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Publisher: DMs Guild Product Oversight: Grim Press Designer: Aaron Gentry Editor: Justin M. Cole Writers: Aaron Gentry, Dan Salvucci, Jeffrey Fischer, David Serrano, Ciaran O'Halloran, ELF Vesala, Matthew Arter, Justin Dixon, Craig Mackie, Kayla Bayens Artists: Bob Greyvenstein, Bradlyvancamp, Kingkostas, Zak Hennessey WotC Inspirational Works: Libris Mortis (3.5e), Open Graves (4e), Avernus Setting Malcanthet, Queen of the Succubi is depicted in all of her beautifully horrifying glory, ready to command her Council of Counts in an assault on the realms. They are the soul-crushingly terrifying demons and devils that inhabit your dreams. They are the otherworldly beings that lurk in the shadows at the edges of perception. They are the evil twisted souls, all that remains of long deceased beings that loathe the very thought of the living and seek nothing more than to feast upon their flesh and consume their souls. They are the wizened ancient beings whose thirst for power and greed for knowledge led them down the path of the damned. These are the Creatures of the Abyss. Contained within this supplement are over 80 statblocks of unique creatures to unleash upon your unsuspecting players. Ranging from the most evil fiendish offerings of the Abyss to the hellish inhabitants of the planes of hell, to practitioners of long forgotten and forbidden magics, these creatures are sure to challenge the mettle of even the most seasoned of adventurers. Included are brand new creations and conversions of popular creatures from previous D&D editions. The ultimate goal of this supplement is to provide a wide variety of options for your storylines, be it exploring long forgotten catacombs, delving into the depths of the Underdark, or traveling the scorched landscape of Avernus. Surely something sinister and mysterious lies within. While this supplement can be used as a standalone addition in your D&D games, it was created to accompany Grimlore's Grimoire, a spell supplement with over 200 new spells for 5th Edition. Many of the creatures in this book can cast spells found within The Deathless One's personal tome of malice. V1.0
Baniole....................................27 Eldeghant 28 Foleghant...............................29 Fein Mawr..............................30 Lell Arghost...........................32 Jujolixxl...................................34 Hellfire Myrmidon..............55 Hellfire Myrmidon Flameslinger......................57 Hellfire Myrmidon Charger................................57 č Count of Malcanthet.........75 4
T his supplement is for dungeon masters looking to add an extra bit of the fiendish to their adventures, and to challenge players with something they may have not seen before. Within are many original creatures, inspired from our own imaginations, past readings, or from further delving into mythology to see what other beings lurk in mankind's lore. Aleadar the Hell Hydra, for example, is a combination of two classical monsters of Greek mythology: they multiheaded hydra and the multiheaded dog Cerberus. Other creatures have been added in from previous versions of D&D, adapted for the fifth edition. Some are variations on old favorites that could add a new twist into a campaign. Also included are a variety of Non-Player Characters (NPCs) that can serve a variety of purposes, be it a final loathsome enemy, a tormented spirit in need of assistance, or even a potential ally. These creatures span multiple challenge ratings (CRs), allowing a Dungeon Master many options to challenge their players throughout their adventures. Anyone reading this supplement will note that there are numerous cases where spells from Grimlore's Grimoire have been included - a pay what you want supplement containing over 200 additional spells and receiver of numerous positive reviews. We've added in as much lore as we think is necessary to get a "flavor" for the creatures within. If a creature's description inspires you, or you feel an opportunity to adapt it to some other purpose, the only limitation is your imagination. The beings within may lurk throughout any realm and any Plane. With that said, keeping within the theme "Creatures of the Abyss", we envision many of them to be found within the many layers of the Abyss or the levels of the Nine Hells. We sincerely hope you are inspired by some of the creatures within! 5
The Abyss Swarm is a colony of flesh-eating insects that is able to burrow through earth and stone and ambush its victims from surprising directions. Mental Attack. If the swarm enters the space of another creature, it starts to crawl over the creature, attempting to cover it. Then the swarm attempts to use its limited telepathy ability to cause the target to go berserk. Medium swarm of Tiny beasts, unaligned 12 (natural armor) 18 (4d8) 20 ft., burrow 5 ft., climb 20 ft., fly 30 ft. STR DEX CON INT WIS CHA 3 (−4) 13 (+1) 10 (+0) 1 (-5) 3 (-4) 1 (−5) bludgeoning, piercing, slashing charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned blindsight 10 ft., passive Perception 6 — 1/4 (50 XP) The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. The abyss swarm can move through a space as narrow as 1 inch wide without squeezing. The abyss swarm can burrow through non-magical, unworked earth and stone. While doing so, the abyss swarm doesn't disturb the material it moves through. The abyss swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. As a bonus action, the abyss swarm can move up to its speed toward a hostile creature that it can see. Actions Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. The abyss swarm can attempt to mentally attack a creature whose space it enters. After its first turn in the creature's space, the swarm has managed to partially cover the creature and attempts to cause the target to go berserk. The target must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, the target must use their action each round to attack the creature nearest to them. If the creature can make extra attacks as part of the Attack action, they use those extra attacks, moving to attack the next nearest creature after they fell their previous target. If they have multiple possible targets, they attack one at random. The creature is berserk until they start their turn with no creatures within 60 feet of them that they can see or hear. 6
Found within festering, stagnant pools reeking of decay or contaminated, brackish bodies of water, abyssal eels are loathsome eel-like ambush predators and scavengers that lie in wait for a potential meal. Adult abyssal eels can grow to enormous lengths, sometimes as long as 12 to 15 feet and the girth of a humanoid leg. Their tough scales are tones of grey, green and brown, the better to camoflauge themselves in the waters they call home. The maws of an abyssal eel are lined with vicious, 3-inch long, serrated teeth curved backward into their mouths to better grasp whatever wriggling prey they can catch and devour. Their bite is noxious and wounds inflicted by their fangs may fester and become infected if not properly treated. While smaller specimens are regarded as a vicious nuisance that are often sought out and destroyed at the first sign of their presence, larger specimens are more dangerous and are capable of constricting and suffocating a grown humanoid. Abyssal eels rapidly multiply and spread throughout linked bodies of water, rapidly devouring other species. Abyssal Origin. It is thought that abyssal eels are native to demonic planes where they are mere scavengeers that feed on whatever falls into their waters. They appear to not be native to other realms, and as a highly invasive and aggressive species they rapidly outcompete native species and turn water bodies once thriving with life into miserable pools devoid of other species with only rotting and sickly plants clinging to survival. Large beast, unaligned 13 (natural armor) 60 (8d10 + 16) 10 ft., swim 40 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 15 (+2) 2 ( 4) 8 ( 1) 4 ( 3) Stealth +5 poison poisoned blindsight 30 ft., passive Perception 9 - 2 (450 XP) The abyssal eel has advantage on attack rolls against any creature it has surprised. While in water, the abyssal eel has advantage on Dexterity (Stealth) checks The abyssal eel has advantage on Wisdom (Perception) checks that rely on smell Actions The abyssal eel makes two attacks: one with its bite and one to constrict Melee Weapon Attack: +5 to hit, reach 5 ft., one target Hit 6 (1d6 + 3) piercing damage Melee Weapon Attack: +4 to hit, reach 5 ft., one Large or smaller creature. Hit 9 (2d6 + 2) bludgeoning damage. The target is grappled (escape DC 13) if the abyssal eel isn't already constricting a creature, and the target is restrained until this grapple ends. 7
Abyssal hook horrors are notoriously successful predators in the freezing caves of the Abyss. Their sharp hooks and claws allow them to scuttle along slippery surfaces without error. They will prowl the caves of the colder layers of the Abyss searching for any creature foolish enough to take shelter therein. When an abyssal hook horror spots its prey, it will unleash a chilling shriek that freezes the creature in place long enough for the hook horror to strike. Horror of Horrors. Abyssal hook horrors have been warped and changed by the fiendish powers of the Abyss, granting them fierce strength and aggression. They are considerably larger than normal hook horrors, and will even hunt other, smaller hook horrors upon contact. Blood War Instruments. While the origin of abyssal hook horrors is unknown, their use is abundantly clear. The unending waves of the demon horde will often utilize these creatures as shock troops against the devils in the Blood War. Their hooks are used for both scaling fortifications and decimating troops in one swift assault. Their size also allows them to carry a dozen smaller demons over the walls, often strapped to the abyssal hook horror’s carapace with straps and rope. Huge monstrosity, neutral evil 16 (natural armor) 102 (12d12 + 24) 35 ft, climb 35ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 15 (+2) 2 (-4) 8 (-1) 4 (-3) Perception +4 lightning; bludgeoning, piercing, and slashing from nonmagical attacks poison, frost poisoned blindsight 60ft, darkvision 120ft, passive Perception 14 Abyssal, Hook Horror 5 (1,800 XP) The hook horror can't use its blindsight while deafened. The hook horror has advantage on Wisdom (Perception) checks that rely on hearing. Actions The hook horror makes two hook attacks. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 3) piercing damage and 3 (1d6) frost damage. Each creature within 100 feet that can hear the abyssal hook horror must make a DC 14 Con save or take 13 (2d12) frost damage and become paralyzed until the end of their next turn. 8
Abyssal rotfiends are undead contructs comprised of the rotting remains of countless deceased beings, such as lesser demons painstakingly stiched together and animated through powerful necromatic magics with the hateful soul of an evil creature such as a demon or other fiend. Unlike golems, who are bound by simple commands and lack consciousness, the spirit within the abyssal rotfiend is filled with malice and hate toward the living. Veritable engines of desstruction, the sight of these juggernauts causes even the bravest of souls to blanch in terror. The power of their artificially augmented limbs and fury of their controlling soul allows the abyssal rotfiend to crush any foes before them with ease. However, abyssal rotfiends take sinister glee in breaking the spirits of their victims over their bodies and will attempt to crush the minds of their targets before entering a melee. Perhaps more terrifying is their ability to summon zones of miasma and misery that cloud the mind of any creature unfortunate to be caught beneath. Abyssal Field. Due to the potent magics animating the abyssal rotfiend and binding the spirit within, the area surrounding the rotfiend disrupts magics other than necromantic ones. Teleportation and escape from the rotfiend is impossible while near it, and anything concealled is revealed to the baleful spirit controlling it. large undead (fiend), chaotic evil 18 (natural armor) 241 (23d10 + 115) 30 ft. STR DEX CON INT WIS CHA 22 (+6) 14 (+2) 21 (+5) 20 (+5) 16 (+3) 20 (+5) Str +11, Con +10, Int +10 Arcana +10, Athletics +11, Perception +8 radiant fire; bludgeoning, piercing, and slashing from nonmagical weapons necrotic, poison frightened truesight 60 ft., passive Perception 18 Abyssal, Common 15 (13,000 XP) Any creature within 30 feet of the abyssal rotfiend cannot use any teleportation abilities. Any spells of 4th level or lower cast within or into this radius have no effect, their spell slots still expended. This field does not affect necromancy spells. The abyssal rotfiend has advantage on saving throws against spells and other magical effects. Actions The abyssal rotfiend makes three attacks with its fists or two attacks with its skullsplitter ability. Melee Weapon Attack: +11 to fit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage Ranged Spell Attack: +10 to hit, range 30 ft., one target. Hit: 23 (4d8 + 5) psychic damage. The target must succeed on a DC 17 Wisdom saving throw or be frightened. If the target fails its save by 5 or more, it is paralyzed with fear until the end of its next turn. Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 33 (6d10) psychic damage, or half as much damage on a successful DC 19 Wisdom saving throw. If the creature fails its save by 5 or more it is charmed by the abyssal rotfiend. The target may make additional saving throws at the start of its next turn, ending the effect on a success. The abyssal rotfiend creates a dark miasma of despair radiating bolts of psychic energy with a radius of 20 feet centered on a point within 100 feet of it. The miasma lasts until the end of its next turn. Any creature that enters the miasma takes 11 (2d10) psychic damage. If a creature ends its turn in the miasma, the rotfiend gains advantage on any attacks against that creature until the end of its next turn. As a bonus action, the abyssal rotfiend can move the miasma 10 feet in any direction. 9
Abyssal eviscerators dwell in the lower planes of the abyss, and are brutish if somewhat unintelligent creatures known for their fondness for carnage. Their muscular, hunched frame is powerful and studded with spikes and other protrusions capable of deflecting blades, and is resistant to many forms of magic. Their massive arms tipped with wicked claws can deal devastating blows, and from their torso a second, less pronounced set of arms protrude which the eviscerator uses to clasp its prey close to tear a potential victim assunder. A mouth full of sharpened teeth capable of easily rending flesh from bone completes its formidable arsenal. As their name suggests, the abyssal eviscerator takes sinister delight in inflicting pain and suffering. It will often attempt to grasp its victims, drawing them in close before using its additional limbs to slowly and excruciatingly disembowel its victim, feasting upon the organs within to the horror of any witnessing it. Dull-Witted. Abyssal eviscerators, while brutish, sinister, and savage, are dimwitted and easily manipulated. They are often found under the command of other greater demons who use them as expendable foot soldiers due to their strength, toughness, and recklessness. Medium fiend (demon), chaotic evil 15 (natural armor) 95 (10d8 + 50) 30 ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 20 (+5) 7 (-2) 8 (-1) 11 (+0) Str +8, Con +8 Athletics +8, Intimidation +3 acid, cold, fire, lightning poison poisoned darkvision 120 ft., passive Perception 9 Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal) 6 (2,300 XP) The abyssal eviscerator has advantage on saving throws against spells and other magical effects. At the start of its turn, the abyssal eviscerator can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Actions The abyssal eviscerator makes three attacks with its claws, or two attacks with its claws and one grapple or bite attack. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) slashing damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be grappled (escape DC 16). Until this grapple ends, the target is restrained, and the abyssal eviscerator can use its action to eviscerate the target on its next turn (hits automatically). The abyssal eviscerator can only grapple one target at a time. The abyssal eviscerator disembowls a grappled target, dealing 32 (5d10 +5) slashing damage. 10
Millennia ago, there was an entrance to the "underworld", or lower planes from the material plane. This permanent portal was guarded by a mythical and massive hydra created by the gods of the lower planes themselves. At one point, thousands of years ago, this hydra was defeated and the portal to the lower planes was closed in the process. But being a fiendish creation, the hydra was not truly destroyed. Reborn in the lower planes several times over, each time becoming more and more fiendish, Aleadar has grown even more powerful and dangerous. While each of Aleadar's heads has its own personality and unique mind, the creature does usually act as a singular entity. Over many years, several powerful demon lords and archdevils have tried to entreat Aleadar into their schemes and plans. The massive hell hydra seeks not fortune or power, but only to continue to feed, and its favorite food is the flesh of mortals who have found their way into the lower planes. Everlasting Hunger. A rapacious and gluttonous monster, Aleadar snatches and tears apart its prey in a frenzy of feeding. When Aleadar has cleared a territory of food and driven off any creatures smart enough to avoid it, it moves on to seek its meals elsewhere. The hell hydra’s hunger is so great that if it can’t feed, it might turn against itself, its heads attacking each other as the creature eats itself alive. Always Alert. When Aleadar sleeps, at least one of its heads remains awake and alert, making the creature difficult to catch by surprise. Gargantuan fiend, chaotic evil 16 (natural armor) 232 (15d20 + 75) 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 22 (+6) 13 (+1) 20 (+5) 8 ( 1) 8 ( 1) 9 ( 1) Str +11, Con +10 Perception +6 fire poison poisoned darkvision 60 ft., passive Perception 16 Understands Common, Abyssal, and Infernal 12 (8,400 XP) Aleadar can hold its breath for 1 hour. Aleadar has five heads. While it has more than one head, it has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever Aleadar takes 50 or more damage in a single turn, one of its heads dies. If all of its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn. Aleadar regains 20 hit points for each head regrown in this way. For each head Aleadar has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Actions Aleadar makes as many bite attacks as it has heads. Melee Weapon Attack +11 to hit, reach 15 ft , one target. Hit: 12 (1d12 + 6) piercing damage. 11
Medium fiend (demon), chaotic evil 16 (natural armor) 262 (25d8 + 150) 30 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 22 (+6) 24 (+7) 20 (+5) 15 (+2) Con +13, Int +14, Cha +9 Arcana +14, History +14, Insight +12, Perception +12 cold, fire, lightning psychic, poison necrotic; bludgeoning, piercing, and slashing from nonmagical attacks charmed, exhaustion, frightened, pisoned truesight 200ft passive Perception 22 understands the languages it knew in life, but can only speak Abyssal, telepathy 120 ft 23 (50,000 XP) The adavru’s innate spellcasting ability is Intelligence. The adavru can innately cast the following spells (spell save DC 22), requiring no material components: At will: chill touch, sapping sting, false life 3/day each: animate dead, shield, hold person 1/day each cloudkill, insect plague, destructive wave (necrotic), finger of death If the adavru fails a saving throw, it can choose to succeed instead. The adavru regains 10 hit points at the start of its turn. If the adavru takes fire or radiant damage, this trait doesn’t function at the start of the adavru’s next turn. The adavru dies only if it starts its turn with 0 hit points and doesn’t regenerate The adavru has advantage on saving throws against spells and other magical effects A destroyed adavru gains a new body in 1d6 days if any part of its body is intact, regaining all its hit points and becoming active again. The new body appears within its lair The adavru have access to certain abilities and spells that they gained during their transformation: Second Chance: If inside its lair and reduced to 0 hit points and dies, the adavru must make a Constitution saving throw with a DC of 5 + half the damage taken On a success, the adavru returns to their unlife at half their max hit points Assembly Required: If the adavru loses a limb or is blinded/deafened it can reattach a body part or switch it out for a new one as a bonus action. Undead Charm: Other undead creatures innately want to follow their orders Any undead with an Intelligence score of less than 10 automatically follow all orders given, all other undead must make a DC 12 Charisma saving throw or become charmed. Actions The adavru makes three melee attacks Melee Weapon Attack: +11 to hit, reach 5 ft., one target Hit 21 (5d6+4) piercing damage The target must a DC 16 Constitution saving throw on a failure the adavru rips a chunk of flesh away, consuming it regains them HP equal to the damage dealt. Melee Weapon Attack +11 to hit, reach 5 ft , one target. Hit: 40 (8d8+4) slashing damage. A creature within 120 feet of the adavru must succeed on a DC 15 Wisdom saving throw or become paralyzed in place till the end of their next turn The adavru releases a wretched howl This wail has no effect on constructs and undead All other creatures within 30 feet of it that can hear it must make a DC 16 Constitution saving throw On a failure, a creature drops to 0 hit points. On a success, a creature takes 20 (6d6) psychic damage. Each creature of the adavru’s choice that is within 120 feet of it and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the adavru’s Frightful Presence for the next 24 hours. Legendary Actions The adavru can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The advaru regains spent legendary actions at the start of its turn. The adavru makes a claw attack, on a successful hit it regains HP equal to the damage dealt. The adavru can teleport up to 120 feet into an unoccupied space The adavru casts summon undead. The adavru makes a bite attack, on a successful hit the target must make a DC 16 Constitution saving throw or be cursed with a rotting disease For the duration that the target is cursed it will lose 1d4 Strength. If the creature reaches a Strength of 0 it dies, and rises as a zombie under the adavru’s control. 12
Even hags hate that pesky thing called death. Dark magics, pacts, and powerful magics sometimes lead a hag down the road to becoming an adavru. An undead hag who's so closely tied to death and rotting, and the desperation to avoid both that it twists their powers. While wizards go down a similar path leading to a lich, hags guard the secret to becoming an adavru when they uncover it. Used as a last resort, the ritual required to become an adavru is guarded more closely than any other secret. Holding the power to this secret grants them the ability to defeat the last thing that scares them which also gives them power over any other hags, letting them rise above them. The adavru are driven to consume living things. They want to destroy life wherever they find it. Often the plots or goals of adavru covens involve mass extinctions, plagues, or slaughter. This drive increases the longer they’ve been an adavru before it becomes the only thing they can obsess over. Undead Lifetime. Time means little to an adavru once they have changed. Years and centuries seem the same; planning is measured by goals instead. Its hard to see the plot of an adavru until its almost too late as it can span so many generations that it all seems unconnected. This also means that to them the outside world is changing rapidly, which they may or may not care about enough to try and keep up with it. Wicked Sister. An adavru will try and trick other hags into becoming one of them. This will put the hag in debt to them allowing them to build a coven. If a coven manages to have an adavru in it without being corrupted, they often have an advantage over other covens because of their knowledge and power. Other hags will go out of their way to try and bribe, bargain, and sometimes even beg for an adavru they come across to join them. An adavru likes isolation and privacy to practice their dark arts and experiments. These are often desolate, abandoned, or reportedly haunted areas. A sanctuary for the adavru will be disguised and hidden even in these rarely traveled areas, often being accessed through a secret entrance or underground. Lair Actions On initiative count 20 (losing initiative ties), the adavru takes a lair action to cause one of the following effects; the adavru can’t use the same effect two rounds in a row: 1d6 chittering skulls emerge from the ground and the darkness within a 120 foot radius, they use the stat blocks of death’s head. The adavru chooses which type of death’s head is each chittering skull. 2d4 crawling claws burst from the ground near targets the adavru can see within 60 feet. The adavru targets any number of creatures it can see within 30 feet of it. No target can regain hit points until initiative count 20 on the next round. Regional Effects The region containing an adavru’s lair is warped by the adavru’s magic, which creates one or more of the following effects: The appearances of ghosts, banshees, and ghouls within 6 miles of the lair. Land within 6 miles of the lair are considered unholy and can not be consecrated. Zombies sleep in the earth around the adavru’s lair. A buried zombie can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the buried zombie must succeed on a DC 15 Dexterity saving throw or is bitten by the zombie and grappled. 13
In early years of the dark elves, Corellon Larethian named his wife, Araushnee, the keeper of their fate. Araushnee has plans within plans for the dark elves. Before the War of the Seldarine started and Araushnee was banished to the Abyss for her attempt to overthrow her husband, she blessed several of her dark elf followers with powerful fiendish abilities. In turn, these dark elf demons were absolutely devoted to Araushnee, later named Lloth, and continue to be her silent and deadly demon assassins, travelling the planes as extensions of her evil chaotic will. Medium fiend, lawful evil 17 (studded leather) 135 (18d8 + 54) 35 ft. STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 16 (+3) 13 (+1) 15 (+2) 13 (+1) Dex +9, Wis +6 Perception +6 cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine darkvision 120 ft., passive Perception 16 Understands Common, Elvish, and Abyssal 9 (5,000 XP) The prime has advantage on saving throws against being charmed, and magic can't put the prime to sleep. The prime has advantage on saving throws against spells and other magical effects. During its first turn, the prime has advantage on attack Rolls against any creature that hasn't taken a turn. Any hit the prime scores against a surprised creature is a critical hit. If the prime is subjected to an effect that allows it to make a dexterity saving throw to take only half damage, the priem instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. The prime deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the prime that isn't incapacitated and the prime doesn't have disadvantage on the attack roll. The prime's spellcasting ability is Charisma (spell save DC 13). It can innately cast the following Spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire 3/day each: levitate, web Actions The prime makes three tomahawk attacks, only one of which can be a tomahawk throw. The prime carries three tomahawks total. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage or Ranged Weapon Attack: +9 to hit, range 40 ft., one target. Hit: 14 (2d8 + 5) slashing damage. 14
War fuels inventions; fiends are no different. During the Blood Wars, one of these was a mechanized horror that ran on souls. Apispeier war machines are giant fiendish warforged who serve one purpose until they are destroyedfront line fighters now turned into sentinels and prison guards. They lie wait in a state of sleep awaiting orders or for intruders. They can remain in this stasis for centuries without needing to be fed. Whirling awake as the hellfire engine within their chest spins ups. They feed victims into the hole in its chest to burn the shell for the soul within, or is fed a container with souls to stay functional. An apispeier war machine at full functionality is terrifying. Attacks glance off them as they shoot fire, tails whipping through creatures as claws slash into them. All this before being burned alive for their soul. Entire areas have been abandoned because a sleeping one was spotted before it was disturbed. Fiendish Invention. A mad fiend inventor created these and several other machines of war. He was known to experiment mid-build so there's a possibility that an apispeier war machine could have an unexpected feature or ability that he wanted to test out. It didn’t always make sense but always lent to more chaos, mayhem, and destruction. Cold Machine. There is no soul in the machine. It is a cold creation with a purpose to fulfill. Logic, orders, and purpose drive its actions. Emotional pleas, attempts at charm, and casual conversations are met with deadly attacks. 15
Gargantuan fiend (demon), chaotic evil 25 (natural armor) 662 (35d20 + 350) 40 ft. STR DEX CON INT WIS CHA 30 (+10) 30 (+10) 30 (+10) 10 (+0) 15 (+2) 10 (+0) Str +19, Dex +19, Con +19 Athletics +19, Perception +11, Intimidation +9 cold, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine fire, poison, psychic blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned darkvision 300 ft., passive Perception 21 telepathy 300 ft. 30 (155,000 XP) The apispeier war machine’s innate spellcasting ability is Constitution. The apispeier war machine can innately cast the following spells (spell save DC 27) as abilities, requiring no material components. Casting as an ability means they are treated as a natural attack rather than a spell for the purposes of countering or features. At will: firebolt, control flames 5/day each: burning hands, flaming sphere, scorching ray 3/day each: fireball, flame strike 1/day each fire storm, immolation, incendiary cloud Whenever the apispeier war machine is subjected to fire damage or damage from an evil aligned creature, it takes no damage and instead regains a number of hit points equal to the damage dealt The apispeier war machine is immune to any spell or effect that would alter its form If the apispeier war machine fails a saving throw, it can choose to succeed instead. The apispeier war machine has advantage on saving throws against spells and other magical effects The apispeier war machine’s weapon attacks are magical. Actions The apispeier war machine makes five melee attacks, it may trade two melee attacks for another action. Melee Weapon Attack: +19 to hit, reach 15 ft., one target Hit 32 (4d10+10) slashing, magic damage Melee Weapon Attack: +19 to hit, reach 25 ft , one target Hit 28 (4d8+10) bludgeoning, magic damage. The target must make a DC 20 Dexterity saving throw or become grappled Only one target can be grappled at a time by the apispeier war machine’s tail. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 32 (4d10+10) piercing, magic damage. The apispeier war machine forces the target to make a DC 20 Strength saving throw or become impaled on the tail and restrained On its next turn, the apispeier war machine may rip its tail barb from a target restrained in this way dealing an additional 22 (4d10) piercing damage. Melee Weapon Attack +19 to hit, reach 15 ft , one target. Hit: 36 (4d12+10) bludgeoning, magic damage. Melee Weapon Attack: +19 to hit, reach 15 ft , one target Hit 32 (4d10+10) piercing damage. The target must make a DC 20 Dexterity saving throw or become grappled, only two targets at a time can be grappled by the apispeier war machine’s hands. The apispeier war machine forces a grappled or restrained creature to make a DC 20 Strength saving throw, on a failure the target takes 50 (10d10) piercing, magic damage and is partially impaled on the apispeier war machine’s spike and is considered restrained. On each of its following turns as a bonus action the apispeier war machine can force the same check to further impale the target After 3 failures the target is fully impaled and takes disadvantage on any attempts to get free. A creature restrained in this way may use their action to make a DC 20 Strength saving throw to become free, if successful they are no longer restrained The apispeier war machine can have up to 3 creatures restrained in this way. The apispeier war machine casts crown of stars, appearing as burning souls floating around its head and doing force damage The apispeier war machine shoots out fire from its plated body forcing targets within a 30 foot radius to make a DC 20 Dexterity saving throw taking 90 (15d12) fire damage on a failure, or half as much on a success. 16
Apispeier war machine lairs are the location, object, or home of a creature they have been tasked with guarding. They will begin to reform the space into something more easily defensible: blocking up extra exits, reinforcing doors and wall, and getting rid of items that might pose a risk. The longer an apispeier war machine has been in a single location the greater defense it will have. It is not outside of the realm of possibilities that given long enough, an apispeier war machine may build a proverbial castle of defenses around what they are guarding. Legendary Actions The apispeier war machine can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The apispeier war machine regains spent legendary actions at the start of its turn. The apispeier war machine may squeeze any target grappled by its tail for 44 (8d10) piercing damage, the target must then make a DC 22 Constitution saving throw or take an additional 18 (4d8) fire damage. The apispeier war machine strikes the ground forcing targets within a 60 foot radius to make a DC 20 Dexterity saving throw taking 52 (8d12) force damage and flying back 15 feet before being knocked prone, on a save the target only takes half damage. The apispeier war machine casts aganazzer’s scorcher. The apispeier war machine casts stell wind strike. The apispeier war machine instantly recharges and uses the Super Heated attack The apispeier war machine can focus all of the Crushing Slam action on a single target, doubling the damage of the attack and forcing disadvantage on the Dexterity saving throw. The apispeier war machine can begin to consume a grappled or restrained creature making a grasping hands attack If the attack hits, the target takes the grasping hand’s damage, the target is shoved into the apispeier war machine’s burning core, and the grapple ends While trapped in the burning core, the creature is blinded and restrained, it has total cover against attacks and other effects outside the apispeier war machine, and it takes 56 (16d6) fire damage at the start of each of the apispeier war machine’s turns If the target is a creature or a flammable object, 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. The creature will reignite at the start of the apispeier war machine’s turn If a creature dies inside of the apispeier war machine’s burning core their soul is consumed and their body becomes ash. The target can not be brought back except with a wish spell or similar magic. After consuming a soul the apispeier war machine regains the max HP of the soul consumed. Lair Actions On initiative count 20 (losing initiative ties), the apispeier war machine takes a lair action to cause one of the following effects; the apispeier war machine can’t use the same effect two rounds in a row The apispeier war machine can perform a mind spike on any creature it can see within 120 feet that isn’t evil-aligned, dealing 21 (6d6) psychic damage The temperature in the space spikes drastically forcing all creatures to follow the Extreme Heat rules, found in Chapter 5 of the Dungeon Master’s Guide, at the start of their next turn Superheated steam forms a cloud in a 20-footradius sphere centered on a point the apispeier war machine can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 20 Constitution saving throw or take 36 (8d6) fire damage. While in this cloud, a creature is blind and deaf. 17
Astral stalkers are bloodthirsty and relentless bounty hunters and assassins created by gods for the sole purpose of fighting their enemies. While the purpose for which they were created no longer exists, these immortal beings still revel in the thrill of a the hunt and may be employed by other races as mercenary assassins, provided their conditions are met and the rules of the hunt are set and fair. Once an astral stalker has agreed to terms, they will devote themselves soley to the hunt, regardles of the duration required - for time has no meaning to these beings. Strength and cunning are highly valued by these beings, and they are constantly seeking to test their mettle against more and more dangerous prey. Within their plane, astral stalkers will retain trophies taken from each of their kills that they incorporate into a gruesome display of their skills. Perfect Assassins. Astral stalkers are regarded as the perfect assassins, capable of bringing even the most powerful being down. Able to turn invisible at will, they can deceive even the most potent divinations. They also have the ability to track magically concealed prey, or those that have teleported away to escape their clutches. Medium monstrosity, lawful evil 18 195 (23d8 + 92) 50 ft. STR DEX CON INT WIS CHA 21 (+5) 21 (+5) 18 (+4) 12 (+1) 17 (+3) 17 (+3) Str +9, Dex +9, Wis +7 Athletics +9, Perception +7, Stealth +9, Survival +8 bludgeoning, piercing, and slashing damage from nonmagical weapons frightened truesight 120 ft., passive Perception 17 Common, Abyssal, Infernal, telepathy 120 ft. 12 (8,400 XP) The astral stalker is hidden from divination magic. At will the astral stalker and anuything it is wearing or carrying can become invisible for 5 minutes. The invisibility ends if the astal stalker attacks or casts a spell. The astral stalker deals an extra 11 (2d10) damage when it hits a target with its claws and has advantage on the attack roll, and deals critical damage on attack rolls of 19 or 20. Wisdom (Perception, Survival) checks made to track the astral stalker are made with disadvanage. The astral stalker's innate spellcasting ability is Charisma (spell save DC 15). The astral stalker can innately cast the following spells, requiring no material components: At will: detect magic, hunter's mark, true strike 3/day: blindness/deafness, darkness, pass without trace 1/day: locate creature The astral stalker's attacks are magical. The astral stalker has adventage on all Wisdom (Perception, Survival) and Dexterity (Stealth) checks. The astral stalker adds its Charisma modifer (+3) to its AC (included above). Actions The astral stalker makes three attacks with its claws or two attacks with its throat darts. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) slashing damage. Ranged Weapon Attack: +9 to hit, range 60 ft., one target. Hit: 9 (1d8 + 5) piercing damage. The target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Reactions If a creature within 120 feet of the astral stalker uses magic to teleport away, the astral stalker can use its reaction to telepathically trace the creature for 24 hours within a range of 1 mile. 18
Much like the Elemental Plane of Fire, Avernus, the first layer of hell, is home to all manner of creatures that are born from flame and fury. Much like the Sea of Ash, Avernus too is home to slithering salamanders that twist and coil their way across the blasted wasteland. Born from hellfire, the very nature of Avernus burns within them as a desire to conquer all, making them easy recruits to the Blood War, as well as a searing heat that dares to burn anything not native to their hellish homeland. Fiery Fiends. Hellfire runs through these fiendish elementals like blood through mortals and due to this each one has a burning desire to outdo their companions in any way possible to gain more power. This desire leads to many salamanders being recruited into the Infernal Legions with promises of the power they seek. Powerful salamanders that find victory among the infernal ranks may be promoted by greater devils granting them boons and giving them an even more fiendish appearance to match the company they work for. Infernal Forges. The fiendish fires that fuel these salamanders burn so hotly they threaten to scorch the skin of any that get too close. This heat is so palpable that it can be felt through the weapons they wield and makes them able to melt and shape metal with their bare hands. Unlike their cousins from the elemental planes, these salamanders are able to directly infuse hellfire into the weapons they craft with their hands making them highly sought out as smiths for the infernal armies fighting in the Blood War. Mahadi, the operator of the Wandering Emporium, is always on the lookout for a salamander down on their luck, looking for a chance to trick them into employment at the Firesnake Forge. Large fiend (elemental), lawful evil 16 (natural armor) 102 (12d10 + 36) 30 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 16 (+3) 12 (+1) 10 (+0) 13 (+1) cold bludgeoning, piercing, and slashing from nonmagical attacks fire darkvision 60 ft., passive Perception 10 Ignan, Infernal 7 (2,900 XP) A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage. Any metal melee weapon the salamander wields deals an extra 7 (2d6) fire damage on a hit (included in the attack). Actions The salamander makes two attacks: one with its spear and one with its tail. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 11 (2d6 + 4) piercing, magic damage, or 13 (2d8 + 4) piercing, magic damage if used with two hands to make a melee attack, plus 7 (2d6) fire damage. A creature killed by this damage rises as a lemure from the River Styx in Avernus 1d4 hours later. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning, magic damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets. The salamander spits a ball of fire at a space it can see within 30 feet of it. Each creature within 5 feet of the space must make a DC 14 Dexterity saving throw taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. A creature killed by this damage rises as a lemure from the River Styx in Avernus 1d4 hours later. 19
True blood fiends are abominations created by Haemnathuun. Their human spawn are only slightly less horrible and dangerous when compared to their greater kindred. Blood Fiends are to fiend-kind what vampires are to mortals. Blood Fiends vastly prefer the blood of demons and devils however as humans occasionally are pushed to dine on hardtack, so too are Blood Fiends occasionally positioned to feed on whatever crosses their path. A meal is a meal as they say and although their preferred fiend victims become full Blood Fiends, their non-fiend prey never evolve out of a lesser spawnling form. Half-made. These spawn only partially transform into a true Blood Fiend, gaining the four-armed torso of a true blood fiend along with the terrifying gaze which they can use to great effect to create easy prey to satisfy their lust for blood. End of the Line. However, because these are not true fiends prior to being fed upon they lack the ability to make more blood fiends by feeding on their prey until death. However, that is of no consolation to their victims as they make up for the inability to spawn more of their kind by raising their kills as undead thralls through magic. This Spawn form is lesser in total power yet due to the nature of mortals they make up for shortcomings with inventiveness. Enterprising Fiends. In compensating for their other true fiend shortcomings, the development of small magical talents allow them to better hunt and build themselves fortified positions and lairs. They can be encountered, surrounded by undead, and may even be accompanied by lesser fiends such as manes, quasits or even barghests. Friends or Food. This is not only a good plan for survival, but also provides them a ready supply of food should a quasit not quite live up to expectations. Medium fiend, neutral evil 19 (natural armor) 97 (15d8 + 30) 60 ft. STR DEX CON INT WIS CHA 12 (+1) 22 (+6) 15 (+2) 12 (+1) 18 (+4) 10 (+0) Dex +10, Con +6, Wis +8 cold, necrotic, poison; bludgeoning, piercing, and slashing from non magical attacks that aren't silvered charmed, frightened truesight 120 ft., passive Perception 14 Infernal, telepathy 120 ft. 12 (8,400 XP) The Blood Fiend Spawn regains 10 hit points at the start of its turn if it has at least 1 hit point. One creature that the Blood Fiend Spawn can see within 60 feet of it must make a DC 15 Constitution saving throw or be restrained by the gaze on a failed save, if successful the creature is free at the start of its next round. Each round the affected creature can attempt another DC 15 Constitution saving throw to break free which would take place at the start of the next turn. If the Blood Fiend Spawn moves at least 10 ft. straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 5 (2d4) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the Blood Fiend Spawn can make another Draining Bite attack against it as a bonus action. The Blood Fiend Spawn's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: far step, animate dead 3/day each: spirit shroud 1/day each: circle of death Actions The Blood Fiend Spawn makes three attacks. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage. Melee Spell Attack: +10 to hit, reach 5 ft., one creature. Hit: 24 (4d8 + 6) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Reactions The Blood Fiend Spawn adds 2 to its AC against one melee attack that would hit it. To do so, the Blood Fiend Spawn must see the attacker and be wielding a melee weapon. 20
Gnolls are unruly and brutal humanoids, held together by a mutual bloodlust that they turn against their enemies (which is everyone other than themselves), and a common ancestry in Yeenoghu, the demon lord that first created the gnolls during a frightening episode when Yeenoghu roamed the Material Plane unchecked. Whenever a pack of gnolls runs dry of new settlements to pillage and decimate, they turn against others of their kind, often leading to the pack's demise as its members murder one another in a gruesome display of carnage and bloodlust. Pack Survivors. Taking its name from one of the Prince of Gnolls' many titles, a butcher of Yeenoghu is a wily survivor from a collapsed gnoll pack. Donning the best armour scavenged from the corpses, the butcher seeks out to form a new warband, determined not to let the same calamity repeat itself. Tempered Bloodlust. Despite its epithet, the butcher is not wholly consumed by the bloodlust of its kind. Although the same cry for battle pulses through the butcher's heart, it recognises that more can be achieved through planning and strategy. Groups led by butchers of Yeenoghu seldom announce their presence until they are in place, rather than howling wildly as a regular gnoll pack would do. Natural Leaders. Butchers of Yeenoghu strive for a better future for all gnolls, although that future is viewed through the prism of hatred for all other creatures. The butcher continuously sends out scouts to vet for resources to pillage, to ensure that its war band is sated on a ready supply of bloodshed. If a region provides enough resources, the war band may temporarily establish a stronghold. This only lasts long enough for the area to be raided of resources, or for loyal governance to finance an adventuring party to bring a permanent end to the gnoll pack. Medium humanoid (gnoll), chaotic evil 17 (half plate) 97 (13d8 + 39) 30 ft. STR DEX CON INT WIS CHA 19 (+5) 15 (+2) 17 (+3) 11 (+0) 14 (+2) 16 (+3) Con +6, Wis +5 Deception +6, Intimidation +6, Perception +5 charmed, frightened darkvision 60 ft., passive Perception 15 Gnoll 6 (2,300 XP) When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. Once per turn, the gnoll can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the gnoll that isn't incapacitated. A melee weapon deals one extra die of its damage when the gnoll hits with it (included in the attack). Actions The gnoll makes three attacks: one with its bite and two with its longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage, and the target must make a DC 12 Constitution saving throw. On a failure, the creature is affected by a temporary madness. Melee attack rolls against the creature have advantage until the end of the gnoll's next turn. Reactions The gnoll adds 3 to its AC against one melee attack that would hit it. To do so, the gnoll must see the attacker and be wielding a melee weapon. 21
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Boltred was born a human in the slums of a massive city he no longer remembers the name of. As a simple human he had been an urchin, a thief, and a victim. Little more than flashes of hunger and violence remain of his memories in this past life, which he abandoned voluntarily. Even his original name has been left behind. A pact was made, in which he would abandon his flesh, his name, and his soul, in exchange for power beyond his dreams. And so Boltred the Ruthless was born, as a Tiefling Warlock under the employ of the Dark Eight, a group of Pit Fiends who wield extreme cunning and power in an effort to stop the spread of demonic chaos plaguing the devils and the Hells. As a pawn under the Dark Eight, Boltred has grown powerful over the centuries of servitude. Much of his new existence was spent in Avernus, serving Archduke Zariel and her forces fighting the demons plaguing the first layer of the Hells. However, despite his existence as simply yet another servant under the devilish hierarchy, his power is acknowledged by many of the devils working alongside and above him. Beyond Mortal. Despite being born a mortal and technically remaining a humanoid, Boltred has been granted boons by his patrons that bring him closer to being a devil, rather than a regular tiefling. He can make and enforce devil contracts of his own, he does not age, he has authority over all but the strongest of lesser devils and has been granted permission to operate in other planes. Furthermore, his essence is so intrinsically tied to the realm of his masters that, much like other fiends, he will not die unless he is slain while in the infernal planes. Fanatical, yet Charming. Boltred is seen very favorably by his masters given his undying loyalty, which served him well as he received advantages that elevated him above the grand majority of devils residing in the Hells. However, this zealous behaviour can be easily hidden by the deceptive persona ingrained in Boltred, which has been extremely useful in order to create devil-worshipping cults on the material plane. This has led to Boltred being one of the main reasons for the expansion of influence of the Dark Eight in the Material Plane. Medium humanoid (tiefling), lawful evil 18 (+2 studded leather armor) 170 (20d8 + 80) 30 ft. STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 18 (+4) 16 (+3) 14 (+2) 20 (+5) Dex +9, Wis +7, Cha +10 Acrobatics +9, Arcana +8, Deception +10, Perception +7, Performance +10 cold, bludgeoning, piercing, slashing from nonmagical attacks that aren’t made with silvered weapons fire, poison frightened, poisoned darkvision 120 ft., passive Perception 17 Common, Abyssal, Infernal 14 (11,500 XP) Boltred has advantage on saving throws against spells and other magical effects Magical darkness doesn't impede Boltred’s darkvision When Boltred attacks with a weapon he can use his Charisma modifier instead of Strength or Dexterity for attack and damage rolls. When Boltred attacks with a weapon or cantrip he deals an additional amount of damage equal to his Charisma modifier Boltred has advantage on Constitution saving throws that he makes to maintain his concentration on a spell when he takes damage. Boltred’s innate spellcasting ability is Charisma Boltred can innately cast the following spells (spell save DC 18), requiring no material components: At will thaumaturgy, disguise self 1/day each: hellish rebuke (as a 2nd level spell), darkness, freedom of movement, mental prison, forcecage, plane shift, foresight Boltred is a 17th level spellcaster His spellcasting ability is Charisma(spell save DC 18, +10 to hit with spell attacks). He regains his expended Spell Slots when he finishes a short or long Rest. He knows the following Warlock spells: Cantrips (at will): booming blade, eldritch blast, sword burst, prestidigitation 1st 5th level (4 5th level slots) armor of agathys, hex, hold person, invisibility, counterspell, fly, spirit shroud, thunder step, banishment, dimension door, banishing smite, far step, hold monster, scrying, synaptic static Actions Boltred can make three melee attacks or shoot 4 beams of eldritch blast. Melee Weapon Attack +10 to hit, reach 10 ft., one target. Hit: 15 (1d10 + 10) slashing damage plus 7 (2d6) fire damage. Ranged Spell Attack: +10 to hit, reach 300 ft , one target Hit 10 (1d10+5) force damage If the target is a creature Boltred can choose to push them 10 feet away from himself on a hit. Reactions When an enemy provokes an attack of opportunity from Boltred, Boltred can choose to cast a spell that targets only that creature instead of attacking 23
Though lazy and purely self-serving, canoloths are both feared and respected among the ranks of a yugoloth army. As large as a mastiff, these brutes prefer to grasp onto their foes with their long, spiked tongues, and unless ordered to destroy them, hold onto and toy with them until deciding to brutally devour them. Canoloths are normally fierce fighters and because of their uncanny senses are entrusted with information gathering for powerful beings of the Lower Planes. Big as they are, be weary in the shadows of the Lower Planes-you never know when a canoloth lurker is watching you. Lurkers in the Dark. Slightly smaller and weaker than other canoloths, lurkers rely on their agility and ability to hide in unsuspecting places and prefer to lie in wait in the shadows to take enemies by surprise. Adding to the effectiveness of their tactics are the barbs coating their tongues which inflict a debilitating poison that allows them to take their time and stalk their prey from the shadows should they escape their grasp. Faithful Fiends. Canoloths enter into contracts with powerful fiends and are known for their loyalty to an agreement doing exactly what’s needed to fulfill it, nothing more, nothing less. Favoring shadows and darkness, canoloth lurkers are often sought to guard important items or locations in subterranean locales. Medium fiend (yugoloth), neutral evil 15 (natural armor) 82 (11d8 + 33) 50 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 17 (+3) 5 (-3) 17 (+3) 10 (+0) Perception +9, Stealth +9 cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks acid, poison darkvision 60 ft., truesight 120 ft., passive Perception 19 Abyssal, Infernal, telepathy 60ft. 6 (2,300 XP) Other creatures can't teleport to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted. The canoloth has advantage on saving throws against spells and other magical effects. The canoloth's weapon attacks are magical. While in dim light or darkness, the canoloth can take the Hide action as a bonus action. The canoloth can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. The canoloth can't be surprised while it isn't incapacitated. Actions The canoloth makes two attacks: one with its tongue or its bite and one with its claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) piercing, magic damage. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing, magic damage. Ranged Weapon Attack: +6 to hit, range 40 ft., one target. Hit: 9 (1d12 + 3) piercing, magic damage plus 13 (3d8) poison damage. If the target is Medium or smaller, it is grappled (escape DC 14), pulled up to 40 feet toward the canoloth, is restrained until the grapple ends, and must make a DC 14 Constitution saving throw or gain one level of exhaustion. A grappled creature takes 27 (6d8) poison damage at the start of the canoloth's turns and must repeat the saving throw or gain another level of exhaustion. 24
While most evil mortals that end up in the lower planes in afterlife are transformed into the lowest form of demon or devil depending on where in the lower planes they end up, sometimes, the vast armies of the lower planes raid the Fugue Plane for unsettled souls. Often, these souls are used to fuel hellish rituals or are consumed by frenzied fiends, but sometimes they are transformed into undead slaves for vast work projects in the lower planes. In certain areas of the lower planes, there are thousands of these souls, trapped in decaying bodies, forced to work for eternity. Undead Nature. Chained souls do not require air, food, drink, or sleep. Medium undead, neutral evil 13 (leather armor) 32 (5d8 + 10) 30 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 14 (+2) 9 ( 1) 8 ( 1) 7 ( 2) Con +4 poison poisoned darkvision 60 ft., passive Perception 9 Understands Common and either Abyssal or Infernal 1 (200 XP) If damage reduces the chained soul to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit On a success, the chained soul drops to 1 hit point instead. Actions The chained soul makes one slam attack and one chain attack. If the chain attack hits, the chained soul moves to within melee distance with the target struck by the chain attack and makes an additional slam attack as a bonus action. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. 25
The Concordant of Elseviel was called by the High Council of Ahlaeron in response to the threat of the ascension of Graz'zt, on his journey to become a Demon Prince. The High King of the Elven nation called a band of heroes to journey to the Argent Palace and to find and destroy the fledgling demon. In his eyes, the glory of the elven culture meant they were best suited to dismiss this threat before it grew. Legendary heroes, wise casters, and honoured soldiers cast their lot and those selected represented the pinnacle not just of the ancient elven kingdom but the entire known world at the time. Under the guidance of the scout, Pale Moon, and with the assistance of powerful diviniation magic, the Concordant left to travel to the Argent Palace. Unbeknownst to the King, the Demon’s power was already both greater and more subtle than he had thought. Graz’zt had gained his status and his palace and surrounding realm was on the verge of transporting itself to the layers of the Abyss he was to rule. In a supreme act of confident cruelty, he decided to use the Concordant themselves to complete the final rituals. To accomplish this, he took the guise of Pale Moon and offered to shepherd the group to the Argent Palace himself. While travelling to the realm, Pale Moon tricked the group into completing the final rites, and instead of tracking and conquering the Prince, they became unwitting accomplices in his ascension to his new position. As their betrayal was realized, the members of the Concordant became corrupted by abyssal energy. Divided from each other and isolated in the Abyss, they have become vestiges of themselves, the memories and even their former names twisted into the Abyssal wretches they are today. Appearing and disappearing across all layers of the Abyss, but more frequently in Graz’zt’s triple realm, they believe they are still battling the hordes of the Demon Prince. They typically mistake intruders to those realms for foes, and fight them to the death. By turning their earthly prowess against the good, there is no better demonstration of corrupted betrayal, and the horror of the fate of each hero gives a cruel reminder of the power of the Demon Prince. 26
An honored priest of Lathander, Baniole led the group with wise counsel and a powerful connection to his God. The first to place his trust in Pale Moon, Baniole’s failure in leadership was the greatest catalyst for the disaster that followed. Blinded and chained to the ground, Grazz’zt carved glyphs and symbols across his flesh to bind him to his realm, and seared his eyes with radiant force. The lidless eyes of Baniole can never be closed. In life, Baniole failed to see Grazz’t in the form of Pale Moon, so is cursed to see him in all who approach, the master of countless forms endlessly appearing to meet him. Surrounded by floating glyphs and runes, his body is seared with glowing unholy symbols. He is wrapped from the waist down with heavy chains, his legs hidden under barbed metal. Although Baniole cannot move, he mumbles the words to half-forgotten prayers and holy texts. Baniole attacks all who approach in a perversion of his final redoubt. When reduced to zero hit points, Baniole disappears and reappears before another Abyssal intruder, his hit point total and spell slots replenished. When encountered, Baniole will already have cast magic circle, glyph of warding, shield of faith, and holy weapon. The glyph of warding will be placed in the path of any creature who must approach to engage him. As soon as they do so they trigger the glyph, causing 5d8 radiant damage to all within a 20-foot sphere, except Baniole. Medium humanoid (elf), chaotic evil 15 (rune bound hide) 90 (20d8) 30 ft., 0 ft. when bound by chain STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 11 (+0) 12 (+1) 18 (+4) 7 (−2) Int +4, Wis +7 Perception +7, Insight +7, Religion +4 cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons fire, poison poisoned darkvision 60 ft, passive Perception 17 Abyssal, Common, Elvish 7 (2,900 XP) Baniole has advantage on saving throws against being charmed, and magic can’t put him to sleep. Baniole's attacks are magical. Baniole is a 9th level spellcaster His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks) Baniole has the following cleric spells prepared: Cantrips (at will) guidance, light, sacred flame, resistance 1st level (4 slots): bane, command, cure wounds, protection from evil or good, shield of faith 2nd level (3 slots): aid, blindness/deafness, hold person, silence, spiritual weapon, zone of truth 3rd level (3 slots): dispel magic, glyph of warding, magic circle, meld into stone, spirit guardians 4th level (3 slots) banishment, death ward, guardian of faith, stone shape 5th level (1 slots): holy weapon, insect plague, legend lore Actions Baniole makes 3 strikes with his chain. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 8 (2d4 + 3) bludgeoning, magic damage plus 9 (2d8) radiant damage. Baniolie’s chain emits bright light for 20 feet and dim light for a further 20 feet Bonus Actions As a bonus action, Baniole weeps, and all creatures within a 40-feet sphere must succeed on DC 16 Wisdom saving throw or be affected by the fear spell. Any creature who makes the saving throw is immune to the effects of subsequent Dread Pulses. Reactions When a creature comes within range, Baniole can sweep his chain to push them away On a hit, they take weapon damage from his chain and are pushed 1d4 times 10 feet away from him. 27
Fearless and peerless, the brothers Eldeghant and Foleghant served at the highest level of the Elven army. Across the land, children loved to listen to tales of the brothers' daring, strength, and skill and were renowned for battlefield exploits and their skill at sporting prowess. When the call came to defeat Graz’zt, the brothers were swept on a wave of popular support and gave their arms to the cause. Proudly they swore to give their lives to destroy the Demon Prince and drive him to extinction. Their skill with sword and shield was unmatched and they were true champions of the elven nation. Unseen Enemies. The bodies of the two brothers have been consumed - all that is left of them are two glowing eyes inside their suits of armor. Twisted by paranoia, each now stalks an enemy, striking from the shadows and retreating. Eldeghant is likely to be encountered in pursuit of an unknown foe, and will see other creatures as allies or enemies in this perpetual duel. Unbeknownst to him, he stalks the vestige of his own brother. Fiendish. The brothers are condemned to play out this grim contest eternally, as each time one of their hit points is reduced to zero, they both disappear and reappear in another part of the Abyss. Medium humanoid (elf), chaotic evil 18 (plate) 78 (12d8 + 24) 30 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 14 (+2) 10 (+0) 12 (+1) 15 (+2) Str +7, Wis +4, Cha +5 Athletics +7 cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons fire, poison poisoned passive Perception 11 Abyssal, Common, Elvish 7 (2,900 XP) Eldeghant has advantage on saving throws against being charmed, and magic can’t put him to sleep. If Eldeghant does not move in a round, he adopts a defensive stance. Until his next turn, he has resistance to all damage and advantage on all saving throws against spells and other magic effects. Eldeghant carries Faenwright, a longsword with the properties of a mace of disruption and a +2 magic weapon. If removed from Eldeghant, the sword does not disappear when he does. Actions Eldeghant makes two attacks with Faenwright. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) bludgeoning, magic damage. When Faenwright hits a fiend or undead creature, it takes an extra 7 (2d6) radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened until the end of the bearer’s turn. 28
Known as the bastion, Foleghant was the older of the brothers. Under his watchful eye, he set the standard, trained, and developed his younger brother’s ability. As Eldeghant eventually exceeded his brother’s skill, Foleghant harbored feelings of resentment that grew to poisonous jealousy. Pale Moon sensed this and corrupted him first, by appealing to his pride and encouraging him to carry out a series of assassinations. Although Foleghant thought he was defending good in the realm, Pale Moon used him to dispose of those who could have revealed his identity. He leapt at the opportunity to join the Concordant, believing his name could live forever in an act of heroism, and hopefully outshine his younger brother in the process. Murder. On the journey to the Argent Palace, Pale Moon threatned to reveal Foleghant’s treachery. Rather than expose himself, he agreed to assist Pale Moon in ensuring his companions stood back as the maw opened and Fein Mawr was destroyed. As the abyssal energy continued to ravage him and his companions, his twisted mind felt nothing but relief that his secret was surely now never to be revealed. Consumed by fear of exposure, he now stalks his brother eternally through the Abyss. He appears to visitors to the Abyss in the process of this pursuit - setting up ambush for Eldeghant or pursuing him. He either uses creatures he encounters for his own ends or destroys them. Foleghant knows it is his own brother’s death he seeks, but hopes that by destroying him his secrets will never be told, and his name will be praised forever. Fiendish. When reduced to zero hit points, Foleghant and his brother disappear and reappear in another part of the Abyss. Medium humanoid (elf), chaotic evil 20 (plate armor and shield) 105 (14d8 + 42) 30 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 17(+3) 14 (+2) 11 (+0) 14 (+2) Str +7, Dex +5, Wis +3 Athletics +7, Deception +5, Intimidation +5 fire bludgeoning, piercing, slashing from nonmagical attacks that aren’t adamantine poison, psychic charmed, exhaustion, frightened, paralyzed, petrified, poisoned passive Perception 10 Common, Elvish, Abyssal 7 (2,900 XP) Foleghant has advantage on saving throws against being charmed, and magic can’t put him to sleep. If hit by an attack that causes him to move or fall prone, Foleghant resists the movement effect and causes the attacker to suffer the effect instead. Foleghant carries Eldwright, a longsword with the properties of a mace of terror and a +2 magic weapon. If removed from Foleghant, the sword does not disappear when he does. Actions Foleghant makes three melee attacks with his sword Eldwright. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 +6) slashing, magic damage. Reactions On a successful hit with his weapon, Foleghant can make an additional attack on a different target in range. This continues until he misses or there are no more targets in range. 29
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This noble and pious priest was selected from the holy order of Lathander to confront the Demon Prince Graz’zt in his own realm. Carrying Lathander’s Crook, she was to channel the power of the god to hold Graz’zt while the wizard Jullient opened the Heavenly Gate to capture him. Pale Moon disrupted the ritual and Lathander’s power was diverted to open a great maw in the earth, swallowing the Palace, Grazz’t, and the Concordant and transporting them into the Abyss. In the rupture, Fein Mawr’s goodness itself was destroyed and rotted. Vestige. The being encountered in the Abyss is a vestige of the great priest. Incoherent and unthinking, she is held in the moment when she realizes her role in losing Lathander’s Crook and completes Graz'zt’s elevation to Demon Prince. Animated by grief, Fein Mawr hunts and consumes goodness itself, lest those who possess it suffer greater pain in their eventual betrayal. Medium humanoid (elf), chaotic evil 19 (natural armor) 165 (22d8 + 66) fly 20 ft. (hover) STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 17 (+3) 11 (+0) 18 (+4) 16 (+3) Con +8, Int +5, Wis +9, Cha +8 History +5, Religion +5 fire bludgeoning, piercing, slashing from nonmagical attacks that aren’t adamantine poison, psychic charmed, exhaustion, frightened, paralyzed, petrified, poisoned darkvision 60 ft., passive Perception 14 Common, Elvish, Abyssal 15 (13,000 XP) Fein Mawr has advantage on saving throws against being charmed, and magic can’t put him to sleep Fein Mawr is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Fein Mawr has the following cleric spells prepared Cantrips (at will): sacred flame, thaumaturgy 1st level (4 slots) command, guiding bolt, shield of faith 2nd level (3 slots): hold person, silence, blindness/deafness 3rd level (3 slots) animate dead, dispel magic 4th level (3 slots): divination, guardian of faith 5th level (2 slots): flame strike, insect plague 6th level (1 slot): harm As a bonus action, Fein Mawr explains the depth of its shame. This is heard as a curse in the Abyssal language. Each non-undead creature within 30 feet of Fein Mawar must succeed on a DC 16 Wisdom saving throw or move as far as it can away from it on their next turn Actions Fein Mawr can use its Abyssal Glare and make a Whipping Robes attack. Melee Weapon Attack: +9 to hit, reach 10 ft , one target Hit 11 (2d6 +4) slashing damage plus 10 (3d6) necrotic damage. Fein Mawr targets up to three creatures it can see within 30 feet of it. If the target can see Fein Mawr, it must succeed on a DC 16 Wisdom saving throw or become stunned until the end of Fein Mawr’s next turn. A target that succeeds on the saving throw is immune to the Abyssal Glare for the next 24 hours. Reactions When a creature causes Fein Mawr to lose hit points, it can immediately target them with an Abyssal Glare attack. 31
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Lell Arghost was a famed General of noble birth. His achievements as a commander were many, and his battalions were renowned for their humility and refinement as much as their military prowess. On constant vigil, he saw his duty to defend and secure the great kingdom from barbarity itself. Fearless and noble, he volunteered to join the Concordant to hunt and slay Grazz’t in the name of civilization itself. Following the scout, Pale Moon, the group were led into the Abyss and the realm of Graz'zt himself. The Concordant was betrayed by their guide, thought to be Graz’zt himself in disguise. Lell Arghost was unable to accept the betrayal - he could not believe that his companions, the pillars of accomplishment of a kingdom that would stand for ages, could be corrupted and turn on each other and indeed assist the creation of a Demon Prince Ancient Lineage. Lell Arghost wanders the Abyss, mourning his lost mortality and his noble duties. He responds to others who can prompt his memories of history and the culture of the High Elves. Lell Arghost believes he is destined to slay Graz’zt himself, and that only this will make up for his terrible folly. When reminded of the fate of the Concordant, he is quick to anger and cannot accept that he has been fooled. He turns on those who know the truth of their betrayal, as he believes he must extinguish knowledge of his folly before he can destroy Graz'zt himself. In this way, he is cursed to make enemies out of allies, and will hunt Graz’zt fruitlessly for eternity. When reduced to zero hit points, Lell Argost disappears and reappears somewhere else in the Abyss. Medium humanoid (elf), chaotic evil 17 (half plate) 119 (14d10 + 42) 30 ft STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 16 (+2) 18 (+4) 15 (+2) 16 (+2) Str + 8, Int +8, Wis +6 Arcana +8, History +8 fire bludgeoning, piercing, slashing from nonmagical attacks that aren’t adamantine poison, psychic charmed, exhaustion, frightened, paralyzed, petrified, poisoned passive Perception 12 Common, Elvish, Abyssal 8 (3,900 XP) Lell Arghost's attacks are magical Lell Arghost is an 11th level spellcaster His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Lell Arghost has the following wizard spells prepared: Cantrips (at will) booming blade, fire bolt, guidance, light, mage hand 1st level (4 slots): magic missile, protection from evil and good, shield 2nd level (3 slots): darkness, shatter 3rd level (3 slots) counterspell, fireball, lightning bolt 4th level (3 slots): Evard’s black tentacles, Leomund’s secret chest, polymorph 5th level (2 slots): dominate person, far step, passwall 6th level (1 slot): sunbeam As a bonus action, Lell Arghost can cast a spell that would normally require an action. Actions Lell Arghost makes three longsword attacks. Melee Weapon Attack +8 to hit, reach 5 ft , one target. Hit: 8 (1d8 + 4) slashing, magic damage. Reactions When hit with a spell or magic attack, Lell Arghost negates all effects if he succeeds on a DC 15 Intelligence saving throw. 33
Under the colleges of high trees in the heart of an ancient Elvish city, Juillant was mentored by the best scholars and most refined minds of her age. Julliant’s ability was prodigious, and as a young child she was spirited away to mature in a scholarly environment. Sheltered from the outside world, her gifts refined and as she mastered the manipulation of the weave, she gained glimpses into realms far across the multiverse. When the call for the Concordant went out, Julliant’s mentors believed she should go as her skill in portals and planar travel could trap Graz’zt when his threat was revealed. Julliant joined them, believing her mastery of magic could be invaluable in forcing Graz’zt through the Heavenly Gate. Concealed in a hand mirror, she carried the gate to the steps of the Argent Palace, where Grazz’t diverted Lathander’s power to distort the binding magic and opened the Abyssal Maw to swallow them all. Corruption. As Julliant gazed into her mirror, the skin on her face was torn away as a flock of demonic forces coursed through her. Desperate to purge the intrusion, she managed to partly exorcise the demons, but in the process bound her own soul to one, and became the Abyssal creature known as Jujolixxl. Accompanied by the heads of the demons she destroyed, Jujolixxl is no longer the Elvish mage of times past, but a cruel and twisted figure, motivated by spreading cruelty and advising mortals who wish to betray their own people and to corrupt or destroy their homes. Medium humanoid (elf), chaotic evil 13 (natural armor) 88 (16d8 + 16) fly 30 ft. (hover) STR DEX CON INT WIS CHA 8 (−1) 14 (+2) 12 (+1) 21 (+5) 15 (+2) 16 (+2) Int +9, Wis +6 Arcana +9, History +9, Perception +6 fire bludgeoning, piercing, slashing from nonmagical attacks that aren’t adamantine poison, psychic charmed, exhaustion, frightened, paralyzed, petrified, poisoned darkvision 60 ft., passive Perception 16 Common, Elvish, Abyssal 9 (5,000 XP) Jujolixxl’s innate spellcasting ability is Intelligence. She can innately cast the following spells (spell save DC 17), requiring no material components: At will: Agannazar’s amanuensis, herald’s call 3/day each: blade barrier, dispel evil and good, flame strike, raise dead 1/day each: commune, control weather, insect plague Jujolixxl is a 14th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Jujolixxl has the following wizard spells prepared: Cantrips (at will): acid splash, chill touch, fire bolt, mage hand, shocking grasp 1st level (4 slots): burning hands, false life, grease, mage armour 2nd level (3 slots): misty step, shatter, hold person 3rd level (3 slots): fear, fireball, lightning bolt, vampiric touch 4th level (3 slots): banishment, blight, Evard’s black tentacles 5th level (2 slots): cloudkill, cone of cold, dominate person, blight 6th level (1 slot): true seeing, move earth 7th level (1 slot): finger of death Actions The screaming demon heads that circle Jujolixxl attack up to three targets in a 10-ft sphere of her. Melee Weapon Attack: +9 to hit, reach 10 ft., three targets. Hit: 12 (4d4 +4) necrotic, magic damage. 34
Cruor primordials are the loathsome manifestation of blood, gore, and other vital fluids that have been magically animated and fused into an entity. Cruor primordials may either be created through forbidden magic rituals that involve blood sacrifices or may, at times, arise spontaneously where large battles have been fought and copious amounts of blood have been spilled. Bound by the hatred, fear, pain, and loathing of whatever beings' blood has been spilled to create such an abomination, cruor primordials are indiscriminate in the targets of their hatred unless bound magically to one knowledgable enough to control it. Even then, they will engage in a constant struggle to break free of the magic that binds it and seek revenge on any who would dare desecrate the living in such a manner. While a battlefield or sacrificial altar may reek of offal and decay, a cruor primordial is notable in that its iron scent is overpowering to most creatures. Many who come across such an abomination find themselves overcome by the stench of iron mixed with rotten, coagulated blood. Indiscriminate. Cruor primordials cannot be reasoned nor bargained with, and will indiscriminately slay any it comes across to add to its own being. Any creature unfortunate enough to come across a cruor primordial may rapidly find itself drowning in blood, their life force drained and added to the vile creature. Large aberration, unaligned 12 (natural armor) 153 (18d10 + 54) 30 ft. STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 17 (+3) 4 ( 3) 7 ( 2) 6 ( 2) acid, radiant bludgeoning, piercing, and slashing from nonmagical weapons poison, necrotic exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious blindsight 60 ft., passive Perception 8 5 (1,800 XP) Any creature that moves within 5 feet of the cruor primordial for the first time or ends its turn there takes 5 (1d10) necrotic damage. The cruor primordial gains hit points equal to half of any damage dealt in this manner, or if it is already at its maximum hit points absorbs half the damage dealt as temporary hit points that last 1 hour If the cruor primordial takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. The cruor primordial can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing The cruor primordial's shape can dissipate and its essence disperses into a pool of blood 30 feet in diameter. The pool can move at a rate of 10 feet per turn Any creature that ends its turn in the sanguine pool takes 5 (1d10) necrotic damage. The cruor primordial gains temporary hit points equal to the necrotic damage taken by the target. While in this form, the cruor primordial regenerates 20 hit points per turn Actions Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) necrotic damage. The cruor primordial gains hit points equal to half the necrotic damage taken by the target. Reactions When the cruor primordial is hit with a melee attack, it can drain blood from the attacker. The attacker must make a DC 16 Constitution saving throw, taking 5 (1d10) necrotic damage on a failed save, or half as much on a successful one. The cruor primordial gains temporary hit points equal to the necrotic damage taken by the target. 35
Many horrors can be found in the infinite layers of the Abyss, but few are as terrifying as a death flayer. A death flayer is the result of a mind flayer that has met its untimely demise by the hand of Orcus or his followers and raised from the dead with some of his ghastly modifications. Fused together with the flesh of other creatures by necrotic energies, the death flayer is a walking abomination you should hope to never witness. Abominable Artisan. Orcus, the Demon Prince of Undeath can raise corpses and create undead creatures from nothing on a whim. With his Wand of Orcus, he turns loyal subjects into undead creatures, forever binding them to his service, and those who oppose him he kills and raises as undead under his command. He recognizes when he encounters a powerful being that could be useful under his command and takes pleasure in causing their demise so he can use them for his own horrific deeds. When he comes across particularly useful or powerful creatures, Orcus will often perform twisted rituals to try and improve upon their forms or enhance the powers they already possess. In the case of the death flayer, Orcus uses necrotic energy to fuse together the flesh from other fallen creatures into horrific new body parts to be used as weapons making the mind flayer’s physical capabilities as terrifying as their psionic ones. These new body parts often end in weapons made of hardened flesh sharpened to an edge like a blade or could be additional arms that are insect-like in appearance that allow them to easily hold their prey. During the process the mind flayers small circular mouth is stretched open to a gaping maw of razor-sharp teeth. Mind Rot. With their natural psionic abilities, mind flayers aren’t necessarily easy things to kill. Even if you can keep them from using a plane shift spell to get away, they aren’t easily taken down and they fight until the bitter end. This can cause a lot of damage to the body when they are killed. So much necrotic energy is needed to mend the bodies for these abominations that it permeates throughout their form and even radiates from them causing the brains of weak-willed living creatures near them to begin to rot. The necrotic energy that flows through them is so great it is even expelled through their Mind Blast and all of their physical attacks. 36
Large aberration (undead), chaotic evil 20 (natural armor) 231 (22d10 + 110) 30 ft. STR DEX CON INT WIS CHA 24 (+7) 16 (+3) 20 (+5) 16 (+3) 12 (+1) 6 (−2) Str +13, Con +11, Int +9 Athletics +13, Intimidation +4, Perception +7 necrotic, poison; bludgeoning, piercing, slashing from nonmagical attacks charmed, exhaustion, frightened, paralyzed, poisoned darkvision 120 ft., passive Perception 17 Abyssal, Deep Speech, telepathy 120 ft. 20 (25,000 XP) The death flayer has advantage on saving throws against spells and other magical effects. The death flayer radiates an aura of deadly psychic energy Any living creature that starts its turn within 20 feet of the death flayer must make a DC 17 Intelligence saving throw. On a failed save, a target takes 14 (4d6) psychic damage and 14 (4d6) necrotic damage, and their movement speed is halved until the start of their next turn On a successful save a target takes half the amount of damage and their movement speed is not halved. The death flayer's weapon attacks deal an additional 5 (1d10) necrotic damage (included in the attacks). The death flayer has advantage on saving throws against any effect that turns undead. The death flayer's innate spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks) It can innately cast the following spells, requiring no material components: At will: detect thoughts, levitate 1/day each: dominate monster, plane shift (self only) Actions The death flayer makes four attacks an attack with each of its arms and one with its tentacles. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage plus 5 (1d10) necrotic damage Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) slashing damage plus 5 (1d10) necrotic damage. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) necrotic damage and the target is grappled (Escape DC 21). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) psychic damage plus 5 (1d10) necrotic damage If the target is Large or smaller, it is grappled (Escape DC 21) and must succeed on a DC 17 Intelligence saving throw or be stunned until the grapple ends. Melee Weapon Attack +9 to hit, reach 5 ft., one incapacitated humanoid grappled by the death flayer. Hit: 55 (10d10) piercing damage plus 5 (1d10) necrotic damage. If this damage reduces the target to 0 hit points, the death flayer kills the target by extracting and devouring its brain The death flayer magically emits psychic energy in a 60-foot cone Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 21 (4d8 + 3) psychic damage plus 18 (4d8) necrotic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead are unaffected by this energy. 37
The chaos of the lower planes means that things are always changing. Sometimes these changes are minor and have little effect, but sometimes there are vast changes. Gods die or are killed, they move from one plane to another, or the archdevils and demon lords cause great upheavals in the hierarchy of the lower planes. When these vast changes happen, often the lowliest fiendish creatures are left without purpose or leadership. If they are left this way for long periods of time, they often devolve into undead creatures not unlike zombies. These fiendish undead are referred to as degenerates. Inexplicably, these devolved fiends often gather in large hordes, just like regular zombies. Unlike the mindless eating machines of the material plane, degenerates seem to retain some of their mental acumen. The degenerates often surprise those they attack with their use of tactics and strategy. While those who face the degenerates in a fight are astonished by their ability to coordinate in a fight, their foes find that the bites of these fading fiends is quite debilitating. Sapping Bites. The bites of degenerates drain the energy of those they bite. Undead Nature. Degenerates do not require air, food, drink, or sleep. Medium undead, neutral evil 14 (natural armor) 37 (5d8 + 15) 40 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 17 (+3) 8 (-1) 8 (-1) 6 (-2) Con +5 fire, poison poisoned darkvision 60 ft., passive Perception 9 Understands Common and either Abyssal or Infernal 2 (400 XP) If damage reduces the degenerate to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the degenerate drops to 1 hit point instead. The degenerate has advantage on an attack roll against a creature if at least one of the degenerate's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions The degenerate makes one slam attack and if it hits, one bite attack against the same target. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or gain one level of exhaustion. 38
Most only see the aftermath of a drubber. They are rarely found on the Prime Material Plane. These fiends relish in the undoing of anything they deem as weaker than themselves. They grudgingly will respect fiends of greater power, but will attempt to slip free at any turn. Drubbers are larger than the average human and both made of, and covered in, long powerful green tentacle-like appendages that all serve the one purpose of bringing food to its maw. Each tentacle seems to have its own mind allowing the drubber to attack multiple opponents at once and grab and constrict a number of hapless victims while it dines on another. Feeding Aggression. Drubber aggression feeds on the injury of others and weakened foes drive the creature into a frenzy. They seek out weakened opponents and tear into them with fervor. Multiple drubbers, which is a terrible thing to think about, will both focus on the same wounded foe. Tentacles Everywhere. It might seem as though some advantage might be gained by attacking from the flank or rear, but each tentacle seemingly can parry no matter the direction the drubber is facing. Its truly an infuriating skill. Cryophobia. Drubbers do not like the cold or surfaces coated in ice. You can use this to contain or direct the path of drubbers and limit their movement. Drubbers hate cold to such an extent that they will leave wounded prey to escape the bite of cold. Large fiend, Chaotic Evil 16 (natural armor) 112 (15d10 + 30) 30 ft. STR DEX CON INT WIS CHA 19 (+4) 15 (+2) 14 (+2) 13 (+1) 12 (+1) 10 (+0) Intimidation +3, Perception +4 cold bludgeoning, piercing, slashing from nonmagical attacks that aren’t adamantine fire restrained, grappled darkvision 60 ft., tremorsense 60 ft., passive Perception 14 Abyssal, Telepathy 120 ft. 7 (2,900 XP) The Drubber has advantage on melee attack rolls against any creature that doesn't have all its hit points. Actions The Drubber makes three tentacle strikes and one bite or three tentacle strikes and one constrict attack. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, the Drubber can hold up to 2 opponents this way. Reactions The Drubber adds 3 to its AC against 1d4 melee attacks that would hit it each round. To do so, the Drubber must sense the attacker. 39
Normally, liches are the remains of great wizards who embraced undeath as a means of sustaining and preserving themselves for eternity. Their hunger for power and long life comes at a terrible price, undeath. For nearly all demons, extending life is merely a biproduct of lichdom, the real goal is a massive gain in power. Very few demons seek this path, but those that do rise quickly among the ranks of the fiendish within the Abyss. For a demon, becoming a lich is even harder than it is for a wizard on the material plane. The path to lichdom is already a closely guarded secret, moreso within the Abyss. Most demons learn about the process from liches of the material plane. Summoned for information, these liches sometimes dole out the secrets in exchange for the information the demons possess. Phylactery. While mortals who become liches fiercely guard their phylactery as it is their source of life, demon liches whose phylactery is destroyed only means they must go through the process again when they are are reborn as a new demon. For this reason, demon liches often wear or carry their phylactery with them at all times. This also makes feeding their phylactery with souls easier. As they roam the lower planes and encounter new souls, they keep their phylactery well stocked with fresh souls, which keeps their power and lifeforce strong. While demon liches do not truly face death if their phlactery is destroyed, they can devolve into a demilich if they fail to feed their phlactery enough souls. This devolution not only robs them of their sanity, but also the process of lichdom is lost from their minds forever. Hunger for Knowledge. Like mortals that become liches, demon liches often spend time collecting spells and magic items. Demon liches often fill their lairs with libraries of spells, wands, staffs, and all other magical oddities. Size. Almost any demon that learns of the path of lichdom can choose to take it up. The demon lich presented on the following page is a medium size demon, but any demon can become a lich. If you wish to transform a larger or smaller demon into a lich, use the following stat block, but change the hit die according to it's size and add any special movement or attacks the base demon would have. Liches are gaunt and skeletal versions of their former selves with their flesh stretched and withered. Their bones visible beneath decaying flesh. Their eye sockets are empty of flesh and only burning points of light fill them. Undead Nature. Demon liches do not require air, food, drink, or sleep. 40
Medium fiend (demon), chaotic evil 18 (natural armor) 150 (20d8 + 60) 30 ft. STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 16 (+3) 20 (+5) 14 (+2) 16 (+3) Con +10, Int +12, Wis +9 Arcana +19, History +12, Insight +9, Perception +9 cold, lightning, necrotic fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks charmed, exhaustion, frightened, paralyzed, poisoned truesight 120 ft., passive Perception 19 Common, Abyssal, Infernal, and three other languages 22 (41,000 XP) If the demon lich fails a saving throw, it can choose to succeed instead. If it has a phylactery, a destroyed demon lich gains a new body in 1d10 days, regaining all its hit points and becoming active again The new body appears within 5 feet of the phylactery. The demon lich has advantage on saving throws against any effect that turns undead or fiends. The demon lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The demon lich has the following wizard spells prepared: Cantrips (at will): frostbite, mage hand, toll the dead 1st level (4 slots) detect magic, magic missile, shield, thunderwave 2nd level (3 slots): detect thoughts, invisibility, acid arrow, mirror image 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball 4th level (3 slots): blight, dimension door 5th level (3 slots): cloudkill, scrying 6th level (1 slot) disintegrate, globe of invulnerability 7th level (1 slot): finger of death, plane shift 8th level (1 slot): dominate monster, power word stun 9th level (1 slot): imprisonment, power word kill Actions Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions The demon lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The demon lich regains spent legendary actions at the start of their turn The demon lich casts a cantrip. The demon lich uses its Paralyzing Touch. The demon lich fixes its gaze on one creature it can see within 10 feet of it The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success If a target's saving throw is successful or the effect ends for it, the target is immune to the demon lich's gaze for the next 24 hours. Each non-undead creature within 20 feet of the demon lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one Lair Actions On initiative count 20 (losing initiative ties), the demon lich can take a lair action to cause one of the following magical effects; the demon lich can't use the same effect two rounds in a row: The demon lich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens. The demon lich targets one creature it can see within 30 feet of it A crackling cord of negative energy tethers the demon lich to the target. Whenever the demon lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the demon lich takes half the damage (rounded down), and the target takes the remaining damage This tether lasts until initiative count 20 on the next round or until the demon lich or the target is no longer in the demon lich's lair. The demon lich calls forth the spirits of creatures that died in its lair These apparitions materialize and attack one creature that the demon lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success The apparitions then disappear 41
An imp from the lower planes, Druzil has served several mortal magicians of the material plane. Although, his service is usually not as a bound familiar, but as a summoned servant and Druzil usually has his own ambitions which may or may not align with those he serves. His knowledge of the Chaos Curse was instrumental for Aballister Bonaduce and led to the downfall of the Edificant Library. However, Cadderly Bonaduce, chosen of Deneir, eventually defeated the Chaos Curse and created the famous temple, Spirit Soaring, where the Edificant Library once stood. Druzil was later used by Cadderly Bonaduce to retrieve information about the balor, Errtu, so that the famous ranger, Drizzt Do'Urden could defeat the balor. Despite being forced to betray Errtu, Druzil later began serving the balor. Unique among his imp brethren, Druzil has spent so much time around mages, sorcerers, and other arcane practicioners, he too has gained some magical power. Tiny fiend, lawful evil 14 21 (6d4 + 6) 20 ft., fly 40 ft. STR DEX CON INT WIS CHA 6 (-2) 18 (+4) 12 (+1) 12 (+1) 12 (+1) 15 (+2) Deception +4, Insight +3, Persuasion +4, Stealth +6 cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered poison poisoned darkvision 120 ft., passive Perception 11 Common, Infernal 2 (400 XP) Druzil can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Magical darkness doesn't impede Druzil's darkvision. Druzil has advantage on saving throws against spells and other magical effects. Actions Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 7 (1d6 + 4) lightning, magic damage Druzil magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment Druzil wears or carries is invisible with it. 42
The Abyss is home to all manner of nasty creatures and oozes are no exception to this. Even more so in layers controlled by Juiblex, oozes can be found lurking in any dark corner waiting for their next unlucky victim, but there is one type in particular that even the fiends of the Lower Planes make sure to keep away from, the deadly Fiend-Stalker Ooze. Fiendish Feasters. Their name says it all. These oozes, much like a gelatinous cube, use their transparent appearance to lie in wait for unsuspecting fiends to wander by for their next meal. Once engulfed by the ooze, a creature remains inside of it as it slowly dissolves giving the ooze a gruesome visage while they digest and also giving it the ability to take on the features of that creature. All fiends fear these oozes, even when they aren’t on their home plane. If killed by this ooze, a fiend is destroyed instead of reappearing on their home plane which has most fiends in the Abyss keeping a constant eye on their surroundings. Large ooze, unaligned 8 114 (12d10 + 48) 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 17 (+3) 6 (-2) 18 (+4) 2 (-4) 6 (-2) 3 (−4) Stealth +4 blinded, charmed, deafened, exhaustion, frightened, poisoned, prone blindsight 60 ft., passive Perception 8 - 8 (3,900 XP) The ooze can move through a space as narrow as 1 inch wide without squeezing. While it has a creature engulfed, the ooze takes only half the damage dealt to it, and the creature engulfed by the ooze takes the other half. As a bonus action on its turn, the ooze takes on the form of a creature that it has killed by engulfing and dissolving it. It takes on the same size and appearance as the chosen creature but remains transparent. The ooze can end its molded form and take its amorphous shape again by using a bonus action. Even when the ooze is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot an ooze that has neither moved nor attacked. A creature that tries to enter the ooze's space while unaware of the ooze is surprised by the ooze. Actions The ooze makes two pseudopod attacks. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) bludgeoning damage plus 13 (3d8) acid damage. if the ooze has a medium or large creature engulfed, it deals an additional 5 (1d10) bludgeoning damage. The ooze moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the ooze enters a creature's space, the creature must make a DC 14 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the ooze enters the creature's space, and the creature takes 13 (3d8) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 27 (6d8) acid damage at the start of each of the ooze's turns. When the ooze moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze. Alternatively, a creature within 5 feet of the ooze can take an action to pull a creature out of the ooze. Doing so requires a successful DC 14 Strength check, and the creature making the attempt takes 13 (3d8) acid damage. If a fiend would reappear in its plane of origin when reduced to 0 hit points, it is instead destroyed if reduced to 0 hit points while engulfed by the ooze. 43
Evendur is an archmage, formerly belonging to the Prismatic Order of the Elemental Plane of Air. She was an apprentice of the powerful Green Master Mage, a powerful spellcaster with the goal of mapping every plane in existence. However, Evendur was seen as too much of a wild card given her tendency to summon, capture, torture, and extract information from other extraplanar creatures, particularly fiends. Despite being banished from the remarkable organization, Evendur still carried many of their secrets and studies of magic with her and she would put them to use over the next several centuries. Despite being a human, the ability to create clones of herself with necromantic magic allowed for the continued study of magic and new ways to control fiends from all but the highest levels of power. Evendur is an utilitarian at her core, judging everything by the metrics of how useful they are to her studies of every part of the abyss and the infernal planes. Trying to appeal to a sense of duty or morality is a waste of time, but the offer of information on something she hasn’t discovered herself is incredibly tempting. Master of Fiends. Throughout her many years of summoning, binding, tormenting, and squeezing forbidden knowledge out of all kinds of demons and devils, Evendur has managed to amass quite the repertoire of magical capabilities and items to help her in combat and out of it. This is how Evendur acquired her quasit familiar, named Sneaks, who acts as a lookout, scout and spy for the archmage. And even more importantly, this is how Evendur has acquired the true names of hundreds of fiends and dozens of their talismans as well. It wouldn’t be a stretch to say that both the denizens of the abyss and the Hells have a bone to pick with this woman. Transcending the Flesh. As Evendur has passed from one clone to the next, she has modified each new body with the secrets she has managed to extract from hundreds of devils and demons. Each body is a new canvas that lets her perfect a new concept of research and experimentation, each one a new fascinating venture in her own mind. For others however, this is a sickening display of self-importance and magic going too far. After all, every failed upgrade to her body simply becomes another revolting minion to protect her ever-moving tower from anyone foolish enough to attack her. 44
Medium humanoid (human), neutral 19 (robe of the archmagi + ring of protection) 153 (18d8+72) 30 ft , fly 60 ft (hover) STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 19 (+4) 22 (+6) 14 (+2) 16 (+3) Con +9, Int +11, Wis +7 Arcana +16, Deception +8, History +11, Investigation +16, Persuasion +8 fire, cold, lightning, damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin) poison charmed, frightened, poisoned darkvision 120 ft , truesight 60 ft , passive Perception 12 Common, Abyssal, Celestial, Infernal, Primordial, Sylvan 16 (15,000 XP) Evendur has advantage on saving throws against spells and other magical effects. Evendur is constantly under the effect of the protection from evil and good spell. Whenever a creature within 60 feet of Evendur dies, she gains 10 temporary hit points. When Evendur casts a conjuration spell that summons fiends, they cannot refuse orders given by her Additionally, all summoned fiends have an additional 20 temporary hit points. Evendur is a 19th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). Evendur has the following wizard spells prepared: Cantrips (at will): mage hand, prestidigitation, fire bolt, shocking grasp, mind sliver 1st level (4 slots): comprehend languages, magic missile, shield 2nd level (3 slots): detect thoughts, fortune’s favor*, mirror image*, misty step 3rd level (3 slots) counterspell, dispel magic, lightning bolt, magic circle 4th level (3 slots): banishment, dimension door, greater invisibility, polymorph, summon greater demon, stoneskin* 5th level (3 slots) bigby s hand, cone of cold, infernal calling, scrying, synaptic static, wall of force 6th level (2 slots): chain lightning, disintegrate, globe of invulnerability, gravity fissure, summon fiend, mental prison 7th level (1 slots) forcecage, teleport, plane shift 8th level (1 slots): dark star, mind blank* 9th level (1 slots): time stop, meteor swarm *Evendur casts these spells before combat. Actions Melee Spell Attack +11 to hit, reach 5 ft., one target. Hit: 18 (4d8) necrotic or fire damage. Ranged Spell Attack: +11 to hit, reach 120 ft., one target. Hit: 22 (4d10) fire damage. Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (4d8) lightning damage. Evendur has advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target can’t take reactions until the start of its next turn. Evendur drives a disorienting spike of psychic energy into the mind of one creature she can see within 60 feet. The target must succeed on a DC 19 Intelligence saving throw or take 4d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of Evendur’s next turn. Reactions When Evendur is targeted by an attack, spell, or if she is within an area of effect she can switch places with any fiend under her control that is within sight. 45
Many powerful fiends offer a portion of their powers to the mortals of the material plane. In exchange, these mortals carry out the will and plans of their fiendish masters. Sometimes, these mortal warlocks defy the powerful hellish immortals that granted them their magic. Occasionally, these mortals are claimed, body and soul, by powerful old magics of the underworld. These failed warlocks become the forfeit, bound fully to their masters' wills and become fiends themselves. As fiends, they enjoy the benefits of agelessness and the cycle of rebirth in the lower planes. But their new binding to their master's will prevents them from disobeying. Ageless. The forfeit stop aging and become immortal much like their fiendish masters once their souls are bound to their master. Medium fiend (any), any evil 13 (16 with mage armor) 52 (8d8 + 16) 30 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 20 (+5) Cha +8 Deception +8, Insight +4, Persuasion +8 bludgeoning, piercing, and slashing from nonmagical attacks darkvision 120 ft., passive Perception 11 Common, Abyssal, Infernal 8 (3,900 XP) The forfiet is able to cast mage armor on themselves at will and without expending a spell slot. The forfiet is able to cast disguise self on themselves at will and without expending a spell slot When the forfiet is in an area of dim light or darkness, it can use its action to become invisible until it moves or takes an action or a reaction The forfiet is a 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +8 to hit with spell attacks). The forfiet has two 4th level spell slots and regains these spell slots on a short or long rest. The forfiet has the following warlock spells prepared: Cantrips (at will): eldritch blast, minor illusion, prestidigitation 1st-4th level (2 slots): counterspell, comprehend languages, darkness, disguise self, dispell magic, fly, mage armor, misty step, sickening radiance, summon greater demon, summon lesser demon Actions Melee Weapon Attack +8 to hit, reach 5 ft , one target. Hit: 3 (1d6) bludgeoning damage. 46
A quiet night in the graveyard is broken by strange sounds that almost resemble chittering or low mutterings. Small bodies flit in the undergrowth and shadows. A new moon casts deeper shadows as dark haunting music starts up; the voices of the dead rising to join together in some strange song. Stepping out of a grave mound is a small gamhirane whose voice is raised in song with others of their kind. In most places of rest for the dead gamhirane congregate to live, feed, and breed. They live in dead bodies, feeding on the marrow left in the bones and the sorrow of the mourners that visit. Feeding on the dead lets them mimic the voices of the deceased to help torture visitors for a tasty meal. While most places try to keep them from becoming infested with gamhirane, it's almost impossible to guarantee there aren’t at least a few as their camouflage makes them difficult to spot and their defense of psychedelic venom protects them from attempts to oust them. Sadistic Joy. Much of the joy that gamhirane get is from the sadness and pain they cause the mourners that visit the body they are inhabiting, often goading each other on to cause more pain on the next visit. It's become something of a game and past time to these very bored carin fiends. Strength in Numbers. Fast breeders, there are often 10 for every 1 you see. While they prefer to run away or to deflect further attack with their venom, if backed into a corner an attacker will very quickly find themselves overrun by a sea of putrid feasters. Even though they take joy in others' pain, the death or injury of one of their own kind is seen as monstrous. Small fiend (demon), chaotic evil 15 (natural armor) 84 (19d6 + 19) 20 ft., burrow 60 ft. STR DEX CON INT WIS CHA 7 (−2) 18 (+4) 12 (+1) 18 (+4) 15 (+2) 20 (+5) Dex +6, Cha +7 Acrobatics +6, Deception +7, Insight +4, Performance +7, Stealth +6 magic poison, necrotic charmed, exhaustion, frightened, poisoned Truesight 40 ft., passive Perception 12 telepathy 120 ft. 3 (700 XP) The gamhirane is resistant to all magical damage. The gamhirane takes on the color and patterning of the background they are against, gaining advantage on Stealth and checks to hide. While motionless this also gives disadvantage on attempts to spot them. The gamhirane can mimic any sound it hears including voices, or from a body they’ve consumed within the last 24 hours. A creature can make DC 15 Insight check to tell that they are mimicked sounds. After consuming from a dead body the gamhirane forces disadvantage on detecting their mimic. As a bonus action, the gamhirane can magically teleport up to 15 feet to an unoccupied space that it can see that is in shadow. Actions The gamhirane can make a bite attack and a tail attack. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage, on a successful hit the gamhirane can read the target’s surface thoughts. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) piercing damage, the target must make a DC 15 Constitution saving throw or become poisoned on the first failure. On subsequent failures the target acts as if under confusion, this effect ends on a successful save but the poisoned condition remains. 47
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Many that dwell in the lower planes find themselves lost, eventually succumbing to terrible madness or lapses of memory. Beholders are no exception to this. Missing Reflections. Strange and alien creatures, beholders come in as many varieties as there are colors. Born of thought and strange power, the common beholder is created when a beholder dreams. When a beholder wanders the depths of the abyss for too long without seeing a reflection of themself, they sometimes undergo a type of identity crisis. When this crisis lasts long enough, beholders can even get confused about whether they exist or not, creating what is called a ganderer. Their odd existence is perpetuated by an inability to cast reflections, leading them to doubt any creature’s depiction of their form. Forget Me Not? Ganderers are filled with poor memory, a terrible self-doubt, and a vast lack of confidence. They are often paranoid and mistrustful, but they long for the feeling that comes with truly knowing oneself. Because of this, they are incredibly uncoordinated with their eyestalks and very susceptible to having their memory manipulated by magic. A Floating Mess. Ganderers are so filled with self-doubt that their physical form actually begins to dissolve or melt and reincorporate itself at random intervals. Often, the best way to know when a ganderer is near is from droplets of strange alien organic matter and distant mutterings echoed through caves or hallways. Large aberration, neutral evil 14 (natural armor) 152 (16d10 + 64) 0 ft., fly 20 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 18 (+4) 13 (+1) 12(+1) 12 (+1) Perception +11 psychic bludgeoning, piercing, slashing from nonmagical attacks prone darkvision 120 ft. Deep Speech, Undercommon 9 (5,000 XP) The Ganderer casts no reflection in mirrors or other reflective surfaces. At the start of its turn, the ganderer rolls a d6. 1 3 the ganderer forgets one of its eye rays at random On 4-6, it remembers one forgotten eye ray at random. The ganderer has disadvantage on any saving throws against the Modify Memory spell, and its Antimagic Cone does not negate the casting of Modify Memory. The ganderer's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the ganderer decides which way the cone faces and whether the cone is active. The area works against the ganderer's own eye rays Actions Melee Weapon Attack: +4 to hit, reach 5 ft., one target Hit 14 (4d6) piercing damage The ganderer shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft. of it. 1 Charm Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be charmed by the ganderer for 1 hour, or until the ganderer harms the creature 2 Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success 3 Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 4 Slowing Ray The targeted creature must succeed on a DC 14 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 5 Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one 6 Telekinetic Ray. If the target is a creature, it must succeed on a DC 14 Strength saving throw or the ganderer moves it up to 30 ft. in any direction. It is restrained by the ray's telekinetic grip until the start of the ganderer's next turn or until the ganderer is incapacitated If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 ft. in any direction. The ganderer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container 7 Sleep Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead 8 Leech Memory Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or take 24 (4d10) psychic damage and become stunned until the end of their next turn. 49
Garghula are stone sculptures infused with a demonic essence crafted to watch over the remains of deceased beings contained in mausoleums and necropoli. Garghula are crafted to act as guardians by demons, necromancers, or servants of undeath, and are loyal to their masters, obeying their commands without hesitation. They are nearly indistinguishable from gargoyles, though their glowing demonic eyes are a distinguishing feature, and are even more cruel if possible. As they are often located in areas where other undead may be found, garghula will often act as leaders to such creatures, directing the actions of less powerful undead. Thanks to the demonic essence infused within their stone form, garghula are able to infuse any nearby undead creatures with a demonic fury. Nightbound. Garghula are bound into a stone form during the light of day, and are incapable of moving though they sense anything that occurs during this time. Only at night may they freely roam, often accompanied by shades and other undead creatures that inhabit their haunts. Hateful of the Living. Garghula are particularly hateful of the living, and loath their very existence. Should a living creature enter the haunt of a garghula during the day, at night it will relentlessly hunt down the trespasser; by night, the garghula will fearlessly attack guard its domain. Elemental Nature. A garghula doesn't require air, food, drink, or sleep. Medium elemental, chaotic evil 15 (natural armor) 150 (20d8 + 60) 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 16 (+3) 10 (+0) 10 (+0) 9 (-1) budgeoning, piercing, and slashing from nonmagical weapons poison exhasution, petrified, poisoned darkvision 60 ft., passive Perception 10 Abyssal, telepathy 60 ft. (only works with undead or creatures that understand Abyssal) 4 (1,100 XP) While the garghula remains motionless, it is indistinguishable from an inanimate statue. The garghula's innate spellcasting ability is Wisdom (spell save DC 10). The garghula can innately cast the following spells, requiring no material components: 1/day each: animate dead, bestow curse During the day, the garghula is bound in stone form (AC 18), is indistinguishable from an inanimate statue, and is incapable of moving. It retains the ability to perceive any actions while in stone form. At night, any undead creature of CR 2 or lower within 120 feet of the garghula that can see and hear it gains 10 feet of bonus movement speed and deals critical damage on attack rolls of 19 or 20. Actions The garghula makes two attacks: one with its bite and one with its claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. 50