Lolth, the Demon Queen of Spiders
Lore & Statistics to bring the famed drow goddess to life in your D&D campaign
By Taylor Kane
Lolth Seething with anger and filled with ambition, Lolth quickly
laid claim to the 66th layer of the Abyss. With her new home
Lolth, the Demon Queen of Spiders is famed for the worship secure for the time being, Lolth turned to the material plane
she receives from the Drow, as well as being the creator of to renew her divine powers. She tempted elves away from
the race. She is one of the most powerful demon lords in the their Pantheon and turned these worshippers into the first
Abyss and is only rivaled in her vile plots and wicked tricky by Drow. With her follower's empowering her, her divine might
the Dark Prince, Graz'zt. To the benefit and relief of other was restored and she began her grand plotting for revenge
demon lords of the Abyss, Lolth is typically more concerned and chaos.
with the goings-on of her worshippers and other events on
the material plane than the wars between demons on the Lolth's Lair
Abyss. Unfotunately for those faithful to her, Lolth sees her The 66th Layer of the Abyss is Lolth's lair and is known as
worshippers as pawns to be used and thrown away for her the Demonweb. Her layer is suffesed with darkness and filled
own amusement. with layers of webs extending upward into infinity from the
Demonweb Pits at the web's base. The strands of the web
The Demon Queen of Spiders often pits her followers fade into darkness and cling to unseen anchors in swirling,
against one another. Although she claims that this is to putrid clouds of gray mist beyond the web. A creature that
ensure that only the strong survive and thrive under her, in breathes in these clouds must succeed on a DC 20 Wisdom
reality the struggles she encourages among her people are a saving throw or be drawn into the unending Abyss beyond the
result of her cruelty and capriciousness. She enjoys watching Demonweb.
others suffer misfortune and draws her strength from chaos
and discord. Lolth sees no place for love and friendship, The Demonweb is in a constant state of flux as Lolth and
seeing those that are calculating, cold, and self-serving as her servants spin new threads and sever those that no longer
superior to those weighed down by such emotions. The plans suit Lolth's purposes. The darkness and sticky webs make
that Lolth lays are either too intricate and subtle for a mortal traversing this layer of the Abyss impossible without a way to
(or even demons) to comprehend, or they are perhaps the move along the webs, and this is aided because the enitre
result of the drow goddess's madness. Many believe that layer has no gravity whatsoever for things not touching the
Lolth's motivations and plans are indiscernable not because Demonweb itself. If a strand is cut from the web or a creature
she is a master of subertfuge and tact, but that her should find themselves free of the webbing, they begin to float
machinations cannot be understood because she is truly and spin about until they are ensnared by the web once more.
insane. The large strands of webbing typically found throughout are 5
feet in diameter, have an AC of 10, and 20 hit points. They are
Lolth can take many forms, but most readily appears as a immune to fire, cold, and lightning, as well as damage from
tall, lithe, and beautiful drow woman. Although an onlooker non-magical weapons.
would likely find Lolth rather attractive, her true form is
anything but. Lolth's true form is believed to be that of a giant Suspended in the webbing are ruins of cities Lolth has
black widow spider with the fanged head of a female drow, conquered and drawn into the Demonweb as well as large
though at times she manifests the head of a spider instead. slabs of black marble. These slabs are one of the few
Lolth is typically attended by several yochlol demons, her locations within the Demonweb that creatures can easily
exclusive servants. Her layer of the Abyss is also inhabitted by traverse. Despite this fact, most would not wish to find
millions of spiders of all sizes and varities. Because of her themselves upon such surfaces. Within the dark stone there
status as a deity, Lolth is able to traverse the planes as she are shifting patterns that reveal tormented bodies and faces
wishes and is not bound to the Abyss like many other demon of those who's souls were condemned by their service to
lords, though rarely does she leave her home on the 66th Lolth, their souls woven into the Demonweb itself.
layer of the Abyss. Lolth secretly fears destruction at the
hands of Corellon and his allies should she leave the plane Within the Demonweb teleportation is impossible, blocked
too frequently. by the divine will of Lolth and the grasping strands of the
Demonweb itself. Lolth allows some of her most trusted
Origins of Lolth servants to traverse her domain with teleportation magic, but
they requrie a magic object to do so. These are known as
Lolth is much more than other demon lords, for her origins "keys" and take different geometric shapes. The more
can be traced back to her time spent in what many would call complex the shape, the greater freedom to teleport the object
another life. Unlike other demon lords, lolth is truly a divine affords. These objects are highly valued to anyone that may
being, a goddess in every sense of the word. Lolth was once wish to infiltrate the Demonweb.
the elven goddess of chaos and destiny known as Araushnee.
She was the consort of the elven deity Corellon, though she Below the miles of webs lies the Demonweb Pits where
grew jealous and ambitious and attempted to have Corellon Lolth holds court with her conspirators, servants, and anyone
killed by several evil gods after enlisting the aid of demons else deranged enough to serve her. Within the Demonweb
from the Abyss. Pits, Lolth has planar portals linking to distant planes as well
as other layers of the Abyss so that she may extend her
Lolth's schemes were ultimately thwarted, but at a high influence and pluck the strings of fate in her vile web of
price. Corellon was unable to bring himself to destroy Lolth, deceit. These can be found behind metal doors that are found
and instead stripped her of all her godly powers, save the at the end of branching pathways off the Demonweb in its
barest shred of divine strength, and cast her down into the lower reaches near the Demonweb Pits. These doors have no
Abyss to live among the demons with whom she had plotted markings at all and only Lolth knows where they lead.
with.
By Taylor Kane
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Lair Actions Demonweb Spider
Swarm
On initiativc count 20 (losing initiative ties), Lolth can take a
lair action to cause one of the following effects; She can't use Large swarm of tiny fiends, chaotic evil
the same effect two rounds in a row: Armor Class 15 (natural armor)
Hit Points 52 (12d8)
Strands of the Demonweb are severed by an unseen force, Speed 20 ft., climb 20 ft.
causing a chunk of webbing and anything it held aloft to
begin floating in the anti-gravity of this layer of the Abyss. STR DEX CON INT WIS CHA
Creatures are unable to move without a fly speed of some 4 (-3) 16 (+3) 10 (+0) 1 (-5) 7 (-2) 1 (-5)
kind, drifting in a random direction.
From within the Demonweb emerges thousands of deadly Damage Resistances bludgeoning, piercing, slashing
spiders which swarm up to three creatures of Lolth's Damage Immunities poison
choice. These spider swarms enter the initiatve order after Condition Immunities charmed, frightened,
the Lair Actions and immediately take a turn. The
statistics for the Demonweb Spider Swarm are provided paralyzed, petrified, poisoned, prone, restrained,
on this page. stunned
The Demonweb itself stretches out to ensnare a creature Senses blindsight 10 ft., passive Perception 8
of Lolth's choice within the Demonweb or 50 feet of it. The Languages -
creature must succeed on a DC 17 Dexterity saving throw Challenge 4 (1,100 XP)
or be restrained by the web. The strands may be
destroyed; they have an AC of 10, 20 hit points, and are Swarm. Swarm. The swarm can occupy another
immune to fire, lightning, and cold damage, as well as creature's space and vice versa, and the swarm can
damage from nonmagical weapons. move through any opening large enough for a Tiny
insect. The swarm can't regain hit points or gain
Regional Effects temporary hit points.
Demonweb Sense. While in contact with the
The region within 10 miles of Lolth's lair is filled with all Demonweb, the swarm knows the exact location of
varities of spiders, large and small. Sources of water and any other creature in contact with the Demonweb.
food become supernaturally poisoned, and ingesting them Spider Climb. The swarm can climb difficult
confers the poisoned condition. surfaces, including upside down on ceilings,
Within 10 miles of Lolth's lair the region becomes filled without needing to make an ability check.
with webbing. This webbing is difficult terrain and returns
within an hour if removed. Actions
If a humanoid spends at least 1 hour within 1 mile of the
lair, that creature must succeed on a DC 17 Wisdom Debilitating Bites. Melee Weapon Attack: +8 to hit,
saving throw or descend into a madness determined by reach 0ft., any number of targets within the
the Madness of Lolth table. A creature that succeeds on swarm's space. Hit 12 (4d4 + 2) piercing damage,
this saving throw can't be affected by this regional effect half as much if the swarm has half of its hit points
again for 24 hours.. remaining. The target must make a DC 16
Constitution saving throw, taking 14 (4d6) poison
Madness of Lolth damage on a failed save, or half as much damage on
a successful one. In addition, if the target fails its
d100 Flaw (lasts untill cured) save, it has disadvantage on saving throws until the
01- "There is no one above me in life. All are end of the swarm's next turn.
20 subservient, and will behave as such."
21- "Nothing is more beautiful than seeing the systems
40 people trust in collapse into dust."
41- "Order is my greatest enemy, chaos is my dearest
60 friend."
61- "The most wonderful feeling is to seeing people
80 turn against each other."
81- "Everyone else is expendable. As long as they serve
100 some use to me, I don't care what happens to
them."
By Taylor Kane
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Roleplaying Lolth Most of the ways to destroy Lolth involve multiple steps to
ensure her defeat. There are three methods that are generally
Roleplaying Lolth can be a challenging task, as she is both seen as plausible (despite their monumental difficulty) to
calculating and unpredictable. Lolth should always take destroy Lolth, and only two of the three provide a permanent
actions that sow uncertainty as to whether her motivations destruction.
are truly what they appear to be. She regularly spends time
away from her followers on the material plane to sow seeds The first approach involves weaking Lolth's divine might. If
of chaos as to wheter their actions have displeased the Queen Lolth has no worshippers in the multiverse, she loses her
of Spiders. divine powers and becomes mortal. She loses the ability to
cast spells and discorporate, effectively stripping her of her
Lolth tends to focus on seducing her opponents first, then status as a deity. Needless to say, this is essentially an
abruptly shifting to cruelty. She is almost a self-contained impossible feat and although widely regarded as the most
good cop/bad cop routine. Regardless of her methods, Lolth's assured way to destroy Lolth, it has never been attempted
plans should always result in both disruption and suffering. with any amount of success.
She is arrogant and unwilling to admit to a mistake. She
regularly betrays those around her even if it is to her own A second path to destroy Lolth involves infiltrating the
detriment in the long run. Demonweb's depths and finding Lolth's hidden portal to her
personal prison. This is an area that Lolth has reserved for
Three primary ideas to keep in your head while roleplaying her most hated enemies or high value prisoners. The prison
Lolth are: is guarded by all sorts of demons, but most notably an
1. You are the ultimate being and everyone else is beneath incomprehensibly large spider made of the bones of the dead
prisoners. The creature is held together with magical
you. webbing and animated via a magical orb that serves as the
2. Watching something/someone suffer is the most exquisite abomination's heart. The Bone Spider's Heart can be
presented before Lolth and will prevent her from
pleasure. discorporating and reforming within the Demonweb on her
3. Keep the party guessing, always subverting their demise. However, to truly prevent her from reforming
elsewhere in the multiverse, the Demonwebs must be sealed.
expectation. Beneath Lolth's throne in the Demonweb Pits, cocooned in
almost impenetrable silk spun by Lolth herself is the Egg of
Lolth's Weapon Lolth. This egg is roughly the size of a watermelon and if it is
destroyed, seals the Demonweb off from the rest of the
Priestesses of Lolth wield whips that have several heads to multiverse. If both the Egg of Lolth and the Bone Spider's
them, each ending with a snake. Most of these whips possess Heart are used together, Lolth can be destroyed for a much
somewhere between three and six heads and are modeled longer period of time. If destroyed via this way, Lolth reforms
after Lolth's own diabolical weapon which sports eight heads. in eight hundred and eighty-eight years after the spiders of
The reason for the similarity is to pay homage to their the Demonweb weave her a new form over that time period.
goddess and draw on her power. The reason for the Should the spiders of the Demonweb all be destroyed, Lolth's
dissimilarity (in regards to the number of heads) is fear that will spawns new spiders during that time period in hidden
Lolth may become disfavored with a priestess wielding an recesses of the Demonweb to reconstruct her body.
eight-headed whip, seeing the priestess as claiming her
power to be at a level approaching Lolth's own. The third, and ultimately most plausible, way to rid the
multiverse of Lolth relies on the elven god Corellon. Within a
Lolth's whip, called Tavashoct, is an eight-headed whip with hidden palace that only Corellon knows of lies the Loom of
head head ending with a different venomous serpent. The Fate, a magical artifact that Lolth once spun before her
snakes can extend much beyond the apparent range of famed descent into madness. Using the loom, Corellon,
Tavashoct, allowing Lolth to engage her enemies from a Lolth, or a deity of similar power and status, can rearrange
distance. Depsite this fact, she regularly moves in for close the strings of fate that dictate Lolth's destiny. It is unknown if
combat so that she may better view the wounds inflicted by this would unmake the Queen of Spiders or if it would
her favored weapon. rewrite her very essence into something kinder and removed
from her current state. Corellon keeps the artifact hidden
Each of the heads on Tavashoct has its own distince away from all the other deities of the multiverse (most
abilities and personality. The weapon merges with Lolth importantly Lolth), but fears using it. Corellon still holds
when she takes on her spider form. Lolth can summon the reservations about destroying Lolth and cannot bring himself
weapon to her hand on a whim. The statistics for Tavashoct to slay her. In addition, Corellon fears what implications
are provided later in this supplement. using such an artifact would mean both for himself and all
other divine beings. Some believe that he feels that using the
Destroying Lolth loom to alter Lolth would be akin to her own perversions of
the elves to make the Drow.
Lolth, despite being a deity, can be destroyed. However, the
methods to do so are so challenging that she is nigh
impossible. If Lolth is killed or her physical form is otherwise
destroyed, she simply discorporates and reforms in a few
months or a few years somewhere in the multiverse. She
reforms in the Demonweb usually and can only reform
elsewhere if the Demonweb is not sealed off.
By Taylor Kane
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Yochlol Demons The most famed Bebilith ally in service to Lolth is
Gethshuq, a monstrously large Bebilith that differentiates
The most infamous of Lolth's servants, only second to himself from his peers through his high charisma. Gethshuq,
perhaps the Drow, Yochlol demons are tall ooze-like pillars unlike other Bebilith, does not kill whatever he sees upon
with tentacles that sport a singular large, red eye in the meeting it. In fact, he is possessed with a great
center of their bodies Despite their hideous true form, many understanding for the subtleties of speech. He is often used
have been lured in by Yochlol's in the past, for they possess as a herald for Lolth's arrival due to the fear that he inspires
the ability to take many forms. The main forms that a Yochlol and his ability to understand and execute Lolth's will.
takes is its true form, the form of a beautiful female drow, a
giant spider, and a cloud of poisonous mist. Statistics for both Bebiliths and Gethshuq are provided
later in this supplement.
Yochlol's are unique to the Demonweb and only Lolth
knows the secret to creating this powerful type of demon. Encounters Within The
Yochlol's work together, a rare sight within the Abyss. The Demonweb
demon's are united in their goal to serve Lolth and fighting
amongst themselves does not strengthen her. In this way, the When adventuring through the Demonweb, all manner of
Yochlol's differ greatly from the Drow, who Lolth regularly creatures may be found. Use the Demonweb Random
encourages in-fighting, or even instigates this behavior. Encounters Table below to determine what your PCs may
encounter.
Yochlol's are usually sent as messenger's to powerful
priestesses or as ambassadors for Lolth. The appearance of a Demonweb Random Encounters Table
Yochlol is seen as a blessing by Lolth or a great damnation.
Yochlol's are rarely direct in their messages or directions to d8 Encounter
Lolth's servants, as per Lolth's own wishes. Lolth often sends 1 3 Yochlols (MM) and 3 Bebiliths
her most powerful and charismatic Yochlol's out to lure 2 8 Demonweb Spider Swarms
realms into her service so that they might be dragged into the 3 3 drow priestesses (MM) and a yochlol (MM)
Demonweb and grow its power and influence. 4 2 Ascended Yochlols and 1d4+1 Yochlols (MM)
5 1d6+2 Bebilith
Lolth's most skilled Yochlol's are known as Ascended 6 Alauniira and 1d6 Yochlols (MM)
Yochlols. These demons possess an even greater ability to 7 Gethshuq and 1d4 Bebilith
charm and manipulate, as well as the ability to cast more 8 Lolth attended by 1d6+2 Yochlols (MM)
powerful spells than their kind. The yochlol with the highest
status among Lolth's service is known as Alauniira, and she
has been responible for the greatest additions to Lolth's
worshippers and acquisitions in the multiverse.
Statistics for both Ascended Yochlols, as well as
Alauniira, are provided later in this supplement.
Beibilith
Bebiliths are large, arachnid horros that roam the Abyss.
They have large fangs that drip deadly venom and each of
their eight limbs sports vicious barbs for delivering additional
poisons their victims. They are a mottled blue-black color and
are huge in size.
Although not created or under the direct control of Lolth,
Bebilith are counted among her allies and welcomed into the
Demonweb. Not all Bebilith respond to Lolth's invitation, but
many find that they can lead a more beneficial life when in
pseudo-service to her.
Lolth's alliance with the Bebilith comes from the nature of
the creatures. Bebilith are cruel and viscious, attacking
anything they see on sight in almost all cases. They subsist
primarily on other demons, though they will kill and devour
anything for the pure enjoyment of it, regardless of the lack of
sustenance non-demon meals provide. By aligning with the
Bebilith, Lolth is able to have a powerful strike force to fight
off demons of other demon lords in the Abyss. In addition,
their residence in the Demonweb provides additional chaos
within Lolth's lair which feeds into her power and keeps her
demonic subjects constantly at the ready.
By Taylor Kane
5
Monster Statistics Innate Spellcasting. The ascended yochlol's spellcasting
ability is Charisma (spell save DC 16). The ascended
Ascended Yochlol yochlol can innately cast the following spells, requiring
no material components:
Medium fiend (demon, shapechanger), chaotic evil At will: detect thoughts, web
Armor Class 15 (natural armor) 3/day: confusion, dominate person
Hit Points 156(18d8 + 74) 1/day: feeblemind
Speed 30ft., climb 30 ft. Web Walker. The ascended yochlol ignores movement
restrictions caused by webbing.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 19 (+4) 13 (+1) 16 (+3) 18 (+4) Actions
Saving Throws Dex +6, Int +6, Wis +8, Cha +9 Multiattack. The ascended yochlol makes two melee
Skills Deception +12, Insight +8 attacks.
Damage Resistances cold, fire, lightning; bludgeoning,
Slam (Bite in Spider Form). Melee Weapon Attack: +6 to
peircing, and slashing from nonmagical weapons hit, reach 5ft. (10 ft. in demon form), one target. Hit 5
Damage Immunities poison (1d6 + 2) bludgeoning (piercing in spider form)
Condition Immunities poisoned, charmed damage plus 21 (6d6) poison damage.
Senses darkvision 120 ft., passive Perception 13 Mist Form. The ascended yochlol transforms into toxic
Languages Abyssal, Elvish, Undercommon mist or reverts to its true form. Any equipment its
Challenge 13 (10,000 XP) wearing or carrying is also transformed. It reverts to its
Shapechanger. The ascended yochlol can use its action true form if it dies.
to polymorph into a form that resembles a female drow While in mist form, the ascended yochlol is
or giant spider, or back into tis true form. Its statistics incapacitated and can't speak. It has a flying speed of
are the same in each form. Any equipment it is wearing 30 feet, can hover, and can pass through any space that
or carrying isn't transformed. It reverts to its true form isn't airtight. It has advantage on Strength, Dexterity,
if it dies. and Constitution saving throws, and it is immune to
Magic Resistance. The ascended yochlol has advantage nonmagical damage.
on saving throws against spells and other magical While in mistform, the ascended yochlol can enter a
effects. creature's space and stop there. Each time that
Spider Climb. The ascended yochlol can climb difficult creature starts its turn with the ascended yochlol in its
surfaces, including upside down on ceilings, without space, the creature must succeed on a DC 16
needing to make an ability check. Constitution saving throw or be poisoned until the
start of its next turn. While poisoned this way, the
target is incapacitated.
By Taylor Kane
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Monster Statistics 1/day: feeblemind, mass suggestion
Web Walker. Alauniira ignores movement restrictions
Alauniira caused by webbing.
Medium fiend (demon, shapechanger), chaotic evil Actions
Armor Class 15 (natural armor)
Hit Points 201 (21d8 + 94) Multiattack. Alauniira makes two melee attacks.
Speed 30ft., climb 30 ft.
Slam (Bite in Spider Form). Melee Weapon Attack: +6 to
STR DEX CON INT WIS CHA hit, reach 5ft. (10 ft. in demon form), one target. Hit 5
16 (+3) 14 (+2) 20 (+5) 15 (+2) 17 (+3) 22 (+6) (1d6 + 2) bludgeoning (piercing in spider form)
damage plus 21 (6d6) poison damage.
Saving Throws Dex +6, Int +7, Wis +8, Cha +10 Mist Form. Alauniira transforms into toxic mist or
Skills Deception +14, Insight +10 reverts to its true form. Any equipment its wearing or
Damage Resistances cold, fire, lightning; bludgeoning, carrying is also transformed. It reverts to its true form if
it dies.
peircing, and slashing from nonmagical weapons While in mist form, Alauniira is incapacitated and can't
Damage Immunities poison speak. It has a flying speed of 30 feet, can hover, and
Condition Immunities poisoned, charmed can pass through any space that isn't airtight. It has
Senses darkvision 120 ft., passive Perception 13 advantage on Strength, Dexterity, and Constitution
Languages Abyssal, Elvish, Undercommon saving throws, and it is immune to nonmagical damage.
Challenge 17 (18,000 XP) While in mistform, Alauniira can enter a creature's
space and stop there. Each time that creature starts its
Shapechanger. Alauniira can use its action to polymorph turn with Alauniira in its space, the creature must
into a form that resembles a female drow or giant succeed on a DC 16 Constitution saving throw or be
spider, or back into tis true form. Its statistics are the poisoned until the start of its next turn. While poisoned
same in each form. Any equipment it is wearing or this way, the target is incapacitated.
carrying isn't transformed. It reverts to its true form if it
dies. Legendary Actions
Magic Resistance. Alauniira has advantage on saving
throws against spells and other magical effects. Alauniira can take 3 legendary actions, choosing from
Spider Climb. Alauniira can climb difficult surfaces, the options below. Only one legendary action option
including upside down on ceilings, without needing to can be used at a time and only at the end of another
make an ability check. creature's turn. Alauniira regains spent legendary
Innate Spellcasting. Alauniira's spellcasting ability is actions at the start of its turn.
Charisma (spell save DC 16). Alauniira can innately cast
the following spells, requiring no material components: Shapeshift. Alauniira uses her Shapechanger feature.
At will: command, detect thoughts, sending, tongues, Casting. Alauniira casts one of her at will spell-like
web abilities.
3/day: confusion, dominate person Mistform. (Costs 2 Actions). Alauniira uses Mist Form*.
By Taylor Kane
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Monster Statistics Dimensional Shackles. The bebilith exudes a powerful
arcane ward preventing escape. Creatures within 60
Bebilith feet of the bebilith cannot teleport out of the area or
use planar travel, blocking access to the Ethereal Plane,
Huge fiend (demon), chaotic evil Astral Plane, etc. If the bebilith chooses, it can allow a
creature to move via these means as normal. A creature
Armor Class 17 (natural armor) attempting to cast a spell to allow such travel expends
Hit Points 212(18d12 + 112) the spell slot or ability without any effect taking place.
Speed 40 ft., climb 40 ft. Pounce. If the bebilith moves at least 20 feet straight
toward a creature and then hits it with a claw attack on
STR DEX CON INT WIS CHA the same turn, the target must succeed on a DC 19
24 (+7) 22 (+6) 20 (+5) 20 (+5) 18 (+4) 12 (+1) Strength saving throw or be knocked prone. If the
target is prone, the bebilith can make one bite attack
Saving Throws Str +10, Dex +12, Con +10, Wis +7, Cha against it as a bonus action.
+8 Superior Magic Weapons. The bebilith's weapon attacks
are magical and ignore resistance.
Skills Stealth +12, Perception +14 Web Walker. The bebilith ignores movement
Damage Resistances cold, fire, lightning; bludgeoning, restrictions caused by webbing.
peircing, and slashing from nonmagical weapons; all Actions
damage dealt by demons
Damage Immunities poison Multiattack. The bebilith makes three attacks: one with
Condition Immunities frightened, poisoned its bite and two with its claws. Alternatively, it can
Senses truesight 120 ft., passive Perception 24 make four attacks with its claws.
Languages telepathy 120 ft., understands Abyssal but
cannot speak Claws. Melee Weapon Attack: +13 to hit, reach 15 ft.,
Challenge 20 (25,000 XP) one target. Hit 26 (3d10 + 7).
Bite. Melee Weapon Attack: +13 to hit, reach 5ft., one
Devour Fiend. If the bebilith reduces a fiend to 0 hit target. Hit 20 (3d8 + 7) piercing damage and 38 (6d10
points, it devours the fiend. The bebilith then regains + 4) poison damage. If a creature is reduced to zero hit
50 hit points, ends any conditions on it, and may make points this way, it's body explodes in flames and is
a saving throw to end any other effects upon it that can burned to ash after 1 minute.
be ended with a save. Rend Armor. Melee Weapon Attack: +13 to hit, reach
Primal Fear. A creature starting its turn within 30 feet of 15 ft., one target. Hit The target's armor is ripped to
the bebilith must succeed on a DC 16 Wisdom saving shreds, utterly destroying it. If the armor is magical, it
throw or become frightened of the bebilith until the can be repaired during a long rest and is not totally
start of its next turn. destroyed.
Standing Leap. The bebilith's long jump is up to 100
feet and its high jump is up to 60 feet, with or without Bonus Actions
a running start.
Innate Spellcasting. The bebilith's spellcasting ability is Marked For Death. The bebilith marks its intended
Intelligence (spell save DC 15). The bebilith can target with an undetectable arcane marking. The
innately cast the following spells, requiring no material bebilith knows the direction of its target, the distance
components: to the target, and has advantage on attack rolls against
At will: web the target. The bebilith can mark only one such
1/day: plane shift creature this way and the mark lasts for 24 hours. If
Spider Climb. The bebilith can climb difficult surfaces, another creature is marked by this ability, the mark on
including upside down on ceilings, without needing to the first creature ends.
make an ability check.
By Taylor Kane
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Monster Statistics Pounce. If Gethshuq moves at least 20 feet straight
toward a creature and then hits it with a claw attack on
Gethshuq the same turn, the target must succeed on a DC 19
Strength saving throw or be knocked prone. If the
Gargantuan fiend (demon), chaotic evil target is prone, Gethshuq can make one bite attack
against it as a bonus action.
Armor Class 18 (natural armor) Superior Magic Weapons. Gethshuq's weapon attacks
Hit Points 320 (28d10 + 166) are magical and ignore resistance.
Speed 40 ft., climb 40 ft. Web Walker. Gethshuq ignores movement restrictions
caused by webbing.
STR DEX CON INT WIS CHA
27 (+8) 26 (+8) 22 (+6) 21 (+5) 19 (+4) 16 (+3) Actions
Saving Throws Str +12, Dex +14, Con +11, Wis +8, Cha Multiattack. Gethshuq makes three attacks: one with its
+10 bite and two with its claw. Alternatively, it can make
four attacks with its claw.
Skills Stealth +16, Perception +15
Damage Resistances cold, fire, lightning; bludgeoning, Claw. Melee Weapon Attack: +14 to hit, reach 15 ft.,
one target. Hit 33 (4d10 + 8).
peircing, and slashing from nonmagical weapons; all Bite. Melee Weapon Attack: +14 to hit, reach 5ft., one
damage dealt by demons target. Hit 29 (5d8 + 8) piercing damage and 50 (8d10
Damage Immunities poison + 4) poison damage. If a creature is reduced to zero hit
Condition Immunities charmed, frightened, poisoned points this way, it's body explodes in flames and is
Senses truesight 120 ft., passive Perception 25 burned to ash after 1 minute.
Languages telepathy 120 ft., understands Abyssal but Rend Armor. Melee Weapon Attack: +14 to hit, reach
cannot speak 15 ft., one target. Hit The target's armor is ripped to
Challenge 22 (41,000 XP) shreds, utterly destroying it. If the armor is magical, it
can be repaired during a long rest and is not totally
Devour Fiend. If Gethshuq reduces a fiend to 0 hit destroyed.
points, it devours the fiend. Gethshuq then regains 65
hit points, ends any conditions on it, and may make a Bonus Actions
saving throw to end any other effects upon it that can
be ended with a save. Marked For Death. Gethshuq marks its intended target
Primal Fear. A creature starting its turn within 40 feet of with an undetectable arcane marking. Gethshuq knows
Gethshuq must succeed on a DC 17 Wisdom saving the direction of its target, the distance to the target,
throw or become frightened of the bebilith until the and has advantage on attack rolls against the target.
start of its next turn. Gethshuq can mark only one such creature this way
Fed On Fear. Gethshuq gains +1 to its attack and and the mark lasts for 24 hours. If another creature is
damage rolls for each creature under the effects of the marked by this ability, the mark on the first creature
frightened condition within 120 feet. ends.
Standing Leap. Gethshuq's long jump is up to 120 feet
and its high jump is up to 75 feet, with or without a Legendary Actions
running start.
Innate Spellcasting. Gethshuq's spellcasting ability is Gethshuq can take 3 legendary actions, choosing from
Intelligence (spell save DC 15). Gethshuq can innately the options below. Only one legendary action option
cast the following spells, requiring no material can be used at a time and only at the end of another
components: creature's turn. Gethshuq regains spent legendary
At will: misty step, web actions at the start of its turn.
1/day: plane shift
Spider Climb. Gethshuq can climb difficult surfaces, Mark. Gethshuq uses its Mark For Death ability.
including upside down on ceilings, without needing to Claws. Gethshuq uses its claw attack.
make an ability check. Bite. Gethshuq uses its bite.
Dimensional Shackles. Gethshuq exudes a powerful Eviscerate. (Costs 3 Actions).* Gethshuq moves up to
arcane ward preventing escape. Creatures within 90 his speed and makes two claw attacks and a bite
feet of Gethshuq cannot teleport out of the area or use against one target.
planar travel, blocking access to the Ethereal Plane,
Astral Plane, etc. If Gethshuq chooses, it can allow a
creature to move via these means as normal. A creature
attempting to cast a spell to allow such travel expends
the spell slot or ability without any effect taking place.
By Taylor Kane
9
Lolth Limited Magic Immunity (5/Day). Lolth is immune to
spells of 6th level or lower, unless she wishes to be
Medium fiend (demon, shapechanger), chaotic evil affected. She has advantage on saving throws against
all other spells.
Armor Class 22 Spider Climb. Lolth can climb difficult surfaces,
Hit Points 888 (88d12 + 272) including upside down on ceilings, without needing to
Speed 30 ft. (50 ft. in spider form) make an ability check.
War Caster. When a creature provokes an opportunity
STR DEX CON INT WIS CHA attack from Lolth, she can cast a spell that has a casting
28 (+9) 30 (+10) 26 (+8) 28 (+9) 26 (+8) 36 (+13) time of 1 action and targets only that creature, rather
than making an opportunity attack. Additionally, Lolth
Saving Throws Str +12, Dex +16, Int +12, Wis +10, has advantage on saving throws to maintain her
Skills Arcana +16, Athletics +14, Deception +20, concentration.
Web Walker. Lolth ignores movement restrictions
History + 20, Insight +11, Intimidation +16, caused by webbing.
Perception +12, Persuasion +16, Religion + 20 Reactive. Lolth can take a reaction on every turn in
Damage Resistances acid, cold, fire, lightning, necrotic combat.
Damage Immunities poison; bludgeoning, piercing, and
slashing that is nonmagical Actions
Condition Immunities charmed, exhaustion, frightened,
petrified, poisoned Multiattack. Lolth attacks with four of Tavashoct's
Senses truesight 120 ft., passive Perception 22 heads. Alternatively, if she is in spider form, she may
Languages All, telepathy 120 ft. make two piercing limb attacks and one venemous bite
Challenge 34 (310,000 XP) attack.
One With The Web. Lolth knows the exact location of Tavashoct. Melee Weapon Attack: +19 to hit, reach 10
any creature within the Demonweb. Her movement ft., one target. Hit 13 (1d4 + 13) slashing damage and
speed is doubled while she moves along the one of the random affects of Tavashoct's snake heads
Demonweb itself. takes effect (see Tavashoct later in this supplement).
Shapechanger. Lolth can use her action to polymorph Venomous Bite (Spider Form Only). Melee Weapon
into a huge spider or back into her drow form. Her Attack: +16 to hit, reach 5 ft., one target. Hit 28 (4d6 +
statistics, other than her size, are the same in each 10) and 36 (5d8) poison damage.
form. Any equipment she is wearing or carrying is Piercing Limb (Spider Form Only). Melee Weapon
transformed with her, melding into the new form if she Attack: +16 to hit, reach 15 ft., one target. Hit 38 (6d8
wishes. + 10) and the creature must succeed on a DC 24
Exquisite Suffering. Lolth has advantage on attacks Dexterity saving throw or be grappled and restrained.
against a creature with half of its hit points or less. Poison Breath (Recharge 5-6). Lolth exhales poisonous
Innate Spellcasting. Lolth's spellcasting ability is gas in a 90-foot cone. Each creature in that area must
Charisma (spell save DC 24, +18 to hit with spell make a DC 24 Constitution saving throw, taking 88
attacks). All spells cast by Lolth are cast at 6th level at (25d6) poison damage on a failed save, or half as much
minimum. Lolth can innately cast the following spells, damage on a successful one.
requiring no material components:
At will: All cleric spells 6th level or below, blink, charm Legendary Actions
person, detect thoughts, darkness, dimension door,
dominate person, faerie fire, levitate, mirror image, Lolth can take 5 legendary actions, choosing from the
pass without a trace, polymorph, suggestion, web options below. Only one legendary action option can
3/day: All 7th and 8th level cleric spells, dominate be used at a time and only at the end of another
monster, maddening darkness, mass suggestion, creature's turn. Lolth regains spent legendary actions at
teleport, trap the soul, true polymorph the start of her turn.
1/day: All 9th level cleric spells, gate, mass polymorph,
power word stun, psychic scream Multiattack. Lolth makes two attack with Tavashoct if in
Cunning Action. Lolth can take the Dash, Disengage, or drow form or two piercing limb attacks if in spider
Hide action as a bonus action. form.
Discorporation. When Lolth drops to 0 hit points or Insidious Puppet (Costs 2 Actions). A creature within
dies, her essence returns to the Demonweb Pits, and 120 feet of Lolth must make a DC 24 Dexterity saving
she is unable to take physical form for a time. throw or become tethered to magical webbing and
Legendary Resistance (5/Day). When Lolth fails a saving become a puppet to Lolth. Lolth controls their next
throw, she can choose to succeed instead. turn, after which the webbing disintegrates and
releases Lolth's control.
Summon Demons (Costs 3 Actions). Lolth summons to
an unoccupied space within 60 feet of her Gethshuq,
Alauniira, or three yochlols. The summoned creature(s)
roll initiative and enter combat.
By Taylor Kane
10
Tavashoct
Weapon (whip), legendary (requires attunement by a chaotic
evil creature)
This eight-headed whip is the personal weapon of Lolth.
Each head ends in a different serpent, each of which has its
own personal deadly affect. Each snake has a unique look to
it and its own personality. A creature attuned to this weapon
gains +3 to their attack and damage rolls. When anyone other
than Lolth makes an attack with the weapon, roll 1d8 to
determine which head strikes your foe based on the table
below:
Tavashoct Table
d8 Snake Head Effect
1 Attack deals an additional 27 (6d8) poison damage and
the target must succeed on a DC 18 Constitution
saving throw or be poisoned for 24 hours.
2 Attack deals an additional 14 (3d8) poison damage and
the target must succeed on a DC 18 Constitution
saving throw or be charmed for 1 minute. It can repeat
the saving throw at the end of each of its turns or
whenever the attuned creature deals damage to it.
3 Attack deals an additional 14 (3d8) poison damage and
the target must succeed on a DC 18 Constitution
saving throw or be blinded for 1 minute. It can repeat
the saving throw at the end of each of its turns.
4 Attack deals an additional 18 (4d8) poison damage and
the target must succeed on a DC 18 Constitution
saving throw or gain 1 level of exhaustion.
5 Attack deals an additional 14 (3d8) poison damage and
the target must succeed on a DC 18 Constitution
saving throw or its speed is reduced to 0 for 1 minute.
It can repeat the saving throw at the end of each of its
turns.
6 Attack deals an additional 9 (2d8) poison damage and
the target must succeed on a DC 18 Constitution
saving throw or be paralyzed until the end of its next
turn.
7 Attack deals an additional 9 (2d8) poison damage and
the target must succeed on a DC 18 Constitution
saving throw or be incapacitated for 1 minute. It can
repeat the saving throw at the end of each of its turns.
8 Attack deals an additional 14 (3d8) poison damage and
the target must succeed on a DC 18 Constitution
saving throw or be petrified.
By Taylor Kane
11
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Credit for this template goes to them.
By Taylor Kane
12
Pazuzu, Prince of the Lower Aerial
Kingdoms
Lore & Statistics to bring the winged demon lord to life in your D&D campaign
By Taylor Kane
Pazuzu One of the largest of the spires found here is Onstrakker's
Nest, a constantly growing and crumbling sphere of timber,
Pazuzu, Prince of the Lower Aerial Kingdoms is one of the bones, earthbergs, and all other manner of depris impaled
oldest and most sinister of the demon lords found on the upon a gleaming spire of sweaty, blue metal. Onstrakker's
layers of the Abyss. Pazuzu seeks to corrupt those around Nest spans hundreds of miles and swarms with a mass of
him by slowly twisting their conscious until they embrace evil. flying demons, constantly gathering loose objects from
Pazuzu desires to see every living thing fall into corruption, Torremor to expand the nest. As the nest grows, other
every vow broken, and all morality crumble. regions crumble and fall into the infinite void below. Some
claim that massive hive queen resides within the nest,
A remnant from before the rise of the tanari'ri, Pazuzu is birthing the demons that infest it. Other rumors indicate that
not bound to the Abyssal Planes like many of the other the nest was once Pazuzu's bridal chateau, but now serves as
demon lords. He can traverse the planes at will, but most a prison to contain the forgotten demon queen Lamashatu
often is summoned to the material plane by mortals that once she fell from Pazuzu's favor. Pazuzu never speaks of
discover his name. By speaking Pazuzu's name three times, Onstrakker's Nest none of his minions ever recall him visiting
the demon lord may be summoned (if he so chooses), and it.
establishes a mental link with the summoner for 1 minute.
During this time, Pazuzu can read all the summoner's The most significant location in Torremor is the Lord's
emotions, thoughts, and memories. When Pazuzu arrives, if Rock, a massive cathedral atop the highest spire in the realm.
he has been summoned by anything but a chaotic evil It was built to accomodate those who can fly and to mock
creature, he will offer to aid them in any way he can by using those tethered to walk the earth. Some whisper that the
his Wish spell. The spell will almost always take an effect sources of Pazuzu's ability to move freely between the planes
which will create evil and corrupt the summoner, shifting lies hidden within this structure. The Lord's Rock is guarded
their alignment closer toward chaotic evil. Pazuzu will attemp by several anzu demons, as well as one anzu of massive
to make the first wish he grants seem as benign as possible, proportions said to be where Pazuzu gained his signature
in an attempt to lure the user to summon him again and blade, Evershriek, by plucking a massive black feather from
begin the descent into corruption. its plumage.
Pazuzu's face looks like a mixture between a handsome Lair Actions
man and a hawk. He has two pairs of wings that extend from
his back and his feet are clawed. He can shed this false form On initiativc count 20 (losing initiative ties), Pazuzu can takc
and become a large, avian creature at will. His eyes glow a a lair action to cause one of the following effects; He can't use
deep red and he can summon from an extra dimensional the same effect two rounds in a row:
space his personal greatsword, Evershriek, which is
possessed of incredible power. Pazuzu can also breath clouds Pazuzu calls to him his six personal guards, all Balors
of locusts, poison, and acid. (Monster Manual, pg. 244), or the Anzu of Lord's Rock.
Each teleports to a space within 100 feet of Pazuzu and
Pazuzu's Lair uses either their whip or greatsword attack. If the Anzu of
Pazuzu lays claim to all the airways of the Abyss, but rarely Lord's Rock is summoned, it uses its bite attack. Then
enforces this claim. He is too busy looking for mortals to roll initiative for the Balors or the Anzu of Lord's Rock,
tempt than be bothered with managing even his own and have them take their first turn next round. Pazuzu
personal plane of the Abyss. As the Demon Prince of Air, cannot use this lair action again for 24 hours. If any of the
Pazuzu technically claims dominion over Torremor, the Balors are slain, then subsequent summonings of them
503rd Layer of the Abyss. His lair is most certainly a solid reduce the number summoned by the amount slain.
structure, though when looked upon it appears at first to be Fierce winds begin to rage, lifting a large or smaller
but a nest of beams, rooks, and pinnacles, all connected by creature Pazuzu can see 50 feet into the air, stuck inside a
twisting ropes and jangling chains. Torremor, in short, is spinning vortex of air. The vortex is a fifteen feet across.
filled with places where Pazuzu may perch with his minions The winds last until the next round, where they abruptly
to look over his domain. Fierce wind storms batter Torremor, stop. A creature in the winds may make a DC 24 Strength
and only Pazuzu himself can navigate through these winds check to move out of the column of air.
without fear of injury. Each creature Pazuzu can see uses its reaction to move
up to its fly speed and makes an attack. Pazuzu chooses
Torremor is a towering structure that has no true base, but the targets for these attacks.
seems to have countless apexes. Flowing falls of water and
offal cascade from the heights, creating viles mists that swirl Regional Effects
around ladders and stairways that mingle amongst the spires
of Torremor. These pathways serve no purpose for his Within 6 miles of the lair, large chunks of rock and other
minions, though do provide pathways for any prisoners or the material begin to float into the air, suspending at different
rare guest. elevations. The closer to the lair, the larger the materials
are that are brought into the air.
The region within 6 miles of the lair begins to attract
flying creatures such as vrocks, chasmes, anzu, evil rocs,
and harpies. In addition, wind storms and tornados
become more frequent in the area.
By Taylor Kane
2
Regional Effects (continued) Anzu
If a humanoid spends at least 1 hour within 1 mile of the large fiend (demon), chaotic evil
lair, that creature must succeed on a DC 17 Wisdom Armor Class 18 (natural armor)
saving throw or descend into a madness determined by Hit Points 206 (14d14 + 126)
the Madness of Pazuzu table. A creature that succeeds on Speed 40ft., fly 90 ft.
this saving throw can't be affected by this regional effect
again for 24 hours. STR DEX CON INT WIS CHA
25 (+7) 17 (+3) 21 (+5) 18 (+4) 18 (+4) 14 (+2)
Madness of Pazuzu
Saving Throws Dex +6, Wis +8
d100 Flaw (lasts untill cured) Skills Stealth +9,
01- "The only thing that makes me feel alive is watching Damage Resistances cold; bludgeoning, piercing,
20 someone noble or pure fall from grace."
21- "Pazuzu is someone I should trust and who has my and slashing damage that is nonmagical.
40 best interest at heart." Damage Immunities Lightning, poison
41- "There is nothing more intoxicating than tempting Condition Immunities charmed, frightened,
60 someone to break their bond."
61- "I am driven to wander to high places, and often poisoned.
80 contemplate jumping." Senses truesight 120 ft., passive Perception 16
81- "I am compelled not to harm any creature that flies Languages Abyssal, telepathy 120 ft.
100 in the air. In fact, those blessed with flight should Challenge 17 (18,000 XP)
be worshipped." Razor Plumage. Whenever a creature makes a melee
attack against the anzu, the creature takes 11
Anzu Demons (2d10) piercing damage. At the start of each of its
turns, the anzu demon deals 22 (4d10) piercing
Anzu demons are the servants of Pazuzu and are found damage to any creature grappling it.
almost exclusively on Torremor. They are monstrous, birdlike Slick. Creatures have disadvantage on melee attacks
creatures the size of a bull elephant. Their bodies are in the against the anzu. The anzu loses this feature for 10
form of a giant, four-winged eagle, and their feathers are minutes if it takes fire damage.
greasy and dripping with black oil. Their feathers are rigid Innate Spellcasting. An anzu's spellcasting ability is
and appear razor-sharp on their outer edges. An anzu Intelligence (Spell save DC 18, +11 to hit with spell
demon's four limbs are tipped with orange claws sharp attacks). It can innately cast the following spells,
enough to easily carve through stone and steel. Their head requiring no material components.
has the countenance of a hateful lion. One that dares get At will: greater invisibility, telekinesis
close enough to one can quickly smell the rotten breath that 3/day each: contagion
pours out between the terrible fangs of its maw.
Actions
Anzu demons are the terrors of Pazuzu's flock and they
soar through the sky, hunting for powerful maigc items to Multiattack. The anzu makes two Claw attacks and
sate their greedy nature. These items are then hoarded in uses its Poison Breath (if able), or it makes one
Torremor or sometimes worn and wielded by the anzu Claw attack and one Bite attack.
themselves. Claws. Melee Weapon Attack: +14 to hit, reach 5ft.,
one target. Hit 15 (2d6 + 8) slashing damage.
Part of the terror of an anzu demon is that it rarely attacks Bite. Melee Weapon Attack: +12 to hit, reach 10ft.,
immediately when finding its prey. Instead, it uses its innate one target. Hit 23 (3d10 + 8) piercing damage and
spellcasting to remain silent and hidden, observing its target the target makes a DC 18 Constitution saving
until the opportune moment to strike. They will always seek throw. On a failure the target takes 14 (2d6 + 8)
to target a creature among a group with the most magic poison damage, or half as much on a a successful
items. one.
Poison Breath (Recharges 5-6). The anzu exhales
poisonous gas in a 60 foot cone. Each creature
within the area must succeed on a DC 19
Constitution saving throw, taking 42 (8d10) poison
damage on a failed save, or half as much damage on
a successful one. Each creature also must make a
DC 18 Wisdome saving throw or gains a form of
short-term madness (as described in Dungeon
Master's Guide).
By Taylor Kane
3
Anzu of Lord's Rock Huge fiend (demon), chaotic evil
Armor Class 20 (natural armor) Telepathic Bond. The anzu of Lord's Rock has a
Hit Points 546 (28d20 + 252) permanent telepathic link to Pazuzu and can
Speed 40ft., fly 90 ft. communicate to Pazuzu regardless of what plane of
existence Pazuzu or the anzu of Lord's Rock is on.
STR DEX CON INT WIS CHA
30 (+10) 18 (+4) 28 (+9) 22 (+6) 20 (+5) 16 (+3) Actions
Saving Throws Dex +11, Wis +9 Multiattack. The anzu makes two Claw attacks and uses
Skills Stealth +14, its Poison Breath (if able), or it makes one Claw attack
Damage Resistances cold; bludgeoning, piercing, and and one Bite attack.
slashing damage that is nonmagical. Claws. Melee Weapon Attack: +17 to hit, reach 10ft.,
Damage Immunities Lightning, poison one target. Hit 21 (2d10 + 10) slashing damage.
Condition Immunities charmed, frightened, poisoned. Bite. Melee Weapon Attack: +15 to hit, reach 15ft., one
Senses truesight 120 ft., passive Perception 16 target. Hit 30 (5d10 + 8) piercing damage and the
Languages Abyssal, telepathy 120 ft. target makes a DC 18 Constitution saving throw. On a
Challenge 17 (18,000 XP) failure the target takes 26 (6d6 + 8) poison damage, or
half as much on a a successful one.
Razor Plumage. Whenever a creature makes a melee Poison Breath (Recharges 5-6). The anzu exhales
attack against the anzu, the creature takes 11 (2d10) poisonous gas in a 100 foot cone. Each creature within
piercing damage. At the start of each of its turns, the the area must succeed on a DC 22 Constitution saving
anzu demon deals 22 (4d10) piercing damage to any throw, taking 42 (8d10) poison damage on a failed
creature grappling it. save, or half as much damage on a successful one. Each
Slick. Creatures have disadvantage on melee attacks creature also must make a DC 20 Wisdome saving
against the anzu. The anzu loses this feature for 1 throw or gains a form of short-term madness (as
round if it takes fire damage. described in Dungeon Master's Guide).
Improved Critical. When scoring a critical hit, the anzu
of Lord's Rock rolls damage dice three times, rather Legendary Actions
than twice.
Innate Spellcasting. An anzu's spellcasting ability is The anzu of Lord's Rock can take 3 legendary actions,
Intelligence (Spell save DC 20, +14 to hit with spell choosing from the options below. Only one legendary
attacks). It can innately cast the following spells, action can be used at a time and only at the end of
requiring no material components. another creature's turn. The dragon regains spent
At will: contagion, greater invisibility, telekinesis legendary actions at the start of its turns.
1/day each: weird Bite. The anzu of Lord's Rock makes a bite attack.
Legendary Resistance (3/Day). If the anzu of Lord's Rock Grease. The anzu of Lord's Rock exudes its oily
fails a saving throw, it can choose to succeed it substance, covering the ground below it and the
instead. ground within 10 feet of it with a slick layer of oil.
Other creatures in the area of effect must make a DC
20 Dexterity saving throw or fall prone.
Poison Breath (Costs 2 Actions). The anzu of Lord's
Rock recharges its poison breath attack and uses it.
By Taylor Kane
4
Pazuzu Large fiend (demon), chaotic evil
Armor Class 20 (natural armor) Legendary Resistance (3/day). If Pazuzu fails a saving
Hit Points 551(38d8 + 280) throw, he can choose to succeed instead.
Speed 30ft., fly 90 ft. Magic Resistance. Pazuzu has advantage on saving
throws against spells and other magical effects.
STR DEX CON INT WIS CHA Magic Weapons. Pazuzu's weapon attacks are magical.
26 (+8) 30 (+10) 24 (+7) 22 (+6) 24 (+7) 28 (+9)
Actions
Saving Throws Dex + 12, Con +10, Wis +16
Skills Bluff + 15, Insight +15, Perception, +16, Multiattack. Pazuzu makes three attacks with his
Greatsword, or Pazuzu makes two Claws attacks and
Persuasion +15, one Talons attack.
Damage Resistances cold, fire, lightning.
Damage Immunities Acid, poison; thunder damage (if Claws (True for only). Melee Weapon Attack: +19 to hit,
reach 5ft., one target. Hit 18 (4d4 + 10) slashing
wielding Evershriek); bludgeoning, piercing, and damage.
slashing damage that is nonmagical. Talons. Melee Weapon Attack: +19 to hit, reach 5ft.,
Condition Immunities charmed, exhausted, frightened, one target. Hit 24 (4d6 + 10) slashing damage.
poisoned. Greatsword. Melee Weapon Attack: +23 to hit, reach
Senses truesight 120 ft., passive Perception 26 5ft., one target. Hit 28 (4d6 + 14). This attack may be
Languages all, telepathy 120 ft. used as a bonus action as well, provided Pazuzu is
Challenge 28 (120,000 XP) wielding his personal blade.
Acid Breath (Recharges 4). Pazuzu exhales a stream of
Shapechanger. Pazuzu can use a bonus action to acid in a 100-foot line. Each creature in that area must
polymorph into a medium sized humanoid, or back make a DC 22 Dexterity saving throw, taking 64
into his true form. All statistics, other than size, are the (18d6) acid damage on a failed save, or half as much
same for each form. Any equipment Pazuzu is wearing on a successful one.
or carrying is transformed to match the new size. He Poison Breath (Recharges 5). Pazuzu exhales poisonous
reverts to his true form if killed. gas in a 70-foot cone. Each creature in that area must
Bound Artifacts. Pazuzu can summon to his hand his make a DC 22 Constitution saving throw, taking 42
greatsword as long as he is attuned to it, as a free (6d12) poison damage on a failed save, or half as much
action. He can also use an action to telepathically call damage on a successful one. In addition, a creature that
the Blinding Claw to a location within 90 feet of him as fails the saving throw is poisoned for 1 minute. They
if by the Gate spell. may repeat the saving throw at the end of their turn to
Demonic Regneration. At the start of Pazuzu's turn, if end this condition.
Pazuzu is missing any body parts, such as limbs or his Locust Breath (Recharges 6). Pazuzu exhales a cloud of
head, it regenerates. locusts in a 70-foot cone. The area of effect becomes
Evershriek. The greatsword has 8 charges, and any of its filled with swarming locusts and creates both difficult
properties that require a saving throw have a DC of 20. terrain and lightly obscures the area. Each creature in
While holding it, Pazuzu can cast Thunderous Smite as that area must make a DC 22 Constitution saving
no action once per round. In addition, as an action throw, taking 65 (10d10) piercing damage on a failed
Pazuzu can expend 2 charges to cast Shatter as a 9th save, or half as much damage on a successful one.
level spell. The sword regains 1d4+3 charges daily at These locusts persist for 1 round, and any creature
dawn. other than Pazuzu first entering the area or ending
The blade is made of adamantine and grants Pazuzu their turn in the area must make this saving throw as
immunity to thunder damage. well.
Blinding Claw Pazuzu may cast the following spells
once per day through the Blinding Claw: meteor Legendary Actions
swarm, true polymorph (only requires 1 minute of
concentration and target may only be transformed into Pazuzu can take 3 legendary actions, choosing from
a Vrock), true seeing. They use a DC of 20 for their the options below. Only one legendary action option
saving throws. can be used at a time and only at the end of another
Innate Spellcasting. Pazuzu's spellcasting ability is creature's turn. Pazuzu regains spent legendary actions
Charisma (Spell save DC 25, +17 to hit with spell at the start of his turn.
attacks). He can innately cast the following spells,
requiring no material components. Greatsword. Pazuzu makes a melee attack with
At will: detect magic, detect thoughts, gust of wind, Greatsword.
investiture of wind Command the Winged (Costs 2 Actions). All creatures
3/day each: cloudkill, control winds, dominate person, with a natural fly speed move up to their speed and
insect plague, planeshift, telekinesis, whirlwind make an attack against a target of Pazuzu's choice.
1/day: geas, wish Reverse Gravity (Costs 3 Actions). Pazuzu casts reverse
gravity. It only lasts 2 rounds and it does not require
concentration.
5
Evershriek
Weapon (greatsword), legendary, (requires attunement)
Also known as "The Talon of Pazuzu", this magical,
adamantine greatsword can only be attuned to a creature if
Pazuzu is killed. The greatsword appears black in color and
has an oily sheen to it. Once attuned to a creature it grants
the following benefits:
+4 bonus to atack and damage rolls made with this
weapon.
The blade can be summoned to the attuned creature's
hand as no action.
An attack action may be made with this weapon as a
bonus action.
Immunity to thunder damage for the attuned creature.
The creature attuned to Evershriek may cast Thunderous
Smite while holding it as no action once per round.
Evershriek has 8 charges, and any of its properties that
require a saving throw have a DC of 20. While holding it,
two charges may be expended to cast Shatter as a 9th
level spell. Evershriek regains 1d4+3 charges daily at
dawn.
The Blinding Claw
Wondroud item, legendary, (requires attunement)
A mighty artifact and the symbol of Pazuzu's dominance of
the skies, the Blinding Claw is a mighty roc's talon embossed
in gold and studded with rubies as large as vulture's eggs.
This artifact serves as Pazuzu's throne. The Blinding Claw
can only be attuned to a creature other than Pazuzu if he has
been slain. It remains "fixed" in space, able to hang
unsupported in the air whereever the attuned creature
wishes. The attuned creature may command the Blinding
Claw to move up to 90 feet in any direction as a bonus action.
It may be forcibly moved 10 feet with a DC 30 Stength check
by a creature. The Blinding Claw may support up to 10 tons
of weight before it falls to the ground.
In addition, as an action a creature attuned to the Blinding
Claw may cast the following spells, using a DC 20 for any
saving throws: meteor swarm, true polymorph, and true
seeing. If true polymorph is cast this way it may only
transform the target into a Vrock and the concentration time
for the spell is only one minute.
By Taylor Kane
6
Legal Stuff
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Credit for this template goes to them.
By Taylor Kane
7
INTRODUCTION 6 QUISIPHISTIS – Demon Lord of
Festering Peace: Quisiphistis wants
Roll a d100 on the list below and select your demon nothing more than to cover up problems
lord! This list was created by the community over at so that they are never solved. He loves
www.reddit.com/r/d100. to build towers and empires that look
solid and immovable on the outside but
100 Demon Lords are actually flimsy and fragile within.
Nothing brings more joy to Quisiphistis
1 BRONOCALOS – Demon Lord of than the moment when it all comes
Warped Bones and Emaciation: crashing down.
Bronocalos causes crippled and sickly 7 TALAZAR – Demon Lord of the
8 Flesh: Talazar is a master craftsman
babies to be born, people to grow 9 who works entirely with flesh, muscle,
and sinew. He considers himself a
hunchbacked, and limbs to atrophy. sculptor and spends his time constructing
horrifying, fleshy constructs that defy
2 SAHARNA: Saharna’s touch makes all expectations. Victims of Talazar have
men strong and powerful, but it also their still-living bodies twisted into
makes them slowly lose their sense of impossible shapes and put on display
self-control, eating away their ability somewhere public. Followers of Talazar
to restrain themselves from physical must sacrifice a piece of their own flesh
violence. to win his favor, preferably an eye,
extremity, or spare organ. The void left
3 CANTUS – Demon Lord of the by the sacrifice is smoothed over by the
Maddening Melody: Cantus resides worshipper’s own flesh, like soft clay.
in its lair, built beneath a bard’s college, MUNDI – Demon Lord of the
Darkness: With a flick of his wrist, all
where it whispered its melody to all that light disappears. Some folk in the land
say he is older than the gods, and he may
studied there. The melody obsesses those even be older than the material plane. His
magic makes anyone cry out in terror.
who hear it, dedicating the victims to He can make an entire army of demons
in seconds, which could wipe out a whole
spreading the melody as far as they can. city in minutes. Mundi seems to phase
in and out of existence instantly. In fact,
This melody leads those who hear it to even when near, no one knows that he’s
there.
become thralls to Cantus, or to madness
RYOSANOP – The False: Brother
for those who tried to resist. to Psynotrop, Ryosanop places false
memories the heads of his victims.
4 ESURIO – Demon Lord of Because of him, one might remember
Gluttonous Greed: Esurio’s hunger picking up groceries, only to discover
they imagined it. A victim might believe
is as voracious as his greed. He eats they submitted their thesis on aquatic
dragons to find out it wasn’t even started.
anything that holds value – be it gold, Ryosanop’s power is the reason some
people spend the rest of their life looking
gems, statues, or art. This greed fuels for a love that never existed.
him and is the source of his strength, and
he grows more powerful, the more he
consumes.
5 GIZOGOTH – The Whisper King:
Gizogoth resembles a short, bloated
humanoid with the grotesque head
of an insect. Gizogoth’s servants,
small corrupted flies and gnats, buzz
throughout the world, whispering lies
and rumors in the ears of mistrustful
masses.
10 KILORVAS – The Defeated; Demon 15 RHAINIR – Demon Lord of
Lord of Defeat: Those who lose in Jealousy: Constantly rejected by
battles seek Kilorvas for revenge. Be it demons who could not love, Rhainir
out of spite or a just cause, if someone grew jealous of the mortal races. Trying
goes to him, their next battle will have an to win affections from mortals, he began
extra helping hand. to kill or kidnap those who would reject
him. He showers his “lovers” with gifts
11 PSYNOTROP – The Forgetful; – many of which are addictive, causing
Demon Lord of Missing Thoughts:
his victims to mistake their reliance on
Psynotrop is the lord of missing thoughts. him for love. Rhainir also encourages
He is at work when one puts down their
tool, turns around, and forgets where spurned lovers to bring ruin upon their
they placed them. He is the reason one
leaves their house but has to return own rejecters. Finally, Rhainir is vain,
because they don’t remember if they
locked the door. Psynotrop erases and constantly altering himself to look
steals memories, and he can even make
his victims forget their family and wander perfect – a vision that changes with every
aimlessly, feeling empty.
perceived insult he encounters.
12 RETHOR / ROHATOR / RAHOR: He 16 ANOR – The Bored One: Appearing
exists, maybe. He casts doubt onto the as an adventurer, Anor offers high-octane
mind of the weak, probably. He might adventure. Those who take his offer
have abilities beyond that, but no two are subsequently trapped individually,
people seem to agree on what his abilities in a room with one bed, one chair, a
are. Or if he even exists. Thinking about mirror, and some sort of magical lighting
his existence causes confusion and doubt system. Victims are provided one meal
most of the time. But sometimes not, so a day, and each room has a door that
no one is sure what it is. cannot be opened from the inside by any
way. Victims are kept imprisoned until
13 EMMET ARIAN – Demon Lord figuratively bored to death, unless they
of Clockwork: A 9-foot tall demon go insane or continue trying to escape.
The rooms are never in the same place,
and multiple rooms are never near to
each other, in order to avoid freed victims
from freeing each other.
obsessed with metallic and magical 17 TARSIOX – The Smith: Tarsiox
seeks warriors and appears to them as
perfection, he has very few normal a mastersmith. He offers to forge his
victims the best armor they’ll wear in
minions. Mostly, he builds his own their life, and when the victim accepts,
scraps of metal suddenly appear and cover
twisted clockwork versions of demons the victim’s body from head to toe – save
for their eyes and mouth. The poor soul is
and devils. Emmet’s general and his trapped within the armor, which cannot
be easily removed. The armor requires
masterpiece is Belos, the Clockwork weekly maintenance. The victim can see,
speak, and eat; but expelling anything
Balor. Emmet resides in a mobile from the armor is not an easy task.
Therefore, personal hygiene is something
workshop where he constantly builds to be forgotten, especially since water
makes the metal rust.
constructs to do his bidding, while Belos
patrols the grounds.
14 NIMIR – Demon Lord of the
Ruinous Oblivion: A massive, invisible
figure draped in cloth. Nimir oversees
the creation of wraiths. When it is time
to create a wraith, Nimir descends to the
ethereal plane and infuses a soul with a
massive rush of negative energy.
18 SERGORIUS – The Demonic Orc 25 VIXIL – The Tickler; Demon Lord
Lord: Sergorious lives only to destroy of Tickles: A demonic vortex composed
everything in his path. The more entirely of feathers floating in air, Vixil
destruction, the better. never harm his victims, but he will
cause tremendous stress due to excessive
19 ASHURATH – Demon Lord of laughter. Souls who die from laughter
Forbidden Knowledge: Ashurath
join his army, and each soul is put into
carves out the eyes of the warlocks and a jester costume and sent out to cause
liches who seek a pact with her in order laughter in the demon lord’s name.
to extend life or to have control over the ATURIAS – The Void: Aturias drains
living and dead. They can use her magic, victims of emotion to feed its own life
but their sockets continuously burn as if force.
the knife that carved out their eyes is still CARRION – Demon Lord of Music
and Guile: Carrion is a trickster demon
in them. 26
20 DAGOTH – The Living Nightmare: lord whose musical magic brings about
Dagoth causes men to be driven insane
by what they fear most. random effects to those who listen. The
effects can be either good or bad – it
can range anywhere from transforming
21 MYRONIR – Demon Lord of people into animals to adding years to
Reflections: Myronir brings waves of
their lifespan. He is a common deity for
doppelgängers to attack enemies with. tiefling bards.
He uses magic to see through mirrors and SHAANAATH – Show Who Coils in
the Dark; Demon Princess of Cold-
causes people to see their reflections as 27
horrible, twisted versions of themselves. Blooded Predatory Death in the
22 MUZCABEEL – Demon Queen of Night: ShaaNaath appears as a pair of
Flies: Gluttonous and ill-tempered,
reptilian eyes that peer from a permanent
Muzcabeel’s mere presence causes food patch of darkness. The eyes flow with an
to spoil and maggots to rise from the eerily fluid grace, constantly seeking to
ground in loathsome masses. Muzcabeel move behind a person.
resembles a gruesomely corpulent ERGAALESH – Demon Queen of
Sandstorms and Locusts: Though
humanoid with a gaping maw in her 28
torso. Out of the torso pours an endless, Ergaalesh is not physically powerful; her
black cloud of flies. coming is the coming of cataclysm, as
23 R’REECTH – The Thirstful; Demon entire cities are buried and farmland laid
Lord of Thirst: R’reecth appears as a
to waste by swarms of insects.
desiccated man with cracked, parched lips 29 IZZURAD and MAZOR: Twin demon
lords whose avarice is second only to
and a swollen, black tongue protruding their jealousy of one another, a mortal’s
dealings with one brother usually
from his mouth. His eyes are hollow, involves stealing something of value
from the other. This invariably results in
sunken pits; and his skin is sun-scorched wrathful retaliation against this foolish
mortal.
and stretched taut across his skeletal
frame. His touch drains living tissue of its
fluid.
24 ATURIAS – The Void: Aturias drains
victims of emotion to feed its own life
force.
30 KREDOS – The Sallow King; 35 SITHORITH – Demon Lord of the
Demon Lord of Rot: Wherever he False Face: A female demon lord,
walks, there is decay in Kredos’ shadow. Sithorith appears to be an angel clad in
Rust, plague, dead soil, and the slow red. However, the red gown is made of
dilapidation of things is his handiwork. sewn-together organs, and her feathers
It is said that lepers are possessed with his are made of thousands of tiny, razor-
will. sharp bones.
31 ZVONIMIR – the Faceless Hunter; 36 GREZALPITH – The Imp King:
Demon Lord of the Self: Zvonimir A 3-foot tall, winged imp wearing an
oversized crown, Grezalpith commands
slowly appears to victims in crowds an army of 10,000 lesser imps. Other
demon lords keep him around to wage
and out of the corner of their eye with “war” on other demon lords purely for
entertainment.
a face that seems familiar but is utterly
unplaceable. After a while of being
followed, victims begin detaching from
themselves, forgetting things, and falling
away from the world. At death’s door, 37 AITHZIEK – Demon Lord of
Bastards: Aithziek appears as a 9-foot
victims see that Zvonimir wore their face
all along. tall, horned woman in a torn and bloody
MADEMOISELLE FORTUNE – wedding dress. She sends her minions
Demon Lord of Gambling: The left
32 to seduce young, unmarried men and
side of Mademoiselle Fortune’s body women; and she also sends them out to
appears to be a beautiful and freckled, corrupt those born out of wedlock.
elven maiden; her right side is a hideous 38 MALGAMAR – The Hidden King:
A fiend of great guile, Malgamar has
caricature of the left, with an inky, black charmed, deceived, and corrupted his
way into positions of mortal power since
complexion; a long, pointed chin; and the dawn of civilization. He clouds the
minds of mayors, dukes, and kings alike;
a dagger-toothed grin that stretches to and he sends kingdoms into ruin and the
world into chaos.
her distorted ear. The demon is made of
the mind of the original demon lord of
gambling and the body of a maiden that
it won in a game of cards. Mademoiselle
Fortune runs a cursed riverboat through
the layers of the Abyss, where gamblers 39 BISTET – The Destroyer: Bistet is
a lesser demon lord who only seeks the
and demons play for souls and hordes of minor destruction of nonliving things,
such as furniture, decor, and structures.
gold. Most places look like a tavern at the end
of a long and rowdy night when he is
33 YALBENOTH – Demon Lord of done.
Apathy: Nothing can die in Yalbenoth’s
presence because the souls of the dying
cannot muster the desire to pass on.
34 MEERNA – The Creeping Smile; 40 XULLCATH: A mighty demon lord who
Demon Lord of Sadism: Meerna loves to watch powerful beings destroy
reaches into the hearts of the weak- each other, Xullcath will go to great
willed and makes them feel pleasure in lengths to instigate these battles.
cruelty. This starts as gallows humor or
rumormongering, but it will slowly grow 41 MAGAHAN – Demon Lord of
in her victims until they cannot help but Dread: Magahan is the lord who has
torture things for a giggle.
enslaved 1,000 angels. His whips cleave
both bone and wing.
42 THE REMAINS OF VETITI: The 47 KIITH – Holder of True Names:
Remains of Vetiti are twisted remains Responsible for naming newborn demon
of a demon lord who sought forbidden lords in the Abyssal tongue, Kiith is able
knowledge. His lower body is still intact, to seek the true name of any living being.
but everything above the armpit is gone. While it could use this power to rule
From the remains of his chest come the the entire Abyss, Kiith instead chooses
tentacled mass of an eldritch horror. to spend eternity tormenting other
demon lords with names that are either
43 ZILMINEY – The Nonexistent: unpronounceable (“Yyaldobravoth”),
Zilminey is, actually, the existent. She incredibly long (its current record takes
was born when numerous lost souls 5 years, 243 days, 5 hours, 6 minutes and
formed into one, ever-changing entity. 21 seconds to pronounce), dangerously
And although his existence is confirmed, short (“E”), or simply silly-sounding
everything about them changes when (“Gollywabble”).
one thinks about her. In fact, some say
Feroghit has existed before the world was 48 GOLLYWABBLE – The Broken
even created, but no one really knows Automaton: As various geniuses
anything about them. Or if he even
exists… but she definitely exists. invented automated machinery to aid
their lives, a critical malfunction by
them birthed a new demon lord. Now,
44 THURKOS – The Silent Watcher: Gollywabble seeks its own death through
Thurkos appears like a shadow man with
glasses. When bored, he searches for a erasing all functional technology, starting
victim to watch and appears behind them,
staring endlessly. His victims constantly with the inventions that keep mortals
have the sensation of being watched, but
he quickly disappears if the victims start alive.
looking for him. His victims become
paranoid and mad. 49 FIDRIA – The Unknowable: Fidria
knows that which nobody else knows.
45 OLMON – Demon Lord of the Everything mortals have learned but
Void: Olmon sits atop a granite throne forgotten, lost, or destroyed enters Fidria’s
boundless knowledge. As a result, it
in a barren throne room, somewhere is affiliated with amnesiacs and makes
bargains with them – their memories
in the pits of the Abyss. He is thin and returned for their eternal servitude. It has
been said Fidria takes the forms of the
grey skinned, and where a face should deceased who have been forgotten by
both history and their lineage.
be, there is an infinite chasm instead. He
wishes to make all of existence one with 50 YYALDOBRAVOTH: A being made of
dark tendrils and viscera, Yyaldobravoth
the Void, but lacks the strength to do so was sealed deep underground by an
ancient race. From its subterranean
on his own. prison, he sends random people visions
of his chamber’s location to lure them
46 GERRIMOR – Demon Lord of there. Once they arrive, Yyaldobravoth
Bad Luck: Gerrimor subtly influences transforms them into twisted aberrations
made of the same black tendrils and
the fates of every mortal in the planes. dripping gore his is made of. He exerts
his influence on the world through these
Everything from minor inconveniences beings, using them as pawns to do his
bidding. He hopes to eventually find
to horrific tragedies can be traced back to a way to free himself, so he can make
the whole world his personal army of
the influence and presence of Gerrimor. aberrations.
He appears as a deformed, skeletal cow
head, and his presence is marked by the
stench of rotting meat.
51 KANEBAL LUR MUL – Demon Lord 56 DROGUGOUGACH – Corruptor of
of Cannibals: Kanebal Lur Mul earns Giants: One of the tallest demon lords,
his titles because he has a tendency to Drogugougach loves to tempt powerful
devour any who oppose him – literally. creatures of law into serving him and
Whether they are rival demons or committing chaotic acts.
celestials, he views their devouring as the
ultimate form of dominance one can have. 57 IBISURSIA – Demon Lord of
Owlbears: Ibisursia claims to have
He gains power from those he feasts upon,
and to join a pact with him, he expects invented the owlbear, and whether or
victims to eat whatever is dear to them. not that claim is true, Ibisursia uses them
He wades into combat without weapons in her abyssal army – both the default
or armor, and when assuming a physical variety and fiendish variants, such as an
form, he looks like a cross between and owl with the head of a bear.
dragon, a wolf, and an oni. His colors are
red and white. 58 ME’TENS: Ruling over one of the
most deeply dreamed planes is the dread
52 RALGAD – The Repentant: One lord Me’tens. Though he appears as a
thousand years ago, Ralgad was the Lord common, black housecat, Me’tens is a
of Lies but was defeated and imprisoned powerful, necrotic sorcerer.
within a stone. He was held for centuries
by a holy order of paladins who were 59 LUCIANO – Demon Lord of Luck:
eventually able to convince him to While a relatively weaker demon lord,
repent of his sins. Ralgad now works Luciano’s knowledge of the fabric of
diligently to subvert other demon lords’ fortune gives him immense defensive
evil machinations. Of course, there are power. He uses his ability to bind his
those who believe that Ralgad is as evil fate to a random innocent. Whenever
as he ever was, and this is simply another he receives damage, all damage that is
lie. Others say his selfless actions prove his done to him is also done to the innocent
good intentions. But only time will tell victim. Many that face Luciano cannot
deal with the blood of innocents on their
53 BRUGGATH – The Dreadmother: hands, and therefore, they cannot bear
With her terrible wail, Bruggath to fight him. (Radiant damage does not
claims the souls of the stillborn. Under have this effect; it does not transfer to the
her nurture, they learn to feed on the victim).
suffering of the living.
54 NEATHA: Neatha is a demon duchess 60 SERCATER – The Iron
who meticulously records the stories and Plaguebringer: Sercater is a vaguely
lives of any soul she comes to possess. Her
library of stories overflows. Within the humanoid mass of jagged, twisting metal.
library, her unruly minions are always
inaccurately copying pages, not checking All living things in its vicinity become
if the pages even needed to be copied.
When a living soul finds themselves in violently ill, and their bodies slowly turn
Neatha’s domain, she allows them to leave
but only if they forfeit a memory to her. to iron. There is no cure; the infected are
55 KARDUM – Demon Lord of Balors: doomed to become nothing more than
Concerned with Balors and fire, Kardum
lives on the 21st layer of the Abyss: The sick, twisted statues.
Sixth Pyre.
61 AZUVIDEXUS – The Ravenous
Maw: Azuvidexus is concerned with
primeval beasts and scaled nightmares,
and Azuvidexus controls the domain of
N’gharl.
62 LYNKHAB – Lady of Desire and 69 K’YODAR – Demon Lord of Song:
Depression; Lady of Regrets: Ethereally beautiful at first glance, many
hauntingly beautiful songs emanate from
Lynkhab is patroness of the self-destructive K’yodar’s presence. However, closer
and suicidal, and she was a contender for examination reveals the source of the
the title of “Queen of Succubi”. songs: a multitude of singing mouths
all over her body. The tunes and words
63 THE NAMELESS ONE – Demon of the songs are incomprehensible and
Lord of the Mute: Punished for some impossible to discern. They can only be
identified as a jumble of rhythms and
great blasphemy lost to time, the Nameless syllables with seemingly no meaning.
Similar to a siren, when the unaware
One is blue-skinned, emaciated, hunched, draw too close, either to look more
closely at K’yodar or to listen to her
and bears stumps where hands and feet songs, she devours their souls. For every
soul she devours, she grows a little
should be. The Nameless One’s long, larger, and an additional mouth appears
somewhere on her body.
coarse hair veils most of his face, except
for the dreadful scar that takes up the place
a mouth used to be. Those who venture
near to The Nameless One hear muffled
and incomprehensible screams echoing all
around, and many victims are driven to
tear out their own mouths and offer it up
to the demon lord in a futile attempt to 70 PITLORD KOPHIST – The Usurper:
A former gladiator in one of the infernal
restore his lost voice. plane’s many fighting rings, Kophist’s
thirst for blood and natural aptitude for
64 HAYWOOD: Haywood dooms his combat helped him rise through the
victims to eternally fighting his demon ranks and quickly gain favour from the
cow, Edgar, in his realm, The Hole. denizens of the Abyss. Kophist’s lord saw
Haywood wields a scimitar made of pure, him as a threat and attempted to banish
dark steel; and he has a belt of infinite Kophist; however, the lord found himself
daggers. betrayed by his underlings. Kophist keeps
the now-nameless demon on display, as
65 YALBENOTH – Demon Lord of his prize.
Apathy: Nothing can die in Yalbenoth’s
presence because the souls of the dying THE DEVIL OF GAMBLING; THE
KING OF DICE: This demon lord
cannot muster the desire to pass on. 71
66 ASGAROTH – The Sleeping Wail: travels with a pair of mimics disguised
Asgaroth’s astral projection induces
complete madness in victims seven days as dice, and he disguises himself as a
after they encounter it. Only a certain
mushroom tea can cure the affliction common traveler. He challenges others
before it takes its toll.
to a game of chance, promising amazing
rewards. When the other party inevitably
loses the rigged game, the devil claims
their soul. (For some reason, this demon
67 VAMJIR – The King of the Stars: has an irrational fear of any kind of
Once every century, Vamjir awakens.
Every time, he attempts to extinguish the ceramic, drinking container).
stars and use their power to become a god.
72 IROHANA – The Benevolent
Queen: Irohana appears as a travelling
CARCER – Demon Lord of Brittle healer, but while she heals people, she also
Bones: Those caught in Carcer’s gaze are
68 curses them to slowly turn into demons.
either petrified or crippled as their bones
turn to dust.
73 ELDRAGOTH – The Space Between 78 SVYLREN – Demon Lord of the
Stars: Eldragoth appears to be a small Lost and Desperate: Svylren often
appears to sailors lost at sea or travelers
humanoid with a body composed of lost in the wilds, whispering false
directions and driving them mad with
moving nebulas. He seeks to shake the desperation. Once the madness has caused
them to isolate themselves further from
very foundations of order and law but rescue or murder their companions,
Svylren moves in to feed on the
not before corrupting mortals with elder remaining survivors.
knowledge. Eldragoth is known to possess ABIS – Demon Lord of the Deep:
people when an opportunity arises, as he Abis lies dormant in the impossibly deep
trenches of the ocean, waiting for his
cannot walk the material plane on his own. worshippers to bring him the body of a
kraken. Only after he finishes feasting on
74 ZARGAZU – The Bound; Demon the kraken will his hunger return, and
Lord of Slaves and the Sacrificed: then, the waters of the world will run red
79 with blood.
Zargazu appears as a 6-foot tall human
with thousands of chains hooked into his ANREK – Demon Lord of Paralytic
skin. His only job is to figure out which Joy: Anrek’s presence fills weak souls
tortured soul belongs to which demon with love and happiness until they lose
lord. Additionally, Zargazu is constantly the will to participate in basic functions,
beaten by other demon lords. such as eating or breathing. Souls with
enormous, jagged smiles form her army.
75 SHEMMIR – The Worm; Demon Lord She grows stronger with the thankfulness
of Rot and Decay: Shemmir’s physical of those she takes with her curse.
body is weak, sickly, and malformed. He 80
CLASTONIR – Demon Lord
worms himself into hidden places and rots of Broken Dreams and False
Promises: Clastonir appears to the
things from within, waiting patiently. He miserable and downtrodden, offering
them promises of wealth and glory in
seeds sickness and disease until nothing’s exchange for their service. He usually
appears to mortals as a slender, well-
left alive and he can emerge to feed his dressed man with a pale complexion and
dark hair. Entering an agreement with
unending appetite. him can be lucrative, but it always ends
badly for mortals.
76 GHAZZKULL – Prince of Pestilence: 81
Ghazzkull is a demon in symbiosis with KHAVSARSAN – The Black
a gelatinous cube who serves Juiblex, the Blizzard: Disguised as a lone
Faceless Lord, from the 329th layer of adventurer, one would only notice
the Abyss. His body, once familiar to a Khavsarsan by the icy gaze of his
humanoid shape, is now a melting, rotting seemingly blind eyes. Where he steps, a
corpse inside his cube’s host body; and the deadly frost follows soon after. His goal
two share a mind. Ghazzkull’s corpulent is to spread his tundra-like domain and
frame emits a viscous sludge, which covers starve out all forms of life in his path.
his lair and gives off a noxious fume that
poisons even other demons.
77 SASAHMEL – The Leper King: A 82
golden mask covers Sasahmel’s rotting
visage, and removing it unleashes a
plague-cloud that infects those it touches
with the demon’s disease. The infected
are doomed to join their king and his
shambling host.
83 MORTRANIAS – Demon Lord of 88 SOHMBRAW – Keeper of the
Sickness: Mortranias is a sickly, mold- Lightless Halls; Demon Lord
covered, skeletal entity wreathed in a of Dying Lights: Sohmbraw is a
shifting cloak of smoke and shadow. His monster-shaped darkness that’s seems
very presence sickens those around him blacker than shadow. She dwells in the
into coughing uncontrollably. Stories tell Lightless Halls, which are unknown
of him appearing when massive blights ruins of a labyrinthine-like castle, where
are brought upon the land. she wanders the endless maze with
a predator’s grace – hungry. Those
84 KAI-KHAN – The Mandarin: Kai- that cross paths with her are quickly
khan is the head bureaucrat of the
underworld. He is happy to organize swallowed by her umbral maw and
anyone’s eternal torment in the
most efficient way possible, and he drained of whatever life energy sustains
considers poor organization the worst
form of torture. them. Many believe Sohmbraw greedily
collects this energy as light, somewhere
within the expanse of her domain, but the
reason why is yet unknown. The most
popular belief is that when bathed in the
light of the living, wherever this may
85 ABIUON – The Pale: Abiuon is a pale- be, her umbral form is shed to reveal the
white demon lord who has black eyes
with a thousand little stars wandering person she used to be – the former queen
inside. Although he is not a strong
demon, anyone who stares in his eyes of what is now the Lightless Halls.
is possessed by his dreams. The victims
believe these dreams with all their of 89 CALIGO – The Dreaded Mist: Caligo
hearts, and they live within these realistic is enigmatic and constantly pursuing
dreams for the rest of their lives. chaos and destruction. Whether Caligo
is a demon that uses its infernal, red fog
86 OUKIN – The Charred One: – which is large enough to cover a town
– as camouflage or whether Caligo is the
Legends tell that Oukin was once cloud itself, nobody knows because no
one of the most beautiful demons, one who has seen the inside of the cloud
but the jealousy of others burned has lived to tell the tale.
her skin completely. Now, her skin
is like charcoal. and her eyes are no 90 ARHKSHORT – Demon Lord of
more than smoldering, empty circles. Paper: Arhkshort is obsessed with paper,
It is said that gazing into her eyes
channels her wrath to the beholder, and he makes his every drawing come to
burning their bodies inside out.
life. He is very small and can usually be
found sitting somewhere, drawing on his
notebook. If badly drawn, his drawing
can still come up – but as a failure.
87 GRONAEHA – Of a Thousand 91 DEKATRES – Demon Lord of
Heads: Gronaeha appears as a woman Desmotis: Dekatres is the keeper of the
with one hundred heads on long, tentacle artifact Desmotis, a powerful sword that
necks. Gronaeha is patron demon of can sever the boundaries between worlds
all multi-headed creatures, and she and open rifts straight into the material
occasionally gifts her humanoid followers plane.
with additional heads.
92 UMBRIUS – Demon Lord of 98 RAR’GAMAN – The Chained
Crushing Darkness: Umbrius is a Demon: A demon covered in writhing
creature that despises all light, and it’s layer chains that keep him pinned to the
of the Abyss is among the darkest and underworld, Rar’gaman seeks to retrieve
most dangerous. Umbrius’ sole purpose 100 artifacts that were taken from him
and desire is to drain all light from the when he was imprisoned. To do this, he
multiverse. uses his disciples, the Chain Hunters, to
find the artifacts on the Overworld. The
93 ALVAREZ – The Purging Duke; Chain Hunters are easily identified by
Demon Lord of Torture and Inquisition: the chain tattoo that is wrapped around
Alvarez is a master of torture who their dominant arm; and they are also
incessantly searches the ranks of the identified by their eyes, which burn
tanar’ri demons for signs of the taint of with an ember glow. If one of the Chain
Law. Alvarez is famous for the brutalities Hunters finds the owner of one of the
he inflicts upon his own troops. Even other 100 artifacts, the chain tattoo leaps from
demons fear his inventive torments. their arm and latches onto the victim,
allowing Rar’gaman to pull them into his
94 ARZIAL – The Bloodied Baron; underworld lair, where he tortures them
Master of the Barony of for eternity.
Vulderpayne; Minor Demon Lord
of Subterfuge: Arzial is a cambion, 99 VALPULA – The Gear Demon:
born of the demon prince Graz’zt and, Valpula is obsessed with gears and
presumably, a human woman. His Barony clockwork. His ultimate goal is to find a
of Vulderpayne resides in the Abyss, and way to become Primus, the God of the
he is the least accomplished of Graz’zt’s Outer Plane Mechanus.
many children. Though, Arzial still has a
vital role in Graz’zt’s schemes. 100 MALBRIS – He Who Corrupts and
Wears White; Demon Lord of
95 ASEROTH – The Winter Warlock: Voluntary Moral Failure: Perpetually
Aseroth rules over the 566th Layer of the masquerading as white-clad figures of
Abyss, “Soulfreeze,” which is a frigid place goodness, purity, or innocence, Malbris is
of ice so cold that, as the name implies, it a sinful chameleon that craves watching
can kill mortals by literally freezing out the righteous fall from grace. Whether
their souls. appearing as a gentle child, a beautiful
maiden, or a heroic knight, Malbris slyly
96 URO – The Eternally Engulfed: A draws good people into evil through
colossus engulfed in flame, Uro roams clever plots. And once he has pulled
the planes, leaving behind dead ash in his them in, he relishes in the life-shattering
wake. His travelling is not for the intent moment of revelation when a good
of destruction, but rather, he wanders to person sees who they have become.
escape the torment of his flames. Notably, he never forces or manipulates
the victim in any way beyond his
97 CHRYSERTUS – The Demonic Beast natural guile, for he wants the victim
of Silence: Chrysertus is an intimidating to be the cause of their own failure, to
have no one else to blame. As such, his
demon that takes the form of a wretched machinations are often slow and patient
and committed.
beast. Anything within a 10-foot radius
of it can no longer emit sound, until they
leave the area.
CREDITS
This list was created by the community over at www.reddit.com/r/d100. Put together by Casey Willis. See
more at www.dndspeak.com.
Special thanks to everyone who participated in this list!
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