“Not a plant you want to wake up to in the morning” - A Lacerated Mage The gnawbristle has been described in many ways by the few adventurers that have escaped its morning embrace. The gnawbristle is often encountered as a large bramble of thorns and vines topped with gravid red, wet-looking berries nestled within a clutch of tough looking leaves. Only someone specifically taught about the gnawbristle would recognize it. The gnawbristle appears as an unwelcoming plant having taken root long ago and left to grow wild, however do not be deceived, this plant is motile and deadly stealthy. Tendril Embrace. The gnawbristle's preferred method of hunting is to slowly creep up on sleeping prey before enfolding the unsuspecting in its razory grasp. Stalk-ing Prey. The gnawbristle is not only dangerous to the unconscious. One of these plants is known to have pulled two guards from their post as they hacked and slashed at it with polearms. The gnawbristle pulled both of them into its depths, slowly absorbing them as they bled out. Nothing Goes to Waste. The gnawbristle uses barbs, acid berries and slashing tendrils along with an inexplicable ability to use plant-based magic. One survivor noted that it seemed to grow healthier while feeding, which might be an exaggeration. Large plant, lawful neutral 19 (natural armor) 127 (15d10 + 45) 10 ft., burrow 10 ft., climb 10 ft., swim 10 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 16 (+3) 10 (+0) 15 (+2) 3 (-4) Con +6 Deception +2, Stealth +10 fire acid, cold; bludgeoning, piercing, and slashing from non magical attacks necrotic blinded, charmed, deafened, frightened, stunned, unconscious tremorsense 120 ft., passive Perception 12 — 7 (2,900 XP) The Gnawbristle has advantage on attack rolls against any creature it has surprised. The Gnawbristle has advantage on attack rolls against any creature grappled by it. The Gnawbristle has advantage on Dexterity (Stealth) checks made to hide in any foliage. The Gnawbristle regains 5 hit points at the start of its turn if it has at least 1 hit point. The Gnawbristle's innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: thorn whip, magic stone, inflict wounds 1/day each: spike growth, grasping vine Actions The Gnawbristle makes two attacks. If multiple targets are grappled, the Gnawbristle will use its berries and spellcasting. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing and slashing damage. If the target is a large or smaller creature, it is grappled (escape DC 15). The plant can grapple two victims. If a tendril is cut, another unravels from the plant mass to replace it. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 20 (3d10 + 4) acid damage. The blood red berries grow at a frightening rate swelling with acid fast enough to see. 51
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The Hades Lizard is a giant, scale-covered carcass of rotting reptile flesh. It is surrounded by a revolting stench that turns into a nausea-inducing breath weapon when the Hades Lizard opens its enormous maw. For millennia, the Hades Lizard has roamed the blasted plains of Avernus, but even the near god-like archdevils who rule the Nine Hells cannot remember who or what created the giant undead lizard. The Hades Lizard's only motivation is to continuously feed it's ravenous appetite for meat. The giant lizard does not seem to distinguish or prefer the meat of the living over the flesh of demons or devils. Herder. The giant, undead lizard is able to command a herd of 2d6 large, undead carnivorous reptiles (treat as Allosaurus) that work as its allies when hunting prey. Inexplicably, the corpses of the the Hades Lizard's meals are reborn as these undead carniverous reptiles after 4d6 days and manage to find and join the herd, replenishing its ranks. Explosive. When a Hades Lizard suffers enough damage to incapacitate it, its rancid corpse finally gives in, exploding in a barrage of rotten meat and caustic pus. 4d6 days later, a reformed Hades Lizard crawls from the River Styx, reborn in a new body to continue roaming Avernus in a neverending ravenous search for meat. Undead Nature. The Hades Lizard doesn't require air, food, drink, or sleep. Huge undead, unaligned 19 (natural armor) 84 (8d12 + 32) 50 ft. STR DEX CON INT WIS CHA 24 (+7) 11 (+0) 19 (+4) 2 (-4) 8 (-1) 3 (−4) Perception +5 passive Perception 15 7 (2,900 XP) The Hades Lizard has advantage on attack rolls against any creature grappled by its jaws The Hades Lizard can magically command any reptile within 120 feet of it, using a limited telepathy. The Hades Lizard has advantage on an attack roll against a creature if at least one of its reptile allies is within 5 ft of the creature and the ally isn't incapacitated. The Hades Lizard has advantage on saving throws against any effect that turns undead. When the Hades Lizard dies, its innards explode in an eruption of putrid flesh and infected pus. Each creature within 10 ft of it must make a DC 15 Dexterity saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one. Actions The Hades Lizard makes two attacks during its turn. It can't make both attacks against the same target. Melee Weapon Attack: +10 to hit, reach 10 ft., one target Hit 20 (2d12 + 7) piercing damage If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the Hades Lizard can't bite another target. Melee Weapon Attack +10 to hit, reach 10 ft , one target. Hit: 16 (2d8 + 7) bludgeoning damage. The Hades Lizard exhales a cloud of putrid, nauseating gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature becomes stunned until the start of its next turn If the Hades Lizard moves at least 20 ft. straight toward a target and then hits it with a tail attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. Bonus Actions When the Hades Lizard reduces a creature to 0 hit points with a melee attack on its turn, the Hades Lizard can take a bonus action to move up to half its speed and make a Bite attack. 53
Not all who dwell in the Nine Hells are damned. Some choose to dwell in their fetid halls and fortresses, pursuing their own agendas. Hadkor, the Berbalang Prince is one such being. Starborn Royalty. Hadkor is the son of the great berbalang, King Axus. The strange and elusive berbalangs rarely venture out from their scattered perches in the Astral Plane, but the greatest of them was Axus. Hadkor sought the secrets of the universe by communing with the dead and sending his duplicate to planes far and wide. Fall of King and Prince. Many years ago, Hadkor was projecting his duplicate into the Nine Hells, where he was sure there were greater secrets to be found. He would spend hours there, scouring its despicable depths. He became fixated on his searching, and in his absence his father was betrayed, his body destroyed. A Son’s Grief. Hadkor mourned his father greatly and refused to take the throne for himself. He never discovered who betrayed King Axus and so became fixated with this secret instead. He scoured the Astral Sea searching for information, and when he could find none, he deduced that his father’s soul may lie in the Nine Hells. He roams the Nine Hells now: searching without end, making dangerous alliances and bold endeavors. He is hellbent on finding his father’s soul and avenging him at all costs. Small fiend (demon), chaotic evil 14 (natural armor) 75 (30d4) 30 ft. fly 40ft.. STR DEX CON INT WIS CHA 9 (-1) 16 (+3) 10 (+0) 17 (+3) 11(+0) 15 (+2) Dex +5, Int +5 Arcana +6, Deception +5, History +6, Insight +3, Perception +3, Religion +6 trusight 120ft, passive Perception 13 all but rarely speaks 5 (450 XP) Hadkor’s innate spellcasting ability is Intelligence. Hadkor can innately cast the following spells (spell save DC 14), requiring no material components: At will: dissonant whispers, speak with dead 1/day: augury, plane shift (self only) As a bonus action, Hadkor creates one spectral duplicate of himself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, Hadkor is unconscious. Hadkor can have only one duplicate at a time. The duplicate disappears when it or Hadkor drops to 0 hit points or when Hadkor dismisses it (no action required). The duplicate has the same statistics and knowledge as Hadkor, and everything experienced by the duplicate is known by Hadkor. All damage dealt by the duplicate's attacks is psychic damage. Actions Hadkor makes three attacks: one with its bite and two with its claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Reactions When Hadkor is targeted with an attack, he may use his reaction to give the attacker disadvantage on the attack. If the attack already has disadvantage, it automatically misses. 54
Forged from the flames of Avernus, these powerful elementals are a force to be reckoned with on the battlefield. Created by powerful generals of the Infernal Legion, hellfire myrmidons serve one purpose - destruction. These elementals move with a deft swiftness as they cut their way through the battlefield and their lawful nature makes them excellent at taking directions, especially from those who created them. These myrmidons can be powerful tools when under the command of an especially cunning devil. Forged From Hellfire. Thes infernal myrmidons are a common sight on the battlefields of Avernus and can be made to serve a variety of purposes. The most common are meant to quickly move through a battle causing as much damage as possible. Others can be bulkier and cause single, devastating blows meant to bring down larger enemies. Some may keep out of reach and hurl gouts of flame at enemies while they are distracted by melee combat with other troops. Regardless of their tactical purpose, they all share the same goal, stop the demons at all costs. Victory At All Costs. Created for the sole purpose of fighting against demonic armies in the Blood War, these myrmidons can channel their hellfire into their attacks and come with a built-in failsafe. Upon their death, they explode in a burst of hellfire, and anytime a creature is killed by this or one of their fiery attacks their soul is transported to the River Styx where they emerge as a lemure among the ranks of the Infernal Legion. Medium elemental, lawful evil 16 (breastplate) 150 (20d8 + 60) 40 ft. STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 16 (+3) 9 (-1) 10 (+0) 10 (+0) bludgeoning, piercing, and slashing from nonmagical attacks fire, poison paralyzed, petrified, poisoned, prone darkvision 60 ft , passive Perception 10 Ignan, Infernal 9 (5,000 XP) When the myrmidon dies, it explodes in a burst of hellfire. Each creature within 20 ft. of it must make a DC 15 Dexterity saving throw, taking 28 (8d6) 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. The myrmidon sheds bright light in a 20-foot radius and dim light in an additional 40 ft. The myrmidon's weapon attacks are magical. For every 5 feet the myrmidon moves in 1 foot or more of water, it takes 2 (1d4) cold damage. Actions The myrmidon makes three scimitar attacks Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing, magic damage plus 9 (2d8) fire damage. The myrmidon uses Multiattack. Each attack that hits deals an extra 11 (2d10) fire damage A creature killed by this damage rises as a lemure from the River Styx in Avernus 1d4 hours later 55
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Medium elemental, lawful evil 13 105 (14d8 + 42) 40 ft STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 16 (+3) 15 (+2) 14 (+2) 18 (+4) bludgeoning, piercing, and slashing from nonmagical attacks fire, poison paralyzed, petrified, poisoned, prone darkvision 60 ft., passive Perception 12 Ignan, Infernal 6 (2,300 XP) When the myrmidon dies, it explodes in a burst of hellfire Each creature within 20 ft of it must make a DC 15 Dexterity saving throw, taking 28 (8d6) 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 The myrmidon’s innate spellcasting ability is Charisma The myrmidon can innately cast the following spells (spell save DC 15, requiring no material components: At will: control flames, firebolt, burning hands, scorching ray 3/day each: fireball, fire shield (warm shield only) 1/day each: flame strike The myrmidon sheds bright light in a 20- foot radius and dim light in an additional 40 ft. The myrmidon's weapon attacks are magical For every 5 feet the myrmidon moves in 1 foot or more of water, it takes 2 (1d4) cold damage. Actions Melee Weapon Attack +6 to hit, reach 5 ft , one target. Hit: 10 (2d6 + 3) fire, magic damage. Surrounded by flames, the myrmidon teleports up to 30 feet to an unoccupied space that it can see Large elemental, lawful evil 17 (half plate) 190 (20d10 + 80) 40 ft STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 8 (-1) 10 (+0) 11 (+0) bludgeoning, piercing, and slashing from nonmagical attacks fire, poison paralyzed, petrified, poisoned, prone darkvision 60 ft., passive Perception 10 Ignan, Infernal 11 (7,200 XP) When the myrmidon dies, it explodes in a burst of hellfire. Each creature within 20 ft. of it must make a DC 15 Dexterity saving throw, taking 28 (8d6) 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. The myrmidon sheds bright light in a 20- foot radius and dim light in an additional 40 ft The myrmidon's weapon attacks are magical. For every 5 feet the myrmidon moves in 1 foot or more of water, it takes 2 (1d4) cold damage. Actions The myrmidon makes two greataxe attacks. Melee Weapon Attack +8 to hit, reach 5 ft , one target. Hit: 17 (2d12 + 4) slashing, magic damage plus 18 (4d8) fire damage. The myrmidon moves up to its speed and uses Multiattack Each attack that hits deals an extra 11 (2d10) fire damage and the target is knocked prone. Creatures killed by this damage rise as a lemure from the River Styx in Avernus 1d4 hours later 57
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The infernal torturer is a hooded mountain of dead flesh brought to unlife by fiendish magic. Sadistic Tendency. The infernal torturer enjoys causing pain to its victims. If its target has lost over half of their Hit Points, there is a 50% chance that the torturer delays their next strike and prefers to savor their victim's suffering instead. Undead Nature. An infernal torturer doesn't require air, food, drink, or sleep. Medium undead, chaotic evil 15 (natural armor) 59 (6d8 + 27) 30 ft. STR DEX CON INT WIS CHA 19 (+4) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (−3) Str +6 psychic s charmed, exhaustion, frightened, paralyzed, petrified, poisoned darkvision 60 ft., passive Perception 10 Abyssal 3 (700 XP) An infernal torturer has advantage on melee attack rolls against any creature that doesn't have all its hit points. Any creature hostile to the infernal torturer that starts its turn within 20 feet of the infernal torturer must make a DC 20 Wisdom saving throw, unless the infernal torturer is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the infernal torturer's Fear Aura for the next 24 hours. An infernal torturer can locate creatures within 60 feet by scent if they have the Frightened condition. Actions An infernal torturer makes two melee attacks. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) slashing damage. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. 59
A fiendish warrior that has declared themself the dark tabaxi god, this creature of ambush and betrayal is often the last thing you’ll see before you are no more. Centuries ago, a tabaxi made a deal with a fiend for power. They wanted to control all it saw; They craved that power so badly that it wasn’t hard for whispered words to lead to their corruption. What the fiend that made the deal didn’t anticipate was that the tabaxi would make enough deals with creatures that its power far outpaced the power of any of those who tried to collect on their deals. Even after death, Inutuwar wasn’t done instead choosing to become a fiend to live forever. No one is quite sure how they pulled off what they did, or how much of their story is true. But Inutuwar prefers it that way as it keeps any from following the same path, though that doesn’t stop them from offering false promises of it to those willing to enter into a deal with them. It does, however, prefer blind devotion, unquestioning loyalty, and mindless obedience. Cults in worship to Inutuwar have started to emerge, seemingly as if part of a greater plan. They have started openly advocating for the worship of Inutuwar claiming they are a god and the only way for a true warrior to end up at peace when they die. Somehow it seems whatever it is that you are looking for can be found if only you listen to every whisper from Inutuwar and question nothing. Those with too many of those end up disemboweled in the shadows. Fierce Warrior. Even before becoming a fiend, Inutuwar was a skilled warrior, leading their people to victories through stealth attacks, ambushes, and blindingly fast attacks. They prefer to watch until the perfect moment to strike, staying out of sight. Inutuwar believes there is no such thing as dirty fighting and only losers claim such. For the Good of Inutuwar. It is all about what you can do for Inutuwar. What can you offer or provide that they do not already have? Should you have something they do not, then they must possess it at all costs or it must not exist. 60
Large fiend (demon), chaotic evil 20 (natural armor) 513 (38d10 + 304) 50 ft., climb 40 ft. STR DEX CON INT WIS CHA 27 (+8) 30 (+10) 26 (+8) 28 (+9) 27 (+8) 24 (+7) Dex +16, Int +17, Cha +15 Athletics +16, Deception +15, Intimidation +15, Perception +16, Sleight of Hand +18, Stealth +18, Survival +16 cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine poison, psychic charmed, exhaustion, frightened, poisoned blindsight 120 ft., passive Perception 26 Abyssal, Deep Speech, Undercommon 26 (90,000 XP) When Intuwar makes a Dexterity (Stealth) check or an initiative roll they make it with advantage. Inutuwar can add 3 (1d6) to a weapon attack it makes against a single creature each round. Inutuwar can make two attacks during a single opportunity attack or make two opportunity attacks a round if their reaction is not already spent. While in dim light or darkness, Inutuwar can take the Hide action as a bonus action. Inutuwar can regain 1d10 + 8 HP Inutuwar fakes an attack at a target within range gaining advantage on attacks against them during its current turn. Actions Inutuwar can make four melee attacks Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 27 (3d12 + 8) slashing damage. Inutuwar can forgo the damage in exchange for forcing the target to make a DC 20 Strength saving throw or be restrained. Inutuwar can restrain two creatures at a time. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. Melee Weapon Attack: +18 to hit, reach 5 ft , one target Hit 21 (2d10 + 10) piercing damage. The target must make a DC 18 Wisdom saving throw or fall under the dagger of madness's control, always acting to attack its allies when no order has been given. The target must make a DC 20 Dexterity saving throw or be knocked prone and stunned till the end of its next turn If Inutuwar is in dim light or darkness, each creature of Inutuwar’s choice within 5 feet of it must succeed on a DC 18 Constitution saving throw or take 34 (5d12 + 2) force damage Inutuwar then magically teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it’s restraining, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness. Reactions When targeted by an attack or spell with an attack, Inutuwar can force a target within 10 feet to make a DC 18 Dexterity saving throw or switch places with them. When Inutuwar is hit by a weapon attack they can force a contested Strength (Athletics) check, forcing the target to drop an item of Inutuwar’s choice that its holding on a failure. Legendary Actions Inutuwar 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 Inutuwar regains spent legendary actions at the start of its turn. Inutuwar can appear in an unoccupied space within 60 feet. Inutuwar can cast darkness. Inutuwar can cast command with a DC 18 Wisdom saving throw. Inutuwar can cast dissonant whispers with a DC 18 Wisdom saving throw. Inutuwar can take two melee attacks against a target within range. 61
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Jarrlaks are intelligent, feral demons that desire above all else to acquire and maintain power. Their thick, coarse white fur is laced with icy spikes capable of piercing unarmored flesh with ease, and their limbs are tipped with wicked, sharp ice that enables them to run swiftly across their frozen homes. They are opportunistic, sadistic, and clever, and take glee in trapping their enemies in thick blocks of magical ice and watching them succumb to a frigid fate. In combat, a jarrlak will either wait until a target creature strays from its group or devise a clever ploy to separate a target the jarrlak perceives as weak. They are patient by nature, observing and stalking their prey for some time before striking. Any creature unfortunate enough to be captured by a jarrlak will meet with a slow and tortuous fate as the jarrlak torments them, but never quite letting them expire. At times, a jarrlak will venture forth from the abyssal plains seeking to dominate regions of frozen tundra or icy wastes of other realms. Such domains are littered with creatures entombed in ice that mark the jarrlak's dominion. Icy Tombs. As a demonic manifestation of the frigid wastes, a jarrlak has control over ice and snow. They breathe bitter blasts that entomb their victims in agical ice in mere seconds, immobilizing them until the jarrlak decides to move them to await their fate in its lair. Jarrlaks can use the ability to create thick walls of ice used to trap or separate prey from their companions. Medium fiend (demon), chaotic evil 16 (natural armor) 153 (18d8 + 72) 40 ft STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 19 (+4) 16 (+3) 15 (+2) 13 (+1) Con +7, Int +6 Intimidation +4, Perception +5 fire cold darkvision 60 ft., passive Perception 15 Abyssal, Common 7 (2,900 XP) The jarrlak's body is covered in spikes of magical ice. Any creature that deals melee damage to the jarrlak must succeed on a DC 17 Dexterity save or take 4 (1d8) piercing damage. If the jarrlak is within 5 feet of a creature and either it or the creature move outside this area, the creature must make the same save. Any creature within 20 feet of the jarrlak is vulnerable to cold damage. Actions The jarrlak can make two attacks with its frozen tusks or one attack with its Tomb of Ice ability Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) cold damage. The target must succeed on a DC 17 Constitution saveor have its movement speed reduced by half until the end of its next turn. Ranged Spell Attack +6 to hit, range 20 ft , one target. Hit: 30 (5d10 + 3) cold damage. The target must succeed on a DC 19 Constitution save or have its movement speed reduced by half until the end of its next turn. If the creature fails its save by 5 or more, it is entombed in ice and is considered incapacitated The tomb of ice can only be melted with fire (AC 12, 20 hit points), and the entombed creature takes half of any fire damage dealt. The jarrlak creates a wall of ice on a solid surface within 120 feet of it. The wall can be up to 40 feet long, 20 feet high, and 1 foot thick. If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 28 (8d6) cold damage, or half as much damage on a successful save. The wall lasts up to 5 minutes, has AC 12, 20 hit points per 10-foot section, is immune to cold damage and vulnerable to fire damage A creature that starts its turn adjacent to the wall takes 7 (2d6) cold damage. 63
č It is said that for every type of life that exists, there is a fiend to show the most twisted aspects of it. For werewolves, that is the jučati, a fusion of primal instincts and unexpected viscousness. The duality of tactics and animalistic rage shown in the two heads, with the calmer rational side held in a snake-like extension coming from the back of the jučati’s wolf-like head. It has been noted in several stories that it is almost as if the jučati really exists in this snake-like extension and the other body is just their host, that they keep almost like a pet. Jučati often form tight bands of hunting parties. Even going so far as to have territory disputes with other hunting parties should their paths cross. Their rules are determined by whoever is the strongest, and signs of weakness are dealt with by combat or exile, with lone jučati often being run down and ripped apart by other hunting parties who pick up their scent. Strength Decides. Everything for a jučati is decided through strength and combat abilities. Status, rules, power, and wealth are all given to the strongest as they rip it from anyone else. Nothing gives them greater pride than to rush headlong into battle. A jučati that has not been tested in battle is useless to a hunting party and often has to prove themself over and over by fighting other members of their own group. Unleashed Fighter. Should the snake-like head be cut off or separated from the main body, the jučati will go fully feral. The snake-like head will begin to slowly die, but has a chance of survival if it can connect back to its original host, steal another, or latch onto a mortal werewolf corrupting it into a new jučati. 64
č Medium fiend (demon), chaotic evil 18 (natural armor) 204 (24d8 + 96) 40 ft. STR DEX CON INT WIS CHA 16 (+3) 20 (+5) 18 (+4) 16 (+3) 12 (+1) 15 (+2) Dex +10, Int +8 Athletics +8, History +8, Insight +6, Perception +6, Survival +6 cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silver Poison Truesight 120 ft., passive Perception 16 Abyssal, telepathy 120 ft. 14 (11,500 XP) If the jučati moves at least 10 feet straight toward a target and then hits it with an attack on the same turn, the target takes an extra 16 (3d10) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone. The jučati has advantage on Wisdom (Perception) checks that rely on hearing or smell. The jučati’s weapon attacks are magical The jučati has advantage on an attack roll against a creature if at least one of The jučati's allies is within 5 feet of the creature and the ally isn't incapacitated or if it still has both heads. At the start of its turn, the jučati can gain an additional 13 (2d12) on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions The jučati makes three melee attacks, at least one must be claws and can not have more then one cleaver axe attack per turn. Melee Weapon Attack +10 to hit, reach 5 ft , one target. Hit: 12 (2d6 + 5) slashing, magic damage. Melee Weapon Attack +8 to hit, reach 5 ft , one target. Hit: 14 (2d8 + 5) piercing, magic damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with werewolf lycanthropy. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) piercing, magic damage plus an additional 3 (1d6) acid damage. Melee Weapon Attack +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) slashing, magic damage. On a successful Testing Strike attack, the jučati can forgo the damage in exchange for forcing a DC 15 Constitution saving throw giving the target a level of exhaustion on a failure. Reactions The jučati adds 6 to its AC against one melee attack that would hit it. To do so, The jučati must see the attacker and be wielding a melee weapon Legendary Actions The jučati 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 jučati regains spent legendary actions at the start of its turn A target with in 15 feet must make a DC 17 Dexterity saving throw or be restrained by the snakelike head of the jučati. Only one target can be restrained in this manner at a time Any target grappled or restrained by the snake-like head takes 14 (2d10 +3) blundegeoning, magic damage. The jučati’s snake-like head spews a poison spray in a 30 foot cone. All targets must make a DC 15 Constitution saving throw taking 13 (2d12) and becoming poisoned for 1 minute on a failure, and taking half damage on a success. 65
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Illithids are feared throughout the planes with good cause. Their schemes are enigmatic in design and execution, their thoughts are completely alien to beings outside the Far Realm, and their cruelty in life is almost unparalleled. Kalixxshaba has met only one entity whose evil exceeds its own, and that is its patron. When Kalixxshaba was younger, it made deals with various persons and forces in order to advance its learning and power. One of the creatures that Kalixxshaba reached out to seemed naïve in comparison to its own intellect and the benefits of the deal outweighed the pitfalls. Sensing an easy transaction, Kalixxshaba accepted the offer, unaware that the entity it communicated with was an archdevil skilled at manipulating the hubris of others, a shortcoming that Kalixxshaba had in abundance. Shackled. Since the sealing of the pact, Kalixxshaba has found itself an unwilling pawn in its patron's own plans. The illithid seeks a way to free itself, but without even a name for its obscure master, Kalixxshaba's struggles are futile. Puppet Master. Trusting no one but itself, Kalixxshaba has bred an army of intellect devourers to serve it. Implanted into the minds of many an unwary adventurer or farmer, Kalixxshaba has eyes and ears across the realms and a number of well-armed guards at its disposal. A Thirst for Power. Despite its perennial servitude, Kalixxshaba seeks more for itself: more knowledge, more riches, more possessions, more thralls. The allure of a guarded cache of arcane writings or the riches sequestered away in the forgotten temple of a dead god is beyond its capacity to ignore. If an adventuring party is drawn towards a great treasure, it is possible that Kalixxshaba seeks the same prize. Medium aberration, lawful evil 17 (half plate) 136 (21d8 + 42) 30 ft STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 15 (+2) 19 (+4) 17 (+3) 20 (+5) Int +7, Wis +6, Cha +8 Arcana +7, Deception +8, Insight +6, Perception +6, Persuasion +8, Stealth +4 bludgeoning, piercing, and slashing from nonmagical attack that aren't silver blindsight 120 ft., passive Perception 16 Deep Speech, Undercommon, telepathy 120 ft. 7 (2,900 XP) When Kalixxshaba makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur. The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: At will detect thoughts, levitate 1/day each: dominate monster, plane shift (self only) Kalixxshaba has advantage on saving throws against spells and other magical effects. Kalixxshaba is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Kalixxshaba regains its expended spell slots when it finishes a short or long rest Kalixxshaba knows the following warlock spells: Cantrips (at will): eldritch blast, mage hand, mind sliver, minor illusion 1st 5th level (3 5th level slots) armor of Agathys, command, dimension door, flame strike, fly, hellish rebuke, mirror image, shatter, stinking cloud, summon greater demon, synaptic static Actions Melee Weapon Attack: +7 to hit, reach 5 ft., one target Hit 15 (2d10 + 4) psychic damage If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. Melee Weapon Attack +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain Kalixxshaba magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 26 (5d8 + 4) psychic 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 67
Across the wastes of Avernus, and any of the lower planes the Blood War happens to spill over into, one can spot the location of a battle site by the fields dotted with pools of tarlike ichor. The black sludge is all that remains of the demons slain during such a battle. Known as demon ichor, this sludge is generally harmless but in the lower planes can have devastating effects upon mortals such as causing bodily mutations and acting as a poison that induces weakness in the afflicted, and special sites can cause the ichor to take on a life of its own. Life After Death. A site where demons are slain regularly can become a volatile place if the ichor left behind isn’t dealt with. The collective ire of the demons slain can cause the ichor to spring to life as an ichor demon with a desire to smother mortal life matched by the demons slain for its creation. The demon lord, Juiblex, has also been known to turn stagnant pools into ichor demons to join his troops as they slither into battle. Large ooze (demon), unaligned 13 85 (10d10 + 30) 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 4 (−3) 16 (+3) 12 (+1) 5 (-3) 8 (-1) 6 (−2) Stealth +6 cold, fire, lightning poison blinded, charmed, deafened, exhaustion, frightened, poisoned, prone blindsight 60 ft. (blind beyond this radius), passive Perception 8 - 5 (1,800 XP) The ichor can move through a space as narrow as 1 inch wide without squeezing. While the ichor remains motionless, it is indistinguishable from a pool of demon ichor. Any non-demon, non-ooze creature that touches the ichor must succeed on a DC 13 Constitution saving throw or be forced to roll on the Flesh Warping table (See MToF pg. 138). A creature that fails this save is also poisoned for the next 24 hours and their Strength score is reduced by 1d4 until the poison is cured. Actions Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) necrotic damage, and the target must succeed on a DC 13 Constitution saving throw or roll on the Flesh Warping table (See MToF pg. 138). A creature that fails this save is also poisoned for the next 24 hours and their Strength score is reduced by 1d4 until the poison is cured. The ichor moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the ichor enters a creature's space, it must make a DC 13 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the ichor. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the ichor enters the creature's space, and the creature takes 18 (4d8) necrotic damage and is engulfed. The engulfed creature can't breathe, is restrained, and at the beginning of the ichor's turns takes 36 (8d8) necrotic damage and must make the save against its Warp Flesh trait, which it makes with disadvantage. When the ichor moves, the engulfed creature moves with it. The ichor can only have one creature engulfed at a time and an engulfed creature can try to escape by taking an action to make a DC 13 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ichor. 68
The Pale Night is one spoken of in whispers only by the wise and only when absolutely necessary. An obyrith demon lord of unimaginable and indeterminable age, she is often referred to as the Mother of Demons. Tanar'ri demons fear and respect her as a mother figure, while Loumara simply fear her. Her activities outside of her Bone Castle within the Endless Maze are almost unheard of as her concerns rarely touch the realm of mortals and she rarely interacts even with others outside the castle. However, Baphomet himslef, the Horned King of Beasts who rules the Endless Maze fears the Pale Night. He will not even speak her name and only refers to her as "the Queen" or "the White Lady". The only time Baphomet interacts with the Pale Night is on the rare occasion she travels through a gate in the Endless Maze to visit her other domain, the delirious realm of Androlynne. It is Androlynne which the Pale Night's soldiers wish to go. These damned souls were once mortals who have been cast into the lower planes for committing acts of selfishness and evil during their mortal lives. After being reborn as lesser demons or devils, they sought out the Pale Night in the Endless Maze and as a last ditch to possibly live in peace for eternity, they swore allegiance to the Mother of Demons. Very few understand the Pale Night's motives, but many fear the sight of her knights, for they act in her name. Archdevils and demon lords have known to simply submit to a single knight's command rather than face the wrath of the Mother of Demons. Undead Nature. While not undead, knights of the Pale Night do not require air, food, drink, or sleep to function. Psychic Weapons. Armed with the fear of the Pale Night, the knights weapons deal psychic damage in addition to physical damage. Medium fiend, chaotic evil 17 (splint mail) 65 (10d8 + 20) 30 ft. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 15 (+2) 11 (+0) 13 (+1) 9 (-1) Con +5, Cha +2 poison, psychic charmed, frightened, poisoned, unconscious darkvision 60 ft , passive Perception 11 Abyssal, Infernal 5 (1,800 XP) Any creature Hostile to the knight that starts its turn within 20 feet of the knight must make a DC 19 Wisdom saving throw, unless the knight is Incapacitated. On a failed save, the creature is Frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the knight's Fear Aura for the next 24 hours Actions The knight of the pale night makes two soulsword attacks. Melee Weapon Attack: +6 to hit, reach 5 ft , one target Hit 8 (1d10 + 3) psychic damage 69
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Within the infinite layers of the Abyss, an ancient scheme had taken place long ago - to fold and warp an entire layer of the plane and fit it onto a mobile vessel. An impossible task by any sane metrics, but Demogorgon was adamant to his demonic craftsmen. After eons of research, experimentation with the fabric of the arcane, and willpower that only truly mad creatures can possess, the Demonwing was born. Command of the ship was given to a Balor under the demon prince’s influence, and so in the tales of old there are whispers of a ship sailing not on water, but on the winds of the Abyss. A cursed vessel in which innumerable demons served, where loot from hundreds or thousands of raids and battles are kept, and where evil is the very keel of the ship. This is where Lorkas, the Stinger Demon, served as a subordinate of the Balor captain, but ultimately ran as soon as this captain was taken down by a legendarily powerful mage who took the ship for themselves. Although Lorkas still maintains the madness that is so representative of denizens of the Abyss, he has a powerful sense of self-preservation, which was the reason he managed to escape the hostile takeover of the Demonwing. He is violent, cruel, and impatient, but he has developed an overwhelming fear of his body being destroyed. For if his body were to perish, his essence would be within the damned vessel of the Abyss. As a runaway, he would be subjected to unspeakable pain, brutal treatment, and perhaps total annihilation from his former captain, who’d definitely be within the layer of the Abyss contained within the Demonwing. As a result, Lorkas is quick to escape using his magic, make deals in order to survive, and even go against his nature as a demon in order to be clever, cautious, and cunning when needed. Cowardly Survival and Cooperation. Lorkas is just as likely to abandon someone to their luck as he is to aid them in a tough spot, if the circumstances favor him. He’s not afraid of a fight where he understands the odds, and he's willing to help out someone in need, as long as he can secure a favor in kind. However, due to the nature of his situation, he has developed a severe paranoia regarding spellcasters, particularly those who could banish him back to his home plane. To that effect, he has learned some anti-mage tactics of his own. Greedy and Afraid. Due to his honed sense of survival, Lorkas has learned to read the severity of the situations around him. If he feels like he can get away with heinous acts that would benefit him, such as killing an ally to acquire their magical gear for himself, he will do it once the perfect opportunity presents itself. On the other hand, if he feels like pleasing an ally would grant him greater protection and benefits, or if he feels like survival would be impossible in the case of a betrayal, then he will act as helpful as possible. Medium fiend (demon), chaotic evil 16 (natural armor) 105 (14d8 + 42) 30 ft., climb 40 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 12 (+1) Dex +5, Wis +4 Acrobatics +5, Deception +4, Insight +4, Perception +4 cold, fire, lightning poison poisoned darkvision 120 ft., passive Perception 14 Common, Abyssal 8 (3,900 XP) Lorkas has advantage on saving throws against spells and other magical effects Lorkas’ weapon attacks are magical. Actions Lorkas makes 4 attacks with his stingers. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 8 (1d8 + 4) piercing, magic damage plus 10 (3d6) poison damage . The target must succeed on a DC 14 constitution saving throw or be poisoned for 1 hour If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The target wakes up if it takes damage or if another creature casts lesser restoration on them. Reactions When Lorkas sees a creature casting a spell within 30 feet he can forcefully disrupt the casting process The caster must make a DC 14 constitution saving throw or be interrupted, wasting a spell slot and the appropriate action used in the casting time of the spell. When a creature casts a spell within 5 feet of Lorkas, he can make a melee attack against the creature. 71
Maehr are the demonic manifestation of the black desires, hidden longings, and depraved thoughts that lurk in the dark recesses of the mind of every being. Lurking in darkness and seeking to infect the minds of other creatures with madness, maehr are among the most evil of all demons, as they are privy to the deepest secrets of others - and they take great delight in bringing such thoughts to the fore. Maehr are patient and sutble. They disdain physical violence, preferring instead to assault the minds of their victims. Often they will seek to corrupt powerful mortals such as kings, queens, or other nobility. A maehr will enter a court in disguise, and over time, perhaps years, ingratiate themselves with their unwitting hosts. By night they prey on the minds of their targets, subtlely weaving and manipulating their dreams. They develop a psychic link with their prey, causing behavioral changes over the course of many years before finally completely bending the target to their will and driving them into madness. Corrupters of Mortals. Maehr are dispatched to mortal realms to spread demonic influence through subtle and often nearly undetectable means. The corruption of a noble and virtuous ruler to a sinister and mad one has at times been linked to the influence of the maehr, though rarely has one been caught in the act. If identified and confronted, a maehr will massacre any who have witnessed their presence before disappearing once more into the night. Medium demon (fiend), chaotic evil 16 (natural armor) 157 (21d8 + 63) 30 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 16 (+3) 21 (+5) 18 (+4) 23 (+6) Int +9, Wis +8, Cha +10 Deception +10, Perception +8, Persuasion +10 bludgeoning, piercing, and slashing damage from nonmagical weapons poison, psychic charmed, poisoned, frightened truesight 120 ft., passive Perception 18 Abyssal, Common, telepathy 120 ft. 10 (5,900 XP) The maehr's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The maehr can innately case the following spells, requiring no material components: At will: charm person, detect thoughts, enthrall, suggestion 3/day: compulsion, sending, phantasmal killer 1/day: dominate person, dream, geas The maehr has advantage on saving throws against spells and other magical effects. The maehr can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is weating or carrying isn't transformed. It reverts to its true form if it dies. The maehr is hidden from divination magic and cannot be perceived through magical scrying sensors. As an action, the maehr unleashes a powerful blast of psychic energy. Each creature within 60 feet of it must succeed on a DC 17 Charisma saving throw, taking 17 (2d10 + 6) psychic damage on a failed save or half as much damage on a successful one. If a creature fails its save by 5 or more, it is stunned until the end of its next turn. Actions The maehr makes three attacks with its claws, or two attacks with its psychic drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Ranged Spell Attack: +11 to hit, range 60 ft., one target. Hit: 28 (4d10 + 6) psychic damage. The target must succeed on a DC 17 Charisma saving through or be stunned until the end of its next turn. If the target is a spellcaster and fails its saving throw, it is unable to cast any spells until the end of its next turn. 72
Only the most ancient rumors speak of magma hurlers. Deep in the para-elemental plane of Magma they dwelled until the time of the planar sunderings. Scholars have suggested that the magma hurlers inhabited a closed off portion of that plane that was disturbed in the last sundering. Now the hurlers are loose across the elemental plane of chaos and have made their way to other planes that are hot enough to support their kind. Scorched Earth. Hurlers are large elementals that seem to pulse with flowing lava. Visually appearing somewhere between a crustacean and the flying form of their close cousins, the efreet. The lower half of the hurler is a twisting column of crusted magma that melts and burns everything around it. Elemental Weapon Typically magma hurlers spit magma into their claws which are wickedly sharp scoops perfectly proportioned to hurl the quickly cooling magma as an orb shape at their enemies. The attack is fast and each orb still half-molten breaks open and causes fire and flame to spread around. Should anyone be incautious enough to stand too close to the spiraling magma body of a hurler, they simply open their mouths dropping a large quantity of magma upon the hapless creature. It is unknown why anyone would willingly pick a fight with a magma hurler. Any treasure one was hoping to find would be hopelessly melted or should you be lucky enough to slay the beast you would need a team of dwarves to mine out whatever you hoped was left behind. Large elemental , lawful evil 17 (natural armor) 225 (18d10 + 126) 30 ft., swim (in lava) 60 ft. STR DEX CON INT WIS CHA 22 (+6) 12 (+1) 24 (+7) 12 (+1) 16 (+3) 12 (+1) Str +11, Dex +6, Con +12 bludgeoning, piercing, and slashing from nonmagical attacks fire, poison exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious darkvision 120 ft., passive Perception 13 Ignan 14 (11,500 XP) Any attempt to grapple, grab, or touch the Hurler results in unavoidable 3 (1d6) bludgeoning damage each round of touching. Actions The hurler makes two claw attacks each round. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) fire damage. 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 start of each of its turns. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning and fire damage. All creatures within 10 feet of the magma hurler must make a DC 14 Dexterity saving throw or take 21 (6d6) fire damage on a failed save, or half as much on a successful one. The Hurler can bathe in magma, and regains 10 (3d6) hit points. 73
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Also known as the Queen of the Succubi, Malcanthet is a tanar'ri demon princess. Often described as an incredibly beautiful human-like woman with bat-wings, long horns, and a prehensile tail tipped with a scorpion-like stinger, she controls the 570th layer of the Abyss. Also known as the Shendilavri, the 570th layer of the Abyss is a disgusting layer of heaving and shuddering flesh. Most find the layer repulsive and disgusting, but for Malcanthet, the Shendilavri is her own personal paradise. Malcanthet rules her realm from the Razor Throne, but she is not without rivals. Several other succubi-turned-demon lords have rose to challenge her throughout the millennia. For centuries before Lolth rose to the level of greater god, she looked at Malcanthet with jealousy. Worshippers of Malcanthet on the Prime Material Plane often run brothels which hide the dangerous worship activities inside. Many people walk out of these cult buildings without ever knowing how close they came to becoming a sacrifice to the Queen of Succubi. These small clusters of cultists rarely interact with one another and almost never cooperate. Rather they view each other as rivals or apostates. Malcanthet's list of lovers, consorts, and sexual partners is too long for even the most dedicated archivist to keep track of. She has mothered several succubi and demogorgons, and most notably is the mother of demon lords, Socothbenoth the Persuader, and the monstrous Arendagrost. Aligned with Acererak. The great lich Acererak made a deal with Malcanthet centuries ago and gifted her with a mirror of life trapping. She promised to fill the mirror with souls and periodically deliver them to his tomb in Chult on the Prime Material Plane. It is unknown what Acererak promised Malcanthet in exchange for these souls. Service to Asmodeus. In 1484 DR, Malcanthet relocated from the Abyss to the Nine Hells to serve as the personal envoy of Asmodeus, the greater god of indulgence and the ruler of all devils. The lord of the Nine Hells used Malcanthet to convoke Mephistoles to Nessus, the ninth layer of Hell. In secret, Asmodeus and Mephestoles plotted and dealed together. Heroes of the Hall. In 1487 DR, Malcanthet found herself trapped in a gemstone phylactery and gifted by the drow house of Hunzrin to a band of Spriggans, who then gave it to King Yarin and Queen Concettina of Damara. Malcanthet possessed the body of Queen Concettina, trapping her soul in the gem instead. While in possession of Queen Concettina's body, Malcanthet bedded Wulfgar, fought against Regis the Halfling and Pikel Bouldershoulder, and was eventually defeated by Drizzt Do'Urden, Guenhwyvar, Artemis Entreri, and Yvonnel. Once Malcanthet returned to the Abyss, they flushed prisoners out of her mirror of life trapping until Wulfgar appeared from where he'd been trapped. The heroes realized that the mirror could hold only so many souls, so they dropped it into a pool full of fish and most of Malcanthet's prisoners were released, including a pyrohydra, a behir, and a beholder. For her service as his personal envoy, Asmodeus mated with Malcanthet. Malcanthet later gave birth to a large litter of demon-devil hybrids. A baker's dozen of these mongrel fiends were born to her, absolutely loyal and fiercely protective. The hounds have long, demonic horns and scorpion stingers that match their mother's, but their eyes and the scruff under their chin has the demeanor of Asmodeus. In addition to these genetically inherited traits, Asmodeus appears to have blessed them with some aspect of the blessings he gives his avatars, for their teeth appear as bloody rubies similar to the ruby rods of Asmodeus. Shortly after birth, Malcanthet marked their foreheads with her sigil, giving them a telepathic bond with her that allows them to communicate at extreme distances. The leader of the pack is not the largest among them, but the thirteenth of the litter, the smallest, whom she named Vrapim. Though the smallest, Vrapim is the most intelligent. His cunning mind leads the pack and spends countless hours training them to be stealthy, observant, and utterly ruthless in their defense of Malcanthet. During the years Malcanthet was away from the Abyss, her brood bred amongst themselves and the pack had grown dramatically by the time Malcanthet had returned. The original thirteen had grown exponentially. Malcanthet calls her pack of protective demon-devil hounds her Council of Counts. But now the council numbers in the hundreds, a small army at Malcanthet's disposal. Size. Most of the time, the counts appear as largish, medium-size hounds with strange stinger-tails and horns, but when they enter battle, they enlarge to twice their size, becoming huge-size beasts towering over fifteen feet tall and giving their bite and claw attacks a range of ten feet, while their stinger tails can reach up to fifteen feet. Ruby Teeth. The counts appear to have teeth made of rubies, which cause their bites to be infused with the magic of the inflict wounds spell. Additionally, the counts can bare their maws and roar out a conic beam of cold energy. 75
Medium fiend (demon), chaotic evil 21 (natural armor) 312 (25d8 + 200) 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 27 (+8) 20 (+5) 23 (+6) 30 (+10) Dex +11, Con +15, Wis +13, Cha +17 Arcana +12, Deception +17, Persuasion +17 acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks lightning, poison blinded, charmed, deafened, frightened, poisoned, stunned darkvision 120 ft , truesight 60 ft , passive Perception 16 Abyssal, Celestial, Common, Infernal, telepathy 60 ft. 25 (75,000 XP) If Malcanthet fails a saving throw, she can choose to succeed instead. Malcanthet can use its action to polymorph into a Small or Medium humanoid, or back into its true form Without wings, Malcanthet loses her flying speed. Her statistics, other than size, are the same in each form. Any equipment she is wearing or carrying isn't transformed Malcanthet reverts to her true form if she dies. Malcanthet has the ability to communicate telepathically with all creatures within 60 feet of her Additionally, Malcanthet ignores the range restriction on telepathic communication with a creature that has been charmed, including the restriction that the creature must be on the same plane as Malcanthet. Malcanthet's weapon attacks are magical. Malcanthet has advantage on saving throws against spells and other magical effects. As a bonus action, Malcanthet can charm those she can see as long as they can also see her. Up to five creatures Malcanthet can see and can see her within 30 feet of her must succeed on a DC 22 Wisdom saving throw or be magically charmed for 1 day. Charmed targets obey Malconthet's verbal or telepathic commands If the charmed target takes any damage, it can repeat the saving throw, ending the effect on a success. Unlike other charms, saving against the charm or the charm ending does not grant immunity against further attempts by Malcanthet to charm them As a bonus action, Malcanthet can magically enter the Ethereal Plane from whatever plane she is currently on or return from the Ethereal Plane. She cannot use this ability to go to a plane other than the Ethereal Plane or the one she left. Actions Malcanthet makes three attacks, two with her scourge and one with her stinger. Melee Weapon Attack +13 to hit, reach 5 ft , one target. Hit: 14 (2d6 + 7) bludgeoning, piercing, magic damage plus 9 (2d8) electric, magic damage. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) piercing, magic damage. The target must make a DC 22 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much on a successful one If the target fails the save it is also considered poisoned for one minute. The target can repeat the save at the end of each of it's turns. Legendary Actions Malcanthet 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 Malcanthet regains spent legendary actions at the start of their turn. Malcanthet innately casts Misty Step, allowing her to move 30 feet away from her current position. Malcanthet can make an attack using her stinger tail on a target within reach Malcanthet summon one of her council of counts to an empty space within 30 feet of her. Malcanthet can summon 1d4 + 2 succubi to empty spaces within 30 feet of her 76
Medium fiend, lawful evil 16 (Natural Armor) 102 (12d12 + 48) 60 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 18 (+4) 12 (+1) 14 (+2) 8 (-1) Perception +5, Stealth +5 bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered lightning, poison poisoned darkvision 120 ft., passive Perception 15 Understands Abyssal and Infernal But Can't Speak 7 (2,900 XP) The count has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. The count has advantage on an attack roll against a creature if at least one of the count's allies is within 5 ft. of the creature and the ally isn't incapacitated. The count's weapon attacks are magical. The count has advantage on saving throws against spells and other magical effects. As a bonus action, lasting for 10 minutes, the count magically increases in size, along with anything it is wearing or carrying. While enlarged, the count is Huge, quadruples its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. While enlarged, the count has an additional 5 ft. reach. If the count lacks the room to become Huge, it attains the maximum size possible in the space available. Actions The count can make two bite attacks or use its cold beam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing, magic damage. If enlarged, Hit: 22 (4d8 + 4) piercing, magic damage. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing, magic damage. If enlarged, Hit: 36 (8d8 + 4) piercing, magic damage. The target must make a DC 16 Constitution saving throw, taking 22 (6d6) poison damage on a failed save, or half as much on a successful one. If the target fails the save it is also considered poisoned for one minute. The target can repeat the save at the end of each of it's turns. The count roars and bears it's ruby teeth unleashing cold energy in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one. 77
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The icy mountains of the Iron Wastes would be considered uninhabitable by any sane person, but many foul creatures call the cruel wasteland their home. Mavawhans used to be found in great flocks across the Iron Wastes and could be hired as invaluable guides to anyone trying to traverse the land until Kostchtchie rose to power. Known as the God of Wrath, Kostchtchie despises demons and frequently hunted the mavawhans to slaughter and enslave them causing their numbers to dwindle and forcing them to seek refuge in other lairs of the Abyss and sometimes the material plane. However, with the word of Kostchtchie’s disappearance many mavawhans have begun to try and make their way back home and their numbers have begun to rise. Storm’s Fury. Mavawhans are vicious killers and enjoy turning their prey into icy statues. Their single-mindedness causes them to focus on their goals with furious effort until they are completed. A mavawhan moves quickly through a battlefield striking as many foes as possible hoping to turn them all to ice. They have an affinity for jarrlaks and other cold-hearted creatures as long as they aren’t in the service of Kostchtchie. Living Ice. Not only do they look as if they were chiseled from ice, but the magic that flows through a mavawhan can turn its victims into statues of living ice. As with normal petrification this effect can be undone by casting a greater restoration spell or by any other means that would end petrification. This can also be undone by performing a ritual where the ice statue is covered with mavawhan blood. This ritual takes 30 minutes and requires a DC 18 Arcana check to be successful. Medium fiend (demon), chaotic evil 18 (Natural Armor) 165 (22d8 + 66) 30 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 17 (+3) 7 (-2) 16 (+3) 8 (−1) Dex +9 Perception +7, Stealth +9 cold darkvision 60 ft., passive Perception 17 Abyssal 10 (5,900 XP) At the start of each of the mavawhan's turns, each creature within 5 feet of the mavawhan is pushed 5 feet away from the mavawhan by an icy blast of wind Whenever the mavawhan takes acid, fire, lightning, or thunder damage, it may choose to gain resistance to that damage type for 1 minute, or until it uses Variable Resistance again Actions The mavawhan makes two attacks: one with its claws and one with its ice venom talons Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) cold damage and 10 (3d6) poison damage. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) cold damage and 10 (3d6) poison damage and the target is poisoned. While poisoned in this way the target takes 21 (6d6) cold damage at the start of each of their turns and their movement speed is halved. The target can make a DC 16 Constitution saving throw at the end of each of their turns, ending the effect on a successful save. The first time a creature fails this saving throw, the damage they take at the start of their turns increases to 28 (8d6) and they become stunned. The second time a creature fails this saving throw they become petrified but turn to ice instead of stone. The mavawhan creates a blast of icy shards centered on itself. Each creature within 20 feet of the mavawhan must make a DC 16 Dexterity saving throw taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one. Reactions When the mavawhan is hit with a melee attack it can see, it may move up to half its fly speed without provoking opportunity attacks to an unoccupied space causing the attack to miss. 79
Meraskus is the result of a barbarian clan performing deals with fiends in order to defeat invaders and other threats to their lands. By offering an infant to the fiends, as well as several wicked services from the clan members, great power had been invested in these mortals, in the form of an obedient and unique demon. In this crooked existence, Meraskus is simply a puppet full of hatred and malice for anything that draws breath, completely dominated by the will of the clan’s leader. Without orders given by its master, the demon simply will find food, be it animal or vegetable, and simply consume, stay within the clan’s territory, and sleep. This particular aspect of control over Meraskus has caused a lot of infighting, subterfuge, and even assassinations within the clan for various generations, as only the individual recognized officially by the clan’s traditions can control the raging demon. Perhaps this bloodshed was the real goal of the fiends all along. Blood of the Clan. Unlike other fiends, Meraskus’ essence is not tied to the lower plane, but to the ancestral home of the clan, where the wicked deal that created it had taken place. The only way to destroy the essence of this monster would be to annihilate the clan’s bloodline and scorch the earth of their land for good. Large fiend, neutral evil 16 (Natural Armor) 114 (12d10 + 48) 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 18 (+4) 12 (+1) 14 (+2) 8 (-1) Str +7, Wis +5 Athletics +7, Perception +5 fire, cold poison s poisoned darkvision 120 ft., passive Perception 15 Abyssal, Common, Infernal 7 (2,900 XP) Meraskus’ weapon attacks are magical. At the start of its turn, Meraskus 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. As a bonus action, Meraskus can enter a demonic rage for 1 minute. While under the effects of a demonic rage Meraskus gains the following benefits: Meraskus has resistance to slashing, piercing and bludgeoning damage. Meraskus’ weapon attacks do an additional dice of damage (included in the attack). Meraskus has advantage on Strength checks and strength saving throws. Actions Meraskus makes two slam attacks. Alternatively, it can replace one of its slam attacks with a seismic shock. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. When raging, Hit: 14 (3d6 + 4) bludgeoning damage. Meraskus pounds its fist on the ground beneath it, causing a rumble that forces nearby creatures to lose balance. Any creature within 10 feet of Meraskus must make a DC 17 Dexterity saving throw or take 8 (1d8 + 4) bludgeoning damage and fall prone. On a successful save a creature takes half damage and doesn’t fall prone. 80
Countless eons ago, the Malgoth was a demon lord of godlike power. The being known as the Malgoth was destroyed by an alliance of seven jealous demon lords who assaulted the haunted layers of the Abyss it controlled. For many years it continued to exist as a shadowy alien intelligence, but now infuses a settlement on the Prime Material Plane. During his reign, the Malgoth raised a special breed of hell hound. These hounds were larger, faster, and far more terrifying than the average hell hound. Even after the Malgoth fell from power, these fiendish dogs continued to flourish, roaming the hellscapes in vast packs. Without the oversight of the Malgoth and his lieutenants, these hell hounds devolved over several generations. Now they answer to no higher authority within the layers of the Abyss than their own. Large fiend, lawful evil 15 (Natural Armor) 59 (7d10 + 21) 60 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 8 (-1) 14 (+2) 6 (-2) Perception +8 bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered fire, poison poisoned darkvision 60 ft., passive Perception 18 Understands Abyssal and Infernal But Can't Speak 5 (1,800 XP) The mongrel has advantage on Wisdom (Perception) checks that rely on hearing or smell. The mongrel has advantage on an attack roll against a creature if at least one of the mongrel's allies is within 5 ft. of the creature and the ally isn't incapacitated. The mongrel has advantage on saving throws against spells and other magical effects. Actions Melee Weapon Attack: +7 to hit, reach 5 ft., one target Hit 8 (1d8 + 4) piercing damage plus 9 (2d8) fire damage. The mongrel exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one. 81
The nether gremlin is an abyssal goblinoid that preys upon the sleeping. The gremlin uses its limited telepathy ability to steal its victims' dreams and twists them into nightmares that spoil the effects of a long rest. The nether gremlin then uses the stolen dreams as psychic energy to feed itself. After waking up, the victims have not recovered any hit points or spell slots, and can only remember a nightmarish sense of anguish and helplessness. Typically, the nether gremlin uses its ethereal jaunt ability to sneak undetected onto its sleeping victims from the Ethereal Plane. Small humanoid (goblinoid), neutral evil 13 (natural armor) 23 (7d6) 30 ft. STR DEX CON INT WIS CHA 9 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 7 (−2) Deception +0, Stealth +6 psychic darkvision 60 ft., passive Perception 9 Abyssal, Common, Goblin 1/8 (25 XP) Magical darkness doesn't impede the devil's darkvision. The nether gremlin can magically communicate simple ideas, emotions, and images telepathically with any creature within 5 ft. of it. If the target is sleeping, the nether gremlin can disturb the target's sleep so badly that all effects of a long rest are lost. On each of its turns, the nether gremlin can use a bonus action to take the Dash, Disengage, or Hide action. As a bonus action, the nether gremlin can magically shift from the Material Plane to the Ethereal Plane, or vice versa. Actions During its first turn, the nether gremlin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the nether gremlin scores against a surprised creature is a critical hit. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. 82
The nergamuz is of the tanar'ri, a true demon and a terror to fight anywhere it can take flight. As such they rarely allow themselves to be confronted on the ground. It is thought that nergamuz are born from mortal wrath motivated by envy. They are large demons with leathery wings attached to their arm-like appendages, akin to a bat’s wings. First recorded by a middling mage who coveted the power of his master, his summoning revealed the first nergamuz, Eg'tholath by name. Somehow the hapless mage was able to keep Eg'tholath from rending him on the spot or perhaps it was Eg'tholath who, seeing the prospect of devouring the mage’s master as well, began to bide his time. The master mage was torn apart, his tower was burned to the ground and only a young steward, badly burnt but alive, was found clutching books and scrolls he saved from the tower. The hapless mage apprentice who summoned the Nergamuz was never found. Large fiend (demon), chaotic evil 20 (natural armor) 142 (15d10 + 60) 30 ft., fly 90 ft. (hover) STR DEX CON INT WIS CHA 15 (+2) 20 (+5) 18 (+4) 19 (+4) 17 (+3) 16 (+3) Str +6, Con +8, Wis +7, Cha +7 cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons fire, poison poisoned truesight 120 ft., passive Perception 13 Abyssal, telepathy 120 ft. 11 (7,200 XP) The Nergamuz’s innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: darkness, dispel magic, firebolt, hellish rebuke 2/day: wall of fire, elemental bane The Nergamuz has advantage on saving throws against spells and other magical effects. Actions The Nergamuz makes one tail lash (two targets within 10ft) and one claw attack. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) Melee Weapon Attack: +9 to hit, reach 10 ft., two targets. Hit: 16 (2d10 + 5) bludgeoning, piercing damage. If the target is a Medium or smaller creature, it must make a DC 20 Dexterity saving throw, or be knocked prone. The Nergamuz creates a magical duplicate of itself which is on fire and can only use the multiattack action with +6 fire damage to all attacks. This distraction causes attack rolls against the real Nergamuz to have disadvantage. If it is hit by an attack, this trait is disrupted at the end of its next turn. This trait is also disrupted while the Nergamuz is incapacitated or has a speed of 0. Only one Fireform can be active at a time. The Nergamuz has a 30 percent chance of summoning 1d3 vrocks, or 1d2 chasme. A summoned demon appears in unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains until it or its summoner dies, or until its summoner dismisses it as an action. 83
The punishments of fiends are as evil as the rest of their society, one of the worst punishments a fiend can receive is to be made into a rock fiend. A fiend is dismembered and parts are joined with those of the very earth of Avernus to form a single giant of rage and rock. The parts remember who they were but have fused into one charging wall of destruction. Most of the terror of seeing a rock fiend doesn’t come just from the lumbering rocky flesh, but from the utter disregard it seems to have for those parts. Losing a limb doesn’t phase or slow it down, often it will actually launch a loose body part at a target to fight on its own as its making its way over. Each part keeps the personality of its original owner, becoming an independent thing working on the rock fiend's behalf. While the majority of rock fiends burn out in the glory of a fight, a few take pride in their build, selecting carefully the fiends whose parts are harvested to replace its own, still fighting with abandon knowing there are always more fiends to rebuild what they’ve lost. One giant of rocky flesh, Neuhirm, is known for this, almost relishing when one of its parts is destroyed as it feels the death. Unending Supply. The creation of a rock fiend often means the dismemberment and redistribution of many fiends and their various parts. Even though it is left as a punishment, what passes for justice in a fiendish society is harsh. The whims of whoever may be in power at the moment often color who is on the receiving end of becoming a rock fiend. But one thing is for sure - it's a never ending supply of new flesh. Many Voices. Sometimes having so many parts from so many sources can overwhelm the resulting rock fiend, turning them into a raging mindless mass of voices and pain that blindly lash out at everything. Those that can handle it still have to deal with the voices of all those fiends whispering their opinions and it can cause some disagreements and has led to a few self dismemberments. 84
Huge fiend (demon), chaotic evil 20 (natural armor) 465 (30d12 + 270) 30 ft STR DEX CON INT WIS CHA 30 (+10) 13 (+1) 28 (+9) 7 (-2) 10 (+0) 7 (−2) Str +18, Con +17 Athletics +18, Survival +8 necrotic; bludgeoning, piercing, and slashing from nonmagical attacks cold, fire, poison, psychic charmed, exhaustion, frightened, grappled, paralyzed, poisoned truesight 120ft. passive Perception 10 Abyssal 26 (90,000 XP) Whenever Neuhirm is subjected to damage type it is immune to, it takes no damage and instead regains a number of hit points equal to the damage dealt. Neuhirm is immune to any spell or effect that would alter its form. If Neuhirm fails a saving throw, it can choose to succeed instead Neuhirm has advantage on saving throws against spells and other magical effects Neuhirm’s attacks are magical. If it has a piece of body remaining, a destroyed Neuhirm gains a new body in 1d10 days, regaining all its hit points and becoming active again. Actions Neuhirm makes four melee attacks. Melee Weapon Attack: +18 to hit, reach 10 ft., one target Hit 31 (3d8 + 18) bludgeoning, magic damage. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 31 (3d8 + 18) slashing, magic damage. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 31 (2d12+18) bludgeoning, magic damage. If Neuhirm moved at least 10 feet before making this attack then the target takes an additional 22 (4d10) and must make a DC 18 Strength saving throw or be knocked prone. Each creature of Neuhirm’s choice that is within 120 feet of Neuhirm and aware of it must succeed on a DC 18 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 Neuhirm’s Frightful Presence for the next 24 hours. The target must succeed on a DC 20 Constitution saving throw or take 16 (3d10) cold damage and 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. Neuhirm exhales poisonous gas and dirt debris in a 50-foot cone. Each creature in that area must make a DC 20 Constitution saving throw On a failed save, a creature takes 35 (10d6) poison damage and is poisoned for 1 minute. While poisoned in this way, the creature can’t regain hit points. On a successful save, the creature takes half as much damage and isn’t poisoned A humanoid reduced to 0 hit points by this damage dies and provides double HP when used as part of the New Parts Legendary Action. Legendary Actions Neuhirm 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. Neuhirm regains spent legendary actions at the start of its turn. Neuhirm can rip apart a dead body within reach, replacing a missing limb and regaining HP equal to the size of the creature. A tiny creature is 2d4, a small 2d6, medium 2d8, large 2d10, huge 2d12, gargantuan 2d20 Neuhirm can launch a limb at a target as a range attack (+9 to hit), causing 4d8 blundeogning damage on a hit and restraining the creature. On a miss, the limb lands within 5 ft of the target and goes at the start of Neuhirm’s next turn. Neuhirm can choose from either a severed hand or disjointed leg when using Helpful Bits A severed hand gives a -2 to melee attacks and drop the number of multiattacks Neuhirm can do by one. In turn it provides Pack Tactics, has a speed of 5 feet but can long jump 20 feet and high jump up to 10 feet without a running start. It can make all the Slam and Fist melee attacks as well as the Rotting Flesh action at half damage. A disjointed leg gives 2 to melee attacks and lowers Neuhirm’s movement speed by 10 feet. In turn it provides Pack Tactics, has a speed of 5 feet but can long jump 20 feet and high jump up to 10 feet without a running start. It can make the Slam and Ram melee attacks at half damage Neuhirm uses its Paralyzing Gaze Neuhirm uses it's Rocky Breath. Neuhirm casts harm 85
Large fiend (demon), chaotic evil 20 (natural armor) 630 (60d10 + 300) 40 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 17 (+3) 19 (+4) 21 (+5) 30 (+10) 25 (+7) 28 (+9) Dex +12, Int +18, Cha +17 Arcana +18, Deception +17, Insight +15, Performance +17, Stealth +12 cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks poison, psychic, necrotic charmed, exhaustion, frightened, poisoned truesight 120 ft., passive Perception 17 telepathy 120 ft. 28 (120,000 XP) Nop’koh’s innate spellcasting ability is Intelligence. Nop'koh can innately cast the following spells (spell save DC 26), requiring no material components: At will: chill touch, friends, gust, mind sliver, sapping sting 3/day each incite greed, cause fear, blindness/deafness 1/day each: arms of hadar, invisibility, tiny servant Nop’koh can use disguise self but it must be of a face it has collected. Nop’koh grows body doubles using an ability similar to the clone spell that it keeps hidden in several locations If Nop’koh attacks with advantage or from dim light to darkness, they double the damage of their first successful hit. If Nop’koh fails a saving throw, it can choose to succeed instead. Nop’koh has advantage on saving throws against spells and other magical effects. Nop’koh’s weapon attacks are magical. Nop’koh has advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass itself off as a different creature. Nop’koh can mimic the voice of any face it has stolen, forcing disadvantage on any attempt to discern if it is faked. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked. Nop’koh can mimic the speech of another person or the sounds made by other creatures. It must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by its Charisma (Deception) check allows a listener to determine that the effect is faked. Ranged attacks have disadvantage against Nop’koh. Actions Nop’koh makes four melee attacks, or two melee attacks and one other action. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 30 (4d12+4) slashing, magic damage. Melee Weapon Attack: +12 to hit, reach 10 ft., one target Hit 22 (4d8+4) piercing, magic damage The target must then make a DC 17 Wisdom saving throw or be restrained as the claws begin to pierce into the flesh surrounding their face. On subsequent turns Nop’koh can force a creature restrained in this way to take an additional 14 (4d6) piercing, magic damage Melee Weapon Attack: +11 to hit, reach 10 ft , one target Hit 29 (4d12+3) bludgeoning, magic damage. The target must make a DC 15 Constitution saving throw or become stunned till the end of their next turn. Nop’koh fixes its gaze on one creature it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or become paralyzed for 1 minute. The paralyzed 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. A target Nop’koh has previously attacked or has marked must make a DC 20 Intelligence saving throw On a failure the target takes 39 (6d12) psychic damage, have disadvantage on their next skill check or saving throw and are knocked prone, on a success they take half damage. A target Nop’koh can see or knows the location of within 120 feet must make a DC 17 Wisdom saving throw or 21 (6d6) psychic damage and become stunned till the end of their next turn Reactions When successfully hit with an attack, Nop’koh can feint an attack forcing a DC 17 Wisdom saving throw. On a failure the target is frightened of Nop’koh and take disadvantage on attacks against it till the end of its turn. 86
If you’ve ever thought that your friend was replaced by an imposter, you may have encountered a nop’koh. This facestealing fiend enjoys sliding into their victims life and ruining everything in addition to taking their soul. It brings them pure glee to watch someone’s life be turned to chaos and destroyed knowing they can’t be stopped. Often the nop’koh will wait to consume the soul until it has a chance to watch its handy work on their life. The nop’koh itself isn’t made of much substance; a thin tall skeletal figure draped in feathers, its own face pretty featureless except for the massive tooth grin and squinting pupilless eyes. When it selects a victim it attacks them, stabbing extremely long needle fingers around their face, sucking memories from them before twisting their hand to peel off their face. Fusing the soul into the face, the nop’koh will wear it like a mask, disguising themself as that person. It has been proposed that perhaps the nop’koh is the fiendish twisting of bards, actors, grifters, and even pretenders. Whatever their origins no one can match them when they dedicate themselves to a role. Acting Chops. When they are wearing a face, they fully embody that person with a twist. They amplify that person’s worst traits. It's as if they need to believe that no one is completely good and they need to prove it to everyone else as well. Life Hopping. A nop’koh doesn’t stick with pretending to be a person for long. They become bored once they’ve destroyed their life, often consuming the soul, but saving the face in a sort of collection. Hopping in and out of different faces as if changing an outfit. Driven by a need to collect a new face they will start taking risks to get a new one if its been too long. Legendary Actions Nop’koh 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. Nop’koh regains spent legendary actions at the start of its turn. Nop’koh can use alter self. Nop’koh begins to move in a rhythmic pattern, forcing all targets with a 60 foot radius when can see them to make a DC 17 Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. If attacked by Nop’koh while in this state the attack is made with advantage. The charm effect for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. Nop’koh selects a target it can see, a mark suddenly appearing seared into their body. Nop’koh now always knows where that creature is even if they are on another plane. Any creature restrained by a claw jab must make a DC 20 Intelligence saving throw or take 16 (3d10) psychic damage. Also on a failure, roll 1d4 and subtract that number from the creature’s Intelligence score. The target falls into a coma and becomes unconscious if this reduces its Intelligence to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. A creature in a coma can be woken up if it regains at least 1 point of Intelligence back. Any creature within reach is attacked with the claw jab. On a hit, the creature must make a DC 15 Constitution saving throw. On a failure, the creature takes 39 (6d12) psychic damage and has their face removed. If the targetted creature is already restrained before the attempt or marked the saving throw is made with disadvantage. 87
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Oni are magical ogres that are portrayed as fiends in some cultures. The truth behind this is that they are actually being mistaken for the Onigeist. Dead But Never Gone. Onigeists are an undead spirit created by night hags with the intent of gathering souls for them. Onigeists are made through a dark ritual where night hags bind a living oni and wait until it falls asleep, when they enter the oni’s dreams and manipulate its mind and soul. Spiritual Hijackers. Onigeists will find a corrupt person and bait or taunt them into slaying them. Afterwards, the Onigeist’s spectral form appears and will attempt to possess the slayer. Once in control of a body, they will bring the body and corrupt soul within to the lair of their creators in the Nine Hells. The night hags will take the hijacked soul from within the body, and transform the flesh into a new onigeist body for the onigeist to continue its work in. Large undead, lawful evil 11 90 (12d10 + 24) 0 ft , fly 40 ft (hover) STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 14 (+2) 14 (+2) 12 (+1) 17 (+3) Dex +4, Con +5, Wis +4, Cha +6 Arcana +5, Deception +9, Perception +4 acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks cold, necrotic, poison charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained darkvision 60 ft., passive Perception 14 Common, Giant, any languages it knew in life 8 (3,900 XP) The onigeist can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa The onigeist can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object The onigeist’s innate spellcasting ability is Charisma The onigeist can innately cast the following spells (spell save DC 14), requiring no material components At will: darkness, invisibility 1/day each charm person, cone of cold, gaseous form, sleep, planeshift (in possessed body only) Actions The onigeist makes two attacks. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. The onigeist enters the Ethereal Plane from whichever plane it is on, or vice versa It is visible on the plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane Each non-undead creature within 60 feet of the onigeist that can see it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. One humanoid that the ghost can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be possessed by the onigeist; the onigeist then disappears, and the target is incapacitated and loses control of its body. The onigeist now controls the body but doesn't deprive the target of awareness. The onigeist can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the onigeist ends it as a bonus action, or the onigeist is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this onigeist's Possession for 24 hours after succeeding on the saving throw or after the possession ends. 89
A hag’s magic works in weird ways allowing them to create uniquely strange items. In the lower planes, night hags often use this gift to create things for powerful fiends that may have something of use to them. One of these macabre creations is the oculos. Seeming like no more than a pair of humanoid eyeballs tethered by a sinewy cord of nerves and flesh, an oculos can be used by fiends as a way to spy on creatures or places accustomed to sights of death and carnage. Coven Crafters. Much like a hag eye, an oculos can be created by a coven of hags. However, they are harder to make as the process to remove both eyes from a single creature, still connected, is much more delicate and time-consuming. Because of this they are normally only created upon request from someone willing to pay a hefty price. Many powerful demons will offer groups of lesser demons for the hags to use as minions of their own in exchange. Eyes Wide Open. Before anything is attuned to an oculos, it is inanimate and in other words, harmless. Once it is attuned to, an oculus comes to life and is able to move on its own and can only communicate with the one attuned to it via a special casting of the sending spell. It secretes a sticky mucus which it uses to cling to surfaces as it moves, allowing it to hide in inconspicuous places. If threatened the oculos will use sending to alert its master before trying to use its Stunning Stare or strangling its attacker so that it can attempt to make an escape by finding some sort of small crack or opening it can squeeze into and hide until it is safe. Tiny aberration, unaligned 12 32 (5d4 + 20) 20 ft. STR DEX CON INT WIS CHA 2 (−4) 15 (+2) 18 (+4) 4 (-3) 18 (+4) 3 (−4) Perception +8, Stealth +6 bludgeoning, piercing, and slashing from nonmagical attacks charmed, deafened, exhaustion, prone truesight, 60 ft.,passive Perception 18 understands the languages of whom it is attuned to but can’t speak 2 (450 XP) The oculos’s innate spellcasting ability is Wisdom. The oculos can innately cast the following spells (spell save DC 14), requiring no material or verbal components: At will: scrying, sending 3/day each: locate creature, locate object As an action, whoever is attuned to the oculos can activate it as a scrying sensor. Whomever it is attuned to is immediately able to see anything the oculos can see and can hear anything in its area as if it were a sensor created by the scrying spell with the added benefits of the oculos's truesight. In addition, the oculos can only use the sending spell to contact whoever is attuned to it and conveys their message through sense and feeling rather than words, and whenever it casts the scrying spell whoever is attuned to it may view the scry as if they had cast the spell. The oculos has advantage on saving throws against spells and other magical effects. The oculos can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions The oculos uses Stunning Stare and then makes one attack with Ocular Garrote. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage and the target can't breathe until the oculos is destroyed or it uses Ocular Garrote on a different target. The oculos targets a creature it can see within 30 feet of it forcing them to make a DC 14 Wisdom saving throw. On a failed save, the target is stunned until the end of the oculos's next turn. 90
The demon princes of the abyss are powerful enough to corrupt and distort lands deep and wide. The creatures that dwell within become changed with time as well. One such creature is the ferocious oozagator. Juiblex Predator. The demon prince Juiblex’s influence has turned swamps and lakes of the Abyss into thick acid and goo. The oozagator dwells within these depths. Their powerful bodies push through the acidic muck with ease. Jelly Roll. Oozagators lurks still near the edge of these acidic waters, waiting for creatures to come nearby. They then lunge out with gelatinous pseudopods and powerful jaws to drag its prey into the goo. There, they clamp down tight onto their target and spin viciously in a death roll, tearing and burning away flesh until their victims are dead. Treasure Within. It is said that great treasures lie buried in the gut of oozagators, left behind wealth that isn’t broken down by the creature’s potent stomach acids. Many brave and foolish hunters will pursue oozagators in search of wealth, only to be added to the creature’s internal collection. Large monstrosity, unaligned 13 (natural armor) 58 (8d10 + 14) 20 ft., swim 30ft. STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 15 (+2) 2 (-4) 10 (+0) 5 (−3) Perception +2, Stealth +2 slashing acid, lightning blindsight 10ft., passive Perception 12 - 3 (700 XP) The oozagator can hold its breath for 30 minutes. Actions The oozagator makes two attacks: one with its bite and one with its tail or one with its pseudopod and one with its bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. The target is grappled (escape DC 13) Until this grapple ends, the target is restrained, and the oozagator can't bite another target. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 3 (1d6) acid damage and the target must make a DC 13 Strength saving throw or become grappled (escape DC 13). The oozagator may have no more than two creatures restrained in this way. Melee Weapon Attack: +5 to hit, reach 5 ft., one target not grappled by the oozagator. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. 91
Pact devils are in the employ of more powerful archdevils. They exist only to form pacts with mortals and uphold the devil’s end of the bargain in that way collecting souls. Any pact that will achieve the collection of a faustian pact is within the pact devil’s purview. Demonic Whispers. Pact devils are rarely seen as they remain invisible or in disguise whenever possible, whispering in the ears of mortals and making bargains. Sometimes a pact devil is responsible for keeping the faith of local cults by appearing to worshippers, sometimes by starting cults. Demonic Seeing. Mortals often imagine imps and mephits when they make pacts for their soul and sometimes it's true, but the reality is far more sinister. Attempts to break a contract with this devil will soon find the pact devil holding up the mortal's side of the bargain. Large fiend (devil), lawful evil 18 (natural armor) 180 (19d10 + 76) 40 ft. STR DEX CON INT WIS CHA 21 (+5) 14 (+2) 18 (+4) 18 (+4) 15 (+2) 18 (+4) Dex +7, Con +9, Wis +7, Cha +9 Arcana +14, History +14, Investigation +9 bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered fire, psychic poisoned blindsight 60 ft., darkvision 120 ft., passive Perception 12 Abyssal, Infernal, telepathy 120 ft. 14 (11,500 XP) The devil'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: disguise self, invisibility The devil is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The devil has the following wizard spells prepared: Cantrips (at will): mind sliver, chill touch, toll the dead, poison spray, eldrich blast 1st level (4 slots): arms of Hadar, dissonant whispers, wrathful smite, ice knife 2nd level (3 slots): mind spike, shadow blade, tasha's mind whip 3rd level (3 slots): spirit guardians, spirit shroud, vampiric touch 4th level (3 slots): staggering smite, blight, phantasmal killer 5th level (3 slots): arcane hand, destructive wave, synaptic static, negative energy flood 6th level (1 slot): mental prison, disintegrate 7th level (1 slot): plane shift 8th level (1 slot): feeblemind 9th level (1 slot): weird Actions The devil makes two attacks with its claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) psychic damage. 92
Many unlucky mortals find their way into the despair of the Lower Planes. Whether they find themselves there against their will or by searching for something they shouldn’t be, most of them don’t make it back home alive. Some of the hardier, or possibly just more insane, adventurers however may make a habit of returning to these horrid realms on occasion. These dark paths are perilous and it can always help to have some company, though not just any regular pet will keep one company willingly in such places. Some of these mad travelers instead resort to creating their own companions for their foray into dark realms. Companion Constructs. The most common types of these pets are usually made from feline or canine parts as they are usually easy to come by due to them already being popular companion animals. These golems are created in the same fashion as flesh golems, and though the cost of supplies to create one is much less, it still requires a Manual of Golems as well as someone highly skilled in animal surgery to piece it together. Their immunity to a number of conditions and the magical bond with their creator make them suitable traveling pets for trips to vile places. Elemental Overload. Just like other flesh golems, these pet golems are reinvigorated with life when struck with lightning. However, due to their smaller and more fragile forms, the elemental spark of life inside of them can become overcharged when exposed to too much of it resulting in a surge of elemental energy too great for them to handle. This can cause the pet to go berserk attacking anything in its path until the excess energy disperses. Tiny construct, unaligned 11 11 (2d4 + 6) 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 5 (−3) 12 (+1) 16 (+3) 3 (-4) 9 (-1) 5 (−3) Perception +1, Stealth +3 lightning, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine charmed, exhaustion, frightened, paralyzed, petrified, poisoned darkvision 60 ft., passive Perception 11 understands the languages of its creator but can’t speak 1/2 (100 XP) If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. The golem is immune to any spell or effect that would alter its form. The golem has advantage on Wisdom (Perception) checks that rely on smell. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. The golem has advantage on saving throws against spells and other magical effects. The golem's weapon attacks are magical. Whenever the golem gains hit points from lightning absorption, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so for 1d6 rounds or until it is destroyed. Actions Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1 + 1) slashing, magic damage. 93
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Deep in the wastelands of Avernus you may find a collection of dark tents flapping gently in the sulfurous wind. A flurry of motion can be seen as a myriad of lesser devils and demons scurry about the camp moving crates, cages, and chests from one area to another. As you near the camp, one of these fiends will welcome you to the roving camp of Rezovic, Merchant of Avernus. Immortality. Rezovic is a powerful naga, who spends his immortal life traveling the wastelands of Avernus plying his wares. In his time, he has learned many secrets of the planes, and is a scholar of much spiritual and magical lore. While many of his rivals have slain him, his immortality allows him to return shortly after. Rezovic relishes taking his time to enact vengeance against those who have slighted him in this way. Roving Camp. Rezovic’s camp moves erratically, whenever the whim strikes him. He has a dozen tents that are loaded into metal wagons and pulled by three brutish barlguras. He also employs a small troupe of imps and dretches to do his menial labor and maintain his affairs. These employees are zealously loyal to Rezovic, but none are sure why. Visitors who make a good impression with Rezovic may also barter for a short stay in his camp, a rare night of safety in the nightmarish lands of Avernus. Neutral Purveyor. Rezovic travels all across Avernus, taking his camp and wares to both sides of the River Styx. He will trade his magical baubles and wares with any who have something of value to barter. Rezovic also deals in information and secrets, and will trade magic items for them if they are potent enough. He loves a good deal, but is fair and does not like swindlers. Demons and devils both will frequent his camp seeking an edge in their eternal war. Rezovic does not tolerate any violence in his camp, and will ban or even outright kill any related in an act of nearby violence. Wayward adventurers will also sometimes enter his camp, leaving with more than expected. Some adventurers will even come to offer a service or favor in exchange for information or one of his odd relics. The denizens of Avernus know that Rezovic makes a wonderful ally and a terrible enemy. Amulet of the Hells. Rezovic is never without his most prized possession, a ruby amulet he wears around his neck. This amulet grants him infernal power and was rumored to be traded by the Lord of the Nine Hells himself, Asmodeus. Large monstrosity, lawful evil 15 (natural armor) 75 (10d10 + 20) 40 ft. STR DEX CON INT WIS CHA 18 (+4) 17 (+3) 14 (+2) 16 (+3) 16 (+3) 18 (+4) Dex +7, Con +6, Wis +6, Cha +8 Arcana +7, History +11, Insight +7, Persuasion +9 Religion +7 poison fire charmed, poisoned darkvision 60 ft., passive Perception 13 Abyssal, Common, Infernal 10 (5,900 XP) If he dies, Rezovic returns to life in 1d6 days and regains all his hit points. Only a wish spell can prevent this trait from functioning. While wearing this amulet, Rezovic gains resistance to fire damage and may cast control flames, produce flame, and flaming sphere innately. Rezovic loses the ability to cast these spells if the Amulet is removed or destroyed Rezovic is a 10th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks), and it needs only verbal components to cast its spells Rezovic has the following wizard spells prepared: Cantrips (at will) control flames;, mage hand, minor illusion, produce flame, ray of frost 1st level (4 slots) charm person, detect magic, identify, sleep 2nd level (3 slots): detect thoughts, hold person 3rd level (3 slots) lightning bolt, water breathing 4th level (3 slots): blight, dimension door 5th level (2 slots) dominate person, identify Rezovic's innate spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: flaming sphere Actions Melee Weapon Attack +8 to hit, reach 10 ft , one creature. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one. 95
The countless planes of the Abyss are home to a number of strange and ferocious creatures, but few things are as terrifying as a pack of riispa bearing down on you. Enormous Packs. Riispa travel in huge packs, ranging from roughly twenty to a thousand riispa. The social structure of these vast packs is compex, with a series of alphas that is regularly changing. These packs will feed on other demons and even each other, but especially prefer extraplanar creatures. Spine Rippers. A riispa’s bite has a poison that causes muscles to lock up, allowing them to quickly outpace their prey. Riispa have huge claws that they use to pin down prey while they use their powerful mandibles to clamp onto and rip out their spines. Once the spine is removed, the riispa fight among each other for the prize. The strongest among them often wins this prize, but during the fighting other spines are often removed from fellow riispa. When a riispa collects a spine, it runs through the planes to bring it to its master. Baphomet’s Vendetta with Orcus. Among the demon lords of the Abyss, there are fierce rivalries. One such rivalry is that between Baphomet and Orcus. The demon lord of beasts was once slighted by Orcus, who turned every being in Baphomet’s dark labyrinth into undead. Baphomet unleashed his savagery in the form of the riispa, hunters and killers who would deny Orcus the bones he so desired for his army of the undead. While Baphomet is master to all riispa, some powerful fiends and spellcasters control packs for their own dark purposes. Small fiend (demon), chaotic evil 14 (natural armor) 14 (4d6) 30 ft. STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 11 (+0) 5 ( 3) 13 (+1) 5 ( 3) Athletics +3, Perception +5 cold, fire, lightning; bludgeoning, piercing, and slashing from non magical attacks poison poisoned passive Perception 15 understands abyssal but can’t speak 1/2 (100 XP) The riispa has advantage on Wisdom (Perception) checks that rely on hearing or smell. The riispa has advantage on an attack roll against a creature if at least one of the riispa's allies is within 5 feet of the creature and the ally isn't incapacitated. If an attack by the riispa would harm an incapacitated creature, it also removes the creatures spine from its body. Actions Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage and the creature must make a DC 12 Con saving throw or have their movement speed reduced by half until the end of their next turn Melee Weapon Attack: +3 to hit, reach 5 ft., one target Hit 3 (1d4+1) slashing damage 96
Rokuro is an oni living on a remote mountainside in a perilous trail to a sizable city. Traffic through this path, while not massive, serves the oni’s nefarious purposes just fine. A rather greedy creature, Rokuro has struck various deals with devils and their hidden cults in order to abduct travelers during the dead of night. In exchange for magical items and boons of magic, he has decided to serve numerous cults throughout the decades living out in the wilderness. Rokuro is sneaky, using his given magic to fool, exhaust, and trap any unfortunate souls that cross his path. He uses his innate ability to disguise his appearance to lull people into a false sense of safety, only to brutally betray them as soon as the night arrives. Opportunist. Despite frequently working for devilish cults, Rokuro would be more than willing to betray them if a more profitable venture came along. Although he is only interested in material comfort and magical equipment or prowess, as a result any other offers proposed will be swiftly ignored. Special Equipment. Rokuro wields two magic items, a Flame Tongue Glaive which can be wielded by humanoids or giants up to large size, shrinking or growing to fit the user, and an Amulet of Health, making him slightly more resilient in battle. Large giant, neutral evil 17 (natural armor) 142 (15d10 + 60) 30 ft., fly 30 ft. STR DEX CON INT WIS CHA 19 (+4) 11 (+0) 19 (+4) 14 (+2) 12 (+1) 16 (+3) Dex +4, Con +8, Wis +5, Cha +7 Arcana +6, Deception +11, Perception +5 darkvision 60 ft., passive Perception 15 Common, Giant, Infernal 9 (5,000 XP) Rokuro's innate spellcasting ability is Charisma (spell save DC 15). He can innately cast the following spells, requiring no material components: At will: darkness, invisibility 3/day each: fireball, suggestion 1/day each: charm person, cone of cold, gaseous form, sleep Rokuro’s weapon attacks are magical. Rokuro regains 10 hit points at the start of his turn if he has at least 1 hit point. Actions Rokuro makes two attacks, either with his claws or his flame tongue glaive. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 15 (2d10+4) piercing damage plus 7 (2d6) fire damage. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 9 (1d10+4) piercing damage plus 7 (2d6) fire damage. Rokuro magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into his true form. Other than his size, Rokuro’s statistics are the same in each form. The only equipment that is transformed is his glaive, which shrinks so that it can be wielded in humanoid form. If Rokuro dies, he reverts to his true form, and his glaive reverts to its normal size. 97
Deep in the Palace of Poison Tears there are rot guardians standing sentinel in the corridors and halls of suffering. These are the stations that rot guardians were meant for. However, their creator, Talona, Goddess of Disease and Poison, has occasion to send her guardians to those loyal to her. A rot guardian has been seen on at least one occasion assisting a guild of assassins. Poison Burnout. Poison, rot, and skeletons make a lot of folk think the solution to their rot guardian problem is fire. It is not. Fire will absolutely ignite the poison cloud surrounding rot guardians. It will also do them no harm at all, and in all likelihood, light your companions aflame as well and the rot guardian will pay it no mind. Construct Patience. Rot guardians are not constructs, however, their deliberate and slow methods might make you leap to that conclusion. They will ruthlessly stomp and hold an enemy on the ground letting poison kill them while holding off the rest of their companions. Of One Mind. One rot guardian is a problem but several of them are one thinking methodical machine. They communicate via telepathy amongst themselves and coordinate tactics better than one would suppose often sacrificing one of their number to achieve victory. Large undead, lawful evil 19 (natural armor) 252 (24d10 + 120) 30 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 20 (+5) 10 (+0) 10 (+0) 8 (-1) Str +8, Dex +7, Con +9 fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks poisoned truesight 120 ft., passive Perception 10 telepathy 120 ft. 12 (8,400 XP) The Rot Guardian has advantage on saving throws against any effect that turns undead. Any creature hostile to the Rot Guardian that starts its turn within 10 feet of the Rot Guardian must make a DC 15 Constitution saving throw, unless the Rot Guardian is incapacitated. On a failed save, the creature takes 5 (2d4) poison damage and is poisoned until the start of its next turn. This save must be repeated for every turn within the range of the Rot Guardian The rot guardian's innate spellcasting ability is Intelligence. The rot guardian can innately cast the following spells (spell save DC 12, +4 to hit with spell attacks), requiring no material components: At will: poison spray, dragon's breath (poison only) 1/Day: cloudkill, wall of force Actions The Rot Guardian makes two melee attacks: one with its claw and one with its stomp. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 21 (6d6) necrotic damage. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage. 98
The Serpent of the Pit is an amalgamated snake creature with multiple clawed arms and a forked tail. When the serpent suffers enough damage, its body splits into two smaller creatures. Taste for Blood. When the Serpent of a Pit has felled its target, it often stops for a turn to lick blood from the victim's wounds. Large humanoid (reptile), chaotic evil 18 (natural armor) 65 (10d10 + 10) 30 ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 13 (+1) 10 (+0) 10 (+0) 6 (−2) Perception +4 grappled, prone darkvision 120 ft., tremorsense 20 ft., passive Perception 14 Abyssal 2 (450 XP) Actions A serpent of the pit can make two melee attacks during its turn. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 3) slashing damage. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 13 (2d10 + 2) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained, and the serpent of the pit can't constrict another target. Reactions When a serpent of the pit takes at least 10 points of slashing damage, it splits into two new serpents of the pit if it has at least 10 hit points left. Each new serpent of the pit has hit points equal to half the original serpent of the pit's, rounded down. New serpents of the pit are one size smaller than the original serpent of the pit. 99
A metallic smell fills the air, the sickly, sweet note of freshly spilled blood. The battleground of the Blood War greedily drinks it in. A claw breaks through the ground and from the earth emerges an army fueled by thirst. Driven by a need to taste and consume fresh blood, they are frenzied fighters that throw themselves into the battle. They are incredibly strong, acid for their own blood, and a bite that could chomp limbs in half all make for the last view many ever have. Once a blood fiend has tasted your blood it will hunt you to the ends of any plane to taste it again. This makes them invaluable in battle as they will relentlessly hunt down and attack until the target is ripped to shreds and useless. This makes them terrifying in the Blood War, as even if you make it off of the battlefield, it doesn’t mean you’ll live much longer. The most infamous of the blood fiends is Sanguis Vanae. After surviving the Blood Wars, they started offering their services to the highest bidder. Bring them a sample of the victim's blood and the price they request, they’ll handle the rest. It may take mere moments or decades, but Sanguis Vanae has never failed to find and devour a target yet. Should you require their services they can be found where underground fight rings are or hanging around the battlefield of a recent war relishing in the scent of fresh spilt blood. Blood Obsession. So much of their existence revolves around blood, that blood fiends are strangely experts in health as well. They can tell what is wrong with someone from their blood. Generally, they use this to determine if their prey is hurt or slowing down. But desperate folks have struck deals for their health or the health of their loved ones. Red Trade. Despite the assumption that they are lone hunters, blood fiends actually live in small packs together. While their targets or prey are not the same, they will help each other in their pursuits. In fact, they have developed a trade and barter system around hunts and blood that is rich in its rules and regulations, even having a sort of court of law when it is thought that one blood fiend has stolen the blood of a prey belonging to another in the community. 100