Large fiend (demon), chaotic evil 18 (natural armor) 3575 (25d10 + 225) 50 ft. STR DEX CON INT WIS CHA 26 (+8) 24 (+7) 29 (+9) 20 (+5) 15 (+2) 12 (+1) Str +15, Con +16 Athletics +15, Deception +8, Intimidation +8, Perception +9, Survival +9 cold, fire, frce poison, necrotic; bludgeoning, piercing and slashing charmed, exhaustion, frightened, poisoned Darkvision 120 ft., passive Perception 19 Common, Abyssal, Telepathy 120 ft 24 (62,000 XP) When successfully attacked, Sanguis Vanae flies into a rage that lasts for 1 minute, until they are knocked unconscious or they’ve tasted fresh blood. While raging they have advantage on Strength checks and saving throws. When making a melee attack using Strength, they also gain a +8 to damage rolls. Once they’ve tasted blood they must continue to attack that creature until they can no longer consume their blood They gain advantage on all attacks against that creature, but disadvantage on any saving throws forced by any other target When attacked with slashing or piercing damage the attacker is splashed with acid and takes 9 (2d8) acid damage. Any weapons coated with acid will be dissolved after 3 rounds if not dealt with. When Sanguis Vanae is reduced to 0 hit point, they instead enter a rage This rage continues until they’ve consumed enough blood to regain their health or have had additional damage done to them up to half their original max HP. Sanguis Vanae has advantage on any checks made to track or locate someone whose blood they have tasted Actions Sanguis Vanae can make either 4 claw attacks or 2 claw attacks and a bite attack Melee Weapon Attack: +15 to hit, reach 10 ft., one target Hit 13 (1d10 + 8) slashing damage, or 21 (1d10 + 16) slashing damage while raging. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 14 (1d12 + 8) piercing damage, or 22 (1d12 +16) piercing damage while raging, on a successful attack the target is considered grappled. A target grappled in this way can be forced to make a DC 18 Strength saving throw on Sanguis Vanae’s next turn or have their limbed begin to be ripped from their body and taking 1d20 slashing damage, a second failure will result in the limb being ripped from the body. As an action, Sanguis Vanae can turn blood spilt on the ground into temporary allies twice a day Summoning these allies using the summon elemental spell. After using p this feature it can not be used again until they have finished a long rest. Sanguis Vanae can forgo trying to rip off a limb they have bitten into to instead cause 14 (1d12+8) piercing damage, regaining half of the damage back in HP. Legendary Actions Sanguis Vanae 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. Sanguis Vanae regains spent legendary actions at the start of its turn. Sanguis Vanae moves up to its speed without provoking opportunity attacks Sanguis Vanae makes one bite attack Sanguis Vanae emits a bloodcurdling howl. Each creature within 60 feet of Sanguis Vanae that can hear the howl must succeed on a DC 16 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn. 101
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Triton whisper about the horrors that await their kind in the parts of the ocean that have been poisoned or corrupted by magic. Tales are told to scare children away and to caution explorers from entering these places. Signs against evil are made when the name of what lurks there are whispered. A fate worse than death that threatens to grip any of them without warning. Twisted and mutated with boils, sores, and gaping wounds you could almost feel sorry for a sa’sa fa’ga before they launch themselves spear first at you. Hanging out and blending among the ocean floor with the coral or a shipwreck they launch themselves at the nearest living thing when it gets close enough to strike. This wretched creature is deceptively quick in the water and seems to have an insatiable hunger. Constantly in pain as whatever caused them continues to consume and twist them, they rasp out their name over and over. Found in clusters around some sort of unhealthy introduction to the ocean it is thought that they are created by such instances. Some sa’sa fa’ga even seem to worship these sources and will capture and sacrifice others to it in hopes of appeasing it. Unknown Origin. There are many theories on where they come from, but one thing they all have in common - some sort of pollution or corruption of the water. It's not even clear what they were before what happened to them or if they just spawn from nothing at the source. But it has been witnessed that if a creature is held at the source for too long, they begin to take on the characteristics of a sa’sa fa’ga. Mindless Servants. It seems they act mostly on instincts and a need to protect the source. They see every untwisted living thing as a threat and will launch themselves at it in a fierce attack. Occasionally, it looks as if the sa’sa fa’ga are listening to something unheard before going to fulfill an unknown task or command. Medium fiend (demon), chaotic evil 18 (natural armor) 203 (14d8 + 140) 40 ft., swim 80 ft. STR DEX CON INT WIS CHA 17 (+3) 13 (+1) 30 (+10) 11 (+0) 15 (+2) 7 (−2) Str +8, Con +15, Wis +7 Medicine +7, Perception +7, Survival +7 bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered poison charmed, exhaustion, frightened, paralyzed, poisoned Darkvision 60 ft., passive Perception 17 Common, Abyssal, Primordial 13 (10,000 XP) When stationary or when moving at half speed, the sa’sa fa’ga gains advantage on Stealth check or saves made to stay hidden. The sa’sa fa’ga are connected and work together to defend their area. They all see and hear what the others do, and can coordinate actions allowing them to Help as a bonus action. Actions The sa’sa fa’ga can make three melee attacks. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 6 (1d6+3) piercing damage plus 18 (4d8) poison damage The target must make a DC 16 Constitution saving throw. On a failure the target loses feeling in that limb and has disadvantage on attacks or checks using it At the end of its turn, it must make another Constitution saving throw and on a failure the limb goes limb and isn’t useable Over 1d4 days this will begin to spread through the target's body with the DC for the Constitution increasing by 1 for each failure. This can only be cured with greater restoration Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (4d4 + 3) slashing damage plus 18 (4d8) poison damage. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) bludgeoning damage and the target must make a DC 15 Constitution saving throw or be poisoned for 1 minute. As an action, the sa’sa fa’ga boils pop causing 22 (4d10) poison damage to anyone with a 10- foot radius Targets must make a DC 12 Constitution saving throw or begin to be infected with the sa’sa fa’ga disease and will slowly turn into one over 1d8 days if left untreated. This corruption can only be removed by a greater restoration or similar spell. 103
A servitor is made of darkness and negative energy and for all that, they are a juggernaut of power and force. However, there is a disturbing calm wrapped around a servitor as it judges and weighs everything happening around it with logic and knowledge of the other side of life. Dark Origins. Orcus created many fiends in his time as Lord of the Undead, but the most numerous of them was his servitors. Orcus, now having been resurrected twice and fallen from the status of divine, the servitors are still within his power, but some have fallen beneath his notice and they strive to become greater demons in their own right. Servitors of Orcus are demons, but appear as shadowy undead and, in truth, few know exactly what horrific rituals were performed by his high priests to make these demons. Dark Reverence. Undead in the presence of a servitor will act in deference to a servitor no matter if the creature be unthinking zombie or lich. The commanding presence of a servitor reaches into undeath. Large fiend (demon), Lawful Evil 19 (natural armor) 225 (18d10 + 126) 30 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 26 (+8) 14 (+2) 24 (+7) 22 (+6) 28 (+9) 24 (+7) Dex +9, Con +14, Int +13, Wis +16 Arcana +20, History +13, Insight +16, Perception +16 lightning; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered cold, necrotic, poison charmed, exhaustion, frightened, paralyzed, poisoned truesight 120 ft., passive Perception 26 Infernal, telepathy 120 ft. 21 (33,000 XP) If the servitor fails a saving throw, it can choose to succeed instead. The Servitor is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). The Servitor has the following spells prepared: Cantrips (at will): chill touch, frostbite, ray of frost, thaumaturgy, mind sliver 1st level (4 slots): detect magic, magic missile, ray of sickness 2nd level (3 slots): ray of enfeeblement, invisibility, mirror image 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball, spirit shroud 4th level (3 slots): blight, dimension door, storm sphere 5th level (3 slots): enervation, negative energy flood 6th level (1 slot): circle of death, globe of invulnerability, magic jar 7th level (1 slot): finger of death, plane shift 8th level (1 slot): abi-dalzim's horrid wilting 9th level (1 slot): power word kill, true resurrection A Servitor has a 80 percent chance of summoning 1d3 bodaks or 1d6 revenants. A summoned undead appears within 60 feet of its summoner, and acts as an ally. It remains until it or its summoner dies. Actions Melee Spell Attack: +13 to hit, reach 5 ft., one creature. 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 servitor 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 lich regains spent legendary actions at the start of its turn. The servitor casts a cantrip at max level. The servitor 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 servitor's gaze for the next 24 hours. Each living creature within 20 feet of the servitor 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. 104
The Abyss is a place of pure chaos and evil, home to horrors so twisted and ancient that their origins are unknown or even more so, unfathomable. One such horror is the towering seszrath, a lumbering abomination composed of a mass of corpses fused together. Its arms end in a group of long, stretchy tentacles, and in the center of its midsection is a gaping maw filled with rows of sharp teeth waiting to devour anything it can grab. The only thing more terrifying than its appearance is its ferocity. Driven by an insatiable appetite, these monstrous beasts crave nothing more but to devour anything they can get a hold of. Reckless Rampagers. Though they are often employed under more powerful demons, like balors, these monstrous brutes rarely fight alongside others. In the heat of battle, a seszrath is so overcome with its desire to destroy and devour that it will attack allies and enemies alike with no concerns except for its need to feed. Ancient Abominations. The origins of the seszraths are unknown and the materials from which they are shaped are a mystery. Some speculate the seszraths are created by some ancient primordial demonic essence that operates as an affront to Orcus. Others theorize that they are spawned in the darkest depths of the Abyss in a layer that collides with the dark energy of the Shadowfell. Huge fiend (demon, undead), chaotic evil 20 (natural armor) 275 (22d12 + 132) 30 ft. STR DEX CON INT WIS CHA 25 (+7) 16 (+3) 23 (+6) 6 (-2) 8 (-1) 5 (−3) Str +12, Con +11 radiant poison, necrotic frightened, poisoned darkvision 120 ft., passive Perception 9 Abyssal 15 (13,000 XP) When the seszrath reduces a creature to 0 hit points with a melee attack on its turn, the seszrath can take a bonus action to move up to half its speed and make a tentacles attack. Actions The seszrath uses Consume. It also makes two attacks, either of which can be with its tentacles or Vicious Throw. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. If the tentacles attack hits, the creature is also grappled (Escape DC 20). The seszrath cannot grapple more than two creatures. Melee Weapon Attack: +12 to hit, 5 ft., one target grappled by the seszrath. Hit: 40 (6d10 + 7) bludgeoning damage and the target is thrown 30 feet from the seszrath in a straight line and knocked prone. Melee Weapon Attack: +12 to hit., reach 5 ft., one target grappled by the seszrath. Hit: 29 (4d10 + 7) piercing damage and the target is swallowed if it is Large or smaller. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the seszrath, and it takes 33 (6d10) necrotic damage at the start of each of the seszrath's turns. The seszrath can have only one target swallowed at a time. If the seszrath dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. The seszrath makes a tentacles attack against two different targets. If an attack hits, the target is knocked prone. Reactions When a creature that is more than 5 feet from the seszrath moves into a space within 5 feet of the seszrath, it may make a tentacles attack against them as long as it is not currently grappling two creatures. If the tentacles attack hits, the creature is also grappled (Escape DC 20). 105
The rarest form of mage in the planes is the mage that fuels its magic with the power of souls. Most of these mages travel regularly to the lower planes, where mortal souls can be harvested without much notice. In many cases, these mortal mages travel to the lower planes in fiendish disguises or armor designed to diguise their true nature. Their frequent trips to the lesser planes often twist their minds further and further, but with the souls they consume with their magic, they grow further and further in power as well. Soul Focus. The first step in practicing soul magic is the creation of a receptacle for storing souls, much like the process a lich goes through in creating a phylactery. Without their soul-storing focus, a soul mage is powerless. Most soul mages have 3d4 souls stored in their focus. Medium humanoid (any), any evil 15 (scale mail) 58 (9d8 + 18) 30 ft. STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 20 (+5) Cha +9 passive Perception 11 Common, Abyssal, Infernal, and one other. 9 (5,000 XP) The soul mage is able to recover up to 1d4+1 spell slots every day by consuming one of the souls stored in its soul focus. Once per day, the soul mage can consume one of the souls stores in its soul focus and cast one of its spells as a bonus action. The soul mage is capable of opening a temporary portal to another plane by consuming one of the souls stored in its soul focus. The soul mage is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): acid splash, fire bolt, mage hand, ray of frost 1st-5th level (2 slots): blur, chromatic orb, detect magic, disguise self, dispel magic, dominate person, fly, ice storm, invisibility, polymorph Actions Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage. 106
When demons raid the City of Judgement sometimes they steal the souls who have been bricked into the Wall of the Faithless. Most assume those faithless are devoured or are brought to the lower planes to become manes. This is not always the case. Sometimes along the way, those Faithless are discarded by the demons who pried them free from the wall. Either discarded on a whim or given to lesser evil beings as trifles, these discarded proto-demons are often fed and kept as some oozes are kept as protection for their lairs. The taken faithless are demons. Forgetting that has resulted in their keeper's demise. Depending on how long the soul spent in the wall, they have varying levels of memory of their former selves. But they are filled with a hatred of the living and respect only demons greater than themselves. These fiends attack any non-demon they see, and they are called to the Material Plane by neophyte summoners that have no idea what they are dabbling in. Demon Amorphous. Not fully formed versions of their mortal selves, not quite amorphous blobs, they are stuck in between. They move incredibly fast given their form along any surface and also in the water. Killing the taken faithless causes it to dissipate into a cloud of reeking vapor that reforms after one day unless holy water or holy weapons are used. Small fiend (demon, shapechanger) , chaotic evil 13 (natural armor) 19 (3d6 + 9) 30 ft., climb 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 14 (+2) 11 (+0) 16 (+3) 4 ( 3) 6 ( 2) 4 ( 3) Stealth +4 cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons poison poisoned darkvision 120 ft., passive Perception 8 understands Abyssal and Common 2 (450 XP) The Nergamuz has advantage on saving throws against spells and other magical effects. The Taken Faithless can move through a space as narrow as 1 inch wide without squeezing. The Taken Faithless can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check Actions The Taken Faithless makes two protolimb strikes Melee Weapon Attack: +4 to hit, reach 10 ft , one target Hit 7 (2d4 + 2) bludgeoning, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned 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 One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success. 107
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Should you find yourself camping in the safety of a cave while braving the layers of the Abyss, beware any that contain the smell of rotting meat. Those that do not often find themselves awoken by the smothering of a spineless wanderer. A Most Violent Undeath. While many of the demon lord Orcus’s followers will utilize any undead, some prefer to work with bone. Necromancers and demons will call forth the bone straight from the body in a horrid fountain of gore and viscera. The gruesome act will often leave necromantic energy in the flesh, creating a spineless wanderer; a mass of bloody flesh and sinew driven by a sense of pain and longing. A Bone to Pick. These pitiful creatures hunger not for flesh or blood, but for a spine to call their own again. Spineless wanderers will slide and crawl clumsily across the land, searching for any vaguely humanoid creature. When they find one, they will violently throw themselves at the creature, engulfing their prey within their horrid flesh. They will crush and suffocate any suitable creature they can find. Afterwards they will wander and lie in a dormant or docile state, propping themselves up from within using the new corpse. When the new corpse decays too much for support, the spineless wanderer will abandon it in search for a new one. Some spineless wanderers will hunt using different, almost clever tactics. Some will even press themselves into tight crevices or cracks and wait for passerby to lunge after. Riispa’d. Some spineless wanderers are created when a Riispa removes the spine of a humanoid but does not consume the corpse. When this happens, a spineless wanderer may rise with some semblance of its former personality left intact. These spineless wanderer’s are more intelligent, and search for their spine with keen intent. When using a Riispa’d , make the following changes: Hit Points 40 (5d8+15) Int 10 (+0) Wis 6 (-2) Cha 7 (-2) Challenge 1 (200 XP) Medium undead, chaotic evil 8 30 (4d8 + 12) 20 ft. STR DEX CON INT WIS CHA 12 (+1) 6 ( 2) 16 (+3) 3 ( 4) 6 ( 2) 5 ( 3) Perception +0 poison Bludgeoning poisoned passive Perception 10 understands the languages it knew in life, but can’t speak 1/2 (100 XP) If damage reduces the spineless wanderer 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 spineless wanderer drops to 1 hit point instead. The spineless wanderer can move through a space as narrow as 6 inches wide without squeezing. Actions Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: (1d6+1) bludgeoning damage. The target must succeed on a DC 11 STR saving throw or become restrained. While restrained in this way, the spineless wanderer occupies the same space as the creature. A restrained creature may attempt the saving throw as an action to end the effect. The spineless wanderer has advantage on a crush attack against a creature it has restrained. The spineless wanderer can only have one creature restrained at a time. 109
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The strange fiend known as The Starving Maw is unique among the Hells and the infinite layers of the Abyss, not belonging to either and considered as a menace by the weakest of the demons and devils that inhabit these damned realms. The origins of this creature are shrouded in mystery, but tales shared amongst the denizens of the lower planes seem to think of this being as a humanoid once upon a time, although if it was a human, dwarf, elf, gnome, or other creature changes from one storytelling fiend to the next. Whatever this savagely vengeful creature was, the rest of the story typically remains similar. They had been part of a deal with another fiend, a deal that they didn’t read into deeply enough. As a result they lost everything precious to them: their spouse, their offspring, their wealth, and eventually, like most fiendish deals, their soul upon the end of their life. Distraught over their selfcaused despair, this individual sought out dark powers in order to enact revenge on the fiend responsible for the deal. In this search for aid from someone more powerful they came upon a dark tower, a place of dark magic. The place reeked of fiendish essence, but something was different about it. That’s when they met Evendur Greycastle, who offered them the chance to gain enough power to try and go after the evil entity that kickstarted their fall into ruin. And so this individual agreed to yet another deal they understood little about, as they were subjected to Evendur’s arcane and fiendish experimentation. In the end, all that remained was a monster with basic intellect, but a grudge so powerful it carries unmatched loathing for fiends of all kinds. Fiend-Eater. The Starving Maw only has one goal - to find the fiend that ruined them. However, this intense hatred carried over into its new form’s brutal urges. As such, The Starving Maw hunts down devils, demons, yugoloths, and any other fiend it can find, and devours them. However, thanks to Evendur’s experiments, the process of consuming is particularly nasty to fiends, as their essence is absorbed instead of returning to their home plane to reform. Unexpectedly Cooperative. Despite their revenge-driven nature, The Starving Maw is quite agreeable to helping others, as long as the end result of that agreement is a feast from the lower planes. It’s not unheard of for adventurers to seek the help of the Maw to go against a cult or even when plane-hopping to the Hells or the Abyss. Eternal Grudge. Despite not being a “natural” fiend, the Maw’s essence is tied to the place where its rebirth took place. Whenever the Maw dies, it will reform in the same laboratory where it was designed into this twisted existence. Large fiend, neutral 18 (natural armor) 200 (19d10 + 95) 30 ft., fly 80 ft. STR DEX CON INT WIS CHA 23 (+6) 13 (+1) 20 (+5) 10 (+0) 16 (+3) 17 (+3) Str +11, Con +10, Wis +8 Athletics +11, Insight +8, Perception +8 bludgeoning, piercing, slashing from nonmagical attacks that aren’t made with silvered weapons fire, poison charmed, frightened, , poisoned darkvision 60 ft , passive Perception 18 Common, Abyssal, Infernal 13 (10,000 XP) The Starving Maw’s innate spellcasting ability is Charisma. The Starving Maw can innately cast the following spells (spell save DC 15), requiring no material components: At will hunter s mark, detect evil and good 3/day each: hold monster, dimension door, locate creature 1/day each blight, harm The Starving Maw’s weapon attacks are magical. Actions The Starving Maw makes two claw attacks and one infernal maw attack Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) slashing, magic damage. The target is grappled, escape DC 18. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature that is grappled by The Starving Maw, incapacitated, or restrained. Hit: 23 (5d6+6) piercing, magic damage. The Starving Maw gains a number of temporary hit points equal to half the amount of piercing damage done, if the target is a fiend. Reactions When an enemy fiend comes within 5 feet of The Starving Maw, it can use its reaction to make a claw attack against it 111
When a mortal has been tainted and twisted to the appropriate ethical mindset, devils don’t like to let fate decide when the mortal dies. They send a squad of fiends to collect their soul to be sure there is no discovery of moral character before old age. This requires someone to "collect" the soul and speed its way to the Nine Hells. Tsu-gulachs are often chosen to provide the one-way ticket. A Demon Purpose Built. Wickedly sharp spidery claws that tear terrible infernal gashes in its victim to speed the soul along its way, the tsu-gulach is capable of ensuring the soul is delivered on time. Fiendish Temper. Tsu-gulach despise interruptions. Due to their hatred of delays and incompetence, it employs imps and spined devils to minimize interruptions while the tsugulach can give the proper amount of excruciating time with the soul being collected. Delicious Sidemorsels. That isn’t to say that the collector is always in haste. Indeed, should the tsu-gulach notice other mortals in possession of souls ripe for delivery, it will be sure to make the most of the visit. It will not risk itself however, it will simply return again and again. Tsu-gulachs are in a unique position among devils, finding themselves in bargaining positions quite often with the companions of those to be harvested. Many of these collectors return not only with the original soul but a contract for another signed as well. Large fiend (devil), lawful evil 18 (natural armor) 178 (17d10 + 85) 30 ft. STR DEX CON INT WIS CHA 22 (+6) 17 (+3) 21 (+5) 12 (+1) 16 (+3) 17 (+3) Str +10, Dex +7, Wis +7, Cha +7 cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered fire, poison poisoned darkvision 120 ft., passive Perception 13 Common, Infernal, telepathy 120 ft. 11 (7,200 XP) Magical darkness doesn't impede the devil's darkvision. The devil has advantage on saving throws against spells and other magical effects. The devil’s innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: ensnaring strike, cause fear 1/Day: word of recall Actions The devil makes two rake attacks. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage. When the Tsu-gulach hits a creature with an attack using its claws, it wounds the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it. Hit points lost to the devil’s claws can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. The wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. The Tsu-gulach chooses what to summon and attempts a magical summoning. A Tsu-gulach has a 80 percent chance of summoning 1d3 spined devils or 1d3 imps. A summoned devil appears in an unoccupied space within 60 feet of its summoner, and acts as an ally of its summoner. It remains until it or its summoner dies, or until its summoner dismisses it as an action. 112
Umbroliths are shadowy denizens of the Nine Hells comprised of both shadow and flame. When a lesser demon is slain, if its spirit is potent enough, it lingers on for a time before being cast back into the hells that spawned them. If their deeds were sufficiently hateful, vile, and cruel, the spirit may assume the form of a winged humanoid demon cloaked in a swirling shadow that nearly completely obsures its skeletal form. Such is their hatred for the living that if an umbrolith encounters a living creature, it may unleash its hatred and fury, igniting its shadowy cloak with intense hellfire capable of turning any nearby flammable objects to ash in mere seconds. Umbroliths are incredibly volatile and aggressive, and other fiends or demons will often give them a wide berth due to their unpredictability and lust for violence. Very powerful warlocks and summoners have been known to attempt to summon umbroliths as servants and familiars, but such hatred of the living means they are often incapable of being restrained for long and they will turn on their masters given the chance. If unleashed upon the living, they will sow chaos and rain fire down upon any they encounter until they are stopped. At times, umbroliths are summoned by powerful undead creatures such as ancient liches or vampires, whom they will reluctantly obey provided their penchant for destruction is honored. Demons of Shadow and Flame. When at rest, an umbrolith is nigh indistinguishable from the shadows in which it dwells. Natural light is engulfed by its presence, and even beings who can naturally see in the dark struggle to penetrate the darkness it generates. Often only a malevolent glint of its burning eyes can be seen by any creature that encounters it before being engulfed in hellish flames - often the last sight a living creature has before being reduced to ash by the umbrolith. Medium fiend (demon), chaotic evil 15 (natural armor) 104 (16d8 + 32) 30 ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 14 (+2) 10 (+0) 15 (+2) 13 (+1) Str +5, Dex +7, Wis +5 Perception +5, Stealth +7 radiant cold; bludgeoning, piercing, and slashing from nonmagical weapons fire, poison poisoned darkvision 120 ft., passive Perception 15 Abyssal, Infernal, telepathy 60 ft. 8 (3,900 XP) The radius of any magical or nonmagical light is reduced by 75% when an umbrolith is within 100 feet of the light source. The umbrolith has advantage on saving throws against spells and other magical effects. While the umbrolith is in darkness, it has advantage on Dexterity (Stealth) checks. While motionless in darkness, it is indistinguishable from other shadows. Any creature takes 13 (3d8) fire damage if it ends its turn within 5 feet or 4 (1d8) fire damage if it ends its turn within 10 feet of the umbrolith. Actions The Umbrolith makes two attacks with its claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) fire damage. The umbrolith selects a creature within 60 feet of it that it can see. The creature must succeed on a DC 14 Wisdom saving throw or take 13 (3d8) fire damage. Any flammable objects being held by the creature are ignited on a failed save. 113
When a soul comes due, a fiend has a few choices on how to collect. One such option is through the use of an umkadio, a blind pack hunter who can follow the scent of a soul from plane to plane. A long time ago several packs of dinosaurs got sucked through a rip into the abyss and over time they all took on different traits. Packs of raptors lost their eyesight, but gained supernatural hunting abilities. Noticing the traits of the umkadio, several fiends began to capture and breed them, training them to hunt down a specific soul and drag them back. Working together in close knit packs, they hunt by stalking in the shadows until they get close before ambushing their prey. Difficult to handle and train, it takes a very firm hand to keep an umkadio in line. But a well-trained one is worth its weight in souls, and being lucky enough to have a hatchling imprint on you has led to wars over their eggs. An umkadio will take any command from someone they have imprinted on even if it leads to their own death. Many umkadio trainers will try and arrange and prune packs so that the leader is an umkadio that has imprinted on them. Hierarchical. These creatures are very hierarchical within their packs. Females are higher than males, those with back spikes over those without, and even claw length applies. Imprinting is the only thing that overrides this and is meant to have the child protect their parent. Instead, this has been co-opted to establish a chain of command. Abyssal Changes. Vastly different from their original dinosaur counterparts, the abyssal plane has left its mark on them. They have traded their eyes for the ability to see the unseen and in pitch blackness, have ultrahigh-pitched screeches to take down prey, and have physical capabilities exceeding a normal raptor. But most glaring of all, is the warped nature of their body with grotesque muscle and bone on display to seem like stripped skin that shifts even when still. 114
Medium fiend (demon), chaotic evil 18 (natural armor) 127 (18d8 + 36) 80 ft. STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 14 (+2) 18 (+4) 12 (+1) 14 (+2) Str +7, Dex +8, Int +8 Athletics +7, Stealth +8, Investigation +8, Perception +5, Survival +5 cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silver fire, poison poisoned blindsight 120 ft , truesight 60 ft , passive Perception 15 understands commands given in Abyssal, but can not speak it 11 (7,200 XP) The umkadio has advantage on an attack roll against a creature if at least one of the umkadio’s allies is within 5 feet of the creature and the ally isn’t incapacitated The umkadio can cast plane shift once per day. This feature can not be used again till dawn. If the umkadio moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone If the target is prone, the umkadio can make one bite attack against it as a bonus action While in dim light or darkness, the umkadio can take the Hide action as a bonus action. The umkadio’s long jump is up to 30 feet and its high jump is up to 20 feet, with or without a running start. The umkadio doesn’t require sleep Actions The umkadio makes two melee attacks. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) necrotic damage. Melee Weapon Attack +8 to hit, reach 5 ft , one target. Hit: 9 (2d4 + 4) bludgeoning damage plus 9 (2d8) necrotic damage. Any target with 120 feet of the umkadio who can hear them must make a DC 15 Constitution saving throw or take 9 (2d8) pyschic damage and become stunned till the end of the umkadio’s next turn The umkadio projects a 60-foot cone of sound forcing tagets to make a DC 12 Wisdom saving throw or fall under the effects of the confusion spell. Reactions In response to a visible enemy moving into its reach, the umkadio makes one claw attack against that enemy. If the attack hits, the umkadio can make a second claw attack against the target. 115
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Wechuge are evil creatures from the frigid layers of the Abyss that endlessly thirst for the flesh of humanoids. Overwhelmingly strong, ferocious, and cunning, these solitary beings are the size of several men. Their icy cold bodies are blue-grey or blue-white, and blend in nearly perfectly within their icy domains. Elongated legs and arms allow them to move with surprising agility and grasp massive boulders or even trees, which they hurl or use to bludgeon their victims mercilessly. Atop their short, thick, sinewy necks, their heads sprout curled horns seemingly made of obsidian atop a face of beady, malevolent, red eyes and a bloodstained maw of elongated, razor-sharp canine teeth. Wechuge are found in the icy caverns and windswept mountains of barren wastelands in the Abyss, though some may at times be found amidst glaciers, frozen tundra, and desolate mountain ranges of other planes, as well. Travelers through their domains are infrequent, as often such regions are regarded as cursed and avoided entirely. On occassion, bold or naive travelers may come across the shattered remains of a wechuge's kill; the bones gnawed upon, splintered, and the marrow sucked out. Few have lived to tell the tale of an encoutner with a wechuge, and those who have often bear grievious injuries and shattered limbs. Hunger for Flesh. Due to the fierce competition for food, survival in such bleak domains is a constant battle. Wechuge are indiscriminate in their food source, consuming any creature they can ambush through surprisingly devious traps. While their appetites are nearly insatiable, they will at times take captives to their lairs, where they will slowly dismember and consume their victims. They have even been known to cannibialize others of their kind. Large fiend (demon), chaotic evil 14 (natural armor) 189 (18d10 + 90) 40 ft STR DEX CON INT WIS CHA 22 (+6) 13 (+1) 20 (+5) 8 (-1) 6 (-2) 9 (-1) Str +9, Con +8 Athletics +9 cold frightened passive Perception 8 Abyssal 7 (2,900 XP) The wechuge deals critical damage on attack rolls of 19 or 20. The wechuge is immune to being frightened. As a bonus action, the wechuge can uproot a tree, pick up a boulder, or take a similar action with another large object As a bonus action, the wechuge can unleash an intimidating roar. Any creature within 60 feet of the wechuge that can hear it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn. At the start of its turn, the wechuge can gain advantage on all melee attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Actions The wechuge makes two melee attacks with its fists, or one melee with a tree or similar object, or one ranged attack by flinging a boulder. Melee Weapon Attack: +9 to hit, reach 5 ft., one target Hit 17 (2d10 + 6) bludgeoning damage The target must succeed on a DC 17 Strength or Dexterity saving throw or be knocked prone. The wechuge swings a tree in a 15- foot cone in front of it All creatures within the affected area must make a DC 17 Dexterity saving throw, taking 22 (3d10 + 6) bludgeoning damage on a failed save, or half as much on a successful one. If a creature fails its saving throw by 5 or more, it is also knocked prone. Ranged Weapon Attack: +9 to hit, range 75 ft., one target. Hit 33 (5d10 + 6) bludgeoning damage 117
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In the deepest dungeons and caverns of the abyss you may hear the distant sound of a crying woman. Do not approach no matter how sad she sounds; for it may in fact be a Weeping Widow. Heartbreak Incarnate. Few things in life will put an ache in your heart as quickly as that of a weeping widow’s sorrowful call. It is a basic instinct of almost all creatures to help one of their own in pain. That is what makes the weeping widow such an effective hunter. They will moan and sob until a creature comes to investigate. That’s when the widow strikes. A Vicious Deception. To a distant viewer, the weeping widow looks like a nearly drowned, wet, and sobbing woman. Their hair and clothing lie soaked and heavily draped over their frame. In truth, beneath their hair is a spinneret that douses their prey in sticky webbing. Beneath the draped clothing she has another set of hands ready to grab you, and a spider-like head with a jaw of sharp mandibles ready to bite you. The Deepest Ache. Weeping widows like to lay traps for their prey near deep pools or wells of water. They will often quickly grab their prey or wrap them in webs, then drag them into the depths until they suffocate. Often at the bottom of these pools and wells, you can find the bones and remains of many poor adventurers whose curiosity and caring hearts led them to their doom. Medium fiend (demon), chaotic evil 14 (natural armor) 36 (8d8) 30 ft , climb 30 ft , swim 30 ft STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 11 (+0) 9 (-1) 13 (+1) 12 (+1) Dex +5, Str +4 Athletics +4, Deception +5, Insight +3, Perception +3 fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine cold, poison, psychic charmed, exhaustion, frightened, paralyzed, petrified, poisoned Blindsight 10 ft, Darkvision 120 ft., passive Perception 13 Abyssal, understands Common but can only speak it in sobs and gasps 3 (700 XP) The widow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. While in contact with a web, the widow knows the exact location of any other creature in contact with the same web. The widow ignores movement restrictions caused by webbing. The widow does not need to breathe air Actions The widow makes three attacks: one bite attack and two claw attacks Melee Weapon Attack: +5 to hit, reach 5 ft., one target Hit 12 (2d8 + 3) bludgeoning damage Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. The target must make a DC 12 Strength saving throw or become grappled A grappled creature can use its action to make a DC 12 Athletics check to end the grapple. Ranged Weapon Attack +5 to hit, range 30/60 ft., one creature. Hit: The target is Restrained by webbing As an action, the Restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Reactions As a reaction when the widow takes damage from a creature within 5 feet, the widow may cast the tidal wave spell as a reaction, originating from a point within 5 feet of the widow. 119
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