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Blood War Bestiary

Credits Introduction
Project Manager: Darrin Scott he Blood War is a conflict

T
Designers: Alex Clippinger, Steve Fidler, Bryan older than the Material Plane
Holmes, Anthony Joyce, Jason Mpakos, Patrick E itself. Two factions vie for
Pullen, Darrin Scott, Dave Stephens, Jeff Stevens, supremacy in the Lower Planes:
Micah Watt, Derek von Zarovich the chaotic demons—raw
Editor: Christopher 'Lord-Tyrant of the destruction given monstrous
Active Voice' Walz form, and the lawful devils—cunning fiends that
Cover Illustrator: Omercan Cirit obey the strict hierarchy of the Nine Hells. Both
Interior Illustrators: Jacob Atienza (tyranny factions are utterly evil, and neither has ever
angel, wrath angel, ozzetor, takula, apostasy, been able to hold an edge in the war, so it is to
behemoth devil, forge devil, pain devil, steel the benefit of the goodly beings of the multiverse
devil, warmonger devil, ash giant, infernal siege that each occupy one another rather than set their
engine, Ashaphix), Brianna Boyette (collector sights toward mortal planes planes. The stalemate
angel, madness angel, avernian leech, aschimu, must be maintained.
filth imp, liltu, omox, vadazo, assassin imp, Despite the efforts to contain the slaughter of
bloodbag imp, contract devil, euphoric imp, the Blood War to the Lower Planes, the conflict
filth imp, hell maggots, infernal attorney, blood rages across many domains, from the Sword
elemental, styx elemental, exanguinator, draudnu, Coast, to Avernus, the First Layer of the Nine
ekoloid, golothoma, laghathti, uzollru, verakia, Hells, and several layers of the Abyss. With a
styx dragon, styx leeches, Lashpera, vrolikai), conflict of such a vast scale, creatures of all sorts
Omercan Cirit (monster slayer), Rick Hershey have become embroiled in the fighting, including
(Bull of Baphomet), Patrick E Pullen (The Heir angels, evil mortals, other monsters spawned
of Orcus, Vindictus, hellborn golem, Tuzgomb, from the Lower Planes, and the mortals bound to
wyrm devil), Tia Rambaran (dark priest), their service.
Nathanaël Roux of www.barkalotdesigns.com, This supplement provides a collection of
Maxwell Song (Broodbloat), some artwork (c) lore-friendly monsters, both weak and mighty,
Dean Spencer, used with permission. All rights villains, and lairs that make good adversaries for
reserved. Jonathan T (host devil). adventuring parties venturing into the heart of
Layout: R P Davis the Blood War. The supplement was designed with
Disclaimer: The creators of this book cannot be held responsible for any actions published adventures such as Baldur’s Gate: Descent
undertaken by entities native to or currently inhabiting the Lower Planes, including
demons and devils slugging it out over some disagreement none of them can
into Avernus and Out of the Abyss in mind, providing
remember but which propbably refers to what Their Timothy said at Cousin Jenny's you the opportunity to introduce new, exciting
wedding about Our Sharon; angels, whether fallen, not fallen, or simply sauntering
vaguely downwards; or the children, acknowledged or bastard, of demon lords or threats or allow your players to forge alliances
archdevils.. In the event of a catastrophic encounter with any or all such entities,
blame your Dungeon Master. If that doesn't work, blame Chris Perkins, because
of necessity.
we're told this whole Hell thing was his idea.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agree-
ment for Dungeon Masters Guild.

All other original material in this work is copyright 2019 by Darrin Scott and published under the Community Content Agreement for Dungeon Masters Guild.
Index of Monsters Infernal Siege Engine (CR 16)... 13
Laghathti (CR 12).................. 58
Angel, Collector (CR 12)........... 6
Lashpera (CR 10)................... 63
Angel, Madness (CR 11)............. 8
Lilitu (CR 12)....................... 19
Angel, Tyranny (CR 19)............. 8
Lyranion (CR 18)....................71
Angel, Wrath (CR 17)...............10
Monster Slayer (CR 5)............. 83
Aschimu (CR 1)...................... 14
Ozzetor (CR 20)....................20
Ashaphix (CR 24)................... 61
Plague Demon (CR 8)............. 21
Avernian Leech (CR 1/2)........... 4
Stygian Dragon (CR 2-20)....... 45
Avernus Imp Variants (CR 1)..... 34
Stygian Elemental (CR 8)......... 52
Blood Elemental (CR 4).......... 50
Swarm of Stygian Leeches (CR 1).11
Broodbloat (CR 5).................. 15
Takula (CR 8)....................... 22
Brood Swarm (CR 3)............... 16
The Heir of Orcus (CR 18)....... 73
Bull of Baphomet (CR 6).......... 17
Thrall (CR 1/4)..................... 82
Contract Devil (CR 9)............. 30
Tuzgomb (CR 4_.................... 53
Dark Priest (CR 6).................. 81
Umox (CR 11)....................... 23
Devil, Apostasy (CR 19)............27
Uzollru (CR 17)..................... 59
Devil, Behemoth (CR 12)..........29
Vadazo (CR 2)....................... 24
Devil, Forge (CR 4).................32
Verakia (CR 14).....................60
Devil, Host (CR 5)..................33
Vindictus (CR 14).................. 75
Devil, Malady (CR 4)...............38
Vrulkith (CR 18).................... 25
Devil, Pain (CR 6)..................39
Wyrm Devil (CR 6).................44
Devil, Steel (CR 6)................. 40
Devil, Vine (CR 12)................. 41
Devil, Warmonger (CR 16)....... 43
Disease Lord of Anthrax (CR 5).. 18
Draudnu (CR 8).....................55
Ekolid (CR 3)........................56
Exsanguinator (CR 1) ............... 5
Giant, Ash (CR 7)...................54
Golothoma (CR 16).................57
Hell Maggots (CR 2)................ 41
Hellborn Golem (CR 17).......... 12
Horizon Walker (CR 7)............ 82
Infernal Attorney (CR 8)..........37

3
Aberrations

Avernian Leech
This slug-like creature is
over two feet long, with
rubbery pink skin.
At one end it has four small
tentacles that constantly undulate,
while at the other it has a lamprey-like mouth
lined with tiny, needle-sharp teeth.
Avernian Leeches are two foot long fiendish
leeches that swim the River of Blood on Avernus,
seeking living creatures foolish enough to
enter the waters to feed from. Avernian leeches
generally move in swarms, and can bring down
even the largest of fiends in sufficient numbers.
Many an unwary or overconfident demonic
invader that has waded into the River of
Blood has been lost to the depths, covered in
Avernian leeches.

Avernian Leech make a DC 11 Constitution saving throw or suffer 1 level of


exhaustion. A successful saving throw ends the effect. This
Tiny aberration, unaligned disease can be cured with a lesser restoration spell or similar
— magic, and creatures immune to disease are unaffected.
Armor Class 16 (natural armor)
Hit Points 13 (3d4 + 6)
Speed 10 ft., swim 40 ft. Actions
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one

STR DEX CON INT WIS CHA creature. Hit: 5 (1d4 + 3) piercing damage, and the target
8 (-1) 16 (+3) 14 (+2) 7 (-2) 10 (+0) 7 (-2) must succeed on a DC 11 Constitution saving throw or
become poisoned for 1 hour.. The target can repeat the save
— at the end of each of its turns, ending the poisoned condition
Damage Immunities poison
Condition Immunities poisoned on itself on a success.
Senses bloodscent (see below), blindsight 10 ft., passive
Perception 10 The leech attaches to the target with a successful attack.
Languages - While attached, the leech doesn’t attack. Instead, at the
Challenge 1/2 (100 XP) start of each of the leech’s turns, the target loses 5 (1d4 + 3)
hit points due to blood loss.
— The leech can detach itself by spending 5 feet of its
Bloodscent. The leech can sense the location of any blood-
filled creature within 120 feet. movement. It does so after it drains 10 hit points of blood
from the target or the target dies. A creature, including the
Blood Poisoning. Any creature that fails a saving throw target, can use its action to make a DC 15 Strength check
against the poisoning ability of the Blood Drain develops a to detach the leech. On a success, the leech is detached and
fast acting disease. After each long rest the creature must the creature takes 1d8 slashing damage in the process.

4
Exsanguinator Bloodscent. The exsanguinator can sense the location of any
blood-filled creature within 120 feet.
Medium aberration, neutral evil

Armor Class 14 (natural armor) Actions
Hit Points 45 (6d8 + 18) Lick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Speed 40 ft. Hit: 4 (1d4 + 2) slashing damage. If the target is a creature, it
must succeed on a DC 13 Constitution saving throw or take

STR DEX CON INT WIS CHA 3 (1d6) damage at the start of each of its turns due to blood
12 (+1) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 7 (-2) loss. Each time the exsanguinator hits the target with this
attack, the damage dealt by the wound increases by 3 (1d6).
— Any creature can take an action to stanch the wound with a
Damage Immunities poison
Damage Resistances necrotic successful DC 11 Wisdom (Medicine) check. The wound also
Condition Immunities poisoned closes if the target receives magical healing.
Senses bloodscent (see below), darkvision 60 ft., passive
Perception 10
Languages understands Abyssal but can’t speak
Challenge 1 (200 XP)

blood on the first layer, exsanguinators only drink


Exsanguinator freshly spilled blood, still warm from their target.
This large quadruped has four clawed feet on A single exsanguinator is a nuisance to most
spindly legs and a sleek body covered in a tough, devils, but a large group can give even the most
grey hide. It lacks a neck and head, with a single powerful fiends cause for concern.
large eyeball protruding from the front of its body Exsanguinators have razor sharp ‘tongues’
above a rubbery proboscis. The creature lurches that cause vicious wounds, and their saliva has a
forward in furtive movements, seeming to test the powerful anticoagulant enzyme that causes free-
air every few moments with its appendage. flowing blood loss. The enzyme is so powerful
Exsanguinators are pack hunters that roam that in some cases it precipitates an expulsion of
Avernus feeding on the blood of their prey. While fresh blood from the target.
their favorite hunting grounds are Packs of exsanguinators seek to rush and
near the banks of the River overwhelm a foe, inflicting numerous wounds
of Blood, they can to generate massive blood loss before a creature
be found all over can mount a defense. If faced with significantly
the first layer and dangerous prey, they are patient enough to
beyond. Despite inflict a few wounds and wear their
the availability of prey down, harrying them
‘environmental’ while their quarry slowly
bleeds to death.

5
Angels

Angel, Collector
Many angels are driven to save the souls of the more desirable. For this reason, collector
mortals. When the angel is corrupted, this drive angels love collecting adventurers. A collector
turns into a perverse desire to “save” souls by may go about its hobby overtly, such as marching
harvesting and hoarding them. into a town and slaughtering whomever it wants
to collect. Alternatively, the collector may enjoy
Grim Connoisseurs posing as a mortal, as devas do, and waiting for
Collector angels delight in finding rare and the perfect moment to snatch prized souls.
quality specimens for their collection. For
instance, a collector angel may want the soul of a
king and the soul of a noble who became a beggar.
The more archetypally pure or unique the soul,
6
Disposal and Preservation
Although collector angels sometimes discard or trade away souls, they prefer to keep souls intact, usually
storing them in their Chest of Souls or as soul coins. Under other circumstances, the collector may wish
to keep the body whole along with the soul. For this reason, collector angels still sometimes make use of
their celestial powers to preserve life.

Chest of Souls
Most of a collectors souls are kept in a container called a Chest of Souls. When the collector opens it,
it can choose whether to release any souls it contains, or suck in the souls of nearby mortals. If another
creature opens the chest, it always releases all the souls inside. Some collector angels keep their chest
locked, but most don’t so that they may access them quickly, but still carry them at all times.

Angel, Collector trait, it is collected and cannot be resurrected until the souls
within the Chest of Souls are released.
Medium celestial, lawful evil
— Innate Spellcasting. The collector's innate spellcasting ability
Armor Class 17 (natural armor) is Charisma (spell save DC 17, +9 to hit with spell attacks). It
Hit Points 136 (16d8 + 64) can innately cast the following spells, requiring only verbal
Speed 30 ft., fly 90 ft. components:
— At will: alter self, speak with dead, vampiric touch (cast as a
STR DEX CON INT WIS CHA 5th-level spell)
18 (+4) 18 (+4) 18 (+4) 18 (+4) 19 (+4) 20 (+5) 2/day each: bestow curse, blight, raise dead
— 1/day: contact other plane
Saving Throws Int +8, Cha +9
Skills Perception +8
Damage Resistances radiant, bludgeoning, piercing, slashing
Actions
from nonmagical attacks Multiattack. The collector makes two melee attacks.
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft., passive Perception 18 Reaping Scythe. Melee Weapon Attack: +8 to hit, reach 10 ft.,
Languages All, Telepathy 120 ft. one target. Hit: 9 (1d10 + 4) slashing damage plus 18 (4d8)
Challenge 12 (8,400 XP) necrotic damage.

— Healing Touch (3/Day). The collector touches another


Detect Life. The collector can magically sense the presence
creature. The target magically regains 20 (4d8 + 2) hit points
of creatures up to 5 miles away that aren’t undead or
and is freed from any curse, disease, poison, blindness,
constructs. It knows the general direction of the creatures
or deafness.
but not their exact locations.
Collect (1/Day). The collector opens its Chest of Souls. This
Magic Resistance. The collector has advantage on saving
chest has no effect on constructs and undead. All other
throws against spells and other magical effects.
creatures within 30 feet of the collector must make a
Reaper. The collector's weapon attacks are magical. When DC 15 Charisma saving throw. Creatures at 0 hit points
the collector hits with any weapon, the weapon deals an automatically fail the saving throw. On a failure, the
extra 4d8 necrotic damage. Additionally, any creature creature's soul is sucked into the chest and for the next
reduced to 0 hit points by the collector has disadvantage on minute is treated as unconscious. If the souls inside the
death saving throws. If a creature dies while affected by this chest aren't released before that minute has elapsed, the
creature dies.

7
Angel, Madness Angel, Tyranny
Madness angels were once wise and intellectually Many angels have a deep drive to protect the
powerful celestials, dedicated to guiding mortals innocent. When such an angel falls, that drive
down a path of wisdom. is pushed to an extreme, and the angel comes
to the conclusion that they only way they can
Logic Plague protect those innocents is to assert complete
An intelligent angel’s strength is also its weakness control over them.
when it comes to how it might fall. As their nature
is to philosophize and dwell on ideas, they are The Ends Justify the Means
susceptible to ideas which, while not intrinsically Although a tyranny angel’s goal is to keep
evil, have evil implications when taken to an innocents safe from all threats (including
extreme conclusion. Of course, an everyday themselves), they accomplish this through force
mortal couldn’t sow this kind of mental virus, and violence. By their reasoning, some lives must
but cunning manipulators with powerful magics, be spent to save the lives of many more. A tyranny
like the apostasy devil, can bend even the most angel’s crusade usually starts by the angel taking
resolute angels. control over a small town, but grows as the angel
enslaves more people to serve as soldiers, until it
Unpredictable Destroyers has a vast army capable of conquering regions.
Madness angels spend most of their time in
isolation, stewing in the madness that has become Rule with an Iron Fist
their existence. However, their lunacy sometimes As their title implies, life under a tyranny angel
drives them to unpredictable behaviors. For is oppressive in the extreme. Any behavior that
instance, the angel may conclude that it must even slightly deviates from the angel’s strict ideals
destroy the mind of a monarch in order to is harshly punished. One of their chief means
“save” the kingdom from ideas the angel deems of enforcement is implementing a system where
dangerous. Although their motives seem random, people are punished for not informing on their
there is a twisted logic to how they operate.

Angel, Madness Magic Resistance. The angel has advantage on saving throws
against spells and other magical effects.
Medium celestial, neutral evil
— Master Deceiver. The angel can concentrate on one illusion
Armor Class 17 (natural armor) spell without it counting toward the maximum number
Hit Points 127 (17d8 + 51) of spells it can concentrate on. If the angel is required to
Speed 30 ft., fly 90 ft. make a Constitution saving throw in order to maintain its
— concentration on two spells, it rolls once and applies the
STR DEX CON INT WIS CHA result to both spells.
17 (+3) 18 (+4) 17 (+3) 20 (+5) 20 (+5) 22 (+6)
— Innate Spellcasting. The angel's innate spellcasting ability is
Saving Throws Int +9, Wis +9, Cha +10 Charisma (spell save DC 18, +10 to hit with spell attacks).
Skills Insight +13, Persuasion +14 It can innately cast the following spells, requiring only
Damage Resistances radiant, bludgeoning, piercing, slashing verbal components:
from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened At will: alter self, detect thoughts
Senses darkvision 120 ft., passive Perception 15 3/day each: blindness/deafness, calm emotions, suggestion
Languages All, Telepathy 120 ft. 2/day each: compulsion, fear, greater invisibility
Challenge 11 (7,200 XP) 1/day: dominate person

Maddening Presence. Each creature of the angel's choosing
that starts its turn within 30 feet of it must succeed on a DC
Actions
15 Wisdom saving throw, or the creature is subject to the Multiattack. The angel makes two claw attacks.
confusion spell for 1 minute (no concentration required by
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
the angel). While under the effects of the confusion spell, the
Hit: 14 (2d10 + 3) slashing damage.
creature is immune to the angel’s Maddening Presence. A
creature that succeeds on the saving throw automatically
Psychic Blast. Each creature in a 20-foot cone must make a
succeeds on all saving throws against a Maddening Presence
Wisdom saving throw. A creature takes 16 (3d10) psychic
effect for the next 24 hours.
damage on a failed save, or half as much damage on a
successful one.
8
Madness Angel

Tyranny Angel

neighbors’ misdeeds, creating an atmosphere of perpetual fear and mistrust. Tyranny angels lord over
their subjects because they don’t trust other beings. However, they eventually need to employ lieutenants
and enforcers to enact their will. In these cases, the tyranny angel uses a combination of intimidation and
magic to press other, powerful beings into their service, including undead and aberrant creatures like
wights and slaad.

Angel, Tyranny 2/day: insect plague, scrying

Large celestial, lawful evil Forceful Weapons. The angel's weapon attacks are magical. When
the angel hits with any weapon, the weapon deals an extra 5d8 force
— damage (included in the attack).
Armor Class 18 (plate armor)
Hit Points 275 (22d10 + 154)
Speed 40 ft., fly 120 ft. Magic Resistance. The angel has advantage on saving throws against
spells and other magical effects.

STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 24 (+7) 19 (+4) 22 (+6) 25 (+7) Actions
Multiattack. The angel makes two longsword attacks and one whip attack.

Saving Throws Con +13, Wis +12, Cha +13
Skills Intimidation +13, Persuasion +13 Longsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16
Damage Resistances radiant; bludgeoning, piercing, and slashing (2d8 + 7) slashing damage, or 18 (2d10 + 7) slashing damage if used with
two hands to make a melee attack, plus 22 (5d8) force damage.
from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened Whip. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 12
Senses Truesight 120 ft., passive Perception 16 (2d4 + 7) slashing damage plus 22 (5d8) force damage, and the target is
Languages All, Telepathy 120 ft. grappled (escape DC 18). Until the target is freed, the angel can't use its
Challenge 19 (22,000 XP) whip again.


Aura of Suppression. Any creature within 120 feet of the angel that
attempts to speak or write anything in opposition to it or its agenda
Legendary Actions
The angel can take 3 legendary actions, choosing from the options below.
must succeed on a DC 18 Charisma saving throw. On a failure, the
Only one legendary action option can be used at a time and only at the end
creature is unable to vocalize or write proper words for 1 minute. of another creature's turn. The angel regains spent legendary actions at
the start of its turn.
Binding Resurrection. When the angel brings a creature back to life
with its raise dead spell, that creature is magically charmed by the Longsword. The angel makes a longsword attack
angel until the angel dies or until it is on a different plane of existence Command Ally. The angel targets one ally it can see within 30 feet of
from the creature. While charmed in this way, the creature must obey it. If the target can see and hear the angel, the target can make one
any command given to it by the angel to the best of its ability. weapon attack with advantage as a reaction.
Shatter Hope (Costs 2 Actions). The angel targets one creature he can
Innate Spellcasting. The angel's innate spellcasting ability is Charisma see within 60 feet of it. If the target can see the angel, it must succeed
(spell save DC 21, +13 to hit with spell attacks). The angel can on a DC 22 Wisdom saving throw against this magic or become fright-
innately cast the following spells, requiring no material components: ened until the end of the angel's next turn. If the target fails the saving
throw by 5 or more, it is also paralyzed for the same duration. A target
At will: charm person, detect evil and good, invisibility (self only) that succeeds on the saving throw is immune to this feature for the
next 24 hours.
9 3/day: blade barrier, dispel evil and good, geas, flame strike, raise dead
Angel, Wrath
Many angels, especially planetars, revel in battle
against the forces of evil. However, when these
righteous warriors are consumed by their fury and
battlelust, they fall. The result is the bloodthirsty
wrath angel.

Rage and Violence


Wrath angels care for little other than battle.
The anger that fills their hearts is such that they
sometimes lose themselves in the heat of battle
and attack their allies until their blinding rage
subsides enough to grant them a semblance
of clarity. Their enemies clash against a nigh
unstoppable force of death. Fueled by their
bloodlust, they continue to fight for near
indefinite amounts of time.

Varying Allegiances
Although wrath angels are almost always born
out of a desire to fight evil, they sometimes find
themselves allied with the forces of evil, notably
the Nine Hells, as the angel Zariel had.
However, wrath angels occasionally fight on the
side of goodly folk, as they still hate the forces
of evil. Even if in a temporary alliance with
good-natured beings, these angels have been cast
out from the Upper Planes and now hate their
former brethren.

Angel, Wrath Hateful Weapons. The angel's weapon attacks are magical.
When the angel hits with any weapon, the weapon deals an
Large celestial, lawful evil extra 4d8 fire damage (included in the attack).

Armor Class 19 (natural armor) Magic Resistance. The angel has advantage on saving throws
Hit Points 212 (17d10 + 119) against spells and other magical effects.
Speed 40 ft., fly 120 ft..
— Innate Spellcasting. The angel's innate spellcasting ability is
STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 24 (+7) 19 (+4) 22 (+6) 25 (+7) Charisma (spell save DC 21, +13 to hit with spell attacks).
It can innately cast the following spells, requiring only
— verbal components:
Saving Throws Con +13, Wis +12, Cha +13
Damage Resistances fire, radiant; bludgeoning, piercing, and 3/day each: blade barrier, flame strike, hellish rebuke
slashing from nonmagical attacks 2/day: raise dead (lawful evil creatures only)
Condition Immunities charmed, exhaustion, frightened 1/day each: control water, insect plague
Senses passive Perception 16
Languages All, Telepathy 120 ft.
Challenge 17 (18,000 XP)
Actions
Multiattack. The angel makes two greatsword attacks.

Battlelust. When the angel reduces a creature to 0 hit points,
Greatsword. Melee Weapon Attack: +13 to hit, reach 5 ft.,
or falls below 70 hit points, it deals an additional 9 (2d8)
one target. Hit: 21 (4d6 + 7) slashing damage plus 18 (4d8)
fire damage each time it hits with a weapon attack for the
fire damage.
next minute.
10
Beasts

Swarm of Stygian Leeches


Swimming along the shores and piers of the River Styx is a ghastly type leech. Stygian leeches are voracious
3 inch long, waterborne pests that can turn from a nuisance into a deadly problem in seconds. Common
to the River Styx and its associated waterways, they lie motionless on the bottom of the river, rocketing up
to the surface when they sense prey is close.
Stygian leeches feed on the memories and life energies of their victims. Small ghostly faces of those it has
fed upon appear on the surface of their black bodies. The leeches attack in great numbers to overwhelm
their prey and quickly drain it of memories, leaving it a lifeless corpse in a matter of minutes.

Swarm of Stygian Leeches Swarm. The swarm can occupy another creature’s space and
vice versa, and the swarm can move through any opening
Medium swarm of Tiny beasts, unaligned
large enough for a Tiny leech. The swarm can’t regain hit
— points or gain temporary hit points.
Armor Class 12
Hit Points 36 (8d8)
Actions
Speed 20 ft., swim 40 ft. Bite. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in
— the swarm's space. Hit: 10 (4d4) piercing damage plus 7 (2d6)
STR DEX CON INT WIS CHA acid damage, or 5 (2d4) piercing damage plus 3 (1d6) acid
6 (-2) 15 (+2) 10 (+0) 3 (-4) 10 (+0) 5 (-3) damage if the swarm has half of its hit points or fewer. The
target must succeed on a DC 12 Intelligence saving throw or
— have its Intelligence score reduced by 1d4. The Intelligence
Damage Resistances bludgeoning, piercing, slashing
loss lasts until the target finishes a long rest. If reduced to 0
Condition Immunities charmed, frightened, grappled,
Intelligence, the target dies.
paralyzed, petrified, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 10
Language -
Challenge 1 (200 XP)

11
Constructs
Hellborn Golem
Sculpted by magic, a hellborn golem can only
be created by a devil from molten rock found
in Avernus, the first level of the Nine Hells
of Baator. The mysteries behind the golem’s
construction remain a secret to all but the most
powerful devils.
The golems are typically used as a show of force
on the Blood War’s battlefields. Devils have been
known to create the golems to lead a charge into
battle against powerful enemies, while some use
them as personal body guards.
Being made from magma, the golems are
often created with the ability to change their
appearance at their master’s will. Most often
they appear as a giant humanoid but can mimic
the appearance of other monster-like shapes such
as dragons. However, any adaptation of wings
does not enable flight. No matter what shape the
golem takes, it remains the same mass.
The golem’s huge form hampers them in
crowded spaces such as dungeons, so
they are better suited to guard dungeon
entrances more so than interior spaces.
When a hellborn golem is destroyed,
it collapses into a pool of steaming magma,
eventually cooling and becoming solid rock.

Hellborn Golem Fire Absorption. Whenever the golem is subjected to fire


damage, it takes no damage and instead regains a number of hit
Huge construct, unaligned
points equal to the fire damage dealt.

Armor Class 19 (natural armor) Immutable Form. The golem is immune to any spell or effect
Hit Points 240 (20d10 + 140) that would alter its form.
Speed 30 ft.
— Magic Resistance. The golem has advantage on saving throws
STR DEX CON INT WIS CHA against spells and other magical effects.
25 (+7) 9 (+0) 20 (+5) 3 (-4) 11 (+0) 1 (-5)
Magic Weapons. The golem’s weapon attacks are magical.

Damage Immunities fire, poison, psychic; bludgeoning, Actions
piercing, and slashing from nonmagical attacks that
aren’t adamantine Multiattack. The golem makes two melee attacks.
Condition Immunities charmed, exhaustion, frightened,
Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
paralyzed, petrified, poisoned
Hit: 25 (4d8 + 7) bludgeoning damage plus 9 (2d8) fire damage.
Languages understands the languages of its creator
but can’t speak Fire Breath (Recharge 6) The golem exhales fire in a 20-foot cone.
Challenge 17 (18,00 XP) Each creature in that area must make a DC 19 Dexterity saving
— throw, taking 63 (14d8) fire damage on a failed save or half as
Magma Form. A creature that touches the golem or hits it with much on a successful one.
a melee attack within 5-feet of it, takes 5 (1d10) fire damage.
12
Infernal Siege Engine Infernal Siege Engine
Huge construct, lawful evil
Cousin to the hellfire engine, the infernal
— siege engine is a war construct employed by the
Armor Class 19 (natural armor)
Hit Points 189 (14d12 + 98) armies of the Nine Hells to attack fortifications,
Speed 30 ft.
large creatures, and troop formations from

STR DEX CON INT WIS CHA great distances.
22 (+6) 14 (+2) 24 (+7) 4 (-3) 12 (+1) 4 (-3)
Dumb and Dangerous

Saving Throws Str +11, Con +12, Cha +2 Infernal siege engines aren’t much more
Damage Resistances cold, psychic; bludgeoning, piercing, and
slashing from nonmagical attacks that aren't silvered
intelligent than a dog, but like dogs, they are good
Damage Immunities fire, poison at following simple instructions. Unfortunately
Condition Immunities charmed, deafened, exhaustion, for their foes, infernal siege machines possess a
frightened, paralyzed, poisoned, unconscious
Senses Dakrvision 120 ft., passive Perception 11 viciousness that makes even violent dogs appear
Languages Understands Infernal but can't speak approachable. Not only should one fear the
Challenge 16 (15,000 XP)
enormous cannon that can disintegrate powerful
— demons, but they should also worry about the
Death Burst. When the siege engine is reduced to 0 hit points,
it explodes in a burst of fire. Each creature within 10 feet of it engine’s rending claws, should they manage to
must make a DC 18 Dexterity saving throw, taking 49 (11d8)
fire damage on a failed save, or half as much damage on a close the distance.
successful one. Flammable objects that aren't being worn or
carried in that area are ignited. Soul-Hungry
Hellish Inferno. Fire damage dealt by the siege engine ignores Like many of the other inventions of the Nine
resistance to fire damage. Hells, the infernal siege engine runs on souls.
Immutable Form. The siege engine is immune to any spell or The creation of one such engine requires dozens
effect that would alter its form. of souls, plus the cost of the raw materials,
Magic Resistance. The siege engine has advantage on saving labor, and expertise. When it is finally running,
throws against spells and other magical effects. it gradually consumes one soul at a time. For
Regeneration. The siege engine regains 10 hit points at the this reason, infernal siege engines are usually
start of its turn if it has at least 1 hit point. kept dormant until they are needed for a large-
scale battle.
Actions
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 25 (3d12 + 6) slashing damage.

Stomp. Each creature within 10 feet of the siege engine must


succeed on a DC 20 Dexterity saving throw or take 16 (3d10)
bludgeoning damage and be pushed back 20 feet and be
knocked prone. The siege engine can then make a claw attack
as a bonus action.

Hellcannon (Recharge 4-6). The siege engine


targets a point between 30 and 420 feet away it
can see. Each creature within 30 feet of that point
must make a DC 20 Dexterity saving throw, taking
67 (15d8) fire damage on a failed save, or half as
much on a successful one.

13
Demons Aschimu
Medium fiend (demon), chaotic evil

Armor Class 13 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA


Aschimu 15 (+2) 11 (+0) 12 (+1)) 6 (-2) 10 (+0) 13 (+1)

Although there are demons more disgusting —



than the aschimu, none convey the same level of Skills Perception +2
Damage Resistances cold, fire, lightning
uncanny ugliness that comes from resembling a Damage Immunities poison
humanoid just enough to trigger an instinctual Condition Immunities poisoned
Senses Darkvision 120 ft., passive Perception 12
reaction to its malformed body. Languages Abyssal, Telepathy 120 ft.
Challenge 1 (200 XP)
Hatred of Beauty —
Aschimu are all too aware of their hideousness Hatred of Mirrors. Charisma (Intimidation) checks against the
aschimu have advantage, and its attack rolls have disadvantage,
and take it out on everything beautiful. Ascimu while it can see its reflection.
love nothing more than to destroy masterwork
paintings, gilded carvings, or, most of all, the Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
faces of comely mortals. The only thing that Hit: 11 (2d8 + 2) slashing damage and if the target is a creature,
aschimu hate more than things of beauty is it must succeed on a DC 12 Constitution saving throw or
their own ugliness; when exposed to their own be cursed and have its Charisma score reduced by 1d4 to a
minimum of 1, its features becoming hideously deformed.
reflection, they are driven mad at the sight of the This curse lasts until removed by a remove curse spell or
monster that they are. similar magic.

Loyal Servants
Although aschimu are individually weak
by demonic standards, they can
have a profound effect on
an enemy’s morale;
the aschimu may
not destroy a palace,
but it can tear apart its
works of art. It may not be
able to slay a valiant captain,
but it can ruin the face of
their attractive partner. While
the enemy is distracted by the
disruption wrought by the
aschimu, other demons can
employ their skills in sowing
further chaos.

14
the dretches in its belly to claw their way out and
Broodbloat wreak havoc. As the broodbloat scurries across the
Every so often, an enormous form hauls itself ground, the roiling swarm of dretches in its belly
laboriously from the Abyssal rifts and crawls grow hungry.
forward across the battlefield, a mindless instinct
instructing it to continue forward at any cost. The Siege Breakers
broodbloat is a giant spider-like demon with a When demonic forces find themselves against
torso that contains deadly cargo. static defenses, scheming generals send
broodbloats to clamber over fortifications and
Demon Carriers expel their dretch cargo behind enemy lines.
The broodbloat’s only goal is to get as far as More than a few well-defended positions have
possible into enemy lines before dying, allowing found themselves fighting on two fronts when
broodbloats appear on the battlefield.

Broodbloat broodbloat. When the broodbloat is reduced to 0 hit points,


any dretches still inside the abdomen take 5 (2d4) bludgeoning
Huge fiend (demon), chaotic evil
damage. They can claw their way out of the abdomen as an
— action on their turn.
Armor Class 9
Hit Points 104 (11d12 + 33) Magic Resistance. The broodbloat has advantage on saving
Speed 30 ft., climb 30 ft. throws against spells and other magical effects.

STR DEX CON INT WIS CHA Actions
12 (+1) 18 (+4) 12 (+1) 14 (+2) 15 (+2) 12 (+1)
Multiattack. The broodbloat makes two claw attacks.
— Claw. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Damage Resistances cCold, fFire, lLightning; bBludgeoning,
pPiercing, and sSlashing from nNonmagical aAttacks Hit: 12 (3d6 + 2) slashing damage.
Damage Immunities pPoison
Condition Immunities pPoisoned Birth. If the broodbloat’s abdomen contains one or more
Senses passive Perception 101 creatures, it births up to two in unoccupied spaces
Languages Abyssal, tTelepathy 120 ft. (works only with within 5 feet.
creatures that understand Abyssal)
Challenge 5 (1,800 XP) Reactions
— Torn Birthing. When the broodbloat takes 10 or more piercing
Demon Carrier. The broodbloat’s abdomen can carry up to or slashing damage from an attack, it can release up to two
3d6 dretches. While inside the broodbloat, the dretches have creatures from its abdomen in unoccupied spaces within 5 feet.
total cover from attacks and other effects from outside the
15
Brood Swarm
Chattering and laughing maniacally, the brood
swarm is a mass of little rotund demonlings. Each
member of the brood swarm has a wide, toothy
grin and short pair of feeble wings on their back.
Incapable of flight, a brood swarm uses their tiny
wings to jump and glide as they stalk their prey.
Brood Swarm
Hag Children Medium swarm of Tiny fiends (demons), chaotic evil

Not traditional demons, brood swarms are created —


Armor Class 14 (natural armor)
by night hags in a month-long ritual where manes Hit Points 68 (8d8 +32)
Speed 40 ft.
are fed pieces of the night hag’s flesh. As the piece

STR DEX CON INT WIS CHA
of flesh is consumed by the mane, it shrinks down
10 (+0) 18 (+4) 18 (+4) 10 (+0) 14 (+2) 13 (+1)
into a demonling now in the service of the night
hag. Night hags use brood swarms as servants and —
Saving Throws Dex +7, Con +6
to fetch good-aligned beings from the mortal Skills Stealth +7
Damage Resistances cold, fire, lightning; bludgeoning,
world to be used however the night hag sees fit. A piercing, and slashing
brood swarm is slavishly loyal to the night hag who Damage Immunities poison
Condition Immunities charmed, frightened, grappled,
created it and will soon die if the hag is killed. paralyzed, petrified, poisoned, prone, restrained, stunned
Senses darkvision 120 ft., passive Perception 12
Bound By Stitches Languages Abyssal, Common
Challenge 3 (700 XP)
Brood swarms manifests lengths of black thread
from their claws that they use to bind and stitch —
Swarm. The swarm can occupy another creature's space and
up their opponents. Once a creature is unable to vice versa, and the swarm can move through any opening
large enough for a Tiny brood demon. The swarm can't regain
move, they are quickly transported back to their hit points or gain temporary hit points.
night hag mistress.
Dazing Aura. All creatures within 20 feet of the swarm
must make a DC 14 Wisdom saving throw. On a failed save
the creature is incapacitated until end of its next turn. On
a successful save the creature is not incapacitated and is
immune to the effects of Dazing Aura for the next 24 hours.
Demons are immune to the effects of Dazing Aura.

Actions
Multiattack. The swarm make two attacks: one with its bite
and one with its stitching claws.

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.


Hit: 9 (2d8) piercing damage, or 4 (1d8) piercing damage if
the swarm has half its hit points or fewer.

Stitching Claws. Melee Weapon Attack: +2 to hit, reach 5 ft.,


one target. Hit: 9 (2d6) piercing damage, or 3 (1d6) if the
swarm has half of its hit points or fewer. Additionally, the
target’s Dexterity score is reduced by 1d4. If the target’s
Dexterity score is reduced to 0, it becomes restained. A
creature can use its action to attempt to break free of the
stitching by succeeding on a DC 15 Strength check. On a
success, the creature is no longer stitched and its Dexterity
score returns to normal.

16
Bull of Baphomet
One of Baphomet’s many creations, these demons resemble great demonic bulls with batlike wings
sprouting from their backs. They are dim-witted berserkers, used for little more than spiteful
destruction.

Chaotic Destroyers
The bull of Baphomet is a hulking terror, lacking any semblance of finesse. On the battlefield, bulls are
sent to fly behind enemy lines and crash into the middle of organized legions of devils. In Baphomet’s
labyrinthian home, bulls fly above the twisting maze in search of unwary victims.

Bull of Baphomet Actions


Large fiend (demon), chaotic evil Multiattack. The bull of Baphomet makes two attacks, only one
of which can be a Gore attack.

Armor Class 12
Hit Points 114 (12d10 + 48) Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
Speed 30 ft., fly 30 ft. 16 (2d10 + 5) piercing damage.
— Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA Hit: 14 (2d8 + 5) slashing damage.
21 (+5) 14 (+2) 18 (+4) 6 (-2) 8 (-1) 10 (+0)
Crashing Charge. If the bull of Baphomet flies at least 20 feet
— to the ground, it can attempt to crash into a space occupied by
Damage Resistances cold, fire, lightning; bludgeoning, piercing, one or more creatures of size Medium or smaller. Creatures
and slashing from nonmagical attacks in the area where the bull lands are pushed to a space of their
Damage Immunities poison choice within 5 feet of the bull and must succeed on a DC
Condition Immunities poisoned 16 Strength saving throw or take 18 (3d8 + 5) bludgeoning
Senses passive Perception 9 damage and be knocked prone. A creature that succeeds on
Languages Abyssal, telepathy 60 ft. (works only with creatures this saving throw takes half as much damage and isn’t knocked
that understand Abyssal) prone. If the bull of Baphomet knocks a creature prone with
Challenge 6 (2,300 XP) this ability, it can make one stomp or gore attack against it as a
— bonus action this turn.
Magic Resistance. The bull has advantage on saving throws
against spells and other magical effects.
17
Disease Lord of Anthrax reeks of death and decay and is accompanied by
swarms of flies.
The disease lord of Anthrax is a demon bent on Disease lords often fill the reserve ranks in
spreading disease among its enemies. Vile and demonarmies, coming in after a victorious battle
cruel, these demons hate all mortal beings from to huntdown and infect any surviving stragglers.
other planes. It spreads anthrax by ejecting diseased spores
The demon is a large bipedal fiend with out of its nostril-like facial orifice. When the
reddish-brown, leathery skin stretched over a fiend is not in the Abyss, it rampages through the
gaunt skeleton. countryside and villages, attempting to infect as
It has a head that resembles a cow skull and may victims as it can.
walks on cloven hoofs. It is said that the demon

Disease Lord of Anthrax


Large fiend (demon), chaotic evil

Armor Class 15 (natural armor)
Hit Points 69 (9d10 + 48)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+3) 16 (+3) 6 (-2) 12 (+1) 9 (-1)


Saving Throws STR +7, CON +6
Damage Resistances cold, fire, lightning, bludgeoning,
piercing and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses blind sight 30 ft., dark vision 120 ft., passive
Perception 14
Languages Abyssal
Challenge 5 (1,800 XP)

Magic Resistance the Disease Lord has advantage on saving
throws against spells and other magical effects.

Actions
Multiattack. The Disease Lord makes two attacks with its
claws or with its glaive.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 8 (2d6 + 4) piercing damage.

Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one


target. Hit: 7 (1d10 + 4) slashing damage.

Diseased Breath (recharge 5-6) the demon exhales diseased


breath in a 30 ft. cone. Each creature in that area must make
a DC 14 constitution Saving throw, taking 12 (4d6) poison
damage and 1 level of exhaustion on a failed save, or half
as much on a successful one and no levels of exhaustion.
If a target fails at least 1 saving throw from the diseased
breath, it must repeat the save every 24 hours, taking 1 level
of exhaustion for every failed save (including the 1st). The
diseased victim must make 3 consecutive saves or have the
disease magically cured to stop this effect. Any successful
save during this period prevents a new level of exhaustion
from occurring but does not cure any existing levels that
have been sustained. Once 6 levels of exhaustion have been
built up, the diseased victim dies. The corpse then begins to
grow spores which mature in 24 hours. After that time, the
spores continue to spread the disease to anyone that touches
the corpse.

18
and vacant, white eyes that reveal no emotion.
On their backs are a pair of blackened and burnt
feathered wings and four writhing 10-foot-long
barbed tails.

Seducing Priests
Lilitu take great pleasure in the corruption of
faithful clergy who serve the forces of good and
their flock of temple goers. The dark lilitu subsist
on the joys of corrupting the clergy and twisting
them to the worship of the demon lords. They
spend much of their time in an assumed form, in
which they can tempt the faithful by infiltrating
temples and working to become an essential part
of its leadership. Slowly the lilitu subverts the
devout. Once she has succeeded in her mission,
she moves on to the next temple and the process
begins anew.

Rise from the Ashes


The lilitu are born from the ashes of a
slain succubus in a profane ritual of dark
Lilitu transcendence. The ceremony used to create
At a distance, a lilitu resembles a beautiful, a lilitu is unique to each succubus, but all
graceful humanoid woman, but on closer culminates in the sacrifice of a group of devoted
inspection the truth becomes obvious. The lilitu worshippers who believe they are worshipping
are lithe female demons possessing sharp talons a benign being, discovering the horrible truth
much too late.

Lilitu At will: alter self, charm person, detect evil and good
3/day each: cure wounds, healing word
Medium fiend (demon), chaotic evil
2/day each: dispel magic, lesser restoration
— 1/day each: dimension door, dominate monster
Armor Class 17 (natural armor)
Divine Weakness. When the lilitu takes damage from a cleric
Hit Points 119 (14d8 + 56)
or paladin spell, it takes additional damage equal to twice the
Speed 40 ft., fly 60 ft.
spell’s level.

STR DEX CON INT WIS CHA Drain Victim. Creatures reduced to 0 hit points by the lilitu
17 (+3) 20 (+5) 18 (+4) 15 (+2) 15 (+2) 21 (+5) are cursed, taking on the appearance of a desiccated corpse.
While cursed in this way, the creature is incacaptiated and has
disadvantage on death saving throws. The curse can be cured
— with a remove curse spell or similar magic.
Saving Throws Dex +9, Wis +6, Cha +9
Skills Deception +9, Insight +6, Perception +6, Persuasion +9
Damage Resistances cold, fire, lightning; bludgeoning, piercing, Actions
and slashing from nonmagical attacks
Multiattack. A Lilitu makes three attacks: two with its claws,
Damage Immunities poison
and one with its stinging tentacles.
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 16 Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Languages Abyssal, telepathy 120 ft. Hit: 20 (3d10 + 4) ) slashing damage.
Challenge 12 (8,400 XP)
— Stinging Tentacles. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Shrouded Alignment. The lilitu is immune to magic items, spells, one target. Hit: 18 (4d6 + 4) piercing damage plus 14 (4d6)
and other effects that reveal a creature’s alignment. All such poison damage. If the target is a creature, it must succeed on
attempts reveal the lilitu’s alignment as neutral good. a DC 17 Constitution saving throw or be poisoned for one
minute. A poisoned creature can repeat the save at the end of
Innate Spellcasting. The lilitu’s spellcasting ability is each of its turns, ending the effect on a success.
Charisma (spell save DC 17, +9 to hit with spell attacks).
The lilitu can innately cast the following spells, requiring no
material components:
19
Ozzetor Ozzetor
Gargantuan fiend (demon), chaotic evil
In the midst of the most overwhelming demonic

armies, one might spot one of the rare ozzetors Armor Class 20 (natural armor)
Hit Points 367 (21d20 + 147)
towering over even the tallest demons in the Speed 40 ft.
horde. When a goristro isn’t enough, demon lords —
STR DEX CON INT WIS CHA
call on these titanic demons to obliterate even the 27 (+8) 8 (-1) 24 (+7) 5 (-3) 8 (-1) 12 (+1)
most secure defenses.

Saving Throws Str +14, Con +13
Bred for War Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical weapons
An ozzetor’s life revolves exclusively around Damage Immunities poison
battle. Driven by instinct, and possessing little Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 9
intelligence, ozzetors spend most of their time in Languages Abyssal, Telepathy 120 ft.
battle or on the march in chains, awaiting the next Challenge 20 (25,000 XP)
great clash. Typically, they are called to fight in the —
Ponderous. The ozzetor has disadvantage on attack rolls
Blood War, but there have been a few occasions against Medium or smaller creatures.
where they accompanied a demonic army on a raid
Siege Master. The ozzetor deals triple damage to objects
on the Material Plane. However, they are never and structures.
summoned as lone entities, partly because any
Magic Resistance. The ozzetor has advantage on saving
summoning circle that could contain the beast throws against spells and other magical effects.
would have to be enormous. Such is their size
Magic Weapons. The ozzetor's weapon attacks are magical.
that they are sometimes even used as living ramps
for other demons to clamor over walls, though Actions
it is usually faster for the ozzetor to simply tear Multiattack. The ozzetor makes two ram attacks.
down the walls.
Ram. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Hit: 26 (4d8 + 8) bludgeoning damage.
Ungainly Brutes
Stomp. Creatures within 10 feet of the ozzetor must succeed
Despite the visceral and strategic terror that is on a DC 22 Dexterity saving throw or take 22 (4d10)
the ozzetor, its optimal use isn’t attacking regular bludgeoning damage and be knocked prone. The ozzetor can
soldiers. In fact, if it is without backup and than make two ram attacks as a bonus action.

cornered by numerous, smaller creatures, it will


likely fall. However, ozzetors can take unbelievable
amounts of punishment before falling, and
thus are often used to soak up enemy fire when
supported by its allies.

20
Plague Demon Filth-Encrusted. A creature that touches the demon or hits
it with a melee attack while within 5 feet of it takes 7 (2d6)
Large fiend (demon), chaotic evil
poison damage.

Armor Class 15 (natural armor)
Hit Points 136 (13d10 + 65) Actions
Speed 20 ft. Multiattack. The demon make three attacks: one with its bite
and two with its claws.

STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
18 (+4) 12 (+1) 20 (+5) 12 (+1) 14 (+2) 9 (-1)
Hit: 13 (2d8 + 4) piercing damage plus 4 (1d8) poison damage
and if the target is a creature, it must succeed on a DC 14
— Constitution saving throw against disease or become poisoned
Saving Throws Str +7, Con +8, Cha +2
Damage Resistances cold, fire, lightning, necrotic; bludgeoning, until it finishes a long rest or the disease is cured with lesser
piercing, and slashing from nonmagical attacks restoration or similar magic.
Damage Immunities poison
Condition Immunities poisoned Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
Senses darkvision 120 ft., passive Perception 12 11 (2d6 + 4) piercing damage plus 4 (1d8) poison damage.
Languages Abyssal, telepathy 120 ft.
Challenge 8 (3,900 XP)

Plague Demon line of the Blood War, where they act as shock
troops spreading pestilence across the battlefield
Standing ten feet tall and dripping with a vile to the horror of the infernal legions.
brown ichor, plague demons bring disease
wherever they tread. Slow and shambling, plague
demons are roughly humanoid in
shape with greenish-brown skin.
They are covered in boils and open
sores that constantly weep a brown
mucus. The arrival of plague demon
is first announced by a smell like rotting
flesh left in the hot sun. Flies and other
vermin appear out of nowhere, as
if summoned by the demon itself.
The demon makes itself known by the
sounds of deep laughter, as if the Abyss
itself found the moment humorous.

Disease Vectors
The plague demons delight in infecting
all who come into contact with them,
including other demons. A plague
demon’s body is host to thousands of
incurable diseases, including many of
Zuggtmoy’s creations. The vile ichor of
a plague demon can infect a creature
almost instantly, causing massive
pain and vomiting, making them
exceptionally easy to dispatch in combat.

Germ Warfare
Plague Demons are relatively rare in the
Abyss with their greatness population found
on the 222nd layer, called Shedaklah, where
they often serve Zuggtmoy and Tharzax. Recently
21 plague demons have begun to be sent to the front
Takula
Spawned from the deep bowels of the Abyss, the
takula, glutenous, obese fiends, resolve their
problems by eating them.

Great Devourer
Standing at 11 feet tall and weighing several tons,
nobody has witnessed the upper limit to how
Demon, Takula
Large fiend (demon), chaotic evil
much a tukula can eat. Although the rancid smells —
and excretions indicate that some of the food is Armor Class 12 (natural armor)
Hit Points 161 (14d10 + 84)
somehow digested, takulas are mysteriously able to Speed 30 ft.
eat just about anything. Some have even witnessed —
STR DEX CON INT WIS CHA
them consuming creatures larger than the taukla 28 (+9) 9 (-1) 22 (+6) 8 (-1) 9 (-1) 9 (-1)
itself over a few minutes. Although takulas will —
eat anything, they prefer sentient creatures, using Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks
manes as snacks. Damage Immunities poison
Condition Immunities poisoned
Get in my Belly Senses darkvision 120 ft., passive Perception 9
Languages Abyssal, Telepathy 120 ft.
Takulas fighting style also revolves around Challenge 8 (3900 XP)
eating. They use their hooks to pull in enemies —
Magic Resistance. The takula has advantage on saving throws
and swallow them whole, allowing its caustic against spells and other magical effects.
stomach acids to do the work for it while it focuses
on other foes. Actions
Multiattack. The takula makes two attacks, one with its hook
and one with its bite.

Hook. Melee Weapon Attack: +8 to hit, reach 20 ft., one


target. Hit: 11 (2d6 + 5) piercing damage, and the target must
succeed on a DC 17 Strength saving throw or be grappled
and pulled up to 15 feet toward the takula.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.


Hit: 15 (2d10 + 5) piercing damage.

Swallow. The takula makes one bite attack against a Medium


or smaller creature it is grappling. If the attack hits, that
creature takes the bite's damage and is swallowed, and the
grapple ends. While swallowed, the creature is blinded and
restrained, it has total cover against attacks and other effects
outside the takula, and it takes 21 (6d6) acid damage at the
start of each of the takula's turns. If the takula takes 30
damage or more on a single turn from a creature inside it, the
takula must succeed on a DC 15 Constitution saving throw
at the end of that turn or regurgitate all swallowed creatures,
which fall prone in a space within 10 feet of the takula. If the
takula dies, a swallowed creature is no longer restrained by
it and can escape from the corpse using 15 feet of movement,
exiting prone.

22
Demon, Umox At will: shape water
3/day: control water, gaseous form
Large fiend (demon), chaotic evil
2/day: stinking cloud

Armor Class 16 (natural armor)
Smothering. When a creature is grappled by the umox, it is
Hit Points 85 (9d10 + 36)
unable to breath or speak.
Speed 40 ft., climb 20 ft., swim 80 ft.
— Watery Camouflage. The umox has advantage on Dexterity
STR DEX CON INT WIS CHA
(Stealth) checks while it is submerged in liquid.
20 (+5) 18 (+4) 18 (+4) 13 (+1) 14 (+2) 16 (+3)

Saving Throws Dex +8, Con +8, Wis +6 Actions
Skills Perception +6, Stealth +8 Multiattack. The umox makes two slam attacks.
Damage Resistances acid, cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
Damage Immunities poison 18 (3d8 + 5) bludgeoning damage plus 14 (4d6) acid damage.
Condition Immunities exhaustion, grappled, paralyzed, Instead of dealing bludgeoning damage, the umox can grapple
petrified, poisoned, prone, restrained, unconscious the target (escape DC 17).
Senses Darkvision 120 ft., passive Perception 16
Languages Abyssal, Telepathy 120 ft. Slime. Ranged Weapon Attack: +9 to hit, range 60 ft., one target.
Challenge 11 (7,200 XP) Hit: 21 (6d6) acid damage, and the target must succeed on a
DC 17 Strength saving throw or have its speed halved and
— suffer disadvantage on attack rolls for 1 minute. A creature can
Damage Transfer. While it is grappling a creature, the umox
takes only half the damage dealt to it, and the creature use its action to try to remove the slime, repeating the saving
grappled by the umox takes the other half. throw and ending the effect on itself on a success.

Innate Spellcasting. The umox's innate spellcasting ability is Liquid Leap. The umox teleports up to 100 feet to an
Charisma (spell save DC 15, +7 to hit with spell attacks). It unoccupied space. Before teleporting, it can make a slam
can innately cast the following spells, requiring no material attack. In order to use this ability, both the origin point and
components: destination of the teleport must be a connected body of liquid.

Umox
Umox are fiends that consist of sentient, filthy
slime, living in bodies of polluted water, they
wait, ready to drag unfortunate souls to a most
disturbing end.

Deadly Ambushers
Although an umox is powerful enough to kill
most creatures without the need for stealth, umox
prefer to remain unseen. Entire companies of
undisciplined soldiers can be picked off by an
umox that nabs and silences each warrior beneath
murky waters before they can raise an alarm. Once
an umox has hold of a victim, it forces its acidic
form into the victim’s nose and mouth while
crushing it in a filthy embrace, effectively melting
it inside and out.

Malevolent Guardians
Umox are often assigned to watch over locations
of importance, such as a holy shrine that a
demon lord doesn’t want its enemy to enter.
For their part, umox love to lurk in those places
because it gives them the opportunity to foul up
things of purity.

23
Vadazo
Vadazo are hound-like fiends that are servants
Demon, Vadazo
Medium fiend (demon), chaotic evil
to all but the weakest of demons. Frequently —
Armor Class 14 (natural armor)
mistreated and battered by demons looking for Hit Points 45 (6d8 + 18)
something to hurt, vadazo are left to feed on Speed 40 ft.
whatever organic scraps are left behind by their —
STR DEX CON INT WIS CHA
masters. Adapted to eat almost anything with any 14 (+2) 15 (+2) 16 (+3) 4 (-3) 12 (+1) 8 (-1)
nutritional value, vadazo are often the garbage —
Skills Perception +3
disposals of the Abyss. Despite the abuse they Damage Resistances cold, fire, lightning
recieve, vadazo are fiercely loyal to their masters, Damage Immunities poison
which may be what earns them their place. Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Understands Abyssal but can’t speak
Challenge 2 (450 XP)

Keen Smell. The vadazo has advantage on Wisdom
(Perception) checks that rely on smell.

Pack Tactics. the vadazo has advantage on an attack roll


against a creature if at least one of the vadazo's allies is
within 5 feet of the creature and the ally isn't incapacitated.

Relentless (Recharge 5-6). If the vadazo takes 8 damage or


less that would reduce it to 0 hit points, it is reduced to 1 hit
point instead.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 11 (2d8 + 2) piercing damage. If the target is a creature,
it must succeed on a DC 13 Strength saving throw or be
knocked prone.
24
Vrulkith
With sufficient age and souls taken, a nabassu
demon evolves into a creature known as a vrulkith.
Few nabassu manage to live through the process,
but those that do emerge as a larger and even
more fearsome fiend.

Devourers of Souls
As with their previous nabassu forms, vrulkith
yearn to consume souls to increase in power.
However, while a nabassu may see lasting growth Assassins and Ambassadors
from this consumption, a vrulkith’s gains are only Vrulkith serve two paradoxical roles in the Abyss.
temporary. Nonetheless, it cannot resist the urge Sometimes, they act as cunning ambassadors for
to feed and does so whenever possible. Vrulkith demon lords, while other times, they are sent
prefer to consume the souls of mortals on the to sever diplomatic ties by way of assassination.
Material Plane. A demon lord commanding vrulkith to murder
another, however, is reserved for a lord’s most
hated enemies because the vrulkith consumes
the victim’s soul—an act seen as vile even among
demons.

25
Demon, Vrulkith
Large fiend, chaotic evil Actions
— Multiattack. The vrulkith makes four black flame dagger
Armor Class 18 (natural armor) attacks and one bite attack. It can replace the bite attack with
Hit Points 218 (19d10 + 114) soul-devouring gaze.
Speed 40 ft., fly 60 ft.
Black Flame Dagger. Melee Weapon Attack: +12 to hit, reach 5

STR DEX CON INT WIS CHA ft., one target. Hit: 8 (1d4 + 6) piercing damage.
23 (+6) 20 (+5) 22 (+6) 16 (+3) 17 (+3) 20 (+5)
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
— Hit: 22 (3d10 + 6) piercing damage, and the target must
Saving Throws Str +12, Dex +11, Wis +9
Skills Acrobatics +11, Insight +9, Perception +9, Stealth +11 succeed on a DC 15 Wisdom saving throw or be subject to the
Damage Resistances cold, fire, necrotic; bludgeoning, piercing, effects of a confusion spell.
and slashing from nonmagical attacks
Damage Immunities poison Soul-Devouring Gaze. The vrulkith targets one creature it
Condition Immunities poisoned can see within 30 feet of it. If the target can see the vrulkith
Senses Darkvision 120 ft., passive Perception 19 and isn’t a construct or undead, it must succeed on a DC 18
Languages Abyssal, telepathy 120 ft. Charisma saving throw or reduce its hit point maximum by 13
Challenge 18 (20,000 XP) (2d12) plus 3 (1d6) for each hit scored with the vrulkith’s black
flame daggers against the target that turn. The vrulkith gains
— a number of temporary hit points equal to the damage dealt.
Demonic Shadows. The vrulkith darkens the area around its
body in a 10-foot radius. Nonmagical light can’t illuminate The hit point reduction lasts until the target finishes a short or
this area. long rest. The target dies if its hit point maximum is reduced
to 0, and if the target is a humanoid, it immediately rises as a
Magic Resistance. The vrulkith has advantage on saving throws ghoul under the vrulkith’s control and can only be restored
against spells and other magical effects. to life by a wish spell. Each time the vrulkith kills a Small or
larger creature with this ability, its attacks deal an extra 3 (1d6)
Magic Weapons. The vrulkith's weapon attacks are magical. damage on a hit for a maximum bonus of 14 (4d6) damage. The
vrulkith retains these benefits for 6 days.

26
Devils
lone wolves, and bend lesser devils to serve them
instead. Agthalons do, however, typically enjoy
being assigned to the role of spy against rival pit
fiends of dukes of the Nine Hells.

Devil, Apostasy
Agthalons, otherwise known as apostasy devils, are
powerful beings whose main purpose is to turn
the faithful away from the path of righteousness
with a combination of magic, emotional
manipulation, and cunning arguments which,
while seemingly innocuous at first, the devil twists
into extreme conclusions.

Deceitful Demagogues
Instead of swaying mortals one at a
time, apostasy devils gather crowds
of the angry, the disenfranchised,
or anyone else easily swayed. With
voices of perfect clarity—words
mixed with supernatural gravitas—
these devils can turn a mob into
a cult in a matter of minutes.
However, some apostasy devils
prefer to work their influence
on individuals in positions of
power, destroying institutions of faith
and state and alike.

Fearsome Killers
Even though an apostasy devil’s
most keen talents lie in the realm
of influence, they are one of the
more terrifying opponents to encounter
in the Nine Hells. Making use of its
nearly irresistible, supernatural
manipulations, it can make allies turn on one
another and enemies bare their own necks for the
agthalon to strike. Additionally, nothing is out
of reach of an agthalon: its claws have the ability
to tear through reality itself and rend individuals
asunder just as they thought they had escaped.

Reluctant Followers
Like all other devils, agthalons abide by the
infernal hierarchy, but loath having to take
orders. For this reason, they tend to operate as

27
Devil, Apostasy use its bonus action on each of its turns to mimic the effects of
a command spell against a creature affected by its sermon.
Medium fiend (devil), lawful evil
— Perfect Oration. The devil's speech cannot be distorted or
Armor Class 20 (natural armor) silenced via magic.
Hit Points 256 (27d8 + 135)
Speed 30 ft., fly 60 ft. Rending Claws. The devil's weapon attacks are magical and do
— an additional 14 (4d6) psychic damage when the devil hits with
STR DEX CON INT WIS CHA them (included in the attack).
22 (+6) 20 (+5) 20 (+5) 22 (+6) 20 (+5) 24 (+7)
Wisdom Drain. Once per turn, when the devil hits with its claws,
— if the target is a creature, it can reduce its Wisdom score by
Saving Throws Int +12, Wis +11, Cha +13 1d6. If the total equals or exceeds the target's current Wisdom
Skills Insight +11, Persuasion +13 score, that score is reduced to 0. The target falls unconscious
Damage Resistances cold; bludgeoning, piercing, and slashing until it regains at least one point of Wisdom. A creature can
from nonmagical attacks that aren't silvered only restore Wisdom ost in this way with a greater restoration
Damage Immunities fire, poison or wish spell.
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 15 Innate Spellcasting. The devil's innate spellcasting ability is
Languages All, Telepathy 120 ft. Charisma (spell save DC 21, +13 to hit with spell attacks). It
Challenge 19 (22,000 XP) can innately cast the following spells, requiring no material
components:

Devil's Sight. Magical darkness doesn't impede the
devil's darkvision. At will: alter self, invisibility
3/day each: crown of madness, fear, phantasmal killer
Magic Resistance. The devil has advantage on saving throws 2/day each: confusion, dominate person, mass suggestion, modify
against spells and other magical effects. memory, teleport

Boundless Reach. When the devil makes a claw attack on its


Actions
turn, it can target any creature it is aware of on any plane Multiattack. The devil makes three claw attacks.
unless that creature is under the effect of a forbiddance or a
protection from evil and good spell. When doing so, its claws Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
appear in an unoccupied space within 5 feet of the target Hit: 19 (3d8 + 6) slashing damage plus 14 (4d6) psychic damage.
and, until the start of the devil's next turn, the devil can be
Ohrwurm (1/Day). The devil telepathically whispers a horrible,
targeted by attacks and spells as if it stood in the location its
multiversal truth to one creature within 120 feet that can hear
claws occupy.
it. The target must make a DC 21 Wisdom saving throw. On a
Evangelize (Recharges After a Short or Long Rest). As a bonus failure, the creature must repeat the saving throw at the end
action, the devil can begin a sermon which lasts for 1 minute, of its next long rest. If it fails again, the creature's alignment
affecting all creatures that can hear it within 60 feet. Each gradually shifts toward lawful evil over the next 1d4 days. The
creature must succeed on a DC 20 Wisdom saving throw or be effect can only be reversed by unlearning the truth with a
charmed by the devil while the sermon persists. The devil can modify memory or wish spell.

28
Devil, Behemoth (Yukzemo) Devil, Behemoth
Yukzemo, or behemoth devils, are brutish devils Large fiend (devil), lawful evil
that thrive on fighting. Larger than any human —
Armor Class 16 (natural armor)
and stronger than an ogre, they are both ferocious Hit Points 195 (17d10 + 102)
and relentless in battle. In the rare cases when Speed 45 ft.

behemoth devils go down, they go down swinging. —


STR DEX CON INT WIS CHA
23 (+6) 16 (+3) 22 (+6) 11 (+0) 12 (+1) 16 (+3)
Infernal Contenders —
Saving Throws Str +10, Con +10, Cha +7
When a challenge is issued over a contract in Skills Intimidation +7
the Nine Hells, behemoth devils are sometimes Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical attacks that aren't silvered
called upon in trials by combat. Stronger devils Damage Immunities fire, poison
try to prevent the allowance of behemoth proxies Condition Immunities poisoned
in these trials, but weaker ones are sometimes Senses darkvision 120 ft., passive Perception 11
Languages Infernal, Telepathy 120 ft.
clever enough to work their champions into the Challenge 12 (8,400 XP)
contract. From these arrangements, behemoth —
Brute. A melee weapon deals one extra die of its damage
devils satisfy their needs for soul coins, prestige, when the behemoth hits with it (included in the attack).
and fighting.
Devil's Sight. Magical darkness doesn't impede the
behemoth's darkvision.
Stab You in the Front
Violent and merciless, behemoth devils are very Magic Resistance. The behemoth has advantage on saving
throws against spells and other magical effects.
much evil, but they are less manipulative than
other devils; instead of mincing words, behemoth Still Standing. If the behemoth has 80 or fewer hit points
remaining, it has advantage on attack rolls.
devils usually make no secret of their intentions.
Like many other devils, they despise playing the Actions
games of the Infernal Hierarchy, and bypass Multiattack. The behemoth makes two fist attacks
much of the intrigue by refusing to play, often
Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
marketing themselves as freelancers. Nonetheless, Hit: 22 (3d10 + 6) bludgeoning damage.
they are still bound as planar creatures of
law to uphold their oaths and thus they take Reactions
Unbridled Fury. In response to being hit by a melee attack, the
that seriously. behemoth can make a melee attack against a creature within
5 feet of it.

29
Contract Devil
Contract devils are the custodians of infernal Option: Devilish Contracts
pacts, and the source of the cautionary tales As an optional rule the DM may allow lasting contracts with
concerning making deals with devils. They are a contract devil. This is, after all, their primary function.
It is important to understand that allowing this practice
intelligent, charismatic, scheming and highly may have a destabilizing effect on any campaign for either
dangerous without ever resorting to violence the power imbalance or the inability to resurrect a dead
character once the contract takes effect.
unless absolutely necessary. Contract devils Typically, devilish contracts leverage a creature’s soul
are utterly trustworthy, in the sense that they after death for temporary wealth, power, connections, or
will honor the terms of any contract, but they services in life. Once entered, it is nigh impossible to cancel
or otherwise nullify a devilish contract. Contracts exist in
are utterly unscrupulous, conniving, and written form, but the contract devil does not keep them
underhanded when it comes to tempting mortals on their person, instead magically storing them in well-
protected archives deep within hidden locations across
to make temporary pacts or permanent contracts. the Nine Hells. Of course the DM is free to handle this as
they see fit.
Contract Law A devilish contract grants one of the following effects;
• A wish, as per the spell, and subject to the
Contract devils carry around a veritable limitations thereof
cornucopia of knowledge, mostly secrets or • The service of a devil, for a period of time depending on
parchments collected over time. A contract its relative power. CR 3 or less, the lifetime of the mortal.
CR 5 or less, a decade. CR 8 or less, a year. CR 11 or less,
devil’s personal collection is eclectic, and each a month. CR 15 or less, one day. The devil follows the
is different. They have the innate ability to contract holder’s instructions explicitly, but may choose
to twist or misinterpret those instructions if the wording
summon a copy of any established document, allows for it.
form, or contract held within Hell’s archives. This A devilish contract comes with the following cost: upon the
death of the mortal, their soul is consigned to Hell, under the
includes Temporary Pacts and Devilish Contracts jurisdiction of the devil (or its superior) with whom they have
(see sidebar below). These are merely magical signed the contract. The mortal may not be resurrected in
reference copies, the loss of which does not in any way, having relinquished that option.
A wish, or the direct intervention of a deity, can break an
any way affect the deal itself. Similarly, when they infernal contract. Otherwise the devil that holds the contract
sign a pact or contract with a creature, a version may be bargained with or persuaded to nullify the contract,
but such negotiations are fraught with peril, and often leave
immediately appears in Hell’s archives, safe from the mortal in a potentially worse situation. Again, the DM is
tampering or interference. free to handle this as they see fit.

Imp Servitors
A Contract Devil is always assigned two imp
assistants, who run errands and generally take
the devil’s abuse. If an imp is slain the contract from Hell’s vaults and cast by the devil using a 3rd
devil may summon a new one using a 10 level slot) or the service of an Imp for 24 hours.
minute ritual involving filling out a requisition The initial Pact is a ritual requiring 10 minutes,
from its contract supply. Once complete, the and involving the signing (in blood) of a complex
requisition ignites, burning to ash, and a new imp legal contract. The creature gains a copy of the
immediately appears. contract, and may ‘renew’ its pact at any time by
resigning in blood, again sacrificing 1 hit point
Temporary Pact permanently. If the copy is ever lost, the creature
Contract devils are able to generate temporary may seek out the contract devil for another copy.
Pacts, weaker versions of the more involved The contract devil (and the archives in Hell)
Devilish Contracts. For the mere cost of the also retain copies. The contract devil is able to use
permanent loss of 1 hit point from their its blood magic ability against any creature signing
maximum total, a creature may gain the effects the pact while the pact exists, as it has a lasting
of a single spell of up to level 3 (drawn as a scroll sample of their blood.

30
Contract Devil Innate Spellcasting. The devil’s spellcasting ability is
Charisma (spell save DC 16, +8 to hit with spell attacks). The
Medium fiend, lawful evil
devil can innately cast the following spells, requiring no
— material components:
Armor Class 16 (natural armor)
Hit Points 127 (17d8 + 51) At will: command, detect thoughts, friends, vicious mockery
Speed 30 ft. (2d4 damage)
— 4/day: sending
STR DEX CON INT WIS CHA 3/day each: charm monster, scrying, suggestion
16 (+3) 18 (+4) 16 (+3) 20 (+5) 14 (+2) 18 (+4) 2/day each: plane shift (self only), wall of fire
Actions

Saving Throws Int + 9, Wis +6, Cha +8 Multiattack. The devil uses its binding contract and makes two
Skills Arcana +9, Deception +8, History +9, Insight +6, claw attacks or one the pen is mighty attack.
Persuasion +8
Damage Immunities fire, poison Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
Damage Resistances cold; bludgeoning, piercing, and slashing 12 (2d8 + 3) slashing damage.
from nonmagical attacks that aren’t silvered
Condition Immunities poisoned The Pen is Mighty. Ranged Weapon Attack: +8 to hit, range
Senses darkvision 120 ft., passive Perception 12 60/90 ft., one target. Hit: 20 (3d10 + 4) piercing damage.
Languages Common, Infernal, telepathy 120 ft.
Challenge 9 (5,000 XP) Binding Contract (Recharge 4-6). An animated scroll flies forth
to envelop and bind a creature within 60 feet. The creature
— must succeed on a DC 16 Dexterity saving throw or be
Blood Magic. The devil can use a sample of a creature’s blood to
impose disadvantage on that creature’s saving throw against grappled (escape DC 16). Until the grapple ends, the target
one of its spells or or binding contract action. The devil is is restrained.
considered to have a blood sample of the last creature it hit
with a weapon attack in the past minute. Reactions
Scroll Shield. The devil adds 3 to its AC against one attack that
Devil’s Sight. Magical darkness doesn’t impede the would hit it. To do so, the devil must see the attacker.
devil’s darkvision.
Legal Loophole (2/Day). When the devil fails a saving throw
Magic Resistance. The devil has advantage on saving throws against a spell or other magical ability, the devil may instead
against spells and other magical effects. conjure a document transferring the effect onto it instead. The
devil is not affected by the transferred ability, while the spell’s
effects visibly affect and consume the scroll.

31
Devil, Forge enough to create magical items of war for their
masters. Despite how hard they themselves work,
Forge devils, or atsalourgos as they are known atsalourgos enlist veritable hordes of lesser devils
among scholars and other devils, are the to perform their more menial tasks.
blacksmiths of the Nine Hells. They forge the
weapons and armor used by the infernal legions in Brutal as their Kin
the endless Blood War. Forge devils love destroying weapons and armor
almost as much as they love creating them. This
Tireless Workers is in part due to a deep hatred for the work of
Although no push-overs, forge devils are all anyone else. For a forge devil, getting the chance
but slaves to their infernal generals. Despite to destroy the body wearing a suit of armor is an
their resentment toward those ordering them added bonus, especially when they can watch the
around, forge devils take great pleasure in wearer cook from inside their own protection.
creating things that inflict physical harm. Their
inante attunement to fire and metal allows them
to forge weapons and armor more efficiently
than any mortal. Forge devils are also skilled

Devil, Forge
Medium fiend (devil), lawful evil

Armor Class 14 (natural armor)
Hit Points 84 (13d8 + 26)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 10 (+0) 9 (-1) 14 (+2)

Saving Throws Str +5, Con +4
Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 9
Languages Infernal, Telepathy 120 ft.
Challenge 4 (1,100 XP)

Hellforged Weapons. The devil's weapons are magical and
deal an addition 4 (1d8) fire damage (included in the attack).

Innate Spellcasting. The forge devil’s innate spellcasting


ability is Charisma (spell save DC 12, +4 to hit with spell
attacks). It can innately cast the following spells, requiring no
material components:

At will: mending
4/day each: heat metal, scorching ray
Actions
Multiattack. The devil makes two attacks, one with its smith's
hammer, and one with its fist.

Infernal Smith's Hammer. Melee Weapon Attack: +5 to hit,


reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage
plus 4 (1d8) fire damage. In addition, nonmagical armor
worn by the target is partly melted and takes a permanent
and cumulative −1 penalty to the AC it offers. The armor is
destroyed if the penalty reduces its AC to 10.

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 6 (1d6 + 3) bludgeoning damage plus 4 (1d8) fire damage.
32
Devil, Host
Magahns, or host devils, are telepathically-linked
seekers and scouts that apprehend or kill any
individual—mortal or extraplanar—that their
superiors send them to hunt.

Strength in Numbers
Although individually not as fearsome as orthon Devil, Host
bounty hunters, host devils usually travel in flocks, Medium fiend (devil), lawful evil

sometimes even in the tens of thousands during —


Armor Class 16 (breastplate)
large battles. These devils have shared senses and Hit Points 58 (9d8 + 18)
Speed 20 ft., fly 50 ft.
cognition, effectively allowing them to act as a
single, coordinated organism. —
STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 15 (+2) 10 (+0) 14 (+2) 12 (+1)
Wretched Hives —
Saving Throws Str +7, Dex +7, Con +5
Host devils live together in hives. Here, one might Skills Perception +5, Survival +5
observe the occasional expression of individual Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical attacks that aren't silvered
difference, but those that rock the boat are quickly Damage Immunities fire, poison
put back in line with physical and psychic force. Senses darkvision 120 ft., passive Perception 15
Languages Infernal, Telepathy 120 ft.
The decisions of these hives are guided by absolute Challenge 5 (1,800 XP)
democracy; every choice is made on the basis of —
which path has the most supporting bodies. Brute. A melee weapon deals one extra die of its damage
when the devil hits with it (included in the attack).

Devil's Sight. Magical darkness doesn't impede the


devil's darkvision.

Magic Resistance. The devil has advantage on saving throws


against spells and other magical effects.

Shared Senses. Allied host devils within 120 feet of


one another share senses; all instantly perceive what
one perceives.

Actions
Multiattack. The devil makes two glaive attacks.

Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one


target. Hit: 15 (2d10 + 4) slashing damage.

Noxious Breath (Recharge 5-6). The devil exhales toxic breath


in a 25-foot cone. Each creature in that area must make a DC
18 Constitution saving throw, taking 14 (4d6) damage on a
failed save, or half as much on a successful one. Additionally,
creatures that fail are poisoned for 1 minute. A poisoned
creature may repeat the save at the end of each of its turns,
ending the condition on a success.

33
Devil, Host (Swarm of) Shared Senses. The swarm has advantage on Wisdom
(Perception) checks.
Huge swarm of medium fiends (devils), lawful evil
— Squad. The swarm has the following traits:
Armor Class 16 (breastplate)
Hit Points 348 (41d12 + 82) • It can move through an opening large enough for a
Speed 20 ft., fly 50 ft. Medium humanoid.
— • It can’t regain hit points or gain temporary hit points.
STR DEX CON INT WIS CHA • It takes double damage from effects that target an area
18 (+4) 18 (+4) 15 (+2) 10 (+0) 14 (+2) 12 (+1) larger than a 5-foot square, such as a fireball spell.
• It is immune to the charmed, frightened, and poisoned
— conditions unless the effect covers a 15-by-15 foot
Saving Throws Str +9, Dex +9, Con +7 square area.
Skills Perception +7, Survival +7
Damage Resistances cold; bludgeoning, piercing, and slashing Actions
from nonmagical attacks that aren't silvered Multiattack. The swarm makes three melee attacks.
Damage Immunities fire, poison
Condition Immunities frightened, grappled, petrified, prone, Glaives. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
restrained, stunned Hit: 33 (6d10) slashing damage or 16 (3d10) slashing damage if
Senses Darkvision 120 ft., passive Perception 17 the squad has half its hit points or fewer.
Languages Infernal, Telepathy 120 ft.
Challenge 17 (18,000 XP) Noxious Breath (Recharge 5-6). The swarm exhales toxic breath
in a 25-foot cone. Each creature in that area must make a DC
— 18 Constitution saving throw, taking 42 (12d6) damage on a
Devil's Sight. Magical darkness doesn't impede the
swarm's darkvision. failed save, or half as much on a successful one. Additionally,
creatures that fail are poisoned for 1 minute. A poisoned
Magic Resistance. The swarm has advantage on saving throws creature may repeat the save at the end of each of its turns,
against spells and other magical effects. ending the condition on a success.

Avernus Imp Variants refuse, top their heads. Notably, they lack the tail
that most other imps have.
Undoubtedly when summoning an imp, the Oddly, filth imps were created with a specific
creature that appears shares no likeness to any talent for codes, ciphers, and decrepit old texts.
such creature you’ve seen before. Imps vary so They are used within the ranks of the Blood War
greatly in appearance that they are hard to classify. to decipher encrypted messages. When summoned
However, not all imps share the same attitudes, by powerful guilds on the Material Plane, they
abilities, or reason for existing. Like peons on a support hidden agendas and propaganda efforts.
chessboard, imps are a tool for the devilish armies
of the Blood War. Used as agents of subterfuge,
cannon fodder, or for simple attrition, each imp
serves a role in the war.

Deleterious Agents
The euphoric imp was created to serve a very
unique task. They are the most like a traditional
imp, but within their bodies is a factory for a
substance as addictive as it is prolific. These imps
deliver the toxin in combat, and can be harvested
for the mixture to create a powerful drug that
fetches a high price on the black markets of
many cities.

Scum, Through and Through


Nothing about the form of a filth imp could be
considered beautiful. Their bodies appear sickly,
covered in the rank filth that they surround Assassin Imp
themselves with. Clumps of hair, mixed with

34
Vicious Little Monsters No Healing? No problem!
Their efficiency and deadliness with their vicious One of the drawbacks of being native to the Nine
razor punctuates their place in the ranks of the Hells is the inability to cast divine magic that can
Blood War. These imps are often sent on tasks restore body and mind. This deficiency guided
all over the Nine Hells and the Material Plane to the leaders of the infernal armies to create the
eliminate key targets. This degree of autonomy bloodbag imp, serving as an informal nurse
is rare, and for good reason. Many don’t return, corps. Their translucent, engorged skin is a
but they are seen as an acceptable loss: although window to the gallons of blood that swash about
they often break rank, they always eliminate in their body.
their target.

Assassin Imp Bloodbag Imp


Tiny fiend (devil), lawful evil
Tiny fiend (devil), lawful evil

Armor Class 13 —
Armor Class 11
Hit Points 10 (3d4 + 3)
Hit Points 20 (5d4 + 9)
Speed 20 ft., fly 40 ft.
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA —
STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 12 (+1) 11 (+0) 13 (+2) 14 (+2)
6 (-2) 13 (+2) 17 (+3) 11 (+0) 12 (+1) 14 (+2)

Skills Deception +4, Perception +4, Stealth +5 —
Skills Deception +4, Insight +3, Perception +3, Stealth +3
Damage Resistances cold; bludgeoning, piercing, and
Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered
slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Damage Immunities fire, poison
Condition Immunities poisoned
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 14
Senses darkvision 120 ft., passive Perception 13
Languages Common, Infernal
Languages Common, Infernal
Challenge 1 (200 XP)
Challenge 1 (200 XP)

Devil’s Sight. Magical darkness doesn't impede the —
Devil’s Sight. Magical darkness doesn't impede the
devil’s darkvision.
devil’s darkvision.
Pacifying Poison. A creature that is damaged by the imp's
Magic Resistance. The imp has advantage on saving throws
sting must make a DC 11 Constitution saving throw. If the
against spells and other magical effects.
saving throw fails by 5 or more, the creature falls asleep.
Otherwise, a creature that fails the save begins to become
Regeneration. The imp regains 1 hit point at the start of its
drowsy and is poisoned. The poisoned creature must repeat
turn if it is not unconscious.
the saving throw at the end of its next turn, falling asleep on
a failure or ending the effect on themselves on a success. The Transfusion. As long as the imp is willing, another creature
target wakes up if they take damage, or if someone uses an within 5 feet can use its action to drink from the imp,
action to shake the target awake. regaining 1d4 hit points. The imp loses hit points equal to
twice the amount healed.
Magic Resistance. The imp has advantage on saving throws
against spells and other magical effects.
Actions
Magic Weapons. The imp's weapon attacks with its vicious Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
razor are magical, and the imp is bonded to this weapon. If Hit: 3 (1d4 + 1) piercing damage, and the target must make
the imp drops the razor, or if the imp is incapacitated or a DC 11 Constitution saving throw, taking 5 (2d4) poison
unconscious, the razor disappears. It reappears in the imp's damage on a failed save, or half as much damage on a
hand at the start of a turn where it is not incapacitated successful one.
or unconscious.
Invisibility. The imp magically turns invisible until it attacks,
Actions or until its concentration ends (as if concentrating on a spell).
Any equipment the imp wears or carries is invisible with it.
Vicious Razor. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) slashing damage. If the imp scores a Wounding Curse (Recharge 5-6). The imp can use its action
critical hit, the target takes an extra 7 (2d6) slashing damage. to attempt to curse a creature it can see within 60 feet. The
target must make a DC 12 Constitution saving throw, or
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
suffer the effects of its wounding curse for 1 hour. A creature
Hit: 5 (1d4 + 3) piercing damage.
that succeeds on its saving throw is immune to this effect for
the next 24 hours. A creature that is cursed in this way loses
Invisibility. The filth imp magically turns invisible until it
1d4 hit points at the end of each turn it takes turn that it
attacks, or until its concentration ends (as if concentrating
took damage. This curse ends if the target magically regains
on a spell). Any equipment the imp wears or carries is
hit points.
invisible with it.

35
Euphoric Imp
Tiny fiend (devil), lawful evil

Armor Class 13
Hit Points 13 (3d4 + 6)
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+2) 11 (+0) 12 (+1) 14 (+2)

Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Celestial, Common, Infernal
Bloodbag Imp
Challenge 1 (200 XP)

Devil’s Sight. Magical darkness doesn't impede the
devil’s darkvision.

Magic Resistance. The imp has advantage on saving throws Filth Imp
against spells and other magical effects. Tiny fiend (devil), lawful evil

Armor Class 10
Actions Hit Points 16 (3d4 + 9)
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Speed 20 ft., fly 40 ft.
Hit: 5 (1d4 + 3) piercing damage. The target must make a DC
11 Constitution saving throw. On a failed save, the target —
STR DEX CON INT WIS CHA
becomes charmed by any creature it can see until the end 12 (+1) 11 (+0) 16 (+3) 15 (+2) 10 (+0) 8 (-1)
of its next turn. A creature that is immune to the poisoned
condition is immune to this effect. —
Skills Deception +1, Insight +3, Stealth +4, Survival +3
Damage Resistances cold; bludgeoning, piercing, and
Invisibility. The imp magically turns invisible until it attacks,
slashing from nonmagical attacks that aren’t silvered
or until its concentration ends (as if concentrating on a spell).
Damage Immunities fire, poison
Any equipment the imp wears or carries is invisible with it.
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Abyssal, Common, Draconic, Infernal
Challenge 1 (200 XP)

Devil’s Sight. Magical darkness doesn't impede the
devil’s darkvision.

Magic Resistance. The imp has advantage on saving throws


against spells and other magical effects.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage. If the target is a creature, it
must succeed on a DC 11 Constitution saving throw against
disease or become poisoned until the disease is cured. Every
24 hours, the target must repeat the saving throw, reducing
its hit point maximum by 3 (1d6) on a failure. The disease
is cured on a success. The target dies if the disease reduces
its hit point maximum to 0. This reduction to the target's hit
point maximum lasts until the disease is cured.

Diabolical Stench. The imp can use its action to emit a


sickening cloud in a 20-foot radius around it. Any creature
caught within the cloud must make a DC 12 Constitution
saving throw, taking 7 (2d6) poison damage on a failed save
or half as much on a successful one.

Euphoric Imp Invisibility. The imp magically turns invisible until it attacks,
or until its concentration ends (as if concentrating on a spell).
Any equipment the imp wears or carries is invisible with it.

36
Infernal Attorney Silver-Tongued
Most infernal attorneys are slick, well-dressed
More closely resembling tieflings than the average
devils who speak with a mastery of language that
devil, infernal attorneys hold a level of power in
most mortals and devils alike find dizzying. They
the Nine Hells that belies their slight stature. An
wield language like a weapon, which they use
infernal attorney is a master of Hell’s laws and
to quickly extricate themselves from dangerous
statutes and gifted at finding every loophole in the
situations. Should combat ensue, an infernal
law or arguing each case with a silver tongue.
attorney often resorts to a tongue lashing, which
Most devils only hire an infernal attorney when
attacks the creature’s mind with a verbal assault
all is lost, knowing full well that their prices
that few can withstand. Their badge of office and
are always high. Mortals who find themselves in
last line of defense, the Hellforged dagger, when
trouble with the law or on the wrong side of an
coupled with their immense speed, is truly deadly.
infernal contract also seek out infernal attorneys
rarely know that the cost of their services may be Great Lawyers. Honest.
their very soul. Infernal attorneys hold a unique position in
the hierarchy of the Nine Hells, where their
mastery of the law can make many powerful
Infernal Attorney allies, which they use to insulate themselves from
Medium fiend (devil), lawful evil
their enemies. The best infernal attorneys hold

Armor Class 15 (natural armor) a celebrity status in the Nine Hells, especially on
Hit Points 85 (10d8 + 40)
Speed 30 ft.
the 4th layer of Phlegethos, where their court
— cases are watched with great interest, not unlike a
STR DEX CON INT WIS CHA sporting event.
17 (+3) 19 (+4) 18 (+4) 19 (+4) 19 (+4) 20 (+5)

Saving throws Int +7, Wis +7, Cha +8
Skills Deception +11, Persuasion +11
Damage Resistances cold; bludgeoning, piercing, and slashing
from nonmagical attacks not made with silvered weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 14
Languages Infernal, telepathy 120 ft.
Challenges 8 (3,900 XP)

Devil’s Sight. Magical darkness doesn’t impede the
devil’s darkvision.

Magic Weapons. The infernal attorney’s weapon attacks


are magical.

Magic Resistance. The infernal attorney has advantage on


saving throws against spells and other magical effects.

Actions
Multiattack. The infernal attorney makes three attacks: two
with its claws and one with its Hellforged dagger or one with
its tongue lashing.

Claws. Melee Weapon Attack: +6 to hit., reach 5 ft., one target.


Hit: 10 (2d6 + 3) slashing damage.

Hellforged Dagger. Melee Weapon Attack: +7 to hit., reach 5


ft., one target. Hit: 13 (2d8 + 4) piercing damage, plus 4 (1d8)
fire damage.

Tongue Lashing. Melee Weapon Attack +7 to hit., reach


15ft. one target. Hit 7 (1d8 + 3) psychic damage and the
target must succeed on a DC 15 Wisdom saving throw or be
incapacitated until the end of its next turn.

37
Devil, Malady
Malady devils are elusive fiends that opt for
subterfuge rather than brute force. They can Devil, Malady
change their appearance to match that of other Medium fiend (devil), lawful evil
creatures in order to spread their plague to —
Armor Class 14 (natural armor)
unwitting victims. Malady devils excel at stealth Hit Points 52 (7d8 + 21)
and deception, allowing them to effectively Speed 30 ft.
infiltrate the ranks of their enemies in the guise of —
STR DEX CON INT WIS CHA
one of their own. 14 (+2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 16 (+3)

Saving Throws Str +4, Dex +5, Con +5
Skills
Deception +5, Stealth +5
Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses arkvision 120 ft., passive Perception 12
Languages Infernal, telepathy 120 ft.
Challenge 4 (1,100 XP)

Death Burst. When the devil dies, it explodes in a cloud of
noxious gore. Each creature within 5 feet of it must make
a DC 12 Constitution saving throw against disease. On a
failed save, the creature takes 10 (3d6) poison damage and
contracts hellish fever (see below). On a successful save, it
takes half as much damage and doesn't contract hellish fever.

Devil's Sight. Magical darkness doesn't impede the


devil's darkvision.

Magic Resistance. The devil has advantage on saving throws


Hellish Fever against spells and other magical effects.
Hellish Fever is a deadly, magically-engineered plague
Magic Weapons. The devil's weapon attacks are magical.
designed to cripple even demons with a burning fever that
leaves victims feeling weak and exhausted. Plague-Carrier. Any creature that touches a malady devil
In addition, the fever is extremely contagious. Any creature with a body part or is hit with one of its attacks must make a
that touches an infected creature must succeed on a DC 16 DC 16 Constitution saving throw. On a failure, the creature
Constitution saving throw. On a failed save, the creature contracts hellish fever (see below). On a success, the creature
becomes infected. On a successful save, the creature is cannot contract hellish fever in this way until the start of its
immune to contracting the disease for 24 hours, unless the next turn.
source of the disease is a malady devil.
1d4 days after exposure to the Hellish Fever, symptoms Innate Spellcasting. The devil's innate spellcasting ability is
begin to manifest as the infected creature suffers one level Charisma (spell save DC 13, +5 to hit with spell attacks). It
exhaustion and 1d4 fire damage. This fire damage ignores can innately cast the following spells, requiring no material
any resistance the creature may have. The creature takes components:
an additional 1d4 fire damage every hour until the disease
is cured. At the end of each long rest, an infected creature At will: alter self, detect poison or disease
must make a DC 19 Constitution saving throw. On a failed 3/day: ray of sickness (cast as a 2nd-level spell)
save, the creature gains 1d2 levels of exhaustion. On a 1/day: stinking cloud
successful save, the DC decreases by 1d6. When the saving
throw DC is 0, the creature recovers from the disease.
Actions
The magical components of the disease introduce two other Multiattack. The devil makes two attacks: one with its claw
complications. The first is that it obfuscates the nature of and another with its plague dagger.
the fever from the victim. When the infected creature first
develops symptoms, it must succeed on a DC 16 Intelligence Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
saving throw or be magically convinced that it isn’t infected Hit: 9 (2d6 + 2) slashing damage.
with a disease.
Plague Dagger. Melee or Ranged Weapon Attack: +5 to hit,
Secondly, the disease is difficult to cure by magical means.
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3)
If a creature attempts to cure the disease with a lesser
piercing damage, plus 9 (2d8) necrotic damage.
restoration spell, it must succeed on a DC 17 Wisdom
(Medicine) check. On a failure, the spell slot is expended but
fails to cure the creature.
Devils are immune to hellish fever.

38
Devil, Pain
Nobody who knows of the excuciarchs—the pain
devils—wants to pay one a visit. They are sadistic
torturers and masters in maximizing the suffering
of their victims.

Inventive Sadists
When someone gets on the bad side of a high-
ranking devil, the worst and most feared
punishment comes from the pain devils. When
they aren’t torturing something, they daydream
about coming up with new ways of torturing
people. Sometimes they even care about getting
information from their subjects.

Break the Strong


Although not as fun as torture, pain devils also
like to fight because it gives them an opportunity
to hurt something. No strangers to their own
pain, these devils continue to fight at full strength
even after being maimed, all the while savoring
the hits they land on their enemies. If given
the choice, pain devils capture rather than kill
defeated enemies.

Devil, Pain speed is halved and it suffers disadvantage on attack rolls until
the end of the target’s next turn.
Medium fiend (devil), lawful evil
— Devil's Sight. Magical darkness doesn't impede the
Armor Class 15 (natural armor) devil's darkvision.
Hit Points 76 (8d8 + 40)
Speed 30 ft. Magic Resistance. The devil has advantage on saving throws
— against spells and other magical effects.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 20 (+5) 11 (+0) 12 (+1) 16 (+3) Sadist. When the devil hits with a weapon attack, it regains 5
hit points.

Saving Throws Str +7, Con +8, Wis +4 Innate Spellcasting. The devil's innate spellcasting ability is
Skills Deception +6, Insight +4, Intimidation +9, Persuasion +6 Charisma (spell save DC 14, +6 to hit with spell attacks). It
Damage Resistances cold; bludgeoning, piercing, and slashing can innately cast the following spells, requiring no material
from nonmagical attacks that aren't silvered components:
Damage Immunities fire, poison
Condition Immunities poisoned At will: inflict wounds
Senses darkvision 120 ft., passive Perception 11 3/day each: cure wounds, suggestion
Languages Infernal, Telepathy 120 ft. 1/day: polymorph
Challenge 6 (2,300 XP)
— Actions
Agonizing Attacks. A melee weapon deals one extra die of its
Multiattack. The devil makes two melee attacks.
damage when the devil hits with it. Additionally, once per turn,
the devil can force a creature hit with a melee attack to make Hell Scourge. Melee Weapon Attack: +7 to hit, reach 5 ft., one
a DC 15 Constitution saving throw. On a failure, its movement target. Hit: 13 (2d8 + 4) slashing damage.
39
Devil, Steel Devil's Sight. Magical darkness doesn't impede the
devil's darkvision.
Medium fiend (devil), lawful evil
— Magic Resistance. The devil has advantage on saving throws
Armor Class 20 (plate, shield) against spells and other magical effects.
Hit Points 67 (9d8 + 27)
Speed 30 ft. Martial Advantage. Once per turn, the devil can deal an extra
— 10 (3d6) damage to a creature it hits with a weapon attack
STR DEX CON INT WIS CHA if that creature is within 5 feet of an ally of the devil that
18 (+4) 14 (+2) 16 (+3) 13 (+1) 12 (+1) 14 (+2) isn't incapacitated.

— War Chant (1/Day). As a bonus action, the devil can begin


Saving Throws Str +7, Wis +4 a chant that lasts up to one minute or until the devil falls
Skills Athletics +7, Perception +4 unconscious. Any creature within 30 feet that isn't a devil that
Damage Resistances cold; bludgeoning, piercing, and slashing attempts to cast a spell must succeed on a DC 14 Constitution
from nonmagical attacks that aren't silvered saving throw or the spell fails.
Damage Immunities fire, poison
Condition Immunities frightened, poisoned Actions
Senses darkvision 120 ft., passive Perception 14
Languages Infernal, Telepathy 120 ft. Multiattack. The devil makes two longsword attacks.
Challenge 6 (2,300 XP)
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
— target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing
damage if used with two hands.

Devil, Steel
Clad head to toe in plate crafted by most skilled
forge devils, bueroza, or steel devils, are the elite
shock troops among the armies of the Nine Hells.

Exemplary Soldiers
Steel devils live for war. They follow orders
without hesitation and are unbothered by the
idea of a suicidal charge, or any other hopeless
situation. They fight until the end. While some
constructs fit this description, steel devils
distinguish themselves by also being capable of
creative thinking. While not marching on the
enemy, they stand as impeccably stalwart and ever-
watchful guards.
Despite being willing to follow even disasterful
orders, steel devils aren’t submissive. A devil that
isn’t a commanding officer of a steel devil, but
attempts to boss it around nonetheless, will likely
meet a swift end.

Mage Hunters
Steel devils specialize in hunting down
spellcasters; not only does their infernal blood
give them an innate resistance to magic, but they
are also trained to initiate a hideous chorus that
disrupts anyone attempting to cast a spell. This
gives them time to close the distance and dispatch
the caster. Against normal foes, they use more
conventional rank-and-file tactics.
40
Hell Maggots
Hell maggots are found on nearly every layer of
the Nine Hells. These infernal grubs act as a sort
of natural waste disposal for the whole plane.
Pink in color with devilish skulls for heads,
Hell maggots are voracious eaters, quickly
devouring their prey and dissolving metal and
bone in a feeding frenzy of hellish proportions.
Hell maggots possess finely tuned senses and the
wisdom of a hunter, allowing it to stalk prey with
contemptuous ease.
Hell maggots are found at the edge of Blood War
battlefields and the waste sites of the permanent
structures of the Nine Hells, ready to devour
trash, dead bodies, and nearly anything else
they can digest.

Swarm of Hell Maggots


Medium swarm of Tiny fiends (devils), lawful evil

Armor Class 13 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 12 (+1) 5 (-3) 14 (+2) 3 (-4)

Skills Perception +4
Damage Resistances bludgeoning, piercing, slashing
Devil, Vine
Damage Immunities fire, poison
Condition Immunities charmed, frightened, grappled,
Even by the standards of the Nine Hells, the arasi,
paralyzed, poisoned, petrified, prone, restrained, stunned or vine devils, are apathetic and cold-blooded.
Senses passive Perception 14 Both in combat and in the political games of
Languages -
Challenge 2 (450 XP) Baator, the arasi always have a firm grasp on
— enough victims to use as leverage.
Keen Senses. The swarm has advantage on Wisdom (Perception)
checks. Tall and seemingly without any muscle, these
devils tower over most and appear almost skeletal
Feeding Frenzy. The swarm has advantage on melee attack rolls
against creatures that don't have all of their hit points. in their form. However, as anyone locked in
combat with them can attest, they are naturally
Swarm. The swarm can occupy another creature's space and
vice versa, and the swarm can move through any opening large dexterous and surprisingly powerful.
enough for a Tiny maggot. The swarm can't regain hit points or gain The vine devil is known for its genius-level
temporary hit points.
control of the multiple whip-like vines that sprout
Actions
from its arms. Using these vines, it grapples
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Hit: 9 (2d8) piercing damage plus 7 (2d6) acid damage, or 4 creatures and then, with its immense power,
(1d8) piercing damage plus 3 (1d6) acid damage if the swarm it moves them around, using them either as
has half of its hit points or fewer.
shields or weapons. In the Blood War, the arasi
are used for crowd control, but are deployed
sparingly because of their rarity and disregard for
military discipline.

41
Devil, Vine
Large fiend (devil), lawful evil

Armor Class 18 (natural armor)
Hit Points 153 (18d10 + 54)
Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 16 (+3) 16 (+3) 15 (+2) 18 (+4)
Vine devils are manipulating, calculating, —
and express little emotion (unless it is doing Saving Throws Str +9, Dex +9, Con +7
Damage Resistances cold; bludgeoning, piercing, and
something sadistic, in which case it feels joy). Due slashing from nonmagical attacks that aren't silvered
to their habit of using everything for their own Damage Immunities fire, poison
Condition Immunities poisoned
gain, they are naturally talented in the intrigue Senses darkvision 120 ft., passive Perception 12
and plots of the Nine Hells. As a result, other Languages Infernal, telepathy 120 ft.
devils try and use other creatures as pawns, seeing Challenge 12 (8,400 XP)

arasi as too dangerous and unpredictable. —


Devil's Sight. Magical darkness doesn't impede the
devil's darkvision.

Grasping Vines. The devil can have up to four vines at a time.


Each vine can be attacked (AC 18; 10 hit points; immunity to
fire, poison, and psychic damage). A vine can also be broken if
a creature takes an action and succeeds on a DC 18 Strength
check against it. If a vine is destroyed, at the start of the
devil's turn, roll a d6 for each missing vine. If the result is a 5
or a 6, the vine grows back.

Magic Resistance. The devil has advantage on saving throws


against spells and other magical effects.

Actions
Multiattack. The devil makes up to four vine attacks: one for
each vine. If the devil has a creature grappled in a vine, it can
replace the vine attack with a smash attack.

Vine. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.


Hit: 14 (2d8 + 5) bludgeoning damage and if the target is a
Medium or smaller creature, it is grappled (escape DC 18).
Until this grapple ends, the target is restrained, and the devil
can't use this vine on another target .

Smash. The devil slams creatures grappled by it into each


other or a solid surface. Each creature must succeed on
a DC 17 Constitution saving throw, taking 12 (2d6 + 5)
bludgeoning damage, or half as much on a successful one.

Reactions
Cover Self. When the devil is hit with a melee attack, it takes
the damage on one of its vines instead.

42
Devil, Warmonger
The katasochs, otherwise known as warmonger
devils, are commanders of the armies of the
Nine Hells and terrifying monstrosities on the
battlefield.

Overwhelming Force
When infernal generals require a charge
into areas where resistance is thickest,
they call upon the warmongers, who often lead
steel devils. All but the mightiest of foes are
crushed beneath the heels of these dreaded
fiends. Warmongers have fierce rivalries with
the narzugon elite cavalry, the two devils often
competing for the same role on the battlefield.

Flesh and Metal


A warmonger is forged from a captured
soul that inhabits a powerful construct-like
body. Beneath the armored exterior is a core
of infernal essence that burns hotter than the
hottest forge. As such, warmongers lack many
of the weaknesses of devils composed of flesh.
However, these devils aren’t machines, and are
just as intelligent as other devils.

Devil, Warmonger Hellstrider. The warmonger isn't slowed by difficult terrain


and has advantage on saving throws against being pushed,
Large fiend (devil), lawful evil
restrained, or knocked prone.

Armor Class 20 (natural armor) Magic Resistance. The warmonger has advantage on saving
Hit Points 218 (19d10 + 114) throws against spells and other magical effects.
Speed 40 ft., climb 40 ft.
— Actions
STR DEX CON INT WIS CHA Multiattack. The warmonger makes three attacks, one with it's
22 (+6) 16 (+3) 22 (+6) 13 (+1) 14 (+2) 14 (+2)
foot and two with its hellforged spear.
— Foot. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Saving Throws Str +11, Dex +8, Con +11
Skills Athletics +11 target. Hit: 28 (4d10 + 6) piercing damage, and the target
Damage Resistances cold; bludgeoning, piercing, and slashing must succeed on a DC 17 Strength saving throw or be
from nonmagical attacks that aren't silvered knocked prone.
Damage Immunities fire, poison
Condition Immunities exhaustion, frightened, poisoned Hellforged Spear. Melee or Ranged Weapon Attack: +11 to
Senses darkvision 120 ft., passive Perception 12 hit, reach 5 ft. or range 20/60 ft., one target. Hit: 20 (4d6 + 6)
Languages Infernal, Telepathy 120 ft. piercing damage, or 25 (4d8 + 6) piercing damage if used with
Challenge 16 (15,000 XP) two hands to make a melee attack.

— Project Flame (Recharge 5-6). The warmonger projects a line


Devil's Sight. Magical darkness doesn't impede the
of fire from its core that is 60 feet long and 5 feet wide. Each
warmonger's darkvision.
creature in that line must make a DC 19 Dexterity saving
throw, taking 49 (11d8) damage on a failed save, or half as
much on a successful one.
43
Wyrm Devil
The wyrm devil is one of the stranger looking
devils of the Nine Hells. It has an elongated body
like that of a serpent with two foreclaws but no
back legs. Its head is dragon-like with a maw full
of sharp teeth.
In battle, the devil spews forth the acidic
contents of its stomach.

Expert Torturers
Wyrm devils are experts at causing pain, and
pride themselves at extracting information
from unwilling creatures by means of
physical torture. Any creature tortured
for information by the devil must
succeed on a DC 15 Wisdom saving
throw or be forced to answer
any question asked as truthfully
as it is able to. Because of
their attention to detail when
it comes to torture, wyrm
devils are often called upon
by archdevils to serve as
inquisitors.

Wyrm Devil Devil’s Sight Magical darkness doesn’t impede the


devil’s darkvision.
Large fiend (devil), lawful evil
— Magic Resistance. The devil has advantage on saving throws
Armor Class 16 (natural armor) against spells and other magical effects.
Hit Points 102 (12d8 + 48)
Speed 30 ft.
Actions
— Multiattack. The devil makes three attacks: one with its bite
STR DEX CON INT WIS CHA and two with its claws.
16 (+3) 18 (+4) 16 (+3) 12 (+1) 12 (+1) 14 (+2)
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
— 10 (2d6 + 3) piercing damage.
Saving Throws Str +6, Dex +7, Con +6, Cha +5
Damage Resistances cold; bludgeoning, piercing, and slashing
from nonmagical attacks Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Damage Immunities acid, fire, poison Hit: 6 (1d6 + 3) slashing damage.
Condition Immunities poisoned
Acidic Regurgitation (Recharge 6). The devil exhales an acidic
Senses darkvision 120 ft., passive Perception 11
discharge in a 15-foot cone. Each creature in that area must
Languages Infernal, telepathy 120 feet
make a DC 15 Dexterity saving throw, taking 17 (5d6) acid
Challenge 6 (2,300 XP)
damage on a failed save, or half as much on a successful one.

44
Dragons floating down to the lower levels of Hell without
abandoning their clutch.
Primitive Instinct. Stygian dragons are evil, as
most creatures from the Nine Hells are. Their evil
Stygian Dragon is not calculated or meaningless, but an instinct
Named after the river they call home, Stygian innate to their being. They call no one master,
dragons are a haunting and putrid creature. and serve neither side in the Blood War. In fact,
Despite being a true dragon, their body is twisted they flourish with the war's penchant to ferry
and serpentine and sports ineffective claws and troops up and down the river, as it provides a
tiny, vestigial wings that can't carry it to flight. Its constant supply of food for their wyrmlings.
long serpentine body allows it to swim with ease, Very Distant Cousins. Unlike other true dragons,
and its unique physiology renders it immune Stygian dragons rarely deal with other dragons,
to the deleterious effects of the River Styx. such as chromatics or metallics, due to calling
Punctuating its long body is a forked and bladed the River Styx and Avernus their home. They
tail, capable of grappling and slicing through prey. are so far removed from other dragons that, if a
The scales of a Stygian dragon are coated in a sufficiently small dragon were to come close to
slick and oily film, and their rusty orange color their lair, they would likely kill and consume it
provides it the ability to move nearly undetected like any other creature. Stygian dragons avoid
in its natural habitat. Its eyes, however, glow larger dragons, however, by virtue of their self-
a sensational yellow and invoke an impending preservation instincts.
dread when seen cresting the surface of the Tiamat, Queen of Evil Dragonkind. Unsurprisingly,
blood-red water. Tiamat regards Stygian dragons as a person might
Stygian dragons bury their eggs in the silt of regard a worm. While she calls chromatic dragons
the river's banks, allowing brood mothers to feed her spawn, she makes no such claims to Stygian
on trespassing fiends and the drowned carcasses dragons. Whether or not that is true is unclear,
but during her time spent in Avernus, she came
to appreciate the simple
primitiveness of the Stygian
dragons and their
cruel nature.

45
A Stygian Dragon's Lair
The true lair of a Stygian dragon is the depths of
the River Styx. During brooding, the shores of
the river become a temporary home for dragons
and, in the rare occasion they are forced out of
the Nine Hells and into the Material Plane, they
find solace in a mire or swamp that isn't home to a
black dragon. A Stygian dragon does not consider
this their lair, however, and often does not survive Stygian Dragon Wyrmling
long in this unfamiliar environment. Medium dragon, neutral evil
Deep under the River Styx, these dragons create —
Armor Class 17 (natural armor)
burrows in the silt and remnants of fiends from Hit Points 39 (6d8 + 12)
the Blood War which they use almost exclusively to Speed 20 ft., burrow 30 ft., swim 60 ft.
rest, as they have no need to hide from the other —
STR DEX CON INT WIS CHA
denizens of the river. 13 (+1) 15 (+2) 14 (+2) 5 (-3) 12 (+1) 11 (+0)


Lair Actions Saving Throws Dex +4, Con +4, Wis +3, Cha +2
Skills Perception +3, Stealth +4
On initiative count 20 (losing initiative ties), Damage Immunities poison
the dragon takes a lair action to cause one of the Condition Immunities poisoned
Senses blindsight 10 ft., darkvision 60 ft., passive
following effects; the dragon can't use the same Perception 13
effect two rounds in a row: Languages Draconic
Challenge 2 (450 XP)
• A geyser of blood-red water erupts from a
point in the river within 120 feet of the dragon. —
Amphibious. The dragon can breathe air and water.
Creatures other than fiends within 120 feet of
Stygian Waste. Any creature that starts its turn in contact
the geyser are affected by a feeblemind spell with the dragon must make a DC 11 Constitution saving
(spell save DC 15).A 10-foot-radius sinkhole throw. On a failed save, the creature has disadvantage on
Charisma checks and has its maximum hit points reduced by
appears in the muddy banks of the river, 1d4, and an additional 1d4 every 24 hours until it is cured. A
centered on a point the dragon chooses within creature dies if it has its maximum hit points reduced to 0 by
this disease.
120 feet of it. Large or smaller creatures within
this area must make a DC 15 Strength saving Actions
throw or become restrained by the silt as it pours Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
back to fill the void. A creature restrained in Hit: 6 (1d10 + 1) piercing damage.
this way can repeat the saving throw at the start Tail Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., one
of each of its turns, ending the effect early on a target. Hit: 7 (1d10 + 2) slashing damage, and the target
must make a DC 11 Strength saving throw. On a failed
successful save. save, the target is grappled and restrained (escape DC 11)
• The ground within 120 feet of the dragon by the dragon’s tail if it is Large or smaller. While grappling
shakes along the bank of the river, extending a creature, the dragon can’t use this tail blade on another
target. The dragon has two tail blades.
30 feet from the shore. Ruined Hell machines
and siege weaponry emerge from the ground Acid Breath (Recharge 5-6). The dragon exhales acid in a
15-foot line that is 5 feet wide. Each creature in that line
in this area, creating difficult terrain. For every must make a DC 11 Dexterity saving throw, taking 22 (5d8)
5 feet a creature other than the dragon moves acid damage on a failed save, or half as much damage on a
successful one.
through this area, they take 1d6 piercing and 1d6
slashing damage, as blades and sharp tips mar
the landscape.

46
Young Stygian Dragon Actions
Large dragon, neutral evil Multiattack. The dragon makes three attacks: two with its bite
and one with its tail blade.

Armor Class 19 (natural armor)
Hit Points 119 (14d10 + 42) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Speed 30 ft., burrow 40 ft., swim 80 ft. 14 (2d10 + 3) piercing damage.
— Tail Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 15 (2d10 + 4) slashing damage, and the target
16 (+3) 18 (+4) 16 (+3) 6 (-2) 12 (+1) 11 (+0)
must make a DC 15 Strength saving throw. On a failed save,
the target is grappled and restrained (escape DC 15) by the
— dragon’s tail if it is Huge or smaller. While grappling a creature,
Saving Throws Dex +7, Con +6, Wis +4, Cha +3
Skills Perception +4, Stealth +7 the dragon can’t use this tail blade on another target. The
Damage Immunities poison dragon has two tail blades.
Condition Immunities poisoned
Breath Weapons (Recharge 5-6). The dragon uses one of the
Senses blindsight 30 ft., darkvision 120 ft., passive
following breath weapons:
Perception 14
Languages Common, Draconic
Acid Breath. The dragon exhales acid in a 30-foot line that
Challenge 6 (2,300 XP)
is 5 feet wide. Each creature in that line must make a DC 15
— Dexterity saving throw, taking 45 (10d8) acid damage on a
Amphibious. The dragon can breathe air and water.
failed save, or half as much damage on a successful one.
Stygian Waste. Any creature that starts its turn in contact with
Stupefying Gas. The dragon exhales stupefying gas in a 30-
the dragon must make a DC 15 Constitution saving throw.
foot cone. Each creature in that area must make a DC 15
On a failed save, the creature has disadvantage on Charisma
Constitution saving throw. Roll 3d6: Each target that fails its
checks and has its maximum hit points reduced by 1d4 + 1,
Constitution save and has an Intelligence score lower than the
and an additional 1d4 + 1 every 24 hours until it is cured. A
result of this roll has its Intelligence score reduced to 0 and is
creature dies if it has its maximum hit points reduced to 0 by
stunned for 1 minute. A creature stunned this way can repeat
this disease.
this save at the start of each of its turns, ending the effect on
themselves on a success.

47
Adult Stygian Dragon must make a DC 19 Strength saving throw. On a failed save,
the target is grappled and restrained (escape DC 19) by the
Huge dragon, neutral evil
dragon's tail if it is Huge or smaller. While grappling a creature,
— the dragon can't use this tail blade on another target. The
Armor Class 21 (natural armor)
dragon has two tail blades.
Hit Points 176 (16d12 + 80)
Speed 30 ft., burrow 40 ft., swim 80 ft. Frightful Presence. Each creature of the dragon's choice that
— is within 120 feet of the dragon and aware of it must succeed
STR DEX CON INT WIS CHA on a DC 14 Wisdom saving throw or become frightened for 1
19 (+4) 22 (+6) 20 (+5) 8 (-1) 12 (+1) 11 (+0) minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
— creature's saving throw is successful or the effect ends for it,
Saving Throws Dex +11, Con +10, Wis +6, Cha +5 the creature is immune to the dragon's Frightful Presence for
Skills Perception +6, Stealth +16 the next 24 hours.
Damage Immunities poison
Condition Immunities poisoned Breath Weapons (Recharge 5-6). The dragon uses one of the
Senses blindsight 60 ft., darkvision 120 ft., passive following breath weapons:
Perception 16
Languages Common, Draconic Acid Breath. The dragon exhales acid in a 60-foot line that
Challenge 13 (10,000 XP) is 5 feet wide. Each creature in that line must make a DC 20
— Dexterity saving throw, taking 58 (13d8) acid damage on a
Amphibious. The dragon can breathe air and water. failed save, or half as much damage on a successful one.

Legendary Resistance (3/Day). If the dragon fails a saving throw, Stupefying Gas. The dragon exhales stupefying gas in a 60-
it can choose to succeed instead. foot cone. Each creature in that area must make a DC 20
Constitution saving throw. Roll 3d6: Each target that fails its
Stygian Waste. Any creature that starts its turn in contact with Constitution save and has an Intelligence score lower than the
the dragon must make a DC 17 Constitution saving throw. result of this roll has its Intelligence score reduced to 0 and is
On a failed save, the creature has disadvantage on Charisma stunned for 1 minute. A creature stunned this way can repeat
checks and has its maximum hit points reduced by 1d6 + 2, this save at the start of each of its turns, ending the effect on
and an additional 1d6 + 2 every 24 hours until it is cured. A themselves on a success.
creature dies if it has its maximum hit points reduced to 0 by
this disease.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
Actions options below. Only one legendary action can be used at
Multiattack. The dragon can use its Frightful Presence. It a time and only at the end of another creature's turn. The
then makes three attacks: two with its bite and one with its dragon regains spent legendary actions at the start of its turn.
tail blade. Detect. The dragon makes a Wisdom (Perception) check.
Tail Blade. The dragon makes a tail blade attack.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: Toss (Costs 2 Actions). The dragon whips its tail. Each
15 (2d10 + 4) piercing damage. creature that is restrained by the tail is tossed up to 60
feet in the direction of the dragon's choosing, and must
Tail Blade. Melee Weapon Attack: +11 to hit, reach 5 ft., one
make a DC 19 Dexterity saving throw or be knocked prone
target. Hit: 16 (2d10 + 6) slashing damage, and the target
where they land.

48
Ancient Stygian Dragon must make a DC 22 Strength saving throw. On a failed save,
the target is grappled and restrained (escape DC 22) by the
Gargantuan dragon, neutral evil
dragon's tail if it is Huge or smaller. While grappling a creature,
— the dragon can't use this tail blade on another target. The
Armor Class 23 (natural armor)
dragon has two tail blades.
Hit Points 333 (18d20 + 144)
Speed 30 ft., burrow 40 ft., swim 80 ft. Frightful Presence. Each creature of the dragon's choice that
— is within 120 feet of the dragon and aware of it must succeed
STR DEX CON INT WIS CHA on a DC 16 Wisdom saving throw or become frightened for 1
21 (+5) 26 (+8) 22 (+6) 10 (+0) 15 (+2) 14 (+2) minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
— creature's saving throw is successful or the effect ends for it,
Saving Throws Dex +14, Con +12, Wis +8, Cha +8 the creature is immune to the dragon's Frightful Presence for
Skills Perception +8, Stealth +20 the next 24 hours.
Damage Immunities poison
Condition Immunities poisoned Breath Weapons (Recharge 5-6). The dragon uses one of the
Senses blindsight 60 ft., darkvision 120 ft., passive following breath weapons:
Perception 18
Languages Common, Draconic Acid Breath. The dragon exhales acid in a 90-foot line that
Challenge 20 (25,000 XP) is 5 feet wide. Each creature in that line must make a DC 22
— Dexterity saving throw, taking 72 (16d8) acid damage on a
Amphibious. The dragon can breathe air and water. failed save, or half as much damage on a successful one.

Legendary Resistance (3/Day). If the dragon fails a saving throw, Stupefying Gas. The dragon exhales stupefying gas in a 90-
it can choose to succeed instead. foot cone. Each creature in that area must make a DC 22
Constitution saving throw. Roll 3d6: Each target that fails its
Stygian Waste. Any creature that starts its turn in contact with Constitution save and has an Intelligence score lower than the
the dragon must make a DC 22 Constitution saving throw. result of this roll has its Intelligence score reduced to 0 and is
On a failed save, the creature has disadvantage on Charisma stunned for 1 minute. A creature stunned this way can repeat
checks and has its maximum hit points reduced by 1d8 + 3, this save at the start of each of its turns, ending the effect on
and an additional 1d8 + 3 every 24 hours until it is cured. A themselves on a success.
creature dies if it has its maximum hit points reduced to 0 by
this disease.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
Actions options below. Only one legendary action can be used at
Multiattack. The dragon can use its Frightful Presence. It a time and only at the end of another creature's turn. The
then makes three attacks: two with its bite and one with its dragon regains spent legendary actions at the start of its turn.
tail blade. Detect. The dragon makes a Wisdom (Perception) check.
Tail Blade. The dragon makes a tail blade attack.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Toss (Costs 2 Actions). The dragon whips its tail. Each
Hit: 16 (2d10 + 5) piercing damage. creature that is restrained by the tail is tossed up to 60
feet in the direction of the dragon's choosing, and must
Tail Blade. Melee Weapon Attack: +14 to hit, reach 5 ft., one
make a DC 22 Dexterity saving throw or be knocked prone
target. Hit: 18 (2d10 + 8) slashing damage, and the target
where they land.

49
Blood Elemental, Lesser

Elementals
Medium elemental, neutral evil

Armor Class 14 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 5 (-3) 10 (+0) 8 (-1)

Blood Elemental —
Damage Immunities poison
Damage Resistances acid; bludgeoning, piercing, and slashing from
This creature resembles an amorphous blob of nonmagical attacks
semi-congealed blood, undulating along like Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned,
a slug. As it closes to striking range, its form prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
morphs to extrude long arm-like appendages as Languages Aquan, understands Infernal but can’t speak
its forward half curves upright like a nightmarish Challenge 4 (1,100 XP)
torso atop its writhing body mass. —
Coalesce. If the elemental’s maximum hit points equal or exceed 142, it
Formed from the very substance of the River turns into a blood elemental, gaining its statistics. Its current hit points do
of Blood and the dark magics of Avernus, blood not change after the transformation.

elementals are a spontaneous manifestation Coagulating. When the elemental receives magical healing, it instead takes
of the plane’s inherent evil combined with an damage equal to the amount healed.
abundant resource. Fluid Form. The elemental can enter a hostile creature's space and
Blood elementals exist with only one drive: stop there. It can move through a space as narrow as 1 inch wide
without squeezing.
collect more blood and grow larger. If a blood
elemental swells to twice its original hit point Actions
total, it spontaneously expands to the next largest Multiattack. The elemental makes two slam attacks.
CR category, using the new stat block in place of Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
its original. Eventually the largest of these blood bludgeoning damage, and the target must succeed on a DC 13 Constitution
behemoths collapse under their own weight, saving throw or take 4 (1d8) necrotic damage. The elemental’s current
and maximum hit points increase by an amount equal to the necrotic
rivulets of their former body slowly running damage dealt.
downhill and returning to the river for the whole
process to begin again.
The River of Blood is rife with these elementals
forming, swelling and bursting constantly,
but occasionally one forms on the banks and
proceeds—for no known reason—to seek
blood from creatures rather than the
abundant environmental supply.

50
Blood Elemental
Large elemental, neutral evil

Armor Class 14 (natural armor)
Hit Points 142 (15d10 + 60)
Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 5 (-3) 10 (+0) 8 (-1)

Damage Immunities poison
Damage Resistances acid; bludgeoning, piercing, and slashing
from nonmagical attacks
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious Blood Elemental, Greater
Senses darkvision 60 ft., passive Perception 10 Huge elemental, neutral evil
Languages Aquan, understands Infernal but can’t speak
Challenge 8 (3,900) —
Armor Class 17 (natural armor)
— Hit Points 229 (17d12 + 119)
Coalesce. If the elemental’s maximum hit points equal or Speed 30 ft., swim 60 ft.
exceed 229, it turns into a greater blood elemental, gaining
its statistics. Its current hit points do not change after —
STR DEX CON INT WIS CHA
the transformation. 22 (+6) 14 (+2) 24 (+7) 5 (-3) 10 (+0) 8 (-1)

Coagulating. When the elemental receives magical healing, it —


Damage Immunities poison
instead takes damage equal to the amount healed.
Damage Resistances acid; bludgeoning, piercing, and slashing
from nonmagical attacks
Fluid Form. The elemental can enter a hostile creature's space
Condition Immunities exhaustion, grappled, paralyzed,
and stop there. It can move through a space as narrow as 1
petrified, poisoned, prone, restrained, unconscious
inch wide without squeezing.
Senses darkvision 60 ft., passive Perception 10
Languages Aquan, understands Infernal but can’t speak
Actions Challenge 12 (8,400 XP)
Multiattack. The elemental makes two slam attacks.

Coagulating. When the elemental receives magical healing, it
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. instead takes damage equal to the amount healed.
Hit: 11 (2d6 + 4) bludgeoning damage, and the creature must
succeed on a DC 14 Constitution saving throw or take 7 (2d6) Fluid Form. The elemental can enter a hostile creature's space
necrotic damage. The elemental’s current and maximum and stop there. It can move through a space as narrow as 1
hit points increase by an amount equal to the necrotic inch wide without squeezing.
damage dealt.
Actions
Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 19 (3d8 +6) bludgeoning damage, and the creature
must succeed on a DC 18 Constitution saving throw or take
13 (3d8) necrotic damage. The elemental’s current and
maximum hit points increase by an amount equal to the
necrotic damage dealt. If the elemental’s hit point maximum
reaches 330 as a result of this ability, it dies and explodes
in a shower of necrotic blood. Each creature within 30 feet
must make a DC 19 Constitution saving throw, taking 27
(5d10) necrotic damage on a failed save, or half as much on a
successful one.

51
Stygian Elemental
Cursing beneath the surface of the River Styx is
a type of corrupted elemental whose exposure
to Stygian waters has brought it to the brink of
madness. The elementals of the River Styx
were once inhabitants of the Elemental
Plane of Water. Now these elementals
have become a major threat to
travelers on the great waterway of
the Lower Planes. Resembling
traditional water elementals in
all but color, these corrupted
elementals have the coloration
of the Styx itself, making it is
difficult to spot one beneath
the dark waters.
The Stygian elemental has evolved greatly
from its water elemental cousins. Stygian
elementals feed on the memories of
sentient beings it is able to catch.
Blue swirls of energy can be
seen inside of the Stygian
elemental after it feeds.
What exactly these swirls are
no one is sure, but most
conjecture they are the mental energies
of its victims.

Stygian Elemental Intelligence score reduced by 1 . The creature dies if this effect
reduces its Intelligence score to 0. Otherwise, the reduction
Large elemental, chaotic neutral
lasts until the target finishes a long rest.

Armor Class 15 (natural armor) Freeze. If the elemental takes cold damage, it partially freezes;
Hit Points 130 (15d10 + 75) its speed is reduced by 20 feet until the end of its next turn.
Speed 30 ft., swim 90 ft.
— Actions
STR DEX CON INT WIS CHA Multiattack. The elemental makes two slam attacks
18 (+4) 16 (+3) 20 (+5) 10 (+0) 14 (+2) 9 (-1)
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
— Hit: 15 (2d10 + 4) bludgeoning damage plus 11 (2d10)
Damage Resistance acid; bludgeoning, piercing, and slashing
from nonmagical attacks psychic damage.
Damage Immunities poison
Whelm. (Recharge 4-6). Each creature in the elemental’s space
Condition Immunities exhaustion, grappled, paralyzed,
must make a DC 15 Strength saving throw. On a failure, a
petrified, poisoned, prone, restrained, unconscious
target takes 22 (4d8 + 4) bludgeoning damage. If it is a Large
Senses darkvision 60 ft., passive Perception 12
or smaller, it is also grappled (escape DC 14). Until this grapple
Languages Abyssal, Aquan, Infernal
ends, the target is restrained and unable to breathe unless it
Challenge 8 (3,900 XP)
can breathe water. If the saving throw is successful, the target
— is pushed out of the elemental’s space.
Water Form. The elemental can enter a hostile creature’s space
and stop there. It can move through a space as narrow as
The elemental can grapple one Large creature or up two Medium
1-inch-wide without squeezing.
or smaller creatures at one time with this ability. At the start of
each of the elemental’s turns, each grappled target takes 22
Memory Drain. When a creature touches the elemental or is
(4d8 + 4) bludgeoning damage. As an action a creature within
grappled or hit with a melee weapon attack by the elemental, it
5 feet of the elemental can pull a creature or an object out of it
must succeed on a DC 15 Intelligence saving throw or have its
by succeeding on a DC 14 Strength check.
52
Tuzgomb
Small elemental, neutral

Armor Class 12
Hit Points 5 (1d10)
Speed fly 50 ft.
Tuzgomb —
STR DEX CON INT WIS CHA
12 (=1_ 14 (+2) 10 (+0) 6 (-2) 18 (+4) 11 (+0)
The tuzgomb is a fire elemental native to Avernus.
Those familiar with these elementals have come to —
Damage Resistances bludgeoning, piercing, and slashing from
know them by the title “Fiery Balls of Hate.” nonmagical weapons
Damage Immunities fire, poison
The Tuzgomb appears to be a flaming sphere Condition Immunities exhaustion, frightened, grappled,
about 2 feet in diameter with two flaming paralysed, petrified, poisoned, prone, restrained, unconscious
tentacles. While the elementals are easy to Senses darkvision 60 ft., passive Perception 14
Languages understands Ignan but cannot speak
dispatch, they pack a nasty surprise. Challenge 4 (1,100 XP)
They are usually summoned to protect valuable —
Fire Form. The elemental can move through a space as narrow
treasures or defend its summoner from enemies. as 1-inch wide without squeezing. A creature that touches the
The sole tactic of a tuzgomb is to close into elemental or hits it with a melee attack while within 5 feet of
melee range with as many foes as possible and it takes 5 (1d10) fire damage. In addition, the elemental can
enter a hostile creature’s space and stop there. The first time it
fight to the end. Upon its demise, the elemental enters a creature’s space on a turn, that creature takes 5 (1d10)
explodes, damaging everything nearby fire damage and catches fire. Until a creature takes an action to
douse the fire, the creature takes 5 (1d10) fire damage at the
Knowing the fragile existence and violent death start of each of its turns.
of the tuzgomb, summoners tend to keep their
Illumination. The elemental sheds bright light in a 30-foot radius
distance from the floating balls of flame. and dim light in an additional 30 feet.
One of the elementals can be a terrifying enough
Water Susceptibility. For every 5 feet the elemental moves in
encounter, but multiple tuzgombs could spell the water, or for every gallon of water splashed on it, it takes 1
end for entire adventuring parties. cold damage.

Actions
Multiattack. The tuzgomb makes two touch attacks.

Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
7 (2d6) fire damage. If the target is a creature or a flammable
object, it ignites. Until a creature takes an action to douse the
fire, the target takes 5 (1d10) fire damage at the start of each of
its turns.

Death Throes. When the Tuzgomb reaches 0 Hit Points, it


explodes in a 20-foot-radiusradius sphere. Any creature in
that area must make a DC 14 Dexterity saving throw, taking 17
(5d6) fire damage on a failed save or half as much damage on a
successful one. If a creature dies as a result of this explosion, it
becomes a new tuzgomb in 1d4 rounds.

53
Giants
Giant, Ash
A sub-species of stone giants, ash giants roam
volcanic wastelands and survive where other
creatures cannot even breathe. Their bodies
resemble coagulated cinders, cracked and flaky.
They speak with a dry, rumbling voice. Striking an
ash giant creates a potent puff of soot that chokes
and clouds the air.

Nomadic Behemoths
Although many worlds are home to ash giants,
the giants rarely stay in one place for as long as
their other giant kin because, over time, the land
becomes less suited to their bodies as volcanic
activity dies down and fires cool. The two notable
exceptions to this are the cinder wastes in the
Elemental Plane of Fire, as well as Avernus,
the first layer of the Nine Hells, the latter the
result of incessant, millenia-spanning war where
supernaturally hot fires disintegrate the very stone
itself, and the bones of untold billions of fiends.

Wistful Worshipers
Ash giants don’t share the same affinity for artistry
as their stone giant cousins. One thing they do
share is the importance of spirituality in their
society. Ash giant religious beliefs emphasize the
temporary nature of all things. Most ash giants are
not inherently hostile creatures, instead taking
a rather unconcerned outlook. However, ash
giants born and raised in Avernus are twisted by
the plane’s malevolent touch. Accordingly, their
alignment is usually lawful evil.

Giant, Ash Ash Puff. The first time the giant takes damage, any living
creatures within 10 feet of the giant must succeed on a DC 16
Huge giant, neutral (or neutral evil if native to Avernus)
Constitution saving throw or gain disadvantage on attack rolls,
— saving throws, and ability checks for 1 minute. A creature can
Armor Class 15 (natural armor)
repeat the saving throw at the end of each of its turns, ending
Hit Points 138 (12d12 + 60)
the effect on itself with a successful save.
Speed 40 ft.
— Actions
STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 10 (+0) Multiattack. The giant makes two warhammer attacks.

Warhammer. Melee Weapon Attack: +9 to hit, reach 15 ft., one


— target. Hit: 19 (3d8 + 6) bludgeoning damage, or 22 (3d10 + 6)
Saving Throws Dex +5, Con +8, Wis +4
Skills Athletics +9, Perception +4 bludgeoning damage if used with two hands.
Senses blindsight 60 ft., passive Perception 14
Languages Giant Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one
Challenge 7 (2,900 XP) target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a
creature, it must succeed on a DC 17 Strength saving throw or
54 — be knocked prone.
Obyriths Draudnu
Medium fiend (demon), chaotic evil

Armor Class 15 (natural armor)
Draudnu Hit Points 133 (14d8 + 70)
Speed 50 ft.
The draudnu (Dr-ow-d-new) are a mindless,
STR DEX CON INT WIS CHA
savage type of demon that prowls across the Abyss 17 (+3) 14 (+2) 20 (+5) 10 (+0) 18 (+4) 11 (+0)
searching for demons to slay. Created by the
Pale Night from the corpses of eladrin, draudnu —
are infamous in the Abyss for their horrifically —
Skills Acrobatics +5, Athletics +6, Arcana +3, Perception
alien nature. +7, Survival +7
The form of a draudnu is truly bizarre. A Damage Immunities acid
Damage Resistances cold, fire, lightning, poison; bludgeoning,
pulsing ovoid sack suspended by three long, piercing, and slashing from nonmagical weapons.
lithe legs. Dangling from this putrid mass is the Condition Immunities poison
“head” of the creature: a long extended eyestalk Senses darkvision 60 ft., passive Perception 17
Languages understands all, but cannot speak
surrounded with three long, wicked blade-like Challenge 8 (3,900 XP)
appendages. The entirety of the draudnu is —
Acidic Pustules. Whenever the draudnu takes damage, any
covered in quivering pustules that release acid creatures within 5 feet of the draudnu must succeed on a DC
when broken. 14 Dexterity saving throw, or take 4 (1d8) acid damage.
Children of the Pale Night. The Pale Night is an Alien Mind. The draudnu has a bizarre mind, allowing it to
obyrith lord who rules from a nameless castle in resist enchantments and illusions with ease. The draudnu
the endless maze of Baphomet. She created the has advantage on saving throws against being charmed, and
spells or effects from the illusion school.
draudnus to hunt all non-obyriths, fiendish or
otherwise. It is enough for her to simply gaze upon Form of Madness. Creatures who can see the draudnu and
start their turn within 30 feet of it must succeed on a DC
the corpse of an eladrin and turn it into one of 14 Wisdom saving throw or the target believes they have a
these Abyssal hunters. fiendish lifeform growing within them, gaining a short term
madness effect (see chapter 8 of the Dungeon Master’s
Maddening Aura. To look upon a draudnu is to Guide). Regardless if they succeed or fail, a creature does not
feel a sickness within yourself. Hypnotized by their need to roll this saving throw again for 24 hours.
pulsing pustules, creatures feel as though their
body is infested by an alien presence, writhing just ACTIONS
Multiattack. The draudnu makes three attacks with its
under the skin. flesh hook.

Flesh Hook. Melee Weapon Attack: +6 to hit, reach 15 ft., one


target. Hit: 13 (3d6 + 3) piercing damage and the target must
succeed on a DC 14 Dexterity saving throw as the hook
impales the creature and lodges into the area around them.
The draudnu regrows lost flesh hooks immediately. While
impaled in this way, the target is restrained. As an action, the
creature may pull the flesh hook through their body to end
this effect, dealing 6 (1d6 + 3) slashing damage to themselves
in the process. Any other creature may use their action to
make a DC 14 Strength (Athletics) check. On a success, the
hook is removed without damaging the impaled creature. On
a failure, the hook is removed and the creature takes 6 (1d6 +
3) slashing damage.

55
Ekolid
Ekolid The ekolid (Ee-koh-lid) swarm over the
Small fiend (demon), chaotic evil
663rd layer of the Abyss, existing in giant hive
— colonies that most other creatures are wary
Armor Class 14 (natural armor)
Hit Points 58 (9d6 + 27) enough to avoid.
Speed 30 ft., climb 30 ft., fly 60 ft.
These creatures are a nightmarish mixture of

STR DEX CON INT WIS CHA insect and arachnid lifeforms with large abdomens
10 (+0) 16 (+3) 15 (+2) 10 (+0) 18 (+4) 13 (+1) covered in whip-like tails ending in stingers,
— multitudes of wings and legs, and eyes covering
Saving Throws Dex +5 their meaty carapaces.
Skills Acrobatics +5, Athletics +2, Perception +6, Stealth +5
Damage Resistances cold, fire, lightning, poison; bludgeoning, Fiendish Intelligence. Ekolid aren’t stupid. What
piercing, and slashing from nonmagical weapons. appears to be swarm behavior is instead an alien
Condition Immunities poison
Senses darkvision 60 ft., passive Perception 16
mind working in its own way. The ekolid are quite
Languages understands all, but cannot speak adept at effortlessly countering the cunning tactics
Challenge 3 (700 XP) used by most humanoids. Many creatures have
— fallen to these fiends, presuming them to be little
Alien Mind. The ekolid has a bizarre mind, allowing it to
resist enchantments and illusions with ease. The ekolid has more than stupid bugs.
advantage on saving throws against being charmed, and
spells or effects from the illusion school. Infestation of Evil. When dealing with creatures
that aren’t obyrith, the ekolid have no formalized
Form of Madness. Creatures who can see the ekolid and
start their turn within 30 feet of it must succeed on a DC 12
social interaction skills. Instead, they see most
Wisdom saving throw or the target believes they have an creatures as nothing more than walking, talking
infestation of fiendish insects swarming them, gaining a short incubators for their eggs.
term madness effect (see chapter 8 of the Dungeon Master’s
Guide). Regardless if they succeed or fail, a creature does not Infernal Hunters. When looking at a swarm
need to roll this saving throw again for 24 hours. of ekolid, most creatures might be fooled
Quickness. The ekolid can use its bonus action to Dash into thinking they are unaware of their
or Disengage. surroundings or that they are slow. In fact,
Ekolid Eggs. Ekolids implant their eggs into living creatures. individuals have excellent perceptions and are
Each round a creature has at least one egg within their supernaturally quick.
body, roll 1d6 for each egg. Any results of a 1 indicate the
egg hatches, dealing 1d6 slashing damage as the creature
emerges from the host. When this happens, a new ekolid
appears adjacent to the host. New ekolids cannot implant
eggs until they’ve gone through a mating ritual, which takes a
long rest with at least one other ekolid nearby. Casting lesser
restoration or greater restoration on an infected target
destroys the eggs without causing damage.

ACTIONS
Multiattack. The ekolid makes two attacks with its stingers.

Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 9 (3d4 + 3) piercing damage and the target needs to
succeed on a DC 12 Constitution saving throw or have 1d6
ekolid eggs implanted in their body.

56
Golothoma doesn’t even reside with its material body,
possessing a more distant mindset.
Deep within the Abyss are the lightless tunnels Unending Hunger. The golothoma is driven
where only the bravest venture. Those shadowy by a ceaseless hunger, not because it requires
corridors are filled with the slithering madness of sustenance but because hunger is a basic truth of
hungry demons searching for prey to eviscerate. the universe.
One of these is the obyrith known as the
golothoma (Go-low-th-ohm-ah).
These huge fiends resemble long, flat worms,
but their bodies are covered with irregular bulges
and horns. At the end of its length a wicked
stinger drips black acid, while its face isn’t much
more than a large, unblinking eye. Surrounding
this eye are five arms, each jointed like an insect.
When a light is cast, the shadow of the creature
resembles chaotically moving figures of no
discernable form.
Just a Shadow. While it looks like the golothoma
has an unusual shadow, in truth its physical
form is a mere protrusion into this reality. The
true nature of the golothoma is considered by
many to be unknowable, that viewing the entirety
of the creature would drive any creature mad,
save a deity.
Unknowable. While they can communicate
mockingly in the Abyssal tongue, most beings
write the golothoma off as an unintelligent
creature. In truth, the majority of its intelligence

golothoma Form of Madness. Creatures who can see the golothoma and
start their turn within 30 feet of it must succeed on a DC 19
Huge fiend (demon), chaotic evil Wisdom saving throw or the target believes they are being
Armor Class 18 (natural armor) attacked by the shadows around them, gaining a long term
Hit Points 232 (15d12 + 9)
madness effect (see chapter 8 of the Dungeon Master’s Guide).
Speed 30 ft., burrow 50ft., swim 50ft.
Regardless if they succeed or fail, a creature does not need to
— roll this saving throw again for 24 hours.
STR DEX CON INT WIS CHA
30 (+10) 26 (+8) 28 (+9) 4 (-3) 17 (+3) 22 (+6) Ravenous Shadow. Any dead or decaying matter that falls under
the shadow of a golothoma is immediately consumed. Any
— creature within 10 feet of the golothoma takes 2d8 necrotic
Damage Resistances cold, fire, lightning, poison; bludgeoning, damage at the start of its turn. Any creature at 0 hit points
piercing, and slashing from nonmagical weapons. within this area automatically fails any death saving throws it
Damage Immunities acid makes. If a creature is within an area illuminated by bright light,
Condition Immunities poison they are not subject to this effect.
Senses truesight 120 ft., passive Perception 13
Languages understands all, but cannot speak
Challenge 16 (15,000 XP) ACTIONS
Multiattack. The golothoma makes three attacks with its claws
— and one attack with its stinger.
Acidic Coating. Creatures who strike the golothoma with melee
attacks suffer 11 (2d10) acid damage.
Claws. Melee Weapon Attack: +16 to hit, reach 5 ft., one target.
Alien Mind. The golothoma has a bizarre mind, allowing it to Hit: 17 (2d6 + 10) slashing damage.
resist enchantments and illusions with ease. The golothoma
has advantage on saving throws against being charmed, and Stinger. Melee Weapon Attack: +16 to hit, reach 5 ft., one target.
spells or effects from the illusion school. Hit: 17 (2d6 + 10) piercing damage plus 5 (1d10) acid damage
and the target must succeed on a DC 19 Constitution saving
Dimensional Reach. Tied to a being of shadow, attacks from throw or become poisoned. While poisoned in this way, at
the golothoma can originate from any space within 120 feet the start of their next turn, the target takes 7 (2d6) necrotic
of it, provided that space is not in bright light (dim light or damage and the poisoned effect ends.
57 darkness only).
Laghathti Solitary Lives. While one might find a pair or even
a school of laghathti, these creatures only converge
Deep within the depths of the River Styx, long once their appetites have been satiated. A lone
serpentine creatures stir. A tentacled horror, the creature is a sure sign of a hungry one.
laghathti (Lag-GATH-tee) possess specialized Ambush Hunters. The preferred tactic of this
tentacles: five covered in tiny mouths on their horrific obyrith is to wait and hide near the River’s
undersides while another five end in wide shore. Once a creature is within reach, it steals
paddles. The final two end with long jaws that wail memories from its prey while also trying to drown
a horrible song. the helpless creature.
These tentacles can reach 20 to 25 feet in
length, connected to a spherical mass of flesh
at the center of its body. They swim aimlessly,
without purpose or intent, through the Styx.
Their obyrithian nature allows them to
survive within the waters without losing their
own memories.
No Sense of Self. Laghathti have
no individual personalities.
Instead, they exhibit the behavior
of all the memories they have
collected from the unfortunate
souls they encounter. They digest these
memories over time, leaving them as cold
empty creatures of instinct between meals.

Laghathti Form of
the laghathti
Madness. Creatures who can see
and start their turn within 30 feet of it must
Large fiend (demon), chaotic evil
succeed on a DC 17 Wisdom saving throw or the target
— believes they cannot trust their memories, gaining a long term
Armor Class 16 (natural armor)
madness effect (see chapter 8 of the Dungeon Master’s Guide).
Hit Points 172 (15d10 + 90)
Regardless if it succeeds or fails, a creature does not need to
Speed 20 ft., swim 50 ft.
roll this saving throw again for 24 hours.

STR DEX CON INT WIS CHA Grappler. The laghathti can grapple up to 5 creatures.
20 (+5) 13 (+1) 22 (+6) 5 (-3( 15 (+2) 12 (+1)
Actions
— Multiattack. The laghathti makes five attacks in any
Saving Throws Dex + 5, Con +10
Skills Athletics +13,Perception +12, Stealth +5 combination using its tentacle or bash attacks. The laghathti
Damage Resistances cold, fire, lightning, poison; bludgeoning, can replace up to two of these attacks with Erase Memory.
piercing, and slashing from nonmagical weapons.
Condition Immunities poison Tentacle. Melee Weapon Attack: +9 to hit, reach 15 ft., one
Senses darkvision 60 ft., passive Perception 20 target. Hit: 10 (1d10 + 5) bludgeoning damage and the creature
Languages Abyssal is grappled (escape DC 17).
Challenge 12 (8,400 XP)
Bash. Melee Weapon Attack: +9 to hit, reach 15., one target. Hit:
— 10 (1d10 + 5) bludgeoning damage to the target and to one of
Alien Mind. The laghathti has a bizarre mind, allowing it to
resist enchantments and illusions with ease. The laghathti has the creatures currently grappled by the laghathti. The laghathti
advantage on saving throws against being charmed, and spells must be grappling a creature to use this attack.
or effects from of the illusion school.
Erase Memory. The laghathti chooses a target within 30 feet.
Amphibious. The laghathti can breathe air and water. The target must succeed on a DC 17 Wisdom saving throw, or
their Intelligence and Charisma become 1. At the end of each
round, they may attempt a new saving throw, ending this effect
58 on themselves on a success.
Uzollru
Uzollru
Deep on the 89th layer of the Abyss, the demon Gargantuan fiend (demon), chaotic evil
lord Dagon works the mysterious machinations of —
Armor Class 19 (natural armor)
the obyriths. Assisted by his most trusted servants, Hit Points 232 (15d20 + 150)
the uzollru (Ooh-zz-ol-rue), none but the most Speed 20 ft., swim 60 ft.
brave or most stupid of demons visit this home. —
STR DEX CON INT WIS CHA
Resembling a giant aquatic centipede, the 30 (+10) 11 (+0) 30 (+10) 6 (-2) 24 (+7) 20 (+5)
uzollru swims about with barbed flippers. Its —
Skills Athletics +16, Perception +13, Stealth +6
long sinewy body is topped with a horrific head: Damage Resistances fire, lightning, poison; bludgeoning,
a single unblinking red eye, surrounded by long piercing, and slashing from nonmagical weapons.
tentacles. On either side of its face is a long spiny Damage Immunities cold
Condition Immunities poison
lobster-like claw. Senses darkvision 60 ft., passive Perception 23
Hunters. While they do not need to consume Languages Abyssal, telepathy 100 ft.
Challenge 17 (18,000 XP)
their prey, the uzollru is a consummate hunter.

They simply enjoy the feeling of killing other Alien Mind. The uzollru has a bizarre mind, allowing it to
living beings. resist enchantments and illusions with ease. The uzollru
has advantage on saving throws against being charmed, and
Liquid Diet. Leaving behind no corpses, a uzollru spells or effects from of the illusion school.
dissolves the body of whatever it kills, drinking it
Amphibious. The uzollru can breathe air and water.
as a liquid.
Scions of Dagon. All uzollru have a connection to Form of Madness. Creatures who can see the uzollru and
start their turn within 30 feet of it must succeed on a DC 19
Dagon, and enforce his will throughout the Abyss Wisdom saving throw or the target is maddened by the sheer
and beyond. Some uzollru have even been seen as colossal size of the uzollru, gaining a long term madness
effect (see chapter 8 of the Dungeon Master’s Guide).
far away as the Plane of Water. Regardless if it succeeds or fails, a creature does not need to
roll this saving throw again for 24 hours.

Swim By Attack. The uzollru doesn’t provoke opportunity


attacks when it swims out of an enemy’s reach.

Actions
Multiattack. The uzollru makes two attacks with its claws,
and one attack with its tentacles.

Claw. Melee Weapon Attack: +16 to hit, reach 20 ft., one


target. Hit: 19 (2d8 + 10) bludgeoning damage and the target
becomes grappled (escape DC 19). Until this grapple ends,
the uzollru can’t use its claw attack on another target.

Tentacles. Melee Weapon Attack: +14 to hit, reach 20 ft., one


target. Hit: 48 (7d10 + 10) acid damage plus the target must
succeed on a DC 19 Constitution saving throw or have its
Constitution score reduced by 1. This reduction lasts until
the target finishes a long rest per point of Constitution lost.

59
Verakia Verakia
Larger than the primal mammoths who stomp Gargantuan fiend (demon), chaotic evil

among icy glaciers, the verakia (V-err-ah-kee-uh) —


Armor Class 16 (natural armor)
is a draconic behemoth. Large talons allow it to Hit Points 205 (10d20 + 100)
Speed 50 ft., swim 30 ft.
grip the ground easily, or slice through prey even
easier. Four powerful legs push the creature along, —
STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 27 (+8) 6 (-2) 14 (+2) 17 (+3)
while two humanoid arms, each tipped with two
serrated claws, are more like hands. —
Damage Resistances cold, lightning, poison; bludgeoning,
Its head has four eyes above an immense mouth piercing, and slashing from nonmagical weapons.
Damage Immunities fire
filled with rows of wicked teeth. Three horns, two Condition Immunities poison
reaching forward on each side of its head and one Senses darkvision 60 ft., passive Perception 12
running backwards over the back of the beast, sit Languages Abyssal
Challenge 14 (11,500 XP)
atop its monstrous head.

Denizens of the Gaping Maw. As primordial hunters Alien Mind. The verakia has a bizarre mind, allowing it to
resist enchantments and illusions with ease. The uzollru
of the Abyss, the verakia tend to be more of a has advantage on saving throws against being charmed, and
force of nature than an aimed intelligence. When spells or effects from the illusion school.
Demogorgon took their layer over for his own, Force of Nature. Because the verakia causes such an aura of
he saw no reason to alert them to this change or raw primordial energies around it, all forms of nature tend
attempt to change their position within the power to avoid being caught in its wake. The verakia is unaffected
by difficult terrain due to any plant growth (including
structure of the layer. magical growth).
Desire for Destruction. Most obyrith have a
Form of Madness. Creatures who can see the verakia and
purpose or need to push forward. The verakia are start their turn within 30 feet of it must succeed on a DC 18
simply a pure destructive force. Those creatures Wisdom saving throw or become maddened by a bloodthirsty
rage, gaining a long term madness effect (see chapter 8 of
who go mad looking at them tend to be inspired the Dungeon Master’s Guide). Regardless if it succeeds or
by this raw fury, becoming destructive forces fails, a creature does not need to roll this saving throw again
onto themselves. for 24 hours.

Trample. If the verakia moves at least 20 feet, it can use an


action to move through other creature’s spaces. Creatures
affected by this trait must succeed on a DC 18 Dexterity
saving throw or be knocked prone and suffer 46 (3d10 + 30)
bludgeoning damage.

Actions
Multiattack. The verakia makes one bite attack, one tail slam,
and two claw attacks.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit: 23 (3d8 + 10) piercing damage.

Tail Slam. Melee Weapon Attack: +15 to hit, reach 20 ft., one
target. Hit: 23 (3d8 + 10) bludgeoning damage.

Claw. Melee Weapon Attack: +15 to hit, reach 15 ft., one


target. Hit: 13 (1d6 + 10) slashing damage.

Unholy Breath (Recharge 5-6). The verakia unleashes a 60-


foot cone of hellfire. Creatures within this area must make a
DC 18 Dexterity saving throw, taking 33 (6d10) fire damage
plus 33 (6d10) necrotic damage on a failure or half as much
on a success.

60
Appendix 1:
Ashaphix, General of the 3rd
Cohort of Avernus
The never-ending Blood War has given many
aspiring devils the opportunity to elevate
themselves though fame and glory on the

Villains & Lairs battlefield, Ashaphix is one such devil. Massive


even for a pit fiend and adorned in the skulls of
enemy generals and captains, Ashaphix makes for
a truly imposing devil.

Counselor & War Captain


Duke Ashaphix is one of Zariel’s generals, and at
times a more trusted advisor than Duke Bel due
to his direct nature. Ashaphix can be found on
the front lines of the Blood War, leading the 3rd
Cohort of Avernus in battle. Ashaphix has never
ordered a full retreat, not because of hubris, but
because he has never lost a battle.

Ambition Personified
Ashaphix, like all devils,
seeks power; the ultimate
expression of his power
is rulership of the layer of
Avernus. Intelligent and wise,
Ashaphix bides his time waiting
for the proper moment to dispose of
Zariel and Bel, seeking to remove
all opposition in one fell swoop. For
years, Ashaphix has made alliances with
yugoloths and hags, waiting for the
proper time to unleash his plan and
take control of Avernus.

61
Ashaphix Actions
Large fiend (devil), lawful evil Multiattack. Ashaphix makes four attacks: one with his bite,
one with his claw, one with his vorpal greataxe, and one

Armor Class 19 (natural armor) with his tail.
Hit Points 375 (27d10 + 189)
Speed 30 ft., fly 60 ft Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
Hit: 22 (4d6 + 8) piercing damage. The target must succeed on
— a DC 21 Constitution saving throw or become poisoned. While
STR DEX CON INT WIS CHA poisoned in this way, the target can't regain hit points, and it
26 (+8) 18 (+4) 24 (+7) 23 (+6) 18 (+4) 24 (+7)
takes 21 (6d6) poison damage at the start of each of its turns.
The poisoned target can repeat the saving throw at the end of
— each of its turns, ending the effect on itself on a success.
Saving Throws Dex +11, Con +13, Wis +10
Damage Resistances cold; bludgeoning, piercing, and slashing
from nonmagical attacks that aren’t silvered Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Damage Immunities fire, poison Hit: 17 (2d8 + 8) slashing damage.
Condition Immunities poisoned
Vorpal Greataxe. Melee Weapon Attack: +14 to hit, reach 10
Senses truesight 120 ft., passive Perception 14
ft., one target. Hit: 21 (2d12 + 8) bludgeoning damage plus 21
Language Infernal, telepathy 120 ft.
(6d6) fire damage. When Ashaphix rolls a 20 on the attack roll,
Challenge 24 (62,000 XP)
it cuts off the target’s head. The creature dies if it can’t survive
— without the lost head. A creature is immune to this effect if it is
Fear Aura. Any creature hostile to Ashaphix that starts its
immune to slashing damage, doesn't have or need a head, or is
turn within 20 feet of him must make a DC 21 Wisdom saving
Gargantuan or larger. Such a creature instead takes an extra 27
throw, unless Ashaphix is incapacitated. On a failed save,
(6d8) slashing damage from the attack.
the creature is frightened until the start of its next turn. If a
creature's saving throw is successful, the creature is immune to
Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Ashaphix's Fear Aura for the next 24 hours.
Hit: 24 (3d10 + 8) bludgeoning damage.
Legendary Resistance (3/Day). If Ashaphix fails a saving throw,
he can choose to succeed instead. Legendary Actions
Ashatphix can take 3 legendary actions, choosing from the
Magic Resistance. Ashaphix has advantage on saving throws options below. Only one legendary action option can be used at
against spells and other magical effects. a time and only at the end of another creature’s turn. Ashaphix
regains spent legendary actions at the start of his turn.
Magic Weapons. Ashaphix’s weapon attacks are magical.
Vorpal Greatxe. Ashaphix makes a vorpal greataxe attack.
Innate Spellcasting. Ashaphix’s spellcasting ability is
Charisma (spell save is DC 21, +13 to hit with spell attacks). Order Advance. Ashaphix targets up to 3 allies he can see
Ashaphix can innately cast the following spells, requiring no within 60 feet of him. If the target can see and hear Ashaphix,
material components: the target can use its reaction to move up to its speed without
provoking opportunity attacks.
At will: detect magic, fireball
3/day each: dimension door, hold monster, wall of fire Form Ranks (Costs 3 Actions). Ashaphix targets up to 2 friendly
1/day: disintegrate creatures within 30 feet of him. If the target can see and hear
Ashaphix, the target and all other allied creatures (other than
Ashaphix) have advantage on attack rolls until the end of their
next turn if they are within 5 feet of the target.

62
Lashpera, The Opal Goddess Xia Amberwell. An assassin, spy, and torturer
A fiendish woman, dressed in gothic armor strides Abiding Enmity
forward, a wicked smile on her beautiful, but If forced into direct combat, she uses her spells to
alien, face. Her skin is pale, and she sports small escape, fearing a lucky strike or spell could banish
red horns, a lashing spined tail, and red, bat- her back to the Abyss. If she is forced to flee under
like wings extending from her back. She carries a threat she will harbor a deep grudge against her
sword of demonic design in her right hand, and a assailants and plot to have her revenge when the
green glowing opal is embedded in her left palm. time is right.
Her red eyes shine with predatory intelligence and
cunning; she is unsettling to look upon. Lair: The Dark Delight
Seeker of Power The Dark Delight is an entertainment
Lashpera is a unique demon, verging on establishment in the Lower Docks area on the
nascent demon lord status. Once a human, she waterfront, surrounded by warehouses, salvage
sought power and, using an opal stone artifact, yards, and light industrial maritime businesses
underwent a transformation, becoming a (shipyards, sailmakers, smithies etc.). The
powerful calcified creature. She developed a cult building itself appears to be nothing more
and called herself the Opal Goddess. Slain by than a shabby two-story warehouse with no
adventurers, her soul was confined to the Abyss, external windows.
whereupon Fraz’Urb’luu saw her potential and Within lies a complex dedicated to providing
moulded her into a servant of his designs. She entertainment for the right clientele, and provides
escaped back to the Material Plane and recaptured private rooms for parties, games, or as neutral
much of her lost power. She now seeks freedom ground for clandestine meetings. It is a hotspot
from her master and to build a power base of her for information gathering and criminal activity.
own. Her story is covered in more detail in the Secretly, it is the lair of Lashpera the Opal
adventure Temple of the Opal Goddess. Goddess, a disguised nascent demon lord, and
the base of the Veil, her criminal organization
Cult Builder specializing in illusion and subterfuge. The Veil
With her restoration, her goals have shifted to deals in artifacts, information and, on occasion,
amassing power and security on the Material the darker trade of mortal souls.
Plane. Her ability to disguise herself, charm, and It is worth noting that Lashpera has the ability
mislead others, and her considerable knowledge to cast mirage arcane, and thus the Dark Delight can
and intellect have allowed her to create a more actually appear as she pleases, changing themes,
sophisticated cult amongst the human nobility— color, and even making it seem as though doors
starting in Baldur's Gate. Her preference is to are walls. The below descriptions are the true look
be a power from the shadows, using servants and of the Dark Delight, assuming Lashpera has not
unwitting pawns to accomplish her goals. used the spell.
Lashpera commands a cult known as The Veil,
based out of a festhall and pleasure den called The First Level
The Dark Delight, which she runs as an exclusive 1) Street Entrance. A carved wooden door, its
club, cultivating wealthy and powerful individuals vaguely demonic design worn and chipped in
as targets, connections, resources, or potential places provides entry to the Dark Delight. Two
servants. A handful of powerful retainers serve lanterns light the portal at night, casting dancing
her, carrying out her whims. shadows across the doors.
The servants include: 2) Foyer. A dim foyer acts as a transition space
Malice and Spite. Henchmen, thugs, between the various areas of the establishment.
and enforcement A well-worn red carpet covers the floor, and
Cassius Vellander. A bard, charmer, and a dozen bronze antique frames line the wall,
information gatherer displaying paintings of raucous and carousing
63
Lashpera, the Opal Goddess Magic Resistance. Lashpera has advantage on saving throws
against spells and other magical effects.
Medium fiend (demon), neutral evil
— Nondetection Aura. Lashpera is under a constant nondetection
Armor Class 20 (natural armor) effect per the spell. She does not detect as a fiend to any
Hit Points 144 (17d8 + 68) abilities that detect fiends.
Speed 30 ft., fly 30 ft.
— Teleport. Lashpera can magically teleport, along with any
STR DEX CON INT WIS CHA equipment she is wearing or carrying, up to 120 feet to an
16 (+3) 16 (+3) 18 (+4) 18 (+4) 14 (+2) 20 (+5) unoccupied space she can see.

— Innate Spellcasting. Lashpera’s spellcasting ability is


Saving Throws Con +8, Wis +6, Cha +9 Charisma (spell save DC 17, +9 to hit with spell attacks).
Skills Arcana +8, Deception +9, History +8, Insight +6, Lashpera can innately cast the following spells, requiring no
Perception +6, Persuasion +9, material components:
Damage Immunities poison
Damage Resistances cold, fire, lightning; bludgeoning, piercing, At will: disguise self, friends, mage hand, minor illusion
and slashing from nonmagical attacks 3/day each: charm person, invisibility, phantasmal force, scrying
Condition Immunities petrified, poisoned 2/day each: major image, plane shift (self only)
Senses Truesight 60 ft., passive Perception 16 1/day: mirage arcane
Languages Abyssal, Common, Infernal, Orc, Telepathy 120 ft.
Challenge 10 (5,900 XP) Actions
— Multiattack. Lashpera makes three attacks in any combination.
Abyssal Blade. Lashpera can conjure a fiendish sword to her
grasp as a bonus action. The weapon counts as magical, and
Abyssal Blade. Melee Weapon Attack: +7 to hit, reach 5 ft.,
deals 2d8 slashing damage and an additional 2d6 necrotic
one target. Hit: 12 (2d8 + 3) slashing damage plus 7 (2d6)
damage on a successful attack. If the blade is ever broken or
necrotic damage.
leaves Lashpera’s grasp it disappears.
Radiant Beam. Ranged Spell Attack: +9 to hit, range 60/180 ft.,
one target. Hit: 18 (3d8 + 5) radiant damage.

64
partygoers. Wooden doors, carved with similar ale, however a range of wines and spirits are also
demonic motifs as the street entrance, lead off in present. The room has three interesting features:
all directions, while a wooden stairway leads up to Firstly, there is a fine looking keg labelled
a balustraded balcony above. “Calishite Brandy,” which is actually a mimic.
A hulking androgynous bouncer, bedecked in The creature has been enticed here as a guard
black leather and a black-hooded mask lurks in the over the stores with regular food, and has been
shadows, a knife and club clearly visible on their instructed not to attack the staff (which it can
belt (either Malice or Spite, depending on who recognize) or anyone with them. Anyone entering
drew door duty). Questions or queries are met without a staff member is fair game. The mimic,
with stony silence, while directions to people or dubbed “Cally”, has become something of a
places are silently conveyed by pointing. pet amongst the staff, who sneak it food from
The doors to the taproom (Area 3), gambling time to time.
den (Area 6) and the Festhall (Area 7) are Secondly, concealed in the base of a crystal
unlocked and free to access. The door to the serving decanter is a magical scrying focus placed
basement is locked (AC 15, Damage Threshold 3, by a local Harper wizard – Beldren the Adroit. It
HP 18, DC 18 Dexterity check using thieves’ tools currently sits unused in with the rest of the serving
to open, DC 18 Strength check to burst), and only ware (see Plots).
Lashpera and Cassius carry keys. Thirdly, one of the barrels of ale has been
3) Taproom. This large taproom is a generally poisoned by a local thieves’ guild – the Sable
cheery and lively place, with minstrels playing Blades – in retaliation for the Dark Delight failing
and drinks flowing. The walls, fittings and to pay its dues in their territory. Anyone drinking
furniture are all worn wood, chipped and dented from the barrel takes 1d6 poison damage and gains
with hard use. The bar is tended by young and the poisoned condition for 24 hours. A successful
attractive servers of all races, who weave through DC 12 Constitution saving throw halves the
the crowd flirting outrageously with anyone who damage and negates the poisoned condition.
seems receptive and ensure cups stay full. Public 6) Gambling Hall. This area has games of chance
doors lead to outside and to the festhall, while the and wagering running at all times, either run and
servers can access the storeroom (Area 5) and a staffed by the house (roulette, cards or odds based
secured alley (Area 4). wagering games) or facilitated by patrons (cards,
4) Side Alley. Beside the establishment is an alley dice or snooker). The bar here carries significant
secured by locked wrought iron gates (AC 19, coin, but is protected by an intimidating suit of
Damage Threshold 4, HP 20, DC 20 Dexterity animated armor, that is occasionally commanded
check using thieves’ tools to open, DC 20 Strength by the bar staff to perform basic tasks to remind
check to burst), The alley tends to accumulate patrons of its existence. There is also a large gong
refuse and serves as a very discreet meeting point on the rear wall that magically sounds alarms
for clandestine activity. Secretly, the trash houses throughout the complex, bringing both Spite and
a small colony of cranium rats that have come to Malice running and alerting Lashpera and Xia.
a mutually beneficial arrangement with Lashpera, 7) The Theater. Named the theater, this area sports
spying on behalf of her in exchange for ‘delicacies’ a stage and a few tables, but generally commands
such as fiend and angel flesh gleaned from the standing room only patrons. The stage is raised
battlefields of Avernus (see area 18 and the 4 feet above the floor and has a set of fold-down
Plots section). stairs on the side closest to the bar, and a ladder
5) Storeroom. This area is filled with barrels, leading up to a trap door in the ceiling in the
casks and crates, supplies to the various bars far corner. The theater has constantly changing
throughout the establishment. The two outer attractions, including dancers, local or travelling
doors are locked (AC 15, Damage Threshold 3, minstrels, theatrical oration, illusionists, or
HP 18, DC 15 Dexterity check using thieves’ tools novelty acts to political or religious speeches and
to open, DC 18 Strength check to burst), but most debates and even patron karaoke. The theater
of the employees on the lower floor have keys. The provides these acts three nights a week and the
primary items stored here are various forms of continued variation draws patrons as much as any
65
9) Private Rooms: Large. These four
rooms are able to be hired (from
the gambling hall bar) for private
functions or meetings. Each is lit by
lanterns, and decorated in fiendish
themes, with tapestries, paintings,
and exquisitely detailed carved art
hung on the walls. The largest contain
trunks of assorted items, including
serving ware and scribing tools.
Each room can be accessed by a
very well-concealed secret door (DC
20 Intelligence (Investigation) to
discover). Sounds from each carry
into the secret hall, allowing listeners
to record what is said. If these doors
are discovered, Lashpera herself
speaks to the aggrieved parties,
seeking to turn it to her advantage.
If her agents have learned anything
incriminating, she may resort to
blackmail, but just as often tries
to develop a mutually beneficial
relationship. If discovered listening
in on a meeting of two less-than-
amicable parties, she implies that one
party knew about and paid for the
spying service, and then seeks to gain
from the inevitable fallout.
10) Ablutions. There are four
washrooms in the Dark Delight, as
well as two cloak rooms, to ensure the
comfort of all patrons.
11) Private Rooms: Intimate. There are
other service the Dark Delight provides. On off three smaller private rooms that may be hired for
nights, when no acts are scheduled this acts as an personal meetings (also through the bar in the
overflow bar. Cassius wanders most of the lower gambling hall). These have comfortable chairs,
areas, but is always found here on show nights. decanters of various liquors, scribe’s tools, and
shuttered lanterns to facilitate any client needs.
The Second Level All are infernally decorated, but these are more
8) The Lounge. This area, lit with a gothic subtly themed toward places of influence and
candelabra, overlooks the foyer below, and enjoys power – such as devilish courts.
wait service from the taproom, making it one of While no secret halls lead onto these rooms,
the more popular places in the establishment for there is a crawlspace in the ceiling above them
those that want to see and be seen. The other of where stealthy listeners are able to record details.
the two hulking, black leather-clad bouncers lurks Xia is also able to enter each room through
here and makes patrols of the upper floor (this cunningly concealed removable panels in the
is considered the better of the two assignments ceiling to “silence" any occupants, if Lashpera
between them). deems it necessary.
66
12) Performer Dressing Room. This room is set on the location through a peephole from her
aside for the staff and theater performers, and personal quarters (Area 15).
is opulently appointed with beautiful art and 15) Lashpera’s Personal Quarters. Lashpera’s
decoration and ample lamp lighting. There personal quarters are well appointed, and the
are three vanities and a washstand, along with furnishings are high quality, but do not reflect the
numerous chests and containers for any personal over-the-top opulence of her receiving room. In
belongings of the entertainers. Lashpera lavishes contrast to the image presented without, Lashpera
praise and coin on entertainers, particularly those desires comfort without empty ostentation.
who are popular. The vanity, chest, and wardrobe are all made of
13) The Wardrobe. The wardrobe contains polished wood, but lack ornamentation. The bed
thousands of articles of clothing hung against the is plush and draped with silk and warm hides,
walls and packed in so tightly it is hard to navigate. but is plainly constructed. The bath is deep but
The outfits are of all types, ranging from full of plain porcelain. Lashpera’s outfits vary from
theatrical costumes to staff uniforms. All garments utilitarian to ostentatious and formal, and are
are laundered and maintained, and anyone using worth a total of 1,000 gp if stolen and sold. There
anything from this wardrobe to enhance an act is a range of jewelry worth 4,000 gp and a small
or disguise themselves gains advantage on any coffer of coins (100 pp, 543 gp, 135 sp, and 56
applicable rolls. cp) in her chest.
The secret door is both well made and concealed The secret door is not as well concealed from
behind the clothing, making it extremely difficult this side (DC 16 Intelligence (Investigation)
to find (DC 22 Intelligence (Investigation) to discover).
to discover). 16) Stage Props Storage. This room holds the
14) Lashpera’s Receiving Room. This room is gaudy various props for the stage that can’t be kept
in its opulence. A crystal chandelier casts light in in the theater. They include stands and stools,
scintillating colors across the chamber. Fine art musical instruments, various flat, wooden scenery
in gold-gilded frames line the walls, all displaying ‘cutouts’, backdrops and carpets, ropes and pulleys
rulers passing judgement on their inferiors. Two and more. A trap door in the floor opens to a
deep-red velvet chairs face each other over a silver ladder onto the stage below, and a block and tackle
table set with liquor. Exotic plants and flowers has been set up above it to lower heavy items.
rest in a planter in the far corner, filling the room While most of the items in here are well made but
with an intoxicating scent. The door to Lashpera’s low value stage props, unbeknownst to anyone a
personal quarters is locked, (AC 16, Damage ‘prop’ broom in one corner is actually a broom
Threshold 3, HP 25, DC 20 Dexterity check using of flying. Somehow this valuable magic item
thieves’ tools to open, DC 20 Strength check to was accidentally stored with mundane items and
burst), and only she has a key. escaped the staff’s notice.
Lashpera holds meetings with significant
individuals in this room, which is carefully The Basement
crafted to display a certain unsubtle image of 17) Antechamber. This room is unlit unless
flagrant wealth and power. The alcohol is the characters bring their own light source. It has an
finest money can buy, and the plants are actually oppressive feel to it, and gothic style bas-relief
specimens from the Garden of Delight in Dis, the in the stonework that creates a palpable sense
Second Layer of Hell, that inhibit the judgement of descending into a fiendish underworld. The
of anyone who inhales their spores (Lashpera is doors on the left are cast bronze and show mortal
immune to their effects). Anyone in the room souls burning in hellfire. They are unlocked, but
must make a DC 15 Constitution saving throw or extremely heavy, requiring a DC 20 Strength
make Wisdom ability checks at disadvantage while check to open. The door to the Vault (Area 18)
in the room.If a subject is potentially dangerous, appears to be iron, its bas-relief showing mortals
Lashpera conducts the meeting using a major tortured in an infernal prison. The door is locked
image of herself in the room while she spies (AC 20, Damage Threshold 5, HP 30, DC 22
Dexterity check using thieves’ tools to open, DC
67
25 Strength check to burst), and only Lashpera If the characters can see through the mirage arcane,
has the key. one of the books with a spine marked A History
The secret door (DC 15 Intelligence of Cormyr, circa 1273-1356 DR is actually the Dark
(Investigation) to discover) is hidden in a section Delight’s ledgers, detailing significant criminal
of bas-relief of a mortal being eaten by a demon, transactions with a number of prominent citizens,
and leads to a section of the sewers. It cannot be criminal gangs, and what appears to be several
opened from the other side, and is intended to be creatures from the Lower Planes. The details are
an emergency escape route. left to the DM, but are highly incriminating for all
18) The Vault. The vault is under constant a mirage involved. Of even more interest is another book
arcane spell (Lashpera can have up to 10 such labeled A Treatise on Calishite Politics, which is
effects at a time). This effect changes just a few actually hollowed out and contains 7 Soul Coins
minor details, hiding secrets within the treasure (see Baldur’s Gate: Descent into Avernus). These
left out in the open. are the souls of 7 individuals that Lashpera is
This vault has several chests and crates within personally interested in (but again the details are
in, and a set of shelves against the far wall. The left to the DM).
majority of the Dark Delight’s funds are here in 19) Gate Chamber. This chamber is oppressive
one of the chests, including 548 pp, 4,589 gp, due to the low seeming ceiling, which is 20 feet
3,497 sp and 248 cp. The organization is vastly high near the entrance, 15 feet high to the north
wealthier than this meagre sum suggests, but most and only barely 10 feet high to the west. It is lit
of the funds are tied up in investments or plots- with torches but the light doesn’t reach into the
in-motion that have yet to pay off. There is also a deep darkness of the pit. Three stone rings, 10
range of various jewelry and other objects of value feet in diameter, sit upright in places around the
(DM’s discretion as to specifics) totaling 4,000 chamber. Each has an inscription in Infernal on
gp. These are generally unsuitable as display it, proclaiming its destination for those that can
objects (holy relics, overly recognizable stolen read it. The south gate reads “Avernus,” the north
objects etc.). There are a number of magic items reads “Abyss,” and the west reads “Mechanus,”
here, including a heavy crossbow +1, greatsword +1, a though it is clear that the west gate is only partially
battleaxe +1 (actually a berserker axe), a circlet of blasting, complete, with large sections are missing from the
and a stone of good luck, as well as a case of 7 potions (5 ring, giving it a slightly jagged look. If a creature
are potions of greater healing, 2 are potions of poison). touches an attuned crystal to each complete ring
There is a long, low box that contains 12 crystals (see Area 18), the portal flares to life, offering
cut into rough 4-inch-long cylinders. Three are a window to its destination that stays open for
blue (Avernus), 4 are red (Abyss), and 5 are clear 1 minute or until the crystal is touched to the
(unattuned). These are keys that open the gates ring again (or its counterpart on the other side).
in Area 19. The 5 clear crystals are intended for During that time creatures can pass freely across
the unfinished gate. The box has spaces for 20 the connected planes.
crystals, and given the groupings it appears 5 blue If a creature doesn’t have a crystal key, the gates
and 3 red are missing (these are either in the can be identified (though not activated) with a
hands of agents or have been lost). DC 20 Intelligence (Arcana) check, but doing so
The shelf contains a number of books and activates the golems in the pit.
scrolls, mostly various treatises on the planes, 20) The Pit. The pit is under a constant mirage
planar creatures, and magic, though there are arcane spell. It appears to be bottomless, and light
some histories and a few works of fiction. All of doesn’t reach the bottom. Any objects dropped in
the books are worth 300 gp, including several vanish instantly.
unique tomes penned by Lashpera herself (which In reality the pit is only 5 feet deep on the east
hold greater value as trade to Candlekeep for side, and up to 15 feet deep to the west. Two iron
access to the libraries there—which is actually golems lie motionless in the pit under the mirage
her intent). arcane. They spring forth to attack any creature that

68
either touches on of the rings or enters from a androgynous twins wear complicated leather
portal that does not bear one of the crystal keys. armor and hoods that hide all but the barest
sliver of pale skin around dark, soulless eyes.
The Veil They do not speak, communicating to each other
The Veil is Lashpera’s criminal organization, through complex sign language and others via
dedicated to her and her goals. The Veil curt gestures.
consists of four primary members other than Malice and Spite assume the roles of bouncers
the Opal Goddess herself, as well as other in the Dark Delight, and as muscle and enforcers
peripheral associates. for anything else the Veil needs.
Cassius Vellander. Cassius is a darkly handsome Malice and Spite use the thug stat block (MM
human man with olive skin and black hair. He pg. 350) but carry clubs and daggers in the Dark
wears the finest clothing tailored in the latest Delight and the standard mace and heavy crossbow
fashions, and has a ready smile and a friendly when out on a job.
manner that puts patrons at ease. He speaks
eloquently and lightly, seemingly incapable of Associates
offense or being offended. He acts as the Dark The Veil is a small organization, and at the
Delight’s manager, moving through the patrons, moment contracts out a lot of its menial tasks.
keeping the peace with a joke and a wink. The Veil employs a half a dozen special
Behind that friendly façade lies a dark mind. “servers” who are subtle and intelligent, acting
Cassius is ambitious, always seeking advantage and as information gatherers, specializing in
ascension. Currently he works for Lashpera, but overhearing conversations and reporting the
is the least loyal of her close retainers—not that content to Cassius.
he’s interested in betraying her. At least not until When the occasion warrants it, there are a half
a better opportunity comes along. Of course, the dozen local toughs that Cassius uses to back up
opportunity would have to be staggeringly good, Malice and Spite when conducting blackmail,
as he recognizes that Lashpera’s star is on the rise, standovers, and the occasional lesson to rival
and he plans to advance in her wake. organizations.
Cassius handles the information gathered in The Dark Delight employs two dozen servers
the Dark Delight and from its agents, ensuring it of various sorts—bar and tavern servers, games
is all catalogued and ordered, with appropriate hosts and the like. All are smart, motivated, and
connections made and context given before understand Cassius rewards good customer service
sharing it with Lashpera. He knows she’s keeping and gives bonuses for any interesting gossip
tabs on him, which serves him just fine, for now. overheard in the establishment. Most of the staff
Cassius uses the statistics of a bard assume a low level of basic corrupt activity as
(VGtM pg. 211). would be appropriate for such a business, but have
Xia Amberwell. Xia is a fairly average looking no notion of the true extent of the organization.
halfling woman of indeterminate years. The kind
passersby wouldn’t look at twice. Around the Plots & Hooks
Dark Delight she acts as one of the many servers There are any number of plots and plans being
and hostesses. hatched in and around the Dark Delight, but the
Her true role is known only to Lashpera, following are some of the more interesting and
Cassius, Malice, and Spite. She is a ruthless consequential
assassin and spy, and serves the Veil in that The Planar Portals. Lashpera created the gates to
capacity. She is utterly loyal to Lashpera, who serve her interests.
freed her from infernal servitude. • The gate to the Abyss is less of a desire and more
Xia uses the statistics of an assassin of a necessity. She created it as a means of escape
(MM pg. 343). if she is banished back to the Abyss (which
Malice and Spite. Malice and Spite stand out happens if she is slain on any other plane).
amongst the other thugs and bashers the Veil She is deathly afraid of falling back under the
employs. Tall and powerful, these otherwise sway of her former master, the demon lord
69
Fraz’Urr’Blu, and has arranged for Xia to open origin and style. Among them is a dancer that has
the portal and seek her in the Abyss if she ever begun to act oddly, noted by his compatriots and
goes missing for more than a few days. discussed within earshot of Cassius, who plans
• The portal to Avernus is her first planar foray to investigate this suspected infiltration. It is an
for wealth and power. Avernus is in turmoil infiltration, but not what he suspects. A rogue
at the moment, and she is determined to get doppelganger replaced one of the troupe and is
her stake of the opportunities. She is hiring hiding out from its former tribe. It has knowledge
adventurers to go forth and retrieve certain soul of their plans to replace a major merchant in the
coins and items of note that can be bartered to city. Unfortunately for it, the tribe has tracked
the right beings for the right price. it here and is infiltrating the establishment’s
• The portal to Mechanus is something of a patrons. Once they sight their traitorous member,
mystery to her. She is driven to connect to the the doppelgangers plan to attack, uncaring of any
plane of Ultimate Law, but she doesn’t know incidental casualties they may cause.
why. She secretly hopes to find something The Fortune Cursed Noble. A young nobleman
on that plane that will sever her ties to the by the name of Antivar Ravenguard has begun
chaotic Abyss and be free of the shadow of her to frequent the Dark Delight in the company of
former master forever. As soon as the portal is his thrill-seeking friends. Nephew of the Grand
complete, she will begin funding expeditions Duke Ulder Ravenguard (one of the four Rulers
into Mechanus. of Baldur’s Gate), the young man was recently,
The Crystal Decanter. The Harpers have begun to and humiliatingly, rescued from an ill-fated
notice the new criminal activity in the area, and exploration in the Wood of Sharp Teeth (a
have begun investigating. After the loss of their tale covered in Temple of the Opal Goddess).
first agent, who ran afoul of the golems in Area Unbeknownst to him, his former paramour is
19, they are taking a more conservative approach. none other than Lashpera herself, who will be less
Beldren the Adroit, a local wizard of some skill, than pleased to discover him here. Fearing a plot
has crafted a crystal decanter to act as a focus for or discovery, Lashpera sends some local toughs to
a scrying spell, and seeks to learn more about the silence him if some heroes don’t intervene. If they
Dark Delight before sending in any more agents. do, she’ll resort to more drastic measures.
Unfortunately the decanter is in storage and his
scrying has amounted to nothing. He now seeks
adventurers willing to enter the place and locate
the decanter before it is discovered for what it is.
The Sable Blades. Despite their fine-sounding
name, the Sable Blades are a loose association of
local thieves that are also aware of some of the
Veil’s activities and are looking to send a message
by poisoning their customers. Most think this will
be an overt lesson that cows the new outfit, and
return the neighborhood to the status quo. The
mastermind is an older thief, Valen Elden, who is
secretly a member of the Zhentarim, and knows
their plan will likely provoke a swift and lethal
response from the Veil, and that the Sable Blades’
days are numbered. He hopes by provoking
the Veil so that the Zhentarim can gauge their
true strength. A bloodbath is about to occur in
the district.
The Odd Dancer. Currently the Dark Delight are
sponsoring a troupe of dancers, exotic in both
70
Lyranion: Captain of Graz’zt’s Clever & Deadly
Lyranion is beautiful and uses her wit to catch
Red Host opponents off guard. Lyranion prefers to enter
In any war there are heroes and champions on into combat with a pair of frightful axes and her
both sides, each trying to defeat the opposition magical spear, Heart’sblood. Unlike others of her
and win glory for their side. Lyranion is one such kind, Lyranion makes use of a shield in combat,
champion, but she does not fight for any notion emblazoned with the sigil of her lord, Graz’zt.
of glory or victory, but instead seeks to sate her
bloodlust on the field of battle, killing any who
cross her path.

Strong Right Hand


As a captain in the army of the demon lord
Graz’zt, she has become one of her lord’s most
celebrated military leaders. Leading the Red Host,
a thousand-
strong army
of vrocks
and hezrous,
Lyranion has won
too many battles to
count; some infernal
commanders have
retreated with the mere
mention of her name.

71
Lyranion Actions
Large fiend (demon), chaotic evil Multiattack. Lyranion makes five attacks: three with her
frightful axes, one with her spear, and one with her tail

Armor Class 20 (natural armor, shield)
Hit Points 210 (20d10 + 100) Frightful Axe. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Speed 40 ft. target. Hit: 13 (2d8 + 4) slashing damage. If Lyranion rolls a 20
on the attack roll or reduces a creature to 0 hit points with this
— damage, each creature that can see Lyranion must succeed on
STR DEX CON INT WIS CHA a DC 21 Charisma saving throw or become frightened of her. A
19 (+4) 20 (+5) 20 (+5) 18 (+4) 17 (+3) 20 (+5)
frightened creature can repeat the save at the end of each of
its turns, ending the effect on itself on a success. If a creature's
— saving throw is successful or the effect ends for it, the creature
Saving Throws Str +10, Con +11, Wis +9, Cha +11
Damage Resistances cold, fire, lightning; bludgeoning, piercing, is immune to this fear effect for the next 24 hours.
and slashing from nonmagical attacks
Damage Immunities poison Heart’sblood (Spear). Melee or Ranged Weapon Attack: +10 to
Condition Immunities poisoned hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d8 + 4)
Senses truesight 120 ft., passive Perception 13 piercing damage or 15 (2d10 + 4) piercing damage. Lyranion
Languages Abyssal, Infernal, telepathy 120 ft. heals for an amount equal to the damage dealt.
Challenge 18 (20,000)
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature.
— Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium
Indomitable (2/Day). Lyranion can reroll a failed saving throw.
or smaller, it is grappled (escape DC 19). Until the grapple ends,
Magic Resistance. Lyranion has advantage on saving throws the target is restrained, Lyranion can automatically hit the
against spells and other magical effects. target with her tail, and Lyranion can’t make tail attacks against
other targets.
Magic Weapons. Lyranion’s weapon attacks are magical.
Teleport. Lyranion magically teleports, along with any
Reactive. Lyranion can take one reaction on every turn equipment she is wearing or carrying, up to 120 feet to an
in a combat. unoccupied space she can see.

Taunt (2/Day). Lyranion can use a bonus action on her turn to Reactions
target one creature within 30 feet of her. If the target can hear
Parry. Lyranion adds 5 to her AC against a melee attack that
Lyranion, the target must succeed on a DC 21 Charisma saving
would hit her. To do so, Lyranion must see the attacker and be
throw or have disadvantage on ability checks, attack rolls, and
wielding a melee weapon.
saving throws until the start of Lyranion's next turn.

72
The Heir of Orcus Truly, her greatest source of power comes when
she is able to deceive others into killing otherwise
The Heir of Orcus is the merciless, malevolent innocent victims.
cambion daughter of the demon lord Orcus Some scholars have recorded incidents in which
and an aasimar priestess of Tyr. She is the the Heir shapeshifts into nobles or other well-
embodiment of deception and betrayal, who known figures to charm adventurers into violently
prefers to manipulate others to do her bidding. attacking her in public for all to see. She allows
Her true name is said to be recorded within a those charmed by her to bring her to the brink of
prophetic tome of great power now lost deep death, at which point she halts them and cries out
in the Abyss. for guards or bounty hunters to bring “justice” to
Dark Prophecy the would-be murders.
The Heir’s birth is the result of an ancient She devises insidious plots to help bring about
prophecy fulfilled by followers of Orcus. They her ultimate plans. Time is nothing her, and so
believed an offspring of Orcus and an aasimar she waits patiently, biding her in the depths of the
would bring about a vessel capable of throwing
the Material Plane into eternal darkness and
undeath. Upon her birth, the Heir slaughtered
her mother and was later imprisoned by the
legendary angel of Tyr, Ser Vindictus. During
her imprisonment, Orcus tormented the
Heir. Filled with rage and hatred for her
father, she seeks to slay Orcus for all he
has done to her.
After nearly a century, she was
released from her imprisonment
by an unsuspecting group of
adventurers. She has been
slowly gathering her strength to
ascend to the status of demon
lord so she can enact her
vengeance on her father.

The Murder of Inno-


cents
Unlike many demons, the
Heir gains strength when she
sees her victims tormented
and suffer great lengths
before they perish. Souls
that suffer such evils grant
her great power when she
ultimately devours them.

73
lair in the Abyss until she can ascend as a demon
lord and claim her father’s head.

Tactics
The Heir takes great pleasure seeing her foes fight
against each other. Her Obsidian Spear is laced
with poison that allows her to easily charm her
enemies. She teleports in and out of battle and uses
her captivating presence to control those with the
weakest will. If she is overwhelmed, she uses plane
shift as a means of escape.

The Heir of Orcus Magic Weapons. The Heir's weapon attacks are magical.
Medium fiend (demon), chaotic evil
Actions

Armor Class 19 (natural armor) Multiattack. The Heir makes two melee attacks or uses her
Hit Points 170 (20d8 + 80) Necrotic Ray twice.
Speed 40 ft., fly 80 ft.
Obsidian Spear. Melee or Ranged Weapon Attack: +11 to hit,
— reach 5 ft. or range 20/60 ft., one target. Hit: 19 (4d6 + 5)
STR DEX CON INT WIS CHA piercing damage, or 23 (4d8 + 5) piercing damage if used
20 (+5) 24 (+7) 18 (+4) 22 (+6) 18 (+4) 20 (+5)
with two hands to make a melee attack, plus 10 (3d6) poison
damage, and the target must make a DC 19 Constitution saving
— throw or be poisoned for 1 minute. The poisoned target can
Saving Throws Dex +13, Con +10, Wis +10, Cha +11
Skills Deception +11, Intimidation +11, Persuasion +11, repeat the saving throw at the end of each of its turns, ending
Perception +10, Stealth +13 the effect on itself on a success.
Damage Resistances cold, lightning, poison, bludgeoning,
piercing, and slashing from nonmagical attacks Necrotic Ray. Ranged Weapon Attack: +13 to hit, range 120 ft.,
Damage Immunities necrotic one target. Hit: 22 (5d8) necrotic damage.
Condition Immunities frightened, charmed,
poisoned, exhaustion Fiendish Charm. One humanoid the Heir can see within 30
Senses darkvision 120 ft., truesight 120 ft., passive feet of it must succeed on a DC 19 Wisdom saving throw or be
Perception 20 magically charmed for 1 day. The charmed target obeys the
Languages Common, Abyssal, Celestial, Infernal, Heir's spoken commands. If the target suffers any harm from
Telepathy 120 ft. the Heir or another creature or receives a suicidal command
Challenge 18 (20,000 XP) from the Heir, the target can repeat the saving throw, ending
the effect on itself on a success. If the target succeeds, or if the
— effect ends for it, the creature is immune to the Heir's Fiendish
Captivating Presence. Any creature that starts its turn within
30 feet of the Heir must make a DC 19 Wisdom saving throw. Charm for 24 hours.
On a failed save, the creature becomes charmed by the Heir
Demonic Step. The Heir magically teleports, along with any
for 1 minute or until the creature is further than 30 feet from
equipment she is wearing and carrying, up to 120 feet to an
her. If the target suffers any harm from the Heir or receives
unoccupied space she can see. Before or after teleporting, she
a suicidal command from the Heir, the target can repeat the
can make an attack with her Obsidian Spear or Necrotic Ray.
saving throw, ending the effect on itself on a success. On a
successful saving throw, the creature becomes immune to the
Heir's Captivating Presence for 24 hours. Legendary Actions
The Heir can take 3 legendary actions, choosing from the options
Innate Spellcasting. The Heir's innate spellcasting ability is below. Only one legendary action option can be used at a time
Charisma (spell save DC 19, +11 to hit with spell attacks). The and only at the end of another creature's turn. The Heir of
Heir of Orcus can innately cast the following spells, requiring Orcus regains spent legendary actions at the start of its turn.
no components:
Attack. The Heir of Orcus attacks with her Obsidian Spear or
At will: major image, sending, suggestion her Necrotic Ray.
3/day each: dream, greater invisibility (self only), modify memory Cast a Spell. The Heir casts a spell.
2/day each: plane shift (self only) Demonic Step. The Heir uses her Demonic Step action.
1/day each: mass suggestion Whispers of Deceit (Costs 2 Actions). Each creature within 60
feet of the Heir that is charmed by her must use its reaction
Legendary Resistance (3/Day). If the Heir fails a saving throw, to move up to half its speed toward the creature closest to it
she can choose to succeed instead. that it can see, provided it isn’t already within 5 feet of that
creature. It then must make one melee attack or melee spell
Magic Resistance. The Heir has advantage on saving throws attack against that creature if it is able to do so.
against spells and other magical effects.

74 Vindictus
Vindictus (formerly “Ser Vindictus”) is fallen Vindictus always travels with the Dark Legion or a
angel of Tyr in the service of Zariel. She led the cohort of elite soldiers. She is fierce and unafraid
Knights of Holy Judgment during a failed assault in battle and bolsters those around her to defeat
on a temple of Orcus to destroy the Heir of their foes. Vindictus is calm and patient, always
Orcus upon her birth. Even though the assault choosing the right moment to launch an attack
was a failure, Vindictus was able to imprison the and able to maintain the greatest defenses against
Heir of Orcus within the temple using a set of overwhelming odds.
magical chains. Vindictus was ultimately defeated
and turned into a spawn of Kyuss until a group
of adventurers recovered her body and gave it to
the Mafisto Twins, two cultists of Zariel. Zariel
resurrected Vindictus and gave her a legion of
devils to command in the Blood War in Avernus.

Legendary Commander
Any Paladin or Knight of Holy Judgment knows
the legend of “Ser Vindictus,” the legendary angel
of Tyr who fought for justice and righteousness
throughout Faerûn. She led the Knights of Holy
Judgment during their pinnacle years and saw
their chapters grow in great numbers as they
fought righteous crusades on behalf of their god.
Now, Vindictus has taken her legendary skills as
a commander and has employed them to lead
Zariels soldiers into battle in the Blood War. She
currently leads the Dark Legion, stationed in Fort
Balator in Avernus.

The Fall of Vindictus


After Vindictus was resurrected, Zariel offered her
a choice: go back to Faerûn or to stay in Avernus
and help Zariel wage war against the endless
hordes of demons. Vindictus recalled her ultimate
defeat in the Temple of Orcus and realized that
demons are the greatest threat to the material
plane. With a twisted view of justice, Vindictus
chose to stay with Zariel and lead a legion of
devils to ensure the demons are held at bay
for eternity.

Tactics

75
Vindictus Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 6 (1d4 + 4) bludgeoning damage plus 18 (4d8)
Medium celestial, lawful evil
radiant damage. If the target is a Medium or smaller creature,
— it must succeed on a DC 17 Strength saving throw or be
Armor Class 20 (plate, shield)
knocked prone.
Hit Points 136 (16d8 + 64)
Speed 30 ft., fly 90 ft. Battlefield Leadership. Vindictus shouts military commands to
— one creature she can see within 30 feet of her. If the creature
STR DEX CON INT WIS CHA can hear her, it can add 1d8 to one attack roll or saving throw it
18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5) makes before the start of Vindictus's next turn.

— Healing Touch (3/Day). Vindictus touches another creature.


Saving Throws Str +9, Wis +10, Cha +10 The target magically regains 20 (4d8 + 2) hit points and is freed
Skills Athletics +9, Insight +10, Perception +10, Persuasion from any curse, disease, poison, blindness, or deafness.
+10, Religion +8
Damage Resistances radiant; bludgeoning, piercing, and Change Shape. Vindictus magically polymorphs into a
slashing from nonmagical attacks humanoid or beast that has a challenge rating equal to or less
Condition Immunities charmed, exhaustion, frightened than its own, or back into its true form. She reverts to her true
Senses darkvision 120 ft., passive Perception 20 form if she dies. Any equipment she is wearing or carrying is
Languages All, Telepathy 120 ft. absorbed or borne by the new form (Vindictus's choice). In a
Challenge 14 (11,500 XP) new form, Vindictus retains her statistics and ability to speak,
— but her AC, movement modes, Strength, Dexterity, and special
Angelic Weapons. Vindictus's weapon attacks are magical. senses are replaced by those of the new form, and she gains
When she hits with any weapon, the weapon deals an extra 4d8 any statistics and capabilities (except class features, legendary
radiant damage (included in the attack). actions, and lair actions) that the new form has but that
she lacks.
Aura of Inspiration. Vindictus creates an aura in a 10-foot
radius around her. While this aura is active, Vindictus and all
creatures friendly to her in the aura have advantage on saving
Reactions
throws against being charmed or frightened. Parry. Vindictus adds 2 to her AC against one melee attack
that would hit her. To do so, she must see the attacker and be
Innate Spellcasting. Vindictus's innate spellcasting ability is wielding a melee weapon.
Charisma (spell save DC 18, +10 to hit with spell attacks).
Vindictus can innately cast the following spells, requiring Legendary Actions
no components: Vindictus can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
At will: detect evil and good
used at a time and only at the end of another creature's
1/day: commune, raise dead
turn. Vindictus regains spent legendary actions at the start
of its turn.
Magic Resistance. Vindictus has advantage on saving throws
Bolster. Vindictus bolsters all friendly creatures within 30 feet
against spells and other magical effects.
of her until the end of her next turn. Bolstered creatures
Legendary Resistance (2/Day). If Vindictus fails a saving throw, can’t be charmed or frightened, and they gain advantage
she can choose to succeed instead. on ability checks and saving throws until the end of the
Vindictus's next turn.
Actions Hold the Line. Vindictus chooses up to three friendly willing
creatures she can see within 60 feet of her and orders them
Multiattack. Vindictus makes three melee attacks and uses to move into a defensive posture. The targets gain a +2
Battlefield Leadership. bonus to AC and their speed is reduced to zero until the end
of Vindictus's next turn.
Warhammer. Melee Weapon Attack: +9 to hit, reach 5 ft., one Command Allies (Costs 2 Actions). Vindictus chooses up
target. Hit: 8 (1d8 + 4) bludgeoning damage plus 18 (4d8) to three friendly creatures she can see within 30 feet of
radiant damage. her. If a chosen creature can see or hear Vindictus, it can
immediately use its reaction to make one weapon attack,
with advantage on the attack roll.

76
Lair: Fort Balator L2. Mustering Hall
The Dark Legion utilizes this hall to muster and
This lair is designed for three to seven characters march into battle. In case of emergencies, if the
levels 11 to 15. main gate is destroyed, the portcullis springs up
from the floor, blocking enemies from entering.
A Brief History
The portcullis has an AC of 19 and 50 hit
Fort Balator is named after Balator, the legendary
points. Defenders make ranged attacks through
general and is located on the front lines of the
the portcullis to thwart any enemy advances on
Blood War in Avernus.
the fort. Attached to the center column of the
Balator was the first female pit fiend assigned
mustering hall is a winch that raises and lowers
as a general on the front lines of the Blood War.
the portcullis.
She valiantly led the defense against the largest
demonic assault on Avernus in recorded history. L3. Unholy Fountain and Stairs
Legend attributes her defense and the actions Soldiers in the Blood War need a place to cleanse
of her elite troops, an all-female infernal force themselves after battle. The fountain in this room
called the Fiery Legion, as the singular defense is filled with a murky liquid known as unholy
that saved Avernus from being overrun by water. A good-aligned humanoid or celestial takes
demons. After the battle ended, Balator and the 7 (2d6) necrotic damage if they touch the unholy
Fiery Legion were gone, never to be seen or heard water. The stairs in this room lead up to area L10.
from again. No one knows what happened to
Balator and her forces, but it is clear that without L4. Detention Center
their sacrifice and heroism, the Nine Hells might This is a small military detention center with
not exist today. three cells. Each cell is made of iron bars with an
Today, Fort Balator serves as the headquarters AC of 19 and 50 hit points. A successful DC 15
of Vindictus and the Dark Legion. The Dark Dexterity check using thieves’ tools unlocks a cell.
Legion is tasked with defending the River Styx The warden in area L5 carries a key that unlocks
and Avernus from demonic incursion. The Dark these cells.
Legion is also responsible for field testing a new
prototype weapon called Balator’s Fury. L5. Warden’s Office
The warden of the detention center is a pain devil
Area Information who maintains their office here. The warden keeps
Lighting. Torches in each room are lit by a continual meticulous records of every prisoner unfortunate
flame spell. There is bright light in each room enough to end up in these cells.
throughout the fort. If a character investigates the records and
Terrain & Dimensions. The floors and walls are succeeds on a DC 16 Intelligence (Investigation)
made of rough dark-red stone. The ceilings are 20 check, they discover a record of Mad Maggie,
feet high throughout the fort. detailing their violent escape from Fort Balator.
Magic Effects. The entire fort is protected
by a forbiddance spell. The duration of the L6. Blood War Memorial
forbiddance spell is permanent and wards against Pendants, trinkets, and other memorabilia rest
magical travel throughout the entire fort. on a small marble table in the southern part of
this room. Soldiers in the Blood War leave these
Ground Floor tokens to remember those who fell in battle.
Two statues flank the table: one is of an erinyes
L1. Main Gate eager for battle, the other of a female fallen angel
Four steel devils guard the main gate into Fort gazing defiantly towards the heavens.
Balator. The gate is made of reinforced steel, has
L7. Quartermaster Storeroom
an AC of 19 and 100 hit points.
Food, supplies, and other mundane gear fill the
shelves of this room. The fort quartermaster is a
stingy forge devil responsible for maintaining all
77
Fort Balator

Cartography by Miska Fredman


the supplies for the Dark Legion. Characters who guards use a small rowboat to patrol back and
succeed on a DC 15 Wisdom (Perception) check forth between their guard post and area L9.
notice a secret passageway. This secret passageway
conceals the staircase to area L8. Upper Floor
Hidden Basement L10. Stairs
These stairs lead down to area L3.
L8. Loading Dock
Small cargo boats deliver supplies here via the L11. Barracks
River Styx. The warden is known to bring unruly Eight beds occupy this room, utilized by
prisoners here to throw into the River Styx. A legionnaires when they are not on duty. At any
creature other than a fiend that tastes or touches given time, there are 1d4 steel devils sleeping in
the River Styx must make a DC 15 Intelligence the barracks.
saving throw or be affected by feeblemind. The The highest-ranking legionnaire sleeps in the
staircase in the loading dock leads up to area L7. bed against the southeast wall. A successful DC
15 Intelligence (Investigation) check reveals the
L9. Guard Post secret passage behind this bed leading to area L13.
Four steel devils are always on guard duty here.
They patrol and look out for enemies who might L12. The War Room Exterior
approach the fortress via the River Styx. These There are two large statues atop the staircases in
the north and south areas of this room. These
statues depict Balator wearing heavy plate armor
78
and wielding an imposing red mace. There are • 2d6 gems worth 1,000 gp each
always two erinyes guarding each entrance to area • Two pedestals, each with one item from Magic
L13. Item Table H in the Dungeon Master’s Guide
The doors to area L13 are made of adamantine, • One pedestal with one item from Magic Item Table I
have an AC of 23 and 300 hit points. Vindictus in the Dungeon Master’s Guide
carries a key to unlock the doors leading to
area L13. Characters can pick the locks with L16. Military Library
a successful DC 20 Dexterity check using This small library is home to thirty tomes
thieves' tools. dedicated to the evolution of military doctrine
Each door is also locked by the arcane lock spell. and tactics used by devils and demons over the last
Only Vindictus knows the passphrase to suppress millennium.
this spell. The passphrase is: “Hell shall save us
when the heavens fail to act.” L17. Balcony
Four erinyes are always on guard here. The
L13. The War Room Interior balcony provides half cover against ranged attacks
War plans depicting the front lines of the Blood (+2 bonus to AC and Dexterity saving throws).
War are sprawled upon the large table in this
room. The shelves contain volumes of documents
L18. Mess Hall
The legionnaires eat three meals a day in the mess
detailing the military capabilities and future war
hall. There is a small food preparation area in the
plans of the Dark Legion. If Vindictus is present at
northeast corner of the room. During meal times
Fort Balator, she and two erinyes are in this room
there are 1d4 + 2 steel devils dining in the mess
planning their next defense against an impending
hall.
demonic offensive.

L14. Armory L19. The Bastion


This bastion is a main defensive feature of Fort
This well-stocked armory contains twenty of each
Balator. Four erinyes provide overwatch against
type of weapon listed in the Player’s Handbook;
enemy attacks. Defenders utilize the arrow slits to
each weapon is silvered. Two forge devils
fire upon approaching enemies. These arrow slits
maintain the weapons in the vault.
provide defenders with three-quarters cover (+5
L15. Vault bonus to AC and Dexterity saving throws).
The door to this vault is made of adamantine, has The tables in this room have food and arrows on
an AC of 23 and 300 hit points. them to ensure the defenders do not have to leave
The quartermaster and Vindictus each carry a their post. The stairwell in this room leads up
key to unlock the vault door. Characters can pick to area L22.
the locks with a successful DC 20 Dexterity check
using thieves' tools. L20. Historian’s Study
This room contains historical documents detailing
The door is also locked by the arcane lock spell.
the history of Balator and the Fiery Legion.
The quartermaster and Vindictus are the only two
Fort Balator’s historian is Remiela (LE female
who know the passphrase to suppress the spell.
madness angel). She is extremely knowledgeable
The passphrase is: “We have fallen so that Hell
about the Blood War and believes Balator and her
might rise.”
legion still exist, trapped in an alternate plane of
Inside the vault are riches collected during the
existence.
military campaigns of the legion. Three pedestals
in the northern portion of the vault display the L21. The Hall of Balator
most-prized possessions of the Dark Legion. The Large tapestries depicting the heroic scenes of
vault contains the following: Balator leading the defense of Avernus line the
walls of this grand hall. In the south end of the
room are two 15-foot tall statues of Balator, clad
in armor ready for battle.
79
The altar in the south is maintained by a madness angel, the Dark Legion chaplain. The chaplain uses
the altar to conduct rituals and bestow unholy blessings on legionnaires heading into battle.

Observatory
L22. Balator’s Fury
A massive prototype weapon dubbed Balator’s Fury dominates the top of the observatory. This weapon is
crewed and operated by three forge devil legionnaires. One legionnaire serves as the observer, while one
charges the weapon with pure magical energy, and one serves as the fire control officer. Balator’s Fury has
AC 19 and 200 hit points. It is immune to poison and psychic damage. In combat, Balator’s Fury and the
crew share the same initiative. As an action, the fire control officer fires four energy charges from Balator’s
Fury.

Energy Charges. Ranged Weapon Attack: +10 to hit, range 600/2,400 ft., one target. Hit: 78 (12d12) force damage.

80
Appendix 2: NPCs
whom it would not be accurate to
describe as evil, but who still utilize
unconventional powers. These may
be adherents of a neutral-aligned
god, or they may be apostates from
a good-aligned church.
In any case, these heterodox
clerics often find themselves
embroiled in the tumult of
the Blood War.

Dark Priest
Medium humanoid, any non-good alignment

Armor Class 15 (breastplate)
Hit Points 78 (12d8 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 13 (+1) 16 (+3) 14 (+2)


Saving Throws Wis +6
Skills Religion +4
Senses passive Perception 13
Languages Any three languages
Challenge 6 (2300 XP)

Spellcasting. The priest is a 10th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 14, +6 to
hit with spell attacks). The priest has the following cleric
spells prepared:

Cantrip (at will): guidance, thaumaturgy, toll the dead


1st level (4 slots): command, cure wounds, inflict wounds
2nd level (3 slots): augury, silence, spiritual weapon
3rd level (3 slots): bestow curse, speak with dead,
spirit guardians
4th level (3 slots): divination, guardian of faith, locate creature
5th level (2 slots): flame strike, raise dead
Dark Priest Actions
Multiattack. The priest makes two melee attacks.
Abyssal cult leaders, clerics of cruel gods,
and those who wield darker powers have Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage.
a sinister reputation. However, there are
those who walk a cosmological grey area, to Dagger. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3)
piercing damage..
81
Horizon Walker
Horizon walkers are special types of rangers who
act as interplanar guardians and warriors. Usually,
they seek to neutralize otherworldly threats like
demons and devils. Sometimes, however, they take
on other roles, such as interplanar bounty hunter.
Thrall
Medium humanoid, any alignment
Because horizon walkers often move between —
the planes, they tend to make friends and enemies Armor Class 11 (leather)
Hit Points 26 (4d8 + 8)
across all corners of the multiverse. In battle, Speed 30 ft.
horizon walkers use magic and teleportation to STR DEX CON INT WIS CHA
augment their attacks and mobility. 12 (+1) 10 (+0) 14 (+2) 6 (-2) 8 (-1) 4 (-3)


Condition Immunities charmed, frightened
Senses passive Perception 9
Languages Any one language (usually Common)
Horizon Walker Challenge 1/4 (50 XP)
Medium humanoid, any alignment —
Compelled Fortitude (1/Turn). If damage reduces the thrall
— to 0 hit points, it must make a Constitution saving throw
Armor Class 16 (studded leather)
Hit Points 97 (15d8 + 30) with a DC of 5 + the damage taken, unless the damage is
Speed 30 ft. from a critical hit. On a success, the thrall drops to 1 hit
point instead.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 14 (+2) 16 (+3) 10 (+0) Actions
— Greatclub. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Saving Throws Dex +7, Wis +6 target. Hit: 5 (1d8 + 1) bludgeoning damage.
Skills Acrobatics +7, Arcana +5, Perception +6, Stealth +7
Senses passive Perception 16
Languages Any two languages
Challenge 7 (2,900 XP)

Distant Strike (1/Turn). When the horizon walker takes the
Attack action, it can teleport up to 15 before an attack to
an unoccupied space it can see within 5 feet of the creature
it attacks.

Evasion. If the horizon walker is subjected to an effect that


allows it to make a Dexterity saving throw to take only half
damage, the walker instead takes no damage if it succeeds on
the saving throw, and only half damage if it fails.

Supernatural Attacks. The horizon walker's attacks are magical


and deal additional force damage (included in the attack).
Thrall
Innate Spellcasting. The horizon walker's innate spellcasting
Thralls are individuals who have had their minds
ability is Wisdom (spell save DC 14, +6 to hit with spell broken by the will of another. This is usually
attacks). It can innately cast the following spells, requiring no accomplished through magical means, but there
material components:
3/day: detect magic, misty step are some who are broken by torture and trauma.
2/day: haste Their masters are mages, fiends, evil fey, or cruel
1/day: etherealness
tyrants. The mental damage they have endured
Actions makes it difficult for them to remember who they
Multiattack. The walker makes two melee or two
ranged attacks. once were, and their sense of self is eroded.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) force damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft.,
one target. Hit: 15 (2d10 + 4) force damage.

82
Monster Slayer
Monster slayers are a type of ranger who
dedicate themselves to hunting down and killing
malicious creatures like dragons, fiends, undead,
and evil fey.
They tailor their spellcasting to counter the
supernatural abilities of monsters and track them
down should they attempt to flee.

Monster Slayer deals two additional damage die with weapon attacks against
a marked creature. Only one creature can be marked at a
Medium humanoid, any alignment
time. Additionally, the monster slayer has advantage on saving
— throws against a marked creature.
Armor Class 16 (studded leather)
Hit Points 71 (13d8 + 13) Marked For Death. Weapon attacks from the monster slayer
Speed 30 ft. against creatures marked by Slayer’s Mark count as magical for
— the purposes of overcoming damage resistance.
STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 12 (+1) 14 (+2) 15 (+2) 12 (+1) Spellcasting. The monster slayer is a 9th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 13, +5 to hit with
— spell attacks). The monster slayer has the following ranger
Saving Throws Dex +7, Wis +5, Cha +4 spells prepared:
Skills Arcana +5, Investigation +5, Perception +5, Religion
+5, Stealth +7 1st level (4 slots): detect magic, protection from evil and good
Senses passive Perception 15 2nd level (3 slots): lesser restoration, silence, zone of truth
Languages Any two languages 3rd level (2 slots): counterspell, daylight
Challenge 5 (1,800 XP)
Actions
— Multiattack. The slayer makes two melee or two ranged attacks.
Crossbow Expert. The monster slayer ignores the reload
property of crossbows. Also, hostile creatures within 5 feet do
Silvered Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,
not impose disadvantage on ranged attacks.
one target. Hit: 7 (1d6 + 4) piercing damage.
Slayer's Mark (3/Day). The monster slayer can use a bonus
Hand Crossbow (Silvered Bolts). Ranged Weapon Attack: +7 to hit,
action to mark a creature for up to 1 hour. The monster slayer
range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

83
About the Authors Halls to the game. When not writing for the DMs
Guild, he is studying medicine. You can find
him at @BakosJason or follow the Malady Codex
Alex Clippinger Facebook page.
Alex wakes up every day screaming into a pillow.
It’s this invigorating exercise that gives him the Patrick E Pullen
energy to tackle intellectually daunting tasks like Artist, writer and cartographer, Patrick does it
making bad puns and rust-tier products like all. He keeps busy, with over a hundred products
Cutter's Last Voyage and Tome of the Pact. You on the DMs Guild and Drive Thru RPG and
can reach him on Twitter @Aclippinger, where it’s continues to add more. Patrick is the creator of
possible to bait him into writing a product based Darkworld, a 5th edition campaign setting coming
on bad jokes alone. to tables everywhere in early 2020. Join the
adventure at: https://www.facebook.com/groups/
Steve Fidler darkworldrpg or visit Patrick on Facebook and
Creator of the bestselling Prism class, Krakin Twitter @raistlin0072.
race supplement, and credited author in multiple
OGL releases such as the Compendium of Darrin Scott
Forgotten Secrets: Awakening. Steve spends his When not working as a therapist to help limit the
not-free time chasing after twin daughters and number of people waking up every day screaming
laughing maniacally as they destroy everything into a pillow, Darrin writes products which help
around him, but in an adorable way. Follow all his DMs run engaging sessions, such as Versatile
upcoming releases and crazy antics on Twitter @ NPCs II. You can follow him on his Facebook fan
vorpaldicepress page or Twitter profile, @DarkDawnGames.

Bryan Holmes David Stephens


Author of the Backgrounds of Faerûn series, as Author of Players Guide to the Blood War Vol.
well as a contributor to Blood, Salt, and Bones 1 and Magic of the Blood War. Dave spends
as well as Hellbound Heists, Bryan spends his half of his day working in mental health as a
time balanced between writing for the Guild, therapeutic counsellor and the rest living out his
programming to keep a roof over his head, boyhood dream of writing Dungeons and Dragons
and honing his art skills to match his “World’s supplements. You can keep up to date on all his
Mediocre-est Artist” mug. newest releases on Twitter @DavidSt42418018

Anthony Joyce Micah Watt


ENnie-nominated Dungeons & Dragons 5th Owner of Pyromaniac Press, Micah is best known
Edition designer, husband, father of three boys, for his epic adventure path What Lies Beyond
and a U.S. Army Strategist. His prior work Reason, the Rex Draconis setting, and a host
includes The Heir of Orcus: Verse I & II, The of DM’sGuild products including Faiths of the
Curse of Skull Island, The Little Astralnaut, and Forgotten Realms, Legacy of Heaven & Hell and
The Dreams of Prince Papo, which was selected Heroes of Hell. Visit www.pyromaniacpress.
as the Best Overall Adventure in M.T. Black’s The com, or find him on Faceboook or Twitter @
Lonely Scroll Adventure Contest: Saltmarsh. You pyromaniacpress.
can find him on Twitter @Thrawn589
Elven Tower Cartography
Jason Mpakos Elven Tower is a powerhouse of map creation
A story weaver at heart, Jason is best known for and writing. The homonymous website features
The Malady Codex Series, which introduces hundreds of maps anyone can reference and find
magical diseases to RPGs, in an effort to enrich quick adventures and immersive locations. Elven
the fantasy genre. He is also working on a large Tower earned a silver ENnie two years in a row..
series of upcoming products that introduce Class
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