasas

Rakshasas live for the moment of glorious betrayal, the reveal that all struggle against their plans has been in vain, that the game was rigged from the very start and everything their foes have done to thwart them unknowingly served their grand design.

Above and beyond any external reward, rakshasas pursue evil ends to kindle hatred in the eyes of their victims, then watch it gradually turn to despair as the poor unfortunates are made to understand the true degree to which their intellect was unfit to contest that of a rakshasa.

Rakshasa Lore

Arcana DC 10: The bane of all spellcasters, rakshasas are nearly entirely immune to any form of magical assault, and those facing them are advised to rely upon support magics and allies or hirelings. Even those mages powerful enough to overcome this immunity with brute magical force generally prefer to confront rakshasas by more indirect means.
Arcana DC 15: Rakshasas are incredibly adept at reading the intentions of those around them, using this predictive power to preemptively counter every action taken against them. They often over-rely upon this ability, however, and combatants that rapidly change their intended course of action have been known to thwart this tactic. (A creature that knows this may take a different action on its turn than the one it declared when targeted with a rakshasa's Fiendish/Mastermind's Insight).
History DC 10: Rakshasas are fiendish creatures that plan out vast and incomprehensible schemes, carefully crafted with contingencies upon contingencies so that every apparent setback in one corner of their grand plan ultimately
serves the aims of another, and any outcome afterwards seems to be exactly as they intended.
History DC 15: Rakshasas indulge in ostentatious acts of outright villainy, even above and beyond what their
natural demonic cruelty predisposes them toward,
both because they take a perverse sort of glee in
playing the role, and with the covert aim of cultivating
worthy foes they can test their wits against.
History DC 20: The current consensus among demonologists is that this appearance of omnipotent foresight is meticulously cultivated through brazen confidence, telepathy-assisted cold reading, and intense paranoia. In truth, the fact that rakshasas frequently are distracted by three new schemes in the time it takes them to resolve one frequently leads them to make disastrously foolish mistakes.
Religion DC 15: A rakshasa's heart is its weak
point, a fact which the inexperienced dismiss as
obvious and trivial at their peril.
Unless its heart is pierced by a magical weapon
wielded by a creature pure of heart, any slain
rakshasa will inevitably return to life to seek its
vengeance. It is said that the demon lord
Fraz-Urb'luu carves the hearts from the rakshasas in
his service, both to guard them against this fate and
to bind them to his will.

Social Encounters

  • A rakshasa in the guise of a prominent aristocrat has gained a piece of compromising information on one of the party and offers to relinquish her evidence of the fact, along with a hefty reward, if one of them will serve as her body double at the signing of an important treaty at which assassins are expected. While this is true, the more salient fact is she needs to establish an alibi as part of her plan to steal the treasures of office belonging to the other dignitaries in attendance.
  • The underworld of a city is at war, as two rival thieves' guilds engage in a brutal struggle for territory. The leaders of each are alternate identities of the same rakshasa, however, who is waging this conflict in a bid to garner support for a brutal crackdown from a third identity he holds as master of the royal guard.
  • The remarkable peace and goodwill the party observes in a village is due to the actions of a cabal of fey-worshippers who have been kidnapping travelers and trapping their spirits in the feywild, leaving their bodies empty to absorb the evils of the village. The cult normally manages these "sacred vessels" carefully, making sure to dispose of them if they show any signs of fiendish mutation, but have lost track of one when it temporarily seemed to regain consciousness and escape into the village.
  • A king seeks assassins to covertly remove one of his governors, whose ostentatious excesses and overt cruelty toward the peasantry in his domain have led to several uprisings of escalating severity, but is too well politically connected to simply remove from office.

Rakshasa Body Double Tactics

Rakshasa body doubles are typically motivated by some combination of excellent pay, assurances of resurrection if they are killed in the course of work, and compromising blackmail. Such assurances hold only if their true nature is not discovered, however, so they try desperately to keep as much distance between themselves and enemies as possible, using their Shouted Command as they flee and their Sow Chaos only if cornered.

Rakshasa Rukh Tactics

Rukhs attempt to engage foes from a great distance in open terrain, attacking the most formidable melee combatant each turn with their Gathra-Horn War Bow (typically one wielding a weapon that deals piercing damage). Once engaged in melee, they position themselves between at least two foes so they can consistently make use of their Deceptive Feint.

Rakshasa Naztharune Tactics

Naztharunes seek to get close to and isolate an unsuspecting target by impersonating one of its allies, then stabbing it in the back with their Death-Reservoir Dagger.

They use their Saw it Coming to gain a second turn on the first round of combat, afterwards using Fiendish Insight each turn to recharge it and abusing their Disappearing Act to avoid whichever attack they expect to be most devastating.

Rakshasa Ak'Chazar Tactics

Ak'Chazars use their Saw it Coming and Fiendish Insight much as naztharunes do, but rely on their flight to avoid retaliation, rather than invisibility. They use Twist the Heart whenever available. If their foes turn to fight the dominated creature, the ak'chazar simply flies out of reach and
watches to see if they kill it. If not,
however, it attempts to kill the
dominated creature itself, first using
Sneering Command to expend the target's
reaction in case it breaks free and the
rakshasa needs to flee from it.

Rakshasa Rajah Tactics

Rakshasa rajas behave much as Body Doubles early in a fight, retreating to avoid direct conflict as they direct minions and use their Prepared Traps. They use Mastermind's Insight whenever available, but reserve their Saw it Coming for moments when they have an opportunity to use their Sudden Spoiling. They generally prefer to use their Sneering Command, but will switch to Wreath With Flame if forced into melee.

They use Displace Soul against the first creature that hits them with a critical hit that deals piercing damage, otherwise saving it for their final action before they try to escape, typically just after they are reduced below half their hit points if they are outnumbered. The first time they take damage while Saw it Coming is not available, they use their Deceptive Demise, saving the second use for an escape attempt.

With their legendary actions, they use a mix of Glyph Mines and Spiked Pits when unsure of what their opponents will do, prioritizing their Poisoned Potion on any creature that ingests a consumable magic item, and their Tailored Bane on any spellcaster whose actions they can reliably predict, either through their Mastermind's Insight or through observing the creature's habits.

Design Note: Villain Monologues. A player listening to a villain monologue can often feel as though they are losing the chance to act if they don't interrupt. To avoid this issue, you can call for initiative rolls as soon as the party confronts the villain, then start monologuing. For more on this, see Justin Alexander's excellent video on the topic.

Rakshasas never stop taunting the party in combat; as a DM you should be devoting at least as much time on their turns to smack talk as you do to actions, and should feel free to interject outside their turn when an action the PCs take fails to have the desired effect.


'Rakshasa' Body Double

Medium humanoid, any evil alignment


  • Armor Class 14 (Cloth Armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 12 (+1) 16 (+3) 17 (+3)

  • Skills Deception +7, Intimidation +5
  • Senses Passive Perception 13
  • Languages Common
  • Challenge 3 (700 XP)

Double Deception. The 'rakshasa' is wearing a sophisticated yet mundane rakshasa disguise, cloaked in an illusory humanoid appearance that it may activate or deactivate as a Bonus Action.

A creature that can see through the illusion may discern this fact with a DC 18 Wisdom (Perception) check.

Incendiary Failsafe. If the 'rakshasa' is killed, its corpse bursts into flames. Unless they are extinguished, the corpse becomes unrecognizable after 1d4 rounds.

Actions

Multiattack. The 'rakshasa' uses its Shouted Command twice, one of which it may replace with a use of its Craven Retreat.

Shouted Command. One creature the rakshasa can see within 60 feet may use its reaction to move up to half its speed and make a melee attack.

Craven Retreat. The 'rakshasa' drops Prone, then may Dash or Disengage.

Sow Chaos (1/Day). The 'rakshasa' hurls a container of volatile alchemical substances up to 30 feet to a point it can see, where it bursts and fills a 20 foot radius with sickly yellow fumes.

Each creature in the area must succeed on a DC 14 Constitution saving throw or be Poisoned for 1 minute (Save Ends at end of turn)

While Poisoned in this way, a creature can't distinguish friend from foe, and must use its reaction to make a melee attack against any creature that enters its reach.

Reactions

Feign Death. When the 'rakshasa' takes any damage, it can appear to die, falling prone and slowing its heart rate.

A creature may discern that it is still alive as an action with a successful DC 15 Wisdom (Medicine) check.


Rakshasa Rukh

Medium fiend, lawful evil


  • Armor Class 18 (Scale Mail, Shield)
  • Hit Points 76 (9d8 + 36)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 12 (+1) 13 (+1) 11 (+0)

  • Skills Athletics +7, Perception +4
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Senses Darkvision 60 ft., Passive Perception 14
  • Languages Common, Infernal
  • Challenge 5 (1,800 XP)

Limited Magic Immunity. The rakshasa can't be affected or detected by spells of 1st level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Sinister Heart. Any hit scored against the rakshasa by a magical weapon that deals piercing damage and is wielded by a Good-aligned creature becomes a critical.

If the rakshasa is reduced to 0 hit points in this way, it is permanently killed and can't reform in the Abyss.

Actions

Multiattack. The rakshasa makes three attacks with its Curseblade Khanda.

Curseblade Khanda. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, and the target is Cursed.

A creature Cursed in this way that would add any magical bonus to an attack, saving throw, or damage roll instead subtracts the same amount.

Gathra-Horn War Bow. Ranged Weapon Attack: +7 to hit, range:special, one target. Hit: 10 (2d8 + 4) piercing plus 14 (4d6) lightning damage.

This attack can target any creature the rakshasa can see. On a hit, the target must succeed on a DC 15 Strength saving throw or be pushed 10 feet away and knocked prone.

Bonus Actions

Master of Appearances. The rakshasa assumes the illusory appearance and voice of any humanoid creature it has seen.

Reaction

Deceptive Feint.When the rakshasa misses with a melee attack, it can make another melee attack against a different target in its reach.

Rakshasa Social Encounters

  • A recently reincarnated rakshasa misidentifies a member of the party as a descendant of a long-dead thief that absconded with its collection of goblets made from the skulls of famous mages, and attacks in a rage. Once it realizes its mistake, the rakshasa apologizes and entreats the party to help investigate the ancient crime, or otherwise to help it start rebuilding its collection.
  • A vengeful rakshasa recently slain by the party has attempted to reform its body too soon in its impatience, and returned to life in a body too tiny to deal serious
    harm to them. This three-inch rakshasa has infiltrated their home, however, and is resolved to wreak as much mayhem as possible despite the limitation.
  • A string of burglaries have plagued a nearby city, notable both for being targeted at the already poor and marginalized, and for the cryptic and fragmentary clues left at each crime scene. The rakshasa responsible is incensed at the apparent apathy of law enforcement at solving his riddles, and has placed a bounty out for himself under a false identity so the devious work he spent devising them won't be wasted.



Rakshasa Naztharune

Medium fiend, any evil alignment


  • Armor Class 14 (Natural Armor)
  • Hit Points 110 (13d8 + 52)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 18 (+4) 13 (+1) 16 (+3) 20 (+5)

  • Skills Deception +11, Insight +9, Stealth +6
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Senses Darkvision 60 ft., Passive Perception 13
  • Languages Abyssal, Common, Infernal, Telepathy 60 ft.
  • Challenge 7 (2,900 XP)

Limited Magic Immunity. The rakshasa can't be affected or detected by spells of 2nd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Sinister Heart. Any hit scored against the rakshasa by a magical weapon that deals piercing damage and is wielded by a Good-aligned creature becomes a critical.

If the rakshasa is reduced to 0 hit points in this way, it is permanently killed and can't reform in the Abyss.

Actions

Multiattack. The rakshasa makes two attacks with its Reversed Claws.

Reversed Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage, and the target is Cursed.

A creature Cursed in this way that would add any magical bonus to an attack, saving throw, or damage roll instead subtracts the same amount.

Death-Reservoir Dagger (1/Day). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage and the target must make a DC 15 Constitution saving throw.

On a failed save, the creature drops to 0 hit points and makes all saving throws with disadvantage for the next minute. On a success, the creature takes 35 (10d6) poison damage.

Fiendish Insight. One player whose character the rakshasa can see must declare what action the character will take on their following turn, then that character must succeed on a DC 17 Charisma (Deception) check or have the rakshasa learn that information.

Bonus Actions

Master of Appearances. The rakshasa assumes the illusory appearance and voice of any humanoid creature it has seen.

Disappearing Act (Recharge 4-6). The rakshasa becomes Invisible until the beginning of its next turn, or until it takes any damage.

Reactions

Saw it Coming (Recharges when the rakshasa uses its Fiendish Insight). When a creature it can see begins to take an action, the rakshasa can move up to its speed and take an action or a bonus action.

Alone (1/Day). When a creature ends its movement within 5 feet of the rakshasa, the rakshasa can throw a fistful of red powder in its eyes.

The creature must succeed on a DC 15 Constitution saving throw or be Poisoned for the next minute (Save Ends at end of turn). While Poisoned in this way, a creature cannot distinguish friend from foe.

Creating a Rakshasa

                            Rakshasas are created when a humanoid                       creature's soul is destroyed or otherwise                           expelled from its body, leaving a spiritual void        within their living husk that the fears and hatreds of those around them are gradually drawn into.

While the exact duration depends on the cruelty and density of the surrounding community, if such a husk is sustained for sufficiently long (usually between 1-5 years), it will eventually metamorphose into a rakshasa with no recollection of its previous life.

Certain communities have even been known to        intentionally take advantage of this process, as it is         believed that these sacred vessels serve to purify a          community of its evils and bless it with good fortune.



Rakshasa Ak'Chazar

Medium fiend, any evil alignment


  • Armor Class 16 (Natural Armor)
  • Hit Points 211 (22d8 + 110)
  • Speed 40 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 20 (+5) 21 (+5) 16 (+3) 19 (+4)

  • Saving Throws CON +10
  • Skills Arcana +10 Deception +14, Insight +13, Perception +8
  • Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Senses Darkvision 60 ft., Passive Perception 18
  • Languages Abyssal, Common, Infernal, Telepathy 60 ft.
  • Challenge 13 (10,000 XP)

Eternal Servitude. A living creature that dies while under the rakshasa's control rises at the beginning of its next turn under the rakshasa's control with 30 hit points.

The creature's type becomes undead and its alignment becomes lawful evil, but its statistics otherwise remain unchanged and it retains its memories.

Limited Magic Immunity. The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Sinister Heart. Any hit scored against the rakshasa by a magical weapon that deals piercing damage and is wielded by a Good-aligned creature becomes a critical.

If the rakshasa is reduced to 0 hit points in this way, it is permanently killed and can't reform in the Abyss.

Actions

Multiattack. The rakshasa makes two attacks with its Reversed Claws and uses its Fiendish Insight.

Reversed Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing plus 11 (2d10) necrotic damage, and the target is Cursed.

A creature Cursed in this way that would add any magical bonus to an attack, saving throw, or damage roll instead subtracts the same amount.

Fiendish Insight. One player whose character the rakshasa can see must declare what action the character will take on their following turn, then that character must succeed on a DC 21 Charisma (Deception) check or have the rakshasa learn that information.

Twist the Heart (Recharge 5-6, 7th Level Spell, Concentration). Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 44 (8d10) psychic damage and the target must make a DC 18 Wisdom saving throw.

On a failure, the creature is Dominated by the rakshasa for the next hour, and repeats this saving throw whenever it takes damage, ending the effect on a success.

While Dominated in this way, the creature takes 5 (1d10) psychic damage whenever it deals damage to or is dealt damage by a former ally.

Bonus Actions

Master of Appearances. The rakshasa assumes the illusory appearance and voice of any humanoid creature it has seen.

Sneering Command. Up to two creatures the rakshasa can see within 60 feet may each use their reaction to move up to half their speed and make a melee attack.

Reactions

Saw it Coming (Recharges when the rakshasa uses its Fiendish Insight). When a creature it can see begins to take an action, the rakshasa can move up to its speed and take an action or a bonus action.

Deceptive Demise (4th Level Spell, 1/Day). When the rakshasa takes any damage, it can teleport up to 30 feet to a location it can see, turn Invisible until the beginning of its next turn, and can attempt to Hide.

A corpse-like duplicate of the rakshasa is left in its place, which dissolves into mist at the end of the rakshasa's next turn, or if it takes any damage.



Rakshasa Rajah

Medium fiend, any evil alignment


  • Armor Class 17 (Natural Armor)
  • Hit Points 266 (28d8 + 140)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 21 (+5) 22 (+6) 19 (+4) 23 (+6)

  • Saving Throws CON +12, WIS +9
  • Skills Arcana +12 Deception +18, Insight +16, Perception +10
  • Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Senses Truesight 120 ft., Passive Perception 20
  • Languages Abyssal, Common, Infernal, Telepathy 60 ft.
  • Challenge 19 (22,000 XP)

Master of Treachery. The rakshasa can sense the presence and nature of conflict between creatures it can see.

Limited Magic Immunity. The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Sinister Heart. Any hit scored against the rakshasa by a magical weapon that deals piercing damage and is wielded by a Good-aligned creature becomes a critical.

If the rakshasa is reduced to 0 hit points in this way, it is permanently killed and can't reform in the Abyss.

Legendary Resistances (1/Day). If the rakshasa fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The rakshasa makes two attacks with its Reversed Claws and uses its Mastermind's Insight, if available.

Reversed Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing plus 11 (2d10) necrotic damage, and the target is Cursed.

A creature Cursed in this way that would add any magical bonus to an attack, saving throw, or damage roll instead subtracts the same amount.

Sudden Spoiling (6th Level Spell). One creature the rakshasa can see within 15 feet must succeed on a DC 20 Constitution saving throw or take 49 (11d8) necrotic damage, or half as much on a success.

If this spell was cast as a reaction on the target's turn, the target is additionally Stunned until the end of the rakshasa's next turn.

Mastermind's Insight (Recharge 5-6). Each player whose character the rakshasa can see must declare what action the character will take on their following turn, then each of those characters must succeed on a DC 24 Charisma (Deception) check or have the rakshasa learn that information.

Displace Soul (1/Day, 9th Level Spell, Concentration.) One creature within 5 feet of the rakshasa must succeed on a DC 20 Charisma saving throw or fall Unconscious as its soul is forced out of its body and into the Border Ethereal (Save Ends at end of turn).

The affected creature can still see, hear, and speak faintly across the barrier. A creature that fails three consecutive saving throws against this effect is trapped outside its body until returned by a Wish spell or similar magic.

Bonus Actions

Master of Appearances. The rakshasa assumes the illusory appearance and voice of any humanoid creature it has seen.

Wreath With Flame (3rd Level Spell). Until the end of the rakshasa's turn, its melee attacks deal an additional 7 (2d6) fire damage.

Sneering Command. Up to two creatures the rakshasa can see within 60 feet may each use their reaction to move up to half their speed and make a melee attack.

Reactions

Saw it Coming (Recharges when the rakshasa uses its Mastermind's Insight). When a creature it can see begins to take an action, the rakshasa can move up to its speed and takes an action or a bonus action.

Deceptive Demise (4th Level Spell, 2/Day). When the rakshasa takes any damage, it can teleport up to 30 feet to a location it can see, turn Invisible until the beginning of its next turn, and can attempt to Hide.

A corpse-like duplicate of the rakshasa is left in its place, which dissolves into mist at the end of the rakshasa's next turn, or if it takes any damage.

Legendary Actions

The rakshasa can take 3 legendary actions, choosing from the options below.

Prepared Trap. The rakshasa moves up to 10 feet, then activates a trap that it set earlier in anticipation of its enemies' actions, choosing one of the following effects. A creature targeted with one of these effects cannot be targeted with the same effect until it moves.

  • Spiked Pit. A false floor over a 10 foot deep spiked pit drops away beneath a creature within 60 feet, which must succeed on a DC 20 Dexterity saving throw or fall in, taking 10 (3d6) piercing damage.
  • Poisoned Potion. One creature within 60 feet that ingested a consumable magic item since the end of the rakshasa's last turn must succeed on a DC 20 Constitution saving throw or be Poisoned for the next minute (Save Ends at end of turn).
  • Glyph Mine. One creature within 60 feet and each other creature within 5 feet of it must succeed on a DC 20 Dexterity saving throw or take 9 (2d8) damage of a type of the rakshasa's choice.
  • Tailored Bane. Choose a spell in secret. The first time a creature within 60 feet casts that spell before the beginning of the rakshasa's next turn, the spell targets its caster.

Tanarukk

Tanarukk are rage made flesh, their fathomless rancor so thick within them that it sublimates off their skin in a constant plume of combustible fumes. Any fight that breaks out in the presence of a tanarukk is about to involve a tanarukk, and there are very few possible interactions that a tanarukk will not interpret as a fight it can insert itself into.

Tanarukk Lore

Arcana DC 20: A tanarukk's rage manifests
corporeally, fuming off of their skin in a
shimmering miasma that ignites when
touched by the slightest spark of magical
power. While some tanarukk are capable of
evoking this ignition on their own, most
simply attempt to provoke enemy
spellcasters into doing it for them.
History DC 10: Tanarukk are consummate
warriors that seem to be entirely without fear of
death or even failure, each consumed by the distilled demonic fury that courses through them.
History DC 15: A tanarukk always accepts any invitation
to single combat, and in fact is liable to interpret perfectly innocuous words and actions as coded insults or challenges.
Nature DC 10: Reminiscent of tieflings, tanarukk are orcs that have been hybridized with fiends, though notably this union seems to be the product of some hidden ritual, rather than merely interbreeding.
Religion DC 15: Tanarukk are most often found in the abyssal territories of Baphomet and Demogorgon, though whether the tanarukk can be said to be in any creature's "service" is questionable, as a typical tanarukk is too angry to be concerned with anything approaching plans or hierarchy.

Tanarukk Scarbearer Tactics

Tanarukk scarbearers Dash toward the last enemy to draw their attention with their Aggressive trait, attacking first with their fists to grapple a creature, then with their Skullcleaver Cragblade. If a foe is downed or prone, they'll often replace one of their attacks with a Bite to disfigure it.

If spellcasters are present, each tanarukk attempts to goad them into targeting it with a spell to activate their Fury Unleashed.

Encounter Groups

CR 18 Encounter 6,900 XP

  • 1 Orc Killaboss (CR 7)
  • 2 Tanarukk Scarbearers (CR 5)
  • 4 Orc Deadeyes (CR 1/2)

CR 23 Encounter 14,500 XP

Tanarukk Firespeaker Tactics

Firespeakers place themselves in the densest concentration of enemies, attacking the same one repeatedly with their Fireburst Fist. If other foes move away from the tanarukk's target, it will move to any new concentration of enemies, regardless of attacks of opportunity. On the first turn of combat, if the tanarukk cannot reach an enemy, it will attack itself to set itself aflame.


Tanarukk Scarbearer

Medium fiend (demon), chaotic evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 114 (12d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 9 (-1) 9 (-1) 9 (-1)

  • Skills Intimidation +2, Perception +2
  • Damage Resistances Fire, Poison
  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages Abyssal, Common, Orc
  • Challenge 5 (1,800 XP)

Unbridled Rage. Whenever the tanarukk moves, it must move directly toward the creature it can see that most recently took hostile action against it, if possible.

Magic Resistance. The tanarukk has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The tanarukk makes three melee attacks, one of which may be with its bite.

Foaming Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

On a critical hit, the target must succeed on a DC 15 Constitution saving throw or lose an ear.

Splitknuckle Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage. Instead of dealing damage, the tanarukk may grapple a creature (escape DC 15) or shove it prone.

Skullcleaver Cragblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. This attack is made with advantage against a grappled creature.

Bonus Actions

Aggressive Advance. The tanarukk moves up to its speed directly toward a hostile creature that it can see.

Reactions

Fury Unleashed.When the tanarukk succeeds on a saving throw against a spell or magical effect, it can erupt into flame and begin Burning (1d10).

While it is Burning, the tanarukk’s melee attacks deal an additional 5 (1d10) fire damage.


Tanarukk Firespeaker

Medium fiend (demon), chaotic evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 186 (16d12 + 96)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 23 (+6) 17 (+3) 9 (-1) 9 (-1)

  • Saving Throws DEX +5, CON +10, WIS +3
  • Skills Intimidation +3, Perception +3
  • Damage Resistances Fire, Poison
  • Senses Darkvision 60 ft., Passive Perception 13
  • Languages Abyssal, Common, Orc
  • Challenge 10 (5,900 XP)

Burning of Aeons. Whenever the tanarukk takes fire damage, it gains 10 temporary hit points.

Magic Resistance. The tanarukk has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The tanarukk makes three melee attacks, one of which may be with its bite.

Foaming Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

On a critical hit, the target must succeed on a DC 15 Constitution saving throw or lose an ear.

Fireburst Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage and the target suffers one of the following effects:

  • If the target was not Burning, it begins Burning (1d10).
  • If the target was Burning, an fiery explosion flares out from it in a 20 foot radius. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) fire damage and be knocked prone, or take half as much damage on a success.

Bonus Actions

Aggressive Advance. The tanarukk moves up to its speed directly toward a hostile creature that it can see.

Reactions

Fury Unleashed. When the tanarukk succeeds on a saving throw against a spell or magical effect, it can erupt into flame and begin Burning (1d10).

While it is Burning, the tanarukk’s melee attacks deal an additional 5 (1d10) fire damage.

Abyssal Chicken


Abyssal Chicken

Tiny fiend (demon), chaotic evil


  • Armor Class 13 (Natural Armor)
  • Hit Points 10 (3d4 + 3)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 9 (-1) 4 (-3) 5 (-3)

  • Damage Resistance Cold, Fire, Lightning
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 Ft., Passive Perception 7
  • Languages Abyssal, Telepathy 60 ft. (Works Only With Creatures That Understand Abyssal)
  • Challenge 1/4 (50 XP)

Bad Flier. The chicken falls at the end of a turn if it's airborne and the only thing holding it aloft is its flying speed.

Actions

Fanged Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

Razor Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Then, if the target is Unconscious, the chicken can lay a barbed egg in the wound this turn as a Bonus Action.

Reactions

Henpeck.When a creature within 5 feet of it receives magical healing, the abyssal chicken can make a Fanged Bite attack against it.

Abyssal Chicken Eggs. Abyssal chicken eggs are highly prized by those looking to keep them as pets or familiars, often going for as much as 100 gp on the open market. Ordinarily removing one of the barbed eggs from a wound is a relatively simple matter, and can be accomplished with a successful DC 12 Wisdom (Medicine) check, destroying the egg in the process.

Retrieving the egg intact, however, is a much more difficult process, and requires removing a portion of the flesh the egg is embedded in with a successful DC 20 Wisdom (Medicine) check, dealing 10 (3d6) slashing damage to the host on a success or failure.

Abyssal Chicken Lore

Arcana DC 10 Despite their truly demonic personalities, abyssal chickens are prized as pets and familiars by mages with a love for the grotesque, and occasionally even seem to form bonds of affection over time. Abyssal chicken eggs are prized by such mages, often fetching 100 gp per egg or more, though removing them intact often involves carving away the surrounding flesh.
Nature DC 15 Chicken trees are a form of fleshy abyssal flora that lives in a rare example of mutualism with abyssal chickens; though the chickens are able to lay their eggs in any creature, chicken trees form protective cysts around eggs laid in their branches which nourish the chickens to adulthood, protecting them from predation in their vulnerable juvenile years. In exchange, the tree gains a ready source of food to digest during lean times.
Nature DC 20 It has been theorized that, rather than a fully separate form of life, the chicken tree represents a later stage of maturity of the abyssal chicken. This is difficult to verify, as few creatures in the Abyss ever live long enough to reach any form of senescence.

Abyssal Chicken Tactics

Abyssal chickens gang up on their weakest foes, attacking with their Razor Talons if the creature
looks severely wounded, and with
their Fanged Bites otherwise. Once a
chicken has laid an egg in a creature it
stops attacking it, but other chickens
often continue to focus on it until they
have laid their own eggs.

If supported by a chicken tree and
unable to claw through their foes' armor,
abyssal chickens will often slash the tree
with their claws, hoping that the searing
blood that spurts forth will do what their
claws cannot.


Swarm of Abyssal Chickens

Medium swarm of tiny fiends (demon), chaotic evil


  • Armor Class 13 (Natural Armor)
  • Hit Points 88 (16d8 + 16)
  • Speed 30 ft., fly 30 ft. (see bad flier below)

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 13 (+1) 9 (-1) 4 (-3) 5 (-3)

  • Damage Resistances Cold, Fire, Lightning; Damage from Attacks
  • Damage Immunities Poison
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned.
  • Senses Darkvision 60 ft., Passive Perception 7
  • Languages Abyssal, Telepathy 60 ft. (Works Only With Creatures That Understand Abyssal)
  • Challenge 2 (450 XP)

Bad Flier. The swarm falls at the end of a turn if it's airborne and the only thing holding it aloft is its flying speed.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a small creature. The swarm can't regain hit points or gain temporary hit points.

Actions

Fanged Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature. Hit: 16 (4d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage if the swarm has half of its hit points or fewer.

Razor Talons. Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit: 12 (4d4 + 2) slashing damage, or 7 (2d4 + 2) slashing damage if the swarm has half of its hit points or fewer.

Then, if the target is unconscious, the swarm can lay a barbed egg in the wound this turn as a Bonus Action.

Reactions

Henpeck. When a creature in the swarm's space receives magical healing, the swarm can make a Fanged Bites attack against it.

Chicken Tree Tactics

Chicken trees often are slow to recognize that combat is happening at all, but once they do they focus on attacking the creature that most recently killed an abyssal chicken with their Meaty Slam and Hurl Sac, spawning chickens when they can't reach a foe.


Chicken Tree

Huge fiend (demon)/plant, chaotic evil


  • Armor Class 13 (Natural Armor)
  • Hit Points 189 (18d12 + 72)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 19 (+4) 1 (-5) 4 (-3) 9 (-1)

  • Damage Resistance Cold, Fire, Lightning; Bludgeoning and Piercing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 7
  • Languages Abyssal, Telepathy 60 ft. (Works Only With Creatures That Understand Abyssal)
  • Challenge 7 (2,900 XP)

Boiling Blood. Whenever the tree takes any slashing damage, the tree and one creature of its choice within 10 feet each take 5 (1d10) fire damage.

Actions

Multiattack. The tree makes two attacks with its Meaty Slam, each of which it may replace with a use of its Spawn Chicken.

Meaty Slam. Melee Weapon Attack: +6 to hit, reach 15 ft., one creature. Hit: 21 (4d8 + 3) bludgeoning damage and the target must succeed on a DC 14 Strength saving throw or be knocked prone.

A creature that fails by 5 or more is instead Stunned until the end of the tree's next turn.

Spawn Chicken. The tree loses 5 hit points as one of the fleshy sacs that hang from the its branches tears open in a shower of blood and amniotic fluid, spawning an Abyssal Chicken in the tree's space that acts on initiative count 0.

Hurl Sac (Recharge 5-6). The tree hurls a sac of putrefied demonflesh at a point within 60 feet, where it showers the area in a 10 foot radius in foul gore.

Each creature in the area must succeed on a DC 14 Dexterity saving throw or take 17 (5d6) poison damage, or half as much on a success.

Reactions

Horrid Scream. When the chicken tree takes 15 or more damage from a single source, a garbled, squawking scream issues forth from its wounds.

Each abyssal chicken within 60 feet that can hear the tree may make a Razor Talon attack on its following turn as a Bonus Action.

Abyssal Scavenger


Abyssal Scavenger

Medium fiend (demon), chaotic evil


  • Armor Class 13
  • Hit Points 36 (8d8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 10 (+0) 3 (-4) 12 (+1) 11 (+0)

  • Skills Perception +3
  • Damage Resistances Cold, Fire, Lightning
  • Condition Immunities Poisoned
  • Senses Passive Perception 13
  • Challenge 1/2 (100 XP)

Keen Hearing and Smell. The scavenger has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Death Shriek. When the scavenger drops to 0 hit points, each other scavenger within 15 ft. can make a melee attack as a reaction.

Actions

Engulfing Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage and the target is grappled (escape DC 13).

A Medium or smaller creature that isn't grappled by another scavenger has its head engulfed in the scavenger's mouth; while grappled in this way the creature is Blinded and Choking.

Frenzied Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, and each other scavenger within 30 feet can use its reaction to move up to 10 feet toward the target.

Worry. One creature grappled by both the scavenger and at least one of the scavenger's allies must succeed on a DC 13 Constitution saving throw or fall prone and take 10 (3d6) piercing damage, or take half as much damage on a success.

Reactions

Adapt Resistance. When the scavenger takes damage of a type it doesn't have resistance against, it can gain resistance to that damage type until the beginning of its next turn.

Abyssal Scavenger Tactics

Scavengers approach cautiously in widely scattered
groups, using their frenzied claw to cluster in once the
first ones make contact, then biting and worrying foes.

Abyssal Scavenger Lore

Arcana DC 20: Abyssal scavengers each carry a tiny mote of the raw essence of the Abyss within them. This can be usefully extracted for certain rituals, but the greater concern is that a critical mass of them concentrated in a single material location might tear a hole through the fabric of reality, opening a persistent gateway to the Abyss.
Nature DC 15: Pests endemic to the Abyss, abyssal scavengers mature and breed rapidly. In their native environment, their numbers are kept in check by the endless variety of horrors that prowl the endless layers, but when incursions into the material plane occur they can quickly grow beyond the ability of local forces to combat.

Abyssal Worms

Abyssal Worm Lore

Arcana DC 15: Abyssal worms project a magical aura of pain and despair, known to completely overwhelm and subsume any sense of self-preservation in creatures nearby.
Nature DC 15: The great worms of the Abyss melt the earth they swallow into glowing slag, leaving glassy trails through the tunnels they bore, and are able to regurgitate this slag in great molten torrents.
Nature DC 20: Abyssal worms reproduce through a slow and agonizing fission, in which over the course of centuries a second head sprouts forth and the worm gradually tears itself in half. During this period, the worms are at their most dangerous, avoided by even the great lords of the Abyss.
Religion DC 10: Though gates out of the Abyss are said to exist throughout its infinite layers, such gates are often guarded by enormous worms, set there by some malign force to prevent escape from the endless pit.
Religion DC 20: Though often assumed to be distant relatives of the material plane's purple worms, abyssal worms are the wretched offspring of the dragon queen Tiamat and the two-headed demon lord Kothok. While most were devoured by their mother at birth, some few were spared her hunger, hidden and set to guard deep gates within the Abyss to the outer elemental chaos.

Abyssal Worm Tactics

Abyssal worms burst forth with their Terror From the Deep, bite a creature that failed the save, then use their Slag Breath if they can catch two or more enemies in it, or their Unendurable Agony otherwise, then dive back down until their Terror From the Deep recharges. They use their Implacable to avoid any fully incapacitating effect, but for more minor debilitations just burrow down on their turn to wait it out.

They treat all other creatures as hostile, prioritizing the largest foes with their Bite and attempting to dispatch smaller ones with their Slag Breath and Unendurable Agony.

Variant: Splitworm Fission. When reduced below 211 hit points or if dealt a critical hit that deals slashing damage, at DM discretion an Abyssal Splitworm may tear itself in half, becoming two Abyssal Worms each with half the original creature's hit points.

The two new worms immediately regain the use of their Unendurable Agony and each of their recharge abilities.



Abyssal Worm

Gargantuan fiend (demon), chaotic evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 186 (12d20 + 60)
  • Speed 40 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 13 (+1) 21 (+5) 9 (-1) 14 (+2) 8 (-1)

  • Saving Throws STR +11, WIS +7, CHA +4
  • Damage Resistances Weapon attacks not made from inside it
  • Damage Immunities Fire, Poison
  • Condition Immunities Poisoned
  • Senses Blindsight 30 ft., Tremorsense 60 ft., Passive Perception 12
  • Languages Abyssal, Wormscream, Telepathy 120 ft.
  • Challenge 14 (11,500 XP)

Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Earth Quaker. When the worm burrows 30 feet or fewer below the surface, 10 foot wide, 10 foot deep fissures open at the surface above where it passes.

Creatures in a space where a fissure opens must succeed on a DC 19 Dexterity saving throw or fall prone in the trench, or move to the nearest unoccupied space outside the area on a success.

Implacable. If the worm fails a saving throw, it can choose to succeed instead. If it does, it loses 25 hit points.

Actions

Shard-Ringed Maw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage and the target must succeed on a DC 19 Dexterity saving throw or be Swallowed by the worm.

A creature Swallowed by the worm takes 11 (2d10) fire damage at the start of each of the worm's turns.

If the worm is dealt 20 or more Piercing or Slashing damage in a turn or if it is reduced to 0 hit points, a hole is cut in its gullet, allowing creatures to attempt to escape through it as an action (escape DC 19).

Terror From the Deep (Recharge 5-6). The worm moves up to its burrow speed, then bursts from underground thrashing, in a flurry of debris.

Each creature within 15 feet of the worm must succeed on a DC 19 Dexterity saving throw or take 21 (6d6) bludgeoning damage and be knocked prone, or take half as much damage on a success.

As a bonus action this turn, the worm can make a Shard-Ringed Maw attack against a creature that failed this saving throw.

Slag Breath (Recharges when the worm uses its Terror From the Deep). The worm spews forth a line of molten slag in a 60 foot line that is 15 feet wide. Each creature in the area must succeed on a DC 18 Dexterity saving throw or take 33 (6d10) fire damage, or half as much on a success.

For the next minute, a creature that starts its turn on the ground in the area or enters it for the first time on a turn takes 11 (2d10) fire damage.

Unendurable Agony (1/Day, 8th Level Spell, Concentration). Each other creature within 20 feet of the worm must succeed on a DC 18 Wisdom saving throw or become hostile to itself and indifferent to all other creatures for the next minute.

An affected creature repeats this saving throw whenever it takes 10 or more damage from a single source, ending the effect on a success.

Reactions

Pit of Despair. When a creature misses the worm with an attack, the worm can force it to succeed on a DC 18 Wisdom saving throw or be Frightened until the end of the creature's next turn.



Abyssal Splitworm

Gargantuan fiend (demon), chaotic evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 420 (24d20 + 168)
  • Speed 40 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
25 (+7) 12 (+1) 24 (+7) 9 (-1) 14 (+2) 8 (-1)

  • Saving Throws STR +14, WIS +14, CHA +6
  • Damage Resistances Weapon attacks not made from inside it
  • Damage Immunities Fire, Poison
  • Condition Immunities Poisoned
  • Senses Blindsight 30 ft., Tremorsense 60 ft., Passive Perception 12
  • Languages Abyssal, Wormscream, Telepathy 120 ft.
  • Challenge 23 (50,000 XP)

Tunneler. The splitworm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Earth Quaker. When the worm burrows 30 feet or fewer below the surface, 10 foot wide, 10 foot deep fissures open at the surface above where it passes.

Creatures in a space where a fissure opens must succeed on a DC 19 Dexterity saving throw or fall prone in the trench, or move to the nearest unoccupied space outside the area on a success.

Two Heads. The splitworm has advantage on Wisdom (Perception) checks and on saving throws against being Blinded, Charmed, Deafened, Frightened, Stunned, and knocked Unconscious.

Double Actions. The splitworm rolls initiative twice, and acts on each of them.

Implacable. If the splitworm fails a saving throw, it can choose to succeed instead. If it does, it loses 25 hit points.

Actions

Shard-Ringed Maw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) piercing damage and the target must succeed on a DC 22 Dexterity saving throw or be Swallowed by the worm.

A creature Swallowed by the worm takes 11 (2d10) fire damage at the start of each of the worm's turns.

If the worm is dealt 20 or more Piercing or Slashing damage in a turn or if it is reduced to 0 hit points, a hole is cut in its gullet, allowing creatures to attempt to escape through it as an action (escape DC 19).

Terror From the Deep (Recharge 6). The splitworm moves up to its burrow speed, then bursts from underground thrashing, in a flurry of debris.

Each creature within 15 feet of the splitworm must succeed on a DC 22 Dexterity saving throw or take 21 (6d6) bludgeoning damage and be knocked prone, or take half as much damage on a success.

As a bonus action this turn, the worm can make a Shard-Ringed Maw attack against a creature that failed this saving throw.

Slag Breath (Recharges when the splitworm uses its Terror From the Deep). The splitworm spews forth a line of molten slag in a 60 foot line that is 15 feet wide. Each creature in the area must succeed on a DC 22 Dexterity saving throw or take 33 (6d10) fire damage, or half as much on a success.

For the next minute, a creature that starts its turn on the ground in the area or enters it for the first time on a turn takes 11 (2d10) fire damage.

Unendurable Agony (1/Day, 8th Level Spell, Concentration). Each other creature within 20 feet of the worm must succeed on a DC 22 Wisdom saving throw or become hostile to itself and indifferent to all other creatures for the next minute.

An affected creature repeats this saving throw whenever it takes 10 or more damage from a single source, ending the effect on a success.

Reactions

Pit of Despair. When a creature misses the worm with an attack, the worm can force it to succeed on a DC 22 Wisdom saving throw or be Frightened until the end of the creature's next turn.

Basilisks

Basilisk Lore

Alchemist's Tools DC 15: The digestive fluids of the true basilisk can be mixed with rendered fat to create a salve that cures petrification, though the volatile compounds present last only a few hours before losing their potency.
Alchemist's Tools DC 20: Certain alchemists have claimed to be able to produce a generalized tincture of Stone To Flesh from these fluids, enabling a particularly grisly method of tunneling through stone, though such claims thus far remain unsubstantiated.
Animal Handling DC 20: Social animals that they are, it is theoretically possible to tame a basilisk, though few are brave or foolhardy enough to try.
History DC 15: While basilisks are never known to petrify one another in dominance contests, they seem particularly aggravated by the sight of their own reflection, and can often be goaded into petrifying themselves with a large mirror and the proper encouragement.
Nature DC 10: Basilisks use their petrifying gaze to immobilize any prey not intelligent enough to avert its gaze, crushing stone with their impossibly sturdy teeth and then converting it back into flesh as they digest it.
Nature DC 15: While the true basilisk with its petrifying gaze is the best known variety, various subspecies exist across the world, exhibiting a wide variety of magical gaze abilities.
Religion DC 20: In some of the deepest reaches of the Abyss yet probed by mortal magics, an endemic species of basilisk is rumored to lurk, larger and more fearsome than any of its material kin. Despite this reputation, it is still sought by adventurous hunters, prized for claims of the superior curatives that can be distilled from its bodily humours.


Venom-Eye Basilisk

Small monstrosity, unaligned


  • Armor Class 13 (Natural Armor)
  • Hit Points 18 (4d8)
  • Speed 20 ft., burrow 5 ft., climb 10 ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 11 (+0) 2 (-4) 8 (-1) 7 (-2)

  • Damage Resistances Poison
  • Senses Darkvision 60 Ft., Passive Perception 9
  • Challenge M9 (500 XP)

Venomous Gaze. A creature that starts its turn within 30 feet of one or more venom-eye basilisks takes 1 poison damage for each of those basilisks it can see, then must succeed on a DC 15 Constitution saving throw or be Poisoned until the beginning of its next turn.

Unless surprised, a creature can avert its eyes at the beginning of its turn to avoid this effect, treating the basilisk as Invisible until the beginning of its next turn.

Minion. If the basilisk takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the basilisk takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage.

Actions

Snapping Bites (Group Attack). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 piercing damage.


Wilt-Eye Basilisk

Medium monstrosity, unaligned


  • Armor Class 15 (Natural Armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 20 ft., burrow 5 ft., climb 10 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 2 (-4) 8 (-1) 7 (-2)

  • Damage Resistances Poison
  • Senses Darkvision 60 Ft., Passive Perception 9
  • Challenge 3 (700 XP)

Wilting Gaze. When a creature that can see the basilisk (or its reflection) starts its turn within 30 feet of it, the basilisk can force it to succeed on a DC 12 Constitution saving throw or deals only half damage with weapon attacks until the beginning of its next turn.

Unless surprised, a creature can avert its eyes at the beginning of its turn to avoid this effect, treating the basilisk as Invisible until the beginning of its next turn.

Actions

Drooling Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage.

Wither. One creature affected by the basilisk's wilting gaze must succeed on a DC 12 Constitution saving throw or take 22 (4d10) necrotic damage. A creature reduced to 0 hit points in this way has disadvantage on death saving throws for the next minute.

Reactions

Darting Snap.When a creature that is averting its eyes from the basilisk misses it with a melee attack, the basilisk can make a Drooling Bite attack against it.

Basilisk Tactics

Basilisks pop out of their burrows and hiss threateningly, trying to lure an unsuspecting creature into looking at them. If a creature looks at them, they keep their distance, repeatedly trying to use their Wither or Petrify as they kite it around through various cover and difficult environments. They close to melee and use their bite only if a creature averts its gaze, or once they have debilitated it with their gaze.

If the basilisk incapacitates a creature but remains outnumbered by the creature's allies, it will often retreat, but stay nearby and wait to see if they abandon it, returning to attack again if they try to take their fallen companion with them.


True Basilisk

Medium monstrosity, unaligned


  • Armor Class 16 (Natural Armor)
  • Hit Points 90 (12d8 + 36)
  • Speed 20 ft., burrow 5 ft., climb 10 ft.

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 17 (+3) 3 (-4) 8 (-1) 7 (-2)

  • Damage Resistances Poison
  • Senses Darkvision 60 Ft., Passive Perception 9
  • Challenge 5 (700 XP)

Ossifying Gaze.When a creature that can see the basilisk (or its reflection) starts its turn within 30 feet of it, the basilisk can force it to succeed on a DC 13 Constitution saving throw or be restrained until the beginning of its next turn as its flesh begins to turn to stone.

Unless surprised, a creature can avert its eyes at the beginning of its turn to avoid this effect, treating the basilisk as Invisible until the beginning of its next turn.

Actions

Gravelchewer Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) poison damage.

This attack ignores any resistance to piercing damage.

Petrify. One creature affected by the basilisk's Ossifying Gaze must succeed on a DC 13 Constitution saving throw or be Petrified for the next 24 hours. A creature that fails this save by 5 or more is Petrified until cured with a Greater Restoration or similar magic.

Reactions

Darting Snap.When a creature that is averting its eyes from the basilisk misses it with a melee attack, the basilisk can make a Gravelchewer Bite attack against it.

Encounter Groups

CR 12 Encounter 3,500 XP

  • 1 True Basilisk (CR 5)
  • 1 Maedar (CR 4)
  • 3 Stone Cursed (CR 1)

CR 15 Encounter 5,500 XP



Abyssal Basilisk

Large monstrosity, unaligned


  • Armor Class 17 (Natural Armor)
  • Hit Points 228 (24d10 + 96)
  • Speed 30 ft., burrow 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
21 (+5) 18 (+4) 19 (+4) 5 (-3) 14 (+2) 7 (-2)

  • Saving Throws DEX +8, CON +8
  • Skills Stealth +8, Perception +6, Survival +6
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Charmed, Frightened, Poisoned
  • Senses Darkvision 60 Ft., Passive Perception 16
  • Challenge 12 (8,400 XP)

Ossifying Gaze. A creature that starts its turn within 30 feet of the basilisk that can see it (or its reflection) must make a DC 16 Constitution saving throw. On a failed save, the creature magically begins to turn to stone and is restrained until the beginning of its next turn.

At the beginning of its turn, a creature that isn't Surprised can avert its gaze, treating the basilisk as Invisible until the beginning of its next turn.

Tunneler. The basilisk can burrow through solid rock at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake.

Magic Resistance. The marilith has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The basilisk makes three attacks with its Claw Swipe, one of which it may replace with its Stonecrushing Bite or its Petrify.

Stonecrushing Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 10 (3d6) poison damage.

If the target is petrified, it must succeed on a DC 17 Constitution saving throw or lose a limb of its choice.

Claw Swipe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

On a critical hit, the target is knocked prone, and must immediately make a saving throw against the basilisk's Ossifying Gaze.

Petrify. One creature affected by the basilisk's ossifying gaze must succeed on a DC 16 Constitution saving throw or be petrified until cured with a Greater Restoration or similar magic.

Reactions

Darting Snap. As a reaction to a creature that is averting its eyes missing the basilisk with a melee attack, the basilisk may make a bite attack against the attacker.

Bebiliths

Bebilith Lore

Nature DC 15: Bebiliths are a form of arachnid endemic to the endless layers of the Abyss, considered by many to be deadliest natural predators native to that most fearsome of planes.
Nature DC 20: The best strategy for dealing with bebiliths is never to be on the same plane of existence as one. They can track a scent for miles, are intelligent enough to cooperate and set complex traps, their bladed claws tear through armor like it was tissue, their webs trap souls and burn flesh, and their venom causes its victims to explode.
History DC 20: Though bebiliths hunt tanar'ri demons with a single-minded ferocity that goes beyond the mere drive for sustenance, slaying a bebilith or even risking its injury is considered a great taboo amongst demonkind, with any who slay one thought doomed to a lasting and ignominious demise.


Bebilith Fusespawn

Medium fiend (demon), chaotic evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 22 (3d8 + 9)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 17 (+3) 5 (-3) 14 (+2) 13 (+1)

  • Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 21
  • Languages Telepathy 30 ft.
  • Challenge M17 (1,800 XP)

Spider Climb. The bebilith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Death Throes. When the bebilith is reduced to 0 hit points it explodes in a flash of uncontrolled energy. Each creature within 5 feet it takes 5 force damage and is pushed 5 feet away.

Minion. If the bebilith takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the bebilith takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage.

Actions

Anchoring Bite (Group Attack). Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 7 piercing damage.

For the next minute, if the target would teleport any distance, it instead teleports half as far.

Bebilith Fusespawn Tactics

Bebilith Fusespawn cautiously circle around foes, making use of cover and alternately hiding and dodging as they take an opponent's measure. Once a creature shows any weakness or hostility they rush in and try to overwhelm it with a crush of bodies, positioning themselves to damage as many enemies as possible if they explode.

Encounter Groups

CR 24 Encounter 27,200 XP

  • 2 Bebilith Charbloods (CR 11)
  • 1 Trap Haunt (CR 4)
  • 15 Bebilith Fusespawn (CR M17)


Bebilith Charblood

Huge fiend (demon), chaotic evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 287 (23d12 + 138)
  • Speed 50 ft., climb 50 ft.

STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 23 (+6) 10 (+0) 17 (+3) 13 (+1)

  • Saving Throws DEX +8, CON +10, WIS +5
  • Skills Athletics +5, Perception +11, Stealth +8
  • Damage Resistances Acid, Lightning
  • Damage Immunities Fire, Poison
  • Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Stunned
  • Senses Blindsight 120 ft., Darkvision 120 ft., Passive Perception 21
  • Languages Understands Abyssal but does not speak, Telepathy 120 ft.
  • Challenge 11 (7,200 XP)

Spider Climb. The bebilith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Scent Paragon. The bebilith can track the approximate location, by scent, of each creature in a 5 mile radius. A creature that does not mask its scent has disadvantage on Dexterity (Stealth) checks made to hide from the bebilith.

Final Curse. A creature that reduces the bebilith to 0 hit points must succeed on a DC 15 Charisma saving throw or be cursed. While cursed in this way, the creature is unaffected by any magic that would return it to life.

Magic Resistance. The bebilith has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The bebilith makes one attack with its Fusevenom Bite and two attacks with its Rending Forelegs, one of which it may replace with a use of its Soulchar Web, if available.

Fusevenom Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 12 (2d8 + 3) piercing damage and the target must succeed on a DC 18 Constitution saving throw or be Poisoned for 1 minute.

The Poisoned creature repeats this saving throw at the end of each of its turns, ending the effect on a success, or taking 5 (1d10) force damage on a failure.

A creature that dies while Poisoned in this way explodes. Each creature within 10 feet of it must succeed on a DC 18 Dexterity saving throw or take 16 (3d10) force damage, or half as much on a success.

Rending Forelegs. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) slashing damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone.

If the target is wearing nonmagical armor, it takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed.

Soulchar Web (Recharge 5–6). The bebilith launches webbing in a 15 foot radius centered on a point it can see within 60 feet, forcing each creature in the area to succeed on a DC 17 Dexterity saving throw or be restrained by webbing (escape DC 17).

A creature restrained in this way takes 3 (1d6) fire damage at the start of each of its turns. A creature that teleports out of the web takes 22 (4d10) force damage and must succeed on a DC 18 Constitution saving throw or be Stunned until the end of the bebilith's next turn.

The webbing can be attacked and destroyed (AC 15; 10 HP; immunity to bludgeoning, fire, poison, and psychic damage)

Bonus Actions

Soulchar Bind. One prone creature within 15 feet of the bebilith must succeed on a DC 18 Strength saving throw or be wrapped in its webbing and restrained. (escape DC 18).

If the target is Large or smaller, the bebilith may then attach the creature to its back as part of this action. A creature restrained in this way takes 3 (1d6) fire damage at the start of each of its turns.

Bebilith Charblood Tactics

Charbloods lurk in wrecks and ruins, placing salvaged treasure and sealing passageways to funnel prey into a vulnerable position before revealing themselves and beginning combat by launching their Soulchar Web. They prioritize any target with demonic influence or association, otherwise attacking the least robust looking of their available foes with their Fusevenom Bite, then switching targets once a Poisoned creature is low on health.

Bebilith Ruinarch Tactics

Bebilith ruinarchs typically only fight with the intent of killing a specific powerful target, treating any other combatants as nuisances to be batted aside with their Rending Forelegs, entangled with their Soulchar Web, trampled with their Titanic Shift, blinded with their Blinding Bristles, or frightened away with their Rattling Hiss. They will, however, bind incidentally felled enemies and attach them to their back for later consumption.

A ruinarch's attention is usually attracted only by powerful, well-guarded demons such as balors, mariliths, molydei, and archdemons, and it will typically wait in hiding at a great distance until it smells stress or injury to make its move.



Bebilith Ruinarch

Gargantuan fiend (demon), chaotic evil


  • Armor Class 17 (Natural Armor)
  • Hit Points 518 (28d20 + 224)
  • Speed 60 ft., climb 60 ft.

STR DEX CON INT WIS CHA
27 (+8) 18 (+4) 26 (+8) 14 (+2) 22 (+6) 23 (+6)

  • Saving Throws DEX +11, CON +14, WIS +13
  • Skills Athletics +15, Insight +13, Perception +20
  • Damage Resistances Acid, Lightning; Attacks made without Advantage
  • Damage Immunities Fire, Poison
  • Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
  • Senses Blindsight 120 ft., Darkvision 120 ft., Passive Perception 30
  • Languages Abyssal, Common, Telepathy 120 ft.
  • Challenge 22 (41,000 XP)

Spider Climb. The bebilith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Scent Paragon. The bebilith can track the approximate location, by scent, of each creature in a 5 mile radius. A creature that does not mask its scent has disadvantage on Dexterity (Stealth) checks made to hide from the bebilith.

Final Curse. A creature that reduces the bebilith to 0 hit points must succeed on a DC 21 Charisma saving throw or be cursed. While cursed in this way, the creature is unaffected by any magic that would return it to life.

Magic Resistance. The bebilith has advantage on saving throws against spells and other magical effects.

Implacable. If the bebilith fails a saving throw, it can choose to succeed instead. If it does, it loses 25 hit points.

Actions

Multiattack. The bebilith makes four attacks, one of which may be with its Fusevenom Bite, or makes one attack and uses its Soulchar Web, if available.

Fusevenom Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one creature. Hit: 30 (4d10 + 8) piercing damage and the target must succeed on a DC 21 Constitution saving throw or be Poisoned for 1 minute.

A creature Poisoned in this way repeats this saving throw at the end of each of its turns, ending the effect on a success, or taking 11 (2d10) force damage on a failure.

A creature that dies while Poisoned in this way explodes. Each creature within 15 feet of it must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) force damage, or half as much on a success.

Rending Forelegs. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 26 (4d8 + 8) slashing damage, and the target and each other creature within 5 feet of it must succeed on a DC 23 Strength saving throw or be knocked prone.

If the target is wearing nonmagical armor, it takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed.

Soulchar Web (Recharge 5–6). The bebilith launches webbing in a 20 foot radius centered on a point it can see within 60 feet. Each creature in the area must succeed on a DC 17 Dexterity saving throw or be restrained (escape DC 21).

A creature restrained in this way takes 10 (3d6) fire damage at the start of each of its turns. A creature that teleports out of the web takes 22 (4d10) force damage and must succeed on a DC 21 Constitution saving throw or be Stunned until the end of the bebilith's next turn.

The webbing can be attacked and destroyed (AC 15; 20 HP; immunity to bludgeoning, fire, poison, and psychic damage)

Bonus Actions

Soulchar Bind. One prone creature within 15 feet of the bebilith must succeed on a DC 21 Strength saving throw or be wrapped in its webbing and restrained. (escape DC 21).

If the target is Huge or smaller, the bebilith may then attach the creature to its back as part of this action. A creature restrained in this way takes 10 (3d6) fire damage at the start of each of its turns.

Rattling Hiss. The bebilith lets out a fearsome hiss at a creature it can see within 30 feet. The target must succeed on DC 21 Wisdom saving throw or use its reaction to move half its speed directly away from the bebilith and be Frightened until the end of its next turn.

Legendary Actions

The bebilith can take 3 legendary actions, choosing from the options below.

Titanic Shift. The bebilith moves up to half its speed. Each Medium or larger creature whose space it moves through with this movement must succeed on a DC 23 Strength saving throw or be knocked prone.

Sap and Sicken. One creature restrained in the bebilith's webs must succeed on a DC 21 Constitution saving throw or lose any resistance or immunity to Poison damage or the Poisoned condition that it has for the next minute.

Blinding Bristles. The bebilith ejects some of its barbed bristles, forcing one creature within 15 feet to succeed on a DC 21 Constitution saving throw or take 14 (4d6) piercing damage and be Blinded until it takes an action to clear its eyes.

Leaping Strike (Costs 2 Actions). The bebilith jumps up to 60 feet and makes a Rending Forelegs attack.

Gravesnag


Gravesnag

Medium fiend (demon)/plant, chaotic evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 95 (10d8 + 50)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 21 (+5) 12 (+1) 16 (+3) 12 (+1)

  • Damage Resistances Cold, Lightning
  • Damage Vulnerabilities Fire
  • Senses Passive Perception 13
  • Challenge 4 (1,100 XP)

Spirit Tether. The gravesnag begins life tied to the manitou that created it with a faintly perceptible tether of spectral energy, which is Invisible to any creature with a Passive Perception of 19 or lower.

If the gravesnag begins its turn more than 30 feet away from its creator or if the tether is targeted with Dispel Magic or a similar effect, the tether snaps and gravesnag is Incapacitated for 1 hour, and is freed from the manitou's control.

Slithering Vines. The gravesnag may enter and move through the space of any creature or any space wide enough for a single vine without squeezing.

Actions

Strangleroot Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 5) bludgeoning damage.

If this attack was made with advantage, the gravesnag can immediately use its Tangled Lunge against the same target.

Tangled Lunge. The gravesnag lurches up to 15 feet, then can force one creature in its space to succeed on a DC 15 Dexterity saving throw or be restrained (escape DC 15).

A creature restrained by two or more gravenags is additionally Choking.

A creature restrained by three or more gravesnags is Blinded and has total cover from outside effects.

Rending Twist. One creature that is grappled or restrained by both the gravesnag and at least one other creature or effect must succeed on a DC 15 Constitution saving throw or take 27 (6d8) bludgeoning damage, or half as much on a success.

A creature killed by this damage is torn in half.

Gravesnag Lore

Arcana DC 10: Gravesnags are a form of demonic plant life animated by evil spirits. They remain bound to those spirits for the first hours of their life and are rendered insensate if forced to separate from their creator before they have finished developing.
Nature DC 15: Unlike most forms of demonic flora, gravesnags have no inherent resiliency to flame.
Religion DC 10: Frequently found growing on the shores of the Dreaming Gulf in the depths of the abyss, gravesnags are a threat to any living creatures that stray that deep, tangling unsuspecting travelers in a knotted embrace that slowly and agonizingly twists them apart.

Gravesnag Tactics

Gravesnags lurch toward the nearest creature, attacking with their Tangled Lunge if they don't have advantage, and their Strangleroot Slam otherwise. They typically all gang up on a single target, then use their Rending Twist each turn against it until it is ripped in half before moving on to another.

Jarrlak

Jarrlak Lore

Nature DC 15: The breath of a jarrlak is so cold it can turn a living creature to solid ice in seconds, allowing them to shatter it like glass if its allies fail to thaw it in time.
Nature DC 20: The flesh of a jarrlak is so cold that water freezes instantly on contact with it. While this helps them develop the weapons of ice they wield, it can become cumbersome if they are doused in water.
Religion DC 15: Jarrlaks are a rare form of fiercely territorial abyssal wildlife. Though intelligent enough that they are occasionally enlisted into the service of greater demons, they are so deeply irritable and volatile that most typically their "service" merely entails keeping whichever frozen waste they had already claimed as their territory depopulated.

Jarrlak Tactics

Jarrlaks are intensely territorial and will always fight each other for dominance before focusing on any potential prey. They use their Frozen Death whenever available, targeting the least injured of their foes. Early in the fight they focus their attacks only on active combatants, but if a creature escapes from their Frozen Death they begin to follow up subsequent uses with their Frostshatter Bite to finish the frozen creature off.




Jarrlak

Large fiend (demon), chaotic evil


  • Armor Class 17 (Natural Armor)
  • Hit Points 220 (21d10 + 105)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 21 (+5) 14 (+2) 19 (+4) 13 (+1)

  • Saving Throws DEX +5, INT +6
  • Damage Immunities Cold
  • Condition Immunities Frightened, Poisoned
  • Senses Darkvision 60 ft. Passive Perception 14
  • Languages Abyssal
  • Challenge 11 (7,200 XP)

Bladed Berg. If the jarrlak takes 15 or more fire damage from a single source, its Icicle Gore does half as much piercing damage until the end of its next turn.

Freezing Flesh. If the jarrlak is doused in water, it gains 10 temporary hit points. While it has any of these temporary hit points, the jarrlak is restrained.

Magic Resistance. The jarrlak has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The jarrlak makes three attacks with its Icicle Gore, one of which it may replace with a use of its Frostshatter Bite or Frozen Death, if available.

Frostshatter Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 32 (4d12 + 6) piercing damage.

A target affected by the jarrlak's Frozen Death drops to 0 hit points, then must succeed on a DC 17 Constitution saving throw or shatter into pieces and die.

Icicle Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) piercing plus 9 (2d8) cold damage.

Frozen Death (Recharge 4-6). One creature the Jarrlak can see within 15 feet must succeed on a DC 17 Constitution saving throw or be Petrified as it freezes solid (Save Ends at end of turn).

This effect ends early if the creature takes any fire damage.

Reactions

Glacial Eruption (1/Day). When the jarrlak is reduced below 111 hit points, it can raise a contiguous wall of ice composed of up to six 20 foot by 20 foot, 5 foot thick panels, bursting forth from the earth within 100 feet of it.

When the wall appears, each creature in the wall's space is pushed to a side of its choice. Each panel of the wall is an object and can be attacked (AC 5, 50 HP, vulnerability to fire damage).

Krenshar

Krenshar Lore

Nature DC 10: Krenshar are a form of big cat pack hunters, notable for their ability to retract their faces to expose their skull when hunting. Dominance contests between two krenshar rarely result in any blood shed, as their ability to endure attacks against the toughened bone of their skulls typically wins out against either challenger's endurance or patience.
Nature DC 15: Krenshar excel at taking down panicked or fleeing prey, and often use their retractable faces to startle creatures and set them off balance before pouncing.

Krenshar Tactics

Krenshar only ever attack groups that they outnumber, advancing just after dusk with Bloodbrued and Gnawbones first spreading out, then closing in on prey from opposite sides, while Harriers dive into the center of the group and try to drive it apart.

A gnawbones may appear alone and feign injury, trying to tempt the party into attack or pursuit while a hidden pack moves into position surrounding them.


Krenshar Harrier

Medium monstrosity, unaligned


  • Armor Class 13 (Natural Armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 4 (-3) 10 (+0) 13 (+1)

  • Senses Darkvision 60 ft., Passive Perception 14
  • Challenge M4 (220 XP)

Minion. If the krenshar takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the krenshar takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage.

Actions

Snapping Throng (Group Attack). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 piercing damage.

On a hit or miss, the target may move up to 5 feet without provoking attacks of opportunity from krenshar harriers.

Bonus Actions

Retract Face. The krenshar peels back its face, revealing the musculature and hardened bone beneath for the next minute.

One creature within 5 feet of the krenshar must succeed on a DC 11 Wisdom saving throw or use its reaction to move half its speed directly away from the krenshar.


Krenshar Bloodbrued

Medium monstrosity, unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 104 (16d8 + 32)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 15 (+2) 4 (-3) 10 (+0) 13 (+1)

  • Skills Intimidation +3 Perception +4, Stealth +5
  • Senses Darkvision 60 ft., Passive Perception 14
  • Challenge 4 (1,100 XP)

Ferocious Opportunist. The krenshar may use its Multiattack when making opportunity attacks.

Tempered Skull. While its skull is exposed and it is within 5 feet of only a single hostile creature, the krenshar has resistance to piercing and slashing damage dealt by that creature.

Actions

Multiattack. The krenshar makes two melee attacks, one of which may be with its Throat-Ripper bite.

Throat-Ripper Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage and the target is grappled (escape DC 14).

If the target was already grappled by the krenshar, it takes an additional 4 (1d8) piercing damage.

Clawed Swipe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage and the target must succeed on a DC 14 Strength saving throw or be knocked prone.

Bonus Actions

Retract Face. The krenshar peels back its face, revealing the musculature and hardened bone beneath for the next minute.

Each creature within 5 feet of the krenshar must succeed on a DC 12 Wisdom saving throw or use its reaction to move half its speed directly away from the krenshar.

Encounter Groups

CR 11 Encounter 3,100 XP

  • 1 Gnoll Bloodcaller (CR 4)
  • 3 Deathpleged (CR 1)
  • 10 Krenshar Harriers (CR M3)

CR 21 Encounter 13,600 XP


Krenshar Gnawbones

Large monstrosity, unaligned


  • Armor Class 15 (Natural Armor)
  • Hit Points 190 (20d10 + 80)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 18 (+4) 4 (-3) 10 (+0) 16 (+3)

  • Skills Intimidation +6 Perception +6, Stealth +6
  • Senses Darkvision 60 ft., Passive Perception 16
  • Challenge 8 (3,900 XP)

Ferocious Opportunist. The krenshar may use its Multiattack when making opportunity attacks

Tempered Skull. While its skull is exposed and it is within 5 feet of only a single hostile creature, the krenshar has resistance to piercing and slashing damage dealt by that creature.

Actions

Multiattack. The krenshar makes three melee attacks, one of which may be with its Throat-Ripper bite.

Throat-Ripper Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and the target is grappled (escape DC 16).

If the target was already grappled by the krenshar, it takes an additional 9 (2d8) piercing damage.

Clawed Swipe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage and the target must succeed on a DC 16 Strength saving throw or be knocked prone.

Gnaw to the Bone (Recharge 5-6). One creature that is both prone and grappled by the krenshar must succeed on a DC 16 Constitution saving throw or take 44 (8d10) piercing damage and have its speed reduced by half until it completes a Short or Long Rest, or take half as much damage on a success.

Bonus Actions

Retract Face. The krenshar peels back its face, revealing the musculature and hardened bone beneath for the next minute.

Each creature within 5 feet of the krenshar must succeed on a DC 12 Wisdom saving throw or use its reaction to move half its speed directly away from the krenshar.

Unnerving Yowl. Until the beginning of the krenshar's next turn, creatures within 30 feet that can hear it have disadvantage on saving throws against any other krenshar's Retract Face ability.

Maw Demons

Maw Demon Lore

Arcana DC 15: The digestive tracts of maw demons, rather than sustaining them, seem to function as unstable portals to the Abyss, perhaps explaining the occasional blood tempests of that realm.

While none are known to have attempted it, it is theorized that one looking to travel to the Abyss could make the journey intact through a sufficiently large and compliant maw demon.
Nature DC 10: While little else seems to dissuade a maw demon from a meal it is engaged in, they do appear to lack the usual demonic immunity to conventional poisons and often will spit a creature out if they become convinced it is toxic, or to right themselves if their balance is disrupted.
Religion DC 10: Maw demons are a form of basal abyssal wildlife that seems to spring spontaneously from the earth in certain layers, most particularly in the Death Dells and Seeping Woods of Yeenoghu's realm.


Maw Demon Gnawer

Small fiend (demon), chaotic evil


  • Armor Class 13 (Natural Armor)
  • Hit Points 13 (3d6 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 12 (+1) 3 (-4) 8 (-1) 5 (-3)

  • Damage Resistances Cold, Fire, Lightning
  • Condition Immunities Charmed, Frightened
  • Senses Darkvision 60 ft., Passive Perception 9
  • Languages Understands Abyssal but can't speak
  • Challenge M6 (285 XP)

Poor Balance. If the maw demon moves more than 20 feet on its turn, at the end of the turn it must succeed on a DC 13 Strength saving throw or fall prone.

Minion. If the maw demon takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the maw demon takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage.

Actions

Gnaw Flesh (Group Attack). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 piercing damage.

A creature killed by this damage is utterly devoured, its flesh and bone scattered across the infinite Abyss.

Maw Demon Gnawer Tactics

Maw Demon Gnawers run full speed toward the most injured non-maw-demon creature to attack it, regardless of opportunity attacks or the downside of their Poor Balance trait. They attack until the creature is fully devoured before moving on to another target.

Maw Demon Gorger Tactics

Maw Demon Gorgers behave much as gnawers do, but will attempt to swallow whole any creature that they can over any other priority, friend or foe. A gorger that sees another gorger in the process of swallowing a creature uses its flailing charge to attempt to knock it prone and steal its meal.

Maw Demon Roving Void Tactics

Maw Demon Roving Voids behave much as lesser maw demons do, but will actively throw themselves prone to use their lurching bite if they don't have advantage on their attacks, using it repeatedly until they get an opportunity to gain advantage on a Scrabbling Claws attack, at which point they stand and try to grapple then swallow a creature.


Maw Demon Gorger

Medium fiend (demon), chaotic evil


  • Armor Class 13 (Natural Armor)
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 13 (+1) 5 (-3) 8 (-1) 5 (-3)

  • Damage Resistances Cold, Fire, Lightning
  • Condition Immunities Charmed, Frightened
  • Senses Darkvision 60 ft., Passive Perception 9
  • Languages Understands Abyssal but can't speak
  • Challenge 1 (200 XP)

Ravenous Flurry. If a creature the maw demon can see within 30 feet of it is reduced to 0 hit points, it can make a Scrabbling Claws attack as a bonus action on its following turn.

Flailing Charge. If the maw demon moves at least 20 feet in a straight line on its turn, at the end of its turn the maw demon and each creature within 5 feet of it must succeed on a DC 12 Strength saving throw or be knocked prone.

Actions

Multiattack. The maw demon makes two melee attacks, one of which may be with its Slavering Bite.

Slavering Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Scrabbling Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. If this attack was made with advantage, the target is additionally grappled (escape DC 12).

Swallow Whole. The maw demon begins to swallow a Medium or smaller creature within 5 feet that is Incapacitated or grappled by it.

At the beginning of the maw demon's next turn, the target is swallowed and lost to the depths of the Abyss, and the maw demon gains 18 (4d8) temporary hit points. This action is disrupted if the maw demon takes any poison damage, if it falls prone, or if the target escapes its grapple.


Maw Demon Roving Void

Large fiend (demon), chaotic evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 135 (18d10 + 36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 7 (-2) 15 (+2) 5 (-3) 8 (-1) 5 (-3)

  • Damage Resistances Cold, Fire, Lightning
  • Condition Immunities Charmed, Frightened
  • Senses Darkvision 60 ft., Passive Perception 9
  • Languages Understands Abyssal but can't speak
  • Challenge 5 (1,800 XP)

Ravenous Flurry. If a creature the maw demon can see within 30 feet of it is reduced to 0 hit points, it can make a Scrabbling Claws attack as a bonus action on its following turn.

Blastopore Maw. Being prone does not impose disadvantage on the maw demon's attacks.

Flailing Charge. If the maw demon moves at least 20 feet in a straight line on its turn, at the end of the turn the maw demon and each creature within 5 feet of it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions

Multiattack. The maw demon makes two melee attacks.

Lurching Bite. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 14 (2d10 + 3) piercing damage and the demon moves up to 10 feet toward the target.

The maw demon must be prone to target a creature that is not flying with this attack.

Scrabbling Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If this attack was made with advantage, the target is grappled (escape DC 14).

Swallow Whole. The maw demon begins to swallow a Medium or smaller creature within 5 feet that is incapacitated or grappled by it.

At the beginning of the maw demon's next turn, the target is swallowed and lost to the depths of the Abyss, and the maw demon gains 18 (4d8) temporary hit points. This action is disrupted if the maw demon takes any poison damage, if it falls prone, or if the target escapes its grapple.

Nashrou

Nashrou are among the infinite foul progeny of the Abyss, with just enough mind to hate and bodies sculpted to rend and slice tirelessly. Packs of these creatures roam the blasted plains, seeking out the wounded and weary to shred. Any site of pitched battle is liable to attract one of these, and where one is found, a great many more are sure to follow.

Nashrou Lore

Arcana DC 15: Nashrou, due to their fragile anatomy, are best summoned against hordes of lesser foes, as a single mighty blow from a more formidable combatant is liable to instantly destroy them.
History DC 15: The nashrou's spindly forms allow them to crash into defensive lines without resistance, but also make them vulnerable to being killed in a single, well-struck blow to their central node.
History DC 25 The military historian Zaguror the Hatefrosted reports that the legions of hell have had great success setting caltrops in the path of a charging pack of nashrous.
Nature DC 15: Nashrou are predators that roam the abyss, filling the ecological niche of other pack hunters like wolves. When spotted alone, it is fair to assume that a nashrou is scouting for a larger pack.
Nature DC 20: As denizens of the Abyss, Nashrou have broad resistances to elemental energies and conventional weaponry.
Religion DC 15: It has been asserted that the nashrou are actually divine creations, rather than an endemic species, unleashed upon the Abyss to perfect them in the crucible of eternal conflict.
Religion DC 20: Clerics of Malar the Beastlord and Garagos the Reaver each assert it was the other's god who created the nashrou.


Nashrou Scout

Large fiend (demon), chaotic evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 85 (10d6 + 50)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 20 (+5) 2 (-4) 11 (+0) 8 (-1)

  • Skills Perception +4, Stealth +4, Survival +2
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned, Prone
  • Senses Darkvision 60 ft., Passive Perception 12
  • Challenge 2 (450 XP)

Carnage Stalker. The nashrou can detect, by scent, the number and direction of any dead or unconscious creatures within 1000 feet.

Weak Spot. If the nashrou is hit by an attack roll of 24 or higher, it must succeed on a DC 15 Constitution saving throw or die.

Spindly. The nashrou can move through the space of any creature smaller than Large without needing to make an ability check.

Actions

Multiattack. The nashrou makes two attacks with its goring spikes, one of which it may replace with a use of its scything swipe.

Goring Spikes. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. On a critical hit, the target is grappled (escape DC 12) and restrained.

Scything Swipe. The nashrou whirls its scything limbs in a 10 foot cone, forcing each creature in the area to succeed on a DC 12 Dexterity saving throw or take 5 (2d4) slashing damage, or half as much on a success.


Nashrou Stalker

Large fiend (demon), chaotic evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 119 (14d6 + 70)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 20 (+5) 2 (-4) 13 (+1) 8 (-1)

  • Skills Perception +5, Stealth +4, Survival +3
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned, Prone
  • Senses Darkvision 60 ft., Passive Perception 13
  • Challenge 4 (1,100 XP)

Carnage Stalker. The nashrou can detect, by scent, the number and direction of any dead or unconscious creatures within 1000 feet.

Weak Spot. If the nashrou is hit by an attack roll of 25 or higher, it must succeed on a DC 15 Constitution saving throw or die.

Spindly. The nashrou can move through the space of any creature smaller than Large without needing to make an ability check.

Actions

Multiattack. The nashrou makes two attacks with its Goring Spikes, one of which it may replace with a use of its Scything Swipe.

Goring Spikes. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. On a critical hit, the target is grappled (escape DC 13) and restrained.

Scything Swipe. The nashrou whirls its scything limbs in a 10 foot cone, forcing each creature in the area to succeed on a DC 13 Dexterity saving throw or take 7 (3d4) slashing damage, or half as much on a success.

Reactions

Harry. When a creature leaves its reach, the nashrou can move up to half its speed and makes a Goring Spikes attack.


Nashrou Slayer

Large fiend (demon), chaotic evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 152 (16d8 + 80)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 21 (+5) 2 (-4) 15 (+2) 8 (-1)

  • Skills Perception +5, Stealth +5, Survival +5
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned, Prone
  • Senses Darkvision 120 ft., Passive Perception 15
  • Challenge 6 (2,300 XP)

Carnage Stalker. The nashrou can detect, by scent, the number and direction of any dead or unconscious creatures within 1000 feet.

Weak Spot. If the nashrou is hit by an attack roll of 26 or higher, it must succeed on a DC 15 Constitution saving throw or die.

Spindly. The nashrou can move through the space of any creature smaller than Large without needing to make an ability check.

Actions

Multiattack. The nashrou makes three attacks with its Goring Spikes, one of which it may replace with a use of its Scything Swipe.

Goring Spikes. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. On a critical hit, the target is grappled and restrained (escape DC 14) until the nashrou moves.

Scything Swipe. The nashrou whirls its scything limbs in a 10 foot cone, forcing each creature in the area to succeed on a DC 14 Dexterity saving throw or take 9 (2d8) slashing damage, or half as much on a success.

Linebreaker Charge (Recharge 5-6). The nashrou moves up to its speed in a straight line, thrashing and tumbling as it goes.

Each creature whose space the nashrou passes through must succeed on a DC 14 Dexterity saving throw or take 9 (2d8) slashing and 7 (2d6) piercing damage.

Reactions

Harry. When a creature leaves its reach, the nashrou can move up to half its speed and makes a Goring Spikes attack.

Rotroots

Rotroots Lore

Nature DC 15: Among the most aggressive of all magical fauna, the rotroots feeds on the detritus of the blood war, snaking its roots around and through the fallen fiends of both sides and melding them into a shambling, unholy vehicle of undeath that speeds their travel and feeds their growth.
Nature DC 20: The enormous, dripping flowers of the rotroots display a magical, dancing pattern of enticing colors, normally visible only to the fiends they prey upon. Those with magically enhanced senses can also fall prey to this indiscriminate lure, however, prompting fits of disgust and rage from the confused plant that unwittingly tries to consume them.

Rotroots Tactics

Rotroots charge with their Deathlurch whenever they detects a fiendish presence within the range of their Blindsight. They use their Hurl Flesh as they close, then use their Crawling Root Snare if they can target two foes with it, following up with their Corpse-Club Bash.




Rotroots

Huge fiend/plant, unaligned


  • Armor Class 13 (Natural Armor)
  • Hit Points 189 (18d12 + 72)
  • Speed 5 ft.

STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 18 (+4) 1 (-5) 11 (+0) 8 (-1)

  • Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Challenge 10 (5,900 XP)

Fiendlight Pattern. The flowers of the rotroots display a dancing pattern of colors visible only to fiends and those under the effects of the Detect Magic spell.

A creature that starts its turn within 60 feet of the rotroots that can see this pattern must succeed on a DC 16 Wisdom saving throw or use all of its movement to approach the rotroots.

Corpsebed Fertilizer. When first encountered, the roots of the rotroots are entwined among 4 (1d4 + 2) grappled fiendish corpses.

While it has at least two corpses remaining among its roots, the rotroots has advantage on saving throws against spells and other magical effects.

Weaponized Cadavers. The rotroots can't make attacks unless it has at least one corpse or creature grappled with its roots. A corpse used to make an attack is destroyed on a roll of 1. A creature used to make an attack takes the attack's damage on a hit or miss.

Actions

Corpse-Club Bash (requires a corpse or grappled creature). Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 30 (4d12 + 4) bludgeoning damage.

Hurl Flesh (requires a corpse or grappled creature). Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage.

A creature thrown with this attack falls prone in the nearest unoccupied space to the target.

Crawling Root Snare. One creature within 15 feet of the rotroots must succeed on a DC 16 Strength saving throw or be knocked prone, dragged up to 10 feet toward the rotroots, and grappled (escape DC 16).

While grappled in this way, a creature takes 5 (1d10) necrotic damage at the end of each of its turns.

Bonus Actions

Devour Corpse. The rotroots consumes one fiendish corpse entwined in its roots, which immediately softens and liquefies, produceing one effect of its choice:

  • Nourishing Rot. The rotroots regains 10 hit points, and each other creature within 10 feet of it must succeed on a DC 16 Constitution saving throw or take an equal amount of necrotic damage.
  • Deathlurch. Each other corpse entwined in the roots spasms and lurches, moving the rotroots up to 10 feet per remaining corpse.

Ruin Demons

Ruin Demon Lore

Religion DC 15: The skies of the Gaping Maw roil endlessly, thick with demonic vermin birthed from the bloated corpses that choke its shores. These swarms are kept in check by the flaying gales that regularly tear through the Abyss, though occasionally are carried to other layers by these evil winds.
Nature DC 20: Ruin swarms seem to take no interest in creatures that are neither fiendish nor humanoid, and often form a sort of mutualistic relationship with skeletal undead and evil treants, following them to feed off their kills.

Ruin Demon Caricature Tactics

Ruin demon caricatures preferentially attack weakened or downed fiendish or humanoid foes, trying to spawn more swarms with their Face of Ruin trait, and ignore any creature that appears to be of a different creature type unless first attacked by it. They use their Gleeful Gnashing on foes near death, otherwise preferring their Vile Infestation.

If three or more ruin demons are present in a combat together, they use their Ruinous Meld at each opportunity, targeting a ruin demon lower in initiative than themselves, if possible. Otherwise, they use it only to bolster a ruin demon skyblight that is near death.


Ruin Demon Shredling

Tiny fiend (demon), chaotic evil


  • Armor Class 12
  • Hit Points 1 (1d4 - 1)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 8 (-1) 1 (-5) 12 (+1) 4 (-3)

  • Damage Resistances Cold, Fire, Lightning; Damage from Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 ft., Passive Perception 11
  • Challenge 0 (450 XP)

Face of Ruin. The shredling's face resembles the creature it hatched from. A fiendish or humanoid creature killed by the shredling spawns a new Ruin Demon Shredling from its corpse after 1d4 rounds.

Actions

Infest Wound. The shredling lands on a creature in its space, becomes Attached to it (remove DC 12), and attempts to burrow into its wounds.

If the creature does not have all of its hit points, the shredling deals 1 piercing damage to it at the end of each of the creature’s turns.

Ruin Demon Skyblight Tactics

Ruin Demon Skyblights begin combat with their Song of Ruin to cause as much chaos as possible, then use Split Off each turn if available, creating swarms that can latch onto creatures with their Vile Infestation, later melding back together into a new ruin demon skyblight that is able to use Song of Ruin once again.


Ruin Demon Caricature

Large swarm of tiny fiends (demon), chaotic evil


  • Armor Class 12
  • Hit Points 54 (12d4 + 24)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 15 (+2) 2 (-4) 12 (+1) 4 (-3)

  • Damage Resistances Cold, Fire, Lightning; Damage from Attacks
  • Damage Immunities Poison
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned.
  • Senses Darkvision 60 ft., Passive Perception 11
  • Challenge 2 (450 XP)

Face of Ruin. The caricature's faces resemble the creatures its members hatched from. A fiendish or humanoid creature killed by the caricature spawns a new Ruin Demon Caricature from its corpse after 1d4 rounds.

Swarm. The caricature can occupy another creature's space and vice versa, and can move through any opening large enough for a tiny ruin demon. The caricature can't gain temporary hit points.

Actions

Gleeful Gnashing. Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit: 12 (4d4 + 2) piercing damage, or 7 (2d4 + 2) piercing damage if the caricature has fewer than half its hit points.

Vile Infestation. One creature in the caricature's space must make a DC 12 Dexterity saving throw. On a failed save, the caricature becomes Attached to the creature (remove DC 12) and begins to force its way into the creature's mouth, eyes, ears, and wounds.

A creature the caricature is attached to must succeed on a DC 12 Constitution saving throw at the end of each of its turns or take 10 (3d6) piercing damage and be Blinded and Poisoned until the end of its next turn.

Bonus Actions

Ruinous Meld. If the caricature is in the space of another ruin demon, it may meld into that ruin demon, adding its current hit points to the target's current and maximum hit points.

Then, if the target is a Ruin Demon Caricature with more than 110 hit points, it transforms into a Ruin Demon Skyblight with full hit points.


Ruin Demon Skyblight

Gargantuan swarm of tiny fiends (demon), chaotic evil


  • Armor Class 13
  • Hit Points 154 (28d4 + 84)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 16 (+3) 4 (-3) 12 (+1) 4 (-3)

  • Damage Resistances Cold, Fire, Lightning; Damage from Attacks
  • Damage Immunities Poison
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned.
  • Senses Darkvision 60 ft., Passive Perception 11
  • Challenge 7 (2,900 XP)

Face of Ruin. The skyblight's faces resemble the creatures its members hatched from. A fiendish or humanoid creature killed by the skyblight spawns a new Ruin Demon Caricature from its corpse after 1d4 rounds.

Swarm. The skyblight can occupy another creature's space and vice versa, and the skyblight can move through any opening large enough for a tiny ruin demon. The skyblight can't gain temporary hit points.

Actions

Multiattack. The skyblight makes a Gleeful Gnashing attack against each non-ruin-demon creature in its space.

Gleeful Gnashing. Melee Weapon Attack: +6 to hit, reach 0 ft., one target. Hit: 13 (4d4 + 3) piercing damage, or 8 (2d4 + 3) piercing damage if the skyblight has fewer than half its hit points.

Song of Ruin (4th Level Spell, 1/Day). Each non-ruin-demon creature within 60 feet that can hear the skyblight must succeed on DC 14 Wisdom saving throw or become hostile to a random creature within 15 feet of it and indifferent to all other creatures for the next minute (Save Ends at end of turn).

This effect ends early if the affected creature takes damage from any source other than another affected creature, or if a creature takes an action to shake the affected creature out of its fury.

Bonus Actions

Split Off. The skyblight loses 54 hit points and spawns a Ruin Demon Caricature in its space that acts on its initiative.

Skulvyn


Skulvyn

Large fiend (demon), chaotic evil


  • Armor Class 13
  • Hit Points 75 (10d10 + 20)
  • Speed 20 ft., swim 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 15 (+2) 5 (-3) 8 (-1) 11 (+0)

  • Skills Perception +3, Stealth +5
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 ft., Passive Perception 11
  • Challenge 4 (1,100 XP)

Shallows Lurker. The skulvyn has advantage on attacks made against a partially or completely submerged creature without a swim speed.

Slowing Aura. A non-skulvyn creature that starts its turn within 20 feet of one or more skulvyn must succeed on a DC 12 Constitution saving throw or have its movement speed reduced by half until the beginning of its next turn.

Magic Resistance. The skulvyn has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The skulvyn makes two attacks: one with its Razor Lash Flurry and one with its Vicious Bite.

Vicious Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage and the target is grappled (escape DC 14). On a critical hit, the target takes an additional 5 (1d10) damage.

Razor Lash Flurry. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage and the target begins Bleeding (2d4, Save Ends at end of turn).

This attack deals an additional 7 (2d6) slashing damage to a creature that is already Bleeding.

Skulvyn Lore

Arcana DC 15: The bestial creatures known as Skulvyn roam the seas of the Abyss, often tormenting any prey that falls into their aura of magical lethargy for hours, driving it to exhaustion as they strive to delay the kill for as long as possible.
Arcana DC 20: While chasing after a harrying skulvyn can be difficult or impossible for those not adapted to aquatic travel due to their slowing aura, they can be reliably lured closer by those who appear to attempt to flee from them.
Nature DC 10: Each of the four tendril-like tails that emerges from the skulvyn is tipped with a lacerating barb, the wounds from which bleed profusely unless treated immediately.
Nature DC 15: While skulvyn are most often encountered alone, once blood is spilled many more frequently swarm to the location, followed soon after by the greater aquatic horrors that subsist upon them.
Religion DC 15: Though native to the Abyss, skulvyn are found throughout the lower planes and beyond, even in the oblivion waters of the Styx. Unlike most that ply stygian waters, however, skulvyn appear to have no natural resistance to their amnesiac effects, simply managing to hunt and kill in spite of them.

Skulvyn Tactics

Skulvyn behave curiously when first encountered, attempting to herd or lure their intended prey into open water. Once their prey grows annoyed or distressed, they begin to make a single attack against it each turn with their Razor Lash Flurry, ending each of their turns at least 20 feet away from the target if it is trying to chase them, and 10 feet away if it seems to be trying to flee. They close to melee and use their full multiattack only against a target that is able to consistently reach and hit them with attacks.

Stirges

Stirge Lore

Nature DC 10: Stirges are an invasive pest species that have become established in nearly every corner of the known realms, an unholy fusion of mosquito and bat that spread disease and misery wherever they lair.
Nature DC 15: Stirge eyesight is so poor as to be nearly useless, leading them to rely heavily on their sense of smell for detecting prey. Those traveling through stirge territory are advised to mask their scent by any means and take short, shallow breaths to avoid attracting their notice.
Nature DC 20: Stirges exhibit wide variation among their subspecies, with some appearing almost bird-like and others exhibiting more insectoid traits. Some even form wasp-like hives, with specialized flightless queens that feed on engorged stirges rather than draining blood directly.
Religion DC 15: Thought perhaps to be engineered in the Flesh Forges of the Abyss, one horrifically overgrown variety of stirge is known to puppeteer the creatures from which it feeds, eventually fusing with them into rotting abominations which tend to its hives.

Redding Ague. A creature infected with Redding Ague does not recover points of Exhaustion upon completing a Long Rest. Whenever an infected creature fails a Constitution saving throw by 5 or more, it acquires a point of Exhaustion.

Stirge Harrier Tactics

Stirge harriers prioritize any creature afflicted with a disease, often clustering around a single creature. Once a harrier has fed successfully twice with its Draw Blood, it typically flies off to digest in safety.

If supporting a stirge queen, a harrier instead flies to its queen after feeding to be consumed with her Feed Your Queen ability.


Stirge Harrier

Tiny monstrosity, unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 10 (4d4)
  • Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 11 (+0) 2 (-4) 8 (-1) 6 (-2)

  • Damage Vulnerabilities Fire
  • Senses Darkvision 60 ft., Passive Perception 9
  • Challenge M2 (90 XP)

Breath Sight. A creature that does not need to breathe is Invisible to the stirge, and a creature that holds its breath has advantage on checks made to hide from the stirge.

Weakness Seeker. The stirge's attacks have advantage against creatures afflicted with a disease.

Minion. If the stirge takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the stirge takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage.

Actions

Pierce Vein (Group Attack). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 2 piercing damage and the stirge becomes Attached to the target (remove DC 13).

Draw Blood. One creature the stirge is Attached to loses 2 hit points. Then, if the creature has lost 6 or more hit points in this way this turn, it must succeed on a DC 10 Constitution saving throw or be infected with Redding Ague.


Stirge Skullpiercer

Small monstrosity, unaligned


  • Armor Class 15 (Natural Armor)
  • Hit Points 40 (8d6 + 12)
  • Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 19 (+4) 15 (+2) 2 (-4) 9 (-1) 6 (-2)

  • Damage Vulnerabilities Fire
  • Senses Darkvision 60 ft., Passive Perception 9
  • Challenge 1 (200 XP)

Breath Sight. A creature that does not need to breathe is Invisible to the stirge, and a creature that holds its breath has advantage on checks made to hide from the stirge.

Weakness Seeker. The stirge's attacks have advantage against creatures afflicted with a disease.

Actions

Pierce Vein. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage and the stirge becomes Attached to the target (remove DC 14).

Draw Blood. One creature the stirge is Attached to loses 5 hit points, then must succeed on a DC 12 Constitution saving throw or be infected with Redding Ague.

Essence Transfusion (Recharges when the stirge uses its Draw Blood). The stirge revitalizes itself or a creature it is attached to with stored blood, restoring 5 hit points.

Reactions

Pierce Skull.When a humanoid creature the stirge is Attached to drops to 0 hit points, the stirge can repositions itself, piercing the creature's head and gaining control of its body.

The creature is not Incapacitated while at 0 hit points, and fails death saving throws automatically.

On each of the creature's turns, it moves under the stirge's control and takes the Attack action against a target of the stirge's choice.

Stirge Skullpiercer Tactics

Stirge skullpiercers prioritize injured or diseased targets, swarming a single creature until one of them can use their Pierce Skull, at which point the others move on to another target. While controlling a creature away from their nest, they try to fight their way out of the melee and escape with it, using their Essence Transfusion to keep it alive. If fighting close to their nest, they instead fight to the death.


Stirge Hive Tender

Medium monstrosity/undead, unaligned


  • Armor Class 10 (Natural Armor)
  • Hit Points 90 (12d8 + 36)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 16 (+3) 2 (-4) 9 (-1) 6 (-2)

  • Damage Vulnerabilities Fire
  • Senses Darkvision 60 ft., Passive Perception 9
  • Challenge 2 (450 XP)

Skull Symbiote. The hive tender's skull is fused with and houses a parasitic monstrosity, which can be targeted with attacks (AC 16, HP 40, vulnerability to fire damage). If the parasite dies, the hive tender dies.

Weakness Seeker. The hive tender's attacks have advantage against creatures afflicted with a disease.

Actions

Lunging Grasp. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage, the hive tender moves up to 5 feet toward the target, and the target is grappled (escape DC 13)

Needle's Kiss (Recharge 5-6). If the hive tender's proboscis is extended, it slams its head repeatedly into a creature grappled by it.

The creature must succeed on a DC 13 Constitution saving throw or take 21 (6d6) piercing damage and be infected with Redding Ague, or take half as much damage on a success.

Bonus Actions

Extend Proboscis. A needle-like proboscis extends from the hive tender's mouth until it retracts it as a bonus action.

While extended, attacks against the hive tender's Skull Symbiote are made with advantage.

Stirge Hive Tenders

Hive tenders fight with no regard for self-preservation, trying to grasp the nearest creature. They use their Extend Proboscis the turn they grapple a creature, then retract it as a bonus action on the following turn after using their Needle's Kiss, extending it again only once it has recharged.

Stirge Queen Tactics

Stirge queens attack from a distance with their Blood Spear and Plague Blood Torrent whenever possible, leaving melee fighting to their children if they can manage it.



Stirge Queen

Large monstrosity, unaligned


  • Armor Class 16 (Natural Armor)
  • Hit Points 123 (16d10 + 35)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 7 (-2) 8 (-1) 15 (+2)

  • Saving Throws DEX +6, CON +5, CHA +5
  • Damage Vulnerabilities Fire
  • Senses Darkvision 60 ft., Passive Perception 9
  • Challenge 6 (2,300 XP)

Breath Sight. A creature that does not need to breathe is Invisible to the stirge queen, and a creature that holds its breath has advantage on checks made to hide from the stirge queen.

Weakness-Seeker. The stirge queen has advantage on attacks that target creatures afflicted with a disease.

Miasmatic Hemorrhaging A non-stirge creature that has fewer than half its hit points and starts its turn within 30 feet of the stirge queen must succeed on a DC 13 Constitution saving throw or begin Bleeding (1d4, Save Ends at end of turn).

Legendary Resistance (1/Day) If the stirge queen fails a saving throw, she can choose to succeed instead.

Actions

Multiattack. The stirge queen makes two attacks with her Pinning Talons.

Pinning Talons Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.

Instead of dealing damage, the stirge queen can knock the target prone and grapple it until she moves (escape DC 15).

Blood Spear: Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 12 (2d8 + 3) piercing damage and the target is pushed 5 feet away.

Plague Blood Torrent (Recharge 5-6). The stirge queen spews forth a torrent of contaminated blood in a 30 foot cone. Each creature in the area must succeed on a DC 15 Constitution saving throw or take 17 (5d6) poison damage, or half as much on a success.

A creature that fails this save by 5 or more is infected with Redding Ague.

Reactions

Awaken Their Hunger (1/Day). When the stirge queen is reduced below 62 hit points, she can let out a frantic hypersonic signal.

Each other stirge within 30 feet that can hear her can use its reaction to make a melee attack.

Legendary Actions

The stirge queen can take 1 legendary action, choosing from the options below.

Fend Off. One creature within 10 feet must succeed on a DC 15 Strength saving throw or be pushed 5 feet away and knocked prone.

Feed Your Queen. The stirge queen consumes one stirge in her reach that has fed in the last minute, killing it and gaining 14 (4d6) temporary hit points.

Vargouilles

Vargouille Lore

Arcana DC 15: Vargouilles, the flying heads of the abyss, are made all the more horrifying by the means by which they reproduce themselves, often sneaking up unawares on an unfortunate traveler and planting a cursed kiss upon it.

Over the next hours or days, the victim grows progressively more agitated and manic, until their head sprouts batlike wings and tears itself free of their body, typically making a meal of its former body.
Arcana DC 20: A vargouille curse can be held at bay with the constant presence of light, though the logistical difficulties of doing so make finding more permanent, magical means of relief still of the utmost imperative.
History DC 15: Despite their vicious temperament, vargouilles are primarily scavengers and prefer to eat food that doesn't fight back, though they grow ever more aggressive if their appetites are not sated.
Religion DC 10: The great roaming fhorge herds of the abyss are often first visible from the cloud of vargouilles that follow it, eager to feed on the gory mess of those unable to avoid the stampede.
Religion DC 15: Vargouilles are immensely gullible, and often other creatures of the Abyss will make a game out of pretending to eat dangerous materials and luring vargouilles into attempting the same.

Vargouille Tactics

Vargouilles are scavengers and thieves that will generally steal food or eat corpses rather than attack powerful foes, though they will retaliate viciously if any hostile action is taken toward one of them. In combat, they begin with their Manic Shrieking, hoping to stun a creature, then use their locking bite against whichever creature seems most frightened of them, mechanically or otherwise.

Once they lock on, they continue biting the same creature until it is reduced to 0 hit points before moving on, then use their cursed kiss, continuing to bite until the creature is dead if they cannot successfully curse it.

They will eat food that is thrown to them rather than attacking, but will attack after eating if they suspect the party has more food.

Vargouille Swarm Tactics

Vargouilles in large swarms are much more aggressive than lone vargouilles, and will attempt to attack bigger and more dangerous prey, while only being distracted by carrion or other noncombative food that is size Medium or larger.


Vargouille

Tiny fiend, chaotic evil


  • Armor Class 12 (Natural Armor)
  • Hit Points 13 (3d4 + 6)
  • Speed 5 ft., 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 14 (+2) 4 (-3) 7 (-2) 2 (-4)

  • Damage Resistances Cold, Lightning
  • Senses Darkvision 60 ft., Passive Perception 8
  • Languages Understands Abyssal, Common and Infernal, but is unable to speak
  • Challenge 1 (200 XP)

Screeching Flock. A creature that starts its turn within 60 feet of three or more vargouilles must succeed on a DC 12 Wisdom saving throw or be Frightened until the beginning of its next turn, or become immune to this ability for 24 hours on a success.

Poor Vision. The swarm has disadvantage on Wisdom (Perception) checks that rely on sight. As an action, a creature may attempt a DC 8 Charisma (Deception) check to convince the vargouille that something inedible is edible.

Actions

Locking Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 5 (1d6 + 2) plus 10 (3d6) poison damage and the vargouille becomes Attached to the target (remove DC 12).

Cursed Kiss. The vargouille kisses an incapacitated creature within 5 feet, forcing it to succeed on a DC 12 Charisma saving throw or be Cursed.

While Cursed in this way, a creature loses 1 point of Charisma for each hour it spends in dim light or darkness. A creature that has its Charisma reduced to 0 in this way has its head tear free of its body and sprout wings, becoming a vargouille.

Manic Shrieking (Recharge 5-6). The vargouille unleashes a piercing shriek in a 15 foot cone, forcing each creature in the area that can hear it to succeed on a DC 12 Wisdom saving throw or take 7 (2d6) psychic damage.

A creature that fails this saving throw by 5 or more is Stunned until the end of the Vargouille's next turn. A Frightened creature makes this saving throw with disadvantage.



Vargouille Swarm

Large swarm of tiny fiends, chaotic evil


  • Armor Class 12 (Natural Armor)
  • Hit Points 72 (16d4 + 32)
  • Speed 5 ft., 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 14 (+2) 4 (-3) 7 (-2) 2 (-4)

  • Damage Resistances Cold, Lightning; Damage from Attacks
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned.
  • Senses Darkvision 60 ft., Passive Perception 8
  • Languages Understands Abyssal, Common, and Infernal but is unable to speak
  • Challenge 5 (1,800 XP)

Screeching Flock. A creature that starts its turn within 60 ft. of the swarm must succeed on a DC 13 Wisdom saving throw or be Frightened until the beginning of its next turn. On a successful saving throw, the creature is immune to this ability for 24 hours.

Poor Vision. The swarm has disadvantage on Wisdom (Perception) checks that rely on sight. As an action, a creature may attempt a DC 8 Charisma (Deception) check to convince the swarm that something inedible is edible.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a small creature. The swarm can't regain hit points or gain temporary hit points.

Actions

Locking Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 16 (4d6 + 2) piercing plus 21 (6d6) poison damage, or 9 (2d6 + 2) piercing plus 10 (3d6) poison if the swarm has half of its hit points or fewer, and the swarm attaches to the target.

While attached, the swarm can't attack another target, and may free itself as an Action or Bonus Action.

Manic Shrieking (Recharge 5-6). The swarm unleashes a cacophony of piercing shrieks, forcing each creature within 20 feet that can hear it to succeed on a DC 13 Wisdom saving throw or take 14 (4d6) psychic damage.

A creature that fails this saving throw by 5 or more is Stunned until the end of the Vargouille's next turn. A Frightened creature makes this saving throw with disadvantage.

Bonus Actions

Cursed Kiss. The swarm showers an incapacitated creature in its space with kisses, forcing it to succeed on a DC 12 Charisma saving throw or be Cursed.

While Cursed in this way, a creature loses 1 point of Charisma for each hour it spends in dim light or darkness. A creature that has its Charisma reduced to 0 in this way has its head tear free of its body and sprout wings, becoming a vargouille.

Yeth Hound


Yeth Hound

Large fey, neutral evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 40 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 16 (+3) 5 (-3) 12 (+1) 7 (-2)

  • Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks not made with Silvered Weapons
  • Condition Immunities Charmed, Frightened
  • Senses Darkvision 60 ft., Passive Perception 11
  • Languages understands Common, Elvish and Sylvan but can't speak
  • Challenge 4 (1,100 XP)

Beasts of Nightmare. A Frightened creature that starts its turn within 60 feet of one or more yeth hounds has its speed reduced by half until the beginning of its next turn.

A creature affected by this ability that Dashes must succeed on a DC 13 Dexterity saving throw or fall prone.

Banished by Sunlight. If the hound ends its turn in sunlight, it dissolves into smoke and dies.

Actions

Multiattack. The hound makes two attacks with its Heel Snap, one of which it may replace with a use of its Ghastly Baying, if available.

Heel Snap. Melee Weapon Attack: +5 to hit, reach 5 ft., one Frightened target. Hit: 14 (4d6) psychic damage.

A creature reduced to 0 hit points by this damage must succeed on a DC 13 Constitution saving throw or suffer a failed saving throw.

Ghastly Baying (Recharge 5-6). The hound lets out a shrieking, exultant howl. Each enemy within 300 feet that can hear the hound must succeed on a DC 13 Wisdom saving throw or be Frightened until the end of the hound's next turn.

A creature that fails this saving throw by 5 or more must use its action to Dash on its following turn.

Reactions

Sooted Slip. When the yeth hound is targeted with a spell that targets only it, it can turn briefly to smoke, making a contested Dexterity check against the spell's caster. On a success, the spell passes through it without effect.

Yeth Hound Lore

Arcana DC 20: Packs of yeth hounds are created to serve a particular master who they are psychically bound to, and if their master is slain will inevitably seek a new one, one who can satiate their appetite for terror.
Nature DC 15: Yeth hounds fear sunlight above all else, and are destroyed by its touch. Though hunters of the land and sky, they typically make their burrows deep underground to avoid it.
Religion DC 10: It is said that the first yeth hounds were crafted of smoke and distilled fear by the Queen of Air and Darkness as a boon to a favored servant.

Yeth Hound Tactics

Yeth hounds use their Ghastly Baying from cover, high in trees or deep in underbrush, staying out of sight whenever possible, until they have a Frightened target to close with and use their Heel Snap. Savoring their prey's fear is the whole point of the hunt for Yeth Hounds, so unless ordered otherwise by their master they fight very defensively, using hit-and-run tactics to drive their prey.

Once a yeth hound is struck a heavy blow with a magical or silvered weapon, the pack becomes much more aggressive, though they will retreat if faced with foes immune to fear or capable of wielding sunlight.

Blood Fiends

Blood Fiend Lore

Religion DC 15: Blood fiends are a vampiric plague upon the Abyss, roving whirlwinds of carnage that tear through demonic hosts with a fury that terrifies even creatures of terror.
Religion DC 20: Blood fiends are despised by all demons, but most of all by Orcus, as they and the abyssal thralls they raise defy his mastery over the forces of undeath, beholden only to their own ravenous hungers.

Blood Fiend Tactics

Blood fiends never employ stealth or subterfuge, running full-tilt from battle to battle from the moment of their creation. They are hostile to all creatures other than their own Abyssal Thralls, but prefer demonic targets, trying always to get the finishing blow on one with their Blood Drain so they can raise it as a thrall.

They typically use their Terror Gaze only if they cannot reach their next intended meal this turn, or with their Fiendish Glare reaction, otherwise preferring to deal damage now. They rarely bother to attack downed non-demon creatures, instead leaving them to be torn apart by the thralls the fiend raises.

Blood fiends use their Hurl only on non-demon creatures, or if they have grown impatient with a particularly resilient demon and easier prey is within reach.

They typically make no effort to position themselves near demonic corpses to make use of their Bloodmist Rebirth, but when activated immediately leap back into the fray if any demonic foes they can feed on remain, or flee
otherwise.


Abyssal Thrall

Medium or Large fiend/undead (demon), chaotic evil


  • Armor Class 17 (Natural Armor)
  • Hit Points 30 (4d8 + 12)
  • Speed The speeds it possessed in life

STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 16 (+3) 2 (-4) 6 (-2) 6 (-2)

  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 ft., Passive Perception 8
  • Languages Understands Abyssal but can't speak it
  • Challenge M16 (1,500 XP)

Minion. If the thrall takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the thrall takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage.

Bound Thrall. Whenever it attempts to attack the creature that raised it or one of that creature's allies, the thrall must make a DC 15 Wisdom saving throw. On a failed save, the thrall is Charmed by its target for the next hour and must choose a new target or lose the attack.

Actions

Rip and Tear (Group Attack). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 slashing damage.

Reactions

Blood-Crazed Advance. When a creature within 30 feet takes any piercing or slashing damage, the thrall can move up to half its speed directly toward the creature.

Abyssal Thrall Tactics

If not currently Charmed, abyssal thralls always immediately attack their creator if nearby, though while Charmed through their Bound Thrall trait become mostly manageable outside of combat, only rarely attacking their creator's allies.

Once blood is shed, abyssal thralls attack whichever creature they can reach that was most recently dealt piercing or slashing damage, and always use their Blood-Crazed Advance whenever available, even if already engaged with a different foe.



Blood Fiend

Large fiend/undead (demon), chaotic evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 272 (32d10 + 96)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 17 (+3) 16 (+3) 15 (+2) 18 (+4)

  • Saving Throws DEX +7, CON +8, WIS +7, CHA +9
  • Damage Resistances Cold, Fire, Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Darkvision 120 ft., Passive Perception 12
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 16 (15,000 XP)

Bloodmist Rebirth. When it drops to 0 hit points, the fiend bursts into a 30 foot radius of crimson mist that heavily obscures the area for 1d4 rounds, after which the fiend may consume a demonic corpse in the area to gain a new body with 1 hit point and take on the corpse's appearance.

Legendary Resistance (3/Day). If the fiend fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The fiend makes three attacks, one of which may be with its Blood Drain.

Blood Drain. Melee Weapon Attack: +10 to hit, reach 5 ft., one grappled, incapacitated, restrained, or willing creature. Hit: 12 (2d6 + 5) piercing damage plus 21 (6d6) necrotic damage and the target must succeed on a DC 18 Constitution saving throw or lose three unexpended hit dice, or drop to 0 hit points if it cannot. The fiend gains 10 hit points for each hit die lost this way by a demon.

Razor Claws. Melee Weapon Attack: +10 to hit. reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage and the target is grappled (escape DC 18).

Concussive Slam. The fiend slams up to two creatures grappled by it into each other or a solid surface.

Each of the creatures must succeed on a DC 18 Constitution saving throw or take 33 (6d10) bludgeoning damage, or half as much on a success.

A creature that fails this saving throw by 5 or more is Stunned until the end of the fiend's next turn.

Terror Gaze (Recharge 5-6, Concentration). One creature within 60 feet that the fiend can see must succeed on a DC 17 Wisdom saving throw or be Frightened for the next minute (Save Ends at end of turn).

While Frightened in this way, any attack that hits the creature becomes a critical hit.

Bonus Actions

Demonic Shapechanger. The fiend takes on the form of any Large demon, a Large cloud of crimson mist with a 20 ft. fly speed, or back to its true form. Its statistics are otherwise the same in each form.

Reactions

Raise Abyssal Thrall (4th Level Spell). When the fiend reduces a Medium or Large demon of CR 10 or below to 0 hit points with its Blood Drain, it can immediately raise the demon as a Abyssal Thrall.

Fiendish Glare (1/Day). When the fiend is reduced below 137 hit points, it can immediately recharge and use its Terror Gaze.

Legendary Actions

The blood fiend can take 3 legendary actions, choosing from the options below.

Bowl Over. The fiend moves up to its speed directly toward a creature it can see. If it ends this movement within 5 feet of the creature, the creature must succeed on a DC 18 Strength saving throw or be knocked prone.

Hurl. The fiend hurls a Medium or smaller creature that is grappled by it up to 30 feet. The creature must succeed on a DC 18 Dexterity saving throw or take 21 (6d6) bludgeoning damage and be knocked prone, or take half as much damage on a success.

Savage (Costs 2 Actions). The fiend makes two Razor Claw attacks against a creature within 5 feet, or three Razor Claw attacks if the target is prone.

Creating a Blood Fiend

Blood fiends don't create more of their kind intentionally, but may do so by accident. When a demon of CR 11 or higher begins its turn in a space affected by the blood fiend's Bloodmist Rebirth, it must succeed on a DC 16 Constitution saving throw or be infected with Blood Madness.

An infected demon becomes hostile to all other creatures, gains the Bloodmist Rebirth trait, and transforms into a Blood Fiend if it gains a new body with the trait.

Encounter Groups

CR 21 Encounter 12,600 XP

  • 1 Ghoul Adept of Orcus (CR 6)
  • 4 Abyssal Ghouls (CR 3)
  • 5 Abyssal Thralls (CR M16)

CR 23 Encounter 30,000 XP

Ghouls

All undead are driven by a hunger of some kind, some desire typically perverted from a purer one they had in life; one who craved companionship might have that twisted into a grip that crushes those they reach for, one who yearned for spiritual awakening might find itself compulsively draining the spirits of the living.

The need motivating the ghoul, however, is the desire to consume the flesh of living and dead people, just as they felt in life. Perhaps it is this alignment with their past that allows ghouls to retain much of their cunning and memory, where many other undead are left mindless husks.

Ghoul Lore

Arcana DC 15: Rather than being created by ritual or ambient magic, ghouls often arise spontaneously from those who harbored and indulged in cannibalistic impulses in life, a fact known widely enough to cause their surviving family members a great deal of consternation and embarrassment.
History DC 10: A favored tactic of ghouls is to drag the weakest of their prey off into seclusion to be ripped apart and consumed. Once dragged out of sight of allies, there is little hope of survival for the victim of such tactics.
History DC 15: The insatiable hunger of ghouls often drives them to feast upon flesh even in the midst of combat, a feature often exploited by experienced ghoul-slayers.
Nature DC 10: Ghoulblood is loaded with pathogens that infect those who contact it with a wasting
disease. Though curable, if left
untreated it is usually fatal within
a tenday.

Horde Ghoul Tactics

Horde ghouls rush a single target en masse, ideally one scouting or alone on watch. They use their Clawed Grip to snatch at it until it is grappled by at least three of them, then use their Ravenous Bites on it as they drag it away. If presented with a corpse, roughly one third of them will peel off the main group to bite it for a turn.

Fleshseeker Ghoul Tactics

Fleshseeker ghouls dart in, grab the physically least imposing foe with their Death Grip, then Dash Away, dragging it at half speed. If they start their turn with a creature grappled, they use their Fleshripper Bite on it.

Ghoul Fever. A creature with Ghoul Fever cannot recover levels of exhaustion, and must make a DC 10 Constitution saving throw each time it completes a long rest or acquire a level of exhaustion. A creature that dies while infected rises immediately as a ghoul.


Horde Ghoul

Medium undead, chaotic evil


  • Armor Class 12
  • Hit Points 13 (3d8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)

  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Poisoned
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Common
  • Challenge M5 (225 XP)

Minion. If the ghoul takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the ghoul takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage.

Snatching Horde. A Medium or smaller creature grappled by three or more horde ghouls can be dragged without requiring additional movement. A creature grappled by five or more horde ghouls is restrained.

Actions

Ravenous Bites (Group Attack). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 piercing damage.

Clawed Grip. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 13).


Fleshseeker Ghoul

Medium undead, chaotic evil


  • Armor Class 12
  • Hit Points 63 (14d8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)

  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Poisoned
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Common
  • Challenge 1 (200 XP)

Snatcher. If the ghoul has a creature grappled, it may Dash as a Bonus Action.

Diseased Blood. A creature that deals piercing or slashing damage to the ghoul with a melee attack must succeed on a DC 10 Constitution saving throw or contract Ghoul Fever.

Actions

Fleshripper Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing plus 5 (1d10) necrotic damage.

Death Grip. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage and the target is grappled (escape DC 12). A creature that ends its turn grappled in this way must succeed on a DC 10 Constitution saving throw or be Paralyzed until the beginning of its next turn.


Abyssal Ghoul

Medium fiend/undead, chaotic evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 99 (13d8 + 39)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 9 (-1) 10 (+0) 6 (-2)

  • Saving Throws WIS +2
  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Poisoned
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Common
  • Challenge 3 (700 XP)

Demonic Hunger. If the ghoul uses its Ghoulish Bite on a corpse, it gains resistance to all damage and advantage on attack rolls until the end of its next turn.

Snatcher. If the ghoul has a creature grappled, it can Dash as a Bonus Action.

Diseased Blood. A creature that deals piercing or slashing damage to the ghoul with a melee attack must succeed on a DC 13 Constitution saving throw or contract Ghoul Fever.

Actions

Multiattack. The ghoul makes two attacks, one of which may be with its ghoulish bite.

Ghoulish Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing plus 5 (2d10) necrotic damage and the target must succeed on a DC 13 Constitution saving throw or be Paralyzed until the end of the ghoul's next turn..

Wretched Grasp. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage and the target is grappled (escape DC 13). On a critical hit, the target is additionally knocked prone.

Reactions

Thrash. When a creature grappled by it begins to cast a spell, the ghoul can force the creature to succeed on a DC 13 Constitution saving throw or have the spell fail.

Abyssal Ghoul Tactics

Abyssal ghouls behave generally as fleshseeker ghouls do, except they virtually always stop to feed on a corpse if their demonic hunger trait is not active, and they preferentially target spellcasters.

Ghoul Adept of Orcus Tactics

Adepts of Orcus use their Call to Feast whenever they can trigger at least three attacks with it (including their own), or two attacks if the target is Paralyzed. Once at least one foe is infected with Ghoul Fever, the adept begins to use its Litany of Flesh Devoured each turn, trying to position itself to hit at least three enemies with it.

The adept typically doesn't make attacks of opportunity, instead reserving its reaction for Uneasy Grave or Thrash.



Ghoul Adept of Orcus

Large fiend/undead, chaotic evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 136 (16d10 + 48)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 14 (+2) 10 (+0) 11 (+0)

  • Saving Throws CON +6, WIS +2
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Weapons
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Poisoned
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Common
  • Challenge 6 (2,300 XP)

Demonic Hunger. If the ghoul uses its Ghoulish Bite on a corpse, it gains resistance to all damage and advantage on attack rolls until the end of its next turn.

Snatcher. If the ghoul has a creature grappled, it may Dash as a Bonus Action.

Diseased Blood. A creature that deals piercing or slashing damage to the ghoul with a melee attack must succeed on a DC 13 Constitution saving throw or contract Ghoul Fever.

Actions

Multiattack. The ghoul makes three attacks, one of which may be with its Ghoulish Bite.

Ghoulish Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing plus 5 (2d10) necrotic damage and the target must succeed on a DC 14 Constitution saving throw or be Paralyzed until the end of the ghoul's next turn.

Wretched Grasp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage and the target is grappled (escape DC 15). On a critical hit, the target is additionally knocked prone.

Call to Feast. The ghoul targets one creature it can see within 30 feet. Each creature within 5 feet of the target may use its reaction to make a melee attack against it.

Litany of Flesh Devoured (Recharge 5-6). Each creature of the ghoul's choice within 30 feet that can hear it must make a DC 14 Charisma saving throw.

On a failed save, the next time that creature takes damage before the end of the ghoul's next turn, it takes the same amount of psychic damage. A creature that fails this save by 5 or more takes a point of Exhaustion, additionally.

Reactions

Thrash. When a creature grappled by it begins to cast a spell, the ghoul can force the creature to succeed on a DC 15 Constitution saving throw or have the spell fail.

Uneasy Grave. When a friendly ghoul the adept of Orcus can see dies within 60 feet, the adept of Orcus can reanimate it as a Horde Ghoul.

Haures

Haures Lore

History DC 15: Much like the goristroi they resemble, haures' act as living siege weapons in battle, though their spiderlike physique and terrifying leaping ability make them better-suited to scaling walls.
History DC 20: Once their bloodlust is up, haures become unstoppable juggernauts of carnage, leaving their erstwhile allies little time to dive out of their indiscriminate swath of destruction.
Religion DC 15: The haures is a perverse creation of Orcus, an undead amalgam made in mockery of the children of Lolth and Baphomet slain to create it.
Religion DC 20: Haures' are often deployed in the blood war alongside a host of lesser sacrificial demons, purely to give them something to keep themselves entertained with while no enemies are near and prevent them from rampaging through the rest of their allies.

Haures Tactics

Haures' fight for the pure love of carnage, throwing themselves into the thickest concentration of enemies with their Goring Charge, then spreading their attacks around to demand the attention of their foes. Groups with a haures in them give them a wide berth, in case a stray arrow catches them and sends them into a blood frenzy.

Once stuck in, the haures uses its web grab whenever it can catch two or more distant foes to drag them into melee range, then once its Goring Charge recharges it leaps out of the center so it can charge straight through the melee.

Whenever a creature is knocked unconscious in their reach, they immediately follow up with a Ravenous Bite against it to gain the damage resistance.



Haures

Huge fiend/undead (demon), chaotic evil


  • Armor Class 19 (Natural Armor)
  • Hit Points 351 (26d12 + 182)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 15 (+2) 25 (+7) 13 (+1) 11 (+0) 14 (+2)

  • Saving Throws STR +13, DEX +8, CON +13, WIS +6
  • Skills Perception +7
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from nonmagical attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 17
  • Languages Abyssal
  • Challenge 18 (20,000 XP)

Web-Dweller. The haures can climb difficult surfaces, including upside down on ceilings and across webs, without penalty.

While in contact with a web, the haures knows the exact location of any other creature in contact with the same web.

Gleeful Carnage. While adjacent to three or more hostile creatures, the haures has advantage on attack rolls. If the haures takes or deals any damage, it treats all adjacent creatures as hostile until the end of its next turn.

Standing Leap. The haures' long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.

Magic Resistance. The haures has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The haures makes three attacks, one of which may be with its Ravenous Bite. It may replace one of its attacks with either a use of its Web Grab or its Goring Charge, if available.

Ravenous Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 26 (3d12 + 7) piercing damage. On a critical hit, the haures gains resistance to all damage until the beginning of its next turn.

War Pick. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. Creatures within 5 feet of the target must make a DC 21 Dexterity saving throw, taking half the attack's damage on a failed save.

Web Grab. Each creature in a 10 ft. radius centered on a point within 30 ft. must succeed on a DC 21 Dexterity saving throw or be dragged up to 30 ft. toward the haures.

Goring Charge (Recharge 5-6). The haures moves up to 30 feet in a straight line and can move through the space of any Large or smaller creature.

The first time it enters a creature's space during this move, the creature must succeed on a DC 21 Strength saving throw or take 33 (6d10) piercing damage and be pushed ahead of the haures for the rest of this move.

Quick Pick. When a creature enters the haurus' reach, the haures can make a War Pick attack against it.

Immolith


Immolith

Large fiend (demon)/undead, chaotic evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 144 (17d10 + 51)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+4) 17 (+3) 8 (-1) 15 (+2) 19 (+4)

  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Fire, Necrotic, Poison
  • Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses Darkvision 60 ft., Passive Perception 12
  • Challenge 9 (5,000 XP)

Unstable Fusion. If the immolith takes 20 or more damage from a single source, it must make a DC 10 Constitution saving throw.

On a failure, it dies and explodes. Each creature within 15 feet of it must succeed on a DC 16 Dexterity saving throw or take 21 (6d6) fire damage, or half as much on a success.

Actions

Multiattack. The immolith makes four attacks with its Searing Slash, one of which it may replace with a use of its Manifest Soul or Cursed Flare, if available.

Searing Slash. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 7 (2d6) fire plus 7 (2d6) necrotic damage.

Manifest Soul. The immolith manifests a charred appendage from its body, mirroring that of a creature consumed by its Fuel for the Fire in the last minute, and makes a melee attack using that creature's statistics.

Cursed Flare (Recharges when the immolith uses its Fuel for the Fire). Each creature within 15 feet of the immolith must succeed on a DC 16 Charisma saving throw or be Cursed. A creature cursed in this way loses any Resistance to fire damage, and takes an additional 3 (1d6) fire damage whenever it takes fire damage.

Reactions

Fuel for the Fire. When a demon within 30 feet is destroyed, the immolith can force it to make a DC 16 Charisma saving throw.

On a failed save, the creature's spirit is absorbed into the immolith and the immolith gains 20 temporary hit points.

Immolith Lore

Arcana DC 10: The degraded and decrepit forms of the undead demons known as immoliths seem to deprive them of the usual demonic resistance to magic and the elements. Nature DC 15: Immoliths are burning creatures of elemental violence native to the Abyss. Drawn to sites of demonic carnage, the arrival of one always adds further chaos to any conflict.
Religion DC 15: While ordinarily demons slain outside their home plane of the Abyss are dragged back there to be returned to life, this passage is violent and physical, and these spirits do not always arrive intact. In rare cases, they can be fused as iron in a crucible, coalescing into a foul entity known as an immolith.
Religion DC 20: These unliving conflagrations can burn even demons with their cursed fire, and grow ever larger and hotter as they draw the spirits of the demonic dead into themselves.

The innate chaos of their fused essence ever seeks to tear itself apart however, and is prone to violent dissolution when shaken by a mighty blow.

Immolith Tactics

Immoliths attack indiscriminately and change targets each turn if available, driven by a dozen conflicting violent desires at any given moment. They use their Cursed Flare whenever they can catch two or more foes within it. While they don't prioritize demonic targets in particular, they do try to stay close enough to any nearby injured ones to make use of their Fuel for the Fire.

Lilitu

Lilitu Lore

History DC 10: Lilitus are a form of demonic spirit that corrupts congregations and communities, rather than individuals. After taking prominent roles, they inspire the communities they plague to cruelty and spite, causing them to torment one another and creating an inescapable miasma of misery.
History DC 15: Lilitus often take steps to protect the communities they have set out to destroy from external threats, particularly from other demons. The ruin of their flock is their birthright, and they guard it jealously.
Religion DC 20: Sometimes mistakenly considered a subtype of succubus, lilitus are actually a form of living curse that a succubus can invoke upon her death, forgoing rebirth in the Abyss to ensure the eternal agonizing ruin of a group she has sworn vengeance against. A lilitu is then born into the offending community, hiding its nature while it engineers the slow and agonizing ruin of those around it.
Religion DC 25: Lilitus that fear losing control of their congregation will often sacrifice them en masse in a dread ritual, consuming their spirits utterly. Such
lilitus are left brimming with demonic
power yet empty and purposeless,
making them incredibly prized as
demonic lieutenants both for their
fearless and dispassionate intellect,
and for their rare lack of demonic
ambition.

Lilitu Tactics

A lilitu's primary goal in a fight is to get as many of her thralls maimed or killed as possible, and towards that end often hangs back near her Corruptive Emblem, using her Seal of Misery to trap groups of foes in with her thralls and then using her Ashen Strikes and Frenzied Compulsion to shove or impel more into the area. If she detects a foe near the edge of the area with her Blindsight, she attacks into the barrier and drags them into the arena.

Lilitus are largely unconcerned with survival or victory in any given physical conflict, as losing a fight only prolongs the suffering of the community they curse. They become quite agitated however if a cleric capable of exorcizing her or otherwise freeing her cursed community is present, and takes great pains to evade or kill them, also prioritizing any creature as a target that attempts to destroy her Corruptive Emblem.

The lilitu always uses her Heretical Brand on a creature before using her Frenzied Compulsion on it, to avoid releasing it prematurely.

Exorcising a Lilitu. A creature aware of the lilitu's presence may cast the Ceremony or Remove Curse spell to expel the spirit of a destroyed lilitu from a community or child. If it does, the creature must succeed on a DC 19 Charisma saving throw, taking 11 (2d10) psychic damage on a failure or permanently destroying the lilitu on a success.

Encounter Groups

CR 22 Encounter 16,550 XP

  • 1 Lilitu (CR 16)
  • 2 Angry Mobs (CR 2)
  • 1 Zealot Flagellant (CR 2)
  • 4 Zealot Acolytes (CR 1/4)



Lilitu

Medium fiend/undead (shapechanger), chaotic evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 238 (28d8 + 112)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 21 (+5) 18 (+4) 16 (+3) 14 (+2) 22 (+6)

  • Skills Deception +11, Insight +7, Perception +7
  • Damage Resistances Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Senses Blindsight 15 ft., Darkvision 60 ft., Passive Perception 17
  • Languages Abyssal, Common, Telepathy 60 ft.
  • Challenge 16 (15,000 XP)

Shapechanger. As a Bonus Action, the lilitu transforms into a Small or Medium humanoid, or back to her true fiendish form. Her statistics are the same in each form.

Curseborn. If the lilitu is targeted with a Remove Curse spell, she takes 22 (4d10) psychic damage and attacks against her are made with advantage until the start of her next turn.

Hate Beyond Death. If the lilitu is destroyed and the community cursed by her remains, her spirit lingers and is eventually reborn as a child conceived in that community. After 13 (3d8) years, she regains her full demonic statistics and abilities.

Magic Resistance. The lilitu has advantage on saving throws against spells and other magical effects.

Legendary Resistances (3/Day). If the lilitu fails a saving throw, she can choose to succeed instead.

Actions

Multiattack. The lilitu makes three attacks, each of which she may replace with a use of her Frenzied Compulsion or Heretical Brand.

Ashen Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 4) bludgeoning plus 10 (3d6) fire damage and the target is pushed 10 feet away.

Tendrils of Anguish. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 4) bludgeoning plus 9 (2d8) psychic damage and the target is dragged up to 5 feet toward the lilitu.

Frenzied Compulsion. One creature that can hear the lilitu and is Charmed by her may use its reaction to move up to half its speed and make a weapon attack with advantage.

If it does not, the creature instead takes 10 (3d6) psychic damage.

Heretical Brand. One creature within 5 feet that is Charmed by the lilitu takes 10 (3d6) fire damage, then must succeed on a DC 19 Charisma saving throw or be Cursed.

While Cursed in this way, a creature's alignment becomes Chaotic Evil, it is Dominated by the lilitu, and it has resistance to bludgeoning, piercing, and slashing damage dealt by nonmagical weapons.

The creature repeats this saving throw whenever it regains hit points, ending the effect on a success.

Seal of Misery (Recharge 5-6, 7th Level Spell). The lilitu raises an opaque barrier of crimson light enclosing a 20 foot radius sphere centered on a point she can see within 60 feet.

For the next hour, a creature that moves or is moved out of the area must succeed on a DC 19 Strength saving throw or take 27 (5d10) necrotic damage and be pushed up to 20 feet toward the area's center, or take half as much damage on a success.

If the sphere contains only a single creature that is not Incapacitated, the effect ends.

Corruptive Emblem (1/Day, 8th Level Spell). The lilitu imbues an object with evil power that radiates palpably in a 30 foot radius.

A creature with a Wisdom score of 13 or lower that starts its turn in the area and can see the object is Charmed by the lilitu until it takes any damage, or until the object is moved or destroyed (AC 20, 20 HP; Immunity to Poison and Psychic damage).

Unless surprised, a creature can avert its eyes to avoid this effect. If it does, it treats the object and each creature within 10 feet of it as Invisible.

Legendary Actions

The lilitu can take 3 legendary actions, choosing from the options below.

Frenzied Compulsion. The lilitu uses her Frenzied Compulsion.

Whisperstride. The lilitu moves up to half her speed, then one creature within 5 feet of her must succeed on a DC 19 Wisdom saving throw or be Charmed by her until the end of the creature's next turn.

Drown in Blood (Costs 2 Actions, 4th Level Spell, Concentration). Blood wells up in the mouth and lungs of a creature the lilitu can see within 60 feet.

The target must succeed on a DC 19 Constitution saving throw or take 18 (4d8) necrotic damage and begin Choking for the next minute (Save Ends at end of turn).

Shadow Demons

Shadow Demon Lore

Arcana DC 10: Shadow demons are highly regarded as demonic servants, less for their abilities than for the ease of defending against them when they slip their leash, as simple light will typically suffice to cow or even destroy them.

The secrets of their creation are carefully guarded, however, as one given a ready source of demonic essence could in theory spawn legions of its own kind at terrifying speed.
Arcana DC 25: When demons are destroyed outside their home plane, in the normal course of things their raw essence spills forth from their ruptured forms and drains through the sieve of the planar barrier, first to the Astral Sea and eventually arriving in the Abyss where it can reform.

By chance or artifice, however, sometimes this essence is bound to a mass of elemental shadow, preventing its passage and trapping it in an agonizing liminal state, one which eventually culminates with its metamorphosis into a shadow demon.

Shadow Demon Scrabbler Tactics

Shadow demon scrabblers retreat and take immediate cover if forced into an area of bright light, then begin to carve away at it, first using their Group Attack at full force.

If they are reliably successful in this, they split into successively smaller groups to try to cut away at the light faster. Once an area of bright light is reduced to a 15 foot radius, half the group begins diving into the area to attack, then retreating back to safety before ending their turn, focusing on a single target not protected by allies to minimize opportunity attacks.



Shadow Demon Scrabbler

Small fiend (demon)/undead, chaotic evil


  • Armor Class 12
  • Hit Points 9 (2d6 + 2)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 12 (+1) 6 (-2) 13 (+1) 11 (+0)

  • Damage Vulnerabilities Radiant
  • Damage Immunities Cold, Lightning, Poison
  • Senses Darkvision 120 ft. (penetrates Magical Darkness), Passive Perception 11
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge M3 (140 XP)

Minion. If the demon takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the demon takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage.

Fleeting Shadow. While in Bright Light, the demon is Blinded. If it ends its turn in an area of Bright Light, it dies.

Actions

Lightsbane Assault (Group Attack). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 3 necrotic damage.

This attack can target an area of Bright Light in the demon's reach (AC 10, or equal to the spell caster's Save DC if the light is produced by a spell).

An area of light hit with this attack has the radius it projects from its source reduced by 5 feet.

Shadow Teleport. The demon teleports up to 30 feet to an unoccupied space of Dim Light or Darkness that it can see.



Shadow Demon Soulcarver

Medium fiend (demon)/undead, chaotic evil


  • Armor Class 13
  • Hit Points 91 (14d8 + 28)
  • Speed fly 40 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 17 (+3) 14 (+2) 14 (+2) 13 (+1) 19 (+4)

  • Saving Throws DEX +5, CHA +4
  • Skills Intimidation +6, Stealth +7
  • Damage Vulnerabilities Radiant
  • Damage Resistances All but Radiant while in Dim Light or Darkness
  • Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses Darkvision 120 ft. (penetrates magical darkness), Passive Perception 11
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 4 (1,100 XP)

Dread Presence. At the beginning of each of the demon's turns, it may reveal its presence to each creature within 60 feet that it is Hidden from.

If it does, each of those creatures must succeed on a DC 14 Wisdom saving throw or be Frightened until the beginning of the demon's next turn.

Light-Repulsed. At the end of each creature's turn, if the demon is in Bright Light it takes 7 (2d6) radiant damage, releases any creatures grappled by it, and is pushed 10 feet away from the nearest source of Bright Light.

Actions

Multattack. The demon makes two attacks with its Light-Rending Claws, one of which it may replace with a use of its Plunging Grasp.

Light-Rending Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) necrotic damage.

This attack can target an area of Bright Light in the demon's reach (AC 10, or equal to the spell caster's Save DC if the light is produced by a spell).

An area of light hit with this attack has the radius it projects from its source reduced by 5 feet.

Plunging Grasp. One creature within 5 feet of the demon must make a DC 13 Constitution saving throw. On a failure, the creature takes 7 (2d6) necrotic damage and is grappled (escape DC 13) as the demon plunges its spectral claws into the creature's chest.

A creature that starts its turn grappled in this way takes 7 (2d6) necrotic damage and is Frightened until the beginning of its next turn.

Shredding Swoop (Recharge 5-6). Until the end of its turn, the demon can move through creatures and objects as though they were difficult terrain, and may make a Light-Rending Claws attack with advantage against each creature it passes through.

Reactions

Shifting Shadows. When a fiend it can see dies within 60 feet, the demon can summon three Shadow Demon Scrabblers in unoccupied spaces it can see within 20 feet of the fallen fiend.

Sudden Disappearance. When the demon ends its turn in Dim Light or Darkness, it can attempt to Hide and may do so without obscurement.

    Shadow Demon Soulcarver     Tactics

       Soulcarvers use their Shredding Swoop whenever           available, passing through as many creatures as                possible but prioritizing those carrying light, and                  attempting to grapple and drag creatures not                   carrying light away from their allies while it                      recharges. If fighting without any demonic allies,                       they use their Sudden Disappearance whenever                        available, otherwise reserving their reaction for                       Shifting Shadows once allies start to fall.

           Creating a Shadow Demon

               A demon that is destroyed outside its home plane                while within 10 feet of a mass of shadowstuff must                 make a DC 20 Charisma saving throw. On a failed                   save, the shadowstuff molds into a translucent,                        ephemeral egg that hatches into a Shadow                        Demon Soulcarver after 1d4 months. While                                   it lives, the bound demon can't be revived.

Witherlings

Yeenoghu feels the hunger of each of his progeny as though it were his own, and in times of famine sends the curative lash of war to thin their numbers, providing meat for the survivors and bones to be raised into a tireless scourge upon the land, free from death or hunger.

Witherling Lore

Arcana DC 10: Gnoll necromancers seem to employ a unique and closely guarded ritual to raise their war-dead after a conflict, invoking abyssal spirits to raise skeletal servants that seem practically pro-social, free of the usual sullen and intractable temperament of most undead.
Arcana DC 15: Some such witherlings seem even mentally capable of wielding primitive magics, though their desiccated bodies often crumble under the strain.


Witherling Rabble

Medium fiend/undead, chaotic evil


  • Armor Class 12 (Natural Armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 12 (+1) 5 (-3) 5 (-3) 5 (-3)

  • Damage Vulnerabilities Bludgeoning
  • Damage Immunities Poison
  • Senses Darkvision 60 ft., Passive Perception 7
  • Languages Understands Gnoll but can't speak
  • Challenge M10 (590 XP)

Minion. If the witherling takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the witherling takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage.

Actions

Grafted-Blade Claws (Group Attack). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 slashing damage.

Reactions

Vengeful Lunge. As a reaction when a creature the witherling can see reduces an ally of the witherling's to 0 hit points, the witherling lunges up to half its speed directly towards the creature.

If three or more witherlings take this reaction and end this movement within 5 feet of the creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Witherling Rabble Tactics

Witherling rabble advance ahead of gnoll forces, attempting to cluster around enemies and lock them in melee so allied living gnolls can fire over them with ranged weapons. They use their vengeful lunge whenever available, and stay to guard the rear and delay pursuers if their living allies need to retreat.

Witherling Gnawbones Tactics

Witherling gnawbones fight much as rabble do, but with a greater sense of target priority, pushing deep into enemy lines to reach ranged combatants regardless of attacks of opportunity. If knocked prone with their Withered Bones trait, they try to shove an enemy prone and grapple it before attacking further, or crawl toward the nearest Death Shrieker if one is visible.


Witherling Clatterbones

Medium fiend/undead, chaotic evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 5 (-3) 5 (-3) 5 (-3)

  • Damage Vulnerabilities Bludgeoning
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 ft., Passive Perception 7
  • Languages Understands Gnoll but can't speak
  • Challenge 2 (450 XP)

Rampage. When the witherling reduces a creature to 0 hit points with a melee attack on its turn, the witherling can take a bonus action to move up to half its speed and make a Bonecracker Bite attack.

Withered Bones. If the witherling takes 20 or more damage from a single source, it falls prone and cannot stand until it regains at least one hit point.

Actions

Multiattack. The witherling makes two attacks, one of which may be with its Bonecracker Bite.

Bonecracker Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) piercing damage.

On a roll of 1, the witherling loses the ability to use this attack as its jaw shatters.

Razor Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Reactions

Clattering Dodge. As a reaction when the witherling or a space it is in is targeted with an attack or harmful spell, the witherling moves up to half its speed without provoking attacks of opportunity.

If it ends this movement outside the attack or spell's range or area, the witherling is unaffected by it.

Witherling Death Shrieker Tactics

Witherling Death Shriekers wait to use their Death Shriek until the can affect at least one ally and two enemies with it. They are careful not to catch any gnoll allies in its radius, but take no such efforts for other allied creatures.

When using their multiattack, they always make one of their attacks with their Bonecracker Bite if available to avoid destroying themselves too quickly


Witherling Death Shrieker

Medium fiend/undead, chaotic evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 111 (14d8 + 48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 16 (+3) 8 (-1) 5 (-3) 5 (-3)

  • Damage Vulnerabilities Bludgeoning
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 ft., Passive Perception 7
  • Languages Understands Gnoll but can't speak
  • Challenge 5 (1,800 XP)

Rampage. When the witherling reduces a creature to 0 hit points with a melee attack on its turn, the witherling can take a bonus action to move up to half its speed and make a Bonecracker Bite attack.

Withered Bones. If the witherling takes 20 or more damage from a single source, it falls prone and cannot stand until it regains at least one hit point.

Actions

Multiattack. The witherling makes three attacks, one of which may be with its Bonecracker Bite.

Bonecracker Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) piercing damage.

On a roll of 1, the witherling loses the ability to use this attack as its jaw shatters.

Thunder Claws. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing plus 4 (1d8) thunder damage.

The witherling takes an equal amount of thunder damage to that dealt by this attack.

Death Shriek (Recharge 5-6). The witherling howls out a horrid shriek. Each living creature within 5 feet of it must succeed on a DC 12 Constitution saving throw or take 11 (2d10) necrotic plus 9 (2d8) thunder damage.

Each undead creature in the area instead regains 10 hit points.

Reactions

Clattering Dodge. As a reaction when the witherling or a space it is in is targeted with an attack or harmful spell, the witherling moves up to half its speed without provoking attacks of opportunity.

If it ends this movement outside the attack or spell's range or area, the witherling is unaffected by it.

Baphomet

Baphomet is the purest embodiment of that aspect of the Abyss which exults in uninhibited carnage, violence unshackled and cultivated for its own sake. Baphomet surely had some form before embraced by the Abyss, but not even they now know what that might be, so attuned are they to the chaos that flows through them.

Civilization is weakness. Savagery is strength. These axioms beat in the heart of all who follow The Beast.

Baphomet Lore

Arcana DC 15: Despite being famed for their physical prowess, Baphomet's greatest talent is their innate aptitude for conjuration; able to raise great constructions of stone with a mere thought. Those who find their passage impeded by such constructions are often doomed to wander these fiendish labyrinths to exhaustion.
Arcana DC 20: Baphomet's affinity for earth and
stone allows them to bind others to it, making flying
out of their labyrinths an exercise in futility.
History DC 15: When surrounded by lesser foes, the
Lord of Beasts is known to thrash their horns viciously, dealing grievous wounds to those unlucky enough to receive them.
History DC 20: Baphomet is known to share a bitter enmity with Yeenoghu, who encroaches on their role as lord of savagery, and with Orcus, who once imprisoned them. Nature DC 15: The breath of Baphomet is known to foul the earth it touches, desecrating and sterilizing it.
Nature DC 20: Though they do not share a true beast's weakness to mind-affecting magics, Baphomet is known
to lose all caution and restraint when subjected to such effects.
Religion DC 10: Worshippers of Baphomet often take as their sigil the image of a blood-soaked maze or
convoluted knot. Their favored cultists are occasionally transformed into minotaurs.
Religion DC 15: A prolific creator, Baphomet is
thought to be the progenitor of minotaurs, along
with ghours, bulezaus, goristroi, and haures.
Religion DC 20: Baphomet makes their lair in
the 600th layer of the Abyss. Called The Endless
Maze, this is thought to be the largest layer of The
Abyss, if not entirely infinite. At the center of this
expanse is the Lykiton, Baphomets shifting palace.

Encounter Groups

CR 30 Encounter 56,500 XP

  • 1 Baphomet (CR 23)
  • 1 Minotaur Exemplar (CR 6)
  • 2 Bulezau (CR 3)
  • 4 Minotaur Charger (CR 3)

Baphomet Tactics

Baphomet revels in melee combat, but approaches it cautiously. In the early stages of a fight, they kite around their foes, trying to separate the nimble from the slow as they build their labyrinth, sealing their foes in ever more complex winding paths, and punishing those who attempt to fly over with their Plummet ability. They use their Desecration Breath only when they can catch at least three foes in it, ideally once an arena has been created that traps the enemies in the unholy area.

Early in the fight, Baphomet fishes for crits with Heartcleaver, using Reckless Follow Through each turn, though they will avoid using it for a turn after missing with an attack. After being bloodied, Baphomet tosses Heartcleaver aside and focuses on raw damage with their Gore and Stomp.

Baphomet preferentially targets anyone who forces them to make an Intelligence, Wisdom, or Charisma saving throw.



Baphomet

Huge fiend (demon), chaotic evil


  • Armor Class 22 (Natural Armor)
  • Hit Points 522 (36d12 + 288)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 26 (+8) 18 (+4) 24 (+7) 16 (+3)

  • Saving Throws DEX +9, CON +15, WIS +14
  • Skills Intimidation +17, Perception +14
  • Damage Resistances Cold, Fire, Lightning; Attacks made mithout advantage
  • Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Truesight 120 ft., Passive Perception 24
  • Languages All, Telepathy 120 ft.
  • Challenge 23 (50,000 XP)

Reckless Follow-Through. At the beginning of Baphomet's turn, they can gain advantage on all melee attacks until the beginning of their next turn.

If one of these attacks misses, Baphomet falls prone and is Stunned until the beginning of their next turn.

Giant Stature. Attacks made against Baphomet by a creature Attached to them have advantage, and Baphomet has disadvantage on attacks they make against creatures Attached to them.

Magic Resistance. Baphomet has advantage on saving throws against spells and other magical effects.

Bestial Juggernaut. At the beginning of Baphomet's turn, each effect that would Incapacitate them, immobilize them, or alter their form ends. If Baphomet is forced to make an Intelligence, Wisdom, or Charisma saving throw, attacks against them have advantage until the beginning of their next turn.

Actions

Multiattack. Baphomet makes three melee attacks, one of which may be with their Gore. If Baphomet has fewer than 262 hit points, they may make any of their attacks with their Gore.

Gore. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 29 (3d12 + 10) piercing damage and the target must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Hooves. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage. This attack deals an additional 11 (2d10) damage to a prone creature.

Heartcleaver. Melee Weapon Attack: +17 to hit, reach 15 ft., one creature. Hit: 24 (3d8 + 10) slashing damage. On a critical hit, the target suffers one additional effect selected at random:

  • 1. Curse of Brutality. The target must succeed on a DC 22 Charisma saving throw or be cursed. While cursed, a creature's appearance becomes partialy bestial, and the creature cannot cast spells of 5th level or above.
  • 2. Crush Bones. The target must succeed on a DC 25 Constitution saving throw or suffer disadvantage on attack rolls and saving throws that use Strength until it completes a long rest.
  • 3. Cleave Limb. The target must succeed on a DC 25 Constitution saving throw or lose a limb (target's choice).
  • 4. Bisect. The target must succeed on a DC 25 Constitution saving throw or die.

Desecration Breath (Recharge 5-6). Baphomet disgorges a torrent of unholy, bilious water in a 90 foot cone. Each creature in the area must make a DC 23 Constitution saving throw, taking 45 (10d8) poison plus 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one.

The area becomes desecrated for the next hour. A non-fiend creature that starts its turn in the area takes 7 (2d6) psychic damage.

Reactions

Gouging Toss. When a creature moves within 10 feet of them, Baphomet forces the creature to succeed on a DC 25 Strength saving throw or take 9 (2d8) piercing damage and be knocked prone.

Bloodied Bellow (1/Day). When Baphomet is reduced below 262 hit points for the first time, they let out an anguished bellow.

Each other creature within 60 feet takes 36 (8d8) thunder damage, or half as much if behind cover, and must succeed on a DC 23 Wisdom saving throw or be Frightened until the end of its next turn.

Legendary Actions

Baphomet can take 3 legendary actions, choosing from the options below.

Plummet. One flying creature that Baphomet can see within 120 feet must succeed on a DC 22 Strength saving throw or fall prone. If the creature would take damage from falling as a result of this, it takes twice as much damage.

Raise Labyrinth. Baphomet raises two contiguous 20 foot by 20 foot stone panels from the ground within 300 feet. As long as a pathway from one side of the wall to the other exists that Baphomet could traverse, the wall does not impede Baphomet's vision or movement.

Each panel can be damaged and breached (AC 20; 30 HP; immunity to poison and psychic damage), and crumbles if Baphomet moves through it.

Thrashing Horns (Costs 2 Actions). Up to two creatures on opposite sides of Baphomet must each succeed on a DC 25 Dexterity saving throw or take 35 (8d8) piercing damage and be pushed 10 feet away, or take half as much damage on a success.

Demogorgon

None stand before the might of Demogorgon. The prince of demons has made war for eons, in turn, upon all things that walk or fly or crawl or swim, and from each engagement has adapted his methods, growing a tactical lexicon unrivaled in the multiverse and a scientific apparatus of warmaking beyond the comprehension of material denizens.

Demogorgon Tactics

Demogorgon opens combat with his Into the Spiraling Depths, preferentially targeting clerics and paladins. He uses his movement and teleportation to stay on the edges of combat, trying to infect each enemy in turn with his Tentacle Thrash, then flinging them away to grab others. If a creature climbing on him deals at least 30 damage in a turn, he prioritizes grabbing it with a tentacle so he can fling it off.

He uses at least one of his gazes each round, and once several foes are infected with Doll-Joint Malacia he begins using his Forked Tail Drain, targeting the same creature each time, though still spreading his tentacle attacks around.

Once his Mythic Trait is active, Demogorgon uses his Gaze of Hethradia each turn, then alternates between tail and tentacle attacks against the same target until it is dead before switching to another, using his Unshackled Brutality each turn.


Demogorgon Lore

History DC 15: Despite his prodigious physical ability, Demogorgon's greatest threat is his adaptablity and penchant for innovation and scientific discovery. No two encounters with him resolve the same way, and he is rarely defeated by the same tactic twice.
Religion DC 10: Temples to Demogorgon often reflect the demon's dual nature, with respective sides of the temple being devoted to his two heads, and petitioners gravitating to the aspect of Demogorgon that best fits their personality.
Religion DC 15: Demogorgon, the greatest Prince of Demons, is thought by some to have once been a primordial of the prematerial elemental chaos, and is still worshiped today by denizens of ocean trenches and subterranean seas across the materia.
Religion DC 20: Demogorgon has two independently-willed heads, called Aameul and Hethradiah, each endowed with their own terrible genius for scheming and carnage. While Aameul prefers slower schemes of subterfuge and deceit, his plans are often warped or accelerated by Hethradiah's bloodlust and penchant for the naked application of force. Originally, the two heads were one, but were cleft in twain by a mighty blow from a now-slain deity.

Doll-Joint Malacia. A creature infected with doll-joint malacia loses a limb whenever it suffers a critical hit. Whenever an infected creature completes a Long Rest, its Strength score is reduced by 1d4, to a minimum of 1.



Demogorgon

Huge fiend (demon), chaotic evil


  • Armor Class 22 (Natural Armor)
  • Hit Points 336 (24d12 + 192)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
29 (+9) 14 (+2) 26 (+8) 20 (+5) 17 (+3) 25 (+7)

  • Saving Throws DEX +10, CON +16, WIS +11, CHA +15
  • Skills Insight +11, Perception +19
  • Damage Resistances Cold, Fire, Lightning. Attacks made without advantage
  • Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Truesight 60 ft., Passive Perception 29
  • Languages All, Telepathy 120 ft.
  • Challenge 26 (90,000 XP)

Double Actions. Demogorgon rolls initiative twice; he acts and regains his legendary actions on each of them.

If his mythic trait is active, he acts only on his lowest initiative.

Giant Stature. Attacks made against Demogorgon by a creature Attached to him have advantage, and Demogorgon has disadvantage on attacks he makes against creatures Attached to him.

Indecision Weakness. While three or more enemies are within his reach, Demogorgon has disadvantage on attack rolls and attack rolls against him have advantage.

Engineered Resistance. Demogorgon has advantage on saving throws against spells and other magical effects, and has resistance to damage from spells of 3rd level or below.

Shed Weakness (Mythic Trait, 1/Day). When Demogorgon is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he resets to 336 hit points and tears off one of his heads, losing his Indecision Weakness and Gaze of Aarneul, and gaining a second action on each of his turns.

Legendary Resistances (5/Day). If Demogorgon fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Demogorgon makes two melee attacks, one of which he may replace with either his Gaze of Hethradiah or Gaze of Aameul, if available.

Tentacle Thrash. Melee Weapon Attack: +17 to hit, reach 15 ft., one creature. Hit: 35 (4d12 + 9) bludgeoning damage and the target is grappled (escape DC 25). A creature that starts its turn grappled in this way must succeed on a DC 21 Constitution saving throw or be infected with Doll-Joint Malacia.

Forked Tail Drain. Melee Weapon Attack: +17 to hit, reach 20 ft., one creature. Hit: 27 (4d8 + 9) slashing damage and the target loses two unexpended hit dice, or takes an additional 18 (4d8) necrotic damage if it can't.

Gaze of Hethradiah. One creature that Demogorgon can see within 120 feet must make a DC 21 Constitution saving throw. On a failed save, attacks against the creature score a critical on an 18-20 until the end of its next turn.

Gaze of Aameul (Recharges when Demogorgon uses his Gaze of Hethradiah). One creature that Demogorgon can see within 120 feet must succeed on a DC 21 Wisdom saving throw or use its reaction to take an action of Demogorgon's choice.

Into the Spiraling Depths (8th Level Spell, Concentration, Recharge 6). An enormous spectral maw breaches forth through a planar rift. Each creature in a 15 foot radius centered on a point Demogorgon can see must succeed on a DC 21 Dexterity saving throw or take 36 (8d8) piercing damage and be abducted to the depths of Abysm.

An abducted creature makes a DC 21 Charisma saving throw at the end of each of its turns, returning to the nearest unoccupied space to where it departed on a success or taking 22 (4d10) acid damage on a failure. A creature killed by this damage does not return.

Reactions

Body Shield. When Demogorgon is targeted with an attack while grappling one or more creatures, he can add +4 to its AC against the triggering attack.

If the attack misses, the attacker makes a new attack roll, targeting a grappled creature instead.

Legendary Actions

Demogorgon can take 2 legendary actions, choosing from the options below.

Fling. Demogorgon flings a creature grappled by him at a creature or surface within 40 feet. The thrown creature takes 14 (4d6) bludgeoning damage.

If the creature was thrown at another creature, the target must succeed on a DC 25 Dexterity saving throw or take the same damage.

Teleport. Demogorgon teleports up to 30 feet to a location he can see, along with each creature he is grappling and each creature that is climbing on him.

Deep Father's Mastery. One friendly creature within 60 feet that has a swim speed may use its reaction to move up to half its speed and make an attack.

Mythic Actions

Unshackled Brutality (Costs 2 Actions). Demogorgon makes a melee attack with advantage and can roll to recharge his Into the Spiraling Depths.

Fraz-Urb'luu

Pick away enough at the foundations of truth, and the whole edifice crumbles. The Lord of Deception must be efficient in these days of want, and he has mastered the craft of finding and undermining the beliefs upon which all others rest, pushing mortals to the point where they will believe anything, yet can be convinced of nothing, riding an edge of pure epistemic terror. Fraz-Urb'luu's designs do not require this, of course, but it helps to pass the time while the slow poisons he seeps into the roots of the world do their foul work.

Fraz-Urb'luu Lore

Arcana DC 15: Fraz-Urb'luu is known as the true and final master of the magics of illusion and deception, of undetectable compulsions and altered memories. Those who seek to enter his lair with minds unshielded may rely upon the fact that he is and always has been the true architect of whatever plan led them to this madness.
Arcana DC 20: Lesser known among his arcane proficiencies, Fraz-Urb'luu is perhaps the most accomplished demon-summoner known, said to be able to not only summon but in truth create demons out of the pure stuff of the Abyss, to decieve those he summons into believing another called upon them, and even to call forth the other great lords of the Abyss at a whim.
History DC 20: For long centuries, Fraz-Urb'luu was imprisoned by a mortal mage on the material plane, during which time his realm fell to ruin and his foes shattered and scattered the pieces of the great staff through which he controlled his realm and armies in their rush to each claim it for themselves.

Though each individual piece retains a great deal of power, any who could recover and reassemble them all would in an instant be granted all the lost powers of he who once stood mightiest among all demonkind, able to sculpt and shape truth as they saw fit.
Religion DC 10: Fraz-Urb'luu's Cults
of Deception pose as worshipers of a
divine power, infiltrating or founding
congregations and precipitating
crises, pushing worshipers to
make ever-escalating moral
compromises in the supposed
pursuit of an ever out-of-reach greater
good. Such cults are often led or supported by one of the succubi or rakshasas that form the core of the Great Deceiver's cohort.
Religion DC 15: Fraz-Urb'luu reigns over Hollow's Heart, the 176th layer of the Abyss. Though once an ever-shifting phantasmagoria, with Fraz-Urb'luu's staff shattered and
his power scattered it has largely reverted to a featureless plain of white dust beneath an inky black sky, its only
terrain those parts of it which particularly powerful
denizens have willed into being.

Fraz-Urb'luu Tactics

Fraz-Urb'luu begins combat relatively sedentary, using his Illusory Fiend before his first turn to summon a Succubus Visitor and his Lying Eyes to keep it invisible from creatures near him, then using Twisting Havoc on his first turn while remaining outwardly friendly.

If he or his summoned minion manage to charm a creature and he has all three of his Legendary Actions available, he uses all of them on Corrupt Memories, trying to swap them over to his side before they can be freed.

Once given a reason to take his foes more seriously, either if they deal a serious blow to him or succeed on one of his saving throws, he becomes more aggressive, jumping around the battlefield with his Phantasmal Fist.

When his mythic trait becomes active, he first uses his legendary actions to summon two additional allies (Typically Rakshasa Rukhs), then uses his Hollow the Heart ability, afterwards returning to summoning. He uses his Disjunctive Touch to either destroy troublesome weapons, break barriers of force, banish summoned foes, or to disrupt effects that grant truesight or resistance to mind-affecting magics.



Fraz-Urb'luu

Large fiend (demon), chaotic evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 200 (16d10 + 112)
  • Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA
29 (+9) 12 (+1) 25 (+7) 26 (+8) 24 (+7) 26 (+8)

  • Saving Throws DEX +8, CON +14, INT +15, WIS +14
  • Skills Deception +15, Perception +14, Stealth +8
  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Truesight 120 ft., Passive Perception 24
  • Languages All, Telepathy 120 ft.
  • Challenge 23 (50,000 XP)

Shroud of the Hidden Hand (Mythic Trait, 1/Day). When Fraz-Urb'luu is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he resets to 200 hit points.

For the next hour, he becomes Invisible to creatures affected by his Lying Eyes trait and he can summon up to three creatures of CR 6 or below with his Illusory Fiend ability, instead of one.

Lying Eyes. Each creature within 60 feet of Fraz-Urb'luu that lacks Trusight can see only what he chooses for it to see.

He cannot use this ability to obscure or otherwise conceal himself while his mythic trait is not active.

Magic Resistance. Fraz-Urb'luu has advantage on saving throws against spells and other magical effects.

Ephemeral Resistance (4/Day). When Fraz-Urb'luu is targeted with a spell or magical effect, he can choose to teleport to an unoccupied space he can see within 30 feet, revealing his previous position to be an illusory trick.

If he does, he suffers no effects from the spell or magical effect.

Actions

Multiattack. Fraz-Urb'luu makes two attacks with his Phantasmal Fist, one of which he may replace with his Tail Thrash or a use of his Deceptive Charm.

Phantasmal Fist. Melee Weapon Attack: +16 to hit, reach 30 ft., one creature. Hit: 23 (3d8 + 9) bludgeoning plus 11 (2d10) psychic damage and Fraz-Urb'luu teleports to an unoccupied space within 5 feet of the target.

Tail Thrash. Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 28 (3d12 + 9) bludgeoning plus 11 (2d10) psychic damage and the target must succeed on a DC 24 Strength saving throw or be pushed up to 15 feet away and knocked prone.

Deceptive Charm. One creature Fraz-Urb'luu can see within 60 feet must succeed on a DC 22 Wisdom saving throw or be Charmed by him for the next minute, or until it takes any damage.

Twisting Havoc (Recharge 5-6). Each creature of Fraz-Urb'luu's choice affected by his Lying Eyes trait must succeed on a DC 22 Wisdom saving throw or become Charmed by Fraz-Urb'luu and hostile to each other creature that failed this save until the end of his next turn.

Reactions

Cruel Conciliation. When Fraz-Urb-Luu is missed with an attack, he can use his Deceptive Charm against the attacker.

Legendary Actions

Fraz-Urb'luu can take 3 legendary actions, choosing from the options below.

Phantasmal Fist. Fraz-Urb'luu makes an attack with his Phantasmal Fist.

Corrupt Memories. One Charmed creature Fraz-Urb'luu can see within 60 feet must succeed on a DC 22 Wisdom saving throw or have its Charisma score reduced by 4 (1d8), to a minimum of 1, for as long as it remains Charmed.

A creature that has its Charisma score reduced to 1 in this way believes itself to be a demon in Fraz-Urb'luu's service and remains Charmed until freed by Greater Restoration or similar magic.

Illusory Fiend (Concentration). Fraz-Urb'luu shapes the raw energies of the Abyss into a semi-real demon of CR 6 or lower in an unoccupied space he can see within 60 feet.

The demon acts on initiative count 0 under Fraz-Urb'luu's control, and is destroyed if it begins its turn more than 60 feet away from him, or if he loses concentration.

Mythic Actions

Disjunctive Touch. Fraz-Urb'luu ends one spell or destroys one magic item of Very Rare or lesser rarity within 5 feet.

A creature wielding the magic item can make a DC 24 Dexterity saving throw, preventing its destruction on a success.

Hollow the Heart (Costs 2 Actions, 1/Day). Fraz-Urb'luu plunges his claw into the chest of a creature within 10 feet, forcing it to make a DC 23 Constitution saving throw.

On a failed save, Fraz-Urb'luu rips the creature's still-beating heart from its chest. The creature becomes Dominated by Fraz-Urb'luu and dies if it ceases to be Dominated by him.

On a successful save, the creature instead takes 55 (10d10) piercing damage. A creature with no heart succeeds automatically on this saving throw.

Graz'zt

Graz'zt craves all things, of this world and of every other, with a passion and fury beyond mortal comprehension. The limitless indulgences of the Argent Palace, the vastness of the three realms of the Abyss that have succumbed to his dominion, the legions of eager thralls that live only for his approval; these are as nothing beside the breadth of his ambition, beside the thrill of a conquest yet to be made.

To serve Graz'zt is to serve yourself, after all; to worship him is to worship yourself, for in his covetous gaze is reflected a vision of you that is valued and needed and precious beyond measure.

Graz'zt Lore

History DC 15: While undoubtedly capable of astounding feats of magic, Graz'zt prefers to rely on his natural charms and swordsmanship in combat, wielding an acid-dripping blade called Bitter Bastard.
History DC 25: Perhaps tied to his rumored past as an archdevil, Graz'zt seems to take a sadistic joy in making his victims complicit in their own corruption, saving his cruelest torments for those who accept his magical influence willingly.

Likewise, he seeks always to cultivate and nurture the corruptive desires already lurking within them, rather than clumsily imposing such influences with blunt enchantments.

Religion DC 10: Cults to Graz'zt traffic in the extremes of emotion and experience, offering terrors and delights that forever dull the mundane world for those who experience them, inculcating desires that can never be satiated without the Prince of Pleasure's aid.
Religion DC 15: Graz'zt rules over three layers of the Abyss, collectively known as Azzagrat, each of them spanned and pierced by his capital city of Zelatar, and crowned by
his Argent Palace within it.

It is said that Graz'zt was once an archdevil
that invaded these realms before ultimately
being corrupted by their chaotic influence,
though this is often accompanied by the
seemingly contradictory claim that he
was a willing defector from Asmodeus'
court.
Religion DC 20: As the demon prince
of decadence, obsession, and reckless
pleasures, Graz'zt seems to be one of
the few figures in the Abyss capable of
inspiring a semblance of genuine loyalty in
demonkind, able as he is to provide them with
heights of experience unattainable without
his aid.

Graz'zt Tactics

Graz'zt seeks always to acquire any foes as future thralls, and his chief priority in combat is to put enemies in positions where they are incentivized to succumb to his Seductive Guile, then to prevent their escape with his Covetous Intercession as he pursues their erstwhile allies.

He becomes particularly fixated on any creature that manages to resist his abilities, and attempts to overwhelm their defenses with a combination of Ambrosial Ecstasy and Gift of Transcendent Pleasure.

He use Annihilating Despair whenever available if not already concentrating, both to provoke a creature to choose to succeed directly on the save using his Seductive Guile, and to prompt their allies to do the same if the target dies, so that they might preserve the possibility of resurrecting their fallen ally.

He often uses his Gift of Writhing
Pain on a creature charmed by his
Seductive Guile if no better
target is available, so that it
can choose to succeed on
its turn to refill its
temporary hit points, or
suffer the negative
effects if it escapes his
influence before then.



Graz'zt

Large fiend (demon), chaotic evil


  • Armor Class 20 (Natural Armor)
  • Hit Points 547 (54d10 + 270)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 21 (+5) 21 (+5) 23 (+6) 26 (+8)

  • Saving Throws DEX +9, CON +13, WIS +13
  • Skills Deception +15, Insight +13, Perception +13, Persuasion +15
  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Truesight 120 ft., Passive Perception 22
  • Languages All, Telepathy 120 ft.
  • Challenge 24 (62,000 XP)

Six-Fingered Subversion. A creature that starts its turn within 60 feet of Graz'zt that is Charmed by a creature other than him is instead Charmed by him for the same duration.

Seductive Guile. A creature that fails a saving throw against a spell or ability Graz'zt controls can choose to succeed instead. If it does, the creature gains 30 temporary hit points.

While a creature has any of these temporary hit points, it is Dominated by Graz'zt, and cannot benefit from immunity to the Charmed or Dominated condition.

Magic Resistance. Graz'zt has advantage on saving throws against spells and other magical effects.

Legendary Resistances (5/Day). If Graz'zt fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Graz'zt makes two attacks with Bitter Bastard and uses either his Gift of Writhing Pain or Gift of Transcendent Pleasure.

Bitter Bastard. Melee Weapon Attack: +16 to hit, reach 5 ft., one creature. Hit: 19 (3d8 + 6) slashing and an arc of acid splashes forth in a 15 foot cone centered on the target, dealing 9 (2d8) acid damage to each creature in the area.

Gift of Writhing Pain (5th Level Spell). One creature Graz'zt can see within 60 feet falls prone and is wracked with agony for the next minute.

At the beginning of each of the creature's turns, it must succeed on a DC 23 Constitution saving throw or take 16 (3d10) psychic damage and be unable to stand until the beginning of its next turn, ending the effect on a success.

Gift of Transcendent Pleasure (5th Level Spell). One creature Graz'zt can see within 60 is suffused in an aura of pure rapturous delight for the next minute.

At the beginning of each of the creature's turns, it must succeed on a DC 23 Wisdom saving throw or voluntarily fail all other saving throws and be unable to take reactions until the beginning of its next turn. On a success, the effect ends.

Annihilating Despair (Concentration, Recharges when Graz'zt uses his Ambrosial Ecstasy). One creature Graz'zt can see within 60 feet becomes Invisible to him for the next minute.

At the beginning of each of the creature's turns, it must succeed on a DC 23 Wisdom saving throw or take 77 (14d10) psychic damage.

If a creature is killed by this damage, each of its allies must succeed on a DC 23 Wisdom saving throw or lose all memory of them until restored by Greater Restoration or similar magic.

Ambrosial Ecstasy (Recharge 5-6). Graz'zt gently touches a creature within 5 feet and shares with it a fragment of his power, forcing it to succeed on a DC 23 Constitution saving throw or be Cursed.

A creature cursed in this way adds 1d4 to any attack roll or saving throw it makes while Charmed or Dominated by Graz'zt, and subtracts 1d4 from any such roll made while not Charmed or Dominated by him.

A creature that has this curse removed by any means other than a Wish spell takes 22 (4d10) psychic damage whenever it completes a Long Rest.

Reactions

Exploit Opening. When he is missed with a melee attack, Graz'zt can move up to 10 feet and make an attack with Bitter Bastard.

Covetous Intercession (3rd Level Spell). When a creature Charmed or Dominated by him is targeted with an attack, Graz'zt can teleport to switch places with the target, and Graz'zt becomes the new target of the attack.

Legendary Actions

Graz'zt can take 3 legendary actions, choosing from the options below.

Beguiling Invitation. One creature Graz'zt can see within 60 feet can use its reaction to move up to its speed, then takes 5 (1d10) psychic damage for each 5 feet away from him it ends this movement.

Devour Magic. Graz'zt ends one spell or magical effect within 60 feet, then gains disadvantage on the next saving throw he makes in the next minute against magic controlled by that spell's caster.

Mercurial Strike (Costs 2 Actions). Graz'zt teleports up to 30 feet to an unoccupied space within 5 feet of a creature he can see, then makes two melee attacks against it.

Juiblex

Behold the foul majesty of the Formless One, its infinite fractal intricacies, its malign and alien intelligence. To gaze upon it is to peer through a window into the true nature of the festering heart of the multiverse, the instability and
chaos that lurks in every corner.

Juiblex fosters no cults, raises no armies, forms no alliances. It takes no apparent offense at its
domain being invaded, its worshippers slaughtered. It
merely persists, and its tendrils spread and creep into the deep crevasses of the multiverse, and none may divine its aim.

The Lord of Nothing seems to lose every battle, to be defeated at every turn, and yet ever its influence
grows, and ever events fall in its favor.

Juiblex Lore

Arcana DC 15: As with many extraplanar
entities, Juiblex is not killed if defeated on the
Prima Material, merely banished back to its own
little corner of the Abyss, and seems to possess a
remarkable aptitude for reforming itself without
delay or diminishment. Perhaps for this reason, Juiblex seems more inclined than its rivals to manifest itself in mortal realms.
Arcana DC 20: Juiblex has some means of wresting knowledge from a mage's mind, and has been known
to use that ability to turn a sage's spells against them.
History DC 15: Juiblex is thought by many to be an ancient and fallen obyrith, shattered and unable to reclaim its true form as its former powers and mental faculties slowly slip away from it.

Said by its followers to predate the creation of the Abyss and to know the deepest secrets of its purpose and creation, one trembles at the thought of what terrors Juiblex might wreak if ever such lost powers were restored to it.
Nature DC 15: It is remarkably difficult to strike true against the Formless One, possessing all the resilience of demonkind and that granted by its oozelike nature, seeming to lack any vital points identifiable from the outside.
Nature DC 20: Juiblex is known to corrode metal or organic weapons and armor by its very presence; those seeking to oppose the Great Mass are advised to bring glass arms, or else several backups.
Nature DC 25: Juiblex, contrary to popular belief, shows few signs of true obyrith descent. Rather, it seems to be something more like a sentient infection spreading through tiny wounds in the fabric of creation, entropy embodied in physical space.
Religion DC 10: Cults of Juiblex are typically small and ineffectual, composed of the mad and perverse, and rarely seem to be granted any boons beyond limited mastery over lesser oozes.
Religion DC 15: Learned demonologists typically rank Juiblex among the least of demon lords, worthy of the title only by technicality as none of its rivals seem motivated to properly oust it.

Juiblex Tactics

Juiblex begins combat with its Caustic Jet, then moves toward the greatest concentration of enemies and collapses into a Fetid Pool. On its following turn it centers itself on the nearest creature and uses its Corrosive Grasp to drag as many creatures toward it as it can, then chooses its Flowing Prison Form. As long as it has two or more creatures engulfed, it alternates between Flowing Prison and Towering Slime. Otherwise, it alternates between Fetid Pool and Flowing Prison to try to trap more creatures.

Juiblex births a scion whenever it has the opportunity, then if the scion grapples a creature, uses its Flowing Prison to engulf both of them, then uses its Assimilate to turn the scion into temporary hit points.

Ooze Scion Tactics

Ooze Scions swarm the nearest creature in range, then attempt to grapple it and drag it toward Juiblex.


Ooze Scion

Medium ooze, unaligned


  • Armor Class 7
  • Hit Points 15 (2d10 + 4)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 5 (-3) 15 (+2) 1 (-5) 5 (-3) 1 (-5)

  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing
  • Damage Immunities Acid
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
  • Senses Blindsight 30 ft. (Blind Beyond This Radius), Passive Perception 8
  • Challenge 1/2 (100 XP)

Amorphous. The ooze scion can move through a space as narrow as 1 inch wide without squeezing.

Formless Grace. If the ooze scion would take half damage due to succeeding on a saving throw while within 120 feet of Juiblex, it takes no damage instead.

Acrimony of the Faceless Lord. A creature that takes acid damage while within 5 feet of one or more ooze scions takes an additional 4 (1d8) acid damage for each ooze scion within 5 feet of it.

Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Instead of dealing damage, the ooze scion can grapple the target (escape DC 13).

Reactions

Mitotic Division. When the ooze scion takes damage of a type it is resistant to, it can create another Ooze Scion that acts on Juiblex's initiative in the nearest unoccupied space with maximum hit points equal to the original ooze scion's current hit points.



Juiblex

Gargantuan fiend (demon), chaotic evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 607 (38d20 + 208)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 23 (+6) 20 (+5) 20 (+5) 16 (+3)

  • Saving Throws DEX +7, CON +13, WIS +12
  • Skills Perception +12, Stealth +7
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing and Slashing
  • Damage Immunities Acid, Poison
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, Unconscious
  • Senses Truesight 120 ft., Passive Perception 22
  • Languages All, Telepathy 120 ft.
  • Challenge 24 (62,000 XP)

Spider Climb. Juiblex can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Corrosive Horror. A creature that starts its turn within 20 feet of Juiblex has the attack bonus of any metal or organic nonartifact weapons it is wielding and the AC bonus of any metal or organic nonartifact armor it is wearing reduced by a permanent and cumulative 1.

Heart of Chaos. Melee attacks made by creatures grappled by Juiblex ignore its damage resistances and score a critical on a 16-20.

Alter Form. At the end of each of its turns, Juiblex can choose a shape for its body. Its new form may be centered on any space its previous form occupied:

  • Fetid Pool. Juiblex becomes a 30 foot radius shallow pool of slime that can enter and occupy the space of any other creature, and frees each creature grappled by it. A creature that starts its turn in Juiblex's space takes 9 (2d8) acid damage.
  • Flowing Prison. Juiblex becomes a 15 foot diameter vortex, then each creature in Juiblex's space must succeed on a DC 22 Strength saving throw or be grappled (escape DC 22) in Juiblex's space, or pushed into the nearest unoccupied space on a success. Creatures grappled by Juiblex are Choking and take 18 (4d8) acid damage at the start of each of Juiblex's turns.
  • Towering Slime. Juiblex becomes a 10 foot diameter tower that is up to 40 feet tall. Melee attacks it makes have a reach of 40 feet and deal an additional 11 (2d10) bludgeoning damage.

Magic Resistance. Juiblex has advantage on saving throws against spells and other magical effects.

Legendary Resistances (5/day). If Juiblex fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Juiblex makes three melee attacks.

Corrosive Grasp. Melee Weapon Attack: +14 to hit, reach 20 ft., one creature. Hit: 18 (2d10 + 7) bludgeoning plus 27 (6d8) acid damage and the creature is dragged up to 10 feet toward Juiblex's center, or is grappled (escape DC 22) if it can't be.

Heaving Mass. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 40 (6d10 + 7) bludgeoning damage and the target must succeed on a DC 22 Strength saving throw or be knocked prone.

Caustic Jet (Recharge 5-6). Juiblex expels a jet of slime in a 90 foot long, 10 foot wide line. Each creature in the area is pushed 15 feet away and must succeed on a DC 21 Constitution saving throw or take 95 (10d8 + 50) acid damage, or half as much on a success.

Reactions

Blinding Excretion. When Juiblex is hit with a melee attack, it can force the attacker to succeed on a DC 21 Constitution saving throw or be Blinded until the end of Juiblex's next turn.

Birth Scion. When Juiblex takes 50 or more damage in a turn, it can create an Ooze Scion that acts on Juiblex's initiative in an unoccupied space within 15 feet.

Foul Spawning (1/Day). When Juiblex is reduced below 304 hit points, it can create six Ooze Scions that act on Juiblex's initiative in unoccupied spaces within 15 feet.

Legendary Actions

Juiblex can take 3 legendary actions, choosing from the options below.

Assimilate. Each creature grappled by Juiblex must succeed on a DC 20 Intelligence saving throw or have its Proficiency Bonus reduced by 1 until it completes a Short or Long Rest, and have Juiblex learn one secret the creature wishes to keep hidden.

If the creature was an ooze scion, it dies and Juiblex gains temporary hit points equal to the ooze scion's current hit points.

Seething Vitriol. Juiblex loses 11 (1d20) hit points and rolls to recharge its Caustic Jet.

Stolen Spell (Costs 2 Actions). Juiblex casts a spell of 6th level or below with a casting time of 1 action known by a creature affected by its Assimilate in the last minute.

Wheels Within Wheels (Costs 2 Actions). If Juiblex has not taken a turn this round, it takes its turn. If it does, it does not take a turn on its initative this round.

Kerzit

From the foulest pits of the Abyss is the verminous Kerzit dredged to stand vigil once more, bound in sign and seal until providence or carelessness grants him another would-be master to cleave in twain. These fools are all of a piece, and their screams grow sweeter with each day they delay his vengeance.

Kerzit Lore

Arcana DC 15: The worm-gnawed pages of the Tome of the Black Heart are said to contain secrets of magic unrecorded anywhere else in the multiverse, making it valuable beyond measure.
Arcana DC 20: The exact ritual to unseal the ancient tome has long been lost, but is said to include a measure of crushed black opals and the spilled blood of an innocent.
History DC 15: The famed diabolist Eli Tomorast was the last known custodian of an ancient and valuable tome of abyssal lore, and is said to have used the knowledge contained within to bind to it a monstrous guardian.
History DC 25: It is well-attested by his apprentices that the blood-seal laid upon the tome was intended by the archmage as a trap for any future thieves, as the sacrifice required to unseal it at once sustained and rejuvinated the tome's guardian.
Religion DC 20: The dread towers of Abysm contain laboratories in which the maddest of sciences are pursued, chief among the creation, infusion, and culivation of still more bizarre and chaotic forms of tanar'ric life. It is said that most prized among the creations of Ameul is the demon Kerzit, a being of unlimited patience and malice born to guard the Deep Father's most treasured secrets.

The Tome of the Black Heart

Wondrous Item, artifact


The ragged pages of this book contain unique spells and rituals of the Prince of Demons' own device, the true names and natures of hundreds of powerful entities of various types, and blueprints for arcane instruments by which demonic essence may be carved and shaped.

The book may be opened by a ritual involving the sacrifice of 10,000 gp worth of black opals and a humanoid creature, after which the book stays open for 24 hours before closing.

Aldinach's Vile Wasting. An infected creature shows no symptoms initially, but must succeed on a DC 20 Constitution saving throw at each dawn or have the disease progress, at which point the creature begins to rapidly lose weight, their complexion gradually fading to an ashen grey.

Once the disease progresses, it is incurable by any means other than death and resurrection. The creature loses half its current hit points at each dawn, and can't regain hit points by any means.

Kerzit Tactics

Kerzit prioritizes wizards and warlocks in combat, taking whatever attacks of opportunity he needs to to reach them, then grappling them with his Wormlash, switching to his Black-Toothed Bite only once both arms are grappling the same creature so he can follow up next turn with his Halving Draw.

If he is grappling a creature not yet afflicted with an Abyssal Wound, he always uses his Rending Flurry with his Bonus Action, otherwise using his Blightning Strike against a creature that is already wounded.

He typically uses his Brutal Charge each round, then uses his remaining Legendary Action for his Ignite Dweomer if he has an available target, or his Weirding Glint otherwise, producing either cover, illusory hazards, or something to climb up to reach a flying foe.

Kerzit typically fights to the death in defense of the Tome of the Black Heart, but if the tome is destroyed or otherwise lost to him he will flee, using his Weirding Glint to create an illusory hole to leap into, then burrowing through the hole's wall with his burrow speed.



Kerzit

Large fiend (demon), chaotic evil


  • Armor Class 19 (Natural Armor)
  • Hit Points 333 (29d10 + 174)
  • Speed 30 ft., burrow 15 ft.

STR DEX CON INT WIS CHA
23 (+6) 17 (+3) 22 (+6) 14 (+2) 18 (+4) 19 (+4)

  • Saving Throws DEX +9, CON +12, WIS +10
  • Skills Perception +16
  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Truesight 120 ft., Passive Perception 26
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 18 (20,000 XP)

Keeper of the Black Lore. Kerzit's spirit is bound to the Tome of the Black Heart. If he is destroyed, whenever a creature dies within 30 feet of the tome he may make a DC 20 Charisma saving throw.

On a success, a rift forms in the creature's body and Kerzit tears forth from it in a new body with half his hit points. For the next minute, Kerzit can't use Legendary Resistances or Legendary Actions.

Quick Squeeze. Kerzit may move through any space larger than his skull without squeezing.

Magic Resistance. Kerzit has advantage on saving throws against spells and other magical effects.

Legendary Resistances (3/Day). If Kerzit fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Kerzit makes three attacks, one of which may be with his Black-Toothed Bite.

Black-Toothed Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 19 (3d8 + 6) piercing damage and the target must succeed on a DC 20 Constitution saving throw or be infecting with Aldinach's Vile Wasting.

Wormlash. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 15 (2d8 + 6) bludgeoning damage and the target must succeed on a DC 20 Strengh saving throw or be pulled up to 5 feet towards Kerzit and grappled (escape DC 20).

Chitinous Blades. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 13 (2d6 + 6) slashing damage.

Halving Draw (Recharge 5-6). One creature grappled by both of Kerzit's Wormlashes must succeed on a DC 20 Constitution saving throw or take 65 (10d12) bludgeoning damage, or half as much on a success.

A creature reduced to 0 hit points by this damage dies and is ripped in two.

Bonus Actions

Rending Flurry. Kerzit makes two attacks with his Chitinous Blades against a creature grappled by him. If both attacks hit, the creature begins Bleeding (2d10).

Blightning Strike (3rd Level Spell). One creature Kerzit can see within 120 feet must succeed on a DC 18 Dexterity saving throw or take 14 (4d6) lightning plus 11 (2d10) necrotic damage, or half as much on a success.

A creature reduced to 0 hit points by this damage is unaffected by the first source of healing it recives before the beginning of its next turn.

Reactions

Maddened Slaver. When Kerzit ends his turn without reducing a creature to 0 hit points, he can work himself into a fury, building up a frothing, foul smelling slaver around his jaws.

Until the end of his next turn, Kerzit's melee attacks have advantage and his speed is doubled.

Legendary Actions

Kerzit can take 3 legendary actions, choosing from the options below.

Weirding Glint (Concentration). Kerzit creates an illusory terrain feature that fits within a 15 foot radius centered on a point he can see within 60 feet.

The terrain lasts for a minute, and Kerzit may interact with the illusion as though it were real. A creature other than Kerzit physically interacting with the terrain reveals it to be an illusion.

Ignite Dweomer. One creature kerzit can see that is concentrating on a spell must succeed on a DC 18 Charisma saving throw or burst into flames and begin Burning (1d10).

Brutal Charge (Cost 2 Actions). Kerzit moves up to his speed in a straight line, and may move through the space of any Medium or smaller creature.

A creature whose space Kerzit enters for the first time on a turn in this way must succeed on a DC 20 Dexterity saving throw or take 13 (3d8) bludgeoning damage and be pushed up to 15 feet away and knocked prone.

Lolth

It is a truism among Lolthites that all the
spiders of the realms whisper their secrets
back to their Dark Mother, and thus a secret may
be kept only so long as it is not spoken. The
schemes of the cunning and mighty are as
glass to her, and thus is her ambition often
thwarted not by her contemptible rivals but by her own capricious whim, as Lolth's attention is often divided between setting deviously inexorable schemes into motion and working to untangle past plots of hers set towards ends now deemed unworthy of her ambition.

Lolth Lore

Nature DC 15: A single drop of the venom that drips from the fangs of Lolth is said to spell certain death to any it touches, even those immune to conventional poisons. The truth of this assertion is a matter of some debate, but it has been observed that though commonplace for the lords of the Abyss to lead their hosts into battle, when marching against Lolth they seem always to find reason to be elsewhere.
Religion DC 10: Lolth, Queen of Spiders and divine patron of the drow, is a jealous and demanding god, exhorting her followers not only to great sacrifices of blood and treasure in her name, but to ever greater tests of their loyalty and devotion. Paradoxically, Lolth is bored terribly by both of these traits, and her greatest and most treasured servants are often those whose plotting against her she finds most deviously entertaining.
Religion DC 15: Those worshipers who fail in the tasks Lolth assigns them are often punished with transformation into grotesque and monstrous forms, collectively called the Shunned. Capricious as the will of Lolth is, however, she has occasionally been known to bestow these same
mutations as rewards to those who serve her faithfully.
Religion DC 20: Uniquely among the deities of the Dark Seldarine, and perhaps among the Powers as a whole, Lolth is both a greater deity unbound in time and space, and an archdemon embodied in her form as Queen of the Demonweb Pits. The archdemon Lolth is therefore the goddess Lolth, but the reverse is not true, as the archdemon is merely the perfect incarnation of Lolth's demonic aspect.

Lolth Tactics

Lolth begins combat by observing her foes as she uses her Bide Time repeatedly to weather their attacks and chooses her first target based on who has the strongest turn. She then goes last in initiative, attacking that creature with her multiattack, allowing one creature to take a turn, then using Spider's Embrace and taking her turn directly after that to attack the same creature again, ideally killing it.

Thereafter she alternates between Lolth's Fickle Favor and her Bounding Strikes with her legendary actions so long
as she has followers on hand to grant her favor to, preferring to target those who are injured, and uses her Darkfire Abyss whenever available if she can hit at least three enemies with it. With her multiattack, she uses Kiss of Lolth on any target with Extra Attack, and Insidious Embrace otherwise.



Lolth, Queen of the Demonweb

Huge fiend (demon), chaotic evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 542 (35d12 + 315)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 27 (+8) 29 (+9) 25 (+7) 17 (+3) 25 (+7)

  • Saving Throws DEX +16, CON +17, WIS +11
  • Skills Deception +23, History +15, Perception +11
  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, Unconscious
  • Senses Truesight 120 ft., Passive Perception 22
  • Languages All, Telepathy 120 ft.
  • Challenge 27 (105,000 XP)

Nexus of the Great Web. Lolth knows the location, identity, and current hit points of any creature in contact with a spider's web, and cannot be Surprised.

She can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

By the Dark Mother's Design. Lolth does not roll initiative. Instead, if she has not yet taken a turn this round, Lolth may take her turn directly after any other creature's turn.

Magic Resistance. Lolth has advantage on saving throws against spells and other magical effects.

Legendary Resistances (5/Day). If Lolth fails a saving throw, she can choose to succeed instead.

Actions

Multiattack. Lolth makes three attacks with her Impaling Legs, one of which she may replace with a use of her Kiss of Lolth or Insidious Embrace.

Kiss of Lolth. Melee Weapon Attack: +15 to hit, reach 15 ft., one creature. Hit: 26 (3d12 + 7) piercing damage and the target is Cursed.

While Cursed in this way, a creature is Poisoned, loses any immunity to the Poisoned condition or poison damage, and takes 5 (1d10) poison damage at the end of each of its turns.

This curse is suppressed for 24 hours by any effect that cures the Poisoned condition.

Impaling Legs. Melee Weapon Attack: +15 to hit, reach 15 ft., one creature. Hit: 20 (3d8 + 7) piercing damage and Lolth may either grapple the target (escape DC 23) or push it 10 feet away.

A creature reduced to 0 hit points by this damage immediately fails a death saving throw.

Insidious Embrace. One creature within 15 feet of Lolth must succeed on a DC 23 Strength saving throw or be restrained (escape DC 23) in a cocoon of silk.

While restrained in this way, a creature is Blinded and has its Charisma score reduced by 5 (2d4) at the end of each of its turns, which lasts until it escapes. A creature that has its Charisma score reduced to 0 in this way immediately emerges as a Chwidencha under Lolth's control.

Darkfire Abyss (9th Level Spell, Recharge 5-6). A burst of black fire erupts in a 15 foot radius centered on a point Lolth can see within 120 feet, leaving behind an area of magical darkness that lasts until dispelled.

Each light in the area is extinguished, and each creature in the area must succeed on a DC 23 Dexterity saving throw or take 70 (20d6) fire damage, or half as much on a success.

At the beginning of each of Lolth's turns, if a source of Bright Light is within 15 feet of the area its radius expands by 5 feet, then each light in the area is extinguished and creature in the area takes 17 (5d6) fire damage.

Reactions

Strands of the Demonweave (5th Level Spell). When a creature she can see within 60 feet casts a spell, Lolth can weave a portion of the expended magic into threads of binding silk.

Any damage dealt by the spell is reduced by half, and the spell's caster must succeed on a DC 23 Strength saving throw or be restrained (escape DC 23) until it takes any damage.

Compelled Betrayal. When Lolth is targeted with a ranged attack, she causes the attack to swerve and instead target a creature in the attack's range affected by her Kiss of Lolth.

Legendary Actions

Lolth can take 4 legendary actions, choosing from the options below.

Bounding Strike. Lolth leaps up to 20 feet to an unoccupied space, then makes a Impaling Legs attack.

Bide Time. Lolth moves up to half her speed and gains 20 temporary hit points.

Lolth's Fickle Favor (Costs 2 Actions). One friendly creature Lolth can see can use its reaction to move up to its speed and make an attack. If the attack misses, the creature explodes in a torrent of venomous spiders.

Each creature within 15 feet of it must succeed on a DC 23 Constitution saving throw or take 10 (3d6) piercing plus 14 (4d6) poison damage, or half as much on a success.

Spider's Embrace (Costs 3 Actions). Lolth teleports up to 40 feet to an unoccupied space she can see, then forces one creature within 5 feet to make a DC 23 Strength saving throw.

On a failed save, the creature is grappled (escape DC 23) and Lolth makes an attack against it with her Kiss of Lolth.

Orcus

The skull of Anarchocles, set within the great Wand of Orcus, yet bears four notches marking the divinities fallen to the wrath of the Lord of Undeath; Orcus has set his gaze upon the true power of apotheosis, and all the wretched and loathsome detritus of this universe will fall before him, only to rise once more in service.

Orcus Tactics

Orcus rushes ahead of his allies, diving into melee and laying about with the Wand of Orcus, preferring to use Curse of Living Bones against Dexterity-based melee threats, Vile Rupture against spellcasters, and Black Iron Bloodwell against all others. He reserves his Legendary Resistances for debilitating effects, never using them to prevent damage unless he is near death.

For his other attack, he uses Bloodlord's Contempt whenever available, otherwise using his Soulshredder Claws against whichever creature in his reach seems closest to death. If a creature is cursed with his Curse of Living Bones, he commands his weaker allies to swarm it and attack it until dead to provoke his Waste Not reaction, but makes no special effort to target it with his own attacks, instead preferring to sow terror and mayhem with varied uses of the wand.

He uses Spectral Call whenever available until his foes demonstrate the ability to deal with it, afterwards preferring to use his Spiteful Command, though if the balance of power shifts he might try again.

Once his mythic trait is active, he uses The Final Word each round for as long as he has Legendary Resistances available, starting with any creature affected by his Curse of Living Bones.

Orcus Lore

Arcana DC 15: Orcus wields a great wand of black iron whose touch is death to the living, though it has been known to find its way into mortal hands for brief periods before being reclaimed.
Arcana DC 20: The Corpsevaults of Thanatos are said to contain bodies in their millions, preserved in undeath in preparation for an apocalyptic flood of all the realms of the Great Wheel. While most see only the looming horror of this dread cache, few necromancers can help but dream of what they might accomplish with such a host.
History DC 20: Orcus was reportedly slain some years ago by a rival to his throne of undeath, and for a time wandered as a foul shade of himself, wreaking havoc upon the mortal and divine with the terrible powers he discovered in death before eventually being restored to life by a faithful servant.
Religion DC 15: Orcus is known as the Lord of Undeath, and worshiped by those that live in death or seek to. He reigns from his palace Everlost in Thanatos, the Tomb of the Abyss, a layer where death and undeath hunt the living without rest or mercy, even those of demonic nature themselves.
Religion DC 20: While Orcus is locked in eternal warfare with his rivals Graz'zt and Demogorgon, rumors abound that he has set his ambitions higher; at the very throne of the gods.



Orcus

Huge fiend (demon), chaotic evil


  • Armor Class 20 (Natural Armor)
  • Hit Points 324 (24d12 + 168)
  • Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 25 (+7) 20 (+5) 20 (+5) 25 (+7)

  • Saving Throws DEX +10, CON +15, WIS +13
  • Skills Arcana +12, Perception +12
  • Damage Resistances Cold, Fire, Lightning. Attacks made without advantage
  • Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Truesight 120 ft., Passive Perception 22
  • Languages All, Telepathy 120 ft.
  • Challenge 26 (90,000 XP)

Master of the Dead and Deathless. The area in a 30 foot radius around Orcus seethes with the raw magic of death and undeath. When a creature begins its turn in the area, he can deal 11 (2d10) necrotic damage to it.

At the beginning of each of Orcus' turns, up to four undead creatures in the area that were reduced to 0 hit points since the end of his last turn each regain 1 hit point.

Giant Stature. Attacks made against Orcus by a creature Attached to him have advantage, and Orcus has disadvantage on attacks he makes against creatures Attached to him.

Magic Resistance. Orcus has advantage on saving throws against spells and other magical effects.

The Shadow That Was (Mythic Trait, 1/Day). When Orcus is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he resets to 324 hit points and rises as a shade from his body, gaining vulnerability to radiant damage and losing his Magic Resistance.

Legendary Resistances (5/Day). If Orcus fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Orcus makes two melee attacks, one of which may be with The Wand of Orcus. He may replace one of these attacks with a use of his Bloodlord's Contempt, if available.

The Wand of Orcus. Melee Weapon Attack: +16 to hit, reach 10 ft., one creature. Hit: 26 (4d8 + 8) bludgeoning plus 55 (10d10) necrotic damage and the target suffers one additional effect of Orcus' choice:

  • Vile Rupture. The creature must succeed on a DC 21 Constitution saving throw or have one of its eyes rupture in a gout of vitreous fluid. A creature that fails by 5 or more falls prone and has both of its eyes rupture.
  • Black Iron Bloodwell. The creature must succeed on a DC 21 Constitution saving throw or lose half of its current hit points as blood evacuates from each of its orifices. A creature that loses fewer than 50 hit points in this way additionally gains a point of exhaustion.
  • Curse of Living Bones. The creature must succeed on a DC 21 Charisma saving throw or be Cursed. A creature cursed in this way has its skeleton animated within it, and must succeed on a DC 21 Strength saving throw at the start of each of its turns or have its body move under its skeleton's control until the beginning of its next turn. If the creature dies while cursed, a Skeletal Liberator tears free of its flesh at the beginning of its next turn.

Soulshredder Claws. Melee Weapon Attack: +16 to hit, reach 10 ft., one creature. Hit: 24 (4d6 + 8) slashing plus 22 (4d10) psychic damage and the target is grappled (escape DC 24). A creature killed by this damage cannot be returned to life by any means short of a Wish spell.

Bloodlord's Contempt (Recharge 5-6). Each creature of Orcus' choice that he can see within 60 feet must succeed on a DC 21 Charisma saving throw or gain a Doom Counter that can't be removed by any means short of a Wish spell. Whenever a creature drops to 0 hit points, it immediately fails one death saving throw for each Doom Counter it has.

Reactions

Waste Not. When a skeleton tears free from a corpse that Orcus can see, he can animate the remnants into a Bloodrot Ooze and a Skin Kite, which each appear in the nearest unoccupied spaces.

Legendary Actions

Orcus can take 3 legendary actions, choosing from the options below.

Spectral Call. A Voidsoul Specter that lasts for one minute and acts on initiative count 0 spills forth from Orcus' wand, appearing in an unoccupied space within 10 feet of him.

Spiteful Command. One undead creature Orcus can see of CR 10 or lower can use its reaction to move up to half its speed and make a melee attack.

Graveway Travel (Costs 2 Actions). Orcus turns to dust and crumbles away, then burst from the earth in an unoccupied space he can see within 60 feet.

Each creature within 5 feet of the space he departed must succeed on a DC 21 Constitution saving throw or be Blinded until the end of his next turn.

Mythic Actions

The Final Word (10th Level Spell, Costs 3 Actions). Orcus and one other creature he can see must each succeed on a DC 23 Charisma saving throw or die.

Pazuzu

The hearts of men are blown as locusts in a gale by the winds of chaos, and of hearts and winds both the great Pazuzu is master. The good and the great are corruptible most of all, as they are ever willing to sacrifice for a cause, and ever blind to the extent which the evil they call upon themselves carries beyond them.

Aid and comfort are near at hand, after all, to any who would invite the skylord's chaotic designs to rest upon their fate, and what champion of light can bear a plunge into certain catastrophe when weighed against a leap into the true unknown?

Pazuzu Lore

History DC 15: Pazuzu's aid always presages ruin, though not always to the one who received it, leading many desperate, selfish, or foolhardy supplicants to seek it despite the peril.
Religion DC 10: Pazunia, first layer of the Abyss and home to the Plain of Infinite Portals, is ruled over by the dread lord Pazuzu. All who traverse the Abyss do so beneath his watchful eye, and it is rare than any successfully navigate the vagaries of those shifting portals but by his design.
Religion DC 15: Pazuzu holds sway over all winged creatures of the Abyss, and even creatures not inclined toward evil often pay homage to the dark angel of the four winds, furtively calling out his name thrice in hopes of mollifying his capricious ire.
Religion DC 20: The once-obyrith prince of skies takes on many guises in his pursuit of ultimate corruption, most often those of spirits and exarchs of healing, aid, and mercy to the wretched, offering protections against plague and pestilence and curatives to children bearing ill fates. Among his favored names are Pazrael, Imdugud and Typhon, though he gains and sheds identities as easily as drawing breath.

Pazuzu Tactics

Pazuzu begins combat with his Devouring Rain, using his Evangel of the Four Winds to stay mobile and out of any dogpiles. He uses Traveling Storm whenever he can move the rain from an area with no enemies to one with at least two, otherwise using Wind of Folly to push creatures into the area, triggering it immediately.

He uses Feign Weakness whenever hit with a big enough effect to plausibly have been knocked prone by it. Early in the fight, he uses his Heartrot Tail Sting, targeting creatures with good Constitution saves to tempt them into accepting his Perfidious Aid, though mostly abandons it once his mythic trait is active.

With his spear, if attacking a ground-bound opponent, he will use his Wind of Dreams to juggle them into the air, chasing them through the sky, then following up with an attack by using his Favorable Currents on himself to hit them with Wind of Awakening. If facing a flying opponent, he will often strike them first with Wind of Awakening, then replace his next attack with a Shove to knock them prone if they are smaller than Gargantuan.



Pazuzu

Large fiend (demon), chaotic evil


  • Armor Class 20
  • Hit Points 291 (29d10 + 232)
  • Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA
23 (+6) 30 (+10) 27 (+8) 23 (+6) 18 (+4) 27 (+8)

  • Saving Throws DEX +18, CON +16, CHA +16
  • Skills Perception +12, Persuasion +16
  • Damage Resistances Acid, Cold, Fire
  • Damage Immunities Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Damage from falling
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Truesight 120 ft., Passive Perception 22
  • Languages All, Telepathy 120 ft.
  • Challenge 25 (75,000 XP)

Evangel of the Four Winds. Creatures with a fly speed within 300 feet of Pazuzu may Dash or Disengage as a Bonus Action, and have disadvantage on attacks made against him.

Perfidious Aid. When another creature that Pazuzu can see fails a saving throw, he may allow it to reroll the save, taking the second result.

If it does, the creature takes 5 (1d10) fire damage as a Mark of Corruption sears itself into the creature's flesh.

Magic Resistance. Pazuzu has advantage on saving throws against spells and other magical effects.

Madness of the Lower Aerie (Mythic Trait, 1/Day). When Pazuzu is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he resets to 291 hit points and each creature with a Mark of Corruption explosively sprouts a number of ragged, bloody wings, losing half its current hit points and gaining a fly speed equal to its movement speed.

Legendary Resistances (5/Day). If Pazuzu fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Pazuzu makes three attacks with his Spear of the Stolen Winds.

Spear of the Stolen Winds. Melee Weapon Attack: +14 to hit, reach 15 ft., one creature. Hit: 17 (2d10 + 6) piercing damage and the target suffers one of the following effects:

  • Wind of Dreams. The target must succeed on a DC 22 Strength saving throw or be launched up to 30 feet in any direction, and be magically unaffected by gravity until the beginning of its next turn.
  • Wind of Awakening. The target must succeed on a DC 22 Charisma saving throw or gain vulnerability to damage from falling until the end of the turn and have each spell and magical effect on it end.

Heartrot Tail Sting. One creature within 10 feet of Pazuzu must succeed on a DC 24 Constitution saving throw or take 54 (12d8) necrotic plus 42 (12d6) poison damage, or half as much on a success.

Pestilent Breath (Recharge 5-6). Pazuzu exhales a plague of abyssal locusts in a 60-foot cone. Each creature in the area loses concentration, if it was holding it, and must succeed on a DC 22 Constitution saving throw or take 36 (8d8) piercing plus 28 (8d6) poison damage, or half as much damage on a success.

Devouring Rain (Recharges when Pazuzu uses his Pestilent Breath, 9th Level Spell, Concentration). An acrid rain begins to fall in a 15 foot radius, 300 foot tall cylinder centered on a point Pazuzu can see within 300 feet.

A creature that starts its turn in the area, or that enters it for the first time on a turn, must succeed on a DC 22 Constitution saving throw or take 44 (8d10) acid damage, or half as much on a success. A creature killed by this damage melts and is disintegrated.

Reactions

Feign Weakness (Recharges when Pazuzu voluntarily fails a saving throw). When Pazuzu fails a saving throw, he can fall prone.

If a creature enters his reach before the beginning of his next turn, Pazuzu may immediately stand from prone and make a melee attack against it.

Bloodied Corruption (1/Day, 6th Level Spell). When Pazuzu's mythic trait becomes active, he can force one creature he can see with a Mark of Corruption to succeed on a DC 22 Wisdom saving throw or be Dominated by him.

The Dominated creature repeats this saving throw whenever it takes damage, ending the effect on a success.

Legendary Actions

Pazuzu can take 3 legendary actions, choosing from the options below.

Favorable Currents. One creature with a fly speed that Pazuzu can see can use its reaction to move up to half its speed and make a melee attack.

Traveling Storm. Pazuzu moves the effect of his Devouring Rain up to 30 feet.

Wind of Folly. One creature Pazuzu can see must succeed on a DC 22 Strength saving throw or be pushed up to 30 feet in any direction.

A creature with a Mark of Corruption has disadvantage on this saving throw.

Mythic Actions

Wind of the Amorites (Costs 2 Actions). Pazuzu moves up to his speed and uses his multiattack.

Yeenoghu

Among the great rulers of the Abyss, Yeenoghu is a creature both pitied and feared, and for the same reason. His raw power rivals that of any of the demon princes, but his ambitions are far narrower. He is pitied, because it is thought that such incredible strength should not be shackled to such modesty. He is feared, because in all the planes few creatures can match his single-minded focus.

Yeenoghu lives only to kill, to spill hot blood and break bones, and to prompt others to do the same. Every shred of his not-inconsiderable intellect is devoted to killing more, faster, desperate to sate his inexhaustible appetite for carnage. Many great schemes of the Abyss have been undone by the path of the Lord of Ruin straying too close, racing ever onward in his tireless march of destruction.

Yeenoghu Lore

Arcana DC 10: As with many extraplanar entities, Yeenoghu is not killed if defeated on the material plane, merely banished back to his own corner of the Abyss.
Arcana DC 15: Yeenoghu is not known to have any innate abilities of interplanar travel, nor are even his greatest clerics granted such powers. Attempts to summon him to the Prime Material, therefore, typically rely upon more esoteric methods.
History DC 15: Yeenoghu's spilled blood and rent flesh is known to nourish ordinary beasts into powerful and vicious monsters.
History DC 20: Though capable of cunning and deceit
in the rare cases where he feels it is warranted, Yeenoghu
is known for his terrifyingly direct approach to
combat, compulsively eating his defeated foes,
even to his own detriment. This can theoretically be exploited, though few other than devils are so
willing to abandon allies to his ravening.
Nature DC 20: The engine of hunger and rage that
fuels Yeenoghu burns hotter when he is kept from
killing, leading to explosive results when he is freed
from his confines.
Religion DC 10: Yeenoghu is an abyssal entity that acts
as a sort of patron deity to gnolls, working his savagery
upon the Prime Material with them as his couriers of ruin.
Religion DC 15: Considered among the least jealous of patrons, Yeenoghu is said to freely grant power to any who would further his goals, even to those in the service of his mortal enemies.
Religion DC 20: According to gnoll tradition, gnolls (along with leucrottas and shoosuvas) were birthed from scavengers that fed upon the kills of Yeenoghu in one of his earliest forays into the material plane.
Religion DC 25: Yeenoghu ranges through several layers of the Abyss with his great roaming city, a region collectively called the Realm of Ruin. Atop enormous stone wheels, the mobile citadel is dragged agonizingly through the Abyss by a cohort of hundreds of shackled demons.


Yeenoghu Tactics

Yeenoghu's allies never rush into combat ahead of him, because to do so is certain death. Yeenoghu opens with his Path of the Lord of Ruin and tries to hit as many creatures as possible, friend or foe. He uses his Butcherflail, focusing on a single target until it drops, biting and beginning to swallow it as a bonus action, and then moving on to the next on his following turn. Early in a fight he uses Decay and Terror on the flail, then switches to Hunger and Pain after the toughest looking opponents are softened up.

If none of his enemies are flying, he uses his Gorecall whenever he has the chance, but saves it for a flying enemy if one is trying to stay out of his reach.

Once a creature is marked by his blood feast, he uses his flesh craze to get as many gnolls in range of that character as possible. He uses Wake Bones only on an already injured gnoll, unless all available targets are marked with his Blood Feast.

He uses his legendary resistances more freely than most creatures do, because if he does suffer an incapacitating effect he'll likely be able to recoup that lost damage in an explosive turn afterward, and outside the abyss he doesn't need to worry about suffering anything worse than banishment.



Yeenoghu

Huge fiend (demon), chaotic evil


  • Armor Class 20 (Natural Armor)
  • Hit Points 575 (46d12 + 276)
  • Speed 50 ft., climb 50 ft.

STR DEX CON INT WIS CHA
29 (+9) 16 (+3) 23 (+6) 15 (+2) 24 (+7) 15 (+2)

  • Saving Throws DEX +10, CON +13, WIS +14
  • Skills Intimidation +9, Perception +14
  • Damage Resistances Cold, Fire, Lightning. Attacks made without advantage
  • Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Truesight 60 ft., Passive Perception 24
  • Languages All, Telepathy 120 ft.
  • Challenge 24 (62,000 XP)

Seething Fury. When Yeenoghu has the Incapacitated condition end for him, he can immediately move up to his speed and take an action.

Ravenous Beyond Reckoning. When Yeenoghu reduces a creature to 0 hit points with his Unhinged Jaws, he gains 20 temporary hit points and can begin to swallow the creature whole.

Until the beginning of Yeenoghu's next turn, attacks against him have advantage, and regurgitates the creature if a critical hit is struck against him.

At the beginning of Yeenoghu's next turn, the target dies and is Swallowed, and cannot be retrieved while Yeenoghu lives.

Giant Stature. Attacks made against Yeenoghu by a creature Attached to him have advantage, and Yeenoghu has disadvantage on attacks he makes against creatures Attached to him.

Magic Resistance. Yeenoghu has advantage on saving throws against spells and other magical effects.

Legendary Resistances (3/Day). If Yeenoghu fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Yeenoghu makes three melee attacks, one of which may be with his Unhinged Jaws.

Unhinged Jaws. Melee Weapon Attack: +16 to hit, reach 5 ft., one creature. Hit: 31 (4d10 + 9) piercing damage and the creature is grappled (escape DC 24).

A creature already grappled in this way takes an additional 5 (1d10) piercing damage.

The Butcherflail. Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 27 (4d8 + 9) bludgeoning damage and the target suffers one additional effect of Yeenoghu's choice:

  • Hunger. The target must succeed on a DC 22 Constitution saving throw or lose three unexpended hit dice. If the target cannot, it instead takes a level of exhaustion.
  • Pain. The target takes an additional 11 (2d10) psychic damage.
  • Terror. The target must succeed on a DC 22 Wisdom saving throw or be Frightened until the end of its next turn. A creature that fails by 5 or more is instead Paralyzed until the end of its next turn.
  • Decay. If the target is wearing nonmagical armor, it suffers a permanent and cumulative -1 to the AC it offers.

Path of The Lord of Ruin (Recharge 5-6). Yeenoghu moves up to his speed in a straight line and can move through the space of any construct of force and of any creature smaller than Huge.

Each creature whose space he moves through in this way must succeed on a DC 22 Strength saving throw or and take 52 (8d12) bludgeoning damage and be knocked prone, or take half as much damage on a success.

A creature that succeeds by 5 or more stops this movement from continuing past it.

Reactions

Gorecall. When Yeenoghu is hit with a ranged attack, he can force the attacker to succeed on a DC 22 Strength saving throw or be pulled 20 feet toward him and knocked prone.

Deiphage Spawning (1/Day). When Yeenoghu is reduced below 283 hit points, create six Gnoll Deathpleged within his body, which immediately chew their way out of his wounds and fall prone in the nearest unoccupied spaces. If he does, Yeenoghu loses 27 (6d8) hit points.

Legendary Actions

Yeenoghu can take 3 legendary actions, choosing from the options below.

Blood Feast. One creature within 30 feet that has fewer than half of its hit points must succeed on a DC 22 Constitution saving throw or be marked as prey.

For the next minute, or until the creature regains any hit points, gnolls may use their Bonus action to make a Bite attack against it.

Flesh Craze. Up to three gnolls within 60 feet may each use their reaction to move up to their speed toward a creature of Yeenoghu's choice without provoking attacks of opportunity.

Wake Bones. One friendly gnoll within 60 feet becomes suffused with negative energy, taking 14 (4d6) necrotic damage. If the target dies in the next minute, its flesh sloughs off and it immediately rises as a Witherling Death Shrieker.

Zuggtmoy

Flesh is the cradle of the demon queen of rot, and each of the living is mother to her brood. Her pallid roots spread through every dark corner of the Prime Material, spurring ever onward the wheel of life and death. Every corpse is an altar in her name, and all decay worship to her glory.

Those in her service shy not from their own mortality, but embrace it as a blessing they bestow upon their fellows, as from their death new and greater life shall spring in an ascending spiral of blessed fecundity.

Zuggtmoy Lore

Medicine DC 15: Brittle Lung is a fungal plague rumored to have been engineered by Zuggtmoy, one frequently carried back to the material plane by visitors to the Abyss; those infected often remain silent for the rest of their lives, as the slightest whisper can cause fits of coughing so severe they can cause the victims’ lungs to collapse.
Nature DC 20: Zuggtmoy is not truly the mass of fungal growths that composes her body, but the demonic spirit that binds them together, perhaps explaining her lack of weakness to fire and light exhibited by many of her fungal creations. Nature DC 25: Zuggtmoy's mycelia extend far beneath the ground around her regardless of where she manifests a body, fusing all the fungus around her into a single superorganism; if her creeping growths are left unchecked in an area her power grows with them.
Religion DC 20: Zuggtmoy is greatly feared across the Abyss, often not directly for her raw power but for her ability to craft toxins and diseases targeting even those usually immune to such effects.

Zuggtmoy Tactics

Zuggtmoy begins combat heavily favoring her Sprouting Doom, using it whenever she can hit a hostile creature with it without crowding more than two of the areas within the reach of a single fireball (20 ft. radius). Once she has at least four areas of Sprouting Doom established, she uses her Garden of Rot and Ruin.

Afterwards, she replaces one of her attacks with her Rotted Regenesis whenever she can affect at least two creatures with it, or if she is locked in melee with a creature that passed its save against her Creeping Mycelia.

She typically waits until one or two enemies are affected by her Queen's Caress before using her Burrowing Sporeflood, but will use it immediately and whenever available if facing more than three full spellcasters until they are all infected with Brittle Lung.

With her Legendary Actions, Zuggtmoy prioritizes using Sprouting Doom whenever she has fewer than four areas of it active, then tries to use Breed Ruin each round, using Feast on the Fallen whenever a foe falls unconscious or is knocked prone, and otherwise using her Cultivator's Reap.

Brittle Lung. Whenever an infected creature speaks or performs the verbal components of a spell, it must succeed on a DC 21 Constitution saving throw or begin Choking until it uses an Action to catch its breath. A creature that fails this saving throw by 5 or more instead begins Choking for the next 2d4 minutes, and can use its action to repeat this saving throw, catching its breath on a success.



Zuggtmoy

Large fiend (demon)/plant, chaotic evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 451 (47d10 + 192)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 18 (+4) 20 (+5) 19 (+4) 24 (+7)

  • Saving Throws DEX +9, CON +11, WIS +11
  • Skills Perception +11
  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Stunned
  • Senses Blindsight 30 ft., Truesight 120 ft., Passive Perception 21
  • Languages All, Telepathy 120 ft.
  • Challenge 23 (50,000 XP)

Creeping Mycelia. When a creature ends its turn within 10 feet of Zuggtmoy, she can extend a tendril of mycelia from the ground, forcing the creature to succeed on a DC 21 Dexterity saving throw or be grappled in place (escape DC 21).

While grappled in this way, a creature is Charmed by Zuggtmoy and takes 11 (2d10) poison damage at the beginning of each of its turns.

Demonrot Toxin. A creature that starts its turn within 60 feet of Zuggtmoy must succeed on a DC 21 Constitution saving throw or lose any Resistance or Immunity to poison or disease that it has for the next 24 hours and be unable to gain Resistance or Immunity to poison or disease until the beginning of its next turn.

Magic Resistance. Zuggtmoy has advantage on saving throws against spells and other magical effects.

Legendary Resistances (5/Day). If Zuggtmoy fails a saving throw, she can choose to succeed instead.

Actions

Multiattack. Zuggtmoy makes two attacks with her Queen's Caress, one of which she may replace with her Sprouting Doom or Rotted Regenesis.

Queen's Caress. Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. Hit: 22 (4d10) necrotic plus 18 (4d8) poison damage and the target has disadvantage on Constitution saving throws until the end of Zuggtmoy's next turn.

Sprouting Doom. A roiling growth of multifarious fungus that lasts for a minute bursts forth in a 5 foot radius centered on a point Zuggtmoy can see within 120 feet.

The area is difficult terrain for nonplant creatures, and a nonplant creature that starts its turn in the area takes 20 poison damage. This effect ends if the area is dealt 20 or more fire or radiant damage from a single source.

Rotted Regenesis. Zuggtmoy's body rapidly blackens and withers, then explodes in a cloud of spores. Each nonplant creature within 10 feet of her must succeed on a DC 21 Constitution saving throw or take 18 (4d8) poison damage, or half as much on a success.

Zuggtmoy reappears in an unoccupied space affected by Sprouting Doom, forming a new body from the fungi there.

Burrowing Sporeflood (Recharge 5-6). Zuggtmoy's torso distends and splits, expelling a torrent of flesh-burrowing spores in a 60 foot cone. Each nonplant creature in the area must make a DC 21 Constitution saving throw.

On a failed save, the creature takes 35 (10d6) piercing plus 27 (6d8) poison damage and is infected with Brittle Lung, or takes half as much damage on a successful save.

Garden of Rot and Ruin (1/Day, 9th Level Spell, Concentration). Each area affected by Sprouting Doom within 120 feet of Zuggtmoy releases a cloud of hallucinogenic spores in a 30 foot radius centered on itself that lasts until the area is destroyed or Zuggtmoy loses concentration.

The area is heavily obscured, and each nonplant creature that starts its turn in the area must succeed on a DC 21 Constitution saving throw or be Poisoned until the start of its next turn. While Poisoned in this way, a creature treats all creatures it is not Charmed by as hostile.

Reactions

Rot Mother's Rebirth. When one or more creatures die within 30 feet of Zuggtmoy, she can raise each of them under her control with 20 hit points. The creatures' type becomes plant/undead.

Consumptive Bloom. When Zuggtmoy is targeted with an attack or spell, she can kill one friendly plant creature within 30 feet of her. If she does, she can immediately use her Rotted Regenesis.

Legendary Actions

Zuggtmoy can take 3 legendary actions, choosing from the options below.

Sprouting Doom. Zuggtmoy uses her Sprouting Doom.

Feast on the Fallen. A carpet of fungal growths spreads over one prone creature Zuggtmoy can see within 30 feet and takes root in its flesh.

Until a creature removes the growths as an Action, whenever the affected creature would receive any amount magical healing it instead receives half as much.

Cultivator's Reap. Zuggtmoy moves up to half her speed. If she ends this movement within 10 feet of a friendly plant creature, it loses half its current hit points and Zuggtmoy gains temporary hit points equal to the hit points lost.

Breed Ruin (Costs 2 Actions). Zuggtmoy creates a Deathbloom Sporocyte in an unoccupied space within 60 feet affected by Sprouting Doom.

Cults of the Bloodlord

Knights of the Rise

Religion DC 15: The Knights of the Rise are a secretive social club that has established itself within many institutes of arcane learning, dedicated to sharing knowledge of magics forbidden by local law and custom.
Religion DC 20: Though for most members, The Knights of the Rise represents little more than a youthful indiscretion on the path to arcane greatness, some take the organization's mission of forever conquering death quite seriously, and it is rumored that the first steps on the path to lichdom are often taken in their storied halls.

Witnesses of the White Citadel

Religion DC 10: The Witnesses of the White Citadel are an association of elven stonemasons known to have designed some of the most striking and recognizable buildings of the modern era, their services much sought-after by nobles and archmages alike.
Religion DC 20: Considered a blatant heresy among most elves aware of the true content of their beliefs, the Witnesses of the White Citadel revere the Ghoul-King Doresain as a lesser divinity of the Seldarine and seek to free his White Kingdom from its Abyssal prison realm by echoing its forms on the Prime Material.


Cultist of the Bloodlord

Medium humanoid (any), chaotic evil


  • Armor Class 11
  • Hit Points 15 (2d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 11 (+0) 10 (+0) 15 (+2)

  • Skills Arcana +2, Athletics +4
  • Senses Passive Perception 10
  • Languages Common
  • Challenge M3 (140 XP)

Delectable Flesh. When the cultist dies, each undead creature within 15 feet of it may move up to 10 feet towards it and take a bite of its flesh, gaining 5 temporary hit points.

While it has any of these temporary hit points, a creature may make one melee weapon attack as a bonus action on each of its turns.

Minion. If the cultist takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the cultist takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage.

Actions

Skullpeeler Blades (Group Attack). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 slashing damage.

If the target is both prone and grappled, it takes an additional 2 slashing damage and blood spills into its eyes, Blinding it until it clears the blood as a Bonus Action.

Grasping Tackle (Group Attack). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 12).

If three or more cultists contributed to this attack, the target is additionally knocked prone.

The Eternal Servants

Religion DC 10: Quite an odd sect of open anti-theists, The Eternal Servants can often be found ranting in the streets about the cruelty and caprice of the gods, accusing all who pay homage to any divinity as being an accomplice to that power's evils, and proclaiming the imminent arrival of the final days of the gods' dominion.


Cult Fanatic of the Bloodlord

Medium humanoid (any), chaotic evil


  • Armor Class 12
  • Hit Points 60 (8d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 14 (+2) 11 (+0) 16 (+3)

  • Saving Throws CON +5
  • Skills Arcana +4, History +4
  • Senses Passive Perception 10
  • Languages Abyssal, Common
  • Challenge 2 (450 XP)

Delectable Flesh. When the fanatic dies, each undead creature within 15 feet of it may move up to 10 feet towards it and take a bite of its flesh, gaining 5 temporary hit points.

While it has any of these temporary hit points, a creature may make one melee weapon attack as a bonus action on each of its turns.

Actions

Multiattack. The fanatic makes two attacks with its Black Iron scepter, one of which it may replace with a use of its Necroserum Syringe.

Black Iron Scepter. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

Necroserum Syringe (3/Day). The fanatic injects a baleful concoction into a grappled, restrained, or Incapacitated creature within 5 feet.

The target must succeed on a DC 13 Constitution saving throw or be Poisoned for the next minute (Save Ends at end of turn).

While Poisoned in this way, a creature takes 5 (1d10) necrotic damage at the beginning of each of its turns, and upon dying immediately arises as a Horde Ghoul under the fanatic's control.

Dedication of Blood (Recharge 5-6, 3rd Level Spell). The fanatic makes a melee weapon attack, dealing an additional 16 (3d10) necrotic damage on a hit.

If this damage kills a creature, up to one friendly fiend or undead creature within 30 feet may use its reaction to gain 15 temporary hit points or make a melee weapon attack.


Devoted of the Bloodlord

Medium humanoid (any), chaotic evil


  • Armor Class 15 (Knitflesh Armor)
  • Hit Points 127 (15d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 18 (+4) 18 (+4) 12 (+1) 16 (+3)

  • Saving Throws CON +6, CHA +5
  • Skills Arcana +6, History +6
  • Senses Passive Perception 11
  • Languages Abyssal, Common
  • Challenge 4 (1,100 XP)

Eternal Tide. At the beginning of the devoted's turn, it can return one ghoul or ghast within 60 feet that died since the end of the devoted's last turn to undeath with 1 hit point.

Actions

Multiattack. The devoted makes two attacks with its Death's Beckon, one of which it may replace with its Breath of Thanatos, if available.

Death's Beckon (1st Level Spell). Ranged Spell Attack: +6 to hit, reach 60 ft., one target. Hit: 11 (2d10) necrotic damage.

If this damage reduces a humanoid target to 0 hit points, a rift to Thanatos appears in the earth beneath it, disgorging a Horde Ghoul in the nearest unoccupied space that acts on the devoted's initiative and under its control.

Breath of Thanatos (Recharge 5-6, 3rd Level Spell). The ground beneath a creature the devoted can see within 60 feet cracks, spewing forth a hissing jet of putrid fumes.

The creature must succeed on a DC 14 Constitution saving throw or take 16 (3d10) necrotic plus 10 (3d6) poison damage, or take half as much on a success.

A creature killed by this damage is dragged through a planar rift to Thanatos.

Reactions

Beacon of Hunger. When a creature the devoted can see within 60 feet takes any necrotic damage, the devoted can suffuse it in seething negative energies.

Until the beginning of the devoted's next turn, attacks made by undead creatures against the target have advantage.



Chosen of the Bloodlord

Medium humanoid (any), chaotic evil


  • Armor Class 15 (Mage Armor)
  • Hit Points 229 (27d8 + 108)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 19 (+4) 20 (+5) 14 (+2) 18 (+4)

  • Saving Throws CON +8, INT +9, CHA +8
  • Skills Arcana +9, History +13, Perception +6
  • Damage Resistances Necrotic
  • Senses Truesight 60 ft., Passive Perception 16
  • Languages Abyssal, Common
  • Challenge 12 (8,400 XP)

Ward of the White Kingdom. The chosen adds 1 to its AC for each undead creature under its control within 5 feet.

Whenever an attack misses the chosen, the attacker may choose for the attack to instead target an undead creature in its reach.

Eternal Tide. At the beginning of the chosen's turn, it can return 1d4 ghouls or ghasts within 60 feet that died since the end of the chosen's last turn to undeath with 1 hit point.

Reclaim Anima (2/Day). If the chosen fails a saving throw, it can drain the animating force from one undead creature it controls to succeed instead, reducing the creature to 0 hit points.

Actions

Multiattack. The chosen makes two attacks with its Death's Beckon and uses its Breath of Thanatos or Drown in Blood, if available.

Death's Beckon (1st Level Spell). Ranged Spell Attack: +9 to hit, reach 60 ft., one target. Hit: 11 (2d10) necrotic damage.

If this damage reduces a humanoid target to 0 hit points, a rift to Thanatos appears in the earth beneath it, disgorging a Horde Ghoul in the nearest unoccupied space that acts on the chosen's initiative and under its control.

Breath of Thanatos (3rd Level Spell). The ground beneath a creature the chosen can see within 60 feet cracks, spewing forth a hissing jet of putrid fumes.

The creature must succeed on a DC 17 Constitution saving throw or take 16 (3d10) necrotic plus 10 (3d6) poison damage, or take half as much on a success.

A creature killed by this damage is dragged through a planar rift to Thanatos.

Drown in Blood (Recharge 5-6, 4th Level Spell, Concentration). One creature the chosen can see within 60 feet must succeed on a DC 17 Constitution saving throw or take 18 (4d8) necrotic damage and begin Choking as blood wells up in its mouth and lungs (Save Ends at end of turn).

Sanguine Cyclone (1/Day, 5th Level Spell, Concentration). The chosen conjures forth a raging whirlwind of blood in a 15 foot radius centered on a point it can see within 150 feet that lasts for a minute.

The area is difficult terrain, and a living creature that starts its turn in the area must succeed on a DC 17 Constitution saving throw or lose one unexpended hit die, or drop to 0 hit points if it cannot.

Whenever a creature loses a hit die in this way, the whirlwind's radius grows by 5 feet, then each creature in its area takes 3 (1d6) slashing damage.

Reactions

Open the Corpsevaults (1/Day). When the chosen is reduced below 115 hit points, it carves a planar rift into the earth at its feet, dragging forth 5 Horde Ghouls, which appear in the nearest unoccupied spaces and act on the chosen's initiative.

Legendary Actions

The chosen can take 2 legendary actions, choosing from the options below.

Death's Beckon. The chosen makes an attack with its Death's Beckon.

Impel the Horde. Each undead creature within 30 feet of the chosen may use its reaction to move up to half its speed.

Call the Blood. One creature the chosen can see within 120 feet must succeed on a DC 17 Strength saving throw or be dragged up to 30 feet directly toward a spell effect the chosen is concentrating on.



Exarch of the Bloodlord

Medium humanoid (any), chaotic evil


  • Armor Class 17 (Knitflesh Armor)
  • Hit Points 180 (19d8 + 95) 340
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 20 (+5) 23 (+6) 15 (+2) 19 (+4)

  • Saving Throws CON +11, INT +12, CHA +10
  • Skills Arcana +12, History +18, Perception +8
  • Senses Truesight 60 ft., Passive Perception 18
  • Languages Abyssal, Common
  • Challenge 19 (22,000 XP)

Ascended Flesh (Mythic Trait, 1/Day). When the exarch is reduced to 0 hit points, up to four ghouls within 20 feet of it may move up to 15 feet toward it and take a bite of its flesh, then each ghoul that did so transforms into an Abyssal Ghoul with full hit points.

At the beginning of the exarch's next turn it returns to life with 180 hit points, its creature type becomes undead, and it gains vulnerability to radiant damage.

Ward of the White Kingdom. The exarch adds 1 to its AC for each undead creature under its control within 5 feet.

Whenever an attack misses the exarch, the attacker may choose for the attack to instead target an undead creature in its reach.

Eternal Tide. At the beginning of the exarch's turn, it can return 2d4 ghouls or ghasts within 60 feet that died since the end of the exarch's last turn to undeath with 1 hit point.

Reclaim Anima (3/Day). If the exarch fails a saving throw, it can drain the animating force from one undead creature it controls to succeed instead, reducing the creature to 0 hit points.

Actions

Multiattack. The exarch makes 3 attacks with its Death's Beckon, one of which it may replace with a use of its Breath of Thanatos or Drown in Blood.

Death's Beckon (2nd Level Spell). Ranged Spell Attack: +12 to hit, reach 60 ft., one target. Hit: 16 (3d10) necrotic damage.

If this damage reduces a humanoid target to 0 hit points, a rift appears in the earth beneath it, disgorging a Horde Ghoul in the nearest unoccupied space that acts on the exarch's initiative and under its control.

Breath of Thanatos (3rd Level Spell). The ground beneath a creature the exarch can see within 60 feet cracks, spewing forth a hissing jet of putrid fumes.

The creature must succeed on a DC 20 Constitution saving throw or take 16 (3d10) necrotic plus 10 (3d6) poison damage, or take half as much on a success.

A creature killed by this damage is dragged through a planar rift to Thanatos.

Drown in Blood (4th Level Spell, Concentration). One creature the exarch can see within 60 feet must succeed on a DC 20 Constitution saving throw or take 18 (4d8) necrotic damage and begin Choking as blood wells up in its mouth and lungs (Save Ends at end of turn).

Doomed Sleep of Moil (Recharge 5-6, 7th Level Spell, Concentration). One creature the exarch can see within 30 feet must succeed on a DC 20 Constitution saving throw or fall asleep for the next minute.

While asleep in this way, the creature takes 22 (4d10) necrotic damage at the beginning of each of its turns, and may repeat this saving throw whenever it takes damage or when a creature attempts to wake it as an action.

A creature illuminated by Bright Light has advantage on this saving throw.

Curse of Living Bones (1/Day, 8th Level Spell). One creature the exarch can see must succeed on a DC 20 Charisma saving throw or be Cursed.

A creature Cursed in this way has its skeleton animated within it, and must succeed on a DC 20 Strength saving throw at the start of each of its turns or have its movement controlled by its skeleton until the beginning of its next turn.

If the creature dies while cursed in this way, a Skeletal Liberator tears free of its flesh at the beginning of its next turn.

Reactions

Open the Corpsevaults (2/Day). When the exarch is reduced below 91 hit points, it carves a planar rift into the earth at its feet, dragging forth 5 Horde Ghouls, which appear in the nearest unoccupied spaces and act on the exarch's initiative.

Legendary Actions

The exarch can take 3 legendary actions, choosing from the options below.

Death's Beckon. The exarch makes an attack with its Death's Beckon.

Impel the Horde. Each undead creature within 40 feet of the exarch may use its reaction to move up to half its speed.

Into the Graveways (Costs 2 Actions). The exarch sinks into the ground and disappears, emerging from an area of loose dirt within 60 feet of the space it departed at the beginning of its next turn.

Mythic Actions

Death-Scent Bestowal. One creature the exarch can see within 60 feet must succeed on a DC 20 Charisma saving throw or be Cursed.

Whenever the Cursed creature takes 15 or more necrotic damage from a single source, attacks made against it by undead creatures have advantage until the beginning of its next turn.

Cults of the Grand Indulger

The New Romantics Book Club

History DC 15: The New Romantics Book Club is a social club with chapters in nearly every major city, centered upon reading and writing risque fiction. It is rumored that many of the great and the good are counted within their membership rolls, though such affiliations are kept strictly confidential.
History DC 20: Induction into the upper echelons of membership within the New Romantics is marked with elaborate ritual and ceremony, intended to open the ascendent member's mind to the greater mysteries of fiction-writing.

Beyond Flesh

Arcana DC 15: Sapient constructs often develop a fixation upon the epicurean delights their unique physiology and sensory organs grant them the opportunity to pursue, along with those that their faculties exclude them from. Such is the motivating principle of the secret society known as Beyond Flesh, gathering to strain against the limits shackled to them by the circumstances of their creation.

The Gravechasers

Religion DC 10: Though usually brief-lived, the loose coalition of sensation-gorging goblins, kobolds, and halflings known as The Gravechasers are said to experience more in a month than most elves do in a century, leading death a merry chase through the outer reaches of mortal experience.



Cultist of the Grand Indulger

Medium humanoid (any), chaotic evil


  • Armor Class 12
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 13 (+1) 11 (+0) 14 (+2) 15 (+2)

  • Senses Passive Perception 12
  • Languages Common
  • Challenge M10 (590 XP)

Painfog Censer. Whenever a creature within 15 feet of three or more creatures with this trait takes any non-psychic damage, it takes an additional 2 psychic damage.

Minion. If the cultist takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the cultist takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage.

Actions

Artful Incisions (Group Attack). Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 3 nonlethal slashing damage.

This damage bypasses temporary hit points.

Reactions

Ecstatic Leap. When the cultist sees two or more creatures within 30 feet of it die in one turn, it can force one creature within 5 feet of it to use its reaction to make an attack against the cultist, if available.

If the cultist is killed by this attack, the attacker takes 2 psychic damage.


Cult Fanatic of the Grand Indulger

Medium humanoid (any), chaotic evil


  • Armor Class 16 (Fiendleather Cassock)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 16 (+3)

  • Saving Throws CHA +5
  • Skills Deception +5, Persuasion +5
  • Senses Passive Perception 12
  • Languages Abyssal, Common
  • Challenge 3 (700 XP)

Painfog Censer. Whenever a creature within 15 feet of three or more creatures with this trait takes any non-psychic damage, it takes an additional 2 psychic damage.

Actions

Multiattack. The fanatic makes two melee attacks, one of which it can replace with a use of its Glyph of Unshackled Sensation, if available.

Painter's Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage and the target begins [Bleeding] (1d4).

If the target was already Bleeding, its blood splatters to form an abyssal glyph spread across an unoccupied space within 5 feet.

The glyph is destroyed if it takes any damage or a creature enters its space.

Glyph of Unshackled Sensation (1/Day). The fanatic touches a bloodglyph created with its Painter's Flail, causing it to pulse with unholy power.

For the next minute, creatures within 15 feet of the glyph have disadvantage on Wisdom saving throws and vulnerability to psychic damage.

Reactions

Desperate Appetites. When the fanatic takes any psychic damage, it can regain a use of its Glyph of Unshackled Sensation.

The True Face of Pain. When a creature within 30 feet of the fanatic destroys a bloodglyph created with its Painter's Flail by entering its space, the fanatic can force the creature to make a DC 13 Constitution saving throw.

On a failed save, the creature takes 9 (2d8) psychic damage and is Stunned until the end of the fanatic's next turn.


Devoted of the Grand Indulger

Medium humanoid (any), chaotic evil


  • Armor Class 16 (Mage Armor)
  • Hit Points 142 (19d8 + 57)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 17 (+3) 14 (+2) 15 (+2) 18 (+4)

  • Saving Throws CON +6, CHA +7
  • Skills Perception +5, Persuasion +7
  • Senses Passive Perception 15
  • Languages Abyssal, Common
  • Challenge 8 (3,900 XP)

Cruel Mercy. Once on each of its turns when the devoted deals damage to a creature, after dealing damage it can grant the creature gain temporary hit points equal to the damage dealt.

While a creature has any of these temporary hit points, it is Charmed by the devoted.

Actions

Multiattack. The devoted makes three attacks, one of which may be with its Night's Caress.

Demonic Lash (2nd Level Spell). Melee Spell Attack: +7 to hit, reach 15 ft., one target. Hit: 5 (2d4) slashing plus 7 (2d6) fire damage.

A target hit by two or more of these attacks in a turn must succeed on a DC 15 Wisdom saving throw or be Frightened until the end of the devoted's next turn.

Night's Caress (3rd Level Spell). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: The target falls asleep for the next minute.

A sleeping creature wakes early if a creature takes an action to shake it awake, or if it takes any damage.

Bonus Actions

Erode Will. One creature Charmed by the devoted must succeed on a DC 15 Wisdom saving throw or use its reaction to move up to half its speed and make an attack or cast a cantrip under the devoted's control.

Needling Imperative. The chosen moves up to half its speed, then whispers a command to a Charmed creature within 5 feet.

For the next minute or until the creature is reduced to 0 hit points, it takes 11 (2d10) psychic damage the first time each turn that it disobeys the command.



Chosen of the Grand Indulger

Medium humanoid (any), chaotic evil


  • Armor Class 16 (Mage Armor)
  • Hit Points 178 (21d8 + 84)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 19 (+4) 14 (+2) 15 (+2) 21 (+5)

  • Saving Throws CON +9, INT +7, CHA +10
  • Skills Insight +7, Perception +7, Persuasion +10
  • Senses Passive Perception 17
  • Languages Abyssal, Common
  • Challenge 15 (13,000 XP)

Cruel Mercy. Once on each of its turns when the chosen deals damage to a creature, after dealing damage it can grant the creature gain temporary hit points equal to the damage dealt.

While a creature has any of these temporary hit points, it is Charmed by the chosen.

Hedonic Resilience (2/Day). When the chosen fails a saving throw, it can gain 25 temporary hit points.

While it has any of these temporary hit points, the chosen has advantage on all saving throws and resistance to all damage.

Actions

Multiattack. The chosen makes three attacks with its Demonic Lash.

Demonic Lash (2nd Level Spell). Melee Spell Attack: +9 to hit, reach 15 ft., one target. Hit: 5 (2d4) slashing plus 7 (2d6) fire damage.

A target hit by two or more of these attacks in a turn must succeed on a DC 17 Wisdom saving throw or be Frightened until the end of the chosen's next turn.

Psychic Lance (3rd Level Spell). Ranged Spell Attack: +9 to hit, reach 90 ft., one target. Hit: 28 (8d6) psychic damage and the target is pushed up to 10 feet away.

The chosen may have this attack originate from a creature Charmed by it, using that creature's senses.

Gift of Transcendent Pleasure (Recharge 5-6, 5th Level Spell). One creature the chosen can see within 60 feet cannot take reactions and is suffused in an aura of pure rapturous delight for the next minute.

At the beginning of each of the creature's turns, it must succeed on a DC 17 Wisdom saving throw or voluntarily fail all other saving throws until the beginning of its next turn. On a success, the effect ends.

Bonus Actions

Erode Will. One creature Charmed by the chosen must succeed on a DC 17 Wisdom saving throw or use its reaction to move up to half its speed and make an attack or cast a cantrip under the chosen's control.

Legendary Actions

The chosen can take 2 legendary actions, choosing from the options below.

Needling Imperative. The chosen moves up to half its speed, then whispers a command to a Charmed creature within 5 feet.

For the next minute or until the creature is reduced to 0 hit points, it takes 11 (2d10) psychic damage the first time each turn that it disobeys the command.

Soulbound Swap (2nd Level Spell). The chosen and up to one Medium creature that is Charmed by or friendly to it teleport to trade places with one another.

Psychic Lance (Costs 2 Actions). The chosen makes an attack with its Psychic Lance.



Exarch of the Grand Indulger

Medium humanoid (any), chaotic evil


  • Armor Class 17 (Mage Armor)
  • Hit Points 272 (32d8 + 128)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 19 (+4) 17 (+3) 16 (+3) 23 (+6)

  • Saving Throws CON +11, INT +10, CHA +13
  • Skills Insight +10, Medicine +10, Perception +10, Persuasion +13
  • Senses Passive Perception 20
  • Languages Abyssal, Common
  • Challenge 21 (33,000 XP)

Called by Desire. The exarch learns the deepest unfulfilled wish of any creature that affects it with a spell or magical effect, and can telepathically communicate with those creatures over any distance.

The exarch learns the deepest unfulfilled wish of any creature that contacts it with divination magic.

Cruel Mercy. Once on each of its turns when the exarch deals damage to a creature, after dealing damage it can grant the creature gain temporary hit points equal to the damage dealt.

While a creature has any of these temporary hit points, it is Charmed by the exarch.

Hedonic Resilience (3/Day). When the exarch fails a saving throw, it can gain 25 temporary hit points.

While it has any of these temporary hit points, the exarch has advantage on all saving throws and resistance to all damage.

Actions

Multiattack. The exarch two attacks with its Psychic Lance, one of which it can replace with a use of its Gift of Writhing Pain or Gift of Transcendent Pleasure, if available.

Psychic Lance (3rd Level Spell). Ranged Spell Attack: +13 to hit, reach 90 ft., one target. Hit: 28 (8d6) psychic damage and the target is pushed up to 10 feet away.

The exarch may have this attack originate from a creature Charmed by it, using that creature's senses.

Gift of Writhing Pain (Recharges when the exarch uses its Gift of Transcendent Pleasure, 5th Level Spell). One creature the exarch can see within 60 feet falls prone and is wracked with agony for the next minute.

At the beginning of each of the creature's turns, it must succeed on a DC 21 Constitution saving throw or take 16 (3d10) psychic damage and be unable to stand until the beginning of its next turn, ending the effect on a success.

Gift of Transcendent Pleasure (Recharge 5-6, 5th Level Spell). One creature the exarch can see within 60 feet cannot take reactions and is suffused in an aura of pure rapturous delight for the next minute.

At the beginning of each of the creature's turns, it must succeed on a DC 21 Wisdom saving throw or voluntarily fail all other saving throws until the beginning of its next turn. On a success, the effect ends.

Bonus Actions

Erode Will. One creature that is Charmed by the exarch must succeed on a DC 21 Wisdom saving throw or use its reaction to move up to half its speed and make an attack or cast a cantrip under the exarch's control.

Agonizing Inversion. One creature that the exarch can see within 60 feet loses any temporary hit points that it has, then it and each other creature within 15 feet of it must succeed on a DC 21 Intelligence saving throw or take psychic damage equal to the temporary hit points lost.

Legendary Actions

The exarch can take 3 legendary actions, choosing from the options below.

Needling Imperative. The exarch moves up to half its speed, then whispers a command to a Charmed creature within 5 feet.

For the next minute or until the creature is reduced to 0 hit points, it takes 11 (2d10) psychic damage the first time each turn that it disobeys the command.

Soulbound Swap (2nd Level Spell). The exarch and up to one Medium creature that is Charmed by or friendly to it teleport to trade places with one another.

Psychic Lance (Costs 2 Actions). The exarch makes an attack with its Psychic Lance.

Revel in Sensation (Costs 2 Actions). The exarch makes a saving throw to end one ongoing effect on it that ends on a successful saving throw.

Cults of the Lord of Beasts

Church of the Broken Hammer

Religion DC 10: The Church of the Broken Hammer establishes itself in slums and ghettos, in besieged cities and moldering dungeons, recruiting those whose unrequited yearning for justice and freedom has matured into a deep bitter hatred for the architects of their restraints.
Religion DC 20: The fundamental truth promulgated by the Church of the Broken Hammer is that "I had no choice" is a cowardly lie; glorious and defiant death is always an option, and those who call for the Horned One's blessing at their final hour rarely leave this world alone or unremembered.

The Iron Revel

Religion DC 15: Conflict is the mother and midwife of all the blessings of this world, or so it is said by the sellswords of The Iron Revel, whose veneration of violence itself carries them across the land in search of a war worthy of their deaths.

The Endless Knot

Religion DC 15: A favorite fixation of the conspiracy-minded, The Endless Knot is a secretive organization said to meet in ancient groves upon moonless nights, plotting for the day when all of civilization is reduced to rubble and the mortal races shall be distilled to their purest essence through blood and fire, heralding a glorious era of perfected beings.



Cultist of the Lord of Beasts

Medium humanoid (any), chaotic evil


  • Armor Class 11
  • Hit Points 13 (2d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 14 (+2) 10 (+0) 12 (+1) 12 (+1)

  • Skills Animal Handling +3, Athletics +4
  • Senses Passive Perception 11
  • Languages Common
  • Challenge M6 (285 XP)

Feed the Pack. Attacks made by beasts or monstrosities against a creature grappled by the cultist are made with advantage

Minion. If the cultist takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the cultist takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage.

Actions

Tooth and Nail (Group Attack). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage.

If three or more cultists contributed to this attack, the target is grappled by one of them (escape DC 13).

Reactions

Bear Witness! As a reaction when a friendly non-minion creature within 30 feet is reduced to 0 hit points, the cultist lets out a wild cheer.

If three or more cultists took this reaction, the creature may make a DC 20 Constitution saving throw, adding +1 to its result for each cultist beyond the third that took this reaction.

On a success, the creature may immediately take a full turn before dying or falling unconscious.


Cult Fanatic of the Lord of Beasts

Medium humanoid (any), chaotic evil


  • Armor Class 15 (Ghourhide Regalia)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 10 (+0) 15 (+2) 16 (+3)

  • Saving Throws DEX +4, WIS +4
  • Skills Athletics +5, Perception +4, Persuasion +5
  • Senses Passive Perception 14
  • Languages Abyssal, Common
  • Challenge 1 (200 XP)

Beastlord's Ire. While within 5 feet of two or more hostile creatures, the fanatic has advantage on saving throws against any effect that would incapacitate or restrain it.

Feed the Pack. Attacks made by beasts or monstrosities against a creature grappled by the fanatic are made with advantage

Actions

Multiattack. The fanatic makes two attacks with its Horned Bident.

Horned Bident. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) piercing damage and the target is pushed 5 feet away.

Quicken Heart (1st Level Spell). One creature the fanatic can see within 30 feet must make a DC 13 Wisdom saving throw.

On a failed save, the creature is Frightened until the end of the fanatic's next turn and must use its reaction to move half its speed directly away from the fanatic, if possible.

On a success, the target may use its reaction to make a melee attack.

Bonus Actions

Exultation of Blood (2nd Level Spell). The fanatic gains 5 temporary hit points for each creature it hit with an attack this turn. While it has any of these temporary hit points, the fanatic's attacks are made with advantage.


Devoted of the Lord of Beasts

Medium humanoid (any), chaotic evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 162 (25d8 + 50)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 14 (+2) 10 (+0) 15 (+2) 14 (+2)

  • Saving Throws WIS +5, CHA +5
  • Skills Athletics +7, Perception +5
  • Senses Passive Perception 15
  • Languages Abyssal, Common
  • Challenge 8 (3,900 XP)

Unbridled Fury (2/Day). If the devoted fails a saving throw while it is not grappled, it can choose to succeed instead.

Then, if the devoted is concentrating on a spell, it can roll a D6, regaining a use of this ability on a 5-6.

Actions

Multiattack. The devoted makes two attacks with its Spellfury Fist, one of which it can replace with a use of their Awaken Fury, if available.

Spellfury Fist. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) force damage plus one additional effect of the chosen's choice:

  • Bestial Grip. The target is grappled (escape DC 15).
  • Impact Vice. The target is pushed up to 10 feet away, then takes an additional 13 (3d8) bludgeoning damage if this movement was stopped by a solid surface.

Awaken Fury (Recharge 5-6, 3rd Level Spell, Concentration). One creature the devoted can see within 60 feet must succeed on a DC 15 Wisdom saving throw or become hostile to all creatures for the next minute (Save Ends at end of turn).

A beast or monstrosity makes this saving throw at disadvantage.

Bonus Actions

Exultation of Blood (2nd Level Spell). The devoted gains 5 temporary hit points for each creature it hit with an attack this turn. While it has any of these temporary hit points, the devoted's attacks are made with advantage.



Chosen of the Lord of Beasts

Medium humanoid (any), chaotic evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 248 (28d8 + 112)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 10 (+0) 15 (+2) 16 (+3)

  • Saving Throws DEX +8, WIS +7, CHA +8
  • Skills Athletics +15, Perception +12, Survival +7
  • Senses Truesight 60 ft., Passive Perception 22
  • Languages Abyssal, Common
  • Challenge 15 (13,000 XP)

Fear-Scent Tracker. The chosen can detect, by smell, the number and direction of each creature within 1000 feet of them that is not immune to the Frightened condition, and cannot be surprised by such creatures.

Juggernaut Rampage. If the chosen first moves 10 feet directly toward it, they may move through any nonmagical wall or object as though it were difficult terrain, shattering a 5 foot section of it in a spray of shrapnel.

Then, each creature within 5 feet of where the chosen emerges takes 4 (1d8) bludgeoning damage and is pushed up to 5 feet away.

Unbridled Fury (3/Day). If the chosen fails a saving throw while it is not grappled, it can choose to succeed instead.

Then, if the chosen is concentrating on a spell, it can roll a D6, regaining a use of this ability on a 5-6.

Actions

Multiattack. The chosen makes two attacks with its Spellfury Fist, one of which it may replace with a use of its Spontaneous Combustion, if available.

Spellfury Fist. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) force damage plus one additional effect of the chosen's choice:

  • Bestial Grip. The target is grappled (escape DC 18).
  • Wound Spirit. The target takes an additional 11 (2d10) necrotic damage.
  • Impact Vice. The target is pushed up to 10 feet away, then takes an additional 13 (3d8) bludgeoning damage if this movement was stopped by a solid surface.
  • Shake Earth. The chosen and each creature within 10 feet of it take 9 (2d8) thunder damage.

Spontaneous Combustion (Recharge 5-6, 4th Level Spell, Concentration). The chosen forces a creature it can see within 40 feet to succeed on a DC 18 Dexterity saving throw or take 21 (6d6) fire damage and ignite.

Until a creature takes an action to douse the fire, the target has disadvantage on attack rolls and takes 7 (2d6) fire damage at the beginning of each of its turns.

Bonus Actions

Exultation of Blood (2nd Level Spell). The chosen gains 5 temporary hit points for each creature it hit with an attack this turn. While it has any of these temporary hit points, the chosen's attacks are made with advantage.

Reactions

Smash Through Reality (1/Day, 8th Level Spell, Concentration). When the chosen scores a critical hit, it can banish the target to a blood-drenched arena in a labyrinthine demiplane facing a Bulezau Rot-Sower that acts directly after it in combat.

The target may escape either by Incapacitating the bulezau, or by navigating the labyrinth as an action with a successful DC 18 Intelligence check. When the creature escapes, it reappears in the nearest space to where it departed.

Legendary Actions

The chosen can take 2 legendary actions, choosing from the options below.

Relentless Pursuit. The chosen moves up to half its speed toward the nearest enemy and makes a melee attack against it.

Winding Slam. The chosen smashes a grappled creature into the ground, forcing it to make a DC 18 Strength saving throw.

On a failed save, the creature takes 18 (4d8) bludgeoning damage, is knocked prone, and its space becomes difficult terrain.

A creature that fails this save by 10 or more can't speak or breathe until the end of the chosen's next turn.

Roar of Challenge. One creature the chosen can see within 60 feet must succeed on a DC 18 Wisdom saving throw or use its reaction to move its speed directly toward the chosen.

If it ends this movement within 5 feet of the chosen, the creature may immediately make a melee attack against it.



Exarch of the Lord of Beasts

Medium humanoid (any), chaotic evil


  • Armor Class 17 (Natural Armor)
  • Hit Points 195 (23d8 + 92)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 18 (+4) 11 (+0) 15 (+2) 16 (+3)

  • Saving Throws DEX +9, WIS +9, CHA +10
  • Skills Athletics +20, Perception +16, Survival +9
  • Senses Truesight 60 ft., Passive Perception 26
  • Languages Abyssal, Common
  • Challenge 21 (33,000 XP)

Fear-Scent Tracker. The exarch can detect, by smell, the number and direction of each creature within 1000 feet of them that is not immune to the Frightened condition, and cannot be surprised by such creatures.

Juggernaut Rampage. If the exarch first moves 10 feet directly toward it, it can move through any nonmagical wall or object as though it were difficult terrain, shattering a 5 foot section of it in a spray of shrapnel.

Then, each creature within 5 feet of where the exarch emerges takes 9 (2d8) bludgeoning damage and is pushed up to 5 feet away.

Defiance at the Gates (1/Day, Mythic Trait). When the exarch is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, it resets to 195 hit points.

The exarch gains resistance to Bludgeoning, Piercing, and Slashing damage, and its attacks score a critical on a 19-20. After 1 minute, the exarch dies.

Unbridled Fury (3/Day). If the exarch fails a saving throw while it is not grappled, it can choose to succeed instead.

Then, if the exarch is concentrating on a spell, it can roll a D6, regaining a use of this ability on a 5-6.

Actions

Multiattack. The exarch makes two attacks with its Spellfury Fist, one of which it may replace with a use of its Flaying Scream or Spontaneous Combustion.

Spellfury Fist. Melee Spell Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) force damage plus one additional effect of the exarch's choice:

  • Bestial Grip. The target is grappled (escape DC 21).
  • Wound Spirit. The target takes an additional 11 (2d10) necrotic damage.
  • Impact Vice. The target is pushed up to 10 feet away, then takes an additional 13 (3d8) bludgeoning damage if this movement was stopped by a solid surface.
  • Shake Earth. The exarch and each creature within 10 feet of it take 9 (2d8) thunder damage.

Flaying Scream (3rd Level Spell). The exarch's eyes blaze with abyssal flame as it holds a grappled creature aloft and screams at it.

Each light the creature is carrying is extinguished, then the creature must succeed on a DC 21 Constitution saving throw or take 10 (3d6) fire plus 27 (6d8) thunder damage, or half as much on a success.

A creature killed by this damage has its skin peeled off and blown away in a spray of gore.

Spontaneous Combustion (4th Level Spell, Concentration). The exarch forces a creature they can see within 40 feet to succeed on a DC 21 Dexterity saving throw or take 21 (6d6) fire damage and ignite.

Until a creature takes an action to douse the fire, the target has disadvantage on attack rolls and takes 7 (2d6) fire damage at the beginning of each of its turns.

Reactions

Smash Through Reality (Recharges when the exarch's mythic trait becomes active, 8th Level Spell, Concentration). When the exarch scores a critical hit, it can banish the target to a blood-drenched arena in a labyrinthine demiplane, facing a Bulezau Rot-Sower that acts directly after it in combat.

The target may escape either by Incapacitating the bulezau, or by navigating the labyrinth as an action with a successful DC 21 Intelligence check. When the creature escapes, it reappears in the nearest space to where it departed.

Legendary Actions

The exarch can take 3 legendary actions, choosing from the options below.

Relentless Pursuit. The exarch moves up to half its speed toward the nearest enemy and makes a melee attack against it.

Winding Slam. The exarch smashes a grappled creature into the ground, forcing it to make a DC 21 Strength saving throw.

On a failed save, the creature takes 27 (6d8) bludgeoning damage, is knocked prone, and its space becomes difficult terrain.

A creature that fails this save by 10 or more can't speak or breathe until the end of the exarch's next turn.

Roar of Challenge. One creature the exarch can see within 60 feet must succeed on a DC 21 Wisdom saving throw or use its reaction to move its speed directly toward the exarch.

If it ends this movement within 5 feet of the exarch, the creature may immediately make a melee attack against it.

Mythic Actions

Frothing Charge (Costs 2 Actions). The exarch moves up to its speed and makes one melee attack with advantage for each expended use of its Unbridled Fury. Attacks of Opportunity provoked by this movement are made with advantage.

Cults of the Rot Mother


Cultist of the Rot Mother

Medium humanoid (any), chaotic evil


  • Armor Class 11
  • Hit Points 15 (2d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 16 (+3) 10 (+0) 14 (+2) 12 (+1)

  • Skills Nature +2
  • Senses Passive Perception 12
  • Languages Common
  • Challenge M11 (720 XP)

Strength from Sickness. While it is Poisoned, the cultist's attacks have advantage instead of disadvantage.

Minion. If the cultist takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the cultist takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage.

Actions

Belly-Tiller Sickle (Group Attack). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 slashing damage plus 2 poison damage.

If three or more cultists contributed to this attack, the target subtracts 1d4 from Constitution saving throws it makes until the end of its next turn.

Fecund Embrace (1/Day) The cultist begins to rapidly swell and distend, fungal growths emerging from its flesh.

If the cultist is alive at the end of its next turn, it dies and explodes. Each creature within 10 feet of it takes 5 poison damage and must succeed on a DC 14 Constitution saving throw or be Poisoned until the end of its next turn.

The Fruiting Feast

Religion DC 10: The Fruiting Feast is a wandering cavalcade of sensory explorers, those who seek to plumb the outer reaches of mortal experience through means botanical, alchemical, magical, and spiritual.

Disgust, fear, and shame, though they surely have their proper place in life, ultimately serve only to fetter potential, to constrain one to the conventional. Among The Fruiting Feast, all are invited to shed their bonds, to delve into those regions of sense which yet remain undreamt of.

Mother's Love

Religion DC 10: Mother's Love is a tacit understanding shared among many of those who languish in sickness and infirmity, left to rot by the clerics and chirurgeons who lavish their curatives upon the good and the great; the virtues of humility and endurance are learned only through long suffering, and when their magics and medicants fail those that have never known wretchedness shall curse those blessings they once clutched so dear.

The mother's visits, unwelcome though they may be in the moment, each serve to prepare and inure her favored children to the tribulations that yet await, strengthening their spirits even as those who deny her blessings weaken their own.

The Wholeness Society

Religion DC 15: The Wholeness Society is a fringe group of medical professionals and hobbyists who hold that all illness is ultimately a fiction, born through the fruitless struggles of creatures to dominate their bodies and reject death.

The melding and changing of form ought not be seen as a blight to be purified, therefore, but an affirmation of life, and through acceptance and celebration of these processes one can be freed from pain and fear, can be bolstered by their blessings rather than ravaged by senseless conflict.


Cult Fanatic of the Rot Mother

Medium humanoid (any), chaotic evil


  • Armor Class 12
  • Hit Points 60 (8d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 17 (+3) 14 (+2) 14 (+2) 16 (+3)

  • Saving Throws WIS +4
  • Skills Nature +4, Perception +4
  • Senses Passive Perception 14
  • Languages Abyssal, Common
  • Challenge 1 (200 XP)

Strength from Sickness. While it is Poisoned, the fanatic's attacks have advantage instead of disadvantage.

Actions

Spore Censer Flail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

On a hit or miss, the target takes 3 (1d6) poison damage.

Corrupted Cleansing. One creature the fanatic can see within 30 feet must succeed on a DC 13 Wisdom saving throw or use its reaction to consume the most toxic substance it can reach.

Bonus Actions

Draught of Blooming Life. The fanatic administers a fetid concoction to a willing, restrained or Incapacitated creature within 5 feet.

The target must succeed on a DC 13 Constitution saving throw or be Poisoned for the next minute (Save Ends at end of turn).

Corpseleech (1st Level Spell). Mycelia tendrils snake from the fanatic to drain the vitality from a corpse or creature with 0 hit points within 5 feet.

The fanatic gains 9 (2d8) temporary hit points, and the target must succeed on a DC 13 Constitution saving throw or fail two death saving throws, or one on a success. A corpse targeted with this ability desiccates to dust.


Devoted of the Rot Mother

Medium humanoid (any), chaotic evil


  • Armor Class 12
  • Hit Points 127 (15d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 18 (+4) 15 (+2) 18 (+4) 16 (+3)

  • Saving Throws WIS +6, CHA +5
  • Skills Nature +4, Perception +6
  • Damage Immunities Poison
  • Senses Passive Perception 16
  • Languages Abyssal, Common
  • Challenge 4 (1,100 XP)

Strength from Sickness. While it is Poisoned, the devoted's attacks have advantage instead of disadvantage.

Rot-Carrier. A creature that fails a saving throw by 5 or more against an effect the devoted controls cannot benefit from resistance or immunity to poison damage or from immunity to the Poisoned condition for the next hour.

Actions

Multiattack. The devoted makes two attacks with its Cultivator's Touch, each of which it may replace with a use of its Spore Wind.

Cultivator's Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) poison damage.

A Poisoned creature hit with this attack becomes Paralyzed until the beginning of its next turn.

Spore Wind. One creature the devoted can see within 60 feet must succeed on a DC 14 Constitution saving throw or take 13 (2d12) poison damage and be Poisoned until the end of the devoted's next turn.

Pallid Rooting (Recharge 5-6, 4th Level Spell, Concentration). One creature the devoted can see within 60 feet must succeed on a DC 14 Constitution saving throw or be Poisoned for the next minute (Save Ends at end of turn).

Whenever a creature Poisoned in this way fails a saving throw to end this effect at the end of its turn, it takes 21 (6d6) piercing damage and is restrained (escape DC 14) until the end of its next turn.



Chosen of the Rot Mother

Medium humanoid (any)/plant, chaotic evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 266 (28d8 + 140)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 20 (+5) 17 (+3) 21 (+5) 16 (+3)

  • Saving Throws CON +10, WIS +10, CHA +8
  • Skills Nature +8, Perception +10, Survival +10
  • Damage Immunities Poison
  • Senses Truesight 60 ft., Passive Perception 21
  • Languages Abyssal, Common
  • Challenge 13 (10,000 XP)

Strength from Sickness. While it is Poisoned, the chosen's attacks have advantage instead of disadvantage.

Rot-Carrier. A creature that fails a saving throw by 5 or more against an effect the chosen controls cannot benefit from resistance or immunity to poison damage or from immunity to the Poisoned condition for the next hour.

Wretched Resilience (2/Day) If the chosen fails a saving throw against a spell or magical effect, it can choose to succeed instead.

If it does, the chosen loses any remaining legendary actions, is Poisoned until the end of its next turn, and falls prone as it retches up the wasted magic.

Actions

Multiattack. The chosen makes two attacks with its Cultivator's Touch, each of which it may replace with a use of its Spore Wind, and uses its Sprouting Doom or Pallid Rooting, if available.

Cultivator's Touch. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) poison damage.

A Poisoned creature hit with this attack becomes Paralyzed until the beginning of its next turn.

Spore Wind. One creature the chosen can see within 60 feet must succeed on a DC 18 Constitution saving throw or take 19 (3d12) poison damage and be Poisoned until the end of the chosen's next turn.

Sprouting Doom (3rd Level Spell). A roiling growth of multifarious fungus that lasts for a minute bursts forth in a 5 foot radius centered on a point the chosen can see within 120 feet.

The area is difficult terrain for nonplant creatures, and a nonplant creature that starts its turn in the area takes 20 poison damage. This effect ends if the area is dealt 20 or more fire or radiant damage from a single source.

Pallid Rooting (Recharge 5-6, 4th Level Spell, Concentration). One creature the chosen can see within 60 feet must succeed on a DC 18 Constitution saving throw or be Poisoned for the next minute (Save Ends at end of turn).

Whenever a creature Poisoned in this way fails a saving throw to end the effect at the end of its turn, it takes 21 (6d6) piercing damage and is restrained (escape DC 18) until the end of its next turn.

Endurance of the Mother's Faithful (1/Day, 6th Level Spell). The chosen releases a burst of reanimating spores in a 30 foot radius from each area created by its Sprouting Doom.

Each creature in one or more of these areas that died in the last minute is restored to life with 15 hit points and is Poisoned for the next 24 hours.

Bonus Actions

Fungal Delirium. One creature the chosen can see that is Poisoned or infected with a disease must succeed on a DC 18 Wisdom saving throw or use its reaction to move up to half its speed in a direction of the chosen's choice.

Corpseleech (1st Level Spell). Mycelia tendrils snake from the chosen to drain the vitality from a corpse or creature with 0 hit points within 5 feet.

The chosen gains 9 (2d8) temporary hit points, and the target must succeed on a DC 18 Constitution saving throw or fail two death saving throws, or one on a success. A corpse targeted with this ability desiccates to dust.

Legendary Actions

The chosen can take 2 legendary actions, choosing from the options below.

Cultivator's Touch. The chosen makes an attack with its Cultivator's Touch.

Sporeflight. The chosen transforms into a cloud of spores and moves up to its speed without provoking attacks of opportunity.

It can move through the spaces of other creatures with this movement, and each creature the chosen moves through must succeed on a DC 18 Constitution saving throw or be Poisoned until the end of the chosen's next turn.

Growing Hunger. The chosen chooses a creature it can see within 120 feet.

Up to two plant or undead creatures within 30 feet of it may each use their reaction to move up to its speed toward that creature or make a melee attack against it.



Exarch of the Rot Mother

Medium humanoid (any)/plant, chaotic evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 380 (40d8 + 200)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 21 (+5) 18 (+4) 21 (+5) 18 (+4)

  • Saving Throws CON +11, WIS +11, CHA +10
  • Skills Nature +10, Perception +11, Survival +11
  • Senses Truesight 60 ft., Passive Perception 21
  • Languages Abyssal, Common
  • Challenge 20 (25,000 XP)

Strength from Sickness. While it is Poisoned, the exarch's attacks have advantage instead of disadvantage.

Rot-Carrier. A creature that fails a saving throw by 5 or more against an effect the exarch controls cannot benefit from resistance or immunity to poison damage or from immunity to the Poisoned condition for the next hour.

Aura of Delirium. A Poisoned creature that starts its turn within 20 feet of the exarch must succeed on a DC 19 Wisdom saving throw or use its reaction to move up to half its speed in a direction of the exarch's choice.

Wretched Resilience (3/Day) If the exarch fails a saving throw against a spell or magical effect, it can choose to succeed instead.

If it does, the exarch loses any remaining legendary actions, is Poisoned until the end of its next turn, and falls prone as it retches up the wasted magic.

Actions

Multiattack. The exarch makes three attacks with its Cultivator's Touch, each of which it may replace with a use of its Spore Wind, and uses its Sprouting Doom, Pallid Rooting or Filth Harvest, if available.

Cultivator's Touch. Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) poison damage.

A Poisoned creature hit with this attack becomes Paralyzed until the beginning of its next turn.

Spore Wind. One creature the exarch can see within 60 feet must succeed on a DC 18 Constitution saving throw or take 19 (3d12) poison damage and be Poisoned until the end of the exarch's next turn.

Sprouting Doom (3rd Level Spell). A roiling growth of multifarious fungus that lasts for a minute bursts forth in a 5 foot radius centered on a point the exarch can see within 120 feet.

The area is difficult terrain for nonplant creatures, and a nonplant creature that starts its turn in the area takes 20 poison damage. This effect ends if the area is dealt 20 or more fire or radiant damage from a single source.

Pallid Rooting (3rd Level Spell, Concentration). One creature the exarch can see within 60 feet must succeed on a DC 19 Constitution saving throw or be Poisoned for the next minute (Save Ends at end of turn).

Whenever a creature Poisoned in this way fails a saving throw to end the effect at the end of its turn, it takes 21 (6d6) piercing damage and is restrained (escape DC 19) until the end of its next turn on a failure.

Filth Harvest (Recharge 5-6, 5th Level Spell). One creature the exarch can see within 30 feet that is Paralyzed Poisoned, or infected with a disease must succeed on a DC 19 Constitution saving throw or take 44 (8d10) necrotic damage.

The exarch gains temporary hit points equal to the half the damage dealt.

Reactions

Inexorable Growths. When a creature the exarch can see within 120 feet dies, it can use its Sprouting Doom, targeting an area centered on the creature.

Endurance of the Mother's Faithful (1/Day, 6th Level Spell). When the exarch is reduced below 191 hit points, it releases a burst of reanimating spores in a 30 foot radius from each area created by its Sprouting Doom.

Each creature in one or more of these areas that died in the last minute is restored to life with 15 hit points and is Poisoned for the next 24 hours.

Legendary Actions

The exarch can take 3 legendary actions, choosing from the options below.

Cultivator's Touch. The exarch makes an attack with its Cultivator's Touch

Sporeflight. The exarch transforms into a cloud of spores and moves up to its speed without provoking attacks of opportunity.

It can move through the spaces of other creatures with this movement, and each creature the exarch moves through must succeed on a DC 19 Constitution saving throw or be Poisoned until the end of its next turn.

Growing Hunger. The exarch chooses a creature it can see within 120 feet.

Up to two plant or undead creatures within 30 feet of it may each use their reaction to move up to its speed toward that creature or make a melee attack against it.

Cults of the Spider Queen

Relicts of the Loom

History DC 20: A sewing and handcrafts club that doubles as a support group for the recently widowed, the group known as Relicts of the Loom has been rumored to disseminate deadly poisons to those in unhappy marriages.

The Second Harmony

Religion DC 15: The Second Harmony are an evangelical group that has taken root in some of the elven greenholds, centered around the belief that the bitter division between the gods of the Seldarine and Dark Seldarine is primarily responsible for the millennia of war between the various peoples of the elves.
Religion DC 15: While ostensibly their aim is to unite the two pantheons, it has been claimed that the leaders of the Second Harmony privately believe that the elven gods are                           incapable of peaceful coexistence and one                                 must rise to kill the others for there to be                                       peace among elves.



Cultist of the Spider Queen

Medium humanoid (any), chaotic evil


  • Armor Class 13 (Leather Armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 13 (+1) 11 (+0) 14 (+2) 14 (+2)

  • Skills Deception +5, Stealth +5
  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages Common
  • Challenge M5 (225 XP)

Minion. If the cultist takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the cultist takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage.

Actions

Hidden Blades (Group Attack). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 piercing damage.

This attack deals an additional 2 damage to a Poisoned or Surprised target.

Obsessive Offering. One fiendish or spiderkind ally of the cultist can use its reaction to make an attack against the cultist.

On a hit, the creature gains 15 temporary hit points. While it has any of these temporary hit points, the creature's melee attacks deal an additional 3 (1d6) poison damage.

   The Tested

Religion DC 10: The Tested are insular and highly exclusive   group where the greatest minds of this generation gather to      test their wits against one another in ever-escalating games of subterfuge and diplomacy where the stakes are writ in the fates of nations.

So they assert, at least; it has been observed that those who claim to be members often have few other notable public accomplishments.


Cult Fanatic of the Spider Queen

Medium humanoid (any), chaotic evil


  • Armor Class 15 (Studded Leather Armor)
  • Hit Points 60 (8d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 14 (+2) 15 (+2) 16 (+3)

  • Saving Throws DEX +5
  • Skills Deception +5, Insight +4, Stealth +5
  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages Abyssal, Common
  • Challenge 4 (1,100 XP)

Test of Ambition. If the fanatic kills a Devoted of the Spider Queen, it immediately becomes a Devoted of the Spider Queen, retaining its current hit points.

Actions

Multiattack. The fanatic makes three attacks with its Widowfang Darts, one of which it may replace with a use of its Betrayer's Blessing.

Widowfang Darts. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30 ft., one target. Hit: 5 (1d4 + 3) piercing plus 3 (1d6) poison damage.

Betrayer's Blessing (Recharge 5-6, 2nd Level Spell, Concentration). One creature the fanatic can see within 60 feet gains advantage on the first attack or saving throw it makes each turn for the next minute.

Whenever the target ends its turn without dealing damage to a friendly creature, it takes 11 (2d10) psychic damage.

Bonus Actions

Douse (1st Level Spell). The fanatic reduces a source of Bright Light it can see within 60 feet to Dim Light, or extinguishes a source of Dim Light it can see in the area. If the fanatic is hidden, this action does not reveal its position.

Chittering Frenzy. The fanatic chants out a series of harsh scraping and clacking noises.

Each spiderkind creature within 60 feet that can hear it can use its reaction to move up to half its speed directly toward the fanatic.


Devoted of the Spider Queen

Medium humanoid (any), chaotic evil


  • Armor Class 16 (Mage Armor)
  • Hit Points 153 (18d8 + 54)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 14 (+2) 16 (+3) 18 (+4)

  • Saving Throws DEX +6, CON +5 CHA +7
  • Skills Deception +7, Insight +6, Stealth +6
  • Senses Passive Perception 14
  • Languages Abyssal, Common, Undercommon
  • Challenge 6 (2,300 XP)

Test of Ambition. If the devoted kills a Chosen of the Spider Queen, it immediately becomes a Chosen of the Spider Queen, retaining its current hit points.

Kiss of Lolth. The devoted's spells ignore resistance or immunity to poison damage and immunity to the Poisoned condition.

Venomous Dweomer. The first time each turn that a creature fails a saving throw against a spell or magical effect the devoted controls, the devoted can deal 7 (2d6) poison damage to it.

Actions

Multiattack. The devoted makes two attacks with its Darkfire Bolt, each of which it may replace with a use of its Envenomed Touch.

Darkfire Bolt (2nd Level Spell). Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage, and the target is wreathed in writhing shadows for the next minute.

Whenever the creature is hit with an attack, it takes an additional 3 (1d6) necrotic damage. This effect ends early if the target is illuminated by Bright Light.

Envenomed Touch (2nd Level Spell). The devoted touches a creature within 5 feet, dealing 7 (2d6) poison damage to it and forcing it to succeed on a DC 15 Constitution saving throw or be Poisoned for the next minute (Save Ends at end of turn).

Lolth's Favor (Recharge 5-6, 3rd Level Spell). One willing drow, spiderkind, or demon the devoted can see within 60 feet immediately dies, exploding in a torrent of venomous spiders.

Each creature within 15 feet of it must succeed on a DC 15 Constitution saving throw or take 14 (4d6) piercing plus 14 (4d6) poison damage, or half as much on a success.



Chosen of the Spider Queen

Medium humanoid (any), chaotic evil


  • Armor Class 16 (Mage Armor)
  • Hit Points 212 (25d8 + 100)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 18 (+4) 14 (+2) 16 (+3) 20 (+5)

  • Saving Throws DEX +7, CON +7, CHA +9
  • Skills Deception +9, Insight +7, Stealth +7
  • Senses Passive Perception 13
  • Languages Abyssal, Common, Undercommon
  • Challenge 12 (8,400 XP)

Kiss of Lolth. The chosen's spells ignore resistance or immunity to poison damage and immunity to the Poisoned condition.

Venomous Dweomer. The first time each turn that a creature fails a saving throw against a spell or magical effect the chosen controls, the chosen can deal 7 (2d6) poison damage to it.

Spider Climb. The chosen can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Ruthless Resistance (2/Day). If the chosen fails a saving throw, it can force a friendly creature within 30 feet to succeed on a DC 17 Charisma saving throw or suffer the effects of the saving throw in the chosen's stead.

Actions

Multiattack. The chosen makes two attacks with its Darkfire Bolt, each of which it may replace with a use of its Envenomed Touch.

Darkfire Bolt (2nd Level Spell). Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage, and the target is wreathed in writhing shadows for the next minute.

Whenever the creature is hit with an attack, it takes an additional 3 (1d6) necrotic damage. This effect ends early if the target is illuminated by Bright Light.

Envenomed Touch. The chosen touches a creature within 5 feet, dealing 7 (2d6) poison damage to it and forcing it to succeed on a DC 17 Constitution saving throw or be Poisoned for the next minute (Save Ends at end of turn). (+1d6 per level at higher levels).

Lolth's Favor. One willing drow, spiderkind, or demon the chosen can see within 60 feet immediately dies, exploding in a torrent of venomous spiders.

Each creature within 15 feet of it must succeed on a DC 17 Constitution saving throw or take 14 (4d6) piercing plus 14 (4d6) poison damage, or half as much on a success.

Maddening Shadows (Recharge 5-6, 4th Level Spell, Concentration). Whispering darkness boils forth in a 20 foot radius from a point the chosen can see within 60 feet, extinguishing all lights in the area.

A creature other than the chosen that starts its turn in the area must succeed on a DC 17 Wisdom saving throw or take 21 (6d6) psychic damage and be Frightened until the beginning of its next turn.

A creature that fails this saving throw by 5 or more falls prone, additionally.

Reactions

Bask in Her Esteem. When the chosen kills one or more friendly creatures, it can gain 10 temporary hit points per friendly creature killed in this way.

If it does, attacks against the chosen are made with advantage until the beginning of its next turn.

Chasten Failure. When a friendly humanoid creature misses the chosen with an attack, the chosen can force it to succeed on a DC 17 Charisma saving throw or transform into a Shunned under the chosen's control, retaining its current hit points.

Legendary Actions

The chosen can take 2 legendary actions, choosing from the options below.

Darkfire Bolt. The chosen uses its Darkfire Bolt.

Skulking Shift. The chosen moves up to half its speed. If it is not illuminated by Bright Light, this movement does not provoke opportunity attacks.

Grasp of Shadows. A spindly limb of coalesced darkness spears out from a space of dim light or darkness within 60 feet of the chosen.

One creature within 15 feet of that space must succeed on a DC 17 Strength saving throw or be dragged up to 15 feet towards it.



Exarch of the Spider Queen

Medium humanoid (any), chaotic evil


  • Armor Class 17 (Mage Armor)
  • Hit Points 246 (29d8 + 116)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 19 (+4) 17 (+3) 18 (+4) 22 (+6)

  • Saving Throws DEX +11, CON +11, CHA +13
  • Skills Deception +13, Insight +11, Stealth +11
  • Senses Passive Perception 14
  • Languages Abyssal, Common, Undercommon
  • Challenge 22 (41,000 XP)

Kiss of Lolth. The exarch's spells ignore resistance or immunity to poison damage and immunity to the Poisoned condition.

Venomous Dweomer. The first time each turn that a creature fails a saving throw against a spell or magical effect the exarch controls, the exarch can deal 7 (2d6) poison damage to it.

Spider Climb. The exarch can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Ruthless Resistance (5/Day). If the exarch fails a saving throw, it can force a friendly creature within 30 feet to succeed on a DC 21 Charisma saving throw or suffer the effects of the saving throw in their stead.

Abyssal Ascension (1/Day, Mythic Trait). When the exarch is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, it resets to 246 hit points and eight spindly legs burst from its back.

The exarch's type becomes fiend (demon), its speed is doubled, and it becomes immune to any effect that would reduce its speed.

If the exarch ends its turn outside the Abyss, it must succeed on a DC 21 Charisma saving throw or be summoned to the depths of the Demonweb Pits.

Actions

Multiattack. The exarch makes two attacks with its Darkfire Bolt, each of which it may replace with a use of its Envenomed Touch.

Darkfire Bolt (3rd Level Spell). Ranged Spell Attack: +13 to hit, range 120 ft., one target. Hit: 16 (3d10) fire damage, and the target is wreathed in writhing shadows for the next minute.

Whenever the creature is hit with an attack, it takes an additional 3 (1d6) necrotic damage. This effect ends early if the target is illuminated by Bright Light.

Envenomed Touch (4th Level Spell). The exarch touches a creature within 5 feet, dealing 14 (4d6) poison damage to it and forcing it to succeed on a DC 21 Constitution saving throw or be Poisoned for the next minute (Save Ends at end of turn).

Aura of Creeping Ruin (6th Level Spell, Concentration). A mass of tiny spiders swarms around the exarch in a 25 foot radius. When a creature starts its turn in the area or enters it for the first time on a turn, the exarch can force it to succeed on a DC 21 Constitution saving throw or take 10 poison damage, or half as much on a success.

Poison Thoughts (6th Level Spell, Concentration). One Poisoned creature that the exarch can see within 60 feet has the Poisoned condition end for it, then must succeed on a DC 21 Wisdom saving throw or be Dominated by the exarch for the next minute (Save Ends at end of turn)

Reactions

Bask in Her Esteem. When the exarch kills one or more friendly creatures, it can gain 10 temporary hit points per friendly creature killed in this way.

If it does, attacks against the exarch are made with advantage until the beginning of their next turn.

Chasten Failure. When a friendly humanoid creature misses the exarch with an attack, the exarch can force it to succeed on a DC 21 Charisma saving throw or transform into a Shunned under the exarch's control, retaining its current hit points.

Strands of the Demonweave (5th Level Spell). When a creature they can see within 60 feet casts a spell, the exarch weaves a portion of the expended magic into threads of binding silk.

Any damage dealt by the spell is reduced by half, and the spell's caster must succeed on a DC 21 Strength saving throw or be restrained (escape DC 21) until it takes any damage.

Legendary Actions

The exarch can take 3 legendary actions, choosing from the options below.

Darkfire Bolt. The exarch uses its Darkfire Bolt.

Skulking Shift. The exarch moves up to half its speed. If it is not illuminated by Bright Light, this movement does not provoke opportunity attacks.

Lolth's Favor (Costs 2 Actions, 3rd Level Spell). One willing drow, spiderkind, or demon the exarch can see within 60 feet immediately dies, exploding in a torrent of venomous spiders.

Each creature within 15 feet of it must succeed on a DC 21 Constitution saving throw or take 14 (4d6) piercing plus 14 (4d6) poison damage, or half as much on a success.

Mythic Actions

Body's Betrayal (Recharge 4-6). One creature Poisoned by the exarch takes 35 (10d6) poison damage and falls prone, then must succeed on a DC 21 Constitution save or be Stunned until the end of its next turn.

Spindly Thrust. The exarch stabs its spindly legs towards creature within 15 feet. The creature must succeed on a DC 21 Dexterity saving throw or take 27 (6d8) bludgeoning damage and be knocked prone.

Warlock Patrons

At 1st level, a warlock gains the Otherworldly Patron feature, which offers you the choice of a subclass. Though any number of demonic entities may enter into such a pact, the following options are here made available to you when making that choice: the Bloodlord, the Deep Father, the Formless One, the Grand Indulger, the Lord of Beasts, the Master of the Lower Aerie, the Prince of Deception, the Rot Mother, the Ruler of Ruin, and the Spider Queen.

The Bloodlord

You have made a pact with Orcus, the Shadow Who Was, Lord of the Dead. Whatever your own aims, death is sure to stalk your footsteps, though so long as you remain in his good graces it shall fall upon your foes rather than yourself.

Perhaps you sought his power to defy death, his mastery of the legions of the dead, or vengeance against the cruel and distant gods. Whatever the case, the Corpsevaults have been opened to you, and from them you shall call forth a tide of undeath that will grind your foes to dust beneath its advance.

Expanded Spell List

1st-level Bloodlord feature
The Bloodlord lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Bloodlord Spells
Spell Level Spells
1st corpus potency, inflict wounds
2nd graveway travel, invocation of the bloodlord
3rd animate dead, grasping grave
4th drown in blood, litany of flesh devoured
5th raise the horde, sanguine cyclone

Custodian of the Horde

1st-level Bloodlord feature

Your patron has granted you leave to call an undead horde to serve you from the Corpsevaults of Thanatos. As an action, you can carve a planar rift in the earth at your feet, dragging forth a number of Horde Ghouls equal to the level of your warlock spell slots that appear in unoccupied spaces within 10 feet of you.

The horde ghouls remain for 1 hour, or until you use this ability again, before crumbling to ash. Once you use this ability, you can't do so again until you finish a long rest or until you expend a warlock spell slot to do so again.

The Horde Ghouls do not take their own turns in combat. Instead, on each of your turns, you can take a bonus action to mentally activate each of these ghouls within 60 feet of you, causing each of them to move up to their speed and take an action.

Eternal Tide

6th-level Bloodlord feature
At the beginning of each of your turns, one Horde Ghoul you can see within 60 feet that died since the end of your last turn returns to undeath with full hit points.

Scent of Death

10th-level Bloodlord feature
You gain resistance to necrotic damage. Undead with an Intelligence score of 3 or lower become indifferent to your presence until you take hostile action against them or their allies.

Beacon of Hunger

14th-level Bloodlord feature
Once per turn, when you deal damage to a creature, you may suffuse it in an aura of negative energies until the beginning of your next turn.

Attacks by undead creatures against the affected creature are made with advantage.

The Deep Father

You have made a pact with Demogorgon, Master of the Spiraling Depths. In his name, you shall push the limits of scientific, magical, and artistic understanding, visiting wonders and horrors upon the world such as have never been seen before. No law can constrain the expression of your vision, now that the Deep Father has seen fit to ease your path to greatness.

Expanded Spell List

1st-level Deep Father feature
The Deep Father lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Deep Father Spells
Spell Level Spells
1st discharge, longstrider
2nd alter self, crackling frenzy
3rd lightning burst, protection from energy
4th skinsend, watery sphere
5th awaken, corrupt marrow

Chimeric Horror

1st-level Deep Father feature
By your patron's power, you have been granted the power to sculpt new life, a chimeric horror comprised of the grafted remains of your fallen foes. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Chimeric Horror stat block, which uses your proficiency bonus (PB) in several places.

Creating a Chimeric Horror At the end of a long rest, you can create a chimeric horror using parts harvested from the corpses of aberrations, beasts, fiends, or monstrosities that died in the last 24 hours, graft additional parts to your chimeric horror from such a creature, or remove existing parts from your chimeric horror. If you already have a chimeric horror from this feature and create a new one, the first one immediately perishes. The chimeric horror also perishes if you die.

Flesh Grafts The chimeric horror gains features appropriate to the corpse-parts used in its construction, as determined by the DM. See the Flesh Grafts table for more details. One of its flesh grafts is destroyed whenever the chimeric horror suffers a critical hit or dies.

Chimeric Horrors in Combat In combat, the chimeric horror shares your initiative count and acts directly after you on your turn. It can move and use its reaction on its own, but takes no actions or reactions on its own. Whenever you would make an attack on your turn, you may forgo that attack; the chimeric horror makes one attack on its turn for each attack forgone in this way. If you are incapacitated, the chimeric horror can take any action of its choice.

Healing and Death If the chimeric horror would take any lightning damage, it instead takes no damage and regains 2d6 hit points. The horror makes death saving throws while at 0 hit points, but dies after a single failure, and if it dies its Flesh Grafts may be used in the creation of a new chimeric horror.


Chimeric Horror

Medium fiend/monstrosity, chaotic evil


  • Armor Class 13 (Natural Armor)
  • Hit Points 5 + five times your warlock level
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 5 (-3)

  • Saving Throws STR +2 plus PB, CON +2 plus PB
  • Condition Immunities Charmed, Frightened
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages understands the languages you speak

Grafted Flesh. The horror may sustain a number of Flesh Grafts equal to its creator's Proficiency Bonus, to a maximum of 4. If the horror suffers a critical hit or dies, one of its Flesh Grafts selected at random is destroyed.

Actions

Spliced Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB bludgeoning, piercing, or slashing damage.

Greater Horror

6th-level Deep Father feature
Your chimeric horror becomes size Large, and its melee attacks deal one additional die of their damage type.

Biorhythm Alteration

10th-level Deep Father feature
When you complete a Long Rest, you can choose one of your Saving Throw proficiencies and replace it with a different one.

Spark of Life

10th-level Deep Father feature
When you deal lightning damage to a corpse that died since the end of your last turn, you may restore it to life with hit points equal to the damage dealt.

Once you use this feature, you can't use it again until you finish a long rest.

Unshackled Form

14th-level Deep Father feature
When you complete a long rest, you can apply Flesh Grafts per the Chimeric Horror feature to your own body. Your body can sustain up to two of them at once. Whenever you suffer a critical hit or are reduced to 0 hit points, one of your Flesh Grafts selected at random is destroyed.

Flesh Graft
Graft Prerequisites Effect
Amphibious None The grafted creature is covered in a layer of secreted mucous that allows it to breathe both air and water.
Braille None The grafted creature's eyes are covered by transparent scales that protect them from harm. It has disadvantage on Wisdom (Perception) checks that rely on sight, and advantage on saving throws to avoid being Blinded.
Camouflage None The grafted creature has advantage on Stealth (Dexterity) checks if it is more than 30 feet from any hostile creature.
Chemoreception None While submerged in a body of water, the grafted creature can detect the presence and location of creatures in that water within 60 feet.
Concussive Strength None A creature knocked prone by the grafted creature must succeed on a Constitution saving throw against your spell save DC or be unable to stand on its following turn.
Countershading None The grafted creature can attempt to hide without obscurement while in open water.
Extra Head None The grafted creature has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Gliding Membranes None The grafted creature glides 10 feet at no movement cost to it for every 5 feet that it falls.
Grasslands Hunter None The grafted creature can attempt to Hide as a bonus action in dense foliage.
Ice Walk None The grafted creature can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Keen Sight None The grafted creature has advantage on Wisdom (Perception) checks that rely on sight.
Natural Armor None The grafted creature gains a Natural Armor equal to that of the source creature.
Pit Organs None The grafted creature knows the precise location of each warm-blooded creature within 10 feet of it., and the number, size, and direction of each warm-blooded creature within 30 feet of it.
Quick Squeeze None The grafted creature may move through any space larger than its skull without squeezing.
Righting Reflex None The grafted creature takes no fall damage if it falls from a height of 30 ft. or greater.
Scute Armor Natural Armor Creatures cannot benefit from flanking the grafted creature.
Silent Flight Fly Speed While flying in dim light or darkness, the creature can take the Hide action as a Bonus Action.
Speed None The grafted creature gains one movement speed that the source creature had.
Spider Climb Climb Speed The grafted creature can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Standing Leap None The grafted creature's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Sure-Footed None The grafted creature has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Tunneler Burrow Speed The grafted creature can burrow through solid rock at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake.
Underwater Camouflage None While underwater, the grafted creature has advantage on Dexterity (Stealth) checks and Deception (Charisma) checks made to impersonate natural terrain or another aquatic creature.
Villiform Teeth None The grafted creature can maintain a grapple even while incapacitated or dead. A creature that fails an attempt to escape the grafted creature's grapple takes 6 (1d12) piercing damage.
Flesh Grafts, Continued
Graft Prerequisites Effect
Blood Frenzy Level 6 The grafted creature has advantage on the first melee attack it makes each turn against a creature that doesn't have all its hit points.
Crawler Level 6 The grafted creature may crawl at its full movement speed, and while prone is not slowed by difficult terrain. It may stand by spending 5 feet of movement.
Elemental Affinity Level 6 The grafted creature gains resistance to one damage type dealt by the source creature. Whenever the grafted creature deals damage with a melee attack, it may choose for that damage to be of the resisted type, instead of any other type.
Grasping Tentacles Level 6 When the grafted creature makes a melee attack, its reach is increased by 10 feet, and instead of dealing damage it may grapple the creature (escape DC equal to your spell save DC)
Outsize Strength Level 6 The grafted creature is considered to be one size larger for the purposes of grappling.
Partial Amorphia Level 6 The grafted creature can move through a space as narrow as 1 ft. wide without squeezing.
Spindly Level 6 The grafted creature can move through the space of any creature smaller than it without needing to spend additional movement or make an ability check.
Uncanny Mimicry Level 6 The grafted creature can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check against your spell save DC.
Bioluminescent Strobe Level 10 Whenever the grafted creature takes 15 or more damage from a single source, each creature within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or be Blinded until the end of the grafted creature's next turn. If the grafted creature is in total Darkness, this radius is instead 15 feet.
Magic Resistance Level 10 The grafted creature has advantage on saving throws against spells and other magical effects.
Grappler Level 10 The grafted creature has advantage on attack rolls against any creature grappled by it.
Reactive Level 10, Multiple Heads The grafted creature can take a second reaction in combat. It may take no more than one reaction in response to a single trigger.
Snatcher Level 10 The grafted creature may choose not to be slowed by carrying or dragging a grappled creature of its size or smaller on its turn. If it does, it releases its grapple at the end of its turn.
Sparking Wounds Level 10, Lightning Resistance If the grafted creature has fewer than half its hit points, a creature that starts its turn within 5 feet of the grafted creature takes 4 (1d8) lightning damage.
Umbral Aura Level 10 Nonmagical lights within 30 feet of the grafted creature produce only dim light, and the light they produce extends no further than 15 feet from its source.
Wakeful Level 10, Multiple Heads While the grafted creature sleeps, at least one of its heads is awake.
Aura of Spite Level 14 Whenever the grafted creature takes damage, each other creature within 10 feet of it takes 5 (1d10) psychic damage.
Desecrated Aura Level 14 A creature that attempts to cast divine magic (such as a Cleric or Paladin spell) within 15 feet of the grafted creature takes 11 (2d10) psychic damage and is Poisoned until the end of the creature's following turn.
Paralytic Mucous Level 14 A creature that hits the grafted creature with a melee attack for the first time on a turn must succeed on a Constitution saving throw against your spell save DC or have its movement speed reduced by 10 feet for the next minute

The Formless One

You have made a pact with Juiblex, the Formless One, the shattered obyrith whose ancient designs predate the birth of the Abyss. Its malign consciousness is alien and incomprehensible to you, and yet it sees the destruction you crave, and has graced you with the power to enact it. All may be dust in the end, but those that oppose you shall be dust first.

Juiblex is an entity worshiped in secret, as the sane recoil in horror from recognition of its true nature; that of ultimate entropy, of the creeping end of all things. Sanity is a weak shield against reality, however, and you have looked without fear upon the indestructible destruction, upon the coming end of all things.

Your feelings on the matter are of no concern to the Faceless Lord, so long as you remain relentless in your pursuit of destruction, eating away at the foundations of that which resists the march of chaos.

Expanded Spell List

1st-level Formless One feature
The Formless One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Formless One Spells
Spell Level Spells
1st grease, caustic coating
2nd alter self, grasping spout
3rd chaos revels, meld into stone
4th blight, death ward
5th ooze deluge, spawn blood echo

Boneless Movement

1st-level Formless One feature
Your joints soften and stretch, granting you magically enhanced flexibility. You can squeeze through any space at least 1 foot wide, and as a bonus action on each of your turns you may Disengage, stand from prone, or attempt to escape a grapple or restraint.

Rapid Adaptation

6th-level Formless One feature
Your flesh begins to adapt itself to hostile conditions. Whenever you take 10 or more damage from a single source, after taking damage you may gain resistance to one of that damage's types until you complete a long rest or use this ability again.

Ooze Shield

10th-level Formless One feature
When you make a saving throw against an effect that targets an area, you may grant one creature within 5 feet of you advantage on its saving throw against the same effect. On a successful save, the creature takes no damage.

Corrosive Rebuke

10th-level Formless One feature
As a reaction when you are hit with a melee attack with a nonmagical metal weapon, after taking damage you cause the weapon to rapidly corrode, partially disintegrating it. Until repaired, damage dealt by the weapon is reduced by half. Once you use this feature, you can't use it again until you finish a long rest.

Abandon Forms

14th-level Formless One feature
Your body gains the ability to achieve a fluidity and resilience uncommon among complex life.

As an action, you can cause your flesh to flow and meld at your direction for the next minute. On each of your turns while this ability is active, you gain 10 temporary hit points and regrow any missing body parts. Once you use this feature, you can't use it again until you finish a short or long rest.

The Grand Indulger

You have made a pact with Graz'zt, the Lord of Forbidden Pleasures and Limitless Indulgence. In his name you have sworn to wring forth every ounce of enjoyment that the panoply of life and death have to offer, and to be yourself wrung; to die used up and burned through, having gorged yourself upon every feast life could provide you.

When the covetous eye of the Six-Fingered Prince is upon you, all else fades by comparison, and no earthly pleasure can compare to the hint of his approval, no pain to the sting of his disdain. Through faithful and unquestioning service to him you shall discover his vision of your most perfect self, and perhaps even rise to achieve it if he finds your ambition equal to the task.

Expanded Spell List

1st-level Grand Indulger feature
The Great Indulger lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Grand Indulger Spells
Spell Level Spells
1st command, harmless gift
2nd demand offering, demonic lash
3rd night's caress, thunderous touch
4th compulsion, private sanctum
5th geas, gift of writhing pain

Cruel Mercy

1st-level Grand Indulger feature
When you deal damage to a creature with a spell, after dealing damage you may have the creature gain temporary hit points equal to the damage dealt. These temporary hit points last for 1 minute, and while a creature has any of them it is Charmed by you.

You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Erode Will

1st-level Grand Indulger feature
As a bonus action on your turn, you may force a creature Charmed by you to make a Wisdom saving throw. On a failed save, the creature uses its reaction to move up to half its speed and make an attack under your control. A creature Dominated by you (by an effect such as Dominate Person) fails this saving throw automatically.

Passing Dream

6th-level Grand Indulger feature
When a creature ceases to be Charmed by you, it must make a Wisdom saving throw. On a failed save, the creature forgets that it was Charmed, and your presence is erased from any memories from the time it was Charmed by you.

Lingering Fixation

10th-level Grand Indulger feature
The temporary hit points granted by your Cruel Mercy last for up to an hour.

Indoctrination

14th-level Grand Indulger feature
While within 30 feet of you, a creature Charmed by you has disadvantage on any attack that targets a creature friendly to you.

The Lord of Beasts

You have made a pact with Baphomet, the Lord of Beasts. Through strength and savagery you have gained the favor of The Horned King, and forever hence you are his emissary of might, a beacon of fury that will shatter the weak and temper the strong beneath an onslaught of might and magic.

Any great ambitions you have are mere self-deception, for Baphomet has seen your soul, and treats only with those who crave power for its own sake, who burn with desire for the infinite freedom of unchallengeable strength.

Expanded Spell List

1st-level Lord of Beasts feature
The Lord of Beasts lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Lord of Beasts Spells
Spell Level Spells
1st earth tremor, inflict wounds
2nd exultation of blood, find steed
3rd flaying scream, haste
4th locate creature, stoneskin
5th slaying smite, spontaneous combustion

Magic of Might

1st-level Lord of Beasts feature
You have been graced with the means to wield great magics through strength alone. When you cast warlock spells, you can use your Strength modifier, instead of Charisma, for your Save DC, attack rolls, and damage rolls.

Brutal Casting

1st-level Lord of Beasts feature
You gain a +2 bonus to melee spell attack rolls you make.

Whenever you cast a spell that makes a ranged spell attack, you may choose for it to make a melee spell attack with a range of Touch instead.

Whenever you would make a melee spell attack, you may replace it with an attempt to grapple or shove a creature.

Unbridled Fury

6th-level Lord of Beasts feature
Your mind sharpens with the thrill of the hunt, fueled by rage and hunger. When an effect would prevent you from casting or concentrating on a spell, or would end your concentration, you may choose to ignore that effect.

You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Juggernaut Rampage

10th-level Lord of Beasts feature
The magic that courses through your veins rejects restraint. If you first move at least 10 feet directly toward it, you can move through any wall up to 1 foot thick that could be destroyed by mundane means as though it were difficult terrain, shattering a 5 foot section of it in a spray of shrapnel.

When you do, you can force each creature within 5 feet of where you emerge to succeed on a Strength saving throw or take 1d8 bludgeoning damage and be pushed up to 5 feet away.

Smash Through Reality

14th-level Lord of Beasts feature
The most powerful of your strikes pierce the veil between planes, briefly banishing your target to the Endless Maze of Baphomet. When you score a critical hit against a creature, as part of the attack you may cast Maze targeting it without expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest.

The Master of the Lower Aerie

You have made a pact with Pazuzu, Master of the Lower Aerie and the secret owner of the Four Winds. All creatures of the air fear his evil whim, though the wise fear equally his perfidious aid.

You know his reputation for corruption, for twisting a creature's soul against it and leading it willing to its own ruin. Perhaps you have given yourself over to ruin, so long as your goals are achieved, or perhaps you believe your will sufficient to the trials that lie before it. Pazuzu always claims what is owed him on the tipped scales of fate, but the fountheads of the four winds are far distant, and faithful service may yet stay the crack of doom.

Expanded Spell List

1st-level Master of the Lower Aerie feature
The Master of the Lower Aerie lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Master of the Lower Aerie Spells
Spell Level Spells
1st bane, darting duplicate
2nd gust of wind, profane fate
3rd flickering advance, felloil rain
4th plague chant, steal dreams
5th delay spell, insect plague

On Evil Winds

1st-level Master of the Lower Aerie feature
The winds lighten your steps toward any locus of mayhem. As a bonus action, you can Dash or gain a fly speed equal to your movement speed until the end of your turn.

While flying, you have advantage on the first melee weapon attack you make each turn against a creature that is not flying.

Fate Transfer

1st-level Master of the Lower Aerie feature
You gain the ability to harness and channel the power of the fortunes you steal. Whenever a spell or magical effect you control forces a creature within 30 feet of you to subtract from an attack roll or saving throw it makes, one other creature you can see within 30 feet of you gains temporary hit points equal to your Charisma modifier.

Corruptive Aid

6th-level Master of the Lower Aerie feature
You ease a creature's wounds while covertly stealing a portion of its fortune. As an action, you restore 3d8 hit points to a creature that you touch.

The creature subtracts your Proficiency Bonus from the next saving throw it makes in the next 8 hours, and can't be affected by this ability again until you complete a long rest.

Enduring Pestilence

10th-level Master of the Lower Aerie feature
As a reaction when a creature succeeds on a saving throw to end an ongoing debilitating magical effect, you may force a different creature you can see within 30 feet of you to make the same saving throw. On a failure, the magical effect transfers to the target.

Dominion of Sky

14th-level Master of the Lower Aerie feature
You gain the ability to channel the corruption of the lower aerie, twisting your body into forms ancient and incomprehensible. As a bonus action, you can transform into a many-winged avatar of chaos for the next hour.

While transformed, you have an 80 foot fly speed, ranged weapon attacks and attacks of opportunity made against you are made at disadvantage, and whenever a creature misses you with a melee attack you may force it to succeed on a Strength saving throw or be knocked prone.

The Prince of Deception

You have made a pact with Fraz-Urb'luu, Prince of Deception and the Final Arbiter of Unreality. Truth lives not in the world, but in the beliefs people hold about it, and you have been endowed with the skill and will to mold those beliefs to your whim. To kill a person is a simple thing, trivial even, and yet to reshape the person's mind, to invert their values and imprint your dreams upon their soul... such is the domain of true art.

Did you seek the aid of the master of Hollow's Heart because you found your own talents of duplicity insufficient to the tasks to which you had set them, or perhaps because you had achieved mastery over your own domain and wished to reach beyond the bounds of mortal abilities? The answer is irrelevant, as the past is as much yours to sculpt as is the present, and all the world lies open before you.

Expanded Spell List

1st-level Prince of Deception feature
The Prince of Deception lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Prince of Deception Spells
Spell Level Spells
1st disguise self, silent image
2nd disfigure, lay bare
3rd eye of veiling, sink into earth
4th deceptive demise, panickfog
5th incubate fears, modify memory

Affected Innocence

1st-level Prince of Deception feature
Whenever you cast a spell, you may choose for the spell's effect to visually appear to originate from a source other than yourself.

This apparent source may be either a friendly creature that is proficient in Deception or Performance, or from an illusory or summoned creature under your control.

The first spell attack you make in this way each turn is made with advantage.

Phantasmal Assault

1st-level Prince of Deception feature
While you are concentrating on a spell that produces an illusion, you may use a bonus action to make a melee spell attack roll through it against a creature within 5 feet of it, dealing 1d6 psychic damage, plus an additional 1d6 psychic damage per level of the illusion spell on a hit. You must use your own senses.

A creature that discerns the nature of the illusion with an Intelligence (Investigation) check becomes immune to this damage.

Exchange Roles

6th-level Prince of Deception feature
You can spend one minute to shuffle the appearances of yourself and your allies, causing each of up to six friendly Small or Medium creatures within 30 feet of you to take on the illusory appearance of another affected creature.

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

Once you use this ability, you can't do so again until you finish a short or long rest.

Flawless Illusion

10th-level Prince of Deception feature
Whenever a creature makes an Intelligence (Investigation) check to discern the nature of an illusion you control, you may have it make its check against your Passive Deception, rather than against your spell save DC.

Subtlety

14th-level Prince of Deception feature
When you cast an illusion spell, you
may cast it without any verbal or
somatic components.

The Rot Mother

You have made a pact with Zuggtmoy, The Demon Queen of Decay and turner of the wheel of life and death, friend and comfort to the low and wretched. The gifts bestowed by her upon the living and the dead are great and many, but as her faithful servant you have been blessed with the singular honor of spreading the spores of sacred ruin, those which shall rot away every blasphemous edifice of delusional hubris and pretended immortality.

Your queen graciously requests that you convey her blessings and goodwill upon those most desperately in need of them; those for whom sickness and infirmity are yet strangers, who shy from the scent of rot in cruel and willful ignorance of their kinship to it, of the nascent death they carry already within themselves. Plant within them the seeds of wisdom and courage, that they may rejoice rather than recoil at their approaching death.

Expanded Spell List

1st-level Rot Mother feature
The Rot Mother lets you choose from an expanded list of spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.

Rot Mother Spells
Spell Level Spells
1st corpseleech, entrench
2nd call to feast, lesser restoration
3rd sporeflight, sprouting doom
4th eye of rot, sow demonseed
5th filth harvest, pallid rooting

Befouled Magic

1st-level Rot Mother feature
You may add your Charisma modifier to the damage dealt by any spell you cast that deals poison damage.

Embrace Decay

1st-level Rot Mother feature
While you are not incapacitated, you may choose to ignore the effects of the Poisoned condition or any Disease you are infected with. You have Immunity to any poison damage dealt by spells and magical effects you control.

Overwhelm Tolerance

6th-level Rot Mother feature
As a reaction when a creature ends its turn within 10 feet of you, you may force it to succeed on a Constitution saving throw or be infected with Mycotic Glut for the next hour.

Mycotic Glut. An infected creature cannot benefit from resistance or immunity to poison damage or from immunity to the Poisoned condition.

Fungal Delirium

10th-level Rot Mother feature
As a bonus action, choose one creature you can see within 30 feet of you. If the creature is Poisoned or infected with a disease, you may force it to make a Wisdom saving throw. On a failed save, the creature uses its reaction to move up to half its speed in a direction of your choice.

Inexorable Growths

14th-level Rot Mother feature
As a reaction when a creature you can see within 120 feet of you dies, you may cast Sprouting Doom at 3rd level targeting an area centered on the creature without using a spell slot.

You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

The Ruler of Ruin

You have made a pact with Yeenoghu, the Great Hungerer and Forger of the Path of Ruin. For his glory you shall rip and tear at all around you, racing to devour what you can before you are yourself consumed by a still greater force of annihilation. Though your own doom may already be sealed, the Destroyer has granted you the power to take a piece of the world with you in your frantic march toward ruin.

Perhaps you were led to this crossroads by a seething, indiscriminate hatred toward the world you were unwittingly born into, or perhaps razing the path before you is merely a means to a yet brighter future for those you leave behind. You have been made a tool of destruction, that much is certain, but what will you achieve beyond that in the fleeting mortal time remaining to you?

Expanded Spell List

1st-level Ruler of Ruin feature
The Ruler of Ruin lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Ruler of Ruin Spells
Spell Level Spells
1st screaming flame, shield of bones
2nd rain of fire, spike growth
3rd rend magic, wreath with flame
4th litany of flesh devoured, song of ruin
5th rouse blood, ferocity of the fleshforges

Fleshripper Bite

1st-level Ruler of Ruin feature
As a bonus action on each of your turns, you may make an unarmed attack using your bite, using either Dexterity or Strength. If you hit with it, you deal piercing damage equal to 1d4 + your Dexterity or Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Crazed Consumption

1st-level Ruler of Ruin feature
You must consume three pounds of food per day, rather than one, to stave off exhaustion, and begin to suffer levels of exhaustion after a single day without food.

When you devour the flesh of a creature over the course of a short rest that had an Intelligence score of 7 or higher and was killed in the last 24 hours, you regain an expended hit die. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Appetite for Carnage

6th-level Ruler of Ruin feature
While you have three or more enemies within 10 feet of you, spell attacks you make have advantage, and you have resistance to damage dealt by spells you control.

When you cast a damaging spell that affects an area and center it on yourself, it deals one additional die of damage.

Fueled By Flesh

10th-level Ruler of Ruin feature
When you hit a creature with your bite attack, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Seething Fury

14th-level Ruler of Ruin feature
When you cease being incapacitated, you may immediately use your reaction to move up to half your speed and take an action.

The Spider Queen

You have made a pact with Lolth, Queen of the Demonweb Pits and master to all the spiders of the realms. Her many eyes are upon you, and if you wish to retain her favor you must prove yourself the most cunning and ruthless of her servants.

You might have been raised in a sect of Lolthite worshippers and sought the greater mysteries denied you by the politics of priesthood, or perhaps you gained her attention through some great act of duplicity, observed through one of her many watchers.

Now, however, you have entered the grand game, and only your own wits and the fickle favor of the Spider Queen can keep the knives of allies and enemies alike from slipping between your ribs.

Expanded Spell List

1st-level Spider Queen feature
The Spider Queen lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spider Queen Spells
Spell Level Spells
1st douse, the queen's will
2nd envenomed touch, web
3rd conjure animals, lolth's favor
4th creeping ruin, maddening shadows
5th toxic aura, strands of the demonweave

Kiss of Lolth

1st-level Spider Queen feature
Your magic poisons become infused with esoteric toxins found only in the hidden depths of the Demonweb Pits.

Spells you cast ignore resistance or immunity to poison damage, and immunity to the Poisoned condition.

Venomous Dweomer

1st-level Spider Queen feature
Once per turn, when a creature fails a saving throw against a spell or other magical effect you control, you may deal 7 (2d6) poison damage to it.

Deceptive Bearing

6th-level Spider Queen feature
If you are not illuminated by bright light and are at least 15 feet from any hostile creature, you may attempt to hide without obscurement, and may use Charisma in place of Dexterity to do so.

Creeping Night

10th-level Spider Queen feature
Your skin grows miniscule hooked barbs, granting you a climb speed equal to your walking speed, and allowing you to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Body's Betrayal

14th-level Spider Queen feature
Your poisons contain an insidious second stage that might activate at any instant. At any time (no action required), you can force a creature Poisoned by you to take 10d6 poison damage and fall prone, then the creature must succeed on a Constitution save or be Stunned until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.

Abyssal Abduction

3rd-level conjuration


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S
  • Duration: instantaneous

You teleport to an unoccupied space you can see within 30 feet. If you have a creature grappled, you may teleport it to an unoccupied space within 5 feet of the space you teleport to.

Awaken Fury

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S, M (a shard of shattered ceramic)
  • Duration: 1 minute, concentration

You call forth a flood of buried rage in a creature you can see, forcing it to make a Wisdom saving throw. On a failure, the target becomes hostile to all creatures for the next minute. A beast or monstrosity makes this saving throw with disadvantage.

An affected creature repeats this saving throw at the end of each of its turns, ending the effect on a success.

Baleful Displacement

7th-level conjuration


  • Casting Time: 1 reaction, which you take when you are targeted with a spell
  • Range: 30 ft.
  • Components: V
  • Duration: instantaneous

You force a creature you can see within 30 feet to make a Charisma saving throw. On a failed save, you and the creature teleport to switch places with one another, and the creature becomes the new target of the triggering spell spell.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the range increases by 30 ft. for each slot level above 7th.


Blightning Strike

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S
  • Duration: instantaneous

You call down a bolt of baleful red lightning from above a creature you can see within 120 feet. The creature must succeed on a Dexterity saving throw or take 14 (4d6) lightning plus 11 (2d10) necrotic damage, or half as much on a success.

A creature reduced to 0 hit points by this damage is unaffected by the first source of healing it receives before the beginning of its next turn.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the necrotic damage dealt by it increases by 1d10 for each slot level above 3rd.

Bloodflame Spear

3rd-level necromancy


  • Casting Time: 1 action
  • Range: self (15 ft. line)
  • Components: V, S
  • Duration: instantaneous

You rocket up to 15 feet in a straight line, then a line of solid fire flashes out from your palm in a 15 foot line that is 5 feet wide.

Each creature in the area must succeed on a Strength saving throw or take 3d6 fire plus 3d6 piercing damage and be pushed 15 feet away, or take half as much damage and not be pushed away on a success.

If you have fewer than half your maximum hit points, each affected creature subtracts 1d4 from the result of its saving throw.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the distance of your dash and length of the line increase by 5 feet for each slot level above 3rd.

Boiling Breath

6th-level evocation


  • Casting Time: 1 action
  • Range: self (30 ft. cone)
  • Components: V, S
  • Duration: instantaneous

You breathe forth a torrent of boiling water in a 30-foot cone. Each creature in the area must succeed on a Constitution saving throw or take 12d6 fire damage, or half as much damage on a successful one.

Each Medium or smaller creature in the area is pushed up to 15 feet away.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the fire damage increases by 2d6 for each slot level above 6th.

Breath of Thanatos

3rd level conjuration


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: instantaneous

The ground beneath a creature you can see within 60 feet cracks, spewing forth a hissing jet of putrid fumes.

The creature must succeed on a Constitution saving throw or take 3d10 necrotic plus 3d6 poison damage, or take half as much damage on a success.

A creature killed by this damage is dragged through a planar rift to Thanatos.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the necrotic damage increases by 1d10 and the poison damage increases by 1d6 for each slot level above 3rd.

Breath of the Abyss

2nd level conjuration


  • Casting Time: 1 bonus action
  • Range: 60 ft. (15 ft. cone)
  • Components: V, S
  • Duration: instantaneous

One allied demon you can see within 60 feet takes 15 slashing damage and a gout of burning toxic fumes emerges from its wound in a 15 foot cone. Each creature in the area must succeed on a Dexterity saving throw or take 10 (3d6) fire plus 10 (3d6) poison damage, or half as much on a success.

Call to Feast

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V
  • Duration: instantaneous

You awaken the bloodlust of your allies against a creature in range. Each creature within 5 feet of the target may use its reaction to make a melee attack against it.


Caustic Coating

1st-level transmutation


  • Casting Time: 1 action
  • Range: touch
  • Components: S
  • Duration: Instantaneous

You secrete an acrid coating of ooze from your hands that eats away at armor, pitting its surface and creating weak points.

Make a melee spell attack. On a hit, any nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers.

Natural armor used by the target suffers the same penalty, but recovers when the target completes a short or long rest.

Chaos Immortal

9th-level Transmutation


  • Casting Time: 1 Action
  • Range: 120 ft.
  • Components: V, S
  • Duration: 1 minute

One allied creature you can see is wreathed in foul abyssal energies for the next minute, after which it must succeed on a Constitution saving throw or be reduced to 0 hit points.

For the next minute, its melee attacks deal an additional 11 (2d10) fire and 7 (2d6) necrotic damage, and it does not fall unconscious when reduced to 0 hit points.

The creature makes death saving throws while at 0 hit points, even if it ordinarily would not (such as in the case of summoned monsters or massive damage), and regains 10 hit points at the beginning of each of its turns.

Chaos Revels

3rd-level conjuration


  • Casting Time: 1 reaction, which you take when a creature casts a spell targeting an area that you can see.
  • Range: 60 ft.
  • Components: V, S
  • Duration: instantaneous

You teleport to an unoccupied space in the area affected by a spell, placing yourself in its area of effect.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you additionally gain 10 temporary hit points for each slot level above 3rd.

Conjure Hunt

7th-level conjuration


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: 1 minute (concentration)

You conjure two Yeth Hounds that last for a minute in unoccupied spaces you can see within 60 feet. The yeth hounds act on your initiative and follow your verbal commands.

When this spell ends, the yeth hounds dissolve into smoke.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, you summon one additional yeth hound for each slot level above 7th.

Corpseleech

1st-level necromancy


  • Casting Time: 1 action
  • Range: touch
  • Components: S, M (The corpse of a Medium or larger creature that died in the last minute, which the spell consumes)
  • Duration: 10 minutes

You touch the corpse of a Medium or larger creature that died in the last minute and consume its lingering vitality, desiccating its flesh to dust and gaining 2d8 temporary hit points that last for the duration.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher and targeting a Large or larger corpse, you gain 2d8 additional temporary hit points for each slot level above 1st.

Corpus Potency

1st-level necromancy


  • Casting Time: 1 reaction, which you take when you or a friendly undead creature within 30 ft. makes a Constitution saving throw
  • Range: 30 ft.
  • Components: S, M (A small piece of the target's flesh)
  • Duration: instantaneous

As a reaction when you or one undead creature friendly to you within range makes a Constitution saving throw, you attempt to dampen the effect by magically wresting control of the target's bodily functions, granting it advantage on the save. If the saving throw was against a damaging effect, the target takes no damage on a successful save.

Corrupt Marrow

4th-level necromancy


  • Casting Time: 1 action
  • Range: 60 ft. (15 foot radius)
  • Components: V, S, M (The bone of a still-living creature worth 1 cp, which the spell consumes)
  • Duration: 1 round

Each creature in a 15 foot radius centered on a point you can see within range must succeed on a Constitution saving throw or take 3d10 necrotic damage. A creature that fails this save by 5 or more is Paralyzed until the end of your next turn.

Corrupted Offering

9th-level enchantment


  • Casting Time: 1 action
  • Range: 10 ft.
  • Components: V, S
  • Duration: 1 minute

You force one nonfiend creature within range to succeed on a Wisdom saving throw or be Charmed by you and hostile to each other nonfiend creature it can see for the next minute.

While Charmed in this way, the creature's Strength score permanently increases by 1, to a maximum of 22, whenever it reduces a humanoid former ally to 0 hit points.

The charmed creature repeats this saving throw at the end of each of its turns, ending the effect on a success.

Corruptive Emblem

8th-level enchantment


  • Casting Time: 1 action
  • Range: touch (30 ft. radius)
  • Components: V, S
  • Duration: until dispelled

You imbue an object that you touch with evil power that radiates palpably in a 30 foot radius.

A creature with a Wisdom score of 13 or lower that starts its turn in the area and can see the object is Charmed by you until it takes any damage, or until the object is moved or destroyed (AC 20, 20 HP; Immunity to Poison and Psychic damage).

Unless surprised, a creature can avert its eyes to avoid this effect. If it does, it treats each creature within 10 feet of the object as Invisible.

Covetous Intercession

3rd-level conjuration


  • Casting Time: 1 reaction, which you take when a creature friendly to or charmed by you is targeted with an attack.
  • Range: 120 ft.
  • Components: V, S
  • Duration: instantaneous

You teleport to switch places with a creature friendly to or charmed by you, intercepting an attack meant for it. You become the attack's new target.

Crackling Frenzy

2nd-level evocation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: 10 minutes

An energizing spark of electricity crackles across your fingers. One creature within 5 feet of you must succeed on a Constitution saving throw or take 14 (4d6) lighting damage and be Stunned until the end of its next turn.

A creature that succeeds on this saving throw instead gains 14 (4d6) temporary hit points that last for up to 10 minutes. While it has any of these temporary hit points, the creature's melee attacks deal an additional 7 (2d6) lightning damage.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage and temporary hit points increase by 3 (1d6) for each slot level above 2nd.

Creeping Ruin

5th-level conjuration


  • Casting Time: 1 action
  • Range: self (15 ft. radius)
  • Components: V, S, M (a cluster of living spider eggs worth 1 cp, which the spell consumes)
  • Duration: 8 hours

A mass of tiny spiders begins to swarm around you in a 15 foot radius. When a creature starts its turn in the area or enters it for the first time on a turn, you may force it to succeed on a Constitution saving throw or take 10 poison damage, or half as much on a success. The spell lasts 8 hours, or until it has dealt a total of 100 damage.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the spell's radius increases by 10 ft. and the maximum damage it can deal increases by 100 for each slot level above 5th.

Crushing Pulse

2nd-level evocation


  • Casting Time: 1 action
  • Range: self
  • Components: V, S
  • Duration: instantaneous

Gravity momentarily intensifies in the area within 15 feet of you. Each other creature in the area must succeed on a Strength saving throw or fall prone. Any fall damage taken as a result deals maximum damage, instead of rolling.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the effect's radius increases by 5 feet for each slot level above 2nd.

Curse of Living Bones

8th-level necromancy


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S
  • Duration: until dispelled

One creature you can see within range must succeed on a Charisma saving throw or be Cursed.

A creature Cursed in this way has its skeleton animated within it, and must succeed on a Strength saving throw at the beginning of each of its turns or have its movement controlled by its skeleton until the beginning of its next turn.

A humanoid creature that dies while cursed in this way has a Skeletal Liberator tear free of its flesh at the beginning of its next turn.

The skeletal liberator is charmed by you for 1 hour, or until you or your companions do anything harmful to it. When the charmed condition ends, the skeletal liberator becomes hostile to all living creatures.


Darkfire Abyss

9th-level conjuration


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S
  • Duration: until dispelled

A burst of black fire erupts in a 15 foot radius centered on a point you can see within 120 feet, leaving behind an area of magical darkness.

Each light in the area is extinguished, and each creature in the area must succeed on a Dexterity saving throw or take 70 (20d6) fire damage, or half as much on a success.

At the beginning of each of your turns, if a source of Bright Light is within 15 feet of the area its radius expands by 5 feet, then each creature in the area takes 17 (5d6) fire damage.

Darting Duplicate

1st-level illusion


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

An illusory duplicate of you steps clumsily into an unoccupied space within 5 feet of you, presenting a tempting target before winking out of existence.

Each creature hostile to you that can reach that space must succeed on an Intelligence save or lose its reaction as it makes an attack of opportunity against the duplicate.

Death's Beckon

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: S
  • Duration: Instantaneous

You call a fragment of abyssal energy down to strike a creature within range, using its suffering to forge a momentary rift to the Corpsevaults. Make a ranged spell attack against the target. On a hit, the target takes 3d10 necrotic damage.

If this damage reduces a humanoid target to 0 hit points, a rift appears in the earth beneath it, disgorging a Horde Ghoul in the nearest unoccupied space that acts on your initiative and is hostile to all living creatures.

Deceptive Demise

4th-level illusion


  • Casting Time: 1 reaction, which you take when you take damage
  • Range: self (30 ft.)
  • Components: V, S
  • Duration: 1 round

You feign being wounded more grievously than you actually are, teleporting up to 30 feet to a location you can see and turning Invisible until the beginning of your next turn, and may immediately attempt to Hide.

A corpse-like duplicate of your body crumples to the ground in the space you vacated, which dissolves into mist at the end of your next turn, or if it takes any damage.

Dedication of BLood

3rd-level necromancy


  • Casting Time: 1 action
  • Range: self
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the attack deals an additional 16 (3d10) necrotic damage.

If this damage kills a creature, up to one friendly creature within 30 feet of you can use its reaction to gain 15 temporary hit points or to make a melee weapon attack.

Delay Spell

5th-level abjuration


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
  • Range: 60 ft.
  • Components: V
  • Duration: 1 round

You freeze a spell in mid-air, delaying its effect until the end of your next turn. The spell keeps its original targets, and fails if those targets are no longer valid when the spell resolves.

The spell's caster must maintain concentration on the spell until the spell takes effect, or have the spell fail.

Demand Offering

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 5 ft.
  • Components: V, S
  • Duration: instantaneous

You choose an item that a humanoid creature within range is wearing, wielding, or carrying. The creature must make a Wisdom saving throw or use its reaction to hand you the chosen item. If the item could not be removed as an action, such as in the case of most armor and shields, the spell fails.


Demonic Lash

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 15 ft.
  • Components: V, S
  • Duration: instantaneous

A roiling whip of lacerating fire springs from your hand as you lash out in a frenzied series of strikes. Make a melee spell attack against the target. On a hit, the target takes 5 (2d4) slashing plus 7 (2d6) fire damage.

A creature hit by two or more of these attacks in a turn must succeed on a Wisdom saving throw or be Frightened until the end of your next turn.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you make an additional attack for each slot level above 2nd.

Desecration Stride

6th-level conjuration


  • Casting Time: 1 action
  • Range: self ft.
  • Components: V, S
  • Duration: 1 minute (concentration)

Your tie to reality becomes unstable as you flicker and distort space around you. Whenever you take damage, you may immediately teleport up to 30 feet to an unoccupied space you can see.

Nonmagical plants within 10 feet of that space blacken, and each other creature within 10 feet of that space takes 9 (2d8) necrotic damage.

Devouring Rain

9th-level conjuration


  • Casting Time: 1 action
  • Range: 300 ft. (15 ft. radius cylinder)
  • Components: V, S
  • Duration: 1 minute, concentration

An acrid rain begins to fall in a 15 foot radius, 300 foot tall cylinder centered on a point you can see within range. A creature that starts its turn in the area, or that enters it for the first time on a turn, must succeed on a Constitution saving throw or take 44 (8d10) acid damage, or half as much on a success. A creature killed by this damage melts and is disintegrated.

Discharge

1st-level evocation


  • Casting Time: 1 reaction, which you take when you succeed on a saving throw against a spell
  • Range: 60 ft.
  • Components: S
  • Duration: instantaneous

As a reaction when you succeed on a saving throw against a spell, you convert some of the waste magical energy to electricity and send it rocketing back, dealing 1d10 lightning damage per level of the spell to the spell's caster.

Disfigure

2nd-level necromancy


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S
  • Duration: instantaneous

Your palm flares with black fire and you reach to grab a creature's flesh. Make a melee spell attack. On a hit, the target takes 14 (4d6) necrotic damage and must make a Constitution saving throw.

On a failed save, the creature takes an additional 9 (2d8) slashing damage as a handprint of its skin peels away, leaving a terrible scar.

The scarred creature suffers disadvantage on Charisma (Persuasion) checks until cured by Lesser Restoration or similar magic.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 1d6 for each slot level above 2nd.

Displace Soul

9th-level enchantment


  • Casting Time: 1 action
  • Range: 5 ft.
  • Components: V, S
  • Duration: 1 minute (concentration)

You force a creature within range to succeed on a Charisma saving throw or fall Unconscious as its soul is forced out of its body and into the Border Ethereal.

While its soul is in the Border Ethereal, the creature can still see, hear, and speak faintly across the barrier.

The creature repeats this saving throw at the end of each of its turns for the next minute, ending the effect on a success.

A creature that fails three consecutive saving throws against this effect has its soul remain trapped in the Border Ethereal until returned by a Wish spell or similar magic, and does not make any further saving throws to end the effect.


Doomed Sleep of Moil

7th-level enchantment


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S, M (a finger from a humanoid creature that died in their sleep)
  • Duration: 1 minute, concentration

One creature you can see within range must succeed on a Constitution saving throw or fall asleep for the next minute.

While asleep in this way, the creature takes 22 (4d10) necrotic damage at the beginning of each of its turns, and may repeat this saving throw whenever it takes damage or when a creature attempts to wake it as an action, ending the effect on a success.

A creature illuminated by Bright Light has advantage on this saving throw.

Douse

1st-level transmutation


  • Casting Time: 1 bonus action
  • Range: 60 ft.
  • Components: S
  • Duration: instantaneous

You dim one source of Bright Light you can see within 60 feet to Dim Light, or extinguish a source of Dim Light you can see in the area.

Casting this spell does not reveal your position to any creature you are Hidden from, and does not end the Invisibility spell.

Magical light sources produced by a spell of a higher level than this spell was cast at are unaffected.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you may have it affect one additional target in range for each slot level above 1st. You may choose the same target multiple times.

Drown in Blood

4th-level necromancy


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: 1 minute (concentration)

Blood wells up in the mouth and lungs of a creature you can see within range, suffocating it.

The target must succeed on Constitution saving throw or take 4d8 necrotic damage and be unable to speak or breathe for the next minute. An affected creature repeats this saving throw at the end of each of its turns, ending the effect on a success.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 2d8 for each slot level above 4th.

Endurance of the Mother's Faithful

6th-level necromancy


  • Casting Time: 1 action
  • Range: 150 ft. (30 ft. radius)
  • Components: V, S
  • Duration: instantaneous

You release a burst of reanimating spores in a 30 foot radius centered on a point you can see within range.

Each creature in one or more of these areas that died in the last minute is restored to life with 15 hit points and is Poisoned for the next 24 hours.

For each area created by the Sprouting Doom spell within range, you may create an additional burst of reanimating spores, centered on a point in that area.

Entrench

1st-level conjuration


  • Casting Time: 1 bonus action
  • Range: self (5 ft. radius)
  • Components: V, S
  • Duration: 1 minute, concentration

Sturdy roots snake forth from your body, digging deep into the earth around you in a 5 foot radius. Until the spell ends, the area is difficult terrain, your speed is reduced to 0, and you gain the maximum number of temporary hit points possible from any spell or magical effect.

If you move or are moved, the spell ends immediately.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell's radius increases by 5 feet for each slot level above 1st.

Envenomed Touch

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a vial of poison worth 200 gp)
  • Duration: 1 minute

Deadly venom beads on your fingers as you drag them across a creature in range. The target takes 2d6 poison damage, then must succeed on a Constitution saving throw or be Poisoned for the next minute.

At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, it deals 3 (1d6) additional poison damage for each slot level above 2nd.


Exultation of Blood

2nd-level necromancy


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S
  • Duration: 1 hour

You absorb and gain strength from the spilt blood of your foes, gaining 5 temporary hit points for each creature you hit with an attack this turn.

These temporary hit points last for an hour, and while you have any of these temporary hit points attacks you make are made with advantage.

Eye of Rot

4th-level enchantment


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, M (the eye of a creature killed within the past 24 hours)
  • Duration: 1 minute, concentration

You attempt to curse a creature you can see within range, turning the phlegmatic and bilious humors of its own body against it. The target must succeed on a Charisma saving throw or be Cursed until the spell ends.

While Cursed in this way, a creature is Poisoned, takes 4d10 necrotic damage at the start of each of its turns, and repeats this saving throw at the end of each of its turns, ending the effect on a success.

A creature you cannot see makes the saving throw to end this effect with advantage.

Eye of Veiling

2nd-level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a pin that has pierced an eye)
  • Duration: 1 minute

You distort the vision of a creature in range, obscuring yourself from it. The target must make an Intelligence saving throw. On a failed save, you become Invisible to the creature for the next minute. An affected creature repeats this saving throw at the end of each of its turns, ending the effect on a success.

Felloil Rain

3rd-level conjuration


  • Casting Time: 1 action
  • Range: self (5 ft. radius)
  • Components: V, S
  • Duration: 1 minute

Each other creature in a 5 foot radius column extending beneath and around you is doused in a fine mist of glistening oil, and must succeed on a Constitution saving throw or take 8d6 poison damage, or half as much on a success.

If an affected creature takes any fire damage in the next minute, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the end of each of its turns.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the spell's radius increases by 10 feet for each slot level above 3rd.

Ferocity of the Fleshforges

5th-level transmutation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: Instantaneous

You feed a portion of your own flesh to a friendly beast within 5 feet, causing its flesh to strain and distend. You lose 10 hit points, and the creature transforms into a Nashrou Slayer that acts under your control until no hostile creatures remain within its line of sight, or until you or your allies deal any damage to it, then becomes hostile to all creatures.

As an action, a creature can attempt return the Nashrou Slayer to its previous form with a successful Wisdom (Animal Handling) check against your Spell Save DC.

Filth Harvest

5th-level necromancy


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S
  • Duration: instantaneous

You tear away at a weakened foe, forcing negative energy into its body and draining away the life that flees before it.

One creature you can see within range that is Paralyzed, Poisoned, or infected with a disease must make a Constitution saving throw. On a failed save, the creature takes 8d10 necrotic damage and you gain temporary hit points equal to the half the damage dealt.


Flatten Reality

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: self (150 ft. line)
  • Components: V, S
  • Duration: 1 round, concentration

A line of distorted space 150 feet long line and 5 feet wide extends from your space, superpositioning each creature in the area over the space.

Until the end of your next turn or until you leave the area, you and each creature in the area count as being within 5 feet of each other creature in the area, and may teleport to any unoccupied space in the area as a Bonus Action.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the spell's duration increases by 1 round for each slot level above 3rd.

Flaying Scream

3rd-level evocation


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S
  • Duration: instantaneous

Your eyes blaze with abyssal flame as you lift a
grappled creature aloft and scream at it with such
strength its flesh begins to peel away.

Each light the creature is carrying is doused, then the creature must succeed on a Constitution saving throw or
take 3d6 fire plus 6d8 thunder damage, or half as much on a success.

A creature killed by this damage has its skin peeled off and blown away in a spray of gore.

Flickerbolt

6th-level conjuration


  • Casting Time: 1 action
  • Range: 90 ft.
  • Components: V, S
  • Duration: instantaneous

You dip in and out of reality, channeling the energy of your passage into bolts of cosmic force. Make three ranged spell attack rolls against targets in range. On a hit, the target takes 3d6 lightning plus 2d10 force damage.

Before or after making each of these attacks, you may teleport up to 30 feet to an unoccupied space you can see.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you make one additional attack for each slot level above 6th.

Flickering Advance

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S
  • Duration: 1 round

You begin to move with magically empowered speed until the end of your next turn, or until you are hit with an attack.

Until the spell ends, your speed is doubled, attacks against you are made at disadvantage, and whenever you are missed with an attack you may teleport up to 10 feet to an unoccupied space you can see.

Garden of Rot and Ruin

9th-level conjuration


  • Casting Time: 1 action
  • Range: 120 ft. (30 ft. radius)
  • Components: V, S
  • Duration: special, concentration

Each area affected by the Sprouting Doom spell within range releases a cloud of hallucinogenic spores in a 30 foot radius centered on itself.

Each of these areas is heavily obscured, and a creature that starts its turn in one or more of these areas must succeed on a Constitution saving throw or be Poisoned until the start of its next turn. While Poisoned in this way, a creature is Charmed by you and your allies and is hostile to each creature it is not Charmed by.

Each of the affected areas lasts for as long as you maintain concentration, or until dealt 20 or more fire or radiant damage from a single source.

Gift of Transcendent Pleasure

5th-level illusion


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: 1 minute, concentration

One creature you can see within range is suffused in an aura of pure rapturous delight for the next minute, losing the ability to take reactions.

At the beginning of each of the creature's turns, it must succeed on a Wisdom saving throw or voluntarily fail all other saving throws until the beginning of its next turn. On a success, the effect ends.


Gift of Writhing Pain

5th-level illusion


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: 1 minute, concentration

One creature you can see within range falls prone and is wracked with agony for the next minute.

At the beginning of each of the creature's turns, it must succeed on a Constitution saving throw or take 16 (3d10) psychic damage and be unable to stand until the beginning of its next turn, ending the effect on a success.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.

Glyph of Light's Bane

2nd-level enchantment


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S
  • Duration: 1 minute, concentration

One creature grappled by you must succeed on a Charisma saving throw or take 4d6 fire damage and be Cursed for the next minute.

While cursed in this way, the creature takes 2d6 fire plus 1d10 necrotic damage whenever it ends its turn illuminated by Bright Light

Gore Inversion

6th-level necromancy


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: 1 round

One unconscious creature you can see within range must succeed on a Constitution saving throw or die and be turned inside out in a spray of gore.

If a creature dies in this way, each creature of your choice within 60 feet that can see the target is Frightened until the end of your next turn.

Grasping Grave

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 15 ft.
  • Components: V, S
  • Duration: instantaneous

You call forth a skeletal hand from the earth to grasp at a creature. Make a melee spell attack with a reach of 15 feet. On a hit, the target takes 6d10 necrotic damage and must succeed on a Strength saving throw or fall prone.

Grasping Spout

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: instantaneous

You launch forth a tendrilous spout of acrid water at a creature you can see within range, which must succeed on a Strength saving throw or take 4d8 plus your spellcasting modifier acid damage and be dragged up to 30 feet directly toward you.

Graveway Travel

2nd-level conjuration


  • Casting Time: 1 bonus action
  • Range: self
  • Components: S
  • Duration: instantaneous

You sink into the earth, traveling through the uncountable layers of ancient death to rise from another plot. You use 10 feet of your movement to step magically into a Large or larger area of loose earth and emerge in an unoccupied space within 5 feet of any Large or large area of loose earth within 60 feet.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the duration becomes 1 minute (concentration), and you may repeat this transportation ability as a bonus action on each of your turns for the duration.

Harmless Gift

1st-level enchantment


  • Casting Time: 1 action
  • Range: 5 ft.
  • Components: V, S, M (a giftwrapped trinket worth at least 1 gp)
  • Duration: instantaneous

You extend a small gift toward a creature within range. If the creature has an Intelligence score of 4 or higher and could carry the gift, it must succeed on a Wisdom saving throw or accept the gift. A target automatically succeeds on this saving throw if it can't be Charmed.

While it carries the gift, the creature has disadvantage on attacks that target you, and may repeat this saving throw as an action, discarding the gift on a success. A creature makes this saving throw with advantage if you took any hostile action toward it since the end of its last turn.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the target is additionally Charmed by you while it carries the gift.


Heartless Summoning

6th-level conjuration


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: 1 round

One demon of CR 10 or below that you can see within range must succeed on a Charisma saving throw or be wreathed in runic magic. If the demon dies before the beginning of your next turn, another demon of equal or lesser CR is summoned in its space.

Incubate Fears

5th-level illusion


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S
  • Duration: 1 minute

You draw forth and congeal the fears of a Frightened or Unconscious creature within 5 feet, pulling forth 3 Living Nightmares that last for a minute and act under your control in unoccupied spaces you can see within 10 feet of the target.

Into the Spiraling Depths

8th-level conjuration


  • Casting Time: 1 action
  • Range: 120 ft. (15 ft. radius)
  • Components: V, S
  • Duration: 1 minute, concentration

An enormous spectral maw breaches forth in a 15 ft. radius through a planar rift centered on a point you can see within range. Each creature in the area must succeed on a Dexterity saving throw or take 36 (8d8) piercing damage and be abducted to the depths of Abysm.

An abducted creature makes a Charisma saving throw at the end of each of its turns returning to the nearest unoccupied space to where it departed on a success, or taking 22 (4d10) acid damage on a failure. A creature killed by this damage does not return.

Invocation of the Bloodlord

2nd-level necromancy


  • Casting Time: 1 reaction, which you take when a creature you can see is reduced to 0 hit points.
  • Range: 30 ft.
  • Components: V, S, M (a lock of the target's hair)
  • Duration: 1 round

You spit forth a dread command as a companion begins to fall in battle, preventing the target from falling Unconscious due to having 0 hit points until the end of its next turn.

Lay Bare

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S, M (a preserved nerve)
  • Duration: 1 round, concentration

You amplify the fears of a creature you can see within range to expose its weaknesses. The target must succeed on a Wisdom saving throw or be Frightened until the end of your next turn. While Frightened in this way, the creature has disadvantage on Constitution saving throws.

Lightning Burst

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 ft. (20 ft. radius)
  • Components: V, S, M (A shard of blackened glass)
  • Duration: instantaneous

A sphere of lightning crackles to life at a point you can see, then bursts, expanding in searing arcs to fill a 20 foot radius. Each creature in the area must make a Dexterity saving throw. A target takes 6d6 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the radius of the spell's area increases by 10 feet for each slot level above 3rd.

Litany of Flesh Devoured

4th-level enchantment


  • Casting Time: 1 action
  • Range: self (30 ft. radius)
  • Components: V
  • Duration: 1 round, concentration

You begin a dread chant of torment that heightens sensations of stress and pain to unbearable levels. Each creature of your choice within 30 feet of you that can hear it must make a Charisma saving throw.

On a failed save, the next time that creature takes damage before the end of your next turn, it takes the same amount of psychic damage. A creature that fails this save by 5 or more takes a point of Exhaustion, additionally.


Lolth's Favor

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet (15 foot radius)
  • Components: V, S, M (a living widow spider worth 2 sp, which the spell consumes)
  • Duration: instantaneous

You bless a willing creature or one summoned by you with the undivided attention of the Spider Queen. The creature immediately dies, exploding in a torrent of venomous spiders. Each creature within 15 feet of it must succeed on a Constitution saving throw or take 14 (4d6) piercing plus 14 (4d6) poison damage, or half as much on a success.

If the target is a drow, shunned, or spiderkind creature, you may cast this spell with a casting time of 1 bonus action.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, it may additionally target the corpse of any friendly creature that died
in the last minute.

Maddening Shadows

4th-level illusion


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: 1 minute, concentration

Whispering darkness boils forth in a 20 foot radius from a point you can see within range, extinguishing all lights in the area.

A creature other than you that starts its turn in the area must succeed on a Wisdom saving throw or take 6d6 psychic damage and be Frightened until the beginning of its next turn.

A creature that fails this saving throw by 5 or more falls prone, additionally.

Manifest Archdemon

9th-level transmutation


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S
  • Duration: 1 round, concentration

You partially transform until the end of your next
turn, taking on a rough likeness of your archdemon
patron.

While transformed, you may take any action,
reaction, or legendary action listed on your
patron's stat block, and gain its Legendary Actions.

Night's Caress

3rd-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: 1 minute

You gently touch a creature and its mind is
overcome with irresistible torpor. Make a melee
spell attack. On a hit, the target falls asleep for
the next minute.

A sleeping creature wakes early if a creature takes
an action to shake it awake, or if it takes any damage.

Oceanic Assault

7th-level transmutation


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S
  • Duration: 1 minute, concentration

You transform an unoccupied 5 foot radius space filled with water that you can see within range into a Water Weird acts on your initiative and under your mental control.

On each of your turns for the next minute, you may repeat this action, creating an additional Water Weird.

When the spell ends, each Water Weird created by it de-animates, becoming inert water. While you have three or more Water Weirds created by this spell active, you have disadvantage on saving throws made to maintain concentration.

Ooze Deluge

5th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bezoar worth 100 gp)
  • Duration: instantaneous

Flesh-melting ooze cascades down in a 20 foot radius, 100 foot high cylinder centered on a point you can see within range.

Each creature in the area must succeed on a Constitution saving throw or take 8d8 acid damage and be knocked prone, or take half as much damage and not be knocked prone on a success.

A creature that is flying makes this saving throw with disadvantage.


Pallid Rooting

4th-level conjuration


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: 1 minute, concentration

You infest a creature you can see within range with fast-growing spores, causing tendrils of mycelia to burst from its flesh and root it in place. The target must succeed on a Constitution saving throw or be Poisoned for the next minute.

A creature Poisoned in this way repeats this saving throw at the end of each of its turns, ending the effect on a success or taking 6d6 piercing damage and being restrained until the end of its next turn on a failure. The escape DC is equal to your save DC.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th.

Panickfog

4th-level conjuration


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S, M (a drop of condensation collected from a sleeping stranger's window)
  • Duration: 1 minute, concentration

A dense, psychically charged fog descends in a 30 foot radius centered on a point you can see within 120 feet, obscuring the area for the spell's duration with frightening apparitions and distorted sounds.

A creature hostile to you that starts its turn in the fog, or enters it for the first time on a turn, must succeed on a Wisdom saving throw or be Frightened of you until the end of your next turn. A creature that fails this save by 5 or more uses all of its remaining movement to move in a random direction.

Plague Chant

4th-level necromancy


  • Casting Time: 1 action
  • Range: 90 ft.
  • Components: V, M (Dust collected from an ancient corpse's lungs worth 20 gp, which the spell consumes)
  • Duration: instantaneous

You begin an ancient chant which spews forth a slithering cloud of foul, miasmatic vapors that travels between your foes, leaving death in its wake. Make a ranged spell attack against a creature in range. On a hit, the target takes 6d6 necrotic damage.

If this attack hits, you may have the plague chant leap to another creature within 15 feet of the previous target that you have not yet targeted with this spell this turn. Make a new attack roll against the new target, which could cause this ability to leap again.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, each attack deals an additional 1d6 necrotic damage for each slot level above 4th.

Poison Edge

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute, concentration

You anoint an edged weapon or piece of ammunition you touch with a drop of your corrupted life essence, poisoning it for the next minute. The first time each turn a creature is dealt piercing or slashing damage with the weapon, it must succeed on a Constitution saving throw or be Poisoned until the end of its next turn.

When you cast this spell, you lose one hit point, then may choose to lose one unexpended hit die. If you do, the spell doesn't require Concentration.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you may have it affect one additional weapon or piece of ammunition in range for each two slot levels above 1st.

Poison Thoughts

6th-level enchantment


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V
  • Duration: 1 minute, concentration

One Poisoned creature that you can see within 60 feet has the Poisoned condition end for it, then must succeed on a Wisdom saving throw or be Charmed and Dominated by you for the next minute. The charmed creature follows your verbal commands.

The target can repeat this saving throw at the end of each of its turns, ending the effect on a success.

Profane Fate

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: instantaneous

You attempt to curse a creature you can see within range with impending misfortune. The creature must succeed on a Charisma saving throw or be Cursed.

Whenever a creature you have Cursed in this way that you can see succeeds on a saving throw, you can end the curse on that creature and cause the creature to fail instead.


Psychic Lance

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: instantaneous

You channel a lance of psychic energy at a creature within range of you or of a creature charmed by you, and may have this attack originate from a creature charmed by you, using that creature's senses.

Make a ranged spell attack against the target. On a hit, the target takes 8d6 psychic damage and is pushed up to 10 feet away.

Quicken Heart

1st-level enchantment


  • Casting Time: 1 action
  • Range: 15 ft.
  • Components: V, S
  • Duration: instantaneous

You trigger an overwhelming fight or flight response in a creature you can see within range, forcing it to make a Wisdom saving throw.

On a failure, the creature is Frightened until the end of your next turn and must use its reaction, if available, to move half its speed directly away from you.

On a successful saving throw, the target can use its reaction to make a melee attack.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional target for each slot level above 1st.

Rain of Fire

2nd-level evocation


  • Casting Time: 1 action
  • Range: 90 ft. (5 ft. radius)
  • Components: V, S
  • Duration: instantaneous

Three bolts of fire flare from the sky, each exploding in a 5 foot radius centered on a point within 90 feet that the fey'ri can see.

Each flammable object in the area ignites, and each creature not fully beneath cover in the area of one or more of the explosions must succeed on a Dexterity saving throw or take 10 (3d6) fire damage.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d6 for each slot level above 2nd.

Raise the Horde

5th-level necromancy


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S, M (an iron bell)
  • Duration: 1 hour

Up to 5 corpses within 60 feet of you that have been dead for no longer than 1 year rise as Horde Ghouls that act on your turn and follow your metal commands.

The ghouls remain animate for 1 hour, after which time they collapse and die.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, it may animate 5 additional Horde Ghouls for each slot level above 5th. If you cast this spell using a spell slot of 9th level, it may animate any number of Horde Ghouls from corpses within range.

Rend Magic

3rd-level abjuration


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: instantaneous

The controller of one spell or magical effect you can see within 60 feet must succeed on a Constitution saving throw or have the spell or effect end.

If the magical effect was produced by an item, the item may not be activated again until the end of your next turn.

Rime Sphere

5th-level conjuration


  • Casting Time: 1 action
  • Range: 60 ft. (30 foot radius)
  • Components: V, S
  • Duration: 10 minutes

You raise a 30 foot radius spherical barrier of opaque ice centered on a point you can see within 60 feet, where it appears suspended and stationary in space, requiring no support. If the barrier cuts through a creature’s space when it appears, the creature within its area is pushed to a side of the wall of the creature's choice.

The barrier can be damaged and destroyed (AC 10, 100 hit points, vulnerability to fire damage), and whenever a creature deals 25 or more damage to the barrier in a turn it may open a breach large enough for a Medium creature to squeeze through at a point in the attack's reach or range.

If the barrier has 50 hit points or fewer, a Large creature may squeeze through any hole opened in it.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the barrier's hit points increase by 10 for each slot level above 5th.


Rouse Blood

5th-level transmutation


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V
  • Duration: 1 minute

You kindle the bloodlust of a friendly creature you can see within range. The creature can make a melee weapon attack or attempt to grapple a creature as a Bonus Action on each of its turns, and gains 10 temporary hit points whenever it reduces a creature to 0 hit points with a melee weapon attack.

Sanguine Cyclone

5th-level necromancy


  • Casting Time: 1 action
  • Range: 150 ft. (15 foot radius)
  • Components: V, S
  • Duration: 1 minute (concentration)

You conjure forth a raging whirlwind of blood in a 15 foot radius centered on a point you can see within range.

The area is difficult terrain, and a living creature that starts its turn in the area must succeed on a Constitution saving throw or lose one unexpended hit die, or drop to 0 hit points if it cannot.

Whenever a creature loses a hit die in this way, the whirlwind's radius grows by 5 feet, then each creature in its area takes 3 (1d6) slashing damage.

At Higher Levels: If you cast this spell using a spell slot of 7th level or higher, the Duration is 1 hour. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 7th level or higher grants a Duration that doesn't require Concentration.

Screaming Flame

1st-level evocation


  • Casting Time: 1 reaction, which you take when a creature you can see targets you with a melee attack.
  • Range: special
  • Components: V
  • Duration: instantaneous

You scream a gout of vengeful flame at your attacker, forcing it to succeed on a Dexterity saving throw or take 3d6 fire damage and make its attack with disadvantage.

A Draconic Bloodline Sorcerer that casts this spell may choose for this damage to instead be of the type associated with their draconic ancestry.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you may make this reaction when targeted by a ranged or melee attack made by a creature you can see within 60 feet of you.

Seal of Misery

7th-level enchantment


  • Casting Time: 1 action
  • Range: 120 ft. (20 ft. radius)
  • Components: V, S
  • Duration: 1 hour

You raise an opaque barrier of crimson light enclosing a 20 foot radius sphere centered on a point you can see within range, trapping creatures within in a battle for survival.

A creature that moves or is moved out of the area must succeed on a Strength saving throw or take 5d10 necrotic damage and be pushed up to 20 feet toward the area's center, or take half as much damage on a success.

If the sphere contains one or fewer creatures that are not Incapacitated, the effect ends.

Shield of Bones

1st-level conjuration


  • Casting Time: 1 reaction, which you take when you or an undead ally within 60 feet is targeted with a ranged attack.
  • Range: 60 ft.
  • Components: S, M (a pinch of bone dust)
  • Duration: 1 round

You raise a barrier of bones and earth to protect yourself or an undead ally from missile fire. The attack's target gains 3/4 cover against ranged attacks until the beginning of your next turn.

Sink into Earth

3rd-level illusion


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V
  • Duration: 1 minute, concentration

You assail the senses of a creature you can see within range, making it feel as though the earth has ceased to support them and they are falling into it. The creature must succeed on an Intelligence saving throw or fall prone and be Blinded for the next minute.

When the target stands from prone, the effect ends and the creature takes 4d10 psychic damage, feeling as though its spirit has smashed into its body after a long fall.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the target must repeat this saving throw whenever it attempts to stand, taking 2d10 psychic damage and failing to stand on a failed save.


Skin Dance

4th-level illusion


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: 1 hour

You assume the appearance of a humanoid creature you can see within range, then teleport to an unoccupied space within 5 feet of it.

While you are within 5 feet of the creature you are mimicking, a creature with a Passive Insight lower than your save DC that attempts to target either you or the mimicked creature with an attack or spell instead selects one of the two of you at random as the target.

Skinsend

4th-level necromancy


  • Casting Time: 1 minute
  • Range: Self
  • Components: V
  • Duration: 8 hours

You cause your own skin to peel off your body and animate as a construct under your mental control. You may project your consciousness to your animated skin or return it to your actual body as an action. When your consciousness is in your body, you are Incapacitated (except for transferring your will to your skin, or dismissing the spell).

Your possessed skin is identical to you in all ways, except the following: It has only half the number of hit points you had at the time you cast the spell, it cannot be healed above this maximum, it is immune to bludgeoning damage, and it can move through spaces as small as 1 inch without squeezing. Your skin can take any actions you could normally take in your own body (such as to fight or cast spells).

When your skin leaves your body, your body’s hit points drop to 0 and you are stable. Your body cannot recover hit points until your skin returns; only effects that can regrow body parts can heal you, such as the Regenerate spell.

If your body regains any hit points before your skin returns to it, the skin dies and your consciousness returns automatically to your body.

When your skin returns to your body, you regain hit points equal to your skin’s remaining hit points. If the spell ends before you reunite with your skin or if your skin is killed while you are in your body, you remain Incapacitated and at 0 hit points until your skin is restored to you (requiring powerful magic, as described above). If your body dies while you are possessing your skin, you die when the spell ends, regardless of how many hit points the skin has left. If your skin is slain with your consciousness in it, your consciousness returns automatically to your body.

This spell leaves long scars on your skin where it split apart, although these fade normally with the use of healing magic.

Slaying Smite

5th-level evocation


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V
  • Duration: 1 minute, concentration

The next time you hit a creature with a melee attack before this spell ends, your weapon is wreathed in deathly energies, and the attack deals an extra 8d8 necrotic damage to the target.

Additionally, if this attack reduces the target to 20 hit points or fewer, it must succeed on a Constitution saving throw or die. If the target is not native to the plane you’re
on, it has disadvantage on this saving throw.

Song of Ruin

4th-level enchantment


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V
  • Duration: 1 minute

Each other creature within range that can hear you must succeed on Wisdom saving throw or become hostile to a random creature within 15 feet of it and indifferent to all other creatures for the next minute.

A creature repeats this saving throw at the end of each of its turns, ending the effect on a success.

This effect ends early if the affected creature takes damage from any source other than another affected creature, or if a creature takes an action to shake the affected creature out of its fury.

Soulbound Swap

2nd-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self (60 ft. range)
  • Components: V, S
  • Duration: Instantaneous

You and one friendly or charmed creature of the same size category within range teleport to trade places with one another.

Sow Chaos

7th-level enchantment


  • Casting Time: 1 action
  • Range: 60 ft. (15 foot radius)
  • Components: V, S
  • Duration: 1 minute

You unleash a disorienting burst of chaotic psychic force in a 15 foot radius centered on a point you can see within range.

Each creature in the area must succeed on a Wisdom saving throw or become Charmed by each other creature that failed this saving throw and hostile to each creature that did not for the spell's duration.

An affected creature repeats this saving throw at the end of each of its turns, ending the effect on a success.

This saving throw cannot be failed voluntarily.


Sow Demonseed

4th-level transmutation


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S
  • Duration: 1 hour

You plant a spectral seed in a Medium or Large plant within 5 feet, transforming it into a Gravesnag that remains under your control for the next hour, after which it becomes hostile to you and your allies and indifferent to all other creatures.

This control ends early if you give the gravesnag a suicidal command, or if you or your allies deal any damage to it.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the Gravesnag dies when the spell ends.

Spawn Blood Echo

5th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Special (concentration)

You shed a portion of your life force, molding it into a Blood Echo in an unoccupied space within 5 feet that lasts until the spell ends and acts under your mental control.

The blood echo initially takes on your likeness, attack bonus, and saving throws. The spell lasts for a number of hours equal to the number of hit dice as part of casting this spell. If you spent 6 or more hit dice in this way, the spell does not require concentration.

Spontaneous Combustion

5th-level evocation


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: S, M (ash from a funeral pyre worth 1 sp, which the spell consumes)
  • Duration: 1 minute, concentration

You cause a creature you can see within range to
burst suddenly and dramatically into flame. The
creature must succeed on a Dexterity saving throw or
take 6d6 fire damage and ignite for the spell's duration.

Until the spell ends or a creature takes an action
to douse the fire,
the target has disadvantage on attack rolls and
takes 2d6 fire damage at the end of each of
its turns.

Sporeflight

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: self
  • Components: S
  • Duration: instantaneous

You transform into a cloud of spores and move up to your speed without provoking attacks of opportunity before reverting to your normal form.

You may pass through other creatures and move through a space as small as 1 inch with this movement, and each creature whose space you move through in this way for the first time on a turn must succeed on a Constitution saving throw or be Poisoned until the end of your next turn.

Sprouting Doom

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 120 ft. (5 ft. radius)
  • Components: S, M (a satchet of exotic spores worth 1 gp, which the spell consumes)
  • Duration: 1 minute

A roiling growth of multifarious fungus that lasts for a minute bursts forth in a 5 foot radius centered on a point you can see within range, exuding toxic spores.

The area is difficult terrain for nonplant creatures other than you, and a nonplant creature that starts its turn in the area takes 20 poison damage. This effect ends early if the area is dealt 20 or more fire or radiant damage from a single source.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you may create an additional area of fungal growth centered on a point you can see within range for every two slot levels above the 3rd.


Steal Dreams

4th-level enchantment


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S
  • Duration: instantaneous

You touch an unconscious or blinded creature, attempting to tear out a portion of its dreams and ambitions. The creature must make an Intelligence saving throw.

On a failed save, you learn one closely held secret of the creature's, and the creature takes 33 (6d10) nonlethal psychic damage.

A creature reduced to 0 hit points in this way is Cursed. A creature cursed in this way cannot gain levels or otherwise advance through experience. When this curse ends, the creature gains any levels prevented by the curse.

Strands of the Demonweave

5th-level conjuration


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
  • Range: 60 ft.
  • Components: V, S
  • Duration: instantaneous

You weave a portion of the expended magic from a creature's spell into threads of prismatic silk that envelop and bind it.

Any damage dealt by the spell is reduced by half, and the spell's caster must succeed on a Strength saving throw or be restrained until it takes any damage. The escape DC is equal to your save DC.

Sudden Spoiling

6th-level necromancy


  • Casting Time: 1 action
  • Range: 15 ft.
  • Components: V, S
  • Duration: instantaneous

One creature you can see within range must succeed on a Constitution saving throw or take 11d8 necrotic damage, or half as much on a success.

If this spell was cast as a reaction on the target's turn, the target is additionally Stunned on a failed save until the end of your next turn.

Tailored Bane

3rd-level abjuration


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: 10 minutes

You weave a magical snare, sculpted to disrupt a specific spell. Choose a spell in secret. When a creature within 60 feet of you casts that spell, you can reveal your choice to end this spell and to gain control of the triggering spell, selecting new targets for it.

The Queen's Will

1st-level enchantment


  • Casting Time: 1 reaction, which you take when you see a friendly creature within range miss with an attack or fail a saving throw
  • Range: 60 ft.
  • Components: V
  • Duration: instantaneous

You call out an imperious command with all the authority of your dread patron, dealing 1d10 psychic damage to your target and allowing it to reroll the triggering attack or saving throw, taking the second result.

Thunderous Touch

3rd-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: instantaneous

Make a melee spell attack. On a hit, the target takes 5d10 thunder damage and is pushed 15 feet away from you. A creature pushed into a wood or plaster wall or object less than a foot thick is pushed through it.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.


Toxic Aura

5th-level conjuration


  • Casting Time: 1 action
  • Range: self (30 ft. radius)
  • Components: V, S
  • Duration: 1 hour

Fuming, iridescent venom begins to ooze from the earth at your feet, its fumes drifting inexorably toward the wounds of your foes.

Whenever a creature within 30 feet of you takes any bludgeoning, piercing, or slashing damage, you may deal 1d6 additional poison damage to it.

Twist the Heart

7th-level enchantment


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S, M (a spool of golden thread worth 10 gp)
  • Duration: 1 hour, concentration

You touch a creature's chest and magical bindings of golden light drift from your fingers through its flesh and wrap around its heart. Make a melee spell attack. On a hit, the target takes 8d10 psychic damage and must make a Wisdom saving throw.

On a failure, the creature is Dominated by you for the next hour, and repeats this saving throw whenever it takes damage, ending the effect on a success.

While Dominated in this way, the creature takes 5 (1d10) psychic damage whenever it deals damage to or is dealt damage by a former ally.

Unendurable Agony

8th-level enchantment


  • Casting Time: 1 action
  • Range: 20 ft.
  • Components: V
  • Duration: 1 minute, concentration

You wail forth an discordant melody that distorts perception, wracking creatures with unendurable physical and mental agony.

Each other creature within range must make a Wisdom saving throw. On a failed save, a creature becomes hostile to itself and indifferent to all other creatures for the next minute.

An affected creature repeats this saving throw whenever it takes 10 or more damage from a single source, ending the effect on a success.

At Higher Levels: When you cast this spell using a spell slot of 9th level, the range increases to 40 feet.

Unholy Enthrallment

4th-level enchantment


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S
  • Duration: 24 hours

Your eyes blaze with dread authority as you cow an unholy creature trapped in your grasp. One fiend or undead creature grappled by you must succeed on a Charisma saving throw or be Dominated by you for the duration.

The creature repeats this saving throw whenever it takes damage, ending the effect on a success.

Waking Dream

4th-level enchantment


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S
  • Duration: 1 hour, concentration

You touch an Unconscious creature and plague it with terrible nightmares, forcing it to sleepwalk under your control. The creature must Wisdom saving throw or rise under your control for the next hour, or until it regains consciousness, and can perceive and take actions as though conscious for the duration.

Whenever the creature would wake, you may make a DC 10 Constitution saving throw. On a success, the creature remains Unconscious.


Wheel of Ruin

6th-level evocation


  • Casting Time: 1 action
  • Range: self
  • Components: V, S
  • Duration: 1 minute, concentration

You conjure an abyssal storm that lasts for a minute and follows your movement, swirling as you circle it.

On each of your turns, you may call down demonic lightning as a bonus action. You and each creature encircled by the movement you took this turn must succeed on a Dexterity saving throw or take 6d6 lightning plus 2d10 necrotic damage, or half as much on a success.

Rules Clarification: Encircling. A creature is encircled by your movement if the ground you moved over on this turn marks a contiguous path that intersects itself, creating an enclosed shape that contains the creature. The path of your movement counts as part of the shape it encloses.

Wreath With Flame

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: touch
  • Components: V, S
  • Duration: 1 round

You touch a willing creature and envelop it in empowering flames. Until the end of your next turn, its melee attacks deal an additional 2d6 fire damage.

Monsters by CR

CR Creature
M2 Stirge Harrier
M3 Cultist of the Bloodlord
M3 Dretch Fodder
M3 Ekolid Nymph
M3 Shadow Demon Scrabbler
M4 Krenshar Harrier
M5 Cultist of the Spider Queen
M5 Horde Ghoul
M5 Manes Wretch
M6 Cultist of the Lord of Beasts
M6 Maw Demon Gnawer
M9 Venom-Eye Basilisk
M10 Witherling Rabble
M11 Cultist of the Grand Indulger
M11 Cultist of the Rot Mother
M11 Hezrou Goon
M12 Chasme Plague Drone
M14 Fey'ri Reveler
M15 Living Nightmare
M16 Abyssal Thrall
M16 Armanite Headbreaker
M17 Bebilith Fusespawn
M17 Vrock Kettler
0 Ruin Demon Shredling
1/4 Abyssal Chicken
1/2 Abyssal Scavenger
1/2 Juvenile Ixitxachitl
1/2 Ooze Scion
1-4 Abyssal Ghoul
1-4 Babau
1-4 Bulezau Rot-Sower
1-4 Cult Fanatic of the Bloodlord
1-4 Cult Fanatic of the Grand Indulger
1-4 Cult Fanatic of the Lord of Beasts
1-4 Cult Fanatic of the Rot Mother
1-4 Cult Fanatic of the Spider Queen
1-4 Devoted of the Bloodlord
1-4 Devoted of the Rot Mother
1-4 Dretch Agitator
1-4 Dybbuk (Unbound)
1-4 Ekolid Carnifex
1-4 Fey'ri Marauder
CR Creature
1-4 Fleshseeker Ghoul
1-4 Gravesnag
1-4 Guecubu Cackle-Fiend
1-4 Guecubu Soul Haunt
1-4 Incubus Atonian
1-4 Krenshar Bloodbrued
1-4 Manes Vilespawn
1-4 Manes Mob
1-4 Maw Demon Gorger
1-4 Nashrou Scout
1-4 Nashrou Stalker
1-4 Quasit Bogey
1-4 Quasit Pest
1-4 Quasit Megalomaniac
1-4 'Rakshasa' Body Double
1-4 Ruin Demon Caricature
1-4 Shadow Demon Soulcarver
1-4 Skulvyn
1-4 Spyder Fiend Kakku
1-4 Spyder Fiend Spithriku
1-4 Spyder Fiend Phisarazu
1-4 Stirge Hive Tender
1-4 Stirge Skullpiercer
1-4 Succubus Visitor
1-4 Swarm of Abyssal Chickens
1-4 Vampiric Ixitxachitl
1-4 Vargouille
1-4 Wilt-Eye Basilisk
1-4 Witherling Clatterbones
1-4 Yeth Hound
5-8 Adaru
5-8 Armanite Bloodwether
5-8 Barlgura Spearbreaker
5-8 Blood Echo
5-8 Bulezau Hatebrood
5-8 Caligrosto
5-8 Chasme Tormentor
5-8 Chicken Tree
5-8 Devoted of the Grand Indulger
5-8 Devoted of the Lord of Beasts
5-8 Devoted of the Spider Queen
5-8 Draegloth Heritor
5-8 Draudnu
5-8 Dretch Horde
CR Creature
5-8 Fey'ri Bloodwright
5-8 Fey'ri Skin Dancer
5-8 Hezrou Toady
5-8 Hezrou Hollerer
5-8 Incubus Ephialtes
5-8 Krenshar Gnawbones
5-8 Maw Demon Roving Void
5-8 Nabassu Fledgling
5-8 Nashrou Slayer
5-8 Rakshasa Naztharune
5-8 Rakshasa Rukh
5-8 Ruin Demon Skyblight
5-8 Solamith Dropshot
5-8 Spyder Fiend Lycosidilith
5-8 Spyder Fiend Raklupis
5-8 Stirge Queen
5-8 Succubus Castle-Toppler
5-8 Tanarukk Scarbearer
5-8 True Basilisk
5-8 Vargouille Swarm
5-8 Vrock Schemer
5-8 Witherling Death Shrieker
5-8 Worm-Shadow
9-12 Abyssal Basilisk
9-12 Alkalith
9-12 Armanite Lancer
9-12 Barlgura Terror Fiend
9-12 Bebilith Charblood
9-12 Cerebrelith
9-12 Chosen of the Bloodlord
9-12 Chosen of the Spider Queen
9-12 Draegloth Abomination
9-12 Dybbuk Deadite
9-12 Ferrolith
9-12 Glabrezu Persecutor
9-12 Glabrezu Corruptor
9-12 Immolith
9-12 Jarrlak
9-12 Laghathti
9-12 Manitou Withergast
9-12 Tanarukk Firespeaker
9-12 Vrock Desecrator
9-12 Yochlol
13-16 Abyssal Worm
13-16 Blood Fiend
13-16 Chosen of the Grand Indulger
13-16 Chosen of the Lord of Beasts
13-16 Chosen of the Rot Mother
13-16 Daemonfey Progenitor
13-16 Glabrezu Sire of Woe
13-16 Golothoma
13-16 Lilitu
13-16 Marilith Decimator
13-16 Nalfeshnee Gorger
13-16 Rakshasa Ak'Chazar
13-16 Solamith Redgaffer
13-16 Uzollru
13-16 Wastrilith Krasis
17-20 Balor Warmonger
17-20 Exarch of the Rot Mother
17-20 Goristro Ram-Raider
17-20 Haures
17-20 Manitou Befouled
17-20 Marilith Battle Tyrant
17-20 Myrmyxicus
17-20 Nabassu Death Stealer
17-20 Nalfeshnee Magistrate
17-20 Rakshasa Rajah
17-20 Sibriex
21+ Abyssal Splitworm
21+ Balor Scion of Brutality
21+ Baphomet
21+ Bebilith Ruinarch
21+ Demogorgon
21+ Fraz-Urb'luu
21+ Exarch of the Bloodlord
21+ Exarch of the Grand Indulger
21+ Exarch of the Lord of Beasts
21+ Exarch of the Spider Queen
21+ Goristro Living Siege
21+ Graz'zt
21+ Juiblex
21+ Kerzit
21+ Lolth
21+ Orcus
21+ Molydeus
21+ Wastrilith Chthonian
21+ Yeenoghu
21+ Zuggtmoy

Spells By Level

Level Spell School Conc. Ritual Class
1st Caustic Coating Transmutation No No Druid, Ranger
1st Corpseleech Necromancy No No Druid
1st Corpus Potency Necromancy No No Cleric, Druid, Paladin
1st Darting Duplicate Illusion No No Bard, Sorcerer, Wizard
1st Discharge Evocation No No Artificer
1st Entrench Conjuration Yes No Druid, Paladin, Ranger
1st Harmless Gift Enchantment Yes No Bard
1st Poison Edge Transmutation No No Druid, Ranger
1st Quicken Heart Enchantment No No Druid, Ranger, Warlock
1st Screaming Flame Evocation No No Sorcerer, Wizard
1st Shield of Bones Conjuration No No Sorcerer, Wizard
1st The Queen's Will Enchantment No No Bard, Cleric, Paladin
2nd Breath of the Abyss Conjuration No No Warlock
2nd Call to Feast Enchantment No No Bard, Druid, Ranger
2nd Crackling Frenzy Evocation No No Artificer
2nd Crushing Pulse Evocation No No Artificer, Druid, Ranger
2nd Death's Beckon Necromancy No No Warlock, Wizard
2nd Demand Offering Enchantment No No Cleric, Paladin
2nd Demonic Lash Conjuration No No Cleric, Paladin
2nd Disfigure Necromancy No No Cleric, Paladin, Sorcerer, Wizard
2nd Envenomed Touch Transmutation No No Druid, Ranger
2nd Exultation of Blood Necromancy No No Bard, Paladin
2nd Eye of Veiling Illusion No No Bard, Sorcerer
2nd Glyph of Light's Bane Enchantment Yes No Cleric, Paladin
2nd Grasping Spout Transmutation No No Cleric, Druid, Ranger, Warlock
2nd Graveway Travel Necromancy No No Druid, Ranger, Sorcerer, Cleric
2nd Invocation of The Bloodlord Necromancy No No Cleric, Paladin, Sorcerer, Wizard
2nd Lay Bare Enchantment Yes No Bard, Druid, Ranger
2nd Profane Fate Enchantment No No Cleric, Paladin
2nd Rain of Fire Evocation No No Sorcerer, Wizard
2nd Soulbound Swap Conjuration No No Bard
3rd Abyssal Abduction Conjuration No No Ranger
3rd Awaken Fury Enchantment Yes No Bard, Druid, Ranger
3rd Blightning Strike Conjuration No No Cleric, Paladin
3rd Bloodflame Spear Necromancy No No Druid, Sorcerer
3rd Breath of Thanatos Conjuration No No Warlock
3rd Chaos Revels Conjuration No No Sorcerer
3rd Covetous Intercession Conjuration No No Bard
3rd Dedication of Blood Necromancy No No Cleric, Paladin, Warlock
3rd Felloil Rain Conjuration No No Druid, Ranger
3rd Flatten Reality Transmutation Yes No Sorcerer, Warlock, Wizard
3rd Flaying Scream Evocation No No Bard, Paladin, Sorcerer
3rd Flickering Advance Transmutation No No Sorcerer, Wizard
Level Spell School Conc. Ritual Class
3rd Grasping Grave Necromancy No No Sorcerer, Warlock, Wizard
3rd Lightning Burst Evocation No No Artificer, Sorcerer, Wizard
3rd Lolth's Favor Conjuration No No Cleric, Druid, Ranger
3rd Night's Caress Enchantment Yes No Bard, Sorcerer, Wizard
3rd Psychic Lance Enchantment No No Bard, Sorcerer
3rd Rend Magic Abjuration No No Artificer, Cleric, Paladin
3rd Sink Into Earth Illusion Yes No Bard, Sorcerer, Wizard
3rd Sporeflight Transmutation No No Druid, Ranger
3rd Sprouting Doom Conjuration No No Druid, Ranger
3rd Tailored Bane Abjuration No No Artificer, Sorcerer
3rd Thunderous Touch Evocation No No Druid, Ranger
3rd Wreath With Flame Evocation No No Cleric, Druid, Paladin, Ranger
4th Corrupt Marrow Necromancy No No Sorcerer, Wizard
4th Deceptive Demise Illusion No No Bard, Sorcerer, Wizard
4th Drown in Blood Necromancy Yes No Sorcerer, Wizard
4th Eye of Rot Enchantment Yes No Bard, Sorcerer, Wizard
4th Litany of Flesh Devoured Enchantment Yes No Bard
4th Maddening Shadows Illusion Yes No Druid, Ranger, Sorcerer
4th Pallid Rooting Conjuration Yes No Druid, Ranger
4th Panickfog Conjuration Yes No Bard, Druid, Ranger
4th Plague Chant Necromancy No No Cleric
4th Skin Dance Illusion No No Sorcerer
4th Skinsend Necromancy No No Druid, Sorcerer
4th Song of Ruin Enchantment No No Bard
4th Sow Demonseed Transmutation No No Druid, Ranger
4th Steal Dreams Enchantment No No Bard, Cleric
4th Unholy Enthrallment Enchantment No No Bard, Paladin
4th Waking Dream Enchantment Yes No Bard, Cleric
5th Creeping Ruin Conjuration No No Druid, Cleric, Paladin, Ranger
5th Delay Spell Abjuration No No Artificer, Wizard
5th Ferocity of the Fleshforges Transmutation No No Druid, Ranger
5th Filth Harvest Necromancy No No Druid, Ranger
5th Gift of Transcendent Pleasure Illusion Yes No Bard
5th Gift of Writhing Pain Illusion Yes No Bard
5th Incubate Fears Illusion No No Bard, Cleric
5th Ooze Deluge Conjuration No No Druid, Ranger
5th Raise the Horde Necromancy No No Cleric, Wizard
5th Rime Sphere Conjuration No No Druid, Ranger
5th Rouse Blood Transmutation No No Bard
5th Sanguine Cyclone Necromancy Yes No Druid, Sorcerer
5th Slaying Smite Evocation Yes No Paladin
5th Spawn Blood Echo Necromancy Yes No Bard, Sorcerer
5th Spontaneous Combustion Evocation Yes No Sorcerer, Wizard
5th Strands of the Demonweave Conjuration No No Cleric, Druid
5th Toxic Aura Conjuration No No Druid, Ranger
Level Spell School Conc. Ritual Class
6th Boiling Breath Evocation No No Druid, Sorcerer
6th Desecration Stride Conjuration Yes No Cleric, Warlock
6th Endurance of the Mother's Faithful Necromancy No No Druid, Warlock (The Rot Mother)
6th Flickerbolt Conjuration No No Sorcerer, Warlock
6th Gore Inversion Necromancy No No Warlock, Wizard
6th Heartless Summoning Conjuration No No Bard, Sorcerer, Wizard
6th Poison Thoughts Enchantment Yes No Druid, Warlock
6th Sudden Spoiling Necromancy No No Druid, Sorcerer, Warlock
6th Wheel of Ruin Evocation Yes No Druid, Warlock
7th Baleful Displacement Conjuration No No Sorcerer, Wizard, Warlock
7th Conjure Hunt Conjuration Yes No Druid, Warlock
7th Doomed Sleep of Moil Enchantment Yes No Warlock
7th Oceanic Assault Transmutation Yes No Cleric, Sorcerer
7th Seal of Misery Enchantment No No Warlock, Wizard
7th Sow Chaos Enchantment Yes No Sorcerer
7th Twist the Heart Enchantment Yes No Bard, Cleric, Sorcerer
8th Corruptive Emblem Enchantment No No Sorcerer, Warlock, Wizard
8th Curse of Living Bones Necromancy No No Cleric, Wizard
8th Into the Spiraling Depths Conjuration Yes No Warlock
8th Unendurable Agony Enchantment Yes No Wizard, Warlock
9th Chaos Immortal Transmutation No No Bard, Cleric, Druid
9th Corrupted Offering Enchantment No No Cleric
9th Darkfire Abyss Conjuration No No Cleric, Sorcerer, Warlock, Wizard
9th Devouring Rain Conjuration Yes No Druid, Cleric
9th Displace Soul Enchantment No No Bard, Sorcerer, Warlock
9th Garden of Rot and Ruin Conjuration Yes No Druid (Circle of Spores), Warlock
9th Manifest Archdemon Transmutation Yes No Warlock (Any Demonic Patron)

Art Credits

I would like to extend my deepest thanks to all the artists that labored over the art employed by this book, to Wizards of the Coast for making their intellectual property available to fan projects, and to my friend Rae Elderidge, whose incredible cover artwork confers to these book an unearned halo of legitimacy. His comissions are usually open, but only if you want a nasty goblin.

  • Cover by Rae Elderidge
  • Blood Pact by Sam White
  • Priest of Urabrask by Clint Cearly
  • Adaru by Carl Critchlow
  • Alkilith by Claudio Pozas
  • Armanite copyright Wizards of the Coast
  • Babau by Ben Wooten
  • Balor by Arnie Swekel
  • Blood War by Max Dunbar, Sebastian Cheng, David Cruz
  • Barlgura copyright Wizards of the Coast
  • Bulezau by Carl Critchlow
  • Cerebrilith by Sam Wood
  • Chasme by Anne Stokes
  • Dretch by Chippy
  • Ferrolith by Steve Ellis
  • A glabrezu being summoned by Tyler Jacobson
  • Goristro by Conceptopolis
  • Goristro by Sam Wood
  • Hezrou by Brent Hollowell
  • Thirsting Nightmare by Igor Kieryluk
  • Ixatxachitl by Ben Wootten
  • Vampiric Ixatxachitl copyright Wizards of the Coast
  • Ixzan copyright Wizards of the Coast
  • Mane by Arnie Swekel
  • Marilith by Conceptopolis
  • Driz'zt fighting a Marilith by Todd Lockwood
  • Molydeus by Arnie Swekel
  • Myrmyxicus by Tom Baxa
  • Nabassu by Claudio Pozas
  • Nalfeshnee by Sam White
  • Nalfeshnee by Conceptopolis
  • The Lords of Woe by Arnie Swekel
  • Quasit by Autumn Rain Turkel
  • Solamith by James Zhang
  • Magmaquake by Sam Burley
  • Spyder Fiend Kakku copyright Wizard of the Coast
  • Spyder Fiend Spithriku copyright Wizard of the Coast
  • Spyder Fiend Phisarazu copyright Wizard of the Coast
  • Spyder Fiend Lycosidilith copyright Wizard of the Coast
  • Spyder Fiend Raklupis copyright Wizard of the Coast
  • Succubus copyright Wizard of the Coast
  • Vrock by Sam Wood
  • Vrock by Dave Kendall
  • Yochlol by Chippy
  • Yochlol Transformation copyright Wizards of the Coast
  • Draudnu by James Zhang
  • Ekolid by Ted Pendergraft
  • Phyrexian Tower by Dimitar Marinski
  • Golothoma by Skan Srisuwan
  • Nightmare Horror by Aaron Miller
  • Whispers of Emrakul by Jason Rainville
  • Sibriex by Steve Ellis
  • Uzollru by Andrew Hou
  • Wastrilith by Tom Baxa
  • Drowned Catacomb by Jung Park
  • Trench Gorger by Hideaki Takamura
  • Soulflayer by Seb McKinnon
  • Geistflame by Scott Chou
  • Custodi Lich by Bastien L. Deharme
  • Horobi, Death's Whisper by Aleksi Briclot
  • Ecstatic Awakener by Tuan Duong Chu
  • Demonic Tutor by Zack Stella
  • Strangleroot Geist
  • Gnarlwood Dryad by Raymond Swanland
  • Draegloth by Ben Wooten
  • Jeggred Baenre by Brom
  • Eyeblight Cullers by Randy Vargas
  • Gilt-Leaf Winnower by Viktor Titov
  • Briarblade Adept by Uriah Voth
  • Farthest Reach cover by Adam Rex
  • Villainous Wealth by Erica Yang
  • Rakshasa Vizier by Nils Hamm
  • Rakshasa's Secret by Magali Villeneuve
  • Rakshasa Gravecaller by Jakub Casper
  • Tanarukk by John-Paul Balmet
  • Abyssal Chicken by Christopher Burdett
  • Abyssal Scavenger copyright Wizards of the Coast
  • Embermaw Hellion by James Paick
  • Volcano Hellion by Wayne Reynolds
  • Hellion Crucible by Trevor Claxton
  • Basilisk by Ilya Shkipinz
  • Turntimber Basilisk by Goran Josic
  • Bebilith by Chippy
  • Golgari Germination by Svetlin Velinov
  • Jarrlak by Arnie Swekel
  • Krenshar by Adam Gillespie
  • Maw Demon by Tom Baxa
  • Nashrou by Sam Wood
  • Rotroots by Jimmy Nijs
  • Ruin Demon by Ben Wooten
  • Skulvyn by Tom Baxa
  • Stirge by Gary Jamroz
  • Sliver Hivelord by Aleksi Briclot
  • Vargouilles copyright Wizards of the Coast
  • Yeth Hound copyright Wizards of the Coast
  • Shadowgrange Archfiend by Oleksandr Kozachenko
  • Sepulcher Ghoul by Jason Engle
  • Grave Scrabbler by Livia Prima
  • Rotted Ones Lay Siege by Steve Prescott
  • Lotleth Troll by Vincent Proce
  • Haures by Ben Wooten
  • Soul Snuffers by Izzy
  • Accursed Witch by Wesley Burt
  • Infectious Curse by Wesley Burt
  • Shadow's Verdict by Lius Lasahido
  • Thirsting Shade by Igor Kieryluk
  • Witherling by Filip Burburan
  • Baphomet by Richard Whitters
  • Demogorgon by Claudio Pozas
  • Fraz-Urb'luu by Richard Whitters
  • Knight of Swords by by Rae Elderidge
  • Juiblex by Craig J. Spearing
  • Juiblex by Arnie Swekel
  • Kerzit by James Ryman
  • Lolth, Spider Queen by Jesper Ejsing
  • Lolth, Spider Queen by Tyler Jacobsen
  • Orcus by Andrew Mar
  • Yeenoghu by Richard Whitters
  • Abyssal Wedding by Tyler Jacobson
  • Magus of the Will by Vincent Proce
  • Prismaris Veteran by Konstantin Porubov
  • Blind Zealot by Jana Schirmer & Johannes Voss
  • Ruination Rioter by Dmitry Burmak
  • Deathcap Cultivator by Karla Ortiz
  • Darkwater Catacombs by Cliff Childs
  • Izoni, Thousand Eyed by Winonan Nelson
  • Magus of the Bridge by Bryan Sola
  • Experiment One by Chase Stone
  • Glistening Deluge by Anastasia Balakchina
  • Lullmage's Domination by Zezhou Chen
  • Unleash Fury by Izzy
  • Soaring Thought Thief by Lie Setiawan
  • Dig Through Time by Ryan Yee
  • Nightshade Peddler by John Stanko
  • Devour Flesh by Kev Walker
  • Severed Strands by Zack Stella
  • Searing Spear by Chris Rahn
  • Toxic Deluge by Svetlin Velinov
  • Awoken Demon by Tuan Duong Chu
  • Desert's Hold by Sara Winters
  • Ashiok's Erasure by Zezhou Chen
  • Jeska, Thrice Reborn by by Chris Rallis

License

Howl to Ruin is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.