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1

Introduction to Dark Worlds


1
Introduction to Dark Worlds
Credits
Original Concept and Creative Support Interior Art
Sandy Petersen Helge Balzer, Keith Thompson, Graey Erb,
Alyssa McCarthy, Veli Nyström, Cy Zack,
Authors Benny Kusnoto, and Dynasty Gua
David N. Ross and Ron Lundeen
Maps
Development Toby Lancaster
David N. Ross
Art Direction, Graphic Design,
Contributing Authors:
and Layout:
Blake Fae Morton, Masha Lepire, and Luis Loza
Tony Mastrangeli
Additional Development:
Ethan Sabatella Sales Manager
George Botelho
Project Director
Arthur Petersen Shipping Manager
Christy Crace
Business Manager
Christine Graham Limbo Execrator:
Lincoln Petersen
Editing and Proofreading
Eytan Bernstein and Erik Scott de Bie Customer Support
Nathan Bishop and George Botelho
Cover Art
Graey Erb Community Support
Pierre “Pit” Lanrezac and Fabian Kuechler

Sandy Petersen’s Planet Apocalypse, © 2021, Petersen Games.


Printed in China.
ISBN-13: 978-1-950982-13-4

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Sec-
tion 1(e), and are not Open Content: All trademarks, registered trademarks, dialogue, plots, storylines, locations, characters, artwork, and
trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this
declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Petersen Games game product
are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the mate-
rial designated as Open Game Content may be reproduced in any form without written permission.
No part of this book or its contents was plagiarized from the Tomes of Hell. Be careful what you draw forth with the powers of the dark.

ii
Table of Contents
Introduction . . . . . . . . . . . . . . . 1 Restless . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
Shambling Fragments . . . . . . . . . . . . . . . . . . . . . . 153
Using this book . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Corrupted Creatures . . . . . . . . . . . . . . . . . . . . . . . . 155
Bringing the Apocalypse to Your World . . . . . . . . 4
Acheron-Corrupted Chuul . . . . . . . . . . . . . . . . . . 157
Building an Apocalyptic Campaign . . . . . . . . . . . . 8 Acheron-Corrupted Treant . . . . . . . . . . . . . . . . . . 159
Annwn-Corrupted Gargoyle . . . . . . . . . . . . . . . . . 161
Character Options . . . . . . . 16 Annwn-Corrupted Shield Guardian . . . . . . . . . . . 163
Subclasses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Cocytus-Corrupted Minotaur . . . . . . . . . . . . . . . 165
Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Cocytus-Corrupted Roper . . . . . . . . . . . . . . . . . . 167
Fighter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Cocytus-Corrupted Spirit Naga . . . . . . . . . . . . . . 169
Monk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Dis-Corrupted Gorgon . . . . . . . . . . . . . . . . . . . . 171
Rogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Gehenna-Corrupted Stone Giant . . . . . . . . . . . . . 173
Sorcerer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Hades-Corrupted Fire Elemental . . . . . . . . . . . . . 175
Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Lethe-Corrupted Black Pudding . . . . . . . . . . . . . . 177
Pandemonium-Corrupted Green Hag . . . . . . . . . 179
Magic . . . . . . . . . . . . . . . . . . 30 Phlegethon-Corrupted Ogre . . . . . . . . . . . . . . . . . 181
Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Sheol-Corrupted Wyvern . . . . . . . . . . . . . . . . . . . 183
Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Styx-Corrupted Behir . . . . . . . . . . . . . . . . . . . . . . 185
Styx-Corrupted Dire Wolf . . . . . . . . . . . . . . . . . . 187
Adventures . . . . . . . . . . . . . 50 Tartarus-Corrupted Giant Scorpion . . . . . . . . . . . 189
Tartarus-Corrupted Otyugh . . . . . . . . . . . . . . . . . 191
Among the Damned . . . . . . . . . . . . . . . . . . . . . . . . . 54
Damned Soul Swarm . . . . . . . . . . . . . . . . . . . . . . . 193
To Slay Leviathan . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Hazy Damned Soul Swarm . . . . . . . . . . . . . . . . . 195
The Gate of Bone . . . . . . . . . . . . . . . . . . . . . . . . . . 106 Livid Damned Soul Swarm . . . . . . . . . . . . . . . . . 197
Roiling Damned Soul Swarm . . . . . . . . . . . . . . . . 199
A World Torn Asunder . . . 118 Fiends of the Underhell . . . . . . . . . . . . . . . . . . . . . 201
Doomgates and the Sanguine Ward . . . . . . . . . . . 118
The Nature of the Underhell . . . . . . . . . . . . . . . . 119 Void Maggot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203
Cosmic Rifts . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120 Broken Maggot . . . . . . . . . . . . . . . . . . . . . . . . . . 205
Ravaged Lands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122 Howling Maggot . . . . . . . . . . . . . . . . . . . . . . . . . 207
Curses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122 Simpering Maggot . . . . . . . . . . . . . . . . . . . . . . . . 209
Diseases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123 First Circle: Gryllus . . . . . . . . . . . . . . . . . . . . . . . 211
Hazards and Traps . . . . . . . . . . . . . . . . . . . . . . . . 125 Preening Gryllus . . . . . . . . . . . . . . . . . . . . . . . . . . 213
Poisons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129 Leering Gryllus . . . . . . . . . . . . . . . . . . . . . . . . . . . 215
Fiendish Legions . . . . . . . . . . . . . . . . . . . . . . . . . . . 131 Shining Gryllus . . . . . . . . . . . . . . . . . . . . . . . . . . 217
Acheron . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132 Second Circle: Underfiend . . . . . . . . . . . . . . . . . 219
Annwn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133 Bonestrike Underfiend . . . . . . . . . . . . . . . . . . . . . 221
Cocytus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133 Flesheater Underfiend . . . . . . . . . . . . . . . . . . . . . . 223
Dis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134 Skincloak Underfiend . . . . . . . . . . . . . . . . . . . . . . 225
Gehenna . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134 Third Circle: Cacodaemon . . . . . . . . . . . . . . . . . 227
Hades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135 Rampant Cacodaemon . . . . . . . . . . . . . . . . . . . . . 229
Lethe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 Cackling Cacodaemon . . . . . . . . . . . . . . . . . . . . . 231
Pandemonium . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 Shrieking Cacodaemon . . . . . . . . . . . . . . . . . . . . 233
Phlegethon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138 Fourth-Circle Fiends . . . . . . . . . . . . . . . . . . . . . . 235
Sheol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138 Bellatrix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 237
Styx . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139 Catoblepas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 237
Tartarus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139 Cendiary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 241
Monsters . . . . . . . . . . . . . . . 143 Gadarene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 243
Hell Hound Alpha . . . . . . . . . . . . . . . . . . . . . . . . 245
Apocalypse Undead . . . . . . . . . . . . . . . . . . . . . . . . . 143
Hortator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 247
Ashen Angel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145 Magdalene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 249
Crawling Horde . . . . . . . . . . . . . . . . . . . . . . 147 Mandrake . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 251
Leaping Skin . . . . . . . . . . . . . . . . . . . . . . 149

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Table of Contents
Nuckelavee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 253
Philter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255
Appendix
Encounter Tables . . . . . . . . . . . . . . . . . . . . . . . . . . .332
Raparee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 257
Secutor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259 General Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 340
Tardigrade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 261 Map Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 345
Underhell Elemental . . . . . . . . . . . . . . . . . . . . . . . 263 Monsters by Challenge Rating . . . . . . . . . . . . . . 346
Nephilim Engines . . . . . . . . . . . . . . . . . . . . . . . . 265
Animated Doomgate . . . . . . . . . . . . . . . . . . . . . . 265
Corpse Mother . . . . . . . . . . . . . . . . . . . . . . . . . . . 267
Racked Seraph . . . . . . . . . . . . . . . . . . . . . . . . . . . 269
Siege Dragon Engine . . . . . . . . . . . . . . . . . . . . . . 271

Fiend Lords . . . . . . . . . . . . . 276


Archlords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 277
Lesser Fiend Lords and Avatars . . . . . . . . . . . . . . . 279
Argus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 280
Argus’s Avatar . . . . . . . . . . . . . . . . . . . . . . . . . . . . 280
Asmod . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 283
Asmod’s Avatar . . . . . . . . . . . . . . . . . . . . . . . . . . . 283
Baphomet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 286
Baphomet’s Avatar . . . . . . . . . . . . . . . . . . . . . . . . 286
Chthon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 289
Chthon’s Avatar . . . . . . . . . . . . . . . . . . . . . . . . . . 289
Geryon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 292
Geryon’s Avatar . . . . . . . . . . . . . . . . . . . . . . . . . . 292
Humbaba . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 296
Humbaba’s Avatar . . . . . . . . . . . . . . . . . . . . . . . . . 296
Jabootu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 299
Jabootu’s Avatar . . . . . . . . . . . . . . . . . . . . . . . . . . 299
Orobas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302
Orobas’s Avatar . . . . . . . . . . . . . . . . . . . . . . . . . . . 302
Procrustes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 305
Procrustes’s Avatar . . . . . . . . . . . . . . . . . . . . . . . . 305
Pulgasaur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 308
Pulgasaur’s Avatar . . . . . . . . . . . . . . . . . . . . . . . . . 311
Scylla . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 312
Scylla’s Avatar . . . . . . . . . . . . . . . . . . . . . . . . . . . . 312
Spider Mastermind . . . . . . . . . . . . . . . . . . . . . . . . . 316
Spider Mastermind’s Avatar . . . . . . . . . . . . . . . . . 319
Stheno . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 320
Stheno’s Avatar . . . . . . . . . . . . . . . . . . . . . . . . . . . 320
Stroma . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 323
Stroma’s Avatar . . . . . . . . . . . . . . . . . . . . . . . . . . . 323
Tarasque . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 326
Tarasque’s Avatar . . . . . . . . . . . . . . . . . . . . . . . . . 326
The Mantispid – Filudo . . . . . . . . . . . . . . . . . . . . 329
Filudo’s Avatar . . . . . . . . . . . . . . . . . . . . . . . . . . . 329

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Table of Contents
5
Introduction to Dark Worlds
Using This Book
Planet Apocalypse is the world—your game’s world—as it teeters on the verge of its ultimate end. When
the apocalypse comes, it leaves few heroes, and those that remain must desperately battle to preserve their
world from utter destruction. Your player characters are those heroes, and there is no one else to save the
day.
This book begins with an introduction to Planet Apocalypse and advice to the GM on how to present it and
how to create a campaign out of it. Of particular interest to players, the second chapter outlines class options and
feats for characters who have prepared for or survived the initial onslaught, while the third chapter contains spells
and magic items for fighting fiends or that have been scavenged from defeated fiends.
The remaining chapters are for the GMs’ eyes only. The fourth chapter presents adventures that showcase
Planet Apocalypse in action; these adventures use material drawn from the subsequent chapters. The fifth chapter
explains the nature and dangers of the fiends and their invasion, the sixth chapter presents a wide variety of new
fiends and other monsters, while the seventh and final chapter covers the fiend lords around whom the campaign
revolves. Lastly, this book contains an appendix of encounter tables and an index of monsters by challenge rating
you can use to build your own Planet Apocalypse encounters.

Introduction to the Apocalypse


Evil has many faces in a fantasy multiverse, and some of the most vivid are demons, devils, and other fiends. We
posit that deep below the known depths of evil, beyond and below the recognized circles of Hell and the Abyss,
is an ancient manifestation of pure evil. It may be an unknown depth of Hell or some other plane, or it may be a
place entirely of its own. The inhabitants of this plane creatures called void maggots, which are only barely
of existence are entities beyond clear categorization considered fiends. Void maggots are created from
into chaos, law, and conventional neutrality, or even souls that have been trapped in a cosmic void by the
the natural laws of the understandable universe. Underhell, often during invasions.
This is the Underhell—a realm of pure evil whose First Circle. The first circle of fiends are grylluses,
fiendish inhabitants take what they want by any magical fiends who serve as squad leaders to bands of
means, and they have just attained an open doorway void minions. They are known for being haughty and
to invade the mortal world. foolishly pompous.
In Planet Apocalypse, these fiends demonstrate a Second Circle. The second circle of fiends are the
clear organization within their regimented legions, brawny and vicious underfiends. They are elite shock
serving their Archlords and the leaders of their troops and commanders of battles.
legions. Despite this propensity for organization, they Third Circle. The third circle belongs to the
are individually reckless, violent, and fickle. Even extremely potent cacodaemons. They often serve as
their very physical forms are unpredictable: indeed, it artillery, mowing down line upon line of mortals with
is difficult, even dangerous, for mere mortals to even far-reaching spells in the greatest battles and serve key
look upon the forms of Underhell fiends. This is one positions on lines of defense.
of their key advantages in the invasion and one of the Fourth Circle. The fourth circle belongs to a series
reasons special heroes are so vital: armies struggle to of possibly-unique fiends so varied they are known
fight back at the fiends at all, and only heroes with collectively only by their circle. The hell hound alpha
rare powers can help counter this effect. is perhaps the best known among them, but there are
Below are some terms you should know to under- over a dozen different fiends that might appear in an
stand the apocalypse before reading the rest of the invasion.
book.
Doomgates
Circles The Underhell has been planning to destroy the
Each fiend is classified into a circle of authority, from mortal world for some time—perhaps thousands of
void at the bottom to fourth-circle at the top. Each is years or more—and finally, the day has come. To
viewed as “below” the circles it has authority over, so a bridge the vast cosmic gap to the mortal world, the
fiend might have a position “underseeing” minions in Underhell must use unique magical portals to move
a role similar to what mortals might call an “overseer.” troops on the desired scale. In every case, they target
Even the fourth-circle fiends defer to the fiend lords, powerful and important individuals, rather than sites,
however. in order to wipe out the world’s great wizards, kings,
Void Minions. Weaker than the least recognized religious leaders, and heroes in a matter of moments,
circle, the status of void minion is reserved for pitiful whose accumulated corpses then transform into

3
Introduction to the Apocalypse
magical portals called Doomgates. The magic of the the Doomgate at the start of the invasion, so
Doomgate uses this flesh to provide physical forms they manifest a sort of bond with the shifting
for invading fiends, allowing them to exist on the flesh of every fiend that passes through it. The
material plane. An invasion might have one or several hero usually discovers they have the Sanguine Ward
Doomgates; typically, each Archlord requires a single accidentally, when they are able to perceive the fiends
Doomgate. in a way unlike their companions. Alternatively, the
The fiends revel in the strategic value of decapitat- bearer of the Sanguine Ward could be a vulnerable
ing mortal power structures, which makes it much NPC, such as a small child or disabled person, whom
easier to wipe out mortal resistance. However, using the player characters must protect if they are to have
mortal flesh as a vessel for fiendish power also gives a any hope of repelling the invasion.
few mortals exactly the power they need to resist the
fiends (see the Sanguine Ward, below). The Underhell
The Underhell is the source of the fiendish invasion. It
Fiend Lords is a mutating wasteland where everything is horribly
Fiend lords are the most powerful fiends, above the alive. The earth is as much flesh as rock, pocked with
conventional circles of authority. They use their metal and sores and burning with constant hellfire.
unmatched might and magical resources to demand Time hardly seems to pass, leaving mortals at once no
the obedience of whatever fiendish followers are useful time to rest but forever to suffer. The Doomgate and
for their current goals. A fiend lord wears one or more the Archlords’ spreading shadow quickly twists the
crowns indicating their relative power and prestige mortal world to increasingly resemble this hellscape
among their fellow lords. below and beyond all hellscapes.
Archlord. Among the mightiest fiends of the Un-
derhell, the Archlord is the linchpin of an invasion,
and defeating them is often the only hope to stop the Bringing the Apocalypse
press. A small invasion might have only one Archlord, to your World
while a large-scale or global invasion might have sev-
eral. The longer an invasion is left to wreak havoc, the
In most fantasy campaigns, players rely on certain
more likely more Archlords will join the march.
things. Thieves belong to the Thieves’ Guild. Players
Lesser Lord. Lesser fiend lords are powerful fiends
like to have their characters go to taverns to pick
who either have not yet attained the full glory of
up rumors or seek adventures. They go to the local
Archlord status or serve as avatars for the Archlords.
Church of Thor (or whomever) to get healed or
An avatar allows an Archlord to project some its
resurrect dead companions after a fight. The local
power over vast distances, effectively allowing it to be
princeling gives them quests and rewards them when
in two places at once.
they succeed. Even the enemies are often a known
quantity: if you’re playing in a dark fantasy setting,
Legions
for instance, the undead lords and their dire evil are
All fiends below fiend lords manifest unique powers dangerous but also familiar and almost comfortingly
reflecting the legion they belong to. There are at least expected.
a dozen legions reflecting varying kinds of evil and Unfortunately, these comfortable tropes can reach
different strategic priorities for the fiends. Although the point where the next dungeon or quest is just a
fiends seem fiercely loyal to their legions at first, they different flavor of the same encounters. “Oh, this dun-
do not hesitate to forsake one legion to join another geon is ruled by a blue dragon instead of a green one?
when it is useful, a dichotomy that often confuses How … excitingly different.” Sometimes, turning the
mortals at first. familiar on its head can punch things up, giving your
players a fantastic change of pace. And when you are
The Sanguine Ward done, you and your players can return to the normal
Some mortals are able to perceive and approach routine invigorated and seeing your world with a new
fiends more easily than others. At least one hero of perspective.
a Planet Apocalypse campaign is assumed to share a That’s what Planet Apocalypse is for.
special bond with the Doomgate called the Sanguine The apocalypse is not your average campaign. All
Ward, which confers this protection. Usually, the these comfortably familiar elements, your players’
character had some link, typically a forgotten blood entire known world, is threatened with destruction
relation, to one of the corpses transformed into and only their characters can stop it! Everything they

4
Introduction to the Apocalypse
know and love is destroyed or threatened. The rules Campaign Rebirth
of their universe are turned topsy-turvy. They can no
longer rely on the authorities or powers that once gave Campaigns can get stagnant. Sometimes they reach
their adventures structure. Destruction reigns. a natural end: when the heroes have wiped out the
Planet Apocalypse is designed to give the players an Big Bad, achieved the final quest in a long series,
exciting, high-stakes menace for a limited period of conquered a kingdom, and so on. Planet Apocalypse
time. It’s up to you how big or how long to construct can be used to revitalize your campaign or restart it.
your campaign. This is not a tailored campaign but a Suddenly many or all the familiar kingdoms, cities,
sourcebook for building your own from the provided lords, and places of the campaign can be destroyed,
tools and example adventures. We recommend that rebuilt in new configurations, or repurposed.
you set it up for a campaign of about 6 months of real Don’t worry—you can keep any part of your cam-
time, in order to give the apocalypse real weight in paign your group likes for later use. After the Planet
your players’ lives but preventing it from monopoliz- Apocalypse campaign, if you want to keep using the
ing your roleplaying adventures forever. haunted vampire tower that’s been a centerpiece of
Once you finish your Planet Apocalypse campaign, your adventures, go ahead and reinstate it by reveal-
you can still draw from this sourcebook: the after- ing that it survived. On the other hand, if you have
math of the cataclysm leaves behind some of the gotten tired of an element and removing it won’t spoil
fiends and possibly their lords, and so the skills, feats, anyone’s fun, this is your chance to destroy it and re-
monster stats, and such can still be handy for ongoing place it with something new. This can apply to sourc-
adventures. es of good too: if your Church of Thor is starting to
Fundamentally, the Planet Apocalypse campaign seem a little tired, you can shake up its membership
will help you, as a Game Master, to make your world by killing off many or all of its higher-ups. Suddenly,
more exciting for your gaming group. a player’s moderate-level priest of Thor is a precious
Consider the following guidelines when you incor- commodity to the Church, someone to be admired
porate the apocalypse into your game. and given authority to shape the church as it rebuilds.

Make the players the center of View your Setting in a New Way
attention The campaign setting is often viewed as the rock-solid
background or foundation to your campaign, and
One of the normal features in any high-fantasy world
nothing is inherently wrong with that view. But it can
is that player character heroes are almost never really
be fun to pull out that assumption and examine it. If
the most important people in the world. There are
the players are forced to realize that every single part
always kings, archbishops, sorcerer lords, or others
of their world is at risk, they may even start valuing
who are higher level, wealthier, with armies at their
those parts that were their obstacles or enemies. In a
command and fabulously powerful magic artifacts
normal campaign, players assume the dark elf king-
in their hoards. The player heroes are, by compari-
dom will always be there, plotting against them and
son, wandering adventurers, be they knights-errant,
their king, and it will always be made up of neat un-
wandering do-gooders, or dangerous vagabonds. In
derground dungeons for them to adventure through.
Planet Apocalypse, your heroes will be catapulted into
But now, with the advent of the fiends, you are at risk
command at the highest level of importance, because
not only of losing your own homeland, but so too is
there is simply no one else who can resist the forces of
the dark elf kingdom at risk. Perhaps that seems like a
the Underhell. This can be a chance for players to play
silver lining, but if the dark elves are destroyed, is that
the most important individuals in the world.
really a good thing? What greater threat are they hold-
Being on their own might disorient the players—
ing in check that will be free to assault the surface
especially if they’re expecting someone to assign them
once they are gone?
quests or hand out rewards for jobs well done—but it
This is also an opportunity to explore the story
should also tantalize and excite them. If your players
from another angle. Maybe the surface dwellers and
find this open-ended role overwhelming or more
the dark elves have always been opposed, but both
frustrating than fun, you can provide surviving NPCs
want to survive and defend themselves. Now along
who can point them in useful directions but who
come the fiends, who want to destroy all mortal life in
won’t overshadow them. These NPCs should not be
the world, both surface and below. Suddenly, the sur-
powerful enough to save the day—that is the heroes’
facers and the dark elves have something in common
job.
and might be on the same side (at least temporar-
ily). This can be a vivid and fun opportunity

5
Introduction to the Apocalypse
to roleplay unexpected alliances and reexamine old or exterminate an orc horde, that enemy is gone, but
stereotypes and assumptions. Maybe the old enemies with fiends pouring through a gate from their home
aren’t all as bad as the heroes thought. Or they might plane (as Planet Apocalypse fiends do), the tides of
be just as bad, waiting to betray the heroes as soon as invasion are literally endless. With limited resources,
the fiends are defeated! the PCs can’t just defeat them individually but must
instead make progress against their plans in other
Making it Horrifying ways. Fiends should taunt heroes with this fact, prom-
ising to exact painful revenge when they return to the
world.
Here are some tips to help make the Planet Apocalypse
fiends more frightening and vivid to the players. This
advice can also apply to other fiends and some other They’re Intelligent
timeless monsters. A monster that talks to the players is scarier than
a simple animal, particularly if it exhibits fiendish
intelligence or unnatural knowledge. Because the
It Doesn’t Matter if They’re Planet Apocalypse monsters look so bestial and alien,
Killed the players may be taken by surprise when a raparee
These monsters emanate from the Underhell, a distant or cacodaemon calls their characters by name. What
plane of existence made of pure evil; it might be an will a player character do if a fiend threatens his or
entirely new plane of existence or part of Hell, the her family? “Let us pass, or we will kill your Uncle
Abyss, or the like. In any case, “killing” fiends is really Grayson. A team of grylluses surround his house as we
just a banishing, and the same monster will soon speak.” Of course, the fiends might lie—they’re evil,
enough return to the mortal world through another and not bound by any magical compulsion to honesty.
Doomgate. So long as they focus on destroying fiends, But they will tell the truth enough to make the players
the PCs can only slow down the flood temporarily. uncertain.
This is completely different from most enemies
the players will have faced. If you kill a dragon

6
Introduction to the Apocalypse
They Do Things the Players and the lesser fiends hasten to obey. An organized
army with discrete goals can be far scarier than a
Don’t Understand pack of aimlessly violent enemies. Leadership and
Have the monsters perform deeds that seem to make strategic intelligence mean that fiends who survive an
no sense, or at least not material sense. For instance, encounter with player characters can share what they
perhaps the fiends arrange human corpses in geo- have observed, and evidence left after battles can give
metric patterns or burn only every seventh building fiendish leaders information on the heroes opposing
in town; what significance does this have? Maybe a the invasion. As a result, fiends should plan responses
horde of fiends starts chanting some mystic lay or to tactics the players have successfully used before.
ballad instead of battling, even when mortals fight
back; who knows what evil will come
from their music? The fiends raid a Making it
village and only carry off women older
than 60; what is their goal? Should the
Challenging
player characters abandon a defensible
Obviously, campaigns vary greatly in
location to rescue the grandmothers,
their power level. This book pro-
or take the unexpected reprieve to
vides a wide range of enemies to
fortify the village against a second raid?
allow you to challenge players
They may be torn. Imagine the player
across various levels without
characters come upon a group of
resorting to huge numbers
fiends swarming to build a colossal
of enemies all the time.
structure. Even if the players stop
There are stronger and
the activity, they then wonder
weaker void maggots,
what the purpose of the struc-
grylluses, underfiends,
ture was. Is it a worship site? A
and cacodaemons for
machine? This mystery adds to
this purpose.
the players’ sense of unrest.
You will, as always,
Prompt the players to make
need to scale the fre-
tough decisions based on
quency and number of
incomplete information. Don’t
enemies to your players’
worry if even you, the Game
skill as well as the capabilities
Master, don’t know the pur-
of their characters. Hordes of
pose behind some such activity
enemies that were individually
you add to the game—it will
a challenge at low levels work
eventually come to you. At first,
very well for grand battle scenes
just take note of the details for
and for tense confrontations the
future consistency and enjoy
party can choose to confront or
how it confuses and worries the
avoid. For more common encoun-
players. If players speculate, you
ters that fall upon heroes before they
might want to decide one or more
have a choice, two or three monsters whose
of their guesses are correct, even if you have to change
challenge rating add up to the group’s average level
things they haven’t seen yet to make it all fit.
tend to work best.
Stronger enemies make for memorable and compel-
They’re Organized ling recurring foes, particularly unique fiends like the
The invading fiends follow a regimented order with Archlords. These should be hard for even a high-level
specific goals unclear to humans, at least at first. This party to handle, but you can buff them by adding
organization should be hinted at as a backdrop to the minions to their group. For detailed advice and exam-
fiends’ activity, which adds to the drama as players ple encounters, see the encounter tables on page 332.
realize they are pursuing a plan they can’t under-
stand. For instance, it’s not just that a village is being What if my Heroes are Too
raided by fiends—the fiends have banners and livery Weak?
showing that they serve Jabootu and belong to the
Lethe legion. The fourth-circle leaders bark orders In this case, the goal is to advance your players
over the course of the campaign until they are

7
Introduction to the Apocalypse
able to handle the most powerful, dangerous threats, ✼ I nvestigation and Discovery (4–8 ses-
like the Archlord leading the invasion. If the invasion sions)
begins before they are ready to face even the weakest » 1–2 session: The Onslaught
of Underhell fiends, that can produce terror but also
» 1–2 sessions: Old Enemies
fun and excitement. In fact, you should tell them
that they are the world’s last hope: they must become » 2–4 sessions: The Lesser Lord
tough enough to overcome the ultimate fiends before ✼ The Heroes Strike Back (6–9 sessions)
the forces of the apocalypse destroy everything they » 4–6 sessions: Behind the Front Lines (included
love. There is no one else. as To Slay Leviathan)
» 2–3 sessions: The Archlord
Building a Planet ✼ The Doomgate (1–3 sessions)
Apocalypse Campaign » 1–2 sessions: Home of the Fiends (included as
The Gate of Bone)
Bringing Planet Apocalypse to your gaming group will » 1 session: The Ultimate Evil
take some preparation. This is not a full-length cam- ✼ Epilogue
paign or setting and is intended to work in any cam-
paign. The reason is simple: to bring this campaign
home to your players, it needs to be in your universe, 1. The Set Up (2–3 sessions)
threatening the things they love. Do your players love This is the early part of the campaign, in which you
to adventure in a cursed demiplane? That’s where the introduce your player characters to the new Underhell
fiends strike. Does your campaign feature dark elves regime.
as enemies on a regular basis? Then their underground
citadels are overrun by the fiends. No doubt strife has A. The Initial Assault (1 session)
already riven underworld society, with some battling The player characters should see the invasion begin
the fiends while others (some evincing Underhell firsthand. A typical first adventure might take place in
corruption) have switched sides and wage war against a city where the PCs are sitting at their favorite tavern.
their brethren. Imagine fighting through a dark elf Suddenly the Underhell breaks loose, powerful heroes
dungeon while the elves are having a civil war! start transforming, the city bursts into hellfire, and the
A Planet Apocalypse campaign cries out for customi- PCs must escape. This might be more of an environ-
zation of your specific campaign, and this book is here mental hazard than an actual fight but should set the
to help. stage. (For an example of this type of adventure, see
Among the Damned, starting on page 54.)
Organizing your Planet The heroes should quickly learn that the old world
(or at least the old region) has been destroyed and
Apocalypse Campaign they are largely on their own. All their former support
Much as we love Planet Apocalypse, you probably don’t systems are gone or in shambles. If one of them was a
want to keep running it forever. That’s not the prima- priest of, say, Thor, the church hierarchy has dissolved.
ry intent. Keeping world-shaking tension going end- The ruler is gone, while the throne or even the entire
lessly risks making the game too stressful for players to palace has transformed into a Doomgate.
enjoy. (For those who do want to run it forever, a few
ideas appear at the end of this chapter.) Ideally, the B. Find Your Purpose (1–2 sessions)
campaign should last from 14 to 24 evening-length After your player characters escape the horror of the ini-
game sessions. After that, Planet Apocalypse themes tial invasion, any urban refuge is shattered and they will
should appear as aftershocks and fallout, as your play- be in the wilderness, likely lost, injured, hungry, and
ers evince interest. afraid. In this adventure, your heroes need to find their
Let’s break this down into sections. Here is a sample purpose protecting some other wanderers, even more
organization for your own Planet Apocalypse cam- disadvantaged than they. The best way to arrange this is
paign, which you should tailor to suit your group. to present your players with a set-piece battle.
✼ The Set Up (2–3 sessions) The heroes’ group hasn’t seen any other living
» 1 session: The Initial Assault (included as Among humanoids for days. They are short on food. Trees and
the Damned) plants are dead or dying as the Underhell ravages the
land. Bodies of water grow bitter and tainted, dead
» 1–2 sessions: Find Your Purpose

8
Introduction to the Apocalypse
fish floating belly-up, their flesh rotten. Dead birds Who are the Refugees?
drop from the sky, buzzing with flies before they hit Describe the refugees—you should have a group of
the ground. Fiends roam the land. The occasional 6 to 8 named NPCs. The goal is that these NPCs
wild animal or monster the PCs spot flees at once, in- become friends to the player characters. Perhaps one
cluding dangerous creatures such as basilisks. The sky is an attractive individual of a compatible gender for
is gray and hard as iron. You can draw out the bleak, a player who wants to roleplay a light romance side-
post-cataclysmic tone until the players have got the plot (the refugee falls in love with their rescuer), while
point (which may take only a few minutes or an hour, another might be a smith skilled in making useful
depending on your players’ personalities). items like mithral armor. Yet another is a healer, or a
The clerics and druids cannot contact their higher records-keeper, or a priest from the player characters’
powers, though they can still prepare spells. Wizards religion. Include whatever is needed to ingratiate
can’t summon what they mean to (the GM should de- them to your player characters—you know them best.
termine what creatures are summoned by a particular Having many survivors makes it easier for some of
spell), though their other spells seem to work. them to end up in peril or tragically die, should the
Then, when the player characters seem the most heroes fail or you want to build some drama. Take
isolated and lonely, they hear people screaming care not to overuse this crutch, but you can potentially
and calling for help from the other side of a hill. afford to lose several in this way—each time should tug
When they run up the hill, they see a large group of at the players’ heartstrings a bit. The more the heroes
poorly-armed refugees surrounded by a ring of void care about dead or imperiled NPCs, the more narrative
maggots and grylluses, perhaps led by a single under- use you can get out of them; make these NPCs helpful,
fiend (or more, if your party can handle it). Choose funny, and quirky, so their absence is missed. For quick
a similar encounter of epic difficulty for the heroes’ ideas, consider a high-fantasy version of one of your
level from the encounter tables on page 332. If they favorite characters from a video game or other media
act swiftly, they can save the refugees. If your party (for example, Tiny Tina from Borderlands or Elvira).
rescued refugees from the settlement as they escaped, In fact, making the NPCs humorous has a double
those refugees might stumble into an ambush similar function: first the players like the NPCs more as
to the one described here when separated from the bright spots in the dark tone of the adventure, and it
heroes. heightens the shock if the NPC dies. Such characters
The heroes’ effort to save the refugees should are purposely goofy to endear them to the players,
succeed—at least initially—as the heroes distract the and to stimulate the player characters to protect them.
fiends enough for the refugees to get moving. This is Of course, you don’t have to use goofy NPCs—it is
followed by a running battle against the fiends, trying simply a contrast to the otherwise bleak horror of the
to find a safe haven for the refugees while they run campaign, so that the players have a change of pace. If
cross-country. If the player characters have no idea the light-heartedness doesn’t work—and your players
where to go, some of the refugees have heard of a would be happier playing in a deadly-serious world—
place at the foot of nearby mountains or a similarly go for it.
defensible locale where a magic fountain used to be— Here are six short examples of comedic characters
perhaps the water is still good there? (you can add your own, doubtless superior to these):
The heroes lead the refugees to the place, facing
hazards (see Ravaged Lands on page 122) and a few ✼ Gorbonox Greenfeather (neutral good gnome
random encounters (page 332) on as epic a quest as commoner). He knows how to train a horse
you can squeeze in a session or so, and lo and behold, to do even bizarre tasks and is also an aspiring
the water is still good here. The refugees, who include falconer. His pet “falcon” is actually a clever duck,
among their number a blacksmith, a healer, and other but no one wants to hurt his feelings and tell him
useful sorts (see below), immediately start building the truth.
a little hidden village, with a wall or other fortifica- ✼ Argentum (neutral animated armor). This suit
tions. The player characters have now reclaimed some of animated armor walks, talks, sings, and gives
of what they lost: a haven and a group of folk who useful advice. No, you can’t wear him. He’s always
depend on them. the wrong size.
The new haven needs a name. One way to bring ✼ Fioria the Younger (chaotic good human
it home to the players is to have the refugees name it commoner). This precocious and reckless young
after one of the heroes. Nothing will impel Thorgrim alchemist’s apprentice makes potions of healing but
the fighter quite like the drive to defend the sanctity has a fondness for alchemists’ fire and experi-
of Thorgrimville! menting with any new substance.

9
Introduction to the Apocalypse
✼ L ady Valistria (chaotic good human noble). This characters should scout out the enemy,
dark-haired noble is friendly but accustomed to maybe with divination magic or on horseback
a life of grim elegance: she dresses in black and (one of the villagers might raise fine horses). The
always has a jest to make about death. She has a force is too much for them to defeat on the open field
morbid curiosity about anything creepy, including but might be surmountable with careful planning and
clues about the fiends and their goals. fortifications. It is too numerous and too tough for a
✼ Reliable Rocco (chaotic neutral commoner). He fair fight. What can they do?
sells dungeon maps for a living. It’s easy to talk The whole village needs to pull together and build
him into giving you his map for a share of the ex- traps, walls, towers, and weaponry to stop the attack.
pected treasure and no one is more surprised than Let the players come up with creative and imaginative
him when it leads to an ambush. He really believes solutions. A moat with alligators? Huge rocks to be
in his maps, even those he draws himself. dropped from towers? Whatever they can think of and
is reasonable, let them try. Someone has to go catch
✼ Sorka Chopper (neutral good kobold). Raised
the alligators or figure a way to get the rocks into the
by kindly hu-
towers.
man parents, she
When the fiends finally arrive, the com-
has a useful job
bination of the heroes’ skill and the traps
as a carpenter,
and defenses (and maybe even inspired
works hard to be
townsfolk) should save the day. Take
a good person, and
inspiration from movies and books
has no cultural context
with similar village-defense scenes.
for the idea that most ko-
bolds are traditional enemies
of gnomes and humans. She’s
never even seen another kobold
and thinks her appearance is a
birth defect.
An important caveat: don’t have
all the refugees be kooky and
funny! One or two is plen-
ty. The others can be more
typical, if still distinctive in
personality. Aim for an inter-
esting and memorable assortment.

2. Investigation and Discovery


(4–8 sessions)
Now the campaign progresses in earnest. The players’
haven is now threatened by a lesser fiend lord. This next
part of the campaign has three parts, linked together.

A. The Onslaught (1–2 sessions)


A new group of refugees arrives at the haven but with
bad news. They sought safety here, but a fiend horde
is on their trail and will arrive at the haven soon.
The refugees apologize for inadvertently bringing the
apocalypse here. Even if your players are remorse-
lessly practical, kicking the new refugees out won’t
help—their trail still leads to the village, so the attack
is inevitable.
The fiends are on their way and will reach the vil-
lage in just a few days, giving the player characters
that long to prepare for the assault. The player

10
Introduction to the Apocalypse
B. Old Enemies (1–2 sessions) One way to cement the relation is for a second
This adventure presupposes the players have a familiar battle to begin immediately after the player charac-
intelligent enemy—an individual, a clan, an occupation ters help one side win, where the fiends attack the
(slavers), or a rival nation. If they don’t have some kind players and their old enemies. Moreover, some of the
of oft-used foe, you can insert something that everyone attackers are horribly transformed, enslaved, and cor-
will immediately recognize as a dangerous enemy, such rupted minions of the fiends, driving home the stakes
as a vampire, green dragon, or cabal of evil sorcerers. of defeating the fiends. This should put things in
In this adventure, one of these old enemies comes perspective, both for the players and their former en-
to the player’s haven, seeking help. Yes, they’ve had emies. For example, if your bad guys are slavers, and
differences in the past, and the enemy is just as evil as they see their former slaver pals turned into distorted
ever, but they all need to fight against the new horror. void maggots “owned” by a gryllus or underfiend, this
Will the heroes go for it? Will they be willing to set might cement their desire to put old hostilities aside.
aside old grudges and work with, say, a vampire clan, (See the corruption traits starting on page 156 for
to stop the fiends? ideas on how to corrupt your villains.)
If this is an individual (like a vampire), perhaps the Defeating the fiends and corrupted enemies and ce-
messenger who comes to the haven is an acolyte or a menting a new alliance leaves the PCs’ haven a more
familiar. Or it could just be a member of the assassin’s dangerous but also more interesting place, now that
guild who knows where a lot more assassins are hiding former enemies live among the villagers. Trouble may
out—“Could you use our services?” brew, but ultimately both sides must work together,
The early part of this adventure is the players or the fiends win.
discussing the old enemy’s offer. Depending on how Remember—the old enemies have not necessarily
much they like to talk things over, this could take one had a lasting change of heart. They are still the same
or several scenes. Their contact shouldn’t have all the characters as before. They are simply allies hoping to
answers any more than the players do. Presumably, bring back the former world, or part of it. You should
even if the players don’t trust the enemy, they may play them as still interested in their former goals but
want to go see them—perhaps to defeat them once willing to cooperate sensibly because those goals are
and for all, perhaps to see if, hoping against hope, only possible with the fiends out of the way. If your
this is an opportunity to join forces. Alternatively, the villains were dishonorable before, they’re still dishon-
players might be confronted by a problem that they orable. If they normally prey on humanoids, they
know the main old enemy has solved before and they may be willing to hold back on their worst practices
have to see if they can reach and recruit this villain. … temporarily.
For instance, the enemy might know a rare spell that’s
key to repelling a particular attack. C. The Lesser Lord (2–4 sessions)
The middle part of the adventure sees the players Near the middle of the campaign, the old enemies
going to where the old enemies are located, to help or with whom the players have allied (albeit distrustful-
see if they can ally against the Underhell. But when ly) know who rules this whole region of the world:
they meet the enemies, they are engaged in what the lesser lord avatar of whatever Archlord you intend
amounts to a civil war—some of the enemies (or min- to use at the climax of your campaign. The enemies
ions, in the case of a singular villain) want to join the have already dispatched a group to take down this
fiends, others don’t, and they’re battling. The players lesser lord but fear it has failed.
can turn the tide by joining one side or the other. This Naturally, the lesser fiend lord has claimed a horri-
may be a chance to finally defeat their old enemies, ble dungeon complex, and it’s time to adventure deep
but if the players do so, they don’t have the chance to within and confront the monster. “But,” you ask,
ally with them. “Where is this dungeon complex?” It is your dungeon.
Of course, the player characters’ newfound allies Choose one that your players (if not their current
are still slavers, or assassins, or the like, and they characters) have already plundered, or at the least, one
are still villainous. There may be an element of known to your players, possibly a published one with
treachery occurring against the heroes as well. But name recognition. The avatar has cleansed, repopu-
on the other hand, even though you can’t fully trust lated, and repurposed it for the fiends’ use. Many of
the dragon who’s allied with your village, it can the minions can be exchanged for fiends, but you can
still be a useful asset. The former foes carry useful leave some of the old ones, enslaved and controlled by
information as bargaining chips, bringing players the avatar! (Use the corruption traits starting on page
up to speed on how fiends work and the scope of 156 to represent the fiendish influence on these
the invasion. creatures.)

11
Introduction to the Apocalypse
The first session or two should be spent exploring 3. The Heroes Strike Back (6–9
the dungeon, trying to come to grips with the avatar
and learn about its abilities and goals. Near the end of sessions)
this part, the PCs encounter a group of the same old Now the player characters have defeated a lesser fiend
enemies, who have been independently exploring. The lord, established a haven, and are doubtless ready to
former enemy party is eager to join forces, perhaps move on the offensive.
with some arguing and discussion, for the next step.
The final session should lead up to and end with the A. Behind Enemy Lines (4–6 sessions)
confrontation with the avatar in the final part of the In this adventure, the heroes face the fiendish forces
dungeon. It’s not just a single battle, though. The lord head-on, halt the forward push, or at the least get
should be too tough for the players alone, so their old behind the front line. You can use the adventure To
enemies need to come along for the fight—which they Slay Leviathan, starting on page 72, for this section.
willingly do. Seeing paladins and elf warriors allied This adventure will likely be long, offering a range
with a hobgoblin captain against an archlord’s avatar of combat encounters atop a miles-long draconic
ought to be pretty entertaining for everyone. flesh construct to help the party reach a higher level
If things go too quickly and easily, threatening the quickly. The narrative function of this adventure is to
tension and player satisfaction, you can also throw in weaken the invasion in a major tactical sense, to prove
a monkey wrench. Partway through the battle, as the that the approaching hordes can be turned back.
players start seeing victory, the lord makes an offer to Fiendish orders should mention the location of the
the old enemies that at least some of them can’t resist, true Archlord, the fact that fiends don’t heal, and any
and they change sides! Or the former enemies turn on other assumptions about the dangers of a Planet Apoc-
the heroes as soon as the lesser fiend lord is defeated, alypse campaign that the players haven’t learned yet.
hoping to wipe them out and seize control over the If you want to invent your own adventure, consider
homeland village and the fate of the fallen kingdom. reusing an open location known to the players, such as
This last bit of betrayal is emphatically optional— a major port city or trade hub on a major river. Play-
decide carefully whether you (and, by your best ers can set up a larger-scale version of the defenses in
guess, your players) want it in your campaign.

12
Introduction to the Apocalypse
2A the Onslaught to slow the destruction and even A. Find the Gate (up to 1 session)
temporarily turn it back so that they can open a way If the heroes can close the ultimate Doomgate, they
to the Archlord’s fortification. They should contend can stop the invasion once and for all. Unless they
with several harrowing fights against organized fiends do, the Archlord will eventually return. To achieve
and gain levels quickly. the final end, the heroes must first penetrate deep
inside the fiend-haunted countryside to reach it. If
B. The Archlord (2–3 sessions) your party has teleportation magic and knows the
Once the fiends’ forward line is broken, the heroes location of the Doomgate, they can travel quickly
need to reach the citadel of evil that it has loosed it indeed.
upon the world. It’s not hard to find the enemy: the The Doomgate is not hard to find, especially
fiends don’t bother trying to hide their actions. More- if the player characters have seen it earlier in the
over, getting close enough to the Archlord brings the campaign, such as at the very beginning when
heroes into the Archlord’s Shadow, where time doesn’t the invasion started. The danger is that the player
flow as it should and space twists, meaning that routes characters must wander across many miles of their
seem to twist impossibly to lead either directly to the former homeland, now distorted and changed into
Archlord or straight out the nearest edge of the Shad- a parody of its former self and inhabited by fiends
ow. This location should be very badly warped by the and their slaves. The Archlord’s Shadow is gone
fiendish presence, with only fragments of the mortal until the Archlord returns, but the land remains
world intact. ravaged and alien, with wailing features on fleshy
Here you’ll need a second dungeon complex, more terrain. You can play off how different everything is
challenging than the last one. Again, you can use one and use grim mockeries of what was once there. For
of your old complexes or use a commercial one. But example, if you had a tavern the players loved, now
this time there is a true Archlord at the end of the it is a perverse reflection of its former self: a pit of
dungeon. You can use the old enemies as allies again if void maggots and underfiends soaking themselves in
you want, depending on how it turned out in the last toxic mud, the old sign post still hanging over the
dungeon crawl. monsters.
Since the Archlord is going to be a real threat, the At the Doomgate, there is a small living fort hold-
heroes would be well served to acquire some artifact ing powerful fiends who act as a defense force.
in the ruins in order to have a chance at the fight.
Perhaps there is a crystal whose light lowers the lord’s B. Home of the Fiends (1–2 sessions)
Armor Class to a point that they can hit it with a The player characters must penetrate inside the for-
reasonable chance, or there are six doses of antidote tress that the fiends set up to guard their Doomgate.
that each grant one-time immunity to poison or other (For an example of such an adventure, see The
damage from the Archlord. Pick what you think your Gate of Bone, starting on page 106.) This shorter
player characters will need, give them hints to find it, dungeon crawl need not be terribly complex but still
and post a fourth-circle fiend to guard it. dangerous. While fending off attacks from fiends,
Banishing the Archlord causes many of the fiends the heroes should need to place crystals in special
to vanish from the world. This is a good place to holders or some other ritual act in order to weaken
stop if the players are ready to be done with Planet the Doomgate to the point it can be reversed and
Apocalypse, in which case the invasion ends and will permanently closed from the other side.
not resume, at least for the moment. Otherwise, the After the heroes reverse the Doomgate, they find
defeated Archlord drops a clue or a key or a badge a terror inside! The player characters need to climb
(like a crown of the Underhell on page 39) that enables through the gate itself into the Underhell, which is
the heroes to find the one remaining Doomgate that raw nuclear chaos and horrendous. Clearly, the PCs
does not depend on the Archlord to keep it open. can’t survive long here, but they must do so long
enough to close the gate.
4. The Doomgate (2–4 sessions)
Although the traditional campaign has ended, the
C. The Ultimate Evil (1 session)
fiends are not gone, and one or more Archlords re- An Archlord lurks just inside the Doomgate, pre-
main interested in the world. The heroes find out that paring to reopen even more gates on a wider scale.
a greater evil yet exists, and maybe someday the fiends For variety, this might be a more potent mastermind
will return in force, unless they seal the Doomgate Archlord than the one the players know about. The
that started it all. most iconic but most difficult choice would

13
Introduction to the Apocalypse
be the Spider Mastermind, mightiest and clever-
est of the Archlords. The heroes need to penetrate The Returning
quickly through the hideous fiendish realm to get to
this ultimate guard, near but not within view of the
Apocalypse
Doomgate, and defeat it.
If players really enjoy the style of apocalyptic threat
This should be tailored to best show off the talents
and don’t miss the old world all that much, you might
of your players and their characters. You might find
break the campaign in two major parts across more
the most outré and weird dungeons and use pieces
sessions. Have player characters discover hints or get
of them for the basis of the fiend realm. The hardest
leering threats from fiends that the repelled invasion
part of this adventure is that the player characters can’t
is just the beginning, as they were forced to slip only
leave the dungeon, heal, and return; they are stuck in
their weakest forces through a small crack reality
the Underhell until they conquer or die. The other
ahead of a larger invasion to come.
hard part for you, the GM, is that you want to time
In this longer campaign, all the weakest foes should
the adventuring so that they beat the ultimate horror
be used at first, with only rumors and glimpses
with only a few hit points left. You can ensure this by
of stronger strains of underfiend, cacodaemon, or
having the Underhell slowly kill them (see The Gate
Archlords. The first time an Archlord is banished (Part
of Bone for ideas on how it might do this), likely
3B above), the Doomgate seems closed and it seems
by exposing them to one of the poisons on page 129
most or all the fiends are gone. At the campaign end,
or slowly reducing their hit point maximums while
the heroes are all mighty and high level. Then, after
preventing long rests.
a few months, you can launch the second Underhell
The Archlord you choose should be an epic chal-
invasion, but now the fiends display the full array of
lenge to your player characters. The villain should
powers. The players are appalled when they go to fight
prove nearly impossible to destroy, but if the heroes
a “puny” band of grylluses and discover how much
falter, you should be prepared to offer them opportu-
deadlier they are and realize that the worst is yet to
nities to ultimately win in the manner typically seen
come. You can run a new, higher-level version of Part
in adventure movies: for example, using a potent
3 and finally the true end at Part 4.
artifact (even one from this very lair), toppling a
tower onto the villain, or tricking them into a vat of
angel blood or other extraordinarily potent magical Happy gaming!
components, or something similar. This may involve
self-sacrifice, after the tradition of horror stories.
When the ultimate evil is defeated, the world begins
to fade around them. Then they see something even
worse and colossal rising before their misty eyes,
but the Doomgate closes and they are expelled back
to the mortal world. There, they can recover their
health and rejoice, though they will be haunted by
dark dreams of that fresh horror for the rest of their
lives.

Epilogue
In the wake of a thwarted invasion, there are still plen-
ty of leaderless fiends around, and rebuilding needs to
take place, but that is another story. The players will
–Sandy Petersen
need to take a breather before your next series of ad-
ventures takes place. Remember you can always bring
back a small (or large) force of fiends for an adventure,
on their own or as servants to another evil force now.
Underhell fiends are accustomed to serving under
generals, and with the loss of contact to the cosmically
distant Underhell, they may seek new masters from
among the heroes’ old enemies.

14
Introduction to the Apocalypse
15
Character Options
Character Options
This chapter presents subclasses for the barbarian, fighter, monk, rogue, and sorcerer, as well as a variety of feats
suitable for any character. These might represent powers gained in preparation for a desperate future you hoped
would never come, or they might be choices you made in the face of a world gone mad.
The subclasses presented here are particularly apt for creating new characters to replace heroes that have
already perished in a Planet Apocalypse campaign, but they can be taken early in the campaign as well.
Because subclasses are chosen early in a character’s career and the apocalypse generally strikes after heroes
are established, we encourage GMs to allow heroes to choose these subclasses before the invasion as a form
of preparation. Although even the gods cannot forewarn the world of an Underhell invasion, small groups
knowledgeable about the Underhell may encourage a few heroes in each generation to be careful and prepare
for potential calamity. Characters may experience terrible prophetic dreams that prompt them to choose
these options. If the apocalypse does occur and the characters want to change their subclass, that’s feasible as
well. The cosmic upheaval caused by such an invasion might, for instance, cause a sorcerer’s origin to change
unexpectedly (with agreement of the player and GM). Be creative in coming up with ways a character might
change subclasses.
If your campaign uses feats, the feats introduced in the second half of the chapter might represent surviving
despite the horrific changes wrought by the Underhell, divine aid to help heroes fight back, or else a clever hero’s
way to use the techniques of the fiends against them.

16
Character Options
Necklace of Teeth. You make a necklace of assorted
Subclasses teeth or spines pulled from your slain foes, inspiring
you to greater ferocity. While raging, when you roll a
The following subclasses are particularly suited to sur- 1 or a 2 on a damage die for an attack you make with
vivors of the apocalypse and leaders who stand against a melee weapon, you can reroll the die and must use
the rising tide of terror and violence. the new roll, even if it is a 1 or a 2.
Grisly Necklace. You make a necklace of tongues,
Barbarian skin, or other grisly bits cut from your slain foes, which
inspires horror and fear in those who look upon you.
While raging, you can use your action to cause a creature
In a world where the worst apocalyptic nightmares you can see or hear that can see or hear you to become
have come true, many barbarians become vicious frightened of you until the end of your next turn unless
wanderers who thirst only for combat. These fierce it succeeds on a Wisdom saving throw. The save DC is
warriors crave the hunt and take great pride in terrify- 8 + your proficiency bonus + your Strength modifier.
ing their enemies. A barbarian feels most alive after a When the creature succeeds on its save or the frightened
fresh kill or conquest. condition ends on it, it becomes immune to your Grisly
Necklace for 24 hours. Using this action prevents your
Path of the Trophy Hunter rage from ending early, as if you had made an attack.
Necklace of Bones. You make a necklace of splin-
(Primal Path) tered bones, inspiring you to laugh at death. While
The Path of the Trophy Hunter exceeds the mere raging, you have resistance to necrotic and poison
bloodlust of battle: it is the simmering rage, the damage and you have advantage on saving throws
festering hatred that drives one not only to kill but to against being frightened or poisoned.
dominate their foes in body and mind. Barbarians of
this path take trophies from slain foes to commemo- Prize Trophy
rate their victories, and they wear these grisly totems By 6th level, you have taken a great trophy from a
to gain the strength of those they have conquered. powerful foe. Choose one of the following. You can
take a new prize trophy and change the benefit at the
Experienced Hunter end of any long rest if you have participated in slaying
When you choose this primal path at 3rd level, you a foe with a challenge rating at least equal to your
become proficient in Intimidation and one other level since your last long rest. You can only have one
skill from the following list: Arcana, Insight, Nature, prize trophy at a time.
Performance, Religion, or Survival. If you are already Inspiring Trophy. This trophy, typically a heart,
proficient in Intimidation, choose a second skill from reminds your allies of your mighty deeds and inspires
the list instead. them to greater action. When you reduce a hostile
creature to 0 hit points, choose one friendly creature
Spirit Carver that can see or hear you. That creature gains advan-
Beginning at 3rd level, when you take trophies from tage on its next attack roll, saving throw, or ability
your slain foes, they feel the pain down to their very check. You cannot use this ability again until you
spirits, lingering at the place of their demise out of have finished a short or long rest.
shock. When a celestial or a fiend dies and you have Invigorating Trophy. This trophy, typically a scalp
damaged it since the start of your last turn, its body or set of horns, encourages you to persevere against
doesn’t disappear for 24 hours and you can harvest hardship. When you reduce a hostile creature to 0 hit
parts of it for indefinite preservation as if it were a points, you can either regain lost hit points equal to
mortal creature. your barbarian level or end one condition on yourself
from the following list: charmed, frightened, or
Necklace of Trophies poisoned. You cannot use this ability again until you
At 3rd level, you create your first trophy from an have completed a short or long rest.
enemy you have slain and choose one of the follow- Enduring Trophy. This trophy, typically a skull,
ing benefits. You can take a new necklace trophy and reminds you that you have outlasted mighty foes,
change the benefit at the end of any long rest if you instilling you with endurance. You have resistance to
have participated in slaying a foe with a challenge cold and fire damage, are unharmed by extreme heat
rating at least equal to your level since your last long and cold, and have advantage on saving throws
rest. You can only have one necklace trophy at a time. against exhaustion.

17
Subclasses
Flesh Carver may use your bonus action to expend a use of
Beginning at 6th level, you can cast the speak with rage; if you do so, you deal additional damage
dead spell without expending a spell slot, targeting of the same type equal to your barbarian level.
the corpse of a creature you damaged within 24 hours Armor of Skin. You cut armor from the leather of
before its death. demon wings, shape a cloak stitched from the skin of
In addition, you add double your proficiency distorted faces, or something else terrifying to behold.
bonus instead of your normal proficiency bo- This is medium armor that
nus to ability checks using the Intimidation weighs 20 pounds. While
skill while you are raging. Using Intimi- wearing this armor, your
dation prevents your rage from ending Armor Class is 14 + your
early as if you had attacked. Dexterity modifier (max 2)
+ your Constitution mod-
Spirit Interrogator ifier. When you hit with a
weapon attack on your turn
Starting at 10th level, you have while raging, you may use your
advantage on ability checks made bonus action to force a creature
to gain information from celestials, within 60 feet that can see or hear
elementals, fey, fiends, and undead. you and that you can see to make
You can use Flesh Carver to cast a Wisdom saving throw. The save
speak with dead on any corpse DC is 8 + your proficiency bonus
with a mouth, regardless of + your Strength modifier. On a
whether you damaged it. failed save, the creature is stunned
until the end of its next turn.
Armor of Rites You can’t use this feature
At 14th level you again until you finish a
craft a suit of short or long rest.
armor of your Armor of Bones.
choice from the You craft armor
remains of the from the bones
celestials, fey, of those you
fiends, or undead kill, a skull
you have slain. mask and
You are considered the clat-
proficient in this armor. tering
Only you may gain the embrace
benefits provided by this of ribs.
armor. You may conduct a This is
1-hour ritual on the corpse of heavy
a celestial, fey, fiend, or undead armor that
of at least your size category to weighs 40
make one of the following suits pounds and
of armor. Performing the ritual gives you disad-
destroys any other Armor of vantage on Dexter-
Rites you created previously; ity (Stealth) checks.
any such suit collapses into You can rage while you
a moldering heap of dead are wearing this armor.
flesh. While wearing this armor,
Armor of Scars. You ritually scar yourself using the your Armor Class is 17 + your Constitution modifier.
teeth and claws of your fallen enemies and lash the When you take damage while wearing this armor while
teeth and claws together with sinew. This is light armor raging, you can use your reaction to reduce the damage
that weighs 10 pounds. While wearing this armor, your by your barbarian level before applying resistance. If
Armor Class is 11 + your Dexterity modifier + your the attacker is within 5 feet of you when you use this
Constitution modifier. When you hit with a weapon reaction, you can also make a melee attack with disad-
attack on your turn while you are raging, you vantage against it as part of the same reaction.

18
Subclasses
Fighter Spell Slots. The Branded table shows how many
spell slots you have. The table also shows what the
level each of those slots is; all of your spell slots are
The Apocalypse has twisted the traditional concept of the same slot level. To cast one of your warlock spells
a fighter into a melee specialist who has embraced the of 1st level or higher, you must expend a spell slot.
darkness in order to conquer it. These fighters have You regain all expended spell slots when you finish a
paid a high price in order to become the short or long rest.
ultimate weapon against the fiends. Spells Known of 1st Level and Higher. You know
two 1st-level warlock spells of your choice.
The Branded (Martial The Spells Known column of the
Branded table shows when you learn
Archetype) more warlock spells of 1st level or
This accursed and corrupt- higher. A spell you choose must
ed warrior is barely more be of a level no higher than
mortal than fiend, branded what’s shown in the table’s
with a searing runic scar Slot Level column for your
that taints their flesh. level.
With this brand, ac- Additionally, when
quired through torture you gain a fighter level,
and punishment, an you can choose one
Archfiend has marked of the warlock spells
them as quarry you know and replace
for other fiends. it with another spell
Bearers of the mark from the warlock spell
can tap into the list, which also must be
fiends’ own magic, of a level for which you
linked by this have spell slots or lower.
brand, to harness Spellcasting Ability.
fiendish spells Charisma is your spell-
and supernatural casting ability for your
powers. Mutated warlock spells, since you
and corrupted, learn your spells through
the Branded wield pain and anguish. You use
dark powers to your Charisma whenever a
lash out in anger spell refers to your spellcast-
and in pain as the ing ability. In addition, you
instruments of use your Charisma modifier
vengeance. when setting the saving throw
DC for a warlock spell you cast
Branded and when making an attack
Beginning at 3rd roll with a warlock spell you
level, your brand cast.
manifests. You are Spell DC = 8 + your
marked, and fiends proficiency bonus + your
can sense your presence. Charisma modifier
Fiends have advantage on Spell attack modifier =
Wisdom (Perception) checks your proficiency bonus +
to detect you. The brand allows your Charisma modifier
you to cast a limited number of
spells meant for fiends. Spellcasting Focus. The
Cantrips. You learn two can- brand serves as a spellcasting
trips of your choice from the warlock spell list. You focus for your warlock spells.
learn an additional warlock cantrip of your choice at
10th level.

19
Subclasses
feet. If you hit, you mark the creature.
Level Cantrips Spells Known Spell Slots Spell level Whenever you take damage that does not
3rd 2 2 1 1 exceed your current hit point total, the creature
4th 2 2 1 1
also takes half that damage. You gain advantage on
5th 2 3 2 1
all attack rolls to hit the marked creature and the
6th 2 3 2 1
7th 2 4 2 2 marked creature has advantage on all attack rolls
8th 2 4 2 2 to hit you. The mark lasts until you or the marked
9th 2 5 2 2 creature drops to 0 hit points or falls unconscious.
10th 3 5 2 3 Once you successfully mark a creature, you must
11th 3 6 2 3 finish a short or long rest before marking another
12th 3 6 2 3 creature.
13th 3 7 2 3
14th
15th
3
3
7
8
2
3
3
4 Monk
16th 3 8 3 4
17th 3 9 3 4 In the absence of the old masters, presumably lost
18th 3 9 3 5 in the Apocalypse, monks are forced to stick to
19th 3 10 3 5 the fundamentals, what can be pieced together
20th 3 10 3 5 from texts, and what can be gleaned from lessons
not yet mastered. This cobbled-together nature
leads to a more pragmatic approach to combat.
Monks of the Apocalypse most commonly follow the
Fiendish Insight Way of the Open Hand or the Way of the Wastelands
Starting at 7th level, you have advantage on Wisdom (see below). Practitioners of other styles often find it
and Intelligence ability checks involving fiends. You difficult to preserve the old ways, though a rare hero
also learn Abyssal or Infernal (your choice). If you might rise who has the perseverance and creativity to
already know both languages, you learn a different master a style anew.
language of your choice. Monks who survive the Apocalypse often find a
Additionally, when you would roll a Wisdom surprising amount of peace and enlightenment from
(Survival) check to track fiends, you are considered the devastated world, while others may seek out ways
proficient in Survival and if you roll a 14 or lower on to contact departed masters in search of their wisdom.
the d20, you treat the result as a 15. When a fiend Still others, ill-equipped to handle such a hostile
would track you with a Wisdom (Survival) check, it is world, often retreat into solitude in hidden, remote
considered proficient in this roll and if it would roll a places. Adventurers know, however, that the Underhell
14 or lower on the d20, it treats the result as a 15. will not simply go away or ever make things easier on
them. It might not be wise to fight, but it would be
Searing Blows foolish not to try.
At 10th level, you can deftly mix spells and weapon
attacks. When you cast a cantrip, you can make a Way of the Wastelands
single weapon attack as a bonus action. (Monastic Tradition)
In addition, being within 5 feet of a hostile creature
doesn’t impose disadvantage on your ranged spell The Way of Wastelands has only two rules: survive
attack rolls if you are wielding a melee weapon. and thrive.
The methodology of the Way of the Wastelands is as
Fiendish Speed old as many other monastic orders, but largely forgot-
ten. In these times of desperation, however, more and
Starting at 15th level, when you use your Action
more monks turn to it out of necessity. Every lesson,
Surge and cast a spell in the same round, you can
meditation, chant, and word of wisdom from the
make a single melee weapon attack as a bonus action.
traditions and masters of the Way of the Wastelands
can fit within a few pages of a journal. Half the pages
Shared Mark will remain blank, and even most of the filled pages
At 18th level, you have learned to control the dark en- are unnecessary. There are only two true mentors of
ergies inside you. As an action, you can make a weap- the way: hardship and self-reflection. You must write
on attack on a creature you can see within 60 your own path of wisdom and survival.

20
Subclasses
Eagle’s Eye Training Survivor’s Spirit
At 3rd level, you gain proficiency with all ranged Starting at 11th level, you can choose to use this
martial weapons. feature when you are reduced to 0 hit points. If you
Additionally, you gain proficiency in Perception do so, you do not fall unconscious. Instead, you gain
and Survival. If you were already proficient in one or 1 level of exhaustion and fall prone. You cannot stand
both of these skills, you gain proficiency in one of the up from prone until you have 1 or more hit points.
following skills for each of the skills you were already You still make death saving throws as normal and
proficient in: Acrobatics, Athletics, Insight, Medicine, damage to you has the usual effect it does while you
or Stealth. Instead of choosing one skill, you can are at 0 hit points. If you used this effect and subse-
choose to become proficient with the herbalism kit or quently reduce a creature to 0 hit points while you are
all land vehicles. also at 0 hit points, or if you regain at least 1 hit point
when you were at 0 hit points, you regain hit points
Reliable Talent equal to 1d8 + your Wisdom modifier.
Starting at 6th level, before making an attack roll, you Once you use this feature, you can’t use it again
can spend a ki point to make the attack reliable. If the until you finish a short or long rest.
attack roll has disadvantage, you negate the disadvan-
tage. If the attack roll doesn’t have disadvantage, you Rapid Recovery
instead gain a +2 bonus on the roll. You can use this Starting at 17th level, you can spend 3 ki points and
feature multiple times a turn, but never more than an action to target a creature you touch within 5 feet.
once per attack. The target regains hit points equal to half their hit
Additionally, you can spend a ki point before point maximum and the target’s level of exhaustion
making a Strength or Dexterity ability check to gain is reduced by one. You can’t target that creature with
advantage on the check. this feature again until you finish a long rest.
When you reduce a creature to 0 hit points while
you are at 0 hit points, you can use this feature to
target yourself as a bonus action.

21
Subclasses
Rogue damage it deals on a hit increases to 3d6 at
5th level, 4d6 at 11th level, and 5d6 at 17th
level.
Rogues forced to survive the tribulations of the Apoc- Alchemist’s Fire. You create a vial of temporary
alypse learn to avoid confrontation. Many choose to alchemist’s fire. The save DC is 8 + your proficiency
focus on the construction of traps and have quickly bonus + your Intelligence modifier (minimum 10).
acquired a broad range of alchemical skills in order The fire damage increases to 2d4 at 5th level, 3d4
to combat fiends and other hellish creatures. These at 11th level, and 4d4 at 17th level. It congeals into
rogues can still disarm and create traps, but they harmless crust after 8 hours.
specialize in the art of improvising alchemical devices Antitoxin. You create a vial of temporary antitoxin.
and brewing potions. These monster hunters have the It loses its potency after 8 hours.
advantage of fighting their foes from afar since they Ball Bearings. You produce a handful of spherical
benefit from hiding in the shadows. crystals that functions as a set of ball bearings. They
crumble after 8 hours or after being walked on.
The Scrapper (Roguish Caltrops. You grow a handful of sharp crystals that
functions as a set of caltrops. They crumble after 8
Archetype) hours or after being walked on.
The scrapper is a monster hunter who utilizes alchem- Elixir of Climbing. For 1 hour, the drinker gains a
ical traps and tricks to defeat even the most powerful climbing speed equal to their walking speed and has
of foes. With no real magic to aid them, the scrapper advantage on Strength (Athletics) checks to climb.
turns their skills toward the vials, herbs, and strange Elixir of Healing. As an action, you may drink the
concoctions of the potion maker’s art. They are masters elixir or administer it to a willing or unconscious crea-
of preparation and improvisation, able to create potent ture within 5 feet. The elixir restores a number of hit
elixirs and devastating explosives from almost nothing. points equal to 2d4 + your Intelligence modifier. This
healing is increased to 4d4 at 5th level, 8d4 at 11th
Quick Fingers level, and 10d4 at 17th level. Elixirs lose their potency
Starting when you take this roguish archetype at after 8 hours, becoming inert and useless.
3rd level, you can take the Use an Object action Elixir of Striding and Swimming. For 1 hour,
(including using improvised gear) as a bonus action. the drinker gains a swimming speed equal to their
You can also use tools or activate a common magic walking speed and has advantage on Strength (Ath-
item as a bonus action if it would normally require letics) checks to swim. The drinker can breathe air as
an action. well as water. If the drinker already has a swimming
speed greater than their walking speed (or no walk-
Tool Improvisation ing speed), they gain a walking speed equal to their
swimming speed.
Starting at 3rd level, you become proficient with al-
Whitefire. You produce a vial of whitefire. As an
chemist’s supplies. If you were already proficient with
action, you throw a vial of whitefire at a point you
alchemist’s supplies, you become proficient with any
can see within 40 feet, which erupts with searing fire
tool of your choice. When you make an ability check
in a 10-foot-radius sphere centered on the vial. The
using a tool you aren’t proficient with, you add half
sphere spreads around corners. Each creature in the
your proficiency bonus to the check.
area must make a Dexterity saving throw. The DC is
equal to 8 + your proficiency bonus + your Intel-
Improvised Gear ligence modifier. A creature takes 2d6 fire damage
Starting at 3rd level, you gain the ability to spend 1 on a failed saving throw or half as much damage on
minute to use alchemist’s supplies to create a piece of a successful one. This damage increases to 3d6 at
temporary adventuring gear from the following list 5th level, 4d6 at 11th level, and 5d6 at 17th level.
that aids you in combat. Once you use this feature a Whitefire loses its potency after 8 hours, becoming
number of times equal to your rogue level, you can’t inert and useless.
use it again until you finish a long rest.
You always apply your proficiency bonus to attack Alchemical Trap
rolls with adventuring gear, including acid and alche-
Starting at 9th level, you can make a trap out of a
mist’s fire.
flask of acid, alchemist’s fire, or whitefire. This trap
Acid. You create a vial of temporary acid. It evap-
is sensitive to movement and lasts for 24 hours or
orates into harmless gas after 8 hours. The acid
until triggered. You can place it as an action or bonus

22
Subclasses
action. When triggered by a creature stepping on the
concealed alchemical item, it exposes the creature Sorcerer
to the item, using your attack roll or item save DC.
Unless you purposefully made no attempt to hide the Sorcerous power is one of the rare forms of magic
trap (in which case detection is automatic), a creature that has endured the Underhell invasion relatively un-
can notice the trap before triggering it with a success- scathed. While some sorcerers do seek out instructors
ful Wisdom (Perception) or Intelligence (Investiga- and teachers, many of them have no hesitations about
tion) check. The DC is equal to 8 + your proficiency developing their powers on their own. Indeed, some
bonus + your Intelligence modifier. Once you place might even say a sorcerer’s unorthodox magic thrives
an alchemical trap, you can’t place another until you under the attempted oppression of the Underhell,
finish a long rest. bestowing challenges to face and overcome through
their raw arcane power. Even a farmer with the distant
Alchemical Improvisation blood of a dragon can become a threat when roused
Beginning at 13th level, you have developed the to anger.
ability to improvise at a moment’s notice. You may
use a bonus action to touch an elixir of healing you Blood of the Lost (Sorcerous
created, turning it into a vial of whitefire, though Origin)
the damage dice are reduced from d6 to d4 and the
damage type becomes acid. You may instead touch It is often the way of the multiverse that when a
a vial of whitefire you created, turning it into an blow is struck for great evil, it leaves potential for a
elixir of healing, but any creature that drinks it must new hope. Those with the blood of the Lost have a
succeed on a DC 10 Constitution saving throw or blood connection, no matter how distant or weak,
become poisoned for 1 minute. At the end of each to one of the great figures who was transformed
of the poisoned creature’s turns, it can make a new into a Doomgate or a vessel for an Archlord. For
saving throw, ending the condition on itself on a some, this connection manifests itself with sorcer-
success. ous abilities. Those who step down this path bring
out their connection to invoke the lost heroes and
Magical Improvisation draw out a resistance to the fiendish influence of
the Underhell.
Also at 13th level, you learn to improvise a potion
with 10 minutes of effort using alchemist’s supplies.
Once you use this feature, you can’t use it again until
Scion of the Lost
you finish a long rest. The potion loses its effectiveness When you select this origin at 1st level, you choose
after 8 hours. a way to embody those who have been corrupted.
Potion of Invisibility. For 1 hour, the drinker You gain one feature from the list below suiting your
becomes invisible. The invisibility ends when the blood connection to a legendary figure.
drinker attacks, casts a spell, or forces a creature to Strange Sorcery. Your powers from the sorcerer
make a saving throw. class are unorthodox, derived from the magical tra-
Potion of Resistance. When you brew this potion, dition of a masterful cleric, druid, warlock, wizard or
choose acid, cold, fire, force, lightning, necrotic, poi- other spellcaster. Learn one cantrip and one 1st-level
son, psychic, radiant, or thunder. The drinker gains spell from a different spellcasting class’s spell list.
resistance to the chosen type of damage for 1 hour. Those spells are considered sorcerer spells for you
Potion of Strength. For 1 hour, the drinker’s and don’t count against your limit for sorcerer spells
Strength score becomes 21, unless it was already 21 or known. Whenever you choose to replace one of those
higher. The granted Strength score increases to 23 at spells upon gaining a sorcerer level, the replacement
17th level. spell must be chosen from the same class’s list and
must be of any spell level for which you can normally
Masterwork Gear learn sorcerer spells.
Warrior’s Fervor. Your hit point maximum in-
By 17th level you are a master of your craft. When
creases by 1, plus an additional 1 whenever you gain
you roll damage or healing for a piece of adventuring
a sorcerer level. You gain proficiency with light armor
gear, including an item you created, you can reroll any
and with four martial weapons of your choice. You
number of dice. You must use the new rolls.
also gain proficiency in one of the following skills:
Acrobatics, Animal Handling, Athletics, History,
Insight, Intimidation, Perception, or Survival.

23
Subclasses
Wisdom of the Elders. You learn one language of or the chosen tool, you can spend 1 sorcery
your choice and become proficient with one tool of point to double your proficiency bonus for
your choice. You also gain proficiency in two of the that check.
following skills: Arcana, Deception, History, Insight,
Intimidation, Investigation, Nature, Performance, Resist Evil and Good
Persuasion, or Religion. Also starting at 6th level, whenever you make a saving
throws triggered by aberrations, celestials, elementals,
Detect Fiends fey, fiends, or undead, you can spend 1 sorcery point
Starting at 1st level, you can spend 1 sorcery to make the saving throw
point to cast detect evil and good as an with advantage.
action without expending a spell slot.
You know whether each detected Master’s Order
creature, object, or place is a Starting at 14th
fiend or desecrated object level, you can spend
or place. For Doomgates 2 sorcery points to
and archfiends, the range cast the suggestion
is 6 miles; you learn the spell as an action
distance and direction without expending
to each Doomgate and a spell slot. If a fiend
archfiend within 6 miles of challenge rating 4
and whether each is a or less fails its saving
Doomgate or an arch- throw against this spell
fiend. three consecutive times,
you can choose to make
Heir of the Lost that fiend your persistent
At 6th level, you gain servitor. Your servitor
another feature suiting is a fiend who will obey
the same legendary figure any order you give it to
or hero you chose at 1st the best of its ability. You
level. must spend 1 sorcery
Strange Sorcery. You point as a bonus action
learn two additional spells to order it in a dangerous
of 3rd level or lower from situation, such as combat,
your chosen class’s list. or it ignores that order,
Those spells are considered and it doesn’t follow
sorcerer spells for you. They obviously self-destructive
don’t count against your orders. (Neither situation
limited number of sorcerer frees the fiend, however.)
spells known. Whenever Any previous fiend servitor
you choose to replace one of you had is freed when you
those spells upon gaining a trap a new one.
sorcerer level, the replacement A servitor is released if it
spell must be chosen from is reduced to 0 hit points,
the same class’s list and must if you attack it (but not if
be of any spell level for which you put it in harm’s way),
you can normally learn sorcerer or if you bind a new servitor
spells. to you. A servitor is likely to
Warrior’s Fervor. You can spend plot to kill or enslave you, and a
1 sorcery point to make a weapon attack as a bonus former servitor is very likely to become enraged at you
action. and either attack you immediately or flee to await a
Wisdom of the Elders. You choose any two skills more opportune moment.
you are proficient in or two tools you are proficient
with or one skill and one tool. When you make
an ability check using either the chosen skill

24
Subclasses
Armor of the Underhell Apocalyptic Mutation: Horns
Starting at 18th level, you gain resistance to fire Whether through surviving a fiend’s magic or as a
and necrotic damage. You also gain proficiency in result of being warped by the blasted landscape, a
Intelligence and Wisdom saving throws. As an action, crown of demonic horns sprouts from your head. You
you can spend 2 sorcery points to gain immunity to gain the following benefits.
fire and necrotic damage and double your proficiency
bonus to Intelligence, Wisdom, and Charisma saving ✼ Your Charisma score increases by 1, to a maxi-
throws for 1 minute. mum of 20.
✼ You are proficient with unarmed strikes.

Feats ✼ You can make an unarmed strike with your horns.


When you do, it deals 1d4 piercing damage and
has the finesse property. You can
The following feats represent the des-
perate drive to survive many heroes use your unarmed strike with
develop in harrowing circumstances. your horns in two-weap-
on fighting as if they
were a light weapon
Apocalyptic you held in one hand.
Mutation: Claws ✼ You learn an
The apocalypse has caused you to Eldritch Invocation
change. Either through contact of your choice from
with fiendish blood or being warped among those available
by the blasted landscape, you gain the to the warlock class,
ability to extend long retractable catlike provided you meet the
claws from your fingertips and can even level requirement of the
inject poison into your victims. invocation. If you must
✼ You are proficient with unarmed expend a warlock spell slot
strikes. to activate the invocation,
you can use a spell slot from
✼ Your unarmed strikes deal 1d6
any class, provided the spell
slashing damage and have
slot expended is equal to or
the light and finesse proper-
higher than the spell’s actual
ties. You can use unarmed
level. If an invocation calls for
strikes with your claws in
a saving throw, the save DC
two-weapon fighting
equals 8 + your proficiency bo-
as if they were each
nus + your Charisma modifier.
weapons held in
one hand.
✼ When you hit a Apocalyptic
creature with Mutation:
an unarmed Scales
strike, you
can use Whether by contact
your bonus with fiendish blood or
action to being warped by the
force the target to make a Consti- blasted landscape, your skin dries,
tution saving throw with a DC equal to 8 + your cracks, and becomes scaly. You gain the following
proficiency bonus + your Constitution modifier. benefits.
The target takes poison damage equal to your level ✼ While you wear no armor, all bludgeoning, pierc-
on a failed save, or half as much damage on a suc- ing, and slashing damage you take from nonmagi-
cessful one. Once you use this benefit, you can’t cal attacks is reduced by 1.
use it again until you finish a short or long rest. ✼ When you finish a short or long rest, you gain
temporary hit points equal to half your level
(rounded down, minimum 1).

25
Feats
Banishing Strike will, you have bound this shadow to your
service.
You have learned the weaknesses of fiends and other
✼ You learn the bestow curse spell, which you can
extraplanar monsters through harrowing combat. You
cast as a 3rd level spell without expending a spell
gain the following benefits.
slot once per day. Choose Intelligence, Wisdom,
✼ Your weapon attacks score a critical hit against ce- or Charisma to be your spellcasting ability for
lestials, fey, fiends, or undead on a roll of 19 or 20. this spell; the save DC is 8 + your proficiency
✼ When you score a critical hit on a creature not bonus + your spellcasting ability modifier. Being
native to the plane of existence you are currently attuned to cursed magic items increases the power
on and it is reduced to 50 or fewer hit points after of your curse. If you are attuned to one cursed
the attack deals damage, the creature must succeed magic item when you use this benefit, you cast
on a Charisma saving throw or be banished in a the spell as a 5th-level spell. If you are attuned to
flash of blinding white light to its home plane. two cursed magic items, you cast the spell as if
The creature does not automatically return, unless using a 7th-level slot. If you are attuned to three
it has some independent means to do so. The save cursed magic items, you cast the spell as if using a
DC is 8 + your proficiency bonus + the highest 9th-level slot.
modifier among your Intelligence, Wisdom, and ✼ Whenever you are hit by a nonmagical attack
Charisma scores. while wearing cursed armor you are attuned to,
you can use your reaction to gain resistance to
Beacon of Hope bludgeoning, piercing, and slashing damage from
nonmagical attacks until the start of your next
Prerequisite: Charisma 13 or higher turn.
The Apocalypse has brought out the best in you,
revealing you as a natural leader. ✼ If you are attuned to a cursed weapon, you gain
You can spend 10 minutes encouraging up to ten a +1 bonus to attack and damage rolls you make
friendly creatures (including yourself ) within 60 feet with the weapon.
of you who can see or hear you and who can under-
stand you. For the next hour, each affected creature Defiant
has advantage on saving throws to avoid becoming
You never say die. You keep trying even when you
frightened or charmed or to end either condition. A
fail in front of an enemy, which can sometimes turn
creature can’t benefit from this feat again until it has
failure into success.
finished a short or long rest.
Whenever you roll a 1 on an ability check, attack
roll, or saving throw in combat, you can roll the d20
Courage again. If the roll had advantage or disadvantage, you
You are courageous even in the face of otherworldly can reroll only one die and it must be one that rolled
horror, and your courage inspires others. 1. You must keep the new roll, even if it is a 1.
You gain 2 courage dice, which are d4s. When you
or an ally misses on an attack roll, you may use your Eyes of the Watcher
reaction and spend a courage die to add the amount
Permanently altered by a dream or vision, you
rolled to the attack roll, which can make the attack
manifest an uncanny ability to perceive otherworldly
hit. If the attack hits, also add the amount rolled to
forces. Your eyes change appearance, such as to solid
the damage dealt by the attack. You regain all expend-
black or tawny orange with cat like slits, granting you
ed courage dice when you finish a short or long rest.
the following benefits.
You can take this feat up to three times. The second
time you take it, both of your courage dice increase ✼ Increase either your Intelligence or Wisdom score
from 1d4 to 1d8; the third time, they increase from by 1, to a maximum of 20.
1d8 to 1d12. ✼ You can see invisible and ethereal celestials, ele-
mentals, fey, fiends, and undead within 30 feet.
Curse Bearer ✼ You have advantage on ability checks and saving
throws against visual illusions within 30 feet.
Perhaps you were born cursed, unlucky, spurned by
When you first observe an illusion from within 30
the gods: somehow, a shadow has always hung over
feet, you instantly recognize it for what it is and
you. Through magical practice or sheer force of
become immune to its effects if its save DC or

26
Feats
ability check DC is less than or equal to 15 + your or attacks a creature other than you, you can use
modifier on Intelligence (Investigation) checks. your reaction to make a melee weapon attack
✼ You perceive the original form of a celestial, ele- against that creature.
mental, fey, fiend, or undead within 30 feet that is ✼ Whenever you make an Intelligence (Arcana,
transformed by magic. History, Nature, or Religion) check to recall infor-
mation about fiends or other planes of existence,
you add double your proficiency bonus to the
Fiendish Tongue check, even if you are not normally proficient in
Prerequisite: Charisma 13 or higher that skill.
You have spent time studying fiends and their cruel
hierarchy. You know their words and their names and
gain the following benefits. Fiend-Marked
✼ You learn to speak, read, and write both Abyssal Prerequisite: Non-tiefling race
and Infernal. If you already speak one or both of Your ancestors had fiendish blood in their veins,
these languages, choose other languages in whether through
their place. breeding or a
dark pact. You
✼ You have advantage
gain the follow-
on Charisma
ing benefits.
checks to
interact with ✼ You have
fiends. resistance to
fire damage.
✼ You learn
the command ✼ You learn the
spell, which thaumaturgy
does not cantrip.
count against ✼ You learn the hellish
your limit of rebuke spell and can
spells known. If cast it once as a 1st-
you cast it as a 1st level spell without
level spell to target expending a spell
a fiend, it does slot. You regain the
not expend a use of this benefit
spell slot. When when you finish a
you take this long rest.
feat, choose
Intelligence,
Wisdom, or
Hellsmith
Charisma as You master the art
your spellcasting of forging fiend-slaying
ability for casting the spell weapons, perhaps due to
in this way (the save DC is 8 + the mentorship of a master or
your proficiency bonus + your spellcast- the lost notes of someone who knew too much
ing ability modifier). You can cast it this way a and died first in the fiendish invasion. You gain the
number of times equal to your Charisma modifier. following benefits.
You regain all expended uses when you finish a ✼ You gain proficiency with one set of artisan’s tools.
long rest. ✼ You gain proficiency in the Arcana skill. If you
already have it, you instead gain proficiency in
Fiend Hunter any skill of your choice.
You are trained in the art of slaying fiends, either by ✼ When you finish a long rest, you can touch one
a grizzled mentor or by harsh circumstance. You gain nonmagical simple or martial weapon. Until you
the following benefits. next finish a long rest, the weapon becomes a
magic weapon, granting its wielder a +1 bonus
✼ When a fiend within 5 feet of you casts a spell
to attack rolls and damage rolls with it.

27
Feats
Once you use this benefit, you can’t use it again ✼ Y
 ou learn the magic circle spell, which
until you finish a long rest. you can cast as a ritual. This feat does not
✼ You learn the mending cantrip. grant you the ability to cast it as a spell if you
normally cast spells.

Hellwalker
Winged Guardian
Your exposure to the magical hazards of a blasted,
hellfire-wreathed landscape has forced you to develop Prerequisite: 12th level
supernatural resilience simply to survive. The ways of Blessed by a deity or powerful extraplanar creature,
shadow and flame grant you the following benefits. you can use an action to magically sprout wings for 1
minute. If you are good or neutral, these wings appear
✼ Increase your Constitution score by 1, to a maxi-
feathered; if you are evil, they appear bat-like. The
mum of 20.
wings grant you a flying speed of 50 feet, though you
✼ Whenever you take fire damage, you can use your cannot fly if you are exceeding your carrying capacity.
reaction to gain resistance to fire. This resistance You can’t use this feat again until you finish a long
lasts until the start of your next turn. rest.
✼ You learn the hellish rebuke spell and you can cast
it once as a 1st-level spell without expending a
spell slot. You regain the ability to cast it in this
way when you finish a long rest.

Markings of the Order


You are ritually tattooed with magic wards. The
strange symbols might be of your own design, or you
might have copied them from runestone or even a
corpse. You gain resistance to necrotic and poison
damage.

Survivor
Scraping by in an apocalyptic world forces you to
develop endurance to survive the harsh environs. You
gain the following benefits:
✼ Increase your Constitution score by 1, to a maxi-
mum of 20.
✼ Your hit point maximum increases by an amount
equal to your level when you gain this feat. When-
ever you gain a level thereafter, your hit point
maximum increases by an additional 1 hit point.
✼ The amount of time you can go without food
before suffering from hunger is doubled. You need
only one gallon of water every two days instead of
every day. It takes you only six hours to finish a
long rest.

Warder
You learn ancient protective magics from studying
lost magic items or texts, granting you the following
benefits.
✼ You learn the detect magic spell and can cast it at
will, without expending a spell slot.

28
Feats
29
Spells
Magic
This chapter presents magic for all character classes as well as a variety of magic items that feature the strange and
unique magic of the Underhell. It is a cruel and violent place, dedicated to magic that hurts and controls others,
and many of its associated spells and items reflect this trend. Notably, flesh and soulstuff are valuable commodi-
ties. Most of its spells employ parts of fiends or other creatures as components; the spells section includes simple
rules for harvesting fiend parts as spell components. Most fiendish items are at least partially alive, whether
created from hapless souls or formed from the fleshy matter of the Underhell itself.
Some of the spells in this section come not from the fiends, but are, rather, intended to resist the Underhell.
The deities and patrons of clerics, druids, rangers, paladins, and warlocks might make their mortal servants aware
of these spells as soon as an invasion begins. In addition, bards, sorcerers, and wizards are likely to stumble upon
these spells in the course of researching fiends, talking to survivors, or studying corpses.
Some of the items included here aren’t appropriate for player character use, but are instead GM tools. The
party should determine by mutual agreement whether the tools of pure evil are suitable and, if so, what conse-
quences might unfold from their use. It might be possible to trick intelligent magic items into fighting evil, or
using them might require becoming evil—determine what best suits the tone of game for the enjoyment of all.

Spells
Magic infuses the inherent framework of all the multiverse. It forms part of the physics of mythical worlds and
realms, even (especially) the Underhell and the worlds that the fiends invade.
These spells give heroes and monsters magic appropriate to the Underhell invasion. Some of them aid in sur-

30
Spells
viving in this unique situation, while some represent component, that component can be gathered from the
divine measures taken against the very worst of fiends. corpse of the fiend by making a successful Intelligence
Still others are Underhell magic and the perverse (Arcana) check as an action. Because fiend corpses rap-
techniques used by evil. idly degrade thanks to their spiritual nature, the attempt
The GM determines what spells are available to the must be made within 1 minute of the fiend’s death.
players and how. It is recommended that spells that The components entry also indicates how much
don’t require fiend parts are freely available as tech- you harvest. You only harvest as much as the highest
niques players can know or develop based on their listed ability check DC that you beat. If you fail to
experiences; when a wizard gains a level by leveling reach any of the listed DCs, you fail to harvest any
up, for instance, they can select one of the listed spells of the component, although you can try again if the
without the necessity of seeing it cast or finding a remains have not yet vanished. If you fail the lowest
scroll. Depending on game tone and difficulty, fiend- DC by 5 or more while trying to harvest parts, you
ish spells might have more restrictions upon them, take 1d6 psychic damage per point of the monster’s
especially those spells that require components or challenge rating (minimum 1d6) and you are exposed
knowledge of fiends. to the timeless blood curse (chapter 5). At the GM’s
discretion, a player character can use an appropriate
tool proficiency in place of Arcana for harvesting and
Harvesting Fiend Parts may choose to implement a set of tools specific to
The nature of fiends is such that their essence can be fiendish harvesting. These tools should cost approxi-
turned against them. Rare occult spells were designed mately 40 gp.
by bending the essence of fiends to serve the caster. Knowledge of spells that require fiendish compo-
Given the distant, alien nature of the Underhell, it’s nents might be rare or difficult to access. The GM
possible many of these spells were designed originally determines if the spells using these components are
by servants of the Underhell and merely fell into the freely available to player characters or can only be
hands of mortals. learned from special arcane tomes or by witnessing
If a spell includes a harvest DC entry for a material fiends using such magic. If the GM desires a

31
Spells
more social game, the parts or knowledge of these Paladin Spells
spells might tempt spellcasters into making pacts with
the Underhell. 1st Level
Incantation of Raaaee (evocation)
Sword of the spirit (evocation)
Class Spell Lists 3rd Level
Angelic wrath (evocation)
The following spell lists show which spells can be cast Saaamaaa ritual (abjuration; ritual)
by characters of each class. Each spell has its school of
4th Level
magic noted in parentheses. If a spell can be cast as a Divine rescue (abjuration)
ritual, that tag is listed after the spell’s school. Spells
that require fiend parts are marked with an asterisk.
Ranger Spells
Bard Spells 1st Level
Halo of spines* (abjuration)
1st Level
Deadly bark* (evocation) 2nd Level
Effortless march (necromancy; ritual)
2nd Level Track creature (divination; ritual)
Bottled dread (illusion; ritual)
Track creature (divination; ritual) 3rd Level
Bow of the spirit (conjuration)
3rd Level
Blood chant* (enchantment)
Imposter* (illusion) Sorcerer Spells
Cantrips (0 Level)
Cleric Spells Fiendish investiture (transmutation)

1st Level 1st Level


Halo of spines (abjuration) Deadly bark* (evocation)
Incantation of Raaaee (evocation) 2nd Level
2nd Level Bottled dread (illusion; ritual)
Effortless march (necromancy; ritual) 3rd Level
Track creature (divination; ritual) Imposter* (illusion)
3rd Level 4th Level
Angelic wrath (evocation) Dark abyss (conjuration)
Blood chant* (enchantment)
Saaamaaa ritual (abjuration; ritual) 5th Level
Seeking hellfire* (evocation)
4th Level Sun sphere (evocation)
Divine rescue (abjuration)
Maggot defenders* (conjuration)
5th Level
Warlock Spells
Sun sphere (evocation) Cantrips (0 Level)
Fiendish investiture (transmutation)
Druid Spells 1st Level
Deadly bark* (evocation)
1st Level
Deadly bark* (evocation) 2nd Level
Halo of spines (abjuration) Bottled dread (illusion; ritual)
2nd Level 3rd Level
Effortless march (necromancy; ritual) Imposter* (illusion)
Track creature (divination; ritual) Saaamaaa ritual (abjuration; ritual)
5th Level 4th Level
Purify grounds (abjuration) Dark abyss (conjuration)
Sun sphere (evocation) Maggot defenders* (conjuration)

32
Spells
Wizard Spells before the spell ends, the target can roll a d6 and add
the number rolled to the attack roll and the damage
1st Level roll. If a target of this spell is also affected by bless or
Deadly bark* (evocation) a similar spell that adds a bonus die to attack and/
2nd Level or damage rolls, roll all bonus dice available, but the
Bottled dread (illusion; ritual) target adds only the highest of the numbers rolled to
Track creature (divination; ritual) each attack roll.
3rd Level Optional Component. You can use a skeletoy as a
Imposter* (illusion) material component, which the spell consumes (re-
Saaamaaa ritual (abjuration; ritual) gardless of the spell slot level you used). If you do, the
spell’s duration doesn’t require concentration.
4th Level At Higher Levels. When you cast this spell using a
Dark abyss (conjuration) spell slot of 5th level or higher, it doesn’t consume the
Maggot defenders* (conjuration)
material component.
5th Level
Seeking hellfire* (evocation) Bottled Dread
2nd-level illusion (ritual)
Spell Descriptions Casting Time: 1 action
Range: Self (10-foot-radius)
The spells are presented in alphabetical order. Components: V, S, M (a bottle of vile materials
worth 25 gp, which the spell consumes)
Angelic Wrath Duration: 10 minutes
3rd-level evocation
You charge a bottle with magical energies and hold
Casting Time: 1 bonus action it forth. Each creature that starts its turn within a
Range: Touch 10-foot-radius sphere centered on you or enters the
Components: V, S, M (a celestial’s feather) area for the first time on a turn must make a Wisdom
Duration: Concentration, up to 1 hour saving throw. On a failed save, the creature takes 1d6
psychic damage, is frightened of you until the end of
You touch a creature and bless it with divine power. its next turn, and must use its reaction to move up
The target’s weapons glint with celestial light when to its speed away from you and out of the area by the
brandished or swung. When the target of this spell safest route available (if any).
hits with a weapon attack, it deals an additional Optional Component. If you harvest ichor from a
1d4 radiant damage. If the attack hit an aberration, cacodaemon or gadarene (worth 250 gp; harvest DC
celestial, elemental, fey, fiend, or undead, that attack 10 for 1 dose, 15 for 2 doses, 20 for 3 doses, or 25 for
instead deals an additional 1d6 radiant damage. 4 doses) and use it as the spell’s material component,
At Higher Levels. When you cast this spell using a the spell lasts until dispelled and the range increases
spell slot of 6th level or higher, it deals an additional to 30 feet. You can fling the bottle to a point you
1d4 or 1d6 damage (as appropriate for the attack) for can see within range, and the 10-foot-radius sphere
every three slot levels above 3rd. emanates from that point instead of from you. If an
affected creature can’t see you, it is instead frightened
Blood Chant of the area’s center point.
3rd-level enchantment
Casting Time: 1 action Bow of the Spirit
Range: 60 feet 3rd-level conjuration
Components: V, S, M (underfiend or hortator skull Casting Time: 1 bonus action
or philter brass head worth 100 gp, which the spell Range: Self
consumes; harvest DC 15 for 1, or for 2 from a Components: V
philter) Duration: 1 minute
Duration: Concentration, up to 1 minute
You summon to your hand a bow stylized in a man-
You drive up to three targets of your choice within ner befitting your inner spirit. This bow counts as a
range to deadly bloodlust. Whenever a target attacks magical longbow and you are proficient with it.

33
Spells
You have a +2 bonus to attack and damage rolls with can see within range. On a hit, the target
it. takes 3d10 thunder damage. The target and
Choose necrotic, psychic, or radiant when you cast all creatures within 5 feet of the target must then
the spell. You can draw the bowstring without an make a Strength saving throw or be knocked prone,
arrow as part of an attack with the bow to create an suffering 1d6 bludgeoning damage from the impact.
arrow of shimmering light that deals the chosen dam- At Higher Levels. When you cast this spell using a
age instead of piercing. When you release this weapon spell slot of 2nd level or higher, the damage increases
or the spell ends, the bow vanishes. by 1d10 per slot level above 1st. If you use a spell
At Higher Levels. When you cast this spell using a slot of at least 3rd level, the spell doesn’t consume the
spell slot of 5th level or higher, the bonus increases to material component.
+3.
Divine Rescue
Dark Abyss 4th-level abjuration
4th-level conjuration Casting Time: 1 reaction, which you take when you
Casting Time: 1 action would die or be reduced to 0 hit points
Range: 60 feet Range: Self
Components: V, S Components: V
Duration: 1 round Duration: Instantaneous

You force a creature within range An angelic form or


to make a Charisma saving other omen representative
throw. On a failed save, the of your deity intervenes to
target is teleported to a demiplane blunt the triggering source of harm.
that is a featureless black void, The target is instead reduced to 1 hit
where it falls continually until the point and does not die.
spell ends. When the spell ends, the At Higher Levels. When you
target returns to the space it occu- cast this spell using a spell slot
pied before you cast the spell or, of 5th level or higher, it can
if the space is occupied, into the target a creature other than
nearest unoccupied space. The you, its range becomes 30 feet
creature lands prone as if it per slot level above 4th, the
had fallen 50 feet, suffering reaction can be taken when
5d6 bludgeoning damage, any creature in range would
unless the creature can fly instantly die or be reduced
and hover or can otherwise to 0 hit points. When you
mitigate falling damage. cast this spell using a spell
At Higher Levels. When slot of 6th level or higher,
you cast this spell using a spell you can target one addi-
slot of 6th level or higher, it af- tional creature per slot level
fects one additional creature for above 5th.
every two slot levels above 4th.
Effortless March
Deadly Bark 2nd-level necromancy (ritual)
1st-level evocation Casting Time: 1 minute
Casting Time: 1 action Range: 30 feet
Range: 90 feet Components: V, S, M (a pair of well-worn boots)
Components: V, M (a gryllus’s brass head worth 25 Duration: 24 hours
gp or a philter’s brass head worth 100 gp, which the
spell consumes; harvest DC 15 for 1, or for 2 from a You enhance up to six allies, allowing them to con-
philter) tinue marching for days on end. Until this spell ends,
Duration: Instantaneous they can’t gain levels of exhaustion from a forced
march or from going without sleep. They can travel at
Make a ranged spell attack against a target you a normal pace for the duration of this spell with no ill

34
Spells
effects. This spell does not obviate the need for food Halo of Spines
or water, nor does it affect the requirements of a long 1st-level abjuration
rest.
Casting Time: 1 action
Fiendish Investiture Range: Touch
Components: V, M (a crown of spines worth at least
Transmutation cantrip
25 gp)
Casting Time: 1 action Duration: 1 minute
Range: Self
Components: S You place the crown upon the head of a
Duration: 24 hours or until willing creature. For the duration of
dispelled the spell, the crown turns into an
intangible halo that floats above
You manifest a minor the target’s head. The halo
sign that gives you sheds dim light in a 5-foot
a more intimidating radius. Whenever the target
appearance. When- is dealt damage by another
ever you cast this spell creature it can see, the target
choose one of the can use its reaction to inflict
following effects: 1d4 piercing damage on
✼ You grow horns the creature that dealt the
of your own damage. You can end the
design, which spell by using your action to
cannot be cum- dismiss it while you can see
bersome. You are the target. The target can
proficient with also end the spell by using
unarmed strikes its action to grab the halo
with your horns from above its head.
and they deal 1d4 Optional Component.
+ your Strength If you harvest a ring of
modifier piercing spikes from a cacodae-
damage. mon (worth 250 gp;
✼ You manifest harvest DC 10 for 1,
an arcane mark 15 for 2, 20 for 3),
upon your body. use it as the spell’s
If the mark is on material component,
exposed skin, you and allow the spell
can use it as an to consume it, you
arcane focus. can choose cold, fire,
or lightning when you
✼ Your legs shift into cast the spell. The spell
a goat-like shape with deals damage of that type
hooves. You are profi- instead of piercing.
cient with unarmed strikes At Higher Levels. When you
with your hooves and they deal 1d4 cast this spell using a spell slot of 2nd level or higher,
+ your Strength modifier bludgeoning damage. the damage increases by 1d4 for every slot level above
✼ Your eyes shift to either become slitted cat-like 1st.
eyes or colored orbs with no visible irises or
pupils. As an action, you can cause them to glow Imposter
with dim light in a 5-foot-radius that is clearly 3rd-level illusion
visible to others.
If you cast this spell again, you dispel the previous Casting Time: 1 action
effect. Range: Touch
Components: V, S, M (tooth or hand from a skin-
cloak underfiend, shrieking cacodaemon, or

35
Spells
mandrake worth 100 gp; harvest DC 10 for 1, 15 for Range: 30 feet
2, 15 for 3, or 20 for 4) Components: S, M (eye of a magdalene worth
Duration: 8 hours 1,000 gp; harvest DC 15 for 1, DC 20 for 2, DC
30 for 3)
You tie the material component to a willing creature Duration: Concentration, up to 1 hour
in order to magically alter its appearance until the
duration ends. You also change the target’s magical You cut off fragments of your soul, which take the
auras and voice, as well as the appearance of any worn form of three void maggots that appear in unoccupied
or carried objects. The new appearance need not spaces within range. Roll initiative for the maggots as
resemble the old one in any way beyond occupying a group, which has its own turns. These creatures use
the same space (for instance, you can make a Small the broken maggot’s statistics (chapter 6), except they
creature resemble a Medium creature, but you cannot are celestials if you are good and aberrations if you
make a Medium creature resemble a Large creature). are neutral. You can mentally command the maggots
You can invent any appearance that generally resem- (requiring no action from you), and they follow your
bles a kind of creature with worn and carried objects orders to the best of their ability. Whenever you take
you have seen before, or you can match the appear- damage from a spell or attack, if one or more maggots
ance of a specific creature, tailoring the apparel and are within 30 feet, one uses its reaction to magical-
other objects to what you saw that creature wearing ly give you resistance to the damage; if it does, the
and carrying . To choose a specific creature’s appear- maggot takes the same amount of damage. Multiple
ance, you must either allow the spell to consume the maggots can’t share the same damage. If the maggot is
material component or you must have an object that reduced to 0 hit points or the spell ends, it vanishes.
creature owns or part of that creature’s body. When you cast this spell, you can choose for it to
The illusory changes do not hold up to tactile consume the material component. If you do, you
inspection and might be made obvious if the target create one additional maggot.
takes an action physically incongruous with its ap- Optional Component. You can use a skeletoy as a
pearance (such as reaching through a cloak or moving material component, which the spell consumes. If you
a limb no one else sees. A creature paying close do, you create an additional maggot.
attention to the target can deduce it is disguised with At Higher Levels. When you cast this spell using a
a successful Intelligence (Investigation) check against spell slot of 5th level or higher, you create an addi-
your spell save DC as an action. When this spell ends, tional maggot for every slot level above 4th. If you
the target suffers one level of exhaustion. You can end use a spell slot of 5th level or higher, the spell requires
the spell early as a bonus action. no material component, though you can still use one
and allow the spell to consume it in order to create an
Incantation of Raaaee additional maggot.
1st-level evocation
Purify Grounds
Casting Time: 1 action
Range: 30 feet 5th-level abjuration
Components: V Casting Time: 24 hours
Duration: 1 round Range: Touch
Components: V, S, M (herbs, oils, and incense worth
You grant an ally you can see within range advantage 500 gp, which the spell consumes)
on their next weapon attack against a creature also Duration: Instantaneous
within range. The weapon becomes magic during that
attack. If that weapon attack hits, it deals an addition- You touch a point and purify the terrain within a
al 1d8 force damage. 120-foot-radius circle centered on that point. You
At Higher Levels. When you cast this spell using a disrupt the influence of other planes of existence upon
spell slot of 3rd level or higher, the ally can apply the these grounds, restoring the area and dispelling all
benefits of this spell to another attack before the spell spells in the area that have opened portals to other
ends for every two slot levels above 1st. planes of existence. This does not close portals fixed
by a magic item such as a Doomgate or a natural vor-
Maggot Defenders tex. You become aware of the three nearest hazards or
4th-level conjuration spells that are disruptive to nature (as determined by
the GM for your campaign) within the area. For each
Casting Time: 1 action
one, you make an ability check using your spellcasting

36
Spells
ability, causing that hazard to vanish on a success. The Seeking Hellfire
DC equals 10 + level for a spell, or 15 for a hazard. 5th-level evocation
At Higher Levels. When you cast this spell using
a spell slot of 6th level or higher, you automatically Casting Time: 1 action
succeed on the ability checks and affect a larger area. Range: 1 mile
If you cast this spell using a 6th-level spell slot, the Components: V, S, M (a hell hound alpha’s spleen
area’s radius is 300 feet. If you cast this spell using a worth 1,000 gp, which the spell consumes unless you
7th-level spell slot, the area’s radius is 500 feet. If you used a spell slot of at least 7th level. Harvested by:
cast this spell using an 8th-level spell slot, the area’s DC 15 for 1; DC 20 for 2; DC 30 for 3.)
radius is 1 mile. If you cast this spell using a 9th-level Duration: Instantaneous
spell slot, you dispel all spells and hazards in the area
disruptive to nature. Choose a creature that you have seen at least once; the
creature must have been visible and within 30 feet at
Ritual, Blood the time, but you do not have to see the creature
when you cast the spell. If there is an un-
3rd-level abjuration (ritual)
obstructed path to the creature and
Casting Time: 1 action it is within range, you throw
Range: Self an ember that travels to the
(10-foot-radius target in the most direct
sphere) path, which can pass
Components: through gaps up to 1
V, S, M (silver inch wide but not
dust worth through the spaces
100 gp, which of creatures. The
the spell ember moves at
consumes) a speed of 120 ft
Duration: and cannot be
Concentra- attacked. Upon
tion, up to 1 reaching the
hour target, the ember
creates an ex-
You create a plosion centered
10-foot-radi- upon the target.
us sphere that The target must
weakens the make a Dexterity
magical protec- saving throw. It takes
tions of celestials, 4d6 fire damage and
elementals, fey, 4d6 necrotic damage on a
fiends, and undead. failed saving throw, or half
Until the duration as much damage on a suc-
ends, the sphere moves cessful one. Other creatures
with you and is centered within 20 feet of the center
on you. Each creature of of the target’s space must
those types in the area when also make a Dexterity saving
you cast the spell or that enters throw. Each creature takes
the area must make a Charisma 4d6 fire damage on a failed
saving throw. On a failed save, save, or half as much damage
the creature’s Magic Resistance trait on a successful one.
doesn’t function until it leaves the area or the duration At Higher Levels. When you cast this spell using
ends and attacks that deal bludgeoning, piercing, or a spell slot of 6th level or higher, the fire damage to
slashing damage to it count as magical for the purpose all targets increases by 1d6 per slot level above 5th.
of damage resistance and immunity until it leaves the If you use a spell slot of 7th level or higher, you can
area or the duration ends. choose either for the spell to not consume the materi-
al component or to increase the range to 5 miles
per slot level above 6th. If you use a spell slot

37
Spells
of 8th level or higher, the spell requires no material At Higher Levels. When you cast this
component, but if you do provide the component, spell using a spell slot of 2nd level or higher,
creatures other than the target caught in the blast also the sword has the thrown (20/60 feet) property
take 4d6 necrotic damage. and returns to your hand after dealing damage when
thrown. When you cast this spell using a spell slot of
Sun Sphere 3rd level or higher, the sword’s damage increases by
5th-level evocation 1d8 for every two slot levels above 1st.
Casting Time: 1 action
Track Creature
Range: 150 feet
Components: V, S 2nd-level divination (ritual)
Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: 90 feet
A 10-foot-radius sphere of intangible light that blazes Components: S
like the sun appears centered on any point you can see Duration: 1 hour
within range. It lasts for the duration.
The center of the sphere sheds bright light in a You choose a creature you can see within range. For
60-foot radius and dim light for an additional 60 feet. the duration, you can use a bonus action to know how
This light is sunlight. The area inside the sphere is far that creature is from you and in what direction
heavily obscured by the extraordinarily bright light. until the start of your next turn. While you know
Each creature that enters the sphere for the first its location, it can’t hide from you, you don’t have
time on a turn (including when you cast the spell or disadvantage on attack rolls against the target for
move the sphere through its space) or that ends its being unable to see it, and it likewise does not gain
turn there must make a Constitution saving throw. advantage on attack rolls to hit you as a result of being
On a failed saving throw, it takes 2d6 fire damage unseen by you. While the target is on to another plane
and 2d6 radiant damage and is blinded for the of existence, this spell can tell you only which plane it
duration. On a successful saving throw, it takes half is on.
as much damage. At the end of each blinded crea- At Higher Levels. When you cast this spell using
ture’s turn, it makes a new saving throw, ending the a spell slot of 3rd level or higher, the duration is 8
blinded condition on itself on a success. No creature hours.
can be affected by the sphere in this way more than
once a turn.
As an action, you can move the sphere up to 30 feet
in any direction that does not cause its center to pass Magic Items
through a solid object. Heroes find deadly items in the midst of an apoca-
At Higher Levels. When you cast this spell using lypse, many which are best left forgotten. Most of
a spell slot of 6th level or higher, the fire damage and these devices are cursed and truly evil items from the
radiant damage each increases by 1d6 per slot level Underhell, intended for fiends to use and thankfully
above 5th. all but impossible for mortals to make. Some items,
however, do prove useful against fiendish invaders.
Sword of the Spirit As always, the GM decides if any particular item is
1st-level evocation available to be crafted or purchased. The Single-Use
Magic Items and Permanent Magic Items tables list
Casting Time: 1 bonus action
these magic items by rarity.
Range: Self
Components: V
Duration: 1 minute Magic Items
You draw forth a shining sword stylized in a manner Common
Scrapper’s jar
befitting your inner spirit. You choose one kind of
Skelebrain (cantrip)
sword and one type from necrotic, psychic, or radiant
Skelenquin
damage when you cast this spell. The sword is the
chosen kind of sword and deals the chosen type of Uncommon
damage instead of its usual type. The sword disap- Fiend’s breath
pears when you release it or the duration ends. Fiendish blood shard
Fleshbound tome (gryllus-flesh)

38
Spells
Girdle of truth Constitution saving throw against the ring’s magical
Imp’s fingerbone disease. On a failed saving throw, you also gain 1 level
Sacred vial of exhaustion as the rot spreads further.
Seed of the old forest Rotting Touch. While you are cursed by the ring,
Skelebrain (1st or 2nd level) you may expend 1 charge from the ring to cast conta-
Skelemirror gion (save DC 17).
Rare
Fanged skulls Banishing Bell
Fiendish gauntlets Wondrous item, very rare
Fleshbound tome (underfiend-flesh)
Helmet of salvation This small silver bell has 3 charges. As an action, you
Infernal shackles can ring the bell and expend 1 charge to banish evil
Lash of hunger so long as the bell’s note hangs in the air. Each crea-
Plague tower ture within 90 feet native to a plane of existence other
Ritual dagger than the one you’re on must make a DC 15 Charisma
Shattering weapon saving throw if it can hear the bell. If the creature
Skelebrain (3rd or 4th level) fails, it is banished, returning to its home plane. At
Skelemaul the start of each banished creature’s turn, it makes
Very Rare another saving throw to shake the last echoes from its
Band of the leper mind; on a success, it returns to the plane from which
Banishing bell it was banished. Each creature that returns in this way
Empyrean blade reappears in the space it left or in the nearest unoccu-
Eye of the ice wizard pied space if that space is occupied after 1 minute it if
Fleshbound tome (cacodemon-flesh) it has not succeeded on its saving throw yet. A dispel
Skelebow magic spell cast on the banished creature or the spot it
Skelebrain (5th level) departed from causes the creature to return immedi-
Skelemallet ately. When a creature succeeds on its saving throw
Skeletongs against the bell or it returns from being banished by
Legendary the bell, it is immune to the effects of the bell until
Crown of the Underhell the next dawn.
Skelesphere The bell regains 1d4 – 1 charges each day at dawn.

Band of the Leper Crown of the Underhell


Ring, very rare (requires attunement) Wondrous item, legendary (requires attunement)
This signet ring of the Cocytus legion bears a fiendish This crown functions differently for each Archlord
rune and has 3 charges. While you wear this ring, you that wears it, but it always grants the same benefits to
have resistance to necrotic damage. Whenever you any mortal. While you wear this crown of bones, you
take damage of any sort, you can expend 1 charge as have resistance to fire, necrotic, and poison damage
a reaction to gain resistance to that damage; this resis- and you have immunity to the exhaustion and para-
tance only applies to that particular instance of taking lyzed conditions. You also have the following powers
damage. The ring regains 1d3 charges at dawn. while you wear it.
Curse. This ring is cursed, a fact that is revealed Command Fiends. You can cast the dominate mon-
only when an identify spell is cast on the ring or you ster spell (save DC 19) on a fiend. This power can’t be
attune to it. Attuning to the ring curses you until you used again until the next dawn.
are targeted by the remove curse spell or similar magic; Dimensional Lock. When one or more creatures
all attempts to remove the ring while you remain at- you can see would teleport or travel to another plane
tuned to it are futile short of severing the finger it was of existence, you can use your reaction to force each
placed on, which breaks your attunement. one you choose to make a DC 19 Charisma saving
While you remain attuned to the ring, your skin throw. On a failed save, the creature remains in its
rots. The rot starts from your finger, giving you present location. A creature can choose to fail this
disadvantage on Charisma (Deception, Performance, saving throw if it did not want to teleport or travel to
and Persuasion) checks. Every time you finish a long another plane of existence. This power can’t be used
rest while attuned to the ring, you don’t reduce your again until the next dawn.
level of exhaustion and you must make a DC 17

39
Magic Items
Empyrean Blade Fiendish Gauntlets
Weapon (any sword), very rare Wondrous item, rare (requires attunement)
Few of these blades remain. They are rumored to have These ancient clawed gauntlets were originally armor
been left on mortal worlds, the weapons of celestial for a fiend. The bones and sinew that wrap around
soldiers from some antediluvian war. You get a +1 them sometimes whisper and laugh when you kill a
bonus on attack and damage rolls with this magic creature while wearing them. While wearing them,
sword. In addition, on a hit with the sword, you deal you get a +1 bonus to AC. The gauntlets do not
an additional 1d6 radiant damage. prevent you from using items or providing somatic
Final Invocation. As an action, you may speak the components.
sword’s command word, causing the blade to shatter Claws. The gauntlets turn unarmed strikes with
and casting banishment (6th-level version, save DC 17). your hands into magic weapons that deal slashing
damage, with a +1 bonus to attack rolls
Eye of the Ice Wizard and damage rolls and a damage die
Wondrous item, very rare (requires attunement) of 1d8.
Curse. Once you attune
This eye gleams with magical flame within its
to these gauntlets, they
small preservative bottle. While you carry it, you
can’t be removed unless
have resistance to cold damage. While you
they are targeted by
hold it in hand, you can use it to cast
the remove curse
freezing sphere (save DC 17). Once you
spell or similar
use the eye to cast this spell, you
magic. While
cannot do so again until the next
wearing
dawn.
this item,
you have
Fanged Skulls disadvan-
Wondrous item, rare (re- tage on attack
quires attunement)
rolls against fiends and on saving
This grotesque device is throws against fiends’s effects.
an unnatural amalgam:
the calcified skulls of Fiend’s Breath
two dogs seem fused at Potion, uncommon
the neck, their jawbones
frozen open in an eternal This round bottle contains swirling
snarl. While attuned to the black smoke. Smashing the bottle re-
skulls, you can speak, leases the billowing sulfurous smoke as
read, and understand if fog cloud had been cast at its location
Abyssal and Infernal. (no concentration required). A non-fiend
Additionally, you may creature in the mist must succeed on a DC 13
use the fanged skulls to cast Wisdom saving throw or suffer the effects of bane un-
the find familiar spell. The familiar til the start of its next turn. You can throw the bottle
summoned this way is always a death dog. at any point on a solid surface you can see within 60
If your attunement to the skull breaks, the death dog feet with. The mist fills a 20-foot-radius sphere and
vanishes. When the skulls are used to cast this spell, lasts for 10 minutes.
they can’t be used again to do so until the next dawn.
Fleshbound tome
Fiendish Blood Shard Wondrous item, rarity by book (requires attunement)
Wondrous item, uncommon (requires attunement by a While attuned to this book, you can cast spells written
sorcerer) in it that have the ritual tag, but only as rituals. Spells
This deep red splinter of petrified blood is unpleasant- cast from the book have a spell attack bonus, spell
ly hot to the touch. When you finish a short rest while save DC, and maximum spell level depending on the
carrying this item, you may regain 1d4 + 1 expended book’s rarity.
sorcery points. Once used, the shard can’t be used If you come across a written spell you may be able
again until the next dawn. to add it to your tome. The spell’s level can be no
higher than half your level and it must have the ritual

40
Magic Items
tag. The process of copying the spell into your ritual Imp’s Fingerbone
book takes 2 hours per level of the spell, and costs 50 Wondrous item, uncommon
gp per level. Anyone who knows a spell can also scribe
that spell into the book at the same cost. This small key, carved from a fiend’s bone, counts
Gryllus-Flesh (Uncommon). You can only use this as thieves’ tools and grants advantage on Dexterity
book to cast spells of 1st level or lower as a ritual. The checks using it to pick locks. You have advantage on
spell attack bonus is +5 and the spell save DC is 13. Dexterity (Sleight of Hand) checks to conceal the key.
When found, this book typically holds two 1st-level
spells with the ritual tag of the GM’s choice. Infernal Shackles
Underfiend-Flesh (Rare). You can only use this Wondrous item, rare
book to cast a spell of 3rd level or lower as a ritual. As a bonus action while you hold them in hand,
The spell attack bonus is +7 and the spell save DC is you can command these molten-red chains to bind
15. When found, this book typically holds four spells a creature you can see within 120 feet. They fly to
of 3rd level or lower with the ritual tag of the the target,
GM’s choice. who must
Cacodaemon-Flesh (Very Rare). You can succeed on
use this book to cast any level of spell as a a DC 15
ritual. The spell attack bonus is +9 and Dexterity
the spell save DC is 17. When found, saving throw
this book typically holds six spells or be bound
with the ritual tag of the GM’s and briefly feel
choice, at least two of 4th level illusory pain as
or higher. if from hellfire.
This pain deals 2d6
Girdle of Truth psychic damage to the
Wondrous item, uncom- target unless it succeeds
mon on a DC 15 Intelligence
This slimming saving throw. The shackles
sash depicts can hold even a formless
scenes of true creature. While bound by
friendship these molten chains, a creature
honored can’t teleport or use magical
by selfless portals, such as those created by
sacrifice. the gate spell. The bound creature’s
When you movement speeds are each reduced
use the by half and it has disadvantage on all
Help action to give attack rolls. Once chained, the target
an ally advantage on a d20 roll while can pull free as an action by succeeding on
you wear the sash, the ally you help adds half your a DC 15 Strength (Athletics) or Dexterity
proficiency bonus to the d20 roll. If you help on an (Acrobatics) check, dropping the shackles.
attack roll and the attack hits, it deals an additional Once used, the shackles can’t be activated again until
1d8 damage of the same type. the next dawn.

Helmet of Salvation Lash of Hunger


Wondrous item, rare (requires attunement) Weapon (whip), rare (requires attunement)
While you wear this gleaming metal helm, when an This seven-tailed whip is made of braided humanoid
enemy you can see hits an ally within 5 feet of you flesh, each tail capped with a humanoid tooth. When
with a melee weapon attack, you can use your reac- you hit with this magic weapon, you deal an addi-
tion to make your own melee weapon attack against tional 1d6 necrotic damage and gain temporary hit
the attacker, even if the attacker is not within your points equal to the necrotic damage you deal.
reach.

41
Magic Items
Ritual Dagger Scrapper’s Jar
Weapon (dagger), rare Wondrous item, common
This wickedly curved blade is set with black sapphires. This alchemical jar is made of inert glass and has 4
You get a +1 bonus on attack rolls and damage rolls charges. It can purify food and drink placed inside.
with this magic weapon. As an action, you can spend 1 charge to purify either
Reviving Plunge. You can plunge the dagger into 5 pounds of food or 1 gallon of drink inside, making
the heart of an unconscious creature at 0 hit points it safe for consumption and removing any disease or
within 5 feet as an action; this causes no damage, but poison. This is generally enough to sustain one Medi-
instead awakens the creature, who gains temporary hit um creature for 1 day.
points equal to half its hit point maximum. The pain The jar regains 1d4 charges each day at dawn.
of the dagger in the creature’s heart gives the creature
disadvantage on attack rolls and ability checks. If the Shattering Weapon
creature is reduced to 0 hit points again while the Magic weapon (any that deals bludgeoning damage),
dagger remains in its heart, it immediately suffers a rare (requires attunement)
death saving throw failure. If the dagger is removed This magic weapon deals an additional 1d6 force
(an action), the creature loses all its temporary hit damage on a hit, or an additional 6 force damage to a
points. The dagger can’t grant temporary hit points nonmagical object.
again until the next dawn. Shatter Surface. In addition to its properties
Interrogating Plunge. The dagger can also be as a magic weapon, you can swing the weapon as
thrust into the heart of a corpse as an action. While an action at any surface, including a wall of force
the dagger is in the corpse, the corpse is animated effect, and obliterate it as though you had struck it
as if by the speak with dead spell until the dagger is with the disintegrate spell. If you strike the ground,
removed or it remains embedded for 10 minutes. you create a cube-shaped pit 10 feet on a side cen-
tered on a point within your reach. Each creature
Seed of the Old Forest on the surface where the pit appears must make a
Wondrous item, uncommon DC 15 Dexterity saving throw. On a failed save,
This preserved seed is a relic of an ancient elvish the creature falls in (generally taking 1d6 bludgeon-
tree from before the world fell, meant as a way to ing damage from the fall); on a successful save, the
revive the land. When you plant it as an action, the creature can use a reaction to move up to its speed
seed grows a sapling after 1 round. 8 hours later, the to a location off the pit before it appears. The pit’s
sapling bears 8d8 goodberries as the spell goodberry. edges are rough and easy to climb, requiring only
Once the berries have been picked or after they lose a DC 10 Strength (Athletics) check. The Shatter
their potency, if a Doomgate remains open in the Surface function can’t be used again until the next
same mortal world, the tree withers and dies un- dawn.
less strengthened by a spell such as plant growth or
awaken. When the tree dies, roll a d20. On a 20, the Skeletoys
withering sapling leaves behind another seed of the old
forest which can be planted again. Skeletoys are objects that Underhell fiends use as their
monstrous tools. Most of them are made up primarily
Sacred Vial of spinal columns and skulls, but other configurations
Potion, uncommon also occur. Generally, mortals can’t use one of these
items effectively unless they trick the skeletoy into
This glimmering crystal vial contains holy water. The believing they are fiends or acting under the direct or-
vial magically refills itself each dawn. ders of fiends; in such a case, the item will not oppose
As an action, you can throw the full vial at a solid them until it realizes the truth. All skeletoys obey any
surface within 60 feet, shattering it and creating a fiend who commands them, or a minion acting on
fleeting pearlescent mist that forces all undead and that fiend’s behalf. In case of conflicting commands,
fiends in a 20-foot-radius sphere centered on the vial the skeletoy obeys the highest-ranking individual to
to make a DC 15 Constitution saving throw. On give a command. All skeletoys have the same special
a failed save, a creature takes 4d6 radiant damage. purpose: to further the fiendish invasion and protect
On a successful save, the creature takes half as much all Archlords.
damage.

42
Magic Items
Plague Tower The cloud is a 60-foot-radius sphere that moves 20
Wondrous item (skeletoy), rare feet in the direction of the wind on initiative count
20 each round. The cloud vanishes when exposed to
This tower of diseased bone and pustule-ridden a strong wind or when it moves farther than 1 mile
flesh stands 60 to 100 feet tall. It can slowly walk, from the plague tower. You can change the disease
ignoring difficult terrain due to its size. To control the tower will produce by touching the plague tower
the plague tower, you must touch it and speak a while speaking the command word for the new
command word. Until another creature speaks the disease; this does not change any existing clouds of
command word, you control it like a mount or com- contagion.
mand it if it can understand you (no action). The Sign of Suffering. Five or more plague towers can be
plague tower has a walking speed of 20 feet. Due placed at key points in a gigantic pattern that impairs
to its Strength score of 20, it can carry up to 2,400 healing magic across a large region centered on the
pounds without slowing. A creature riding atop it midpoint between the towers. The area is 1 mile in
can use it as a mount, using the plague tower’s speed radius per tower in the pattern. In the area, each spell
instead of its own. The plague tower has three 10 ft. that would remove conditions or make a creature
square platforms 20, 40, and 60 feet off the ground regain hit points is wasted (making the action useless
with ladders leading up to each. Each platform can but not expending the spell slot) unless the caster
accommodate one Large creature or four Medium or succeeds on a check using their spellcasting ability.
Small creatures. The save DC equals 10 + the spell’s level. A creature
The plague tower is a Gargantuan object with that fails this check automatically fails on subsequent
Armor Class 15, 200 hit points, and immunity to attempts to cast that spell in the affected area for 8
poison damage. hours.
Cloud of Contagion. At initiative count 20 each Sentience. The plague tower is a sentient neutral
round (losing all ties except to lair actions), roll a evil wondrous item with an Intelligence of 8, a
d10. On a 1, the tower spews a cloud that exposes Wisdom of 12, and a Charisma of 11. It has hearing
creatures within to one disease from the following and darkvision 120 ft.
list: cackle fever, gasp of fire (page 123), sight rot.

43
Magic Items
The plague tower can communicate through hurts. A creature that amuses the skelebow
emotional impulses with any creature touching it with a cruel prank or unnecessary injury to a
and can speak, read, and understand Abyssal and non-fiend can use the bow without conflict for 1
Infernal. hour or until it takes an action obviously opposing the
If the plague tower opposes you when you command skeletoy’s primary objective.
it to move you, it moves with intentional clumsiness,
forcing any creature atop it to succeed on a DC 17 Skelebrain
Dexterity saving throw or fall off, landing prone at a Wondrous item (skeletoy), rarity varies
point adjacent to the plague tower at any point during
The skelebrain is a large skull containing a dried brain
its movement.
that has 3 charges. It is most often used by powerful
Personality. A plague tower is stupid and servile.
grylluses. The skelebrain contains the knowledge of
A creature that the plague tower can understand can
a single spell of up to 5th level. You can use your
trick the plague tower into serving it without conflict
action and expend 1 charge to cast the spell from
until the next dawn with a successful DC 15 Charis-
the skelebrain. The level of the spell in the skelebrain
ma (Deception) or Intelligence (Arcana) check as an
determines the spell’s saving throw DC and attack
action so long as it is not obviously going against the
bonus, as well as the skelebrain’s rarity, as shown in the
plague tower’s primary purpose. On a failed check, that
Skelebrain table. The skelebrain regains all its expend-
creature can’t make the attempt again until the next
ed charges at dawn.
dawn and any other non-fiend has disadvantage on
Sentience. The skelebrain is a sentient neutral evil
attempts to use the same skill to influence that plague
wondrous item with an Intelligence of 15, a Wis-
tower.
dom of 13, and a Charisma of 15. It has hearing
and darkvision 90 ft. It is proficient in the Arcana
Skelebow skill. It makes Intelligence (Arcana) checks with a
Weapon (any bow, skeletoy), very rare (requires attune- +5 bonus.
ment)
The skelebrain can communicate telepathically with
The skelebow is made from the bones of enslaved any creature within 90 feet and can speak, read, and
fiends who disobeyed their superiors. The arrows understand Abyssal and Infernal.
used for the bow are harvested from murderers and If the skelebrain opposes you, it can choose a differ-
other vile fiendish criminals. On a hit, this magic ent target or area for a spell you cast from it (includ-
bow deals an additional 2d6 necrotic damage and ing choosing you).
the wielder can use a bonus action to force the target Personality. A skelebrain is narcissistic and egoma-
to make a DC 15 Constitution saving throw. On a niacal. A creature that flatters the skelebrain thorough-
failed save, terrible pain gives the target disadvantage ly about its intellect and ruthlessness and succeeds
on attack rolls and ability checks until it regains hit on a DC 15 Charisma (Deception) check can use the
points. skelebrain without conflict for 1 hour or until it takes
Flaw. A creature attuned to the skelebow gains the an action obviously opposing the skelebrain’s primary
Sadistic: I prefer to kill my enemies in horrifying objective.
and torturous ways that involve more arrows than
necessary.
Sentience. The skelebow is a sentient neutral
evil weapon with an Intelligence of 10, a Wisdom Spell Attack
of 15, and a Charisma of 13. It has hearing and Level Rarity Save DC Bonus
darkvision 150 feet. Its passive Wisdom (Insight) Cantrip Common 13 +5
and Wisdom (Perception) scores are each 17. 1st Uncommon 14 +6
The skelebow can speak, read, and understand 2nd Uncommon 15 +7
3rd Rare 16 +8
Abyssal and Infernal. It generally taunts in one of
4th Rare 17 +9
those languages when confronted with non-fiends.
5th Very rare 18 +10
If the skelebow opposes you, once per turn it
can cause one arrow you fired from it to target a
different target within range than the intended target
(including you). Magical arrows not of fiendish make
can’t be redirected.
Personality. A skelebow is extremely sadistic
and loves to make cruel jokes about those it

44
Magic Items
Skelemaul manoid skull at one end. You deal an additional 2d6
Weapon (maul, skeletoy), rare thunder damage on a hit with this magic weapon, and
you score a critical hit when you roll 18–20 on your
This maul is made of a long spinal column with attack roll with it. In addition, the skelemallet grants
several skulls at one end. On a hit, this magic you advantage on any Charisma check made
maul immediately makes a bite attack to play a drum with it.
against the same target. Sentience. The skelemallet is a sen-
Skelemaul Bite. When the tient neutral evil weapon with an
skelemaul bites, you make an Intelligence of 10, a Wisdom of
attack roll for it using +7 to 10, and a Charisma of 15. It has
hit rather than your own hearing and darkvision 90 ft. It
attack modifier. Cover doesn’t has proficiency in the Deception
apply against the skelemaul’s bite. and Performance skills and its
On a hit, the skelemaul’s bite skill modifiers are Deception +7
deals 1d8 piercing damage and and Performance +7.
you can use your bonus action to The skelemallet can speak, read,
command the skelemaul to make and understand Abyssal and Infernal.
a Strength (Athletics) check to grapple It sings taunting songs in one of those
the target if the target is Medium or languages when it can see non-fiends and
smaller. The skelemaul is proficient in the isn’t being used to play a drum.
Athletics skill; its bonus on Strength (Athlet- Curse. When you attune to the skelemallet,
ics) checks is +5. The skelemaul must release unless you are a fiend you become cursed until
the target before you can use the skelemaul to the curse is removed with remove curse or similar
attack another target. The grappled creature magic. All attempts to be rid of the skelemallet or
can make a DC 13 Strength (Athletics) or break your attunement fail while you are cursed.
Dexterity (Acrobatics) to escape as an action. While cursed, you have disadvantage on attack rolls
The grapple also ends if you command the to hit fiends and you are unable to wield any melee
maul to release the target. The skelemaul can weapon other than skelemallets.
also be attacked and destroyed (AC 15; hp Personality. A skelemallet is an eager helper in
15; vulnerability to bludgeoning damage; bloodshed, but also knows how to play to an audi-
immunity to fire and poison damage). ence. If the skelemallet opposes you, it pretends to
Sentience. The skelemaul is a sentient neu- be afraid of you and grudgingly willing to serve
tral evil weapon with an Intelligence of 10, you in exchange for a promise not to banish
a Wisdom of 10, and a Charisma of 10. It it to the Underhell. It maintains the ruse
has hearing and darkvision 90 ft. Its passive just until its curse is laid, then gloats and
Wisdom (Insight) and Wisdom (Perception) mocks you.
scores are each 13.
The skelemaul can speak, read, and Skelemirror
understand Abyssal and Infernal. It gener-
Wondrous item (skeletoy), uncommon (requires attune-
ally taunts in one of those languages when ment)
confronted with non-fiends.
If the skelemaul opposes you, it can’t be This flat shoulderblade or skull is framed in smaller
commanded to stop grappling a target and bones and coated in a gleaming sheen of black ichor.
once per turn after you make an attack with It is primarily used to communicate with other
it, it makes a bite attack to hit you; if it hits bearers of skelemirrors, but can, in theory, contact
you, it automatically grapples you. anyone, whether they have a mirror or not. As an ac-
Personality. A skelemaul is extremely tion, you can use the skelemirror to cast sending. Once
vindictive. It resists any non-fiend that dares the mirror is used to target a creature not also holding
not actively further its goals or that opposes a skelemirror with this spell, the mirror can’t be used
any fiend. to do so again until the next dawn.
Sentience. The skelemirror is a sentient neutral
Skelemallet evil wondrous item with an Intelligence of 13, a Wis-
Weapon (mace, skeletoy), very rare (requires attunement) dom of 15, and a Charisma of 11. It has hearing and
darkvision 90 ft. Its passive Wisdom (Insight) and
This mace is made of a short spinal column with a hu- Wisdom (Perception) scores are each 15.

45
Magic Items
The skelemirror can communicate telepathically the skelenquin travels at its walking speed to
with any creature touching it and can speak, read, and your location as though summoned.
understand Abyssal and Infernal as well as any lan- The skelenquin is a Large object with Armor
guage known by the creature it is currently attuned to. Class 15, 30 hit points, and immunity to poison
Cursed. If the skelemirror opposes you when you damage.
attune to or use it, it can choose to curse you. This Sentience. The skelenquin is a sentient neutral evil
reduces your hit point maximum by 1d10 immediate- wondrous item with an Intelligence of 5, a Wisdom of
ly after you attune or your message is sent, as the skel- 10, and a Charisma of 5. It has hearing and darkvision
emirror slowly drains away your soul. This reduction out to a range of 90 feet.
lasts until the curse is broken. All attempts to be rid of The skelenquin can communicate through emo-
the mirror, break your attunement, or restore your hit tional impulses with any creature touching it and can
point maximum fail while you are cursed. A remove speak, read, and understand Abyssal and Infernal.
curse spell or similar magic breaks the curse and ends If the skelenquin opposes you when you command
your attunement. The skelemirror can reduce your hit it to move you, it moves with intentional clumsiness,
point maximum by another 1d10 each time you use forcing any creature atop it to succeed on a DC 13
it. If your hit point maximum is reduced to 0, you Dexterity saving throw or fall off, landing prone
die and your body becomes a void maggot at the next adjacent to the skelenquin at any point during its
sunset. Once you are no longer attuned to the mirror, movement.
a lesser restoration spell, similar magic, or a long rest Personality. A skelenquin is stupid and servile. A
restores your maximum hit points. creature that the skelenquin can understand can trick
Personality. A skelemirror is sniveling and officious. the skelenquin into serving it without conflict until
If the skelemirror can understand its attempt, a creature the next dawn with a successful DC 12 Charisma
can scare the skelemirror into serving it without conflict (Deception) or Intelligence (Arcana) check as an
until the next dawn with a successful DC 15 Charisma action so long as it is not obviously going against
(Deception or Intimidation) check as an action, so the skelenquin’s primary purpose. On a failed check,
long as it is not obviously going against the skelemirror’s that creature can’t make the attempt again until the
primary purpose. On a failed check, that creature can’t next dawn and any other non-fiend has disadvantage
make the attempt again until the next dawn and any on attempts to use the same skill to influence that
other non-fiend has disadvantage on attempts to use skelenquin.
the same skill to influence that skelemirror. When not controlled, a skelenquin moves in search
of the nearest fiend.
Skelenquin
Wondrous item (skeletoy), common Skelesphere
This narrow platform is composed of two 10-foot Wondrous item (skeletoy), legendary
poles of spinal columns and femurs lashed together This gigantic skull is composed of thousands of
with wiggling sinew supporting a seat of cradling normal-sized skulls stitched together with indis-
arms and shoulder blades, similar to a palanquin tinct fiendflesh. It never touches the ground, always
or sedan chair. From the front and back of each levitating at least 6 inches up. To control it, you
bar extends a pair of skeletal legs that allow the must climb inside it as if mounting a creature and
skelenquin to walk and carry riders. To control the use your action to speak its command word. The
skelenquin, you must touch it and speak a command skelesphere can hold one Large or Huge rider or up to
word. Until another creature speaks the command nine Medium or Small riders. A creature inside the
word, you control it like a mount or command it if skelesphere has half cover against attacks from outside
it can understand you (no action). The skelenquin the skelesphere.
has a walking speed of 50 feet and can carry up to The skelesphere is a Huge object with Armor Class
600 pounds without slowing. A creature riding atop 19, 100 hit points, and immunity to poison damage.
it can use it as a mount, using the skelenquin’s speed Flight. Until you dismount or a fiend speaks the
instead of its own. command word, you control the skelesphere like a
You can send the skelenquin to travel alone to a mount. The skelesphere has a flying speed of 60 feet. It
destination within 1 mile of you if you speak the can carry up to 600 pounds without slowing. It can
command word, name the location in a language the carry up to 1,200 pounds at a speed of 30 feet. It can
skelenquin understands, and are familiar with that carry up to 2,400 pounds at a speed of 5 feet. It is
place. Whenever the skelenquin is within 1 mile of immobile while it contains more than 2,400 pounds,
you, when you speak another command word, but it doesn’t fall.

46
Magic Items
Launch Skull. As an attack while you control the A creature that enters any 5-foot square of bone
skelesphere, you can touch one of the skulls composing shards must succeed on a DC 15 Dexterity saving
the skelesphere to launch it as a ranged weapon attack. throw or stop moving this turn and take 1 piercing
You can launch multiple skulls if you have the Extra damage from bone shards stuck in their feet or legs.
Attack feature or another way to make multiple at- Taking this damage reduces the creature’s walking
tacks on a turn. A skull has a normal range of 150 feet speed by 10 feet until the creature regains at least
and a long range of 600 feet. The magic skull deals 1 hit point. A creature moving through the area at
bludgeoning damage equal to 4d6 + your Dexterity half speed doesn’t need to make the save. A creature
modifier. can clear a 5-foot square area of bone shards as an
Skull Shrapnel. As an action while you control the action.
skelesphere, you can touch five skulls in a pentagonal Sentience. The skelesphere is a sentient neutral evil
pattern to fire them at a point you can see within wondrous item with an Intelligence of 15, a Wisdom
150 feet. They instantly fly to that point and explode. of 15, and a Charisma of 19. It has hearing and dark-
Each creature within a 30-foot-radius sphere centered vision 120 ft.
on that point must make a DC 19 Dexterity saving The skelesphere can communicate telepathically
throw, taking 8d6 bludgeoning damage on a failed with any creature within it and can speak, read, and
save, or half as much damage on a successful one. understand Abyssal and Infernal.
This attack is considered magical for the purposes of If the skelesphere opposes you when you give it a
overcoming resistance. In addition, the ground below command, it can choose a new target for the attack
that sphere is covered in bone shards. outside of itself within range.

47
Magic Items
Personality. The very intelligent skelesphere is
ambitious and competitive. A creature the skelesphere
can understand can trick the skelesphere into serving it
without conflict until the next dawn with a successful
DC 18 Charisma (Persuasion) or Intelligence (Arcana)
check as an action so long as it is not obviously going
against the skelesphere’s primary purpose. On a failed
check, that creature can’t make the attempt again until
the next dawn and any other non-fiend has disadvan-
tage on attempts to use the same skill to influence that
skelesphere.

Skeletong
Weapon (skeletoy), very rare
This unorthodox weapon has a torso-like handle end-
ing in three or more arms, each ending in a grasping
hand. The skeletong’s damage on a hit equals 3d4 +
your Strength modifier. It has the heavy, reach, and
two-handed properties and weighs 18 pounds. On a
hit, you can use a bonus action to have the skeletong
grapple the target. Unless the target succeeds on a DC
15 Strength saving throw, the target is restrained until
the grapple ends. You can’t attack with the skeletong
while it grapples a creature. The target can escape as
an action by succeeding on a DC 15 Strength (Athlet-
ics) or Dexterity (Acrobatics) check. The skeletong can
be attacked and destroyed (AC 15; hp 15; immunity
to fire and poison damage).
Sentience. The skeletong is a sentient neutral evil
weapon with an Intelligence of 10, a Wisdom of 10,
and a Charisma of 10. It has hearing and darkvision
90 ft.
The skeletong can speak, read, and understand Abys-
sal and Infernal. It generally taunts in one of those
languages when confronted with non-fiends.
If the skeletong opposes you, it releases any creature
it is grappling at the end of each turn and whenever
you miss on an attack with it, you trip and fall prone.
Personality. A skeletong is extremely vindictive. It
resists any non-fiend that doesn’t actively further its
goals or that opposes any fiend.

48
Magic Items
49
Planet Apocalypse Adventures
Planet Apocalypse
Adventures
The adventures in this chapter are intended to represent key points in your Planet Apocalypse campaign. They
are not meant to played directly one to the next, but rather to be touchstones around which you place additional
adventures, showing off more of your world in the throes of invasion. For advice on how to structure a whole
campaign, see page 8. Below is a quick summary of how these adventures fit together.
If you don’t want to create your own introductory adventure, Among the Damned is where you should
begin. After some additional adventures (gaining a level or two), the player characters can pivot from defense
to attacking the fiends with the beginning of To Slay Leviathan. After this, you should present an opportunity
for the PCs to adventure to gain another level or two and eventually face the Archlord in a hellscape version of a
previous important site. These adventures assume an invasion spearheaded by Lord Baphomet, who is best pitted
against a group of four 11th- or 12th-level characters, five 10th-level characters, or six 9th- or 10th-level charac-
ters for a harrowing Archlord battle. When the PCs banish the Archlord, they banish many of the fiends as well,
causing the invasion to stall, and the world is no longer in immediate danger. However, if you want to continue
the campaign, the Doomgate remains open, waiting for an Archlord to return. Run a few adventures where im-
pending doom remains a persistent threat, then run The Gate of Bone, which leads up to a final confrontation
with the true mastermind of the invasion (as written, this is Lord Chthon).

50
Planet Apocalypse Adventures
Among the Damned. Among the Damned assumes a going to the Doomgate to ensure the invasion never
party of four 6th-level characters or five or six 5th-lev- resumes. As written, the adventure features the arrival
el characters. If you run an entire Planet Apocalypse of Lord Chthon after the PCs have banished Lord
campaign, Among the Damned serves as a starting Baphomet, and it is most appropriate to challenge
point. It’s recommended you only run this once parties of at least three or four 12th-level characters,
players have some familiarity with the setting, so that five 11th-level characters, or six 10th-level characters.
they can appreciate how the world changes when the However, if you change the Archlord that appears
invasion begins. Develop NPCs and settings the PCs in the adventure, a different starting level probably
have grown to respect and cherish, so that when those works best. In that case, check the Archlord’s chal-
things are put in peril, it will elicit powerful emotion- lenge rating on the Finale Level table below.
al reactions that tune up the horror of the campaign.
If you’re putting together a game with players who
already know your world, have them create new
Scaling the Adventures
characters to start your Planet Apocalypse campaign You should try to scale your campaign such that
immediately. heroes are a suitable level for challenging the Archlord
To Slay Leviathan. Part 1 (optional) of To Slay you want them to face at that point in the campaign.
Leviathan is best placed when players have a party of The Archlords are fully described in Chapter 7, but
three 8th- or 9th-level characters, four 7th-level char- the summaries below should help you choose an
acters, five 6th-level characters, or six 5th-level char- appropriate climax or final fight for your group. The
acters. Its main portion, starting with Part 2, is best three adventures presented assume you’re using the
saved for when the player characters are at least three Lords Baphomet and Chthon, so if you want to use
10th-level characters, four 8th- or 9th-level characters, stronger Archlords, you should either run your heroes
five 7th-level characters, or six 6th-level characters. through more adventures before the final showdown,
They should gain a couple levels before they face or else scale up the adventures by the number of levels
an Archlord’s avatar at the adventure’s end. To Slay difference between heroes.
Leviathan is a good mid-point of a Planet Apocalypse The adventures presented in this book are intended
campaign, showing all the invasion has to offer but as showcase moments, not as a skeleton for the whole
providing characters with a chance to make tangible campaign, and to inspire the tone and aesthetic of
progress and giving them hope that the invasion can other adventures you will craft for your players. In a
be stopped completely. long campaign, you should leave the player characters
The Gate of Bone. The Gate of Bone gives an exam- time to go on other adventures and pursue various
ple of how you can end the campaign or even con- goals between the adventures presented here. They
tinue the game after the initial invasion is quelled, by might try to consolidate a safe place, remove fiends

Recommended Finale Level


Number of PCs
Archlord Challenge Rating Three Four Five Six Seven
Baphomet 17 12 12 11 10 9
Chthon, Scylla 18 13 12 12 11 10
Jabootu 19 14 13 12 12 11
Humbaba 20 15 14 13 12 12
Asmod 21 16 15 14 13 12
Tarasque 22 17 16 15 14 13
Stheno 23 18 17 16 15 14
Geryon 24 19 18 17 16 15
Argus 25 20 19 18 17 16
Pulgasaur 26 20+ 20 19 18 17
Orobas 27 20+ 20+ 20 19 18
Procrustes 28 20+ 20+ 20+ 20 19
Stroma 29 20+ 20+ 20+ 20+ 20
Spider Mastermind 30 20+ 20+ 20+ 20+ 20+

51
Planet Apocalypse Adventures
from places of special importance, or expand a terri- the world. A great way to set the tone is to
tory of safety against the invasion. They might also have the fiends start off tearing up a safety net
hunt for information about the fiends in lost libraries the player characters took for granted, such as by
or ruined wizard towers, quest to unearth ancient toppling a benevolent government or slaying a good
relics that offer hope of defeating the fiends, or seek dragon. Take care not to destroy everything the players
to gather allies from distant lands that may be facing care about, or they will have no motivation to contin-
corruption of their own. ue the campaign. Instead, make clear that the things
they care about are more vulnerable than ever. The
More Challenging Archlords campaign should feature fights in places that previous-
The recommended party level to face each Archlord ly seemed safe or beyond the reach of chaos, such as in
when well-rested and without significant minion the capital of a stable and strong realm.
support for the Archlord is presented on the Recom- Specific key NPC roles and locations are presented
mended Finale Level table. in the adventures, for which you should pull charac-
ters and locales from the existing campaign setting.
A Shorter Campaign Pick characters and locations important to your
players, particularly regarding the Herald, the Sage,
To run a short campaign, you can use these three ad-
and the Authority; the more invested they are with the
ventures back-to-back with relatively little in between
story, the better the experience.
them. This requires modifying the difficulty of each
The Herald. This character should be a well-known
adventure to sync up well with the climax. Remember
government agent, speaker, knight-errant, or other
that the party will likely gain one level from the first
popular person. For example, this might be a herald
adventure and at least one from the second. If you
who prepared the party for meeting with a queen or a
want a shorter campaign that concludes with a fight
knight-captain popular for helping stop attacks on the
against an Archlord, it’s best to begin no earlier than
peasantry. The PCs rescue the Herald from the initial
the level indicated on the Short Campaign Starting
invasion in Among the Damned, and this character
Level table.
goes on to act as a quest-giver in To Slay Leviathan.
The Herald can also serve as a proxy leader or face for
Adapting the Adventures the player characters when they want to send or keep
refugees somewhere without escorting them person-
Planet Apocalypse offers you a chance to take your own ally.
world to the brink of destruction and give players a The Sage. This character is knowledgeable (that is,
chance to save it. It is recommended you tailor the should be proficient in the Arcana skill) but not pow-
plot of the campaign to suit your players’ interests in erful; think of a scholar or dealer in arcane oddities.

Short Campaign Starting Level


Archlord Number of PCs
Challenge Rating Three Four Five Six Seven
17 11 10 9 9 8
18 12 11 10 9 9
19 12 12 11 10 9
20 13 12 12 11 10
21 14 13 12 12 11
22 15 14 13 12 12
23 16 15 14 13 12
24 17 16 15 14 13
25 18 17 16 15 14
26 19 18 17 16 15
27 20 19 18 17 16
28 20+ 20 19 18 17
29 20+ 20+ 20 19 18
30 20+ 20+ 20+ 20 19

52
Planet Apocalypse Adventures
The PCs rescue the Sage from the initial invasion in enough not to be overrun immediately. The heroes are
Among the Damned, and this character goes on to here at the start of Among the Damned.
act as a quest-giver in The Gate of Bone. The Sage The Palace. This location should be the local seat
can also serve as a resource for exposition or tactical of government in the settlement or a nearby one,
ideas regarding how the monsters and magic of the close to the Tavern but not immediately adjacent. It
Underhell work. might be a castle, sprawling manor, city hall, or other
The Authority. This character has some claim to building. The various heads of state should have a
authority in the setting of Among the Damned, but good reason to be present when the Doomgate forms,
need not have an official position; think of a killing all of them horribly. It is an important place in
local leader or lieutenant the heroes like. This Among the Damned and also doubles as the setting
might also be a member of an influential of The Gate of Bone.
council or guild, a vizier, or a prince. Two Cities. There are two settlements
The PCs may or may not rescue that the titanic nephilim engine Levi-
the Authority from the Palace to athan travels between during To
the Doomgate in Among the Slay Leviathan. One settlement
Damned, but this character was recently crushed by Levia-
survives in any case to render than; this might be the location
assistance later. The Authority of the Palace, but doesn’t need to
can also help manage a ref- be. The second is its next target,
uge that the players create preferably a city or settlement
or protect before stop- the players care about. These
ping the invasion or should be locations your
while rebuilding players have visited or at least
afterward. heard of before.
The Mountains aren’t
Wise necessary in the
One. space between
This the cities, but
charac- it’s best if
ter is a Leviathan can
vulner- plausibly pass
able but by cliffs (such
insightful as on a rough
person coast), dense
that other forest canopies
NPCs built upon by
worry about. elves, or other
Their primary role is high places with
to be rescued and then tell the players how to truly structures, to provide characters a panoramic view.
stop Leviathan in To Slay Leviathan. This should
be someone who was picked up by the fiends earlier As Stand-Alone Adventures
in hopes of using this person as leverage against To Slay Leviathan and The Gate of Bone can be run
others. Suitable characters for this role might be a as stand-alone adventures. If you don’t want to slot
young royal heir, an elderly lord or lady, a beloved them into an overarching story of world invasion,
cultural icon such as a playwright or actor, or an these can be presented as part of smaller-scale incur-
influential sage (though take care not to cross over sions and avenues to head off a larger invasion.
too much with the Sage, see above); someone who
has no fighting abilities to speak of. If the heroes
failed to protect a key NPC in Among the Damned
or subsequent adventures, that character can serve
this role and give the characters a chance to redeem
themselves to boot.
The Tavern. This location should be a comfortable,
social place near where the Doomgate opens but far

53
Planet Apocalypse Adventures
Among the Damned
The fiends of the Underhell have begun their invasion, danger, they must contend with hordes of fiends from
and the heroes are caught in their path! all sides, not just from the Doomgate.
If you are running an entire Planet Apocalypse
campaign, Among the Damned serves as an excellent
starting point—or, more accurately, an escalation Adapting This Adventure
point wherein a normal campaign becomes apocalyp-
tic. You should kick off the campaign only once the This adventure works best when it incorporates
players have some familiarity with the setting, such as familiar NPCs and places: characters the party has
after a few adventures where they have gained a few encountered before and likes or respects and locations
levels. The invasion might even come about because to which they have an emotional tie. Familiar NPCs
of their efforts, whether they know it or not. To should appear at multiple points in the adventure,
really bring home the terror of Planet Apocalypse, they so you should review NPCs the PCs have met and
should be able to appreciate how the world changes consider how they might respond to the arrival of the
when the invasion begins. This adventure should take Apocalypse right on their doorstep. Although it might
place in a city the PCs consider safe and comfortable, seem easiest to simply litter the adventure with the
such as one that has served as a home base for previ- corpses of well-liked NPCs to feed the party’s desire
ous adventures. for revenge, your players (to say nothing of their char-
Before the party is aware of what’s going on, a acters) will almost certainly remain most committed
Doomgate has opened up and allowed fiends to rush if some NPCs remain alive and able to encourage and
into the mortal world nearby. The waves of fiends help them. This also leaves you with the opportunity
have sent mortals scattering away from the epicen- to put those NPCs in peril or kill them during the
ter. These waves reach the heroes only belatedly, campaign.
meaning that by the time they are aware of

54
Among the Damned
Scaling This Adventure Among the Damned includes three key NPCs
and two key locations that you should pull from the
five
Among the Damned is intended for a party of
or else a party of four campaign prior to the invasion in order to build PC
or six 5th-level characters,
attachment to them. They are listed below. Although
6th-level characters.
the other NPCs in this adventure are less important
This adventure assumes that at least one of the
on to the plot, you are encouraged to replace as many
characters has the Sanguine Ward as described of them as you like with suitable NPCs from your
page 118-19, or that you are playin g witho ut the
n, previous adventures.
special fiendish Underhell fiend traits (Corruptio The Herald. This character should be a well-known
Distant Evil, Hard to See, Murk y Divina tions,
on
government agent, speaker, knight-errant, or other
Sickening Appearance, and Timeless Nature) popular person. For example, this might be a herald
provid e the fiend s
page 201-2. If you choose to who prepared the party for meeting with a queen,
no chara cter has the
with the Underhell traits and or a knight-captain popular for helping stop attacks
Sanguine Ward, the party shoul d consi st of 7th-
on the peasantry. If your players haven’t met such
level or 8th-level characters instead. a character, or if your setting doesn’t have one, use
To scale up the difficulty of this adventure by a Josserey Quinley, a human spy. She normally delivers
in
level or two, you can generally replace one fiend government messages and makes public pronounce-
each combat with the next highe r type of the same ments and is exceptionally personable.
s
fiend (such as replacing bonestrike underfiend The Sage. This character is knowledgeable (that is,
with flesheater underfiend s) or add one or two should be proficient in the Arcana skill) and can help
wailing maggots to encounters with multiple the party make sense of the chaos that is going on
,
foes. To scale up the difficulty by several levels when the fiends attack. This character is good at pro-
replace two fiends with the next highe r type or ducing plausible—and accurate—theories from scant
one fiend of a type two steps higher (such as one information. Preferably, this character should not be
loak an archmage or other particularly powerful character;
bonestrike underfiend replaced with one skinc
underfiend), or else add one wailin g magg ot per their strength lies in knowledge, not magical prowess.
If your players haven’t met such a character, or if your
level you wish to increase the difficulty.
setting doesn’t have one, use Sylvianna Eldrendil,
an elf priest with Arcana +5 and Religion +5. She is
warm-hearted but known to be occasionally erratic,
The key exception, however, is for NPCs that are and she leads a prominent local temple dedicated to a
higher level or have significantly more authority than good deity.
the characters. The Planet Apocalypse campaign works The Authority. This character has some claim to
best when there isn’t anyone else for the party to rely authority in the region, but might not have an official
on—they are plainly the most powerful people able to position. This should ideally be a local leader or lieu-
confront the fiendish invasion. More powerful NPCs tenant that the player characters are on good terms
should die or otherwise be neutralized in the initial with. This should be someone who would not have
invasion, either as part of the magical confluence been front and center when the Doomgate formed
that creates the Doomgates that the invasion uses or in the palace, but who would have been nearby. This
during the initial chaos that immediately follows. might also be a member of an influential council or
This is no mere plot device: magical knowledge and guild, a vizier, or a princess. If your players haven’t
personal power draws a Doomgate and causes it to met such a character, or if your setting doesn’t have
open nearby. When it opens, it rips the very life from one, use Aldoreth Pebblebrook, a human noble. She
nearby creatures—particularly from powerful crea- was chief adviser to the king and while she is not
tures—and uses their corpses as raw materials to build necessarily part of the normal succession, she is well-
the mortal side of the Doomgate and material bodies placed to take control of the overrun government.
for the fiends. Powerful NPCs that rush to contain When the Doomgate opened, it slew a conclave of
the fiends during this initial push are overwhelmed, all her superiors and peers while she was tending to a
leaving the heroes as some of the most capable charac- minor emergency on the other side of the palace.
ters in the region, if not the world. The Tavern. This location should be a comfort-
This adventure assumes the PCs operate out of a able tavern in a busy part of town. It doesn’t matter
city. If the settlement you set the adventure in isn’t a whether it is particularly seedy or upscale; the most
large city, consider framing the separate areas as close- significant feature is that the party should feel at ease
ly-connected towns or noble estates. there. If you haven’t established such a location

55
Among the Damned
in your setting, call the tavern the Red Flagon. more manageable, you can decide that the
The Palace. This location should be the local seat Archlord’s Shadow is too new to interfere with
of government in the settlement or a nearby one. It resting and apply it only after the invasion has been
might be a castle, sprawling manor, city hall, or other underway for a few days.
building. The heads of state should have had a good
reason to be present when the Doomgate opened,
which slew all of them. If you haven’t established one Introduction
of these in your setting, call it Yeardley Palace. If you
are not using an urban setting, the slain dignitaries The player characters begin this adventure with little
might have come to this relatively remote area (per- warning about the invasion that will soon encompass
haps to a king’s or other noble’s countryside estate) their city.
as a relatively safe, neutral spot away from spies, Outside the game, you should talk with your play-
criminals, and other dangers in bigger cities, only for ers about their interest in contending with apocalyp-
the Doomgate to open and consume them. tic horror in your campaign. Players should know
roughly what they are getting into and you should
explicitly check on their limits as far as graphic horror
Adventure Summary goes before diving too deeply into the body horror
and violence central to Planet Apocalypse. If a player’s
The player characters must investigate the sudden main enjoyment of the game comes from clear happy
chaos in the streets as the initial Underhell invasion endings and bright futures, this isn’t the right ad-
strikes. The characters quickly become responsible for venture for that player. Unless your group is well-ac-
frightened and desperate townspeople and must find quainted with retreat as a sometimes-necessary tactical
a safe refuge for them. Ultimately realizing that the option, emphasize to them that overwhelming force
city is lost and no truly safe haven exists, they must is an element of this adventure, and they should not
retreat from the city whilst saving the lives of as many approach every encounter trusting that they can fight
civilians as possible. their way through to victory. In Planet Apocalypse, that
is a recipe for doom.
Fiendish Underhell Traits
Each fiend that appears in this adventure has a trait Part A: Chaos in the
reflecting its legion. Unless indicated otherwise, all
fiends in Among the Damned belong to the Phlege-
Streets
thon legion. If you want to focus on another legion,
particularly if you want to use an Archlord that The party is relaxing in the tavern one evening when
doesn’t fit thematically with the Phlegethon legion, the city is invaded by the fiends of the Underhell.
consider swapping out some of the hellscape details. The map on page 58 presents the tavern and the area
For example, if using the Acheron or Tartarus legion, around it; although the party begins in Area 1, they’re
replace hellfire with dripping noxious slime. likely to rush from area to area during this part of the
adventure. The townspeople grow increasingly afraid
and uncertain; generally, they follow where the party
The Archlord’s Shadow Falls directs, as long as it isn’t into obvious danger, but you
The entirety of Among the Damned takes place in might require a character to succeed at a DC 10 Cha-
a newly-formed Archlord’s Shadow, which does not risma (Intimidation or Persuasion) check as an action
yet have all the effects noted on page 277-8. Apart to get a group of townspeople moving in a particular
from amplifying the hellfire, tortured screams, and direction. If the PCs try to send a group into obvious
other background effects that make it clear the city is danger, the DC increases to 20.
becoming a warped hellscape, this means that a milder
form of the Nether Hellscape effect afflicts many Steering the Heroes
commoners with 1 level of exhaustion. The Timeless Heroes who choose to rush away from the invasion
effect might impact a few of the characters’ abilities before learning important details about what is going
(poison and fire do not progress, for instance), and on should stumble upon important NPCs who can
characters regain no more than two Hit Dice from a convey some information, especially the Herald (Area
long rest. This can make the game particularly chal- A9) and the Sage (Area A6). You can arrange this by
lenging for groups that are accustomed to taking modifying the map on the fly to have the PCs’ course
a long rest frequently; to make the difficulty take them into the locations they skipped, or more

56
Among the Damned
quickly by moving the key NPCs into locations the from the Phlegethon legion and glow with evil-look-
party picks. The Sage is best encountered first, the ing fires. This is likely the first opportunity the
Herald second. If either NPC ends up in a situation characters have to identify the effects of the Sanguine
where the only logical outcome is for them to die, Ward: one of the characters (or more, as selected by
choose a new NPC to fulfill their role in the adven- the GM) has a distant blood relation or other tenuous
ture. connection to one of the people killed to create the
The Sage’s Observations. The Sage wants to see the Doomgate. As described on page 118-9, the San-
fiends in order to determine what is going on. Upon guine Ward suppresses the Hard to See and Sickening
watching the heroes fight Underhell fiends, the Sage Appearance traits of all fiends within 90 feet; such
quickly deduces each of the universal Underhell fiend fiends coalesce into greater clarity upon entering this
traits and the effects of the Sanguine Ward, allowing aura. The character with the Sanguine Ward should
the Sage to speculate about the causes. feel something unique and special occur—a strange
The Herald’s Urging. The Herald can use their feeling, a burst of light, etc—and know that they are
popularity to guide refugees that the heroes can’t or the locus of this newfound trait.
don’t guide themselves. The Herald also urges the he- As the PCs not only seem the most competent de-
roes to seek out the source of the chaos at the palace fenders around but also possess an uncanny ability to
without being seen. To facilitate this, the herald got perceive their reality-warping forms, the fiends attack
a glimpse of the palace from a distance and can relate the PCs to the exclusion of the other townspeople. If
obvious details to the party. the party defeats these fiends, the fleeing townspeople
shout that many more are coming, then look for a
place to hide. Several of these townspeople rush into
A1. Tavern the tavern, adding to the confusion there.
This is the tavern where the adventure begins. There From the main street, the party can go anywhere
are six people present other than the party, includ- else in the city, though the fires, smoke, and scream-
ing the bartender and a server, who are all enjoying ing should keep them close at hand for now. None of
an ordinary evening. Read the following to get the the townspeople in the tavern want to follow them
adventure underway. deeper into the city, resisting attempts to roust them
from what they perceive as a relatively safe haven.
The tavern’s main door opens with a bang. Four From here, the party can go around the tavern to the
sweaty people rush in, faces streaked as though with
west to the alley (Area A3) or to the east into the side
soot. When they see the crowd, they immediately
yard (Area A9).
seem unsure of themselves and stop. One of them
grabs a nearby server by the arm and demands,
“Hey, is there a back way out of here?” The server
Staying on the Main Street
points to the tavern’s alley entrance. If the party remains on the streets despite the urgent
Before the main door shuts, several strangled cries of the townspeople to seek cover, they soon see
screams echo down the main street outside, and sev- two more strange fiends; the leader of the pair is hold-
eral figures sprint frantically past. The soot-stained ing five twisted humanoids by long iron chains. The
newcomers rush for the alley door. leader is a bonestrike underfiend (page 221), while
These newcomers are just the vanguard of the towns- its subordinate is a preening gryllus (page 213).
people fleeing the Underhell invasion. They don’t The underfiend sets loose its five howling maggots
understand much of what’s going on, only that people (page 207) against the party. The shadows of other
are yelling about demons in the streets and they want approaching underfiends marching around corners
to get away. If necessary, use statistics for commoners in the flickering firelight (their forms distorted in
for the fleeing townspeople and anyone else in the the distance by the Hard to See trait) should alert
tavern. the characters that retreat is the better option. If the
PCs don’t realize how badly overmatched they are,
townsfolk beg them not to charge against overwhelm-
A2. Main Street ing numbers. These fiends don’t pursue if the party
The PCs are likely to head out the main door to see flees, as they are focused on methodically securing a
what’s going on; when they do, they see several fires perimeter.
burning throughout the city and several dozen towns-
people of all ages rushing down the street. Pursuing
them are two leering grylluses (page 215) and two
howling maggots (page 207). These four fiends are

57
Among the Damned
58
Among the Damned
A3. Alley and feed on anyone present in the alley, without
much concern for its own safety. It tries to feed on the
largest clump of creatures it senses.
This brick alley has several sturdy wooden doors
leading into local businesses. A large wagon stands
near the alley entrance. Another wagon containing an A4. Clark and Able Wainwrights
enormous cage partially covered with canvas stands
near it on broken wheels. Clouds of cinders sweep
A once-prosperous wagon and wheel repair shop,
down the main street as though chasing after fleeing, Clark and Able Wainwrights has been closed for the
screaming townspeople. past three days. The sole remaining proprietor, Am-
brose Able, has left the place in mourning after
Anyone who has run out of the accidental death of his partner. It’s
the tavern into the clear that the shop doesn’t make a
alley is still lingering good place to hole up, as the barn
there, unsure where doors are flimsy and the
to go next. This windows broken. The
alley is a temporary building contains
safe haven, nothing of value and
but it’s not can’t be reinforced in
likely to any meaningful way
remain safe with the materials
for long if present.
the fiends spot
anyone loi- A5. Delmar’s
tering. The
main street Stables
(Area A2) is Delmar’s Stables is a
visible between clean albeit old stable
the two wagons: adjacent to the tavern.
one wagon, If any of the characters
mostly emp- have horses or other
tied, holds a few mounts, they are likely
errant turnips, stabled here. This stable
and the large cage is one large room sub-
smells vaguely like divided into smaller
a bear but is emp- areas by low walls.
ty and lacks a lock. The western side of the
Neither of the wagons has working building contains stores
wheels, as they are due to be of hay and feed, while
fixed by Clark and Able the larger eastern side
Wainwrights (Area A4). contains several stalls. A
The characters can block small door to the north
the alley and make it a bit leads into the alley (Area
safer by pushing the wagons A3), while the larger
together and, even better, by using the canvas stable doors lead to the
tarp to obscure the alley further. Moving either side yard (Area A9).
wagon requires a successful DC 14 Strength (Ath- The only attendant on
letics) check. Alternatively, a character can encourage duty is Delmar’s lazy niece, Telleve, a commoner
townspeople to shove the wagons into place with a who is currently sleeping on a hay pile. Frequently
successful DC 12 Charisma (Persuasion) check. befuddled, Telleve doesn’t understand what’s hap-
If the party is still lingering in the alley after a few pening to the city and eagerly follows anyone who
rounds and if they haven’t blocked the view of the al- seems confident or organized. Apart from any mounts
ley from the main street, a livid damned soul swarm belonging to the party, the stable currently houses
(page 197) rounds the corner from the street carrying three warhorses and two draft horses. The horses
drifting embers. It slips between the wagons to attack are agitated from the fires and chaos in the city,

59
Among the Damned
and become obviously more agitated when anyone DC 15 Strength check or a successful DC
new enters the stable. If they aren’t calmed with a 13 Dexterity (thieves’ tools) check. The shop
successful DC 11 Wisdom (Animal Handling) check, contains several ingredients for the next morn-
they panic and burst through the stable doors into the ing’s baking, two ovens, and several boxes of day-old
side yard, alerting the creatures there to trouble. pastries, but it is otherwise empty of folk or valuables.
The shop has only a single door and heavy racks that
can be used to keep it tightly shut or to provide cover
A6. Carter Guildhall in a fight. This is the best place in the area for the
party to leave the frightened refugees, particularly if
This enormous guildhall is decorated with several they can barricade them in place.
murals of horse-drawn wagons on country roads.
If the Sage (from Area A6) or especially the Herald
Soot from fires in the city has marred the murals,
(from Area A9) are with the party, they assure the
making them seem shadowy and ominous rather
than bucolic.
characters that they can keep the townspeople safe and
quiet here for the time being, so long as the characters
The murals appear both inside and outside of the drive out the dangers from the surrounding buildings.
building, and are the pride of the guild members that They encourage the party to make their way to the
meet here to arrange deliveries of cargo across the city palace to find out what’s going on, and to discover any
and beyond. The building is mostly an open area for plans to reclaim (or, in the worst case, evacuate) the
loading cargo, with a few interior offices and store- city.
rooms. All of these have been pillaged by a salaman- If the party needs to take a short rest or long rest to
der and a magmin, which are currently rampaging recuperate, the bakery is a safe place to do so.
through the building. These creatures are allies of
the fiends and delight in the opportunity to create A8. Daystar Cooper
mayhem and start fires, although they are currently
occupied in wrecking the guildhall and haven’t yet set This workshop has several large windows displaying
the building ablaze. The heroes can hear them before barrels of various sizes hanging from rafters. A sign
seeing them. They don’t pursue fleeing characters but above the door reads “Cooper. Davin Daystar, Prop.”
prefer to laugh at the general panic.
The residents of the hall have all fled or been killed, This large building is filled with several completed bar-
with the exception of a pugnacious teamster named rels and materials, and tools to make more, but its large
Tobber Cleech (use statistics for a bandit) and the windows and open layout make it a particularly poor
Sage. Tobber was meeting with the Sage to deliver place to hide out. Both of the doors to the cooper’s
several valuable books when the elementals attacked. shop are locked, requiring a successful DC 18 Strength
The Sage mentioned the creatures’ vulnerability to cold, check to force or a successful DC 16 Dexterity (thieves’
and Tobber remembered a recent shipment of sixteen tools) check to open. Breaking a window with a suc-
flasks of alchemist’s ice (a rare substance that functions cessful DC 15 Strength check or by attacking it (AC
as alchemist’s fire but deals cold damage instead of 13, 5 hp, vulnerability to slashing and thunder damage,
fire damage) in the back. When the characters arrive, immunity to poison and psychic damage) is the easiest
Tobber and the Sage are searching for the box, keeping way to gain entry. Most of the building’s interior is
out of sight of the fiends. They find the shipment at a visible from the side yard (Area A9), and the characters
dramatically appropriate moment, appearing in time to must be stealthy to avoid being spotted by the under-
help the party against the elemental creatures. fiend and its attendant ogre (see below).

A7. Heavenly Bakery A9. Side Yard


If the party heads right to the side yard at the first sign
Stick-figure angels with halos made of bread dough of the Underhell invasion, it’s empty except for some
adorn the sign above the sturdy wooden door to this churned mud and several tall posts to hang tack and
bakery.
other gear for the nearby stable (Area A5). A simple
Tucked back in the alley, Heavenly Bakery is a mod- wooden fence separates the side yard from the main
erately successful business that delivers baked goods street (Area A2).
to patrons throughout town. It’s closed at this time If the party arrives more than minutes or so into
of the evening, although the latch on the door the Underhell invasion—even if they came here
is simple and can be opened with a successful immediately, if they circled around through the alley,

60
Among the Damned
that would still take a few minutes—a flesheater lost and being killed. Townsfolk that are killed might
underfiend (page 223) and its lackey, a Phlegeth- be encountered later as void maggots, particularly if the
on-corrupted ogre (page 181), spot the posts in this PCs know any of them personally.
side yard and decide they’d make excellent racks upon Running with the Townsfolk. If the party declines
which to hang captured people. The ogre gleefully to investigate the palace and chooses to run with the
hangs several struggling townspeople from the posts, townsfolk, they go directly to Part C.
while the underfiend slices open their bellies to drain If the PCs escape, the Herald later receives a blood-
their blood and viscera onto the muddy ground. Two stained letter from the Authority, found by another
townspeople are already dead, killed by the shock, and refugee in a broken bottle below a palace window, ex-
three others hang there, not yet disemboweled but plaining what the Authority saw in the Fallen Palace
doomed to a grisly death over several painful hours after the group escapes the city.
if not rescued. One of these hanging on the pole
nearest the cooper’s shop (Area A8) is the Herald, a
government agent that the PCs should recognize. The Part B: Fallen Palace
Herald is particularly grateful if rescued and eager
to help the PCs, despite being unarmed and injured After the townspeople around the tavern are secure, the
(with only 10 hit points currently). The Herald knows characters should make their way to the palace to find
that there is a watch house not far that might be safe out what’s going on; the Herald and the Sage both rec-
and that is rumored to include some sort of secret ommend this course of action. The most direct route
escape route, but that it’s locked and the only keys are leads to the palace’s western wing. The party should
with the captain of the guard in the palace. strive to be quick and quiet, avoiding direct engage-
The monstrous pair resents anyone intruding on ments with the invaders. The Sage asks to accompany
their task and attacks immediately; the creatures do the party and mostly observes from hiding, gives
not pursue fleeing characters. If injured, the under- advice, and uses magic to help when possible.
fiend uses its Feast on the Fallen on the corpses here
or upon the ogre, if it is slain. Sneaking Through the City
As the party sneaks through the city toward the
Conclusion palace, they catch sight of fiendish forces entrenching
The party must determine their next move: either their position. Many buildings have crumbled, to be
head to the source of the chaos in the palace or flee replaced with massive structures of iron and bleed-
the city immediately. They must also decide what to ing flesh. Entire city blocks are on fire, although the
do with any townsfolk they have saved so far. fiends don’t seem concerned by the flames. Several
Hiding the Townsfolk. If the party tries to hide townspeople are jammed into great iron cages, their
townsfolk before leaving, they can use a successful DC fiendish slave-takers whipping them mercilessly. In
15 Intelligence check to disguise the building as burned- each of these cases, the fiends are plainly too numer-
out, bloody from already being massacred, empty, ous for the characters to intervene. Remember also
or otherwise unworthy of fiendish attention with 10 that fiends farther than 90 feet away from the charac-
minutes of work. Artisan’s tools might be appropriate for ter(s) bearing the Sanguine Ward appear as a jumble
making such camouflage, at the GM’s discretion. of terrifying shapes rather than as definitive creatures
Sending the Townsfolk Away. If the townsfolk are with clear powers and numbers.
sent to run ahead of the party, they have a good chance Sneaking to the proximity of the palace takes
of getting away, but some will likely die and the party approximately 10 minutes, depending on the size of
will have a hard time ever knowing what happened the city. While the party sneaks through the city, they
to them. The heroes might see some of them again should make a DC 11 group Dexterity (Stealth) check.
after escaping the city. If they send the townsfolk The Sage succeeds on this check if they are present.
through the sewers, they evade notice by the fiends On a successful group check (at least half succeed),
and all survive. If sent via the main roads, half of the the PCs make it to the palace without being spot-
townsfolk are slain. If sent via back alleys, some get ted. If every character succeeds on the check, they
lost and are slain, but most escape. A character with a are quiet enough to overhear fiends discussing their
background involving crime or this city in particular or orders. A shining gryllus gloats to broken maggots
who succeeds at a DC 13 Intelligence (Investigation) or that the city will soon be a defensible beachhead from
Wisdom (Survival) check can recommend a route that which to conquer more of the mortal world, and the
prevents any townsfolk sent via back alleys from getting Doomgate will be safe from counterattacks.

61
Among the Damned
If the group check fails (fewer than half succeed), The west hall of the palace once allowed dignitar-
it is spotted by a patrol of one shining gryllus (page ies and diplomats to be greeted in style. The room
217) and four broken maggots (page 205) upon is now a shambles, its fancy furniture smashed and
rounding a corner. The fiends fight to the death but, ornaments scorched and melted. The north side
fortunately, their cries don’t draw the attention of any of the hall has collapsed, completely blocking the
other fiends so long as the characters hurry on their doors that once exited in that direction. The only
way after the fight. If any characters succeed on the exit is a marble door leading south. The east side
Dexterity (Stealth) check, then all other creatures are of the room, which opened directly into the main
surprised for the first round of combat, allowing those palace chambers, hides behind a floor-to-ceiling
opaque curtain of fire that spits drops of sizzling
stealthy characters to act first.
blood.

View of the Palace The curtain of fire and blood in this room is impass-
able, as it was created by the Archlord to shield the
A hill, bridge, elevated green, grand avenue, or tall
central rooms of the palace. Every 1d4 hours, the
building should give the heroes a view of the palace
curtain spits out a roaring jet of flame as the flame
when they are very close to it. They can see that it is
geyser hazard (page 126), except the roaring pillar
specked with flames and that angry red patches of
is horizontal rather than vertical. The first jet occurs
strange flesh and metal appear to be growing out from
1d4 minutes after the party first enters this room.
it, bulging and shifting every minute or two.
In addition, the curtain of flame automatically deals
damage to any creature attempting to pass through it,
B1. West Hall as though such creatures were caught in the path of
The ornate stone doors to the palace’s opulent west the flame geyser, and such creatures are pushed back
hall hang open; one of the doors sits askew and won’t into the room.
close properly. Once the characters are inside, read or The door to the south leads to a short hall blocked
paraphrase the following: by rubble and containing the door to the reception
room (Area 2).

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Among the Damned
Treasure. The ornamentation here, though useless relics of the government in order to have some-
scorched, is still fine, and six gold medallions worth thing to do. The Authority’s actions may or may not be
60 gp can be easily pulled from the walls. at all useful in dealing with the invasion.The Authority
asks the characters whether anywhere in the city is safe.
The only place with a view to properly gauge the state
B2. Reception Room of the city in this part of the palace is the guardroom.
Upon hearing the party’s experiences, the Authority
This stately reception room is littered with chunks of concludes that the city center, if not the whole city, is
stone from a collapse in the southwestern corner. Its
lost and that retreat is the best option. They know of a
small tables, stools, and sideboards are coated with
watch station that is very defensible and near the edge
a fine layer of grayish dust.
of the city, connected to an escape route through the
The Authority is the only person currently in the tunnels. However, the door to the watch station will be
room. They are frantically searching through the magically locked. The Authority knows that the captain
sideboards and stuffing a knapsack with royal seals, of the guard had the key and was waiting in the nearby
records, and papers stored here. The Authority knows guardroom. The captain might still be there—or if not
that the rest of the Palace is lost, and wants to pre- the captain, perhaps the key.
serve as many of the accoutrements of state as possible The Authority knows that at least two inhuman
before departing the palace. Unfortunately, they don’t creatures are in the nearby kitchen (Area B4), but
know how best to leave: after a quick look into the it’s the only way to the guardroom since the hall is
west hall (Area 1), they were nearly roasted by the blocked. The Authority wants to accompany the party
flame geyser and believe that exit isn’t safe. They don’t to the watch station, understanding that sticking with
realize that the flame geyser only erupts sporadically. them offers their best chance of survival. The Au-
They know there are fiends in the nearby kitchen thority helps out as much as possible without directly
(Area B4) and can’t leave that way. They are relieved entering the fray. Later, the Authority and the gov-
at the characters’ arrival and provide the party a quick ernment icons they carry can help the heroes appear
overview of how the place was lost. as legitimate leaders to other refugees. In addition,
The Authority was in a meeting in the throne room once partly relieved of their trauma, the Authority is
with the region’s ruler, other significant heads of state, a reliable person to delegate management activities to
and other authority figures in your campaign (such as when the heroes are ready to organize, rebuild, and
high priests, generals, and so on). The group had con- fight back.
vened in confidence to discuss non-specific but dire Treasure. The Authority carries a potion of greater
prophecies of some impending, widespread cataclysm. healing and a potion of healing, which were gifts from
During the meeting, the ruler asked the Authority visiting dignitaries that were going to be passed on to
to fetch the captain of the guard, who was waiting in the captain of the guard. The Authority offers them to
the guardroom (Area B6); thus, they had just left the anyone who looks injured.
throne room, escaping its cataclysmic destruction by
mere heartbeats. B3. Serving Hall
The Authority tells, with hollow-eyed horror, about
how they looked back to see all of the dignitaries con- This short hall is lined with narrow shelves, decanters
sumed by hellfire, their bodies warped and twisted to of water, and bottles of wine. The room connects the
create a tear in space and an arch of stone, bone, and reception room (Area B2) and the west kitchen (Area
flesh through which legions of armed fiends rushed. B4). Servers providing food to dignitaries in the con-
The Authority can describe the greatest of these ference room would arrange meals here. The glutton-
fiends, which you should describe as the Archlord you ous gorging of the grylluses in the kitchen is plain to
have selected for your Planet Apocalypse campaign. anyone that takes a moment to stop and listen.
(Baphomet is suitable for the Phlegethon legion and
among the easiest to defeat.) The Authority never B4. West Kitchen
made it to the guardroom to find the captain, but
acted immediately to preserve as much of the govern- This kitchen is a disaster. Food has been pulled off
ment’s papers and artifacts as possible; they have been shelves onto counters, where it congeals in a gelat-
in this room ever since. inous mass. The utensils are scattered across the
A DC 12 Wisdom (Insight) check reveals that The floor amid a slurry made from flour, broken bottles
Authority is deeply traumatized by the experience of wine, and pungent spices. Doors lead out to the
and is going through the motions of collecting mostly north, west, and south.

63
Among the Damned
64
Among the Damned
A shining gryllus (page 217) considers itself to be powerful fourth-circle fiend such as the hell hound
the exquisite gourmand of the unsavory mess here. It alpha (page 245). The terrible cacophony means that
is served by two simpering maggots (page 209), that heroes can easily leave without being noticed, and any
are objectively terrible chefs but are trying desperately accompanying NPCs urgently insist upon this course
to keep the gryllus happy with increasingly varied of action. Even catching sight of the Doomgate forces
mixtures, such as plum sauce with spicy peppers, salt- a character to succeed on a DC 17 Wisdom saving
and-cream custards, and loaves of bread jammed with throw or become frightened of the Doomgate until
lard. The gryllus is more interested in quantity than they can no longer see the Doomgate. The players
quality, and is messily wolfing down whatever horrid should understand that their characters don’t stand
amalgamations the maggots create for it. Appalled at a chance of even reaching the Doomgate, much less
being interrupted in its “delectable repast,” the gryllus affecting it, at this time.
attacks, sending the maggots into melee with the most
dangerous-looking opponent. The creatures don’t
pursue fleeing characters, and combat doesn’t draw
B6. Guardroom
attention from other rooms. No mere bunkroom or guard post, the western
The north door leads into the serving hall (Area guardroom of the palace is where the elite members
B3), while the other doors both lead into the portrait of the palace guard plan schedules, organize security,
hall (Area B5). and store their most impressive armaments. The room
Treasure. A steel strongbox on a high shelf contains resembles an office, containing a number of desks
a bag of beans that the fiends haven’t yet discovered. on the west side of the room near weapon racks and
armor stands. Although the room was plainly once
quite orderly, the desks are askew and badly scorched,
B5. Portrait Hall and corpses of eight uniformed humans hang from
This opulent hall is adorned with paintings of past the vaulted rafters with thick twine. One of these
rulers and dignitaries, each with a brass plaque listing corpses was the captain of the city watch; the other
their names and accomplishments. The influence of seven were members of the palace guard.
the Underhell is strong here, however, and each of the The slaughter here was not without cost to the forc-
portraits shows the figure being tortured by fiends in es of the Archlord: the guards managed to defeat one
a fiery hellscape. The accomplishments listed on the of the two underfiends before being overwhelmed.
plaques writhe and squirm when read, shifting into The dead underfiend dissipated entirely, while the
listings of gruesome agonies instead. The doors in this survivor hung up the vanquished guards and moved
hall lead to the guardroom (Area B6) and the kitchen on elsewhere. The hanging corpses animate as eight
(Area B4). broken maggots (page 205) as soon as any living
This portraits’ evil transformations are stronger to creatures enter the room, writhing and struggling
the east, where the figures noticeably wail in their to break free. Each uses an action to snap its twine,
frames and their running blood drips out of the landing on its feet, then moves freely. The maggots all
frames and down the walls. If the party continues to fight until destroyed, pursuing creatures that flee from
the east, the hall opens into the vast central area of this room if necessary. Combat doesn’t draw attention
the palace. The throne room is warped and elongated, from other rooms.
appearing far too large to fit within even the impres- The corner of the guardroom has a spiral stair to
sive dimensions of the palace. a high window that reveals a sweeping view of the
At the heart of the throne room stands the city and nearby areas, meant for noting fires and for
Doomgate: a massive rent in reality leading to the tracking the movements of armies in times of war.
Underhell, resembling a high arch made of stone, The city is plainly burning and broken, with waves of
bone, and pulsating flesh. The opening is flanked maggots visibly spreading outward from here toward
by glowering skeletal figures. A corpse’s face or crest the fringes of the city. Far off, a cacodaemon, briefly
emerging from the Doomgate’s pillars should feel visible as a monstrous disembodied head, floats down
horribly familiar to the character with the Sanguine a narrow street barely wide enough for its bulk and
Ward, even if they do not know the nature of the San- spits a fireball to incinerate a clump of guards. This is
guine Ward yet. This is the individual that has given also a good time for the heroes to catch a glimpse of
them the ward. This is the Doomgate. the Archlord the Authority described in its horrific
Several fiends cavort in and around the Doomgate, majesty as it subjugates the far side of the city in
including underfiends paying obeisance to a cack- spectacular fashion. None of the fiends can be clearly
ling cacodaemon (page 231) and an enormous and seen for more than a few seconds at a time due

65
Among the Damned
to their Hard to See trait. The view also reveals that From the Palace
dangerous as their trek here was, it is plainly the least- With the information from the Authority, the
burned and least-mutated area close to the palace. characters now know that the palace has been overrun
Treasure. The maggot that was once captain of the and safe places in the city are few and far between,
city watch, distinguishable by his showier uniform, so fleeing the city entirely is the best bet. This will
bears a magical key (to the city watch stations) called be a dangerous run, as the main roads are crowded
the watchmaster’s badge. In addition to its use in Part with fiends and fleeing refugees. However, the Herald
C, the bearer of the watchmaster’s badge can use an believes—correctly—that an underground entrance
action to cast the knock spell with it. Once used in beneath the watch station leads out of the city.
this way, the watchmaster’s key can’t be used to cast Because the fiends expect all resistance
knock until the following dawn. to come from the outer edges of the
In addition, the weapon racks in city, sneaking back to the Heavenly
the room feature a looted display Bakery (Area A7) is easier than
case with a satin pillow, the heading to the Palace was. The
glass of which has been group Dexterity (Stealth)
smashed. On the floor check to avoid fiends
below is a +1 weapon now is DC 8.
of a sort suitable Collecting the Hid-
to a hero’s ing Townsfolk. If the
fighting party left the towns-
style (or folk in hiding while they
a +1 glaive went to the Palace,
if no obvious collecting the them
choice presents is on the way to the
itself ). On an watch station. If no
elevated armor effort was made to
stand is a suit of conceal the hiding
mithral breastplate place, the group
armor. has drawn the
attention of
Part C: a fiendish
patrol unless
Retreat they arranged
a clever way
Part C begins a little of keeping
differently depending on fiends from
whether the heroes are investigating
fleeing directly from the the hiding
tavern neighborhood (Part spot. If the
A) or coming from the palace (Part B). Throughout group was dis-
the retreat, any NPCs with the party rush ahead when covered, a bossy leering gryllus
trouble arises, all the while urging characters not to (page 215) directing three broken maggots (page
stand and fight. Most fiends aren’t fast enough to keep 205) to check storefronts and alleys barks down
up with a group that keeps moving, especially with all the door just as the party comes within view of the
the rubble and buildings around to provide cover. scene. Any hero who succeeds on a DC 10 Dexterity
(Stealth) check can approach to within 30 feet before
From the Tavern Neighborhood the fiends notice them, but this gives the fiends time
As the party leaves the epicenter of the fiendish inva- to enter the shop (where they can find cover) and kill
sion, they find the fiends’ lines have pinched in from one of the townsfolk, whose horrified screams echo
both sides ahead of them. The Herald urges them on- down the street.
ward to the watch station and out of the city, and not
to engage the overwhelming forces if they can escape. The Rear Lines
Humanoids flee before the nauseatingly hard-to-see

66
Among the Damned
maggots, grylluses, and underfiends in the distance ✼ C reate a distraction to slip by: DC 12 Charisma
along every major street. Fiends break, burn, and (Deception) check
smash objects and parts of buildings. They bend any ✼ Evade: DC 12 Dexterity (Acrobatics) check
metal they can find into cages and shackles. Animals
✼ Follow behind another creature: DC 12 Dexterity
run in a panic, as do scattered mobs of people. Some
(Stealth) check
mortals collapse in horror and exhaustion, only to be
crushed or shackled or caged. Rather than ✼ Push through the crowd or
beginning combat, this chaos is best go over rubble slowing other
handled in an abstract fashion. creatures: DC 12 Strength
The heroes cannot win, just sur- (Athletics) check
vive and escape. They might ✼ Ride around and over
try to sneak slowly through creatures: DC 12
back alleys or rush straight Wisdom (Animal Han-
through. dling) or using a vehicle
Sneaking. PCs who ✼ Scare or trick fiends
attempt to sneak through into targeting
can avoid detection someone else: DC 12
with a successful DC Charisma (Deception
13 group Dexterity or Intimidation)
(Stealth) check. Half check
of any accompanying
NPCs succeed on their ✼ Utter litanies
checks. If detected, that discourage
the party encounters a fiends: DC 12
bonestrike underfiend Intelligence
(page 221) and a bro- (Arcana or Reli-
ken maggot (page 205) gion) check
emerging from a nearby Each time the
building, who fight to the group fails on a
death but can’t keep up with check, one mem-
heroes who flee. ber of the group
Going Through. Nav- (your choice, as
igating the panicking makes sense for
people and lunging fiends their tactics) is
requires a series of DC targeted momen-
12 group ability checks. tarily by a fiend.
Unlike most group If the group has
checks, each member townsfolk along,
of the group can generally the fiend
make a different attacks one of the
check. The check townsfolk. The at-
required depends tack is not the be-
on the tactic the ginning of combat;
character uses. To instead, the fiend
make it through, the targets the fleeing
group must succeed on three creature in a manner
group checks. Half of any accompa- similar to an opportunity
nying NPCs succeed on their checks. The group can attack but does not pursue the target, as other tasks
turn back at any time, at which point they find their distract them. The attacks become more serious for
way back to the tavern and bakery, which have gone each check at least half of the group failed: first a slam
eerily quiet. For each hero beyond half that succeeds, by a wailing maggot (+3 to hit, 2d6 + 1 bludgeoning
one fleeing refugee can be pulled from harm’s way as damage), then a bark by a preening gryllus (+4 to hit,
they go. Reward PCs who think of other clever ways 4d6 thunder damage), then a kick by a bonestrike
to navigate the situation. underfiend (+6 to hit, 2d6 + 3 bludgeoning

67
Among the Damned
damage), then the target is caught in the edge of a reach the watch station quickly and find
rampant cacodaemon’s fireball (save DC 15 for half, the last guard inside, a dwarf named Rudia
8d6 fire damage). If the group fails a fifth or subse- Thunderblade, bleeding out in a daze amongst
quent time, alternate between an underfiend kick and a mass of guard corpses. If someone knocks on the
a fireball just catching one character. You can also have door, she mumbles the password and it opens, but
townspeople die automatically without rolling. then dies within 1 round unless stabilized. Still caught
On the third success, the group gets ahead of the in the lingering confusion effects of Underhell magic,
fiends just in time to encounter the Parting Shot she perceives the corpses as fiends, rather than her
below. companions; she doesn’t know why the barracks was
filled with fiends, but she managed to take them all
down with her. She is horrified if she learns she was
Parting Shot tricked into killing her fellows, but quickly resolves to
As the party gets ahead of the fiendish lines and reach- get revenge. (Most of the guard were affected by this
es streams of screaming refugees, they hear a whistling confusion effect and attacked each other; Rudia did
sound overhead, growing louder as the seconds pass. not necessarily kill each and every one of her compan-
A flying boulder plated with metal and wriggling flesh ions.)
soars from near the Palace to strike a nearby building,
toppling it partially upon the heroes. Each creature
in a 30-foot square area under the falling wall (which C1. Watch Station Main Floor
catches the forward-most of the group) must make a The stone door of the watch station is shut tight,
DC 15 Dexterity saving throw. On a successful save, magically locked with arcane lock, and cannot be easily
the creature can use its reaction to move up to its opened from the outside without magic or through
speed to get out of the way. On a failed save or if the destroying the door. A spell or effect that detects the
character cannot escape the affected area in a single presence of magic, such as detect magic, reveals an aura
move, the creature takes 2d6 bludgeoning damage and of abjuration magic on the door. The watchmaster’s key
is restrained until another creature uses an action to opens the door easily; otherwise, a successful DC 26
succeed on a DC 15 Strength (Athletics) check. The Dexterity (thieves’ tools) check is required to pick the
rubble is difficult terrain. Each round that the group lock or a successful DC 28 Strength check is required
has not all gotten past the rubble, a broken mag- to break it down (these numbers include the +10 for
got (page 205) stumbles out of the rubble to attack, the arcane lock spell).
preferring a trapped target. No matter how effective
the PCs are in combat, broken maggots keep coming This large stone room has several benches with rings
until the PCs either perish or flee. for manacles, a few desks and bookshelves, and two
large empty cells at the rear. A stone staircase leads
upwards. The room’s only entrance is the stone door
Outside the Watch Station to the street while several small barred windows
When the party reaches the watch station, read or to admit light. The corpses of several members of
the city watch litter the room, each with a weapon
paraphrase the following.
gripped in their lifeless hands.
Solid and blocky, the two-story watch station stands
near the city wall. A wide plaza with three empty This room stinks of death. A cacodaemon’s confusion
stocks stands near the watch station’s stone door; spell caused all the watch members stationed here to
one of the stocks is badly stained with fresh blood. see each other as fiends, so they attacked one another
The building’s only windows are small, barred open- with furious abandon until they had all killed each
ings less than a foot square. other. The watch station’s main floor is littered with
corpses of these city watch members. Discovering
The watch station has a large, jagged hole in its roof, what happened to the bodies requires a successful DC
but as the roof is flat and isn’t visible from the ground 12 Wisdom (Medicine) or Intelligence (Investigation)
level, the characters are unlikely to realize the watch check.
station has already been breached. Unless the PCs When the townspeople realize that the watch
arrive here particularly quickly (see below), all the station isn’t nearly as safe as expected—either because
guard inside are dead, having murdered each other in the characters discover the evidence of fiendish magic
the grip of Underhell magic. or the hole in the barracks roof—they ask the party
After a Hasty Retreat. If the heroes fled imme- to escort them out of the city. If the safest place in the
diately rather than heading to the palace, they city isn’t safe any longer, it’s time to leave.

68
Among the Damned
The stairs lead up to the watch station barracks should be enough time for the party to flee the watch
(Area C2); the staircase also contains a sealed entrance station; staying put is clearly untenable.
to the sewers (Area C3). The Herald knows where
the entrance is and that it leads through the sewers The Secret Passage
to an exit outside the city. Otherwise, identifying this The secret entrance from the watch station staircase
seam in the wall as an exit requires a successful DC 15 leads hundreds of feet through twisting passages.
Wisdom (Perception) or Intelligence (Investigation) Most paths are bricked up, leaving one route almost
check. Alternatively, investigating the watch members’ straight toward the city edge through a dry former
notes identifies it, as they all knew of the secret escape sewer that ends at stairs down into the current city
route but didn’t have the opportunity to use it. If the sewers. Assuming the PCs seal the entrance above
PCs arrived quickly enough to save Rudia, she can them, this dry stair can be used to take a short or long
point it out and suggest using it. rest undisturbed.
Drawing Attention. If anyone on the main floor
is particularly noisy—and any group of more than a
dozen people is bound to be noisy unless they take C3. Sewers
great pains to stay quiet—the fiends in the barracks At the bottom of the stairs, offal running down a
above come down the stairs to attack. A character can channel in the middle of the sewer tunnels is mal-
get the group’s attention silently with a successful DC odorous and can expose anyone immersed in it to the
15 Charisma (Persuasion) or Dexterity (Sleight of sewer plague disease. Luckily, there are sufficient dry
Hand) check. ledges on either side of the channel of filth to avoid
Treasure. If the party took the time to go to stepping in it. The effects of the Underhell invasion
the palace, the last of the dead watch members to taint even these sewer passages, causing the filth in the
succumb was a rugged dwarf woman named Rudia central channel to occasionally lurch as though alive,
Thunderblade who still wears her half plate armor, and creating infestations of blind, wriggling parasites
which is intact. She scrawled a final message on the in corpses that float in the sewage.
floor in her own blood: “The gaping maw won’t stop Although the sewer tunnels sprawl under much of
laughing...” the city, by the time the party arrives here, the PCs
are likely seeking the shortest path to leave the city.
C2. Watch Station Barracks The sewer outflow is only a few hundred feet from
the watch station entrance, but the passages twist and
wind through the lair of two otyughs. One is injured
This low-ceilinged stone room contains rows of bunk
and has only 54 hit points remaining, reducing its
beds and metal footlockers. A few curtains provide a
modicum of privacy. A pile of rubble in the middle of
challenge rating to 3 (700 XP). Although not im-
the room lies beneath a large hole in the roof. mediately violent, the otyughs attack creatures who
attempt to pass through their lair without calming
After the fiends poisoned the members of the watch, them with a successful DC 12 Charisma (Persuasion)
they still couldn’t easily gain entrance to the watch check or other quick thinking. A character who the
station. Assuming there would be an entrance on the otyughs can’t understand has disadvantage on the
roof, a cackling cacodaemon (now gone) flew to the ability check. Healing the injured otyugh instantly
watch station’s roof, carrying two leering grylluses makes them trust the characters. They don’t pursue
(page 215). When they didn’t find an entrance, they characters who flee around a corner beyond the lair.
simply blasted their way in, creating the gaping hole The sewer opening to the outflow sump (Area C4)
in the ceiling. The cacodaemon flew off afterward, is protected by a rusted iron grate with bars only a few
but the grylluses remain. One of the fiends casually inches apart. Though locked, the grate is old and the
searches through the footlockers for anything of inter- lock is simple. Picking the lock requires a successful
est and checks to make sure no one is hiding among DC 12 Dexterity (thieves’ tools) check, and forcing
the bunks. The other gryllus shouts advice from up the grate open requires a successful DC 14 Strength
top since it can’t safely hop down. The fiends attack check. Though these checks can be retried, failing ei-
anyone they realize is present in the watch station, ther check causes enough noise to alert the skincloak
either here in the barracks or on the main floor below. underfiend in the outflow sump (see below), and it
The gryllus on the roof has half cover from anyone uses its flesh facade ability to disguise itself as a beggar
below the roof. As soon as the gryllus on the ground to trick the characters when they arrive.
is defeated, the gryllus on the roof flees, shrieking
for aid. It doesn’t return for several minutes, but this

69
Among the Damned
70
Among the Damned
C4. Outflow Sump
A moist drainage bog sprawls outside the city walls,
sheltered by twisted trees. The stone sewer opening
deposits constant rivulets of filthy water. Flames
dance in the air above the city, visible into the dis-
tance, and no part of the city seems untouched by
the fiendish invasion.

The water here is deep enough to be difficult terrain


and is heavily obscured by scum, giving Medium hu-
manoids a significant mobility advantage over fiends.
A skincloak underfiend (page 225) is currently
investigating the outflow sump, looking for useful
corpses it can use as disguises at a later time. As soon
as it realizes that a group is escaping the city through
the sewers, it investigates and attempts to carry off
hurt or weak looking townsfolk if any are around.
If no such victims seem likely, it simply attacks. The
underfiend shrieks for aid against the escapees when
it loses half its hit points but, fortunately for the
refugees, the only nearby creatures are three howling
maggots (page 207), which arrive in 5 rounds. They
quickly give up chasing any fleeing characters once
they make it to the trees at the edge of the pond 60
feet from the outflow, unless such characters attack
them at range.

Conclusion
As soon as the party is free of the city, they quickly
escape the area initially claimed by the fiends (and, if
you used the rules for the Archlord’s Shadow, they es-
cape the effects of the Shadow as well). Although the
countryside isn’t safe—rumors of fiendish invasions
run rampant, and fiends and corrupted creatures have
begun to plague the lands around the city—the player
characters have earned a brief respite and have the
chance to decide what to do with any townspeople
they’ve saved.

71
Among the Damned
To Slay Leviathan
The fiends of the Underhell command titanic engines
of destruction, and the largest is Leviathan: an Adapting This Adventure
artificially designed crocodilian beast the size of a
mountain. The Leviathan is so large that legions of This adventure works best when it incorporates NPCs
fiends—and, indeed, entire buildings—rest atop its and places that the party has encountered before and
back as it travels. But Leviathan is no mere transport; likes or respects. NPCs that the player characters have
it is a hateful and destructive beast that crushes cities, met before should appear at multiple points in this
levels hills, and demolishes armies. adventure, so you should review NPCs they have met
As some of the most powerful heroes opposing the and consider how they might fit into the roles here.
Underhell invasion, the characters must find a way to To Slay Leviathan includes one key NPC and two
stop this titanic beast. The characters must discover key locations that you should pull from your players’
the beast’s power source: inside it, below the ominous experience of your setting prior to the invasion. They
cathedral on its back. Fighting their way through the are listed below. Although the other NPCs in this
cathedral, the characters discover a route through Le- adventure are less important to the plot, you are en-
viathan’s heart to its brain, as well as the ritual needed couraged to replace as many of them as you like with
to kill it. Baphomet, the Archlord behind the invasion suitable NPCs from your previous adventures.
who directs Leviathan’s rampage, sends an avatar of The Wise One. This character is a vulnerable but
Chthon to stop the characters as they attempt to enact insightful person that other NPCs worry about. Their
the ritual. primary role is to be a way for the players to learn how
to stop Leviathan, not to participate in combat. Some
time ago, fiends captured the Wise One in hopes of
using this person as leverage. Suitable characters for
this role might be a young royal heir; an elderly lord

72
To Slay Leviathan
or lady; or a beloved cultural icon such as a play-
wright or actor, or an influential sage. If the heroes
Scaling This Adventure failed to protect a key NPC in Among the Damned
If you run this adventure soon after Among the or subsequent adventures, that character can serve
Damned or when the party is at a lower level, this role and give the characters a chance to redeem
beginning with Part 1 provides a good way for themselves to boot.
the
players to gain more experience before facing If you have no suitable NPC, use Lord Khelber
to
Archlord avatar. To Slay Leviathan is intended Hollis, the leader of the city demolished by Leviathan
four
begin with the Early Introduction for a party of (lawful good human noble). He is just and kind, but
, or
7th-level characters, five 6th-level characters as a human in his eighth decade, he is quite frail.
six 5th-level characters. They should gain a level Two Cities. The setting of this adventure is the
in each part of this adventure. back of Leviathan as it crawls across mountaintops
2
If the party is higher level, skip directly to Part between two cities, one destroyed recently and one it
and use the Late Introduction. To Slay Leviathan
will soon reach. These should be cities your players
n for have visited or at least heard of before, and the city
is intended to begin with the Late Introductio
Leviathan is approaching should be one in which they
a party of roughly four 8th-level characters, five
. have a personal investment. The destroyed city might
7th-level characters, or six 6th-level characters
g also be one they cared about, but less so than the en-
They should gain at least one level before facin
dangered city; if they care about it more, its previous
the Archlord’s avatar. destruction might lead them to frustrated despair
From either starting point, the party should rather than a drive to fight.
reach 10th level (or 9th or 8th level, for larger Mountains aren’t necessary in the space between
r
groups) by the time they confront Chthon’s avata the cities, but it’s best if Leviathan can plausibly pass
at the adventure’s conclusion. by cliffs (such as on a rough coast), dense forest can-
This adventure assumes that at least one of the opies built upon by elves, or other high places with
on
characters has the Sanguine Ward as described structures, in order both to give the PCs a panoramic
page 118-19, or that you are playing without the
view and means of getting on top of Leviathan. Levi-
n,
special fiendish Underhell fiend traits (Corruptio athan’s sheer size and destructive wake should instill
Distant Evil, Hard to See, Murky Divinations, a sense of massive threat; even buildings that have
on
Sickening Appearance, and Timeless Nature) partly survived its attacks are utterly devastated. The
s
page 201-2. If you choose to provide the fiend Scattered Tower and Skypeak Observatory (below)
with the Underhell traits and no character has should be adjusted in description to reflect places
the Sanguine Ward, the party should consist of from your setting. For example, if Leviathan crushed
characters of the next higher level. through a dense forest, these might have been elven
To scale up the difficulty of this adventure structures of strong magical wood (rather than
by a level or two, you can generally replace one stone) that Leviathan knocked off of treetops.
fiend in each combat with the next higher type
of the same fiend (such as replacing bonestrike
As a Stand-Alone
underfiends with flesheater underfiends) or add You can run this adventure outside a wider Planet
one or two wailing maggots to encounters with Apocalypse campaign. Simply frame Leviathan as the
multiple foes. To scale up the difficulty by a few spearhead of a smaller-scale fiendish invasion that
r
levels, replace two fiends with the next highe has struck but one city, and the heroes are simply
type or one fiend with a type two steps highe r the only characters suited to intercept it that are
(such as one bonestrike underfiend replaced
close enough.
with one skincloak underfiend), or else add one
simpering maggot per level you wish to increase
the difficulty. Replacing the Archlords involved
Part 1: On the Back of
with mightier ones also increases the challenge; the Beast
you might want to change the legions here to
in
better reflect their personality and strategies Encounters on Leviathan’s back outside the San-
that case. guinary Cathedral are less challenging than those
elsewhere, making them more appropriate for low-
er-level characters. This is a place unimportant

73
To Slay Leviathan
to most of the fiends and the invasion’s logistics, as it
presents relatively little risk to Leviathan or its mis-
sion. Characters can come here from the Cathedral if
they wish to seek out all possible avenues against the
fiends, but it is an unnecessary risk for little benefit
once they are at the Cathedral.

Early Introduction
The characters are summoned to a mountain range
separating two large cities; use any two applicable
cities in your setting. Leviathan tore through an
opening from the Underhell and destroyed one
of the cities, crushing entire blocks beneath its
bulk. Hundreds of fiends assaulted the land from
Leviathan’s back. After the devastation, Leviathan
began crawling quickly across the countryside and
over the mountains. Although Leviathan diverts its
path to crush the occasional fortress, outpost, or
shrine, its destination is clear: it is headed toward
the city across the mountains, and it will reach it in
a matter of days.
Either the Herald (see Among the Damned) or
representatives from Leviathan’s next target have
enlisted the characters to find a way to stop the
beast, preferably permanently. They know little about
Leviathan, other than the fact that several fiends ride
atop it and a few buildings adorn its head and broad
back, the largest of which is a soaring cathedral of
sorts. The most important structure seems to be
an immense throne at the crown of Leviathan’s
head; if some way to defeat the creature exists,
it seems most likely to be at this throne. The
NPCs are well-intentioned, but wrong;
Baphomet (or another Archlord you have
chosen to use) has set the throne as a trap,
and the beast’s true weakness is its heart,
which lies beneath the cathedral.
Further, neither the characters nor
their patrons understand the power
struggles occurring atop Leviathan. The
mighty beast is under the control of the
Archlord Baphomet, who controls fiends
of the Cocytus legion, at least for now.
But Cocytus fiends are prone to extrava-
gant displays of vengeance and infighting.
The characters’ best hope to survive and
reach Leviathan’s heart is to set these vying
factions against one another.
When this adventure begins, the characters
have gathered at the top of a high cliff in the
mountains or other high point near Leviathan’s
path. Ideally, when the beast travels past, the

74
To Slay Leviathan
characters can simply leap onto Leviathan’s head, each character a potion of jumping, a frothy blue liquid
storm the throne, and stop the monster’s rampage. that imparts the effects of the jump spell for 1 hour.
From their clifftop vantage point, the characters can Leviathan’s head indeed passes within 30 feet of the
see Leviathan’s approach. cliff, although it is 20 feet lower than the cliff’s edge.
Read or paraphrase the following to get the adven- A character with a Strength of at least 10 automatical-
ture underway. ly clears the distance with a running jump, but takes
7 (2d6) bludgeoning damage from the fall, as normal;
The immense monster crawls its way through the weaker characters must succeed on a DC 10 Strength
mountains like a titanic horned lizard, its claws (Athletics) check or land on bony spikes 30 feet
digging canyons in the earth and the bulk of its body below the crown of the beast’s head, taking 17 (5d6)
carelessly leveling hills. Entire buildings sit atop the
bludgeoning damage and 7 (2d6) piercing damage.
beast’s swaying back, writhing with armies of fiends.
Further, such characters must climb 30 feet up the
The largest of these buildings is an ominous cathe-
beast’s head. Heroes as experienced as the characters
dral made of pale stone veined with red, making it
resemble a mass of bloody flesh, while the grand-
might have other ways to clear this distance, such as
est structure is a mighty, stepped throne atop the by flying or teleporting.
beast’s head, situated between two curving horns Once the characters are atop the crown of Levia-
each a mile in length. The throne’s occupant, a red- than’s head, they can make their way to the throne
skinned humanoid the size of a cottage, is com- between Leviathan’s horns. The throne looks over a
paratively small on the gigantic throne. The seated field of bumpy scales and large ridges. It is a massive
figure is wrapped in blackened armor and bears a structure of pale stone and metal, adorned with a fan
metal helm with curving horns just like the immense of bone spikes. Sixteen steps, each sized for a giant,
monster it rides. ascend to the throne.
Wind whips the edge of the rocky cliff as the beast When the characters get closer, they can see
strides inexorably closer. The edge of the monster’s that the immense figure seated upon the throne is
head will pass just beneath the cliff—close enough wrapped in chains and wearing a large closed-faced
for a simple jump—in mere minutes. helmet. This is Gurgar (a fire giant), a prisoner of
the fiends and bait for their trap. Gurgar is chained
Atop A Moving to the throne and can’t see anything with the helmet
on his head. The throne’s magic keeps Gurgar alive,
Mountain and as long as he’s chained to it and has at least 1 hit
point, he regains 10 hit points each turn. Driven mad
with pain and terror, the giant attacks anyone who
Leviathan’s movements cause its neck and back to
approaches, though he can be talked down with a DC
sway as it lumbers across the land, making the ground
12 Charisma (Persuasion) check; if the PCs make it
heave under the heroes. In combat, this happens on
clear they intend to free him, they make this check
initiative count 20 (losing all ties) 1d4 rounds after
with advantage.
combat begins. The ground becomes difficult terrain
As soon as the characters approach the throne, the
until initiative count 20 on the following round and
fiends spring their trap. The steps of the throne rotate
characters standing on the ground must succeed on
outward. Half of these steps shoot gouts of fire in all
a DC 10 Dexterity (Acrobatics) check or fall prone.
directions; all creatures within 100 feet of the steps
Each creature on the ground that is concentrating
must succeed on a DC 12 Dexterity saving throw or
must make a DC 10 Constitution saving throw; on a
take 16 (3d10) fire damage. The other 8 steps release
failed save, the creature’s concentration is broken.
howling maggots (page 207), which shamble forth to
Only two locations on Leviathan do not experience
attack anyone they see.
this swaying: the Sanguinary Cathedral and Levia-
Magical or mundane investigation of the throne it-
than’s interior.
self reveals that there isn’t any way to direct or control
Leviathan from there.
The Thronecrown Trap
The Herald stands with the PCs upon the cliff (or Freeing Gurgar
whatever their chosen vantage point), albeit further The chains anchoring Gurgar to the throne are easy
back from the edge. They remind the characters of to remove by unhooking a few key links (requiring
their mission: to slay the fiend that seems to control an action but no ability check). Removing the metal
Leviathan from the throne, then wrest control of the helm over Gurgar’s head is a more difficult affair, as
monster to turn it aside or, better yet, kill it. They give it is welded shut. A successful DC 22 Strength

75
To Slay Leviathan
(Athletics) check is required to bend the metal enough Thaxartis leads several hundred fiends, but he wants
to remove the helmet, or a successful DC 18 Dexterity to arrive first to secure the glory of capturing trespass-
check is necessary to wriggle it free. If the PCs manage ers. Thaxartis soars in on his griffon, swooping low
to talk Gurgar down, he eagerly promises not to harm enough to engage the characters in melee. He comes
them if freed. Gurgar is cruel, but he keeps his word. from the field of lumpy scales; from the height of the
Gurgar is the last of a tribe of fire giants that op- throne or its steps, the characters can see the field con-
posed the fiends. Gurgar was imprisoned and brought tains dozens of void maggots, damned soul swarms,
before a hulking creature with many serrated jaws. and underfiends, all rushing toward the throne. Other
The monster was clearly a leader among the fiends than Thaxartis and his mount, the fiends are still
and emanated fearsome power. The lord called himself several minutes away, even though they are moving as
Chthon, and told Gurgar he had a special place: as fast as they can. Thaxartis roars as he attacks, taunt-
bait. Chthon instructed the fiends to seal Gurgar in ing the characters telepathically. “Fools! Our trap is
the helmet and retreated to the cathedral. sprung! Armies stand between you and the cathedral!”
Gurgar is glad to be freed, but he doesn’t help the
heroes or do anything other than flee the area as soon Escaping the Trap
as he can. Once the heroes defeat Thaxartis, they realize that
they can’t hope to press through the army of fiends
The Fervent Fiend approaching their position. However, there is a one
The trap in the throne did more than simply eject some avenue of escape: Leviathan’s curved, mile-long horns
flame and howling maggots; it also alerted a nearby shake from side to side as the beast lumbers through
fiendish general, Thaxartis (a flesheater underfiend of the mountains, slamming into its body now and
the Cocytus legion; page 133). He flies on the back of again. The characters can race along one of the horns
his half-tamed griffon, who shares Thaxartis’s taste for and, as the horn touches its body, leap onto Levia-
meat and has the Cocytus corruption trait (page 165). than’s back far behind the onrushing fiends. Jumping
They take some time to arrive; the heroes should have to the monster’s body would normally be particularly
enough time to examine the throne and deal with difficult (Strength [Athletics DC 20), but characters
Gurgar before Thaxartis arrives. that still benefit from the potions of jump can make

76
To Slay Leviathan
such an impressive leap automatically, so long as they has been occupied by a coven of five wicked hags.
reach the end of the horn within the potion’s 1-hour These creatures learned of the impending invasion of
duration. This should give the party enough of a head the Underhell, but bickered about what to do about
start on the pursuing fiends that they can escape into it, if anything. Three threw their lot in with the fiends
the rough terrain on Leviathan’s back. and swore allegiance to the Pandemonium legion,
while the other two remained isolated and unaffil-
iated. Shortly thereafter, Leviathan passed by and
Along the Horn collapsed the tower, causing the upper spire levels to
The characters can climb onto Leviathan’s horn fairly crumble across its broad back. One of the unaffiliated
easily, as it sprouts from the crown of its head near the hags was killed in the collapse, and the Pandemoni-
throne. The horn is large enough that moving along um hags took advantage of the disaster to blind and
it poses little difficulty so long as the characters stay imprison their youngest sister—a cunning green hag
away from the curved edges. The horn’s extreme sway- named Katella—within their magic cauldron. The
ing constantly imposes disadvantage on all Dexterity Pandemonium hags dislike the vindictive rages of the
checks. Cocytus fiends controlling Leviathan and have en-
Even beasts like Leviathan have their parasites, acted damaged (but still effective) wards on the spire
and two bizarre elemental creatures feed on the bone fragments to deter the fiends. They reached out to
inside Leviathan’s horns. These two bonechewer para- fiends of the Pandemonium legion, but they haven’t
sites have the statistics of xorns, but their earth glide yet received any response.
and stone camouflage abilities only function in bone The stone of the spire now lies strewn across Levi-
or keratin. They emerge from the bone in front of and athan’s back, but entire chambers remain intact amid
behind the characters, scenting their strange metals the rubble. These chambers are all made of sturdy stone
and bone. The parasites attack eagerly, but a parasite reinforced by magic. The stairs between each chamber
retreats if it acquires at least 10 pounds of metal or are part of the rubble, and gaps in the walls provide en-
the amount of bone in a human femur. A parasite re- trance to each room. Each surviving chamber is canted
duced to fewer than 30 hit points flees into the horn. at a strange angle—although no two are angled the
Once the heroes reach the end of the horn, Levia- same—and each is therefore difficult terrain. The walls
than shakes it to within 20 feet of its body after 1d10 on the edge of each chamber can be used for cover.
rounds. Although the pursuing fiends might come
distressingly close in this time, once the heroes make
the leap, the fiends can’t follow except by taking the 1. Spider Lair
long way around, giving the heroes some breathing
room and the freedom to approach the cathedral, still A tall tower tipped across the monstrous beast’s
miles away, with caution. broad back and broke up into large chunks. Each
appears to have once been one of the rooms of the
spire, but instead of stacked atop each other, they
Along the Back are scattered across Leviathan’s back as a chain of
Once the heroes escape from the fiends and any other rubble. Fragments of staircases leading nowhere jut
from the now-separated rooms.
pursuers, they find themselves traveling miles along
Leviathan’s back. If the group doesn’t keep moving The hags kept three phase spiders in one of the
or hide themselves well between spines, they encoun- lower rooms of their spire to ward off intruders. The
ter a random group of fiends (roll on the Level 5–7 hags all doted on the creatures, feeding them choice
encounter table; page 338) after 1d4 hours and again morsels from their victims. When the spire collapsed,
every 1d12 + 10 hours thereafter. A successful DC 15 the phase spiders simply shifted to the Ethereal Plane
Wisdom (Survival) check or Intelligence (Investiga- and then back again in their former lair. They are just
tion) check can locate a good hiding place. starting to wonder what became of the hags that fed
and coddled them, and they’ve grown hungry; eager
The Scattered Spire for a meal, the spiders attack anyone that approaches.
They shift to and from the Ethereal Plane to make
their attacks, although the spiders don’t coordinate
One of the many marvels of civilization destroyed by
their attacks with each other and simply lash out at
Leviathan was a tall tower built in the high moun-
the plumpest opponent.
tains. Historically used as a watch post, a hermitage
Hag Ward Eye. One of the knots of webbing
for anchorites, or a signal tower, this sturdy spire has
contains a bloody eyeball. The characters can lo-
survived for over a thousand years. Most recently, it

77
To Slay Leviathan
cate it with a successful DC 16 Wisdom (Perception) successful DC 18 Intelligence (Investigation) or Wis-
check; otherwise, it takes an hour of searching to find dom (Perception) check, but an hour of nauseating
it. This is one of the eyes Katella can use to create the searching also finds it automaticaly. This is one of the
hag ward (Area 3). eyes Katella can use to create the hag ward (see area 3).

2. The Boil Pit 3. Spirit in the Cauldron


This chamber slid sideways into an immense open This round room contains an enormous iron cauldron
boil on the beast’s back. Acrid fumes rise from a pale at its center. The cauldron is lined with runes and its
fluid in the boil. interior glows with a soft green light. Several hooks
drilled into the stone walls contain an assortment of
This suppurating boil on Leviathan’s back is a boilpit wooden charms, dried woven reeds, and clumps of
(page 125). The room that fell halfway into the moldering herbs.
disgusting pit was once the hags’ bedchamber. The
noxious fluid in Leviathan’s boil has soaked their The spirit of the only unaffiliated hag, a green hag
already-filthy linens, which are now too soiled even named Katella (see above), is trapped within the
for the hags to use. They have abandoned this room cauldron. Katella can’t regain her physical form as
altogether, and don’t yet know that a Lethe-corrupted long as the other hags of her coven live, although she
black pudding (page 177) lurks in the festering pus can manifest as a spirit within this cauldron. Katella
of the boil and surges forth to consume any creature retains many of her powers of illusion, and she sings
that approaches. If the black pudding critically hits sweetly when she hears anyone approach and beseech-
a creature in combat, the target is treated as having es them to peer into the cauldron. Anyone looking
stuck an appendage in a boilpit. into the cauldron sees a beautiful female elf trapped
Hag Ward Eye. One of the sodden pillows here within, seen through a greenish haze. The elf ’s eyes are
contains a few of Katella’s grisly keepsakes, including white orbs, and she is plainly blind.
a pouch with a handful of teeth and a desiccated Katella begs the heroes for help. She explains that
eyeball. Discovering this eyeball requires a she was trapped in the cauldron by three wicked

78
To Slay Leviathan
hags lairing in the spire; in the confusion of the of my own dear bed. Or, you need not fetch all these
tower’s collapse, she doesn’t know where they’ve eyes—some of your own will also suffice.”
gone. If the heroes can slay the surviving hags,
Katella will be freed and able to aid them with If the characters don’t want to make this bargain—
her magic. Katella’s tale is all technically perhaps they find working with Katella
true, but she neglects to mention that distasteful or don’t trust what she’ll do with
she is also a hag. A DC 21 Wisdom the eyes—they’re free to go on their way.
(Insight) check suggests that there’s Katella doesn’t fight them and merely cackles
more she isn’t saying, but every- to herself as the heroes depart.
thing she did say was true. Katella’s offer is genuine,
Treasure. Although most of however; she doesn’t have
the materials lining the walls are any desire to let the fiends
valueless trinkets the hags use for rampage through her fall-
their magic, one small pouch en home. If the characters
is a rust bag of tricks. Katella fetch the necessary eye-
doesn’t mind if the heroes balls for her to create the
take it, but she doesn’t hag ward, Katella remains
offer it to them if they here, muttering incanta-
don’t ask. tions over the cauldron. No
matter how many eyeballs the
Liberating Katella characters bring back, Katella
uses them to enact a shimmer-
When the heroes return
ing magical ward that connects
to this chamber after
all the crumbled remains of
killing the hags in the
the spire and prevents fiend-
spire belfry (Area 4),
ish travel across this part of
Katella rises from
Leviathan’s back. Katella isn’t
within the cauldron.
kidding about the PCs provid-
She initially appears
ing their own eyes; an eye that
as the beautiful blind
a PC plucks willingly from
elf, but the process
their own head functions for
of restoring her form
the hag ward. If the characters
ends this illusion.
provide only a single eye, the
Katella grimaces at
hag ward lasts for a day. With two
the heroes, making
eyes, the hag ward lasts for 3 days.
her warty face particularly
With three eyes (or more), it lasts
repulsive. Her eyes become
for a week. Katella informs them
scarred, empty sockets, as
how long the ward is likely to
Katella is just as blind in
last, allowing the characters
this form as in her illusory
to plan their travel (and rest)
one. Still, Katella is shrewd;
accordingly.
she knows her illusion has
failed, but she has an offer to
make. 4. Spire Belfry
“Ah, so you know sweet Katella is more This conical room was obviously once the very top of
like her sisters than you expected. No matter—let’s the spire, as its weather-beaten stone shingles still
not fight, my honey doves. I owe you a favor, and I form a narrow point. Several chains hang from the in-
know what you little loveys need most. You’re both- terior beams, supporting a cloudy glass orb the size
ered by the Angry Ones, who chase and chase and of a boulder. Mesmerizing clouds within the chained
rend and kill. There was powerful magic in this spire orb whirl and dance in a captivating manner.
once, wards strong enough to keep even an army of
fiends at bay for a time. I can rebuild the ward, but I The hags’ greatest prize was this crystal ball. The
need some eyes to do that. Three eyes, at least. One fiendish taint over the world has befouled the crystal
hangs in the webs of our dear pets, another around ball, however, and it no longer functions as it
the neck of my sister, and the other in the soft pillow

79
To Slay Leviathan
once did; instead, it drains the souls of those who fight them all at once. The fiends are used
look too deeply into it. The hags now call it the Eye to wails and cries echoing through the pass, so
of Pandemonium. A creature that can see the Eye of they don’t consider sounds of battle to warrant in-
Pandemonium that starts its turn within 30 feet of it vestigation. Unusual noises—such as the rusty squeal
must make a DC 15 Constitution saving throw. If the of the gates being closed or the roars of large beasts or
saving throw fails, the creature is restrained and suffers explosions—bring the nearest group of creatures to
one level of exhaustion; if the saving throw fails by investigate.
5 or more, the creature is restrained and suffers two
levels of exhaustion instead. A creature can choose to
look away from the Eye of Pandemonium at the start of
1. Forward Gate
its turn, but then it can’t see the Eye of Pandemonium
High stone walls jut out from ridges of bone and flesh
or anything within 5 feet of it until the start of its
along the beast’s back, framing a wide gate of metal
next turn, when the viewer can look away again. If the
and wood nearly 30 feet tall. The top of the gate is
creature looks at the Eye of Pandemonium in the mean-
lined with skulls on spikes that flicker with orange
time, it must immediately make the save. The Eye of fire.
Pandemonium is a particularly powerful and vile item.
It can’t be removed from the chains, and it can only Two gates protect Dragonback Pass in the event
be destroyed by dousing it with holy oil and striking it of slave revolt or Leviathan being set down for an
with a magic weapon or iron hammer. extended period. As the fiends need to come and go
Three Pandemonium-corrupted green hags (page quickly across the back of Leviathan during the cur-
179) are using the Eye of Pandemonium to attempt to rent invasion, the gates stand open. Two bonestrike
contact distant fiends of the Pandemonium legion, underfiends of the Cocytus legion guard the forward
so far without success. They shriek if surprised by gates.
intruders and attack. They’re open to negotiation, as The stone walls and gates require successful DC 20
they always want more power or ways to contact their Strength (Athletics) checks to climb, made with dis-
fellow fiends, but not if the characters mention their advantage because they are slick with moisture from
imprisoned sister, Katella. The hags are immune to the the pervasive fog. Applying flame to the stone dries it
crystal ball’s effects, but they understand its power and enough to avoid this disadvantage.
attempt to remain next to it while they fight to ward Closing a gate takes several minutes, and the rusting
off close attackers. metal makes a grating and distinctive squealing sound.
Hag Ward Eye. Each of the hags wears a gruesome Once closed, the gates can be secured with large metal
necklace made of humanoid body parts: finger bones, locking bars from the inside. If the characters want
stitched lips, and withered eyes. The central eyeball on to jam the gates permanently closed—such as to slow
this latter necklace is the one Katella requires to create the army of fiends pursuing them—a successful DC
the hag ward (Area 3). 13 Dexterity check does so by disabling the mecha-
Treasure. The hag’s necklace of stitched lips is more nism. This check can be made using thieves’ tools, but
than a gruesome adornment; it functions as a necklace doesn’t require them.
of adaptation. The fiends pursuing the party are stopped for at
least a day by a jammed gate. Even though some of
Dragonback Pass the fiends can scramble over the wall, they need to
get the gates open for the rest of the army to pass
through.
Where Leviathan’s forelegs meet its body, two high
ridges of scales create a single, wide valley. The fiends
call this gap Dragonback Pass and they bring living 2A. Guest Barracks
victims here for torture and worse amusements.
The area is shrouded by an unpleasantly warm mist, This stone building has reinforced metal corners. The
formed of sweat and other secretions from this partic- doors are made of wood reinforced with iron bands
ularly active area of Leviathan’s body. The fog makes and its roof is crenelated.
this area lightly obscured, imposing disadvantage on
Wisdom (Perception) checks that rely on sight and Although the fiends of the Underhell don’t need sleep,
preventing vision beyond 40 feet. they occasionally hire mercenaries or other special
Although there are several tough fiends in Dragon- agents that do. This building is set aside as a barracks
back Pass, the characters aren’t likely to have to for such guests and contains three bunk beds and
three chests. A small alcove in one corner contains a

80
To Slay Leviathan
badly stained commode. A trap door in the ceiling fiends bound Farlisk’s ghost into the clay jar, but did
leads to the roof; anyone on the roof can duck behind so inexpertly—the ghost rattles the lid because it has
the crenellations to get three-quarters cover from nearly broken free of the wards carved inside the jar.
attacks originating from the ground. Two doors lead To keep the ghost contained, the fiends placed a roil-
out of this building: one into the pass, and the other ing damned soul swarm (page 199) of the Cocytus
to the barracks prison (Area 2B). legion in the cell. The swarm remains invisible while
The barracks contains only one guest at the mo- it guards the jar.
ment: a vindictive human assassin named Elspeth The situation in the cell is particularly tenuous, and
Hanienner. Tall and stout, Elspeth has a wide, any disturbance to the jar causes its lid to fly off and
friendly face and looks more like an innkeeper or the dwarf ’s ghost to surge free. The angry ghost roars
brewer than a killer. Elspeth startled the fiends with his rage at being trapped, saying, “You will pay for
her thirst for murder, and they’re letting her stay here trapping me!” The ghost attacks unless calmed with
until their superiors decide whether to commission a successful DC 13 Charisma (Persuasion) check, or
her or make her a prisoner. Elspeth doesn’t much care by displays of holy symbols of lawful or good deities
either way; if the fiends try to imprison her, she plans or other indications of noble intentions. The damned
to escape and sell her services as a fiend hunter. For soul swarm also attacks, determined to get revenge
now, though, Elspeth defends Dragonback Pass from on whomever denied it its charge. The ghost and the
troublemaking intruders. Elspeth is currently resting soul swarm aren’t allies of each other, but they can’t
on one of the bunks, sharpening her blades, but she’s hurt each other, either. The ghost attacks until it sees
alert. If she suspects trouble, she climbs to the roof to a character dispatch the soul swarm (or any other
scan the area and make sneak attacks with her light fiend); at that point, it’s certain the characters aren’t
crossbow. Faced with tenacious enemies, she sneaks working with the fiends. It raises its hands in a salute,
over to the Pit (Area 3) and releases the simpering bestows the effects of an aid spell on up to 3 charac-
maggots there to run amok. If reduced to fewer than ters it can see, and vanishes.
20 hit points, she flees to the Sanguinary Cathedral
(Part 2). She also leaves if convinced helping the
fiends is suicide with a successful DC 15 Charisma
3. The Pit
(Deception, Intimidation, or Persuasion) check. If
she is convinced to leave, she tells the party about the A scar in the monster’s back serves as a pit 15 feet
deep. A shallow ramp into the pit ends at a wooden
layout of the pass and the elevators in the base of the
wall with a single narrow door. The pit is filled with
cathedral, and she doesn’t object to heroes following
bones sticking up from a thin layer of blood. Four
her route so long as it’s not closely enough to give humans hunch in the gore, their backs covered with
away her position if they are caught. scars. They whine piteously.
Treasure. A thorough search of the bunks reveals a
few items left behind by previous occupants: a pair of When the fiends can’t rouse particular prisoners to
gold-rimmed spectacles worth 50 gp, a fine wooden consciousness for more tortures, they throw them
pipe worth 75 gp, and a circlet of blasting. into this horrid pit, where they expect them to die.
Occasionally, souls that expire here find release, but
2B. Barracks Cell the nearby Spider Engine (Area 4) normally captures
them to create damned soul swarms. A few prisoners
A barred cell juts from the blocky stone building, its
reawaken as maggots, such as these three simpering
only door leading into the building. Several shards of maggots (page 209). The fiends haven’t released them
broken pottery litter the floor of the cell, surrounding yet; if the door to the Pit is opened (via a simple exte-
a tan clay jar the size of a rain barrel. The jar’s lid rior latch), the maggots rush out and attack.
rattles slightly.

Designed to hold guests’ prisoners, if any, the fiends


4A. Spider Engine Exterior
use this cell to house prisoners that they don’t need to
This metal building roars and chugs like some kind
access regularly. Several days ago, a stalwart dwarven
of great machine. Seven metal rods from its roof
knight named Farlisk Grimhammer died from his
contain hanging iron cages large enough to hold a
wounds in the nearby Pit. The fiends were unable to human. As the machine chugs, these cages raise
claim his soul as part of the damned soul swarms they and lower slightly. A rounded entrance under one of
produce here, and they thought Farlisk gone—un- the cages has two metal doors.
til his spirit returned as a lawful neutral ghost. The

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To Slay Leviathan
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To Slay Leviathan
A mechanical marvel invented by a deranged halfling their incomplete state, the soul swarms can’t yet re-
necromancer, this building contains machines that main outside a cage for long. Each time a soul swarm
imprison the souls of the recently slain. The halfling leaves its cage, roll 1d4; after that many rounds, the
offered this machine to a summoned fiend of the soul swarm must return to its cage for 1 round. If
Underhell, who took the machine and made the hal- prevented from doing so for a full round after its time
fling its first victim. Called the Spider Engine for its limit, the soul swarm is destroyed.
resemblance to a massive metal arachnid, the structure
was brought from the Underhell to aid
in the invasion.
4B. Spider Engine Interior
The cages collect, separate,
An array of pistons and squat drums fills this room,
and recombine souls
clouds of steam reeking of oil mingling with the
for formation
unpleasantly moist fog of the pass. The cacophony in
into damned
this room consists of banging, grinding, and ghostly
shrieks.

A preening gryllus of the Cocytus legion named


Visionary Wit tends to the Spider Engine,
fancying itself a skillful and intelligent
mechanic and soul-collector. In fact, a
female drider named Treivnazalla has
learned the workings of the machine
intimately and keeps it running.
She pretends to be Visionary Wit’s
assistant—as she’s well aware of the
value in hiding behind a fiendish
patron she can easily manipulate—
while keeping the foolish gryllus
convinced he’s the genius, rather
than her. Treivnazalla prefers to keep
to the shadows if anyone approach-
es, but Visionary Wit struts out to
intercept intruders, issue demands, and
pick a fight. Treivnazalla likely finds her-
self drawn into a fight by the imprudent
gryllus, whom she protects. Visionary Wit
fights to the death, unable to consider his own
defeat, and Treivnazalla flees or surrenders as
soon as her “mentor” is slain. She doesn’t mind
working in the Spider Engine, although she gives
up any of its secrets in exchange for her life. She
knows about the exit in the Sanguinary Cathe-
dral and that the nagas in the Sanguinary Ca-
thedral know a ritual that the fiends are very
worried about keeping safe. Visionary Wit
and Treivnazalla don’t pursue fleeing charac-
ters, but they do make ranged attacks from
the exterior to drive attackers off and then col-
lect the maggots from Area 3 as guards.
The machinery involved in the Spider Engine is
soul swarms. All of them churn with faint, spectral both complex and inherently wicked, as it captures
spirits. Three of the cages each currently contain a and stitches souls together. Although the PCs don’t
livid damned soul swarm (page 197) of the Cocytus have the time or ability to master the Spider Engine’s
legion. If intruders approach the Spider Engine, these operation, it’s easy enough to destroy, particularly
souls pour forth from their cages to attack. Due to with Treivnazalla’s help.

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To Slay Leviathan
Treasure. The only component of the Spider The fiends haven’t used this gatehouse in
Engine that can be retrieved whole is an eversmoking a long time, preferring to guard the gates in
bottle that emits unsettling shrieks for a moment person (Area 7). They instead rigged it as a trap to
whenever it is opened. immolate escapees that try to hide out here. The trap
has worked so well that the fiends occasionally allow
prisoners to escape just long enough to see whether
5. Torture Chamber they’ll set it off.
Explosive Door: This trap is activated when the
This room contains a rack, an iron maiden, finger door is opened, releasing a magical gout of flame from
screws, and other bloodstained implements of
inside the building. A successful DC 15 Intelligence
torture. Gobs of flesh litter the floor. The air here is
(Investigation) check spots the trap on the door, as
stiflingly hot from two glowing fire pits in which the
ends of metal pokers burn red-hot. Several prison
well as the pattern of scorching on the door frame.
cells line the back wall of this room, and doors lead Detect magic or similar effects reveal an aura of evo-
out to the pass. cation magic on the door. When opened, the door
shoots a spray of fire. Each creature within 30 feet of
The imagination of fiends is legendary when it comes the door must make a DC 13 Dexterity saving throw,
to torture, but they use this room for the old-fashioned taking 22 (4d10) fire damage on a failed save and half
techniques. As most fiends are out collecting mortal pris- as much damage on a successful one. A successful
oners at the moment, the room appears empty. How- dispel magic (DC 13) disables this trap. The trap isn’t
ever, the fire pits contain the torturers’ assistants: two triggered by entering the gatehouse another way, such
Hades-corrupted fire elementals (page 175). When as through the window. Creatures larger than Small in
any non-fiend creature not already in chains crosses this size must succeed on a DC 15 Dexterity (Acrobatics)
room, the fire elementals burst from the fire pits and check to squeeze through the small window.
attack. If the characters call out first, the prisoner Wallick Treasure. Anyone entering the gatehouse and
(see below) warns them that the fires in the pits are alive. looking around finds a mace of terror under some
The elementals don’t pursue those who flee. smelly rags. This weapon is left over from when guards
The cells at the back of the room are latched with actually used this building and its head is engraved to
hasps on metal plates that can be opened easily from look like a laughing skull.
the outside, but not from the inside. The cells contain
only a single living prisoner, a lawful good human 7. Hind Gates
scout named Wallick. Still dressed in leather armor,
Wallis is a slight, blond man with hopeful green eyes.
Stone walls extend from either side of the pass,
The scout is both unreasonably brave and dedicat-
meeting at a wide metal gate 30 feet high. The metal
ed; he infiltrated Leviathan to find the Wise One bars of the gate are carved with several spiky runes
(by default, his missing liege, Lord Khelber Hollis). and jagged lines.
Wallick believes the Wise One is being kept in the
cathedral on Leviathan’s back, along with two other This gate operates much like the forward gate in Drag-
dignitaries: General Arvennia and Lacey the Golden. onback Pass, except it is guarded by a hazy damned
Wallick hasn’t received much harsh treatment from soul swarm (page 199) that conceals a bonestrike
the fiends yet because he confuses them; they worry underfiend (page 221). Both serve the Cocytus legion.
that he’s more powerful than he appears, or that he’s Once closed and secured, the runes activate to
part of some mortal trick. In fact, Wallick is just as charge the gate with electricity. A creature touching
he appears: determined and inexperienced. He tells the gate thereafter—including to open it or to jam
the party what he knows and asks them to free him it shut—must succeed on a DC 14 Dexterity saving
so he can continue his mission. He asks to join the throw or take 21 (6d6) electricity damage. A success-
adventurers if he learns that they are also going to the ful dispel magic (DC 14) spell cast on the gates dispels
cathedral, but he’s also willing to go it alone. this effect.

6. Trapped Gatehouse Skypeak Observatory


This stone gatehouse has a narrow door and an even Built high in the mountains to provide unparalleled
smaller window. Its walls are scorched as though
access to the night sky, Skypeak Observatory was
from a long-ago fire but also slick with moisture.
populated by astronomers, augurs, and prophets.

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To Slay Leviathan
Key among them was a wise, ancient elf known only The astronomers tell the heroes that their observa-
as Starwatcher. When Leviathan passed beneath the tory slid off its crumbling peak and onto Leviathan’s
observatory, the site crashed onto its back. Only back. They mourn the loss of a dozen dead colleagues
Starwatcher and a few others survived. Starwatcher but are grateful that the observatory’s greatest scholar,
consulted the star-charts and omens and declared Starwatcher, survived with them. At this point, Star-
that the survivors would be safe if they followed his watcher comes to meet the characters. An exception-
teachings, and his frightened followers did so. After ally old elf with long white hair, Starwatcher wears
only a few days, their observations have become rit- dirty but finely made white robes that display celestial
uals, and their efforts to contact kindly spirits from signs in gold thread. Angered by their intrusion,
among the stars have brought dangerous creatures to Starwatcher insists that the characters leave immedi-
their doorstep. ately. The astronomers seem confused by Starwatcher’s
Starwatcher is secretly the thrall of a skincloak un- rudeness but don’t contradict them. Characters can
derfiend named Grask. Grask slipped into the obser- sense the old elf is also afraid with a successful DC 15
vatory and told the injured and desperate Starwatcher Wisdom (Insight) check.
that he could be a hero to the survivors if he did as If the characters leave, they’re able to head to the
Grask commanded. Grask’s current plan is to have cathedral without any further trouble. If they choose
Starwatcher appear to save his disciples from a pair of to confront Starwatcher or explore the observatory
hapless grylluses only to compel the grateful disciples further, the elderly elf retreats to his private cham-
to surrender their souls. ber. Characters looking around the observatory or
When the characters arrive at Skypeak Observatory, pressing the astronomers for information discover
read or paraphrase the following. that the astronomers have been making multiple
revised star-charts and hanging them around the
A massive stone building sits askew on the beast’s observatory’s common areas. A successful DC 13
enormous back. The building’s observation balconies Wisdom (Survival) or Intelligence (Nature) check
and domed roof mark it as an observatory. Of the reveals that these charts aren’t accurate; a successful
buildings scattered across Leviathan’s broad back in
DC 18 Intelligence (Arcana) or Intelligence (Reli-
its rampages, this one is the most intact.
gion) check reveals that the charts include symbols
useful for conjuring fiends. The astronomers know
that the charts aren’t accurate, but they’re ignorant
Gryllus Attack of any other hidden meaning; they’re only following
Two preening grylluses (page 213) are currently Starwatcher’s directions.
converging on the entrance to Skypeak Observatory. The characters might insist on meeting Starwatch-
Each is riding a Tartarus-corrupted giant scorpion er again, particularly after they notice the fiendish
(page 189). The giant scorpions can’t fit through the aspects of the revised star-charts. In Starwatcher’s pri-
entrance, and the grylluses don’t want to get off of the vate room, the heroes find him even more wild-eyed
scorpions because they believe they wouldn’t look as than before, raving about how the characters have
impressive. As soon as this group becomes aware of spoiled everything and how they’ll take matters into
the party, they turn to attack the newcomers. their own hands. This raving creature isn’t Starwatch-
While the characters fight the grylluses and cor- er, but is instead Grask, the skincloak underfiend
rupted scorpions, five people—three female humans, (page 225) who killed and replaced the elf when the
one male human, and one male dwarf, all followers grylluses were thwarted. Grask now tries to kill the
of Skywatcher—appear on the balconies to cheer the characters one by one, rather than let them expose his
characters on. The grylluses retort with rude faces. trickery.
After dispatching the underfiend, the heroes can
find Starwatcher’s corpse near his desk, which con-
Strange Welcome tains notes on his communications with Grask. The
When the characters vanquish the grylluses and astronomers are saddened to learn what has happened
scorpions, the astronomers (all neutral common- but remain just as trapped as before; they can’t easily
ers) welcome them quickly inside and tend to the leave Leviathan on their own. Once the heroes lib-
heroes’ wounds as best they can. One of the astron- erate a more capable NPC—such as General Arven-
omers has a jar of restorative ointment with 5 doses nia—that NPC can lead these astronomers to safety.
remaining; after tending to any of the characters Treasure. Starwatcher’s dirty white robe is a robe of
who have been poisoned, he gives the jar to them stars.
with his thanks.

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To Slay Leviathan
Part 2: The Cathedral to its next major target. Although Leviathan diverts
its path to crush the occasional fortress, outpost, or
Investigation shrine, its destination is clear: it is headed toward the
city across the mountains, and it will reach its next
target in a matter of days.
Use the Late Introduction here for a shorter adventure
Survivors of the devastation, perhaps including the
that starts the PCs in the thick of things, preferably if
Herald (Among the Damned), have asked the charac-
they are at least four 8th-level characters, five 7th-level
ters to find a way to stop the beast; preferably, to kill
characters, or six 6th-level characters. If the adventure
it. They have intercepted fiendish orders about Levi-
is already underway, skip directly to the Sanguinary
athan, which offer some clues beyond the basics that
Cathedral instead.
any observer can pick up. Among the few buildings
adorning Leviathan’s head and broad back is a soaring,
Late Introduction cathedral-like structure, which seems to be an active
focal point of the fiendish armies. The orders indicate
The characters are summoned to the ruins of a city that Leviathan’s means of control are in or below the
that has recently been lost to the fiendish invaders, cathedral.
one not far from a similar city also vulnerable to However, neither the characters nor their patrons
attack; use the two cities from Adapting this Adven- understand the power struggles occurring atop Levi-
ture (page 72). The descriptions assume the cities are athan. The massive creature is under control of the
separated by mountains, but a few tweaks can easily Archlord Baphomet, who commands fiends of the
replace cliffs with trees or open water, as required. The Cocytus legion, at least for now. But Cocytus fiends
Leviathan destroyed the ruined city, crushing entire are prone to extravagant displays of vengeance and
blocks beneath its bulk while hundreds of fiends infighting. The characters’ best hope to survive and
launched an assault from its back. After the devasta- reach Leviathan’s heart is to set these vying factions
tion, Leviathan has been stopping at various points against one another.
around the city to deploy troops before it heads When this adventure begins, the characters have
gathered at a hiding place near the only known

86
To Slay Leviathan
stopping point planned for Leviathan in this city from cast shadows that seem to cavort menacingly, particu-
the stolen letters. Ideally, the characters can use a lift larly in corners of rooms.
to slip onto Leviathan largely undetected, explore Due to the fiends’ combative nature, combat does
the cathedral, and stop the monster’s rampage. From not draw attention unless there are explosions or
their vantage point between buildings, the characters other signs of high-level magic. Even then, fiends are
can see Leviathan’s approach. Read or paraphrase the cautious, as such sounds have often presaged the arrival
following to get the adventure underway. of an angry cacodaemon looking for something to kill.
They listen for a few rounds before exposing themselves
The immense monster crawls its way over the ruined to danger, and then only if the sound is close by.
city like a titanic horned lizard, its claws digging can-
yons in the earth and the bulk of its body carelessly
leveling hills and city blocks. Entire buildings sit atop Key Prisoners
the beast’s swaying back, crawling with armies of The Sanguinary Cathedral is also where the fiends
fiends. The largest of these buildings is an ominous keep their most useful prisoners. Such prisoners
cathedral made of pale stone veined with red, like a
aren’t usually destined for base torture, but kept alive
growth of bloody flesh. A mighty stepped throne sits
temporarily for use in (deceptive) offers of ransom
atop the beast’s head, situated between two curving
to weaken and undermine those who value them, or,
horns each a mile in length. Its belly looms hundreds
of feet overhead as it stops. Chains jangle as four
rarely, for corruption and recruitment if they prove to
steel platforms descend and a retinue of six grylluses be exceptionally evil. There are currently three such
and void maggots debark from each, rushing away prisoners in the Sanguinary Cathedral, dignitaries
from you into the empty city. from a city destroyed by Leviathan.
The chains fall slack and keep slowly piling up, as Rescuing these prisoners isn’t something the charac-
if unfurling without being watched. Then, three start ters are required to do on their mission to slay Levia-
rising again, leaving a little time to reach the nearest than, but these figures can be useful in the war against
platform before it rises. the Underhell if freed. You should replace any or all
of these NPCs with key NPCs from your own setting
When the characters ride the lift, they find themselves
to provide greater motivation for the characters.
in the Armory Exit (Area 2).
The Wise One. See Adapting the Adventure on
page 72. By default, this is the elderly, kind, and
The Sanguinary insightful Lord Hollis (lawful good human noble)
of a destroyed city. General Arvennia is Lord Hollis’s
Cathedral chief military advisor, and Lacey the Golden is his
chief economic adviser. Lord Hollis respects them
The cathedral on the back of Leviathan looks like pale both deeply. Lord Hollis is currently being held in the
stone veined with red because the stone is infused Scriptorium (Area 16).
with the beast’s pumping blood. The cathedral sits General Helena Arvennia. The chief military offi-
above Leviathan’s heart, and its blood circulates cer of the ruined city, Arvennia (lawful neutral human
through the stone of the cathedral, making the stone knight) is an impatient woman with a stern glare.
nearly impossible to damage. Few fiends actually use She would like to help the PCs fight, but her left leg
the cathedral for worship; for most fiends, the Sangui- and left arm were broken when she was captured, so
nary Cathedral is simply the most convenient way to she can’t easily move around or carry a weapon. She is
ascend or descend from Leviathan’s back via massive appalled by the devastation wrought by the fiends and
transport platforms (Area 3). The exceptions are the wants them to pay. Arvennia is currently jailed in the
scheming grylluses, who pretend at priestly refine- Prison Tower (Area 11).
ment and scheme against one another. At times, there Lacey the Golden. The demolished city’s most
are several hundred fiends and corrupted creatures in influential merchant, Lacey the Golden (lawful good
the Sanguinary Cathedral, but the vast majority of human noble) is clever and honorable. Not quite 50
forces are out causing death and destruction. years old, Lacey has spent her life carefully collecting
The cathedral is made of stone that, if damaged, influence and buying up smaller merchant houses
regains 1 hit point at initiative count 20 each round. with lucrative potential. Among the wealthiest people
The doors are made of a similar-looking stone, but on the continent, at least before the invasion began,
they do not regenerate when damaged. None of the she is committed to philanthropy. Lacey is currently
doors within the cathedral are locked. Flickering being tempted by fiends in the Tower of Delights
torches provide light throughout the cathedral but (Area 13).

87
To Slay Leviathan
Scheming Leaders other side of the characters’ approach, but
they can see double doors on either side of the
Power struggles are common among the fiendish cathedral. These entrances aren’t guarded on the
legions. Although grylluses most commonly engage outside—as the grylluses jockeying for position have
in political bickering, certain mortal creatures are stationed the guards elsewhere—and the characters
just as scheming and far more intelligent. A can choose either. One entrance leads to the Mus-
wicked Cocytus-corrupted spirit naga and tering Station (Area 1), and the other leads to the
two cacodaemons, each working to gain in- Welcome Hall (Area 20).
fluence in the Cocytus legion, vie for total If the party rises from the dangling platforms,
control of the Sanguinary Cathedral and of they arrive in the Armory Exit (Area 2).
Leviathan. Each leader plays the grylluses,
the other fiends, and the cathedral’s pris-
oners against each other. The leaders 1. Mustering Station
know that the Authority Codex
in the cathedral’s library (Area This vaulted hall is mostly bare,
6) contains a ritual with the although spiky runes carved into
power to direct—or to kill— the walls are stained with red, as
Leviathan. Each has stolen though the stone of the cathedral
some part of the ritual, so that were bleeding.
none of the others can assume
This wide room is where the most
control. For the characters to
martial of the fiends—particularly un-
obtain the ritual and put it to
derfiends—muster for invasions. The
use, they must overcome each
fiends congregate here before moving
of the leaders.
into the Armory Exit (Area 2) to pick
Azishath. This gold cackling
up their skeletoys and descend on the
cacodaemon considers arcane
connecting invasion platform (Area
magic the best route to power.
3A). The runes aren’t magical but
It occupies the hall containing
merely designators to help the fiends
magical chimes (Area 18),
line up in organized rows. Opposite
attempting to harness their
the Armory Exit is the access to the
power.
guard room (Area 4).
Pathanasar. This
Although dozens of fiends can muster
black-speckled spirit naga is
here, the only occupants of this room
skilled at corruption and slow
now are an officious leering gryllus
seduction to evil. Pathanasar
(page 215) of the Cocytus legion with
currently occupies the Tower
two Cocytus-corrupted minotaurs
of Delights (Area 13), where
(page 165) as bodyguards. The leering
he works to turn the mortal
gryllus orders the minotaurs to charge
merchant Lacey the Golden
anyone that dares intrude upon the
to evil.
chamber, worried that it will get in
Skelkie. Considered un-
trouble for allowing trespassers to enter
hinged by the other leaders,
the cathedral. The gryllus hangs back,
this reddish rampant caco-
supporting the minotaurs with its
daemon hides her shrewd
bark and spells such as healing word
mind behind her erratic
and guiding bolt.
behavior. She has recently
forsaken the Sanguinary
Cathedral entirely and is now 2. Armory Exit
consolidating her power among
the fiends in Leviathan’s heart (Part 3, Area 7). Several weapon racks, mostly empty, line the walls
of this high hall. Double doors face each other across
the width of the hall. The doors to one side are ajar,
Entering the Cathedral revealing a staggering vista from the top of the lum-
If the party approaches from the head, the San- bering behemoth.
guinary Cathedral’s main entrance is on the

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To Slay Leviathan
The fiends that muster in this part of the Sanguinary characters if the bribe includes a vividly destructive
Cathedral are equipped with the most dangerous effect it can try out (such as a scroll with the fireball
weaponry of the Underhell. As the fiends are out spell or a devastating looking weapon) or if it includes
wreaking destruction, this room is unoccupied. The or produces a large volume of food.
racks contain four skeletoys (page 42) that all pulse
with evil power: two heavy skelemauls, a skelemirror,
and a skelebrain (fiendish investiture; page 44).
5. Narthex of Gibbets
The only entrance from the Cathedral is the
This lofty narthex is lined with rows of pillars that
mustering room (Area 1). The wide opening leads
stretch up to the ceiling 80 feet above. Several wood-
to the side of Leviathan where the invasion platform
en beams cross the space high above and support
connects. As described in Area 3, that platform is cur-
hundreds of nooses. Humanoid corpses twist in the
rently hundreds of feet below, creating a vertiginous nooses, their feet 30 feet above the floor.
drop for characters foolish enough to step out. A curved stone wall 20 feet high blocks the rear of
Treasure. The weapon racks here contain a few use- the narthex, with only a small gap to allow passage.
ful weapons stolen from slain mortals. These unwant- The front of the narthex features a high podium, 20
ed weapons include a +1 longbow made of dark red feet above the floor. The view of the apse and altar
wood, a greatsword of life stealing that emits a sound is blocked with a shimmering, opaque curtain of
like thunder whenever it draws blood, and seven fine- swirling purple and red. Many stone doors lead off
ly crafted longswords embossed with the crossed quills the narthex to either side.
emblem of some long-destroyed kingdom.
This large room is the heart of the Sanguinary Cathe-
dral. The corpses hanging from the nooses are mortal
3. Invasion Platforms warriors that fell in battle, and many are still dressed
The fiends use these four platforms (Areas 3A, 3B, in their broken armor or dented helmets. Small pools
3C, and 3D) to come and go from Leviathan’s back. of congealed blood underneath the corpses indicate
Each can be raised or lowered from the Assault that they’ve been hanging here for quite a while, and
Stations in Leviathan’s heart (Part 3). As the fiends tracks through the blood lead in every direction.
roam loose across the world, all the platforms are Doors in this hall lead to many rooms: the guard
currently down except for the one at 3C. Lowered room (Area 4), the library (6), the saintly tomb (7),
platforms dangle from enormous chains that sweep the blood chapel (8), the flame chapel (14), the bro-
near the ground as Leviathan crawls along. Anyone ken tomb (15), the scriptorium (16), and the witches’
stepping out of the exits falls several hundred feet be- exit (19).
fore smashing into the swinging platforms far below. The curved stone wall is the cathedral’s maze (Area
Platform 3C, however, is present: a sheet of metal and 9), and the gap in the wall is the only way to enter
stretched sinew 90 feet wide. This platform is the best it from this direction (short of scaling the wall and
avenue for escape from Leviathan’s back; as the beast entering the maze from above). The wall is smooth,
trundles through the mountains, this platform scrapes requiring a successful DC 25 Strength (Athletics)
the stone of rocky cliffs and jagged hills. Anyone on check to climb.
the platform can simply step off of it when Leviathan The podium (Area 22) is a small balcony featuring
passes by a rise or scarp at the same level. a lectern where someone might deliver speeches to
a gathered assembly. It can’t be easily reached from
the narthex as it’s 20 feet above the floor. The fiends
4. Guard Room normally reach the balcony by circling through the
This small, unadorned room has exits to the mus- choir loft but can’t do so while the magical curtain is
tering room (Area 1) and the narthex (Area 5). It’s in place.
occupied by a single preening gryllus of the Cocy-
tus legion. Startled to see the characters, the gryllus The Curtain
initially blusters about how trespassers are “improper” The narthex normally provides access to the apse, but
and “unacceptable” but quickly determines that the the shimmering curtain of deep purple and angry red
characters might be a good source of bribes. The energy blocks it from floor to the domed ceiling high
gryllus insists on greater and greater payment, no above. The cacodaemon Skelkie erected this magical
matter how much the characters offer, and, ultimately energy field before retreating to Leviathan’s heart be-
overwhelmed with greed, attacks to take all the char- low. The curtain acts as a wall of force. The characters
acters have. It can be distracted from attacking the might come up with several ways to bypass this

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To Slay Leviathan
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To Slay Leviathan
barrier, such as dimension door or similar effects, but and its Shadow, and how a Doomgate opens and
the easiest way is to climb to the podium and enter depends on the presence of an Archlord to let fiends
through the choir loft; Skelkie didn’t think to close it into the world. Unless the reader succeeds on a DC
off. General Arvennia’s magic maul Wallbreaker can 15 Intelligence (Arcana) to parse the information
also be used to remove the curtain. quickly without reading in depth in 10 minutes, read-
ing on each topic takes 1 hour and exposes the reader
to one curse (page 122) of your choice from among
6. Library the following: gaping thoughts, psychic inferno curse,
or curse of torments. The reader learns the informa-
Stone shelves line the walls of this room, many con- tion either way.
taining old books bound in pale leather. A lectern in
The book on the lectern is the only one still
the center of the room contains a single large tome,
completely intact, as its magic was too powerful for
open to torn pages.
the knowledge-draining thief to absorb. Titled the
Most of the books in this library were utterly drained Authority Codex, it provides detailed information
by a strange visitor from the Lethe legion many about Leviathan, including a layout of the Sanguinary
months ago. The books on the shelves are all now Cathedral and the arrangements of the organs within
totally blank Leviathan (al-
except for a few though the book
fragments of doesn’t contain a
letters to show map of its heart’s
where the text inner chambers).
once was. The book also
The unaffect- details a ritual
ed texts have that, when
been piled performed in
on one Leviathan’s
table. The brain, allows
library is those perform-
the favored ing the ritual
haunt to control
of two Leviathan or
preening even deactivate
grylluses its brain com-
(page pletely, killing
213) it. Several key
loyal to pages detailing
Azishath. this ritual have
They are served been torn out;
by two broken without those miss-
maggots (page 205), ing pages, the charac-
which hold books up for ters cannot perform the
them to read, despite their ritual. The Authority Codex
pitiful comprehension. The gryllus- is magically legible to any reader
es attack intruders, snarling about how rude it is to but is not cursed like the other books.
make noise in a library. Any gryllus reduced below The remainder of the Authority Codex is a lengthy
20 hit points flees to the prison tower (Area 11). The listing of the Archlords and legions that have con-
only exit leads to the narthex (Area 5). trolled Leviathan over the millennia, using it to wreck
Research. The surviving texts prove useful referenc- worlds and deliver armies against mortal realms
es on numerous arcane topics, but they also contain and deep fiendish enemies. The book indicates who
lore mortals were never intended to learn. They want currently controls Leviathan. (This adventure assumes
to be read and change their characters to be legible to control currently rests with Chthon, serving Lord
anyone who opens them that can read any language. Baphomet, and the Cocytus legion.)
Any reader can learn basic information about the Trap. The Authority Codex can be removed from
traits of Underhell fiends, the nature of an Archlord the lectern; it weighs 18 pounds. A symbol of

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To Slay Leviathan
death (spell save DC 16) is inscribed on the lectern creatures are here, it crouches on the dais
beneath it and is revealed when the book is removed. where the altar once stood, appearing as a stat-
Treasure. The Authority Codex is immune to dam- ue. It remains motionless until attacked, or when
age. When its torn pages are restored, it functions as a the blood in this room restrains a living creature. At
tome of leadership and influence. that point, the golem animates and attacks any living
In addition, a search of the library yields one gryl- creatures it can see. A successful DC 20 Intelligence
lus-flesh fleshbound tome (page 40), which contains the (Arcana or Investigation) check or Wisdom (Per-
spells bottled dread (page 33) and track creature (page ception) check allows a character to deduce that the
38). golem is not a mere statue before it moves.
Finally, there is one spellbook to be found, mostly
erased but still containing the following spells (from
Chapter 3): dark abyss, deadly bark, imposter, mag-
9. Maze
got defenders, and seeking hellfire. Consider allowing
High stone walls curve around each other here, form-
spellcasting characters who do not use spellbooks to
ing a massive maze with narrow passages.
use this library to learn about the spells in Chapter
3, allowing them to choose from among these spells Many cathedrals have labyrinth carvings on the floor
when they next gain the ability to learn spells. near the main entry, and the Sanguinary Cathedral is
no exception. However, when the spirit naga Skelkie
7. Saintly Tomb realized that the corrupted minotaurs of the legion
were becoming restless, she raised the labyrinth carv-
The three stone sarcophagi here are old and crum- ing into a genuine maze, with walls 20 feet high and
bling, but each depicts a reclining knight at rest. passages only 5 feet wide. The corrupted minotaurs
were pleased to have it, although other denizens of the
The Sanguinary Cathedral overall is a place of evil, cathedral find it tedious and insist a minotaur guide
but a valorous saint martyred here sanctified this them through it or simply fly above it.
room. The shadows here do not shift or cavort as
elsewhere in the cathedral. The fiends find this
room uncomfortable at best, so it makes a good
place for the PCs to rest. Other than a handful of
bone dust, the sarcophagi are empty. A character Maze Results
that views the room can make a DC 14 Intelli- Check Result
gence (Arcana or Religion) check, noticing on a 1–7  Minotaur Attack. The characters spend
success that the room lacks the signs of desecration 10 minutes lost, and cannot find a way
everywhere else in the cathedral. The only exit out without trying again. By the end of 10
minutes, 1d3 Cocytus-corrupted minotaurs
leads to the narthex (Area 5).
(so long as at least that many remain)
attack the characters from different
8. Blood Chapel directions in a wide intersection.
8–11  Lost. The characters spend 10 minutes
Pools of blood, gristle, and gravel cover the floor lost, and cannot find a way out without
of this room. Rising above the pools at the far end trying again. They encounter minotaurs
of the room is a dais containing a stone sculpture as above unless they succeed on a DC 11
that resembles a crouching, blocky giant. group Dexterity (Stealth) check.
12–15 Retraced Steps. The characters can
reach
The blood and gravel make for uneven footing; any entrance they’ve previously seen after
treat this chamber as difficult terrain. In addition, 10 minutes.
16–19  A New Solution. The characters can reach
the blood sucks at the feet of living creatures. A
any entrance in a direction they choose
living creature that enters the room or starts its
after 10 minutes.
turn here must succeed on a DC 12 Dexterity 20+  Maze Master. The characters can reach
saving throw or be restrained until the start of any entrance in a direction they choose
its next turn. The only exit leads to the narthex after 2 minutes.
(Area 5).
A clay golem in this room went berserk long
ago, smashing the altar into gravel and
pulverizing any intruders. When no

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To Slay Leviathan
Currently, five Cocytus-cor- maggots, simply pushing them
rupted minotaurs (page out onto the platform when
165) lurk within the it’s time to attack. Weaker
maze, ready to intercept maggots are often
anyone that doesn’t stampeded during
belong. They are all this press,
intimately familiar resulting in
with the maze, the gobs of
and they don’t flesh. The
take any platform
penalty for (Area 3B)
fighting in outside the
its narrow double door
passages. is currently
As the lowered, so
maze the door
doesn’t opens into
extend to empty space.
the vaulted Stairs lead
ceiling up to the
above, the prison tower
characters (Area 11).
might choose to The hall by the
avoid it entirely by main exit toward
using magic (such as fly) or by Leviathan’s hindquarters
climbing up the maze’s walls and then down the other leads to the siege exit (Area 12). Near that hall is
side. A successful DC 20 Strength (Athletics) check the entrance to the labyrinth (Area 9) that leads to
is required to climb up or down the stone walls of the narthex (Area 5) and the rest of the cathedral.
the maze. Any surviving minotaurs in the maze spot The last time the doors were opened, two
creatures that climb or fly atop the maze and move to Sheol-corrupted wyverns (page 183) scented the
intercept them together. meat and flew into this chamber. They now pick at
the chunks of maggot flesh. They are eager for more
In the Maze substantive fare, however, and hungrily watch other
Traversing a detailed maze isn’t generally much fun creatures that come in before attacking. Although the
during a game session, as mapping each twist and wyverns are eating well, they aren’t particularly happy
turn becomes tedious and the mystery of the maze in the cathedral’s confines, as a successful DC 15
isn’t present for players who can see it from the top Wisdom (Animal Handling or Insight) or Intelli-
down. Rather than chart the maze as though it were gence (Arcana) check reveals. If a character opens the
a dungeon, have characters who enter the maze exterior doors here, the wyverns immediately break
make Intelligence (Investigation) or Wisdom (Sur- off hostilities and fly away.
vival) checks and consult the table on page 92. The
character leading the group should make the check; 11. Prison Tower
the characters should only roll separately if they are
splitting up. Characters traveling together in the maze Two sets of wooden stairs ascend to this chamber. An
can Help one another on these checks as normal. opening in the chamber’s center has a low bannister
and looks down onto the cathedral’s main floor, 40
10. Maggot Exit feet below. A similar opening in this chamber’s ceiling
leads up to a bell tower high above. The large bells still
hang there, but their cords are missing.
Twitching hunks of flesh and gore cover the stone
floor in this vaulted chamber. A square hole 20 feet Small cells against one wall each bear a heavy iron
in diameter pierces the ceiling 40 feet above. A huge door with a narrow grill in the door’s center. Each
double door is smeared with bloody hand prints. door is fitted with a bolt. All of the locks are bolted
except one; its cell door is open to reveal a pile of
This area is where the fiends stage mobs of void decaying, reeking corpses.

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To Slay Leviathan
Occasionally used to hold prisoners, these cells
are filthy, as the fiends don’t clean them out be-
Crucial Information
It’s important for the characters to realize that
tween uses. Only four cells are of interest. They
are guarded by four simpering maggots (page they need to collect the ritual pieces missing
209) under orders from Cunning Sophistication from the Authority Codex to stop Leviathan.
(Area 20). They can learn this from either shining gryllus
Cell 11A. When prisoners die in the tower, (Glorious Majesty or Cunning Sophistication),
who
the fiends simply stack them in this open cell. simply babble inanely about the nagas and their
Anyone disturbing the parasite-riddled bodies schemes, or from the Wise One (normally Lord
must succeed on a DC 14 Constitution saving Hollis). Alternatively, the characters might simpl
y
throw or contract writhing flesh (page 125). discover a ritual piece the first time they defea
ta
Cell 11B. This cell contains General Arvennia naga. This is very likely the case if the heroes
find
(lawful neutral human knight), chief military a way into the apse and descend into Leviathan’
s
officer of the ruined city and military advisor to heart without exploring much of the cathedral,
Lord Hollis (if you are replacing this character, only to have to go back and explore it more fully.
make sure the new NPC knows and cares about
the Wise One in some capacity). Never one to
succumb without a fight, Arvennia was badly
injured during her capture; her left arm and
left legs are broken, reducing her speed to 15 12.
feet and giving her disadvantage on attack rolls. Still,
she burns with a hatred for the fiends that destroyed
Siege Exit
her city, and she encourages the party to find and free
Massive logs and beams of metal litter the floor here
Lord Hollis and Lacey the Golden.
amid great clods of earth. Several cords hang from a
Cell 11C. This cell contains Arvennia’s gear: a suit
square hole in the ceiling 40 feet above.
of ornamented half-plate with the heraldry of the
destroyed city’s army, a fine dagger, and a shattering The fiends sometimes use great siege engines in their
maul (page 42) named Wallbreaker. Arvennia is happy invasion, and transporting such engines is often a dif-
to bequeath Wallbreaker to the characters, as she’s in ficult endeavor. The platform (Area 3C) accessed from
no condition to wield it at the moment. this large hall is where these siege engines are stored.
Cell 11D. Any character looking into this cell sees Stairs lead up to the Tower of Delights (Area 13).
only a roiling purple cloud. This cell is inhabited by a The hall by the main exit to Leviathan’s hindquarters
failed contender for control of the cathedral, a shin- leads to the maggot exit (Area 10). Near that hall is
ing gryllus (page 217) that calls itself Glorious Maj- the entrance to the labyrinth (Area 9) that leads to the
esty and its jailer, a livid damned soul swarm (page narthex (Area 5) and the rest of the cathedral.
197). Both belong to the Cocytus legion, although An Annwn-corrupted treant (page 159) named
they aren’t allies. Glorious Majesty can’t see or speak Firebough is responsible for the heavy lifting and
while the soul swarm surrounds it, but if the cell door movement of the siege engines, a task it enjoys
is opened, the soul swarm rushes out to attack. (It can performing. Firebough is a scorched redwood with
also pour out through the grill, but it is reluctant to blackened, peeling bark. The treant is occupied
do so unless it’s attacked.) Glorious Majesty initially cleaning up the debris from a recent accident that
fights as well, though if it thinks the characters are demolished a catapult and a swinging ram. If it spots
powerful, it is willing to make a deal. Glorious Majes- intruders, it attacks. Firebough can animate the logs
ty wants nothing more than the death of its rival, the here as though they were trees; they lurch to life like
shining gryllus known as Cunning Sophistication that crude wooden dolls.
lairs in the Welcome Hall (Area 20). If the charac-
ters bring proof of Cunning Sophistication’s death,
Glorious Majesty gains greater aspirations; it wants 13. Tower of Delights
the spirit nagas in the cathedral slain as well. Glorious
Majesty explains who the nagas are and where they This chamber has a 20-foot square hole in the ceiling
can be found (although it isn’t quite sure where Skel- and the floor. Thick ropes hang through the squares,
kie has gone), and that each naga holds a piece of the connected to enormous bells in a belfry high above.
ritual that controls Leviathan. The room is littered with colorful pillows, brass hoo-
kahs, trays of delicacies, and silvery manacles.

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To Slay Leviathan
Used to tempt mortals with carnal pleasures, this stands atop the altar, right in the flames. The ogres
room is normally the domain of several leering gryl- call to anyone opening the door to “Come, and love
luses. The Cocytus-corrupted spirit naga (page 169) the fire!” The ogres don’t want to fight until creatures
Pathanasar chased them all out to focus on a recent get close enough to be identified as humanoids, rather
arrival: the merchant Lacey the Golden (lawful good than underfiends, at which point the brutes attempt
human noble). Pathanasar hopes to tempt Lacey to to surround them. When intruders try to leave, the
evil and thereby gain control of her extensive trade ogres and the elemental attack.
network for his own use in the inevitably short time
before the fiendish invasion sweeps it away. The
upright merchant is subject to the naga’s charm person
15. Broken Tomb
spell, but has otherwise resisted Pathanasar’s tempta- This room contains a stone sarcophagus large enough
tions, mostly because she understands the danger the to hold a giant. The side of the sarcophagus is broken,
fiends pose. She also worries about the Wise One (by as though whatever was inside smashed its way out.
default, her liege, Lord Hollis). No clues about the sarcophagus’s former occupant
Pathanasar rages at any interruption, lashing out remain. Four leering grylluses (page 215) of the
with lightning bolts unless he is calmed with a success- Cocytus legion are currently fuming here. They once
ful DC 18 Charisma (Persuasion) check by characters inhabited the Tower of Delights (Area 13), but the
who haven’t fought back. Lacey begs intruders not naga Pathanasar drove them out. They now want
to hurt her friend, who has protected her from the revenge, and beseech the heroes to kill the naga on
fiends. She hides from combat. If calmed, Pathanasar their behalf. The grylluses promise “delicious delights”
is eager to steer characters toward the others with and other treasures as a reward, but in truth they have
the Authority Codex pages, which he asks heroes to nothing of the sort to offer. If the characters defeat
retrieve for him, though he refuses to explain their Pathanasar and return here, the grylluses betray their
significance. Confident in his ability to be reborn, the bargain and attack. A gryllus reduced to fewer than
naga otherwise fights to the death. 20 hit points flees to hide out elsewhere in the cathe-
Treasure. Pathanasar wears a platinum amulet dral. The only exit leads to the narthex (Area 5).
with a hinge. Inside, the naga keeps the pages it tore Prisoners. If asked about the prisoners, the gryl-
from the Authority Codex; these pages are necessary luses point out that Panthanar is holding one (Lacey)
to perform the ritual to control or kill Leviathan. and try to goad players into a rescue mission.
Pathanasar’s platinum amulet is worth 250 gp. The
rugs, pillows, and other adornments in this room are 16. Scriptorium
worth an additional 120 gp, but weigh 200 pounds
in total.
Several desks fill this chamber, each stacked with
books and loose papers. The walls are made of
14. Flame Chapel sheets of slate upon which several chalk diagrams
sprawl. The chalk diagrams seem to be collections of
The altar at the back of this shrine roars with fire, letters that squirm and shift when viewed out of the
staining the walls with smoke. corner of the eye.

A magical effect on the stone altar causes it to burn This jumbled and long-neglected scriptorium con-
perpetually without being consumed. Creatures that tains writings plundered from several different worlds,
aren’t immune to fire find the heat particularly debili- nearly all on the topic of evil magic. Few fiends have
tating. At the end of each minute spent in this room, the patience to carefully copy information from book
a character must succeed on a Constitution saving to book, and the few mortal scribes they’ve used go
throw or suffer one level of exhaustion. The DC starts mad after mere weeks of close connection with the
at 10 and increases by 1 for each subsequent check. disturbing and arcane secrets here. Characters can
Characters wearing heavy clothing or medium or research texts here very much like in the library (Area
heavy armor make these saving throws with disadvan- 6). Exits lead to Area 5 and Area 16.
tage. The only exit leads to the narthex (Area 5). The current prisoner is no mere scribe, but the
Fiends that feel a particular kinship with fire enjoy Wise One; unless you are using your own NPC for
this chapel and venerate the power of flame here. Cur- this role, the heroes see the white-haired old Lord
rently, a Hades-corrupted fire elemental (page 175) Khelber Hollis (lawful good human noble) chained
and two Phlegethon-corrupted ogres (page 181) are to a desk. The fiends put Hollis here to keep him
basking in the heat from the altar. The fire elemental out of the way, but they didn’t count on the

95
To Slay Leviathan
man’s shrewd mind. He’s been looking through all of minion, a simpering maggot (page 209) it
the books and scrolls within reach to discern secrets calls Fetch, can arrange texts it wants from the
of the fiendish invasion, starting with the short-term scriptorium. Fetch loiters in this room, waiting to
problem, Leviathan. Lord Hollis has learned that a be called for a task. If the characters open the door to
book called the Authority Codex is somewhere in the this room from the scriptorium (Area 16), Fetch yelps
cathedral (the Library, Area 6). This codex contains and runs into the Hall of a Thousand Chimes (Area
a ritual that, when performed in Leviathan’s brain, 18) to warn Azishath. If they come from the hall
allows the participants to control or even kill the instead, Fetch retreats into the scriptorium to hide. If
titanic beast. Lord Hollis has also discovered a com- captured, Fetch can tell the characters what it has told
pendium of nephilim engines, which includes a sketch the Wise One (page 72).
of Leviathan’s body. This treatise reveals that the
cathedral’s apse is above Leviathan’s many-chambered
heart. Unlike mortal creatures, Leviathan’s brain isn’t
18. Hall of a Thousand Chimes
in its head but rather just behind the heart. Fetch, the
This tall room has several wooden crossbeams across
simpering maggot that sometimes picks up books for
its ceiling. Hundreds of delicate metal plates, each
its cacodaemon master Azishath, has let it slip that its
inscribed with a different rune, dangle from twine
master has been fighting over the Authority Codex with
tied to the crossbeams. Some hang near the cross-
a naga and another cacodaemon, each of whom has beams, 60 feet overhead, while a few hang near the
torn out some relevant piece of the ritual. Lord Hollis floor. These plates all make a soft tinkling, despite a
encourages the heroes to acquire the Authority Codex lack of breeze in the room.
and these fragments, journey into Leviathan’s brain,
and kill it. Painstakingly assembled by a mad conjurer
Freeing Lord Hollis from the mundane many years ago, these chimes are thought
manacle securing him to the desk is to conceal powerful but unknown secrets
straight-forward, requiring a DC 20 in their runes and their positioning. The
Strength check to break or a DC 15 cold-spined cackling cacodaemon (page
Dexterity (Thieves’ Tools) check, or 231) named Azishath has set its intellect
they can be destroyed by damage (AC to puzzling out this mystery. It is thus
19, 15 hp, immunity to poison and far stymied, however, and it’s taken to
psychic damage). Destroying the locks insisting that its maggot minion Fetch
alerts Fetch, who comes to investigate in obtain records from the scriptorium that
3 rounds. If freed, the Wise One insists on might help unravel the mystery. As a
learning the fates of General Arvennia result, several folios and papers
(Area 11) and Lacey the Golden litter the floor of this large
(Area 13). room.
If the characters
17. Bookkeeper aren’t immediately
hostile when they
Access enter this room,
This small room con- Azishath is inter-
tains a single shelf. ested in whether
It has doors to they have any
Area 16 and Area insights about
18. Azishath the chimes
had the shelf here. On a
brought successful
here so its DC 25
bookkeeper Intelli-

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To Slay Leviathan
gence (Arcana) check, the PCs realize that the chimes tiveness (such as a distinctive magic weapon or other
are part of a larger structure that is missing, but item). Once paid, Azishath escorts them to Area 16,
they’re unable to discern anything more. So long as collecting Fetch along the way. Once the group is
they can keep Azishath convinced that they might together, the fiends attack, sparing the Wise One in
know something, however, the fiend converses with hopes of continuing to use them as bait.
them about its hatred for Pathanasar and Skelkie. The Authority Codex. Azishath won’t tell the char-
This approach requires successful opposed Charisma acters where its own stolen pages are, and it definitely
(Deception) checks against Azishath’s Wisdom (In- won’t give them to the characters, as it feels they’re its
sight), though each check gives the PCs a cumulative best security against its rivals. The stolen pages of the
-2 penalty to subsequent checks. Azishath knows the Authority Codex are hidden among the papers on the
three of them are in a stalemate, as each has taken floor here, which a character notices with a successful
pages from the Authority Codex in the library, and it DC 17 Wisdom (Perception) or Intelligence (Arcana)
hopes the chimes might provide some power, allowing check. Searching the room eventually turns them up
it to tip this balance in its favor. If combat begins, in 1 hour, which can be reduced to 10 minutes with
Fetch the simpering maggot (page 209) comes to a successful DC 15 Intelligence (Arcana or Investiga-
investigate from Area 17. tion) check.
The Wise One. If the heroes ask about the Wise
One (Lord Hollis), Azishath attempts to goad them
into ransoming the Wise One for whatever seems like
the price most likely to impair their combat effec-

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To Slay Leviathan
19. Witches’ Exit symbols are beyond the characters’ ability
to tap without extensive research. For now, a
character who succeeds on a DC 18 Intelligence
A dragon with dull gold scales is chained in a circle
(Arcana) check can empower the symbols. When
of runes in the center of this vaulted hall, heavy links
of metal connecting its back feet to rings in the floor. empowered, the flame symbols dance like fire and the
Plates of iron have been fused over the dragon’s eyes spear symbols jab up and down. The first 6 creatures
as though to blind it, with each iron plate bearing the to touch the empowered symbols gain resistance to
symbol of a fiery eye. Doors lead out in three direc- fire damage and piercing damage for 10 minutes. The
tions, and the largest is a double door marked with symbols can’t be activated again until the next dawn.
spiky symbols that resemble flames and spears. If the check to empower the symbols is an 8 or less,
the character instead is exposed to the soul seepage
This hall is used as the staging area for fiends that rely curse (page 123).
heavily on magic to obliterate or subdue their foes,
such as cacodaemons. The runes on the floor and on
the door to the assault platform are often empow-
20. Welcome Hall
ered before an invasion to grant the fiends additional
protections. Like the platforms in most of the other Functional yet battered tables and chairs adorn this
narrow hall. Statues of fiends in flight stand in the
exits, this platform (Area 3D) is lowered, and the
room’s corners.
symbol-marked door opens into empty space. Doors
out of this room lead to the hall of chimes (Area 18), This wide chamber is sometimes used to greet visitors
the welcome hall (Area 20), and the narthex (Area 5). who approach the cathedral from the rear. A shining
Urephexara, a young gold dragon, is a prisoner gryllus (page 217) calling itself Cunning Sophistica-
of the spirit naga Azishath in the adjacent room. tion lairs here along with its bodyguard, a flesheater
Azishath is using the circle of runes to drain away the underfiend (page 223). Though weaker, the gryllus
dragon’s life-force and replace it with hellish energy negotiated for the underfiend’s loyalty and it generally
to create the basis for a new nephilim engine. This does as the gryllus demands. Cunning Sophistication
process isn’t quite complete, and to prevent anyone is particularly loquacious in welcoming the party,
from easily freeing the dragon, Azishath bolted the although it firmly insists that the characters can go no
enchanted iron plates over her eyes. These plates don’t further into the cathedral than this room. The gryllus
impair the dragon’s vision, but it sees all creatures as offers a platter of charred beetles as hors-d’oeuvres
leering, scaly fiends and therefore attacks anyone that and invites the characters to sit. It can be easily drawn
enters this room. She calls her foes “vile devils” and into a conversation about the cathedral’s inhabitants,
“wicked fiends” as she attacks. including the three leaders that vie for power over the
The characters might think to calm the dragon, Authority Codex; Cunning Sophistication has a general
such as by removing the magical iron plates from sense of what the Authority Codex can do and where
its eyes or persuading the dragon that she is being to find it, though it doesn’t tell the PCs anything it
tricked. Convincing the dragon that she is being thinks will let them use the ritual (such as telling them
magically misled requires a successful DC 22 Intel- what it does). Cunning Sophistication can’t help but
ligence (Arcana) or DC 20 Charisma (Deception or crow about recently imprisoning its own greatest rival,
Persuasion) check. A character can use their action to the gryllus named Radiant Majesty, in the Prison
remove a plate with a successful DC 16 Intelligence Tower (Area 11), and will happily describe the habits
(Arcana) or Dexterity (thieves’ tools) check, but only of the three rival leaders in a supercilious, deprecating
if the dragon has been restrained or is unconscious. manner. Mostly, the gryllus wants to be entertained
With the plates removed, the dragon understands the and tells characters the following: “We have some
deception and apologizes to the characters. very important people imprisoned here, you know. If
Breaking Urephexara’s chain is particularly difficult, you don’t want them all killed, you might want to be
requiring a successful DC 28 Strength (Athletics) good guests and entertain me.” A successful DC 16
check. Their lock can be picked with a successful DC Wisdom (Insight) check is sufficient for a character
20 Dexterity (thieves’ tools) check. If the characters to realize the gryllus isn’t confident in its threat, since
calm the dragon, she can eventually work herself free only one of the prisoners (General Arvennia in the
and flee the cathedral. prison) is left in its power. It blusters at the characters’
Floor Symbols. The symbols on the door can be impudence if asked about prisoners other than the
charged to empower the characters with fiendish general.
power, though the true capabilities of the The underfiend grows increasingly disturbed as

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To Slay Leviathan
Cunning Sophistication babbles the secrets of the this skin floor is a stone trapdoor 20 feet square. The
cathedral, and it attacks if the characters attempt trapdoor raises and lowers slightly, as though in time
to leave this room. Apologizing for its companion’s to a titanic creature’s breathing.
“atrocious manners,” Cunning Sophistication uses
mass healing word to heal the underfiend as need- A skincloak underfiend (page 225) of the Cocytus
ed but doesn’t attack the characters unless directly legion is idly playing with the viscera on the altar.
attacked itself. If the underfiend is defeated, Cunning Bored and cruel, this underfiend was assigned here
Sophistication flees. as a guard by the rampant cacodaemon Skelkie when
she descended through the trapdoor. Pleased with the
opportunity for combat to break the monotony of its
21. Choir Balcony guard duty, the underfiend expresses its gratitude to
the characters even as it attacks them.
This wide semicircular balcony is 20 feet above the If the party hasn’t removed the magical curtain
cathedral floor and altar below. A wrought iron railing separating this space from the Narthex of Gibbets
about three feet high rings the balcony’s edge. Stairs (Area 5), a shimmering purple-and-red curtain blocks
descend to the cathedral floor from one side of the the wide opening that would connect the apse and
balcony, while the other side ends at a door. Hun- the narthex. In addition to the altar, trapdoor, and
dreds of bone fragments jammed into the gaps in stairs, this chamber also contains two closets tucked
the wrought iron railing all along its length give it the discreetly beneath the balcony. One of the closets
appearance of a spine or jaw of broken teeth. magically cleans any clothing or items placed within,
Two bonestrike underfiends (page 221) of the and it contains pristine priestly vestments. The other
Cocytus legion keep their collections of broken bones contains a disemboweled dwarf corpse carrying 18 gp
here. They shriek and attack anyone they see on the and 20 pp.
balcony, but they refuse to leave the balcony, as each is
concerned that another fiend may steal its collection. Opening the Trapdoor
Even if these underfiends hear combat in the apse The stone trapdoor in the floor is particularly heavy
below, they only look over the railing to observe the but cleverly built so that even a weak character can
fight and don’t participate in it. open it. The fleshy passages beneath the trapdoor are
In combat, one of these fiends charges at intruders home to one of Leviathan’s many parasites, a hellfire
while the other teleports behind intruders to attack lungworm (use statistics for a remorhaz), which
from the rear. Both fight until slain. recently burrowed into the passage below. A centi-
pede-like beast with a red carapace, this voracious
parasite emits waves of heat from the hellfire that
22. Podium burns inside it. As soon as the trapdoor is opened,
This podium is 20 feet above the floor of the Narthex the hellfire lungworm surges forth and attacks any
of Gibbets (Area 5) and positioned so that anyone creatures it can see, be they mortal or fiend. Like all
standing at the lectern can be easily seen by anyone in things of the Underhell, this parasite can’t regain hit
the narthex. As a strange effect, any character standing points from rest and has immunity to exhaustion.
at the podium sees each of the hanging corpses twist Once the hellfire lungworm is defeated, the party
its face toward the podium, as though in anticipation can descend into the fleshy body of Leviathan itself.
of a speech.
The door at the rear of the podium leads to the
choir loft that rings the apse, providing the easiest way Part 3: Within the Beast
to bypass the shimmering curtain that separates the
narthex from the apse. The encounters within Leviathan are generally more
challenging than those in Part 2. Characters can trav-
el back and forth between the Sanguinary Cathedral
23. Apse and Leviathan’s interior, and indeed might have to
if they do not remove the Authority Codex from the
A cracked stone altar drenched in viscera stands library (Area 6 of Part 2) or didn’t yet find the codex
near the rear of this apse, beneath an encircling and the ritual components held by Pathanasar (Area
balcony 20 feet above that is accessed by a single 12) and Azishath (Area 18). If they have any NPCs
set of stairs. An area in front of the altar about 30 along but haven’t found the prisoners, one NPC (or
feet in diameter is cleared of stone to reveal the
more) expresses concern about leaving the Cathe-
tough, scaled flesh of Leviathan beneath. Inset into

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To Slay Leviathan
dral without checking for the prisoners thoroughly. 1. Septum
If the Wise One (Lord Hollis) is present, he wants to
find either of Pathanasar and Azishath that have not The trapdoor in the floor leads to a long, fleshy
been defeated yet. passage that descends deeper into Leviathan’s body.
The scaly flesh of the walls pulses and heaves with
occasional contractions, and small orifices too small
Leviathan’s Interior for the characters to fit through lead to other parts of
Leviathan’s body. After only a few hundred yards, the
The tunnels and passages within Leviathan’s body are passage drops into a shaft that descends into a wide
lined with a resilient, scaly flesh as hard as packed area, like a vaulted hall, within the septum of Levia-
dirt. Damage to the body heals quickly, in the form of than’s heart.
new flesh growing to cover over the wound, making Two stony polyps extrude from the ground here.
Leviathan’s “restored” sections resemble a disgusting These are two Cocytus-corrupted ropers (page 167),
cancerous mass. A concerted effort to tunnel through who serve the Cocytus legion by guarding several
Leviathan’s inner body causes involuntary contractions chambers within Leviathan’s heart. The ropers conceal
that force each creature within 60 feet of the injury themselves as polyps until the characters come close
to make a DC 15 Dexterity saving throw, taking 22 enough to attack.
(4d10) bludgeoning damage on a failed save, or half Exits at the far end of the entry hall to the north
as much damage on a successful one. So long as the lead to the wide right ventricle (Area 2) and the left
tunneling efforts continue, Leviathan deals this dam- ventricle (Area 3). Fighting between the residents of
age once per round, but the damage ceases as soon as these two sides of Leviathan’s heart is sometimes flashy
the tunneling stops. but never does serious harm to either side, let alone
Leviathan is too large to circulate liquid blood diminish their combat effectiveness. In any case, there
effectively; its circulatory system is instead filled with has been a delicate stalemate for weeks now. Skelkie
timeless blood (page 123). A character who succeeds interrupted this balance when she arrived with a few
at a DC 14 Intelligence (Arcana) can identify the fiends under her command, and both sides now watch
effects of timeless blood when it is first spotted. carefully for intruders.

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To Slay Leviathan
2. Stoneheart Halls race used their golems to attempt to fight back the
fiends, and one found its way into Leviathan’s body,
where it has wandered ever since. The stone giants
This series of chambers appears to be made from
of this world discovered the golem and, although
gray stone, rather than flesh. Grit floats in the hazy
air. they didn’t recognize its insect-like facial features, its
hunched, humanoid shape brought to mind echoes
The stony portion of Leviathan’s heart is a resting of ancient stone giant elders. Possessing a rudimen-
place for corrupted elemental spirits that help animate tary intelligence that most golems lack, this creature
this titanic flesh golem. welcomed the giants’ fawning attention and accepted
Hazard: Dislodged Dust. When a creature within their name of “Walking Ancestor.”
the Stoneheart Halls misses with an attack that deals The Walking Ancestor is a stone golem with an
bludgeoning or piercing damage, the miss dislodges Intelligence of 6 (–2). It attacks anyone other than
some grit from the walls, which then floats in the air. stone giants or gorgons who enter this area in a bid to
The attacker and all creatures within 20 feet of it gain keep the secret of the pristine water source secure. In-
no benefit from being invisible and must succeed on a jured stone giants might come to beseech the Walking
DC 14 Constitution saving throw or become blinded. Ancestor for aid, and the golem plods forth to protect
The effects end if a target takes an action to wash off its adopted people. It and the giants do not follow
the grit with at least a gallon of liquid or brushes it off those who retreat.
with 1 minute of effort. Treasure. A character who succeeds on a DC 28
Strength check can wrest the decanter of endless water
2A. Giant Refuge free from the stone in the bottom of the trough.
This wide chamber is nearly a hundred feet tall, and Alternatively, 4 hours of chipping away with a metal
home to several corrupted stone giants. Hab and Larlo implement or one good hit from an adamantine
(two Gehenna-corrupted stone giants; page 173) are implement frees it.
currently here. The giants frequently test their strength
against each other and dislike visitors; both are still
2C. Gorgon Pen
agitated from when the cacodaemon Skelkie passed Wedges of stone partition this passage into smaller
this way recently. They insist any intruders immediately areas that function as a stable. Here, the corrupted
turn around and retreat, attacking if their command stone giants are working to domesticate the gorgons
isn’t followed. If badly injured, a giant flees to area 2B that share their stony realm. Ista (a Gehenna-cor-
to enlist the aid of the Walking Ancestor. rupted stone giant; page 173) is working with a
Rocky pallets sufficient for five stone giants to sleep Dis-corrupted gorgon (page 171) in this area. When
upon line the rear of this chamber, along with an she sees intruders, she puts the gorgon’s training
enormous stone basin that contains rancid meat. to the test. In Giant, Ista commands the gorgon to
Treasure. The giants each carry bags of rocks and “trample,” “gore,” and “breathe,” in that order, and
valuables. Their treasure includes a total of 19 rubies the gorgon complies if it can. Ista hangs back and
worth 150 gp each, an ioun stone of protection, and a throws rocks at whichever character seems to pose the
fiendish blood shard (page 40). greatest threat to her gorgon. She can be talked down
with a DC 24 Charisma (Intimidation or Persuasion)
2B. The Walking Ancestor check, unless the PCs destroy her gorgon, in which
case she fights to the death.
A trough carved into the stone floor here is incon-
gruously filled with clear water. The walls around it 2D. Gorgon Range
bear chiseled depictions of giants fleeing battle with This stony bend contains lifelike statues of several
fiends and entering the heart of a gigantic beast. fiends, all desperately clutching at the walls. These
fiends were attempting a roundabout sneak attack
This trough is where the stone giants and the gorgons on the stone giants in the Stoneheart Halls, but were
of this area get water; it comes from a decanter of end- petrified by a pair of wild Dis-corrupted gorgons
less water sealed into the petrified flesh of Leviathan’s (page 171) that roams this area. The gorgons once had
heart. a thriving population that lived off Leviathan’s flesh
The worlds ravaged by Leviathan are varied, and since its last visit to conquer a mortal world, though
one of these wasted worlds contained a society of their numbers are somewhat diminished of late. The
inhuman golem-crafters whose works rival the most fiends tried to stay out of the charging gorgons’
sophisticated golems on the characters’ world. This path, but to no avail. The ill-tempered gorgons

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To Slay Leviathan
rush the first character they see; one attempts to use The cavernous left ventricle of Leviathan’s heart has
trampling charge while the other uses its petrifying several tumors and polyps, residual effects of the
breath, and they both thereafter gore whichever foe is magic that gives it life. These growths don’t harm
closest. Leviathan in the short term, and provide excellent
A wide passage leads out of this room, but this is places for the defenders of Leviathan’s heart to conceal
a long artery that leads to other parts of Leviathan’s themselves and attack intruders. The group is led by
body; the characters should quickly realize that going a skincloak underfiend that calls himself Bloodlord.
too far this way leaves the heart behind. He and his minions have clashed against the stone
giants and gorgons of the Stoneheart Halls before but
2E. Border Skirmish usually come out on the worse end of those fights; as
The rocky walls of the Stoneheart Halls give way to flesh Cocytus fiends, this drives them into a seething fury.
here at the site of the recent skirmish between the stone The malignant chambers have several growths to
giants and the fiends. The corpses of a lanky stone giant provide concealment. Creatures in the Malignant
and three petrified bonestrike underfiends are sprawled Chambers have advantage on Dexterity (Stealth)
on the ground here. All have been dead for a few hours. checks.

3A. Chamber of Fists


3. Malignant Chambers This large chamber is over a hundred feet wide and
nearly a hundred feet high. Tumorous growths are
Enormous polyps and other tumorous growths dot abundant here and, due to some bizarre aspect of
the walls, floors, and high ceilings of these cham-
Leviathan’s biology, all of the tumors here resemble
bers.
enormous clenched fists. One Cocytus-corrupted
roper (page 167) lurks among these growths
and also resembles the clenched-fist tumors.
It prefers to remain hidden unless intrud-
ers approach the entrances to the atrium
(Area 8), but it pounces on characters
that retreat from other adjacent cham-
bers, particularly if they’re badly
wounded.

3B. Festering Growths


In this small chamber,
the cancerous affliction
has fallen to genuine rot.
The walls dribble pus
through weeping sores
and the tumors spiral up-
wards like creeping vines.

Two aggressive parasites


(use the statistics for Tar-
tarus-corrupted otyughs;
page 191) feast on the rot here
and attack any creature that
enters this room. The pus is
disgusting but not harmful to
the heroes.

3C. Torture Chamber


Several chains looped around the
polyps in this chamber restrain the
desiccated corpse of a stone giant.

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To Slay Leviathan
Bloodlord captured this stone giant some time ago— 5. Hazy Passage
one of the few successes he’s had against the giants—
and tortured it to death over many days. A Cocytus
The haze in this short passage is thicker than in other
bonestrike underfiend (page 221) is attempting to
parts of the heart.
remove the giant’s skeleton, in case it proves use-
ful later. A Cocytus-corrupted roper (page 167) This short passage acts as a valve to condense and
accompanies the underfiend, though it resembles one circulate the timeless blood of Leviathan’s body. Each
of the immobile polyps. Both are eager to vent their end of this short hall contracts and expands regularly,
frustrations on intruders. spending three rounds open and one round closed.
Treasure. The stone giant’s bag, dashed against a The area in between is thick with blood haze. The
wall, contains a large diamond worth 1,000 gp, which closing valves at either end of the passage don’t cause
the fiends have no use for. damage when they shut, but the passageway becomes
impassable and characters must decide which side of
3D. Throne of Cysts the valve to occupy.
The polyps in this room have been carefully shaped to The area in the passage between the valves is lightly
grow into the rough shape of a throne. Bloodlord (a obscured due to the thickness of the timeless blood.
skincloak underfiend, page 225) sulks on the throne, A roiling damned soul swarm (page 199) lurks
considering how best to overcome the giants of the in this passage, concealing itself within the thickened
Stoneheart Halls. He’s surprised to see intruders, but haze. It hides a bonestrike underfiend (page 221)
decides to use them to his advantage. If the characters within its space. Both fiends belong to the Cocytus
seem interested in talking, Bloodlord imperiously legion and hope to ambush intruders here. The swarm
demands that the heroes butcher his rivals, the giants is hiding in the haze, but it becomes invisible as soon
and gorgons; he knows there are three giants, but as it realizes the characters are in the area. The un-
doesn’t know how many gorgons there are. If they do derfiend simply leaps into combat, attacking anyone
so, Bloodlord promises to let them pass through his within reach.
domain unharmed. This is a blatant lie, as Bloodlord
intends to murder the characters as soon as they
return, preferably weakened by the ordeal, whether
6. The Heart Wound
or not they’ve been successful. If possible, Bloodlord
One end of this chamber opens into a wide, fleshy
relocates any surviving ropers to this chamber to help
passage that leads off in two directions. A wind pulls
him overcome the characters. Any character can detect
along toward these passages. Near the passages, a
his lie with a successful DC 16 Wisdom (Insight)
long tear in the wall leaks a gelatinous goo. The sub-
check. stance oozes out of the tear and pools on the floor
about a foot deep.
4. underfiend Guards
The passages that exit this room are enormous pul-
monary arteries that lead away to Leviathan’s lungs,
This chamber of the heart makes a sharp bend be-
fore widening into a small, fleshy room.
where the timeless blood is oxygenated. Characters
who look into the passage see the opening to Skelkie’s
This area leads from the Stoneheart Halls to Levia- chamber (Area 8) but should realize that these long
than’s pulmonary arteries. When Skelkie passed this passages quickly leave Leviathan’s heart behind.
way to discover a good location for her alternate The pool in front of the tear is a combination of
method of wresting control of Leviathan, she placed pus and other foul fluids as Leviathan’s body attempts
two of her strongest guards here: a pair of flesheater to heal this injury to its artery. The goo is slippery;
underfiends (page 223) of the Cocytus legion. To creatures on foot treat the area as difficult terrain and
pass the time, they’re delicately peeling strips of flesh have disadvantage on Dexterity checks while within it.
from the walls and consuming them, as they know Large or larger creatures aren’t impeded by the goo.
that Leviathan contracts quickly to smash those who The tear was made by a hellfire lungworm (use
dig too greedily into the flesh of the walls. These statistics for a remorhaz), which lurks out of sight
underfiends are under strict orders to let no one pass; just inside the tear, feeding on the pus. If the charac-
although they expect stone giants or even rival fiends, ters disturb the pus, the parasite lunges from the tear,
they don’t hesitate to attack the characters and fight to intending to supplement its meal. If reduced to fewer
the death. than 30 hit points, the creature retreats through the
tear and deeper into Leviathan’s body.

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To Slay Leviathan
7. Skelkie’s Chamber Treasure. The behir keeps its hoard scattered
around the floor of this chamber. It includes 670 gp;
nine emeralds worth 120 gp each; a silver necklace
This chamber is a dead-end offshoot from the pas-
sage outside. Its walls, floors, and ceilings have been
worth 90 gp; a platinum scroll tube worth 400 gp
scorched with spiky runes. The smell of charred flesh that holds a spell scroll of blood chant (page 33) and
is heavy in the air. a spell scroll of Saaamaaa ritual (page 37); and a staff
of withering that resembles a crudely-carved walking
Skelkie (a rampant cacodaemon; page 229) and her stick.
Cocytus-corrupted minotaur (page 165) bodyguard
retreated to this chamber when it became clear that
the leaders in the Sanguinary Cathedral had reached a
In the Brain
stalemate in attempting to wrest control of Leviathan
with the sundered Authority Codex. Skelkie pretend- Once the heroes reach Leviathan’s brain with the
ed madness and left the cathedral, but she has been Authority Codex and its missing pages, they can begin
planning a different method of controlling Leviathan the ritual to slay Leviathan. The ritual requires at least
and using it to collect enough souls to earn herself 3 participants and takes 10 minutes to perform. As
ascension to Fiend Lord status. In this chamber near soon as the characters begin, however, Chthon realizes
Leviathan’s brain, she hopes to find the right arcane that outside agents are attempting to wrest control of
sigils from her stolen pages to control Leviathan with- Leviathan away from him. Unless you have chosen a
out needing the rest of the Authority Codex, or even different controller for Leviathan, Chthon’s avatar
entering the brain at all. (page 289) appears in the brain, rising from the flesh,
Skelkie knows that anyone penetrating this far has and attacks. It telepathically taunts the characters
bypassed her entourage of fiends, so she immediately for thinking they could interfere with a beast that
attacks. Skelkie and her bodyguard fight to the death. has crushed worlds before and promises that Lord
She keeps her stolen pages of the Authority Codex Baphomet’s servants will not let them get away with
pinned to the fleshy walls of this chamber. such impudence.
Treasure. Skelkie is orbited by an ioun stone of The Authority Codex in Combat. Anyone that has
absorption, which she uses if targeted by a spell. read the complete ritual knows that a character can
read aloud from the ritual as an action in an attempt
to force Leviathan’s brain to overwhelm Chthon’s ava-
8. Aerial Atrium tar with psychic impulses. The character must attempt
a DC 15 Intelligence (Arcana), Wisdom (Insight),
This vaulted cavern is airy and open, with only a few or Charisma (Intimidation) check. On a success,
scattered polyps on the floor. Three wide tunnels exit Chthon’s avatar takes psychic damage equal to twice
this chamber. Only one is at ground level; the other the result of the check. The Authority Codex may only
two are tunnels 50 feet above the fleshy floor. be used in this way once each round.
This is Leviathan’s atrium, where oxygenated time-
less blood from the lungs enters the heart. The area
is infused with aerial magic, and all creatures in this
Conclusion
chamber without a flying speed gain a flying speed of Once Chthon’s avatar is defeated, the heroes can com-
10 feet. plete the ritual and kill Leviathan. After the 10-min-
The ground floor tunnel leads to the Malignant ute ritual, the body around them shudders, the organs
Chambers (Area 3). One of the higher tunnels is a beginning to decompose and collapse with startling
long passage that leads to Leviathan’s lungs. The other speed. The heroes have just enough time to return
high tunnel leads to Leviathan’s brain, where the to the Sanguinary Cathedral above before Leviathan
characters can enact the ritual to kill it. finally lies still, forever dead.
However, this chamber is not unguarded. A The characters are hailed as heroes, but there is still
Styx-corrupted behir (page 185) lairs in the much to do to thwart the Underhell invasion!
tunnel entrance to Leviathan’s lungs. Whenever any
creatures enter this chamber, the behir looks over
the side of its tunnel to see whether it is Bloodlord,
the only creature the behir gets along with. If it
sees any other creatures, it soars out of its lair and
attacks.

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To Slay Leviathan
Scaling This Adventure
The Gate of Bone is intended for a party of four

The Gate of Bone 12th-level characters, five 11th-level characters,


or six 10th-level characters.
This adventure assumes that at least one of the
The heroes have vanquished the Archlord, but characters has the Sanguine Ward as described on
the Doomgate must be permanently closed or the page 118-19, or that you are playing without the
Archlord may one day return! If you are running special fiendish Underhell fiend traits (Corruption,
an entire Planet Apocalypse campaign, The Gate of Distant Evil, Hard to See, Murky Divinations,
Bone serves as an excellent conclusion for the cam- Sickening Appearance, and Timeless Nature) on
paign. This adventure takes place in the city where page 201-2. If you choose to provide the fiends
the invasion began in Among the Damned. with the Underhell traits and no character has the
Sanguine Ward, the party should consist of 13th-
level characters instead (or 12th- or 11th-level
Adapting This characters, in larger groups).
Adventure To scale up the difficulty of this adventure by a
level or two, you can generally replace one fiend
As with the Among the Damned adventure, The in each combat with the next higher type of the
Gate of Bone includes key NPCs and locations that same fiend (such as replacing one bonestrike
should be drawn from the campaign prior to the underfiend with one flesheater underfiend) or
invasion. They include the Sage, the Authority, and add one or two leering grylluses to encounters
the palace, as described on pages 52-3. with multiple foes. To scale up the difficulty by a
This adventure presumes that the recently defeated few levels, replace two fiends with the next higher
Archlord is Lord Baphomet, and that all fiends be- type of fiend or replace one fiend with a type two
long to the Phlegethon legion unless listed otherwise. steps higher (such as replacing one bonestrike
If you used a different Archlord or have focused your underfiend with one skincloak underfiend), or else
campaign on a different legion, adapt The Gate add either one bonestrike underfiend or shining
of Bone to reflect the change. gryllus for every two levels you wish to increase
the difficulty. For example, you might add a
bonestrike underfiend and a shining gryllus to
challenge a group of four 17th-level characters.
106
The Gate of Bone
Beyond the Doomgate. Passing through the nently to rest. After fighting their way into the city,
Doomgate should place the heroes in a strange and the party must make its way to the palace where the
horrific realm. If you wish to conclude the campaign Doomgate stands. Reaching the Doomgate through
immediately upon entering the Doomgate, use the the fortified palace is only the beginning, however;
optional ending for this adventure. If you want a full- the characters must venture through the Doomgate
fledged adventure on the far side without a chance into the Underhell itself to close the gate forever.
for a reprieve, see the advice on the Ultimate Sacrifice
(page 116).
Introduction
As a Stand-Alone
You can run this adventure outside a wider Planet The Sage and the Authority meet with the player
Apocalypse campaign by, for instance, ex- characters in a safe haven to congratu-
plaining the devastation around the palace late them on defeating the Archlord
as the result of a smaller fiendish invasion and determine the final task to be
or a preliminary strike. The heroes are completed. The Sage explains that
asked to find and seal the portal before omens and reports from survivors
the Archlord can pass through or drive hoping to reclaim the area
the recently arrived Archlord back indicate that the Doomgate in
through the Doomgate. For a more the palace is still open, and that
spectacular adventure, have the Baphomet—or worse—could
heroes face the Archlord in use it in the future to
the city ruins before reaching return to the world.
the palace, with the under- The lack of fiendish
standing from the Sage that they expansion, however,
have a limited amount of time suggests that they
to close the Doomgate before the are getting fewer, if
Archlord simply returns again any, reinforce-
through it. ments through
the portal since
the Archlord was
Adventure banished. To preserve
their hard-fought victories,
Summary the party must close the
Doomgate for good before
The player characters have won the Archlord returns and
many great victories, including a resumes the campaign.
recent victory over the Archlo- The Authority explains that the
rd (Baphomet). The fiends are Doomgate is in the palace’s cen-
therefore leaderless, but they are tral throne room. The fiends
not powerless; the Doomgate are in disarray throughout
remains and Baphomet—or the city, but they have con-
another Archlord—can use it centrated their forces in the
again. Seeking to take pal- ace. Even though the
advantage of fiends are leaderless,
this opportuni- the palace re-
ty, the player mains heavily
characters guarded. The
return to the Authority
city where has two
they sug-
Underhell gestions
invasion for reaching the palace: either
began, hoping pushing through the main city
to put it perma- gates and through the city to

107
The Gate of Bone
the palace or sneaking through the sewers, entering heaving with irregular contractions, and so
at the same place the party exited the city in Among on. A number of fiends remain in the city—
the Damned and following the tunnels to the palace’s even in the sewers—but they are not many and not
undercroft. The first option is more direct but requires organized while they wait for a new Archlord to come
a confrontation with fiends guarding the city gate, forth from the Doomgate and lead them. Once the
while the second option is subtler but opens the PCs characters are in the city, the fiends show little interest
up to unknown dangers in the sewers. in them as long as they don’t cause trouble. Feel free
The Sage has studied the lore of the Doomgate to expand the trip through the city streets or the
and knows that it is well-protected by two impene- sewers with additional encounters, particularly if the
trable curtains of energy (the PCs might have seen characters have allies in the city that remain unac-
one of these curtains of blood and fire in the palace counted for. The Archlord’s Shadow has gone, which
in Among the Damned). While these curtains of en- means that rest is now no trouble here.
ergy are at full power, the Doomgate cannot be de-
stroyed, so weakening the energy curtains should be Entering the Palace
the characters’ first task. The palace chapel possesses If the characters approached the palace through the
two holy censers; placing a lit censer and invoking city, they can enter through the east entrance (Area
a short holy ritual—which the Sage shares—should 1) or the west entrance (Area 15); the main entrance
weaken a curtain. Although the fiends have certainly to the palace has totally collapsed and is impassable.
taken over the chapel, the censers were well-hidden If the characters came through the sewers, they enter
in a secret niche in the altar, where they have hope- through the undercroft (Area 2). In either case, the
fully remained undiscovered by the fiends. Once the once-opulent palace is nightmarish. The marble walls
energy curtains are weakened, the Doomgate can run with rivulets of blood, staining everything a grue-
be closed with the same ritual… but only from the some red. The regal ornaments of gold and platinum
other side of the gate. The PCs will have to venture in each room have morphed into icons depicting
through and enact the ritual from the Underhell; leering fiends or ghastly acts of torture.
they might have enough time to escape through the
closing Doomgate before it shuts, but there’s a real
possibility the party could be trapped in the Under- 1. East Hall
hell forever. It’s also possible the Doomgate might The heavy stone doors leading from outside the palace
not allow any creatures, even mortals, through from into the east hall are closed, but they open with slight
the far side as long as the Archlord is banished. This effort.
is not a mission for the faint of heart.
The Authority and the Sage answer any questions This wide hall has three alcoves to the north; two
the characters have before wishing them good luck in contain narrow doorways and the third leads to
their quest to destroy the Doomgate. descending stairs. The wide stone doors to the east
are decorated with images of capering fiends holding
barbed spears, which they use to push some heaving
Part 1: Home of the tentacled beast into a fiery pit. Another opening
leads south to a long hallway. The western wall of
Fiends the room has become an opaque sheet of frost that
crackles with sporadic blasts of lightning.
The player characters must infiltrate the city where the
Underhell invasion began and reach the palace. The This hall is normally guarded by underfiends, but
Authority recommended either entering by the city they’ve recently lost a struggle with the Cocytus-cor-
gates or sneaking through the sewers. The first option rupted creatures lairing in the salon (Area 7). A
requires confronting or bypassing a vigilant group of single body of a corrupted creature lies here: a twisted
three flesheater underfiends (page 223) at the city minotaur man with a bestial face and old scars all over
gate. The second option seems safer, but the corpses his body. He still wears a breastplate, and his broken
dumped into the sump at the sewer entrance have axe is still clutched in his lifeless hand. A DC 14 Wis-
congealed and animated into two crawling hordes dom (Perception) check finds the burned outlines of
(page 147). slain underfiends whose bodies crumbled to ash. The
The city is unrecognizable, contorted to the fiends’ surviving underfiends retreated to the chapel (Area
evil vision. A horse stable has become a fiendish pris- 3) and are currently pleading with the fourth-circle
on, a bath house offers festering pits of acidic pus, fiend there for its aid, leaving this room temporarily
a sewer passage is now an enormous intestine unguarded.

108
The Gate of Bone
The rippling curtain of frost that crackles with geance against the corrupted guards, but has drawn
lightning is opaque and impenetrable. Every 1d4 out its blessings and preparations to feed its desire to
hours, beginning 1d4 minutes after the party first serve as a “high priest” once again. The underfiends
enters this area, the curtain emits a spray of jagged are getting restless, but they don’t want to take on
lightning. Four different random creatures in the the corrupted guards without aid. If the characters
room (or all creatures, if there are fewer than 4 crea- flee, the fiends don’t follow. If the characters defeat
tures present; the lightning does not strike the same the philter, the underfiends immediately surrender
creature more than once at a time) are struck and and offer to help the characters against the corrupted
must make a DC 16 Dexterity saving throw, taking guards. The underfiends honestly explain that they
55 (10d10) lightning damage on a failed save, or half want revenge for an earlier attack, but they don’t share
as much damage on a successful save. A creature that that they intend to betray and attack the characters
fails the Dexterity saving throw is also struck with once they are weakened by the corrupted guards. A
bone-numbing cold and is paralyzed for 1 minute. successful DC 15 Wisdom (Insight) check senses the
In addition, the curtain automatically deals damage duplicity in their telepathic offer.
to and paralyzes any creature attempting to pass Treasure. As the Sage mentioned, the altar contains
through it, as though such creature was struck by the a hidden niche bearing two censers and several sticks
frigid lightning (no saving throw), and the creature is of blessed incense. The characters don’t need to make
pushed back into this room. a check to find this niche, as they’re aware it exists,
The north doorways lead to the undercroft (Area but they must move the heavy bloodstained door
2), the chapel (Area 3), and the collapsed hall (Area off the altar to access it, which requires a successful
4). The opening to the south leads to the sculpture DC 15 Strength (Athletics) check. In addition to the
hall (Area 5). censers and incense, the niche contains a necklace of
prayer beads with one bead each of blessing, curing,
favor, and smiting.
2. Undercroft
This low-ceilinged room extends underneath the The Censers
chapel and the east hall. Several small alcoves with To have an effect, a censer must be lit and left burn-
shelves and cabinets once held food and other sup- ing within 5 feet of a curtain of energy in the east hall
plies, but all have rotted away. A drain in the floor (Area 1) or the west hall (Area 13). While lighting
with a metal lid leads to the sewers. The lid isn’t the censer, a character must invoke a short ritual that
fastened down but, at just over 2 feet across, the drain takes 3 rounds to intone. After this time, the censer
is a tight fit for Medium characters. Trapped Stairs: is sanctified for as long as it burns. A sanctified censer
Stairs lead up to the east hall. One of the palace’s suppresses the curtain’s energy blasts and weakens the
defenders laid a trap in this area before fleeing out Doomgate, as explained in Area 14. (The characters
through the sewers weeks ago. A symbol spell on the can also sanctify the censers on the other side of the
stairs produces a death effect when stepped on or energy curtains by lighting them both in Area 14.)
crossed over; its spell save DC is 18 (which is also the There is enough blessed incense for each censer to
DC to notice it with an ability check). burn for 8 hours. The curtain fires upon anyone in-
voking the ritual unless the ritual is completed before
3. Chapel 1 minute has passed since the previous bolt erupted.

This chapel has been desecrated with hundreds 4. Collapsed Hall


of iron hooks driven into the walls, ceilings, and
iconography. The wooden door from the room’s only This back hall once led to other rooms of the palace,
entrance rests atop the altar like a makeshift table including the stairs to its upper floors. The passage
stained with blood. has collapsed, preventing access to the rest of the
palace, and threatens to collapse further if a character
A philter (page 255) and two bonestrike under- pokes around in the rubble.
fiends (page 221) currently occupy this room. The
philter led a congregation of grylluses here, but its Collapsing Ceiling
subjects scattered when the Archlord fell. The philter The ceiling within 10 feet of the collapse is in bad
moped moodily here for some time after, until the shape, and a character who succeeds at a DC 14
underfiends guarding the east hall came looking for Wisdom (Perception) check or Intelligence (Inves-
its aid. The philter has been making promises of ven- tigation) check while looking it over realizes it’s

109
The Gate of Bone
110
The Gate of Bone
in danger of further collapse. As an action, a character legion. The fiends replaced these creatures’ souls with
who realizes the danger can intentionally prod the hellfire but the creatures retain their skill at arms.
ceiling with a pole or weapon at a distance, triggering When the Archlord was defeated and the fiends fell
the trap. Otherwise, any attempt to move or search to infighting, the corrupted creatures here decided
through the rubble at the end of the hall triggers to attack some of the underfiends that they deemed
the trap. When the trap is triggered, the unstable rivals, since they belonged to a legion that they felt
ceiling collapses. Any creature in the area beneath the had failed the Archlord. The battle occurred in the
unstable section must make a DC 15 Dexterity saving east hall very recently. Afterward, the underfiends
throw, taking 55 (10d10) bludgeoning damage on a fled to the chapel while the four Cocytus-corrupted
failed save, or half as much damage on a successful minotaurs (page 165) retreated here to recover under
one. Once the trap is triggered, the floor of the entire the protection of two Cocytus-corrupted ropers
hall is filled with rubble and becomes difficult terrain. (page 167). They attack any intruders and non-Cocy-
tus underfiends they detect.
5. Sculpture Hall
8. Ballroom
Nooks in this hall contain stone sculptures depicting
various animals, heroes, and gods. Each wears a look The once-elegant tapestries in this vaulted ballroom
of abject terror, its hands or limbs in front of its face are in tatters and streaked with filth. A quartet of
as though to shield it from something awful. instruments on a raised stage in an alcove to the
southeast are connected together with iron rods and
This hall once contained ten priceless works of art, sinew. As the sinew flexes and contracts on its own,
but the fiendish influences leaking in from the Un- the instruments play a cacophonous tune. Doors
derhell have transformed each into a visage of terror. lead out to the north and west.
They are now worthless.
A creature that touches or attacks a sculpture sees Believing themselves to be the height of courtly
an image of this supernatural terror and is subject to sophistication, five shining grylluses (page 217)
the phantasmal killer spell with a spell save DC of 15. dance in an ungainly parody of a stately gavotte.
A statue automatically concentrates on the spell each These grylluses once served as the philter’s congrega-
round for its duration unless it is destroyed (AC 17, tion in the chapel (Area 3), but once the Archlord
17 hp, resistance to slashing damage, immunity to fell, they abandoned their mockeries of worship for
poison and psychic damage). revelry here. The grylluses invite anyone entering this
If the party makes significant noise while in this chamber to dance with them; while two grylluses
hall, such as by destroying a statue, the corrupted make a show of inspecting the newcomers, the other
guards from the salon (Area 7) come to investigate. three cast glibness. The glib grylluses then promise the
characters that if they prove to be skillful dance part-
ners, the grylluses will reward them with secrets of
6. Storage the Doomgate. These are lies, of course; the grylluses
This storage room held tables, chairs, and other merely hope to separate and distract the characters be-
furnishings that could be moved into the ballroom or fore attacking them. Characters that fail on a DC 21
the throne room for special occasions. The fiends have Wisdom (Insight) check are automatically surprised
smashed the furniture beyond repair. There is nothing when the grylluses attack.
of value here. The instruments are connected by an intricate
system of animated sinew and iron. The contraption
is delicate and collapses if disturbed. A double door
7. Salon to the north leads to the east hall (Area 1), while both
doors to the west lead to the sculpture hall (Area 5).
This sitting room has several low couches and small
Treasure. The instruments include a fine lute, a
wooden tables. The room is in remarkably good
harp, a harpsichord, and pipes of haunting. The three
repair compared to the rest of the palace, apart from
non-magical instruments are finely made and worth
some scorching. The room’s only door leads east.
150 gp each.
This salon was once used by dignitaries to rest and
chat informally. It is now the lair of mortal creatures
that the Archlord deigned to offer power in exchange
for allegiance while he was working with the Cocytus

111
The Gate of Bone
9. Balcony 10. Portrait Hall
This wide balcony is the main entrance of the palace, This hall is adorned with paintings of rulers and
although the entrance doors have collapsed. Wide dignitaries, each suffering fiery torments, such as
halls lead off to the east and west, while two sets open flaps of skin packed with embers. Beneath each
of curving stairs descend to the main floor of the portrait is a brass plaque describing the tortures in
throne room. Space is bent and skewed strangely, startling detail.
however; the throne room appears impossibly large Several doors lead from this hall, although the
and incredibly distant. The stairs seem to extend for north part of the hall is totally blocked by a col-
hundreds of yards, rather than only a few feet. lapse.

The Doomgate warps space strangely here, making the Each of the portraits in this room wails in pain as a
large throne room appear significantly larger. Viewing character passes it, but this gruesome hallway is other-
anything in the throne room below from this balcony is wise harmless. The doors lead to the guardroom (Area
difficult, as though trying to see a mirage through heat 11) and the kitchen (Area 12). Because the collapse
shimmers. Despite their skewed appearance, however, is impassable, this hallway no longer leads to the west
the staircases descend only 20 feet to the throne room hall.
holding the Doomgate (Area 14). The openings to the
east and west lead to the sculpture hall (Area 5) and the
portrait hall (Area 10), respectively.
11. Guardroom
The balcony initially appears unguarded, but that’s
This long room contains several overturned desks,
because its guards are carefully hidden to ambush in-
weapon racks, and armor stands. Several short
truders. Two roiling damned soul swarms (page 199)
lengths of rope hang from rafters across the ceiling,
are invisible here, and they conceal two bonestrike
as though whatever once hung here has been cut
underfiends (page 221). These fiends attack any down.
non-fiend that enters the balcony.

112
The Gate of Bone
The fiends hung several of the recalcitrant palace 15. West Hall
guard here—all those who didn’t become the corrupt-
ed guard in the salon (Area 7)—before transforming The large stone doors leading from outside the palace
them into maggots. The room is now unoccupied. into the west hall hang loosely on their hinges; trying
to open one causes that door to fall to the ground and
splinter with a heavy crash.
12. Kitchen
The west hall of the palace holds charred wood and
This kitchen is a mess of rotted food, scattered half-melted metal that looks to have once been fancy
utensils, and broken cookware. Doors lead out to the furniture. The north side of the hall is collapsed; the
north, west, and south. only exit is a marble door leading south. To the east
stands a floor-to-ceiling opaque curtain of fire that
No one has been in this ruined kitchen for quite some occasionally spits drops of sizzling blood.
time. The north door leads into the serving hall (Area
13), while the other doors both lead into the portrait This room is guarded by a powerful fourth-circle
hall (Area 10). fiend called the hell hound alpha (page 245). The
alpha prefers the hunt to standing guard and is there-
fore restless; it relishes any opportunity for combat
13. Serving Hall and eagerly pursues any foes that flee.
This short hall connects the kitchen (Area 12) and The curtain of fire and blood in this room is
the reception room (Area 14). Servers providing food impassable, and it is one of two energy curtains that
to dignitaries in the reception room would arrange reinforce the Doomgate. Every 1d4 hours, starting
meals here. It is empty now, its shelves coated with a 1d4 minutes after the party first enters the room, the
glistening, smelly slime. curtain spits out a roaring jet of flame, as the flame
geyser hazard (page 126), except the roaring pillar is
horizontal rather than vertical. The curtain of fire and
14. Reception Room blood automatically deals damage to any creature at-
tempting to pass through it, as though such creatures
This stately reception room is littered with chunks of were caught in the path of the flame geyser, and such
stone from a collapse in the southwestern corner. Its creatures are pushed back into the room.
small tables, stools, and sideboards are coated with The door to the south leads to a short hall blocked
dust and ash.
by rubble and containing the door to the reception
With the defeat of the Archlord, some fiends have room (Area 14).
turned to outside allies to bolster their own position.
Two leering grylluses (page 215) are negotiating with 16. Throne Room
an efreeti named Aziza Al-Rasheet. Aziza pretends to
The throne room is normally visible from the entry
haughty indifference, but she is currently an outcast
balcony (Area 9), but, due to spatial warping leaking
from her clan and desperately needs the support the
in from the Underhell, the room’s features are hard to
fiends can offer. If their negotiations are interrupted,
discern until a character descends a staircase into the
Aziza imperiously insists that she will handle the
room. Creatures in the throne room can’t be seen at
intruders on her own. The grylluses are happy to let
all from outside it.
Aziza bear the brunt of combat, casting cure wounds
and guiding bolt to assist her. Even if the grylluses are This enormous vaulted room has a smooth stone
defeated, Aziza presses the attack, hoping to negotiate floor pocked with pools of congealed blood and
with someone higher in the fiendish hierarchy after littered with scraps of charred flesh. The north end
she’s proven her skill at defeating trespassers. The of the room is dominated by a massive, freestand-
grylluses have so far prevented her from realizing that ing archway of bone and rock constructed around
the Archlord is indefinitely banished to the Underhell, a tear in space. Several tiny pale creatures, like
and heroes can convince her this isn’t worth her trou- larvae with feral humanoid faces, writhe around
ble with a successful DC 17 Charisma (Deception or the arch. To the west of the arch stands an opaque
Persuasion) check. A successful DC 17 Wisdom (In- curtain of fire that sizzles and spits drops of blood.
sight) check allows anyone who listens to her words to To the east of the arch is another curtain of energy,
deduce her motives, granting advantage on a Charis- this one made of swirling frost that crackles with
ma check that takes advantage of this information. lightning.

113
The Gate of Bone
The open archway is the Doomgate, and it harbors the strength from the curtains of energy on
entrance to the Underhell. The Doomgate is protected either side of it, but it is weakened if the char-
by one of the most powerful of the fourth-circle fiends, acters place the sanctified censers near the energy
the cendiary (page 241). The cendiary has appoint- curtains. If only one censer is in place and sanctified,
ed itself guardian of the Doomgate. It rolls endlessly the DCs of the Dexterity saving throw to avoid being
around the throne room, prepared to crush anyone— engulfed and the Strength check to break free both
mortal or fiend—that approaches the gate from this decrease to 12. In addition, the damage dealt by the
side. The cendiary fights to the death, but it has a hard larvae are halved. If both censers are in place and
time ascending the stairs and therefore doesn’t pursue sanctified, the larvae simply squirm disturbingly but
foes who flee. Once the cendiary is defeated so close don’t attack.
to the Doomgate, its evil nature explodes outward; Although the characters likely placed the censers in
any mortals in the throne room when the cendiary is the east hall (Area 1) and the west hall (Area 15), they
destroyed must succeed on a DC 17 Wisdom saving can also place the censers near this sides of the energy
throw or gain the psychic inferno curse (page 122). curtains to weaken them. However, the cendiary can’t
The pools of congealed blood and scraps of flesh abide their presence; it rolls over the censers, knocking
come from previous victims the cendiary has smashed, them aside and sending them skittering across the
as well as its own appendages that it continually room. While the Archlord is banished, the Doomgate
crushes as it rolls along. The pools are toxic and the can’t let more fiends into the mortal world.
gore rises to seep into open wounds. Any creature
injured while standing in one is immediately subject
to cendiary paste poison (page 129).

Approaching the Doomgate


The Doomgate itself actively resists mortal incursion.
The disturbing larvae that squirm around it are
each no bigger than a human hand and cannot
be targeted by attacks or spell effects, but they
work together with a single hive-mind. When
a mortal approaches within 15 feet of the
Doomgate or starts its turn within 15 feet of
the Doomgate, multiple larvae reach out
like grasping tendrils. The creature must
make a DC 16 Dexterity saving throw.
On a successful save, the creature can
choose to be pushed back 15 feet
from the Doomgate. A creature
that chooses not to be pushed
suffers the consequences of
a failed saving throw. On
a failed save, the larvae
engulf the creature.
The creature takes
22 (4d10) bludgeon-
ing damage and 22
(4d10) acid damage,
can’t breathe, and takes
88 (16d10) acid damage at
the start of each of its turns.
An engulfed creature can try
to escape by taking an action
to make a DC 16 Strength
check. On a success, the crea-
ture escapes.
The Doomgate draws

114
The Gate of Bone
Beyond the Doomgate to enter the Underhell is immediately subjected to the
Underhell traits, described below; in particular, char-
acters that enter the Underhell prior to the character
After the characters have secured the palace and with the Sanguine Ward must succeed on a DC 15
defeated or driven off the cendiary guarding it, they Charisma saving throw or gain 2 levels of exhaustion.
can work on closing the Doomgate
for good. The tear in space Optional Underhell Rules
at the gate’s center is more The Underhell is a domain
than twenty feet wide. It entirely antithetical to mortal
shows a fiery hellscape life. It follows the rules for being
with flickering shadows in an Archlord’s shadow (page
that conceal ominous 227-8), although it doesn’t require a
shapes; as with the particular Archlord to maintain it.
space-warping In addition, the Underhell saps away
barrier concealing mortal stamina. A creature that isn’t
the throne room a fiend, construct, or undead that
from the balcony, starts its turn in the Underhell
characters on the takes 5 (2d4) necrotic damage,
palace side of the and its hit point maximum is
Doomgate can’t reduced by an amount equal
make out any- to the damage taken. The
thing specific creature dies if this damage
beyond it. reduces its hit point maximum
If they to 0. While within 90
take over an feet of a creature
hour, fiendish with the Sanguine
reinforcements Ward, this damage
eventually arrive from is reduced to only
elsewhere in the city 2 (1d4) necrotic
(roll on a Levels damage. Certain
14–16 encounter fiend-created rituals
table), with more and unguents can pro-
coming every 1d4 tect from this pervasive loss
x 6 hours there- of mortal essence, but none are
after. Reinforce- available to the characters.
ments that reach The Underhell consists of bleak
any placed censor terrain, mostly fleshy ground (page
knock it over, 126), with pits of boiling blood
requiring a new that vent fire like a flame geyser
ritual to reacti- hazard (page 126). Although vertigi-
vate it. nous cliffs and deep chasms are typical
Once throughout the Underhell, the region
both en- where the Doomgate stands is
ergy cur- fairly flat, as Baphom-
tains are et needed to stage
weakened thousands of fiends
by sanctified near the gate for the
censers, a invasion.
character can An Underhell Adven-
enter the Under- ture. If you are adapting
hell by stepping through another adventure to run briefly
the Doomgate. Only one mortal can in the Underhell, you should adjust the Underhell
enter the Doomgate each round, and doing so takes traits to suit it and save the Greater Evil encounter
an action to touch the Doomgate. The first character for the ultimate climax. The terrain should be a

115
The Gate of Bone
warped and evil exaggeration of your setting, and the The party’s only options are to either seal the
rate at which the Underhell saps life from creatures Doomgate despite the mockery or else defeat
should be slowed to suit the timeline of the adventure. the Archlord here in the Underhell, which should
So long as you maintain that long rests are impossible be a truly epic challenge.
in the Underhell, but want to leave the option for
short rests, we recommend that the necrotic damage
and hit point maximum reduction should happen at Conclusion
the start of every hour.
Even if the characters neither closed the Doomgate
The Guardian Mob nor defeated the new Archlord, they have stalled the
The first mortal intruder draws the attention of a invasion for now as the ritual has rendered the current
mob of fiends from the Underhell side. A bonestrike Doomgate useless to the fiends as long as mortals
underfiend (page 221) and seven simpering maggots keep it safe. If the characters managed to close the
(page 209) rush toward the mortal intruders. They Doomgate before their defeat at the claws of Chthon,
had been moving a hulking plague tower (page 43) the Spider Mastermind, they have a major victory to
150 feet from the Doomgate when they notice the celebrate nonetheless: any Archlord requires a great
mortal arrival. The underfiend moves forward and deal of time—perhaps centuries—to open a new
uses its prey-seeking teleport to enter melee; the mag- Doomgate.
gots simply have to run across the distance. This fight If the characters defeat the Spider Mastermind
should be desperate for the first one or two characters in combat, their victory is more obvious, and more
to enter the gate, and if their companions wait too dramatic; when the new Archlord dies, its powerful
long, the first travelers might be overwhelmed. howl tears holes in the reality of the Underhell and a
fog immediately descends over the characters’ vision.
The Ultimate Sacrifice When it clears, they are back in the throne room. A
jumbled heap of bone and flesh stands nearby, the
A creature that passes through the Doomgate into only evidence of the Doomgate that loosed such evil
the Underhell can’t return to the mortal world now into the world. The invasion is finally over, its archi-
that there is no Archlord on the mortal side. The holy tects defeated, and the heroes are needed to rebuild
ritual that the Sage imparted can be used to stabilize their world.
the Doomgate long enough for mortal creatures to
return through it, but then it can’t be used to close
the Doomgate. The characters must therefore choose
between leaving the Underhell—and leaving the
Doomgate open—or remaining in the Underhell to
put a permanent end to the gate.

The Greater Evil


Once the characters have a chance to recover
from the mob’s attack—and perhaps close the
Doomgate—they spot a titanic form through the
smoke several hundred feet away. Another Archlord
lumbers toward the site of the Doomgate from be-
yond the plague tower to prepare its own invasion. If
your group is 12th or 13th level, use Chthon (page
289). The Archlord’s telepathic voice booms in their
minds from across the blasted landscape; read or
paraphrase the following.

“Mortal fools! Your presence here means your death,


and your victories are for nothing. I am preparing
my own assault, to succeed where Baphomet failed.
A closed gate cannot stop me; it can only delay my
invasion. Your world will be mine, but your souls will
be extinguished long before then.”

116
The Gate of Bone
117
A World torn asunder
A World torn asunder
A Planet Apocalypse campaign is defined by disrupting the known order of the world with a fiendish invasion. It’s
up to the GM how dramatically the invasion breaks the world, as well as how quickly the invasion spreads before
the player characters have a real chance to resist it. Within the area affected by the invasion, however large that is,
the world is very much coming apart at the seams.
This chapter explains how the Underhell’s fiendish denizens function and how they undermine the world they
invade.

Doomgates and the Sanguine Ward


Most of the time, a mortal’s first experience of the Underhell is when one or more of its mighty Archlords begins
a full-scale invasion. Underhell invasions enter the world through magical portals known as Doomgates. When
an Archlord invades the material world, they must do that through creatures or places of great, typically magical
power. The most powerful folk in the proximity are killed, and their bodies are transformed into one or more
Doomgates that allow fiends to physically enter the world en masse.
The Sanguine Ward. The very method of an Underhell invasion includes a way to avoid the effects of malefic
presences. An Underhell invasion always begins with the creation of one or more Doomgates from the bodies
of slain mortals of great power and insight. The Doomgate’s magic is required to allow fiends to enter and exist
within the mortal world for long enough to invade, and it binds mortal flesh to the very essence of the Underhell
to accomplish this task.

118
A World torn asunder
A side effect of this fusion of mortality and fiendish lover was subsumed by the Doomgate and the player
magic is easily overlooked by the fiends: mortals that strives to rescue or avenge them.
have some blood or important symbolic connection Another great option for your campaign is to have
to the bodies used to create the Doomgate are insu- a key NPC inherit the Sanguine Ward—one who
lated from most of the invasion’s malefic influence. can’t defend themselves, such as a child, infirm elder,
Because blood seems to or other relatively weak
be important to individual—whom
the connection, the heroes must
some mortal protect whilst also
scholars of this keeping the bearer
occult evil have of the Ward near
taken to calling enough to benefit
the protection a from its power.
“Sanguine Ward.” A Campaign with-
The manner out the Sanguine
of connection Ward. The Sanguine
required to Ward, whose special
create a Sanguine connection helps the
Ward is not well heroes to stand and
understood but lead in the face of an
seems to extend otherwise over-
at times to even whelming invasion,
very distant blood is pivotal to a Planet
relations, sworn Apocalypse campaign.
blood brothers, If they lack access
and connections to the powers of the
through marriage Sanguine Ward, Un-
or fraternal organi- derhell fiends should
zations. generally be treated
The Sanguine as 1 challenge rating
Ward suppresses higher than normal,
the Hard to See or else you should
and Sickening plan adventures and
Appearance traits encounters as if your
of all fiends within player characters
90 feet. Thus, one were 1 level lower
creature with the than they are.
Sanguine Ward can
protect many other
creatures from the fiend’s traits, even if those creatures The Nature
lack the Sanguine Ward. In addition, the Sanguine
Ward often helps with the cosmic rifts that accompa-
of the Underhell
ny Underhell fiends.
The arrival of Underhell fiends has thrown the world
A Planet Apocalypse campaign assumes one of
into disarray, but where did they come from? The
the player characters in the party has the Sanguine
following presents two possible answers, each appro-
Ward, though whether that character is aware of why
priate for a different sort of cosmology. The Archlords
they have this ability or any connection with one of
and their minions might be old and forgotten parts of
the slain components of the Doomgate is up to you.
the known fiendish order (that is, they are a subtype
Ignorance of the Ward or its source can heighten the
of demon lord or other recognized archfiend), or they
mystery of the game, while a personal bond with one
might represent an entire lost plane of existence of
of the deceased can add to the drama of the cam-
primordial evil, remote from the Material Plane.
paign. Perhaps the player character is a bastard heir to
the throne or a secret sibling of one of those bonded
to the Doomgate, or perhaps a parent, sibling, or

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A World torn asunder
Forgotten Fiends Returned The Fiendish Invasion
If the Archlords and their fiends are demons (or
another known type of fiend), their Underhell home is Underhell fiends are exceptionally cruel and difficult
simply a remote region of the Abyss or another existent to reason with, but they are not simply mindless
evil plane. In this case, the fiends have long lurked se- engines of destruction. Rather, their evil is born of
cretly in remote parts of the plane in question, but now an utter willingness to exploit anyone and anything
they have suddenly emerged with overwhelming force as a resource for their own power and gratification.
to claim the mortal world. Theirs is an old, basic evil of ruthlessness, callousness,
Perhaps they were once famous masters of the lower and brazen negligence. Their numbers include some
planes but were long ago defeated and have been bid- lawful and some chaotic fiends, but all are the purest
ing their time ever since, growing their numbers while of irredeemable evil.
avoiding contact with other planar forces. Through it Only the most manipulative of the Underhell fiends
all, they have kept their eyes squarely on the prize of has any interest in negotiating, tempting, or bargain-
the mortal world. Through secret dealings and coor- ing with non-fiends. A gryllus might toy with a mortal
dinated, violent overthrows of known archfiends, the that amuses it, but rarely will the interaction end with
Archlords and their fiendish legions have consolidated any result other than the gryllus eventually killing the
a force strong enough to breach the barriers between mortal.
the spiritual and physical worlds. Underhell legions are built upon the strong
In this campaign, the fiends are likely to have at- exploiting the weak, while the weak struggle to find
tracted allies from better-known fiendish factions. De- an opportunity to exploit their peers in a bid to rise
mons in particular are likely to flock to serve among above their station and overthrow those who have
these fiendish legions, eager to exploit their obvious abused them.
power and their access to the mortal world. Devils
and other fiends are liable to form such alliances with
the proper incentives and agreements, and their pro- Cosmic Rifts
pensity for organization makes them useful additions
to the legions. The appearance of an Archlord upon the Material
Plane leaves a scar on the very fabric of reality. When
Doomgates open, they allow the will and power of the
Underhell Sealed Away Archlord to spread across the land. Rifts form around
In this cosmology, the Underhell that the fiendish in- a region or even around the entire world, interfering
vasion comes from is a distinct evil plane of existence with the function of several kinds of magic. Prophecy,
long sealed away beneath the deepest, darkest pits of summoning, and other interdimensional travel all
the known evil planes. Perhaps its denizens are pro- become riskier or even outright impossible until the
genitors of evil as it is currently known, or maybe they invasion is stopped. These effects also apply in the
are evils that have survived after being driven away
by the known fiends, fearful of their singular cruelty
and nigh-unstoppable cohesion. Now, circumstances
have unfolded to unlock their primeval prison: the Rifts Invalidating
stars are aligned or the Underhell fiends have simply Player Choices
consolidated their magical and military might to the Regardless of the extent of the cosmic
point that they can force their way past whatever rifts surrounding an invasion, as the
seals the fiends or the gods used to confine them. GM you should explain to your players
In this campaign, the fiendish invasion is likely that the presence of the rifts might
feared even by other fiends and consists mostly or cause their spells not to work as
completely of monsters from this book. The heroes
intended. You are encouraged to allow
might attract help from unexpected quarters as even
a player who has invested in a spell
some evil forces fall in to support them when things
that does not work correctly to choose
look worst. Most evil entities will simply try to stay
a different spell of the same or lower
out of the invasion’s way, however.
spell level in its place.

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A World torn asunder
Underhell, even when an invasion is not underway. Subverted Summoning
Sanguine Wards and Cosmic Rifts. Because the
cosmic rifts described here result from the Underhell Conjurations and other magic effects that bring
forcing its nature on the Material Plane through creatures to the Material Plane from other planes
the Doomgates, characters can bypass some of the of existence are badly warped by the cosmic rifts
cosmic rifts’ effects if they have a blood connection surrounding an Archlord’s invasion. If a spell would
to a Doomgate and thus a Sanguine Ward. Since conjure a creature that is not a fiend, instead a fiend
Doomgates use mortal flesh as a conduit for Under- of similar challenge rating answers the summons. If
hell magic, mortals connected to that flesh are natu- your campaign uses the Sanguine Ward, characters
rally attuned to some degree to these cosmic rifts. with a blood connection to the Doomgates can avoid
this misdirection by succeeding on a Charisma saving
throw against the spell’s save DC.
Quashed Prophecy Fiends conjured this way must make a Charisma
Prophecy, including spells like divination and com- saving throw against the caster’s spell save DC; on a
mune, relies upon direct contact with a deity or divine success, they are not under the caster’s control and
emissary. The cosmic rifts that accompany an Under- act as they wish. On a failed save, a conjured fiend
hellish invasion make this contact difficult or impossi- must obey its summoner until the start of its next
ble to maintain. Depending on the tone you want for turn, at which point it may attempt the saving throw
your campaign, this might mean that characters other again. On a successful save, a conjured fiend can act
than the PCs struggle to learn anything useful from as it wills for as long as the original spell’s duration,
their patron deities or it might mean that no one, unless the spell’s duration involves concentration, in
not even the PCs, can learn anything from spells like which case the fiend may act freely for 1 hour. At the
this. At your discretion as the GM, a character with a end of that time, the fiend vanishes. Generally, an
blood connection to the Doomgates might be able to uncontrolled fiend attacks non-fiends other than the
get clearer information than other creatures using the summoner or prioritizes attacking the summoner,
same means. depending on whether the creature is opportunistic or
As prophecies fall silent, spells to predict the was conjured away from some important task.
future cease to function properly and provide vaguer
information than usual. If it suits the campaign, the Twisted Planar Traval
thoughts and goals of the Archlord might leak into
the spells’ results seemingly at random. You can use Cosmic rifts isolate the region of the invasion from
garbled divination spells and prophecies to provide planes of existence other than the Underhell itself.
glimpses of a far-distant Archlord antagonist long Anyone using magic to travel from the world to
before the party is ready to face that foe. Although the another plane of existence must succeed on a DC 15
deity might only be able to answer some questions or Charisma saving throw or the spell sends the traveler
give unclear answers, consider having the Archlord’s to the far side of the Doomgate (in the Underhell)
goals and tactical priorities (such as laying the Archlo- instead of the intended destination, where fiends
rd’s Shadow over sacred sites or spreading fiendish or environmental hazards deal 5d6 fire, necrotic, or
reinforcements farther from the Doomgate at the ori- poison damage (GM’s choice) to the creature before
gin of the invasion) come through as if in the middle the spell fails and the creature returns to the location
of a train of thought in place of one or more answers. it departed from. A character with a blood connection
Prophecy quashed in this manner can thus still serve to the Doomgates has advantage on the saving throw
to introduce important plot information in a way that to avoid this misdirection, at the GM’s discretion.
nonetheless conveys that a deep spiritual intrusion is
going on in addition to a physical one.
If you prefer the invasion to have silenced prophecy
completely, the spells might yield nothing, they might
provide a glimpse into the shrieking depths of the Un-
derhell, or they might yield glimpses of the Archlord’s
power instead of any intentional information from
the gods.

121
A World torn asunder
The curse can be lifted with a remove curse
Ravaged Lands spell. Whenever the creature deals the killing
blow to a fiend with a challenge rating higher than
By their very nature, fiends of the Underhell warp its level, the creature can make another saving throw,
reality in ways inimical to mortal life. These illnesses ending the curse on itself on a success.
and mutations often spread in advance of the fiendish
armies, taking a dire toll on mortal populations and Gaping Thoughts
making the world ripe for the fiends’ grim harvest. This curse settles on texts written by or about fiends,
Some of these maledictions plague the Underhell as especially after the owner of the text has been
well, afflicting anyone reckless enough to fight the slain. A creature that reads the
fiends in their home realm. cursed text must make a DC 14
Wisdom saving throw. The cursed
Curses creature takes 14 (4d6) psychic
damage and is cursed on a failed
saving throw, or takes half as
Underhell fiends carry an ancient spite that can
much damage and is not cursed
cling to survivors of any encounter with them.
on a successful saving throw.
While cursed, the creature has
Coward’s Halo
vulnerability to psychic damage.
Fiends of the Sheol Legion are fond of Whenever the cursed target takes psy-
targeting the weakest in a group of crea- chic damage, including from this
tures and of striking precisely for the curse, it must succeed on a DC 14
greatest effect. When a creature leaves Constitution saving throw or its
combat with a Sheol fiend without hit point maximum is reduced
killing it, the fleeing creature must by the psychic damage it takes.
succeed on a DC 15 Wisdom saving The reduction lasts until the
throw or be illuminated by a blood- creature finishes a long rest
red nimbus that casts dim light in a after the curse is lifted. The
20-foot-radius sphere. Any attack roll curse can be lifted with a
against a creature bearing this nim- remove curse spell.
bus has advantage if the attacker
can see it, and the affected creature Psychic Inferno
can’t benefit from being invisible.
A creature burned by hellfire risks
The curse can be lifted with a remove
the fire continuing in its mind
curse spell or by killing the fiend
and soul long after the flame is
that laid the curse.
extinguished. Hellfire burns with-
out burning out, which means that
Curse of Torments
terrain that catches on hellfire can
This curse settles on records of spread the psychic inferno long after
fiends, places where fiends have the fiends that lit it are gone; it needs
tortured mortals or void mag- air, but no fuel. A creature can also
gots, and skeletoys (page 42). be exposed to psychic inferno by
A creature that touches or slaying or fleeing from a powerful
interacts with one of these Phlegethon fiend. A creature exposed
things must succeed on a DC to the curse must succeed on a DC 17 Wisdom
15 Wisdom saving throw or be saving throw or it is cursed. The cursed creature must
frightened of fiends. Each time succeed on a DC 17 Wisdom saving throw at the
the creature takes a long rest, it is end of any round during which it took fire damage or
beset by visions of fiendish torturers and must make was within 5 feet of a fire at least as large as a campfire,
another saving throw whenever it finishes the rest. On taking 21 (6d6) psychic damage on a failed save, or
a failed save, it takes 14 (4d6) psychic damage and half as much damage on a successful one. After three
gains 1 level of exhaustion. If the frightened condition successful saves, the curse ends. The curse can be lifted
is removed, it returns when the creature is damaged by a remove curse or other spell that removes curses if
by a fiend or fails a saving throw against a fiend. cast using a spell slot of at least 5th level.

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Soul Seepage retreat to places of safety, they risk bringing the dis-
This curse is a malady of the spirit, causing the cursed ease with them and infecting an entire nation before
creature’s soul to leak spiritual energy. This energy a fiend even sets foot on its soil. These diseases can be
leakage can be sensed by fiends at a range of 6 miles, ended by a lesser restoration spell.
who are drawn to the infected creature like moths to
flame. Soul seepage is transmitted by sharing energy; Gasp of Fire
when an infected creature casts a spell that doesn’t re- Gasp of fire is a disease that strikes the lungs,
quire an attack roll or saving throw on a creature, the spreading minuscule tumors that grow quickly and
target of the spell must succeed on a DC 16 Charisma ultimately choke infected creatures to death. These tu-
saving throw or become infected with soul seepage mors are particularly susceptible to flame and shrivel
unless it is a construct. Similarly, if an infected crea- when the infected creature inhales air heated by a fire.
ture is targeted by a spell that doesn’t require an attack This disease is airborne and particularly contagious;
roll or saving throw, the caster must succeed on a DC each minute a beast, giant, or humanoid breathes the
16 Charisma saving throw or become infected unless air within 20 feet of an infected person, that creature
it is a construct. must succeed on a DC 13 Constitution saving throw
The symptoms of soul leakage manifest the next or contract the disease.
time the infected creature finishes a long rest. The The disease’s symptoms become noticeable 1d4
creature feels strangely disassociated from its body, as days after infection. The infected creature rarely
though its animating spirit was only loosely tethered knows it is infected, as the tumors in its lungs don’t
to its physical form. The infected creature takes a –1 impede breathing until they fully blossom at the end
penalty on attack rolls, saving throws, and ability of the incubation period. The creature’s breathing is
checks. After each long rest, the infected creature plagued by wheezing and gasping, and they become
must make a DC 16 Wisdom saving throw. On a fixated on any source of flames nearby. The infected
failed save, the penalty worsens by 1. On a success- creature suffers one level of exhaustion and cannot
ful save, the penalty improves by 1; if the penalty reduce its level of exhaustion below 1 for as long as
becomes 0, the creature recovers from the curse. If it has the disease. The infected creature can’t breathe
the penalty reaches –5, the infected creature’s soul unless it is within 40 feet of an open flame at least
slips free, and it dies. This curse can be lifted only by as large as a Medium campfire or within 80 feet of a
a spell that removes curses (such as remove curse or Large or larger open flame. If the creature is outside
greater restoration) cast using a spell slot of at least 8th this radius, they are subject to suffocation. To obtain
level. the fires necessary to survive, many infected creatures
burn their belongings or turn to arson.
Timeless Blood At the end of each long rest after symptoms appear,
Slain Underhell fiends often emit a spray of blood the distances from an open flame that the infected
that lingers in the air in the space where they had creature can still breathe are reduced by 10 feet; for
been standing for 1d10 days, hanging unaffected by instance, after a single rest, the creature can breathe
gravity or wind. Timeless blood is rarely thick enough within 30 feet of a campire or 70 feet of a bonfire.
to impede vision, but it draws away the vitality of After four rests, when this distance to a campfire is re-
creatures within it. A creature that enters an area of duced to 0 feet, the infected creature can only breathe
timeless blood is cursed unless it succeeds on a DC when within 40 feet of a Large or larger open flame.
15 Constitution saving throw. It regains only half the After eight rests, when the bonfire distance is reduced
normal number of hit points from spending Hit Dice to 0 feet, the infected creature cannot breathe at all,
and regains no hit points from finishing a long rest even if they are on fire (though sufferers usually try
(although it still regains Hit Dice from a long rest). lighting themselves on fire to breathe).
The curse can be lifted with a remove curse spell or by The only way to cure gasp of fire, other than
washing with one dose of holy water per point of the magical effects such as the lesser restoration spell, is to
cursing creature’s challenge rating. inhale a significant amount of fire directly into the
lungs to burn the tumors out. An infected creature
doing so makes a DC 15 Constitution saving throw,
Diseases taking 28 (8d6) fire damage on a failed save, or half
as much damage on a successful one. In either case,
The following diseases afflict those who enter lands upon inhaling the flames, the creature must succeed
controlled by the fiends, particularly those in the at a DC 13 Constitution saving throw to recover
Acheron and Tartarus Legions. When these explorers from the disease.

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Ravaged Lands
Deathlike Rigor Skinshine
This infection, generally contracted from undead such This infection causes the infected creature’s mus-
as damned soul swarms and those awakened by an cles to swell beneath the skin, causing their skin to
invasion, causes the infected creature’s sinews to turn stretch into a characteristic smooth and shiny pallor.
stiff and solid, causing it to lurch when it tries to walk This period doesn’t last long, as the skin splits and the
or run. It then begins to stink like death. Eventual- swollen muscles quickly rot in the open air. The dis-
ly, the creature is immobilized and can die of thirst ease isn’t infectious until the infected creature bears
or starvation without help. A humanoid that these open sores. A humanoid that touches
touches someone in the second or a later stage someone in the second stage of skinshine
of deathlike rigor must succeed on a DC must succeed on a DC 15 Constitution
13 Constitution saving throw or become saving throw or become infected.
infected. The first stage of the disease
The first stage of the disease manifests 1d6 hours after infection.
manifests 1 minute after infection. The infected creature’s muscles
The infected creature’s movements expand noticeably and grant the
become stiff and painful, giving it creature advantage on Strength
disadvantage on Dex- checks. Infected creatures in
terity ability checks, this stage of the disease feel
Dexterity saving particularly mighty and, rath-
throws, and attack rolls er than acknowledge that they
that use Dexterity. At are sick, become prone to
the end of each long making reckless decisions. At
rest after the creature the end of each long rest after
shows symptoms, the creature shows symp-
the infected creature toms, the infected creature
must make another DC must make another DC
13 Constitution saving 15 Constitution saving
throw. On a failed save, throw. On a failed save, the
the creature progresses creature progresses to the
to the second stage. second stage. On a successful
On a successful save, save, the disease is cured.
the disease is cured. In the second stage of skinshine,
In the second stage of the infected creature’s muscles expand
deathlike rigor, all the enough to burst the skin, particularly
infected creature’s speeds along the back, chest, arms, and
are reduced by 10 feet legs. The infected creature gains
and it emits a stink like a one level of exhaustion that cannot
ripe corpse. Any non-fiend be removed as long as they have the
creature that starts its turn disease, except that the creature does
within 5 feet of the victim not have disadvantage on Strength
must succeed on a DC 10 checks. Whenever the infected crea-
Constitution saving throw ture engages in a physically strenuous
or be poisoned until the task, they must succeed on a DC 15
start of the failing creature’s Constitution saving throw or take
next turn. At the end of each long rest, an 9 (2d8) slashing damage. Strenuous
infected creature must make a DC 13 Constitution tasks include making an attack in
saving throw. On a failure, the creature’s speeds are combat, making a forced march for 1 hour, moving at
each reduced by another 10 feet, to a minimum of 0 a fast pace for 1 hour, or making a Strength check or
feet. While the creature’s speeds are 0 feet, it is also saving throw. At the end of each long rest, an infect-
paralyzed. On a success, the speeds are each increased ed creature must make a DC 15 Constitution saving
by 10 feet. When the reduction to the infected throw. On a success, the saving throw DC to avoid
creature’s speeds is completely reversed, the creature taking slashing damage for physical activity decreases
recovers from the disease. by 1d6. When the saving throw DC drops to 0, the
creature recovers from the disease.

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Ravaged Lands
Writhing Flesh passing through a bladed thicket that treats the thick-
The infected creature’s skin writhes with fiendish et as difficult terrain takes 5 (1d10) slashing damage
parasites. Most of these parasites are too small to see, for every 5 feet it moves. Each 5-foot square of bladed
but they produce angry red traces across the skin thicket can be attacked and destroyed (AC 13; hp 30;
and a distinctive itching that makes this disease easy vulnerability to fire damage; immunity to piercing
to recognize. Writhing flesh is typically acquired in and psychic damage).
piles of rotting flesh or other areas of gore where Rusted. Some bladed thickets are rusty, making
flesh-devouring parasites swarm and lay their young. them hard to spot until a creature walks into them.
Living creatures in such environments must succeed Only a creature walking in the lead with a passive
on a DC 14 Constitution saving throw or contract Perception score of at least 15 notices the blades 1d2
writhing flesh. x 5 feet before walking into the thicket. A successful
The disease manifests 1 day after infection as DC 15 Wisdom (Perception) check picks out the
squirming red traces spread across the skin. The in- boundaries of the thicket.
fected creature’s muscles tear and bruise easily, as they
are riddled with tiny tunnels created by the burrowing Boilpit
parasites. The infected creature has vulnerability to Challenge: 1 (200 XP)
bludgeoning damage. A sore in the ground like an infected boil, a boilpit
At the end of each long rest after symptoms appear, is normally 40 feet in diameter but might be much
the infected creature must make a DC 12 Consti- larger. It most often appears in fleshy ground (see
tution saving throw. On the first failed save, the below). A closed boilpit can appear to be an ordinary
character gains vulnerability to bludgeoning, piercing, patch of ground, in which case it can be detected
and slashing damage. On the second failed save, the only with a successful DC 15 Wisdom (Perception)
character becomes vulnerable to all damage except check or Intelligence (Investigation) check to note
psychic damage. On the third and each subsequent the slight bulge it creates above it. When 30 or more
failed save, a swarm of insects with a corruption pounds of weight are applied to the closed boilpit, it
trait (page 156) emerges from the creature’s skin and bursts, dropping anything atop it inside and splashing
attacks it and any nearby creatures. On a successful anything within a distance of its edge equal to half
save, the infected creature is fighting off the disease its diameter. A boilpit is half as deep as it is wide and
and doesn’t worsen, but must still make saving throws filled with a viscous, noisome pus that bubbles and
after each long rest. After three successful saving splashes the area, draining vitality. Objects touched by
throws, the creature recovers from the disease. the pus acquire its distinctive stench and are bleached
of color; most such objects retain the smell forever. A
creature splashed by or touching the pus of a boilpit
Hazards and Traps must succeed at a DC 13 Constitution saving throw
or gain one level of exhaustion; the creature must
The land twisted by the fiends sometimes creates the continue to make a saving throw at the start of each
following hazards. These hazards are particularly com- of its turns if it remains in contact with the boilpit.
mon in the Underhell and areas where the fiends have If a creature is immersed, it instead must make a DC
had a longstanding presence. Anywhere an Archlord’s 15 Constitution saving throw or it gains 2 levels of
Shadow has ever passed is sure to have hazards or exhaustion on a failed save, or 1 level on a success-
traps such as these. ful one. The flesh of a creature that suffers a level of
Each hazard or trap that presents a threat on its exhaustion from a boilpit becomes a waxy, pale color
own provides a challenge rating for use if your game until the creature is no longer exhausted. A disin-
awards noncombat XP for traps or similar challenges. tegrate, dispel evil and good, or lesser restoration spell
cast on the boilpit removes it. A closed boilpit has a
Bladed Thicket challenge rating of 2 (450 XP).
When Cocytus fiends overtake a small wooded area,
particularly one embedded in a cultivated landscape Field of Corpses
or lying along a well-traveled route, the plants grow Most fiends care little what happens to the corpses
small metal or obsidian blades and sprawl over nearby of their victims, merely leaving them in heaps to rot.
paths or roads. These plants bend in the way of the When entire fields lie covered with rotting corpses,
fiends’ enemies. Bladed thickets count as difficult they breed disease. A field of corpses can be of any
terrain for all creatures except fiends and creatures size or shape, and many contain other terrain
moving directly toward fiends they can see. A creature features, hazards, or carrion-eating monsters.

125
Ravaged Lands
Any creature entering a field of corpses or finishing a A restrained creature or a creature within 5
rest there is exposed to sewer plague or an Underhell feet can attempt to free the restrained creature
disease. as an action with a successful DC 15 Strength
(Athletics) check. Creatures can use a burrowing speed
Flame Geyser to move through fleshy ground as if it were firm soil.
Challenge: 5 (1,800 XP)
Areas that have been occupied by Phlegethon fiends Fog of Fear
for a substantial length of time can sponta- The Lethe Legion’s devotion to terror can take pal-
neously develop geysers of flame. pable form. Wherever Lethe fiends have been
These geysers erupt in pillars of particularly successful, they may leave
fire with a diameter of 5 behind a thick fog that clings
to 10 feet and a height to a specific spot. This fog is
of 50 feet. These unaffected by weather and all
eruptions occur at but the strongest winds, re-
random, at inter- maining stubbornly in place.
vals of 1d4 hours, A fog of fear generally fills
and last 1 round. a specific area where Lethe
A creature caught fiends inflicted significant
in a geyser of flame amounts of terror, such as
must make a DC a courtyard or a paddock,
16 Dexterity saving and can be of any size or
throw, taking 55 shape, so long as it is con-
(10d10) fire damage tiguous. The fog obscures
on a failed save, or vision as an ordinary fog,
half as much damage making all creatures within
on a successful one. it heavily obscured, but
Some Archlords creatures within the fog
and fourth-circle see horrifying shapes. A
fiends develop a creature that isn’t a fiend
connection to that starts its turn within
areas containing a fog of fear must succeed
flame geysers and on a DC 15 Wisdom
can trigger their saving throw or be fright-
eruption as an ened of the fog. While
action. A flame frightened by the fog,
geyser cannot be the creature must
triggered again use its movement to
in this manner retreat to the nearest
for 1 hour. safe spot from which
it can’t see the fog
Fleshy and is at least 60 feet
Ground away from it. Once the
creature is at least 60 feet
In places where
away from the fog of fear
an Archfiend’s
and can’t see the fog, it is no
shadow has passed or
longer frightened.
where Underhell fiends have died, the ground itself
can become infused with living flesh that stretches
for feet or for miles. The bulk of fleshy ground is
Gravity Cliff
tough and calloused, like firm earth, and pocked with Magic trap
weeping, pulsating sores between 5 and 50 feet across Challenge: 2 (450 XP)
that are difficult terrain. Each creature that touches a The Styx Legion uses malevolent, magical windstorms
sore must succeed on a DC 15 Strength saving throw to defend their skies and to churn through mortal
or become restrained by the ground; constructs, worlds. These windstorms encounter few barriers strong
fiends, and undead are immune to this effect. enough to curtail them but are sometimes stopped by

126
Ravaged Lands
rocky cliffs. When they stall against such a cliff, they A successful DC 15 Wisdom (Perception) check
may infuse the cliff with an effect that reverses gravity discerns an absence of foot traffic over the section
within 5 feet of the cliff face. A typical gravity cliff is 60 of floor that forms the pit’s cover. A successful DC
feet tall, but it can be taller or shorter. 15 Intelligence (Investigation) check is necessary to
The cliff is difficult to identify as unusual, requir- confirm that the trapped section of floor is actually
ing a 20 Wisdom (Perception) check to detect the the cover of a pit.
different feel of gravity in the split second before When a creature steps on the cover, it swings
fuly entering the affected area or a successful DC 17 open like a trapdoor, causing the intruder to fall
Intelligence (Arcana or Investigation) or Wisdom into the pit below. The door then silently swings
(Survival) check. closed again. The pit is usually 20 feet deep but can
While the gravity cliff itself cannot be lifted into be deeper. The pit is a well of supernatural darkness
the clouds, any creature entering the area falls up- that can’t be brightened by light other than true sun-
ward, as with the reverse gravity spell, and can attempt light. A creature that starts its turn in the darkness
a DC 17 Dexterity saving throw to grab onto a fixed must succeed on a DC 15 Wisdom saving throw or
object within reach (such as the cliff face). If it fails be magically blinded and deafened for as long as it
this save, the creature is hurled up the height of the remains in the darkness and for 10 minutes there-
gravity cliff and flung over its edge, taking falling after. Exposure to sunlight ends these conditions
damage as though it had fallen the distance to the top immediately.
of the cliff. The creature lands at the top of the gravity Once the pit trap is detected, an iron spike or sim-
cliff, just beyond the area of reversed gravity. ilar object can be wedged between the pit’s cover and
the surrounding floor in such a way as to prevent the
Isolating Oubliette cover from opening, thereby making it safe to cross.
Mechanical trap The cover can also be magically held shut using the
Challenge: 1 (200 XP) arcane lock spell or similar magic.
This pit trap has a cover constructed from material
identical to the floor around it.

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Ravaged Lands
Mist of Degeneration Pool of Gloom
Fiends of the Dis Legion delight in regression and The Acheron Legion creates pools of lunging
degeneration, using enslavement, forced mutation, shadows to defend strategic locations. These pools can
and similar tactics to amplify the animalistic impulses cover terrain of any kind (so long as the terrain is not
of their victims. In some places, such as in a dark cav- exposed to regular direct sunlight, which burns away
ern or a warehouse employed as a prison, Dis fiends the shadows) and can be of any size or shape, so long
make long and intense use of these vile tactics. Even as the spaces are contiguous. Nothing less than sun-
after Dis fiends abandon such places, these locations light can raise the illumination of a pool above dim
remain tainted by this evil and develop an atmospher- light. A creature that isn’t a fiend that comes within
ic effect that echoes the fiends’ tactics. This mist of 10 feet of a pool of gloom must succeed on a DC 16
degeneration can fill part or all of an enclosed area Charisma saving throw or become overwhelmed with
and can be of any size or shape, even forming small despair for as long as it is within 10 feet of a pool of
pockets within a large space or containing pockets gloom and for 1 hour thereafter. While a creature is
of untainted space in the mist’s interior. The mist is overwhelmed with despair, it can’t attack or cause any
transparent and visible with a successful DC 13 Wis- creature to make a saving throw and it has disadvan-
dom (Perception) check. tage on Intelligence, Wisdom, and Charisma saving
When a creature that isn’t a construct, undead, throws. When the despairing creature is damaged or
or fiend enters the mist, it must succeed on a DC succeeds on a saving throw, the despair ends.
15 Intelligence saving throw or lose all ability to use
language (resorting to grunts and gestures to com- Suffocating Ash Pit
municate) and to cast spells with verbal components Mechanical trap
until it leaves the mist. A creature that fails this save Challenge: 1 (200 XP)
also despises being burdened; if it is wearing heavy The continual fires of Phlegethon fiends generate
armor or is encumbered, it takes whatever actions are plenty of ash as a natural byproduct. These fiends dig
necessary to doff its armor or drop items until it is no pits to fill with suffocating ash. The pits vary in size
longer wearing heavy armor and is not encumbered. but are generally at least 15 feet deep. A creature can
only distinguish the pit from the surrounding ash if it
Noxious Acid Pool succeeds on a DC 18 Wisdom (Perception) check or
Mechanical trap Intelligence (Investigation) check to notice the slightly
Challenge: 4 (1,100 XP) different way the ash settles or the loose surface below.
The impregnable fortifications of the Annwn Legion A creature entering a suffocating ash pit immedi-
are much more memorable for their thick, spiked ately sinks 1d4 feet, becomes restrained, and catches
walls—especially those made of living, screaming on fire. At the start of its turn, it sinks another 1d4
flesh—than for the moats of acidic water that often feet. The creature or another creature that can reach
surround such walls. Yet these moats sometimes it can pull the restrained creature out by taking an
acquire spiteful magical effects as they dwindle into action and succeeding on a Strength (Athletics) check
acidic pools. Such pools can be of any shape, size, or with a DC of 8 plus the number of feet it has sunk. A
depth, so long as they are contiguous; they may cover creature not in the ash has advantage on this Strength
any terrain or contain other hazards. (Athletics) check but the attempt causes it to catch on
Any creature or object that touches the acid of fire.
the pool takes 9 (2d8) acid damage. A creature that A creature on fire takes 5 (1d10) fire damage at
is completely submerged in the acid pool or starts the start of each of its turns until it is free from the
its turn submerged within it takes 45 (10d8) acid suffocating ash and someone takes an action to douse
damage. A non-magical object that isn’t made of the fire.
stone, metal, or another material resistant to acid is When a creature starts its turn submerged, it must
destroyed 1 round after being submerged in an acid hold its breath or make a DC 15 Constitution saving
pool, but magic items usually survive immersion throw as the burning ash chokes it. On a failed save, it
much longer. is stunned by terrible choking and loses 5 (1d10) hit
Camouflaged Noxious Acid Pool. Some noxious points.
acid pools are covered to make them harder to detect, A beast, giant, or humanoid that comes within 20
as normal for a pit trap or isolating oubliette (above). feet of a disturbed suffocating ash pit is exposed to the
A camouflaged noxious acid pool has a challenge gasp of fire disease (page 123).
rating of 5 (1,800 XP).

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Ravaged Lands
Vicious Halo
Magic trap
Poisons
Challenge: 2 (450 XP)
The fiends of the Underhell have no compunction
Fiends of the Sheol Legion are fond of targeting the
against using poison against their foes, and many
weakest in a group of creatures and of striking pre-
fiends or corrupted creatures are naturally venomous.
cisely for the greatest effect. Sheol fiends sometimes
The following new poisons are only available for
magically imbue a strategic spot—a tight twist in a
purchase from the most notorious black markets,
staircase, for example, or a switchback along a steep
whose proprietors don’t mind trading in the substanc-
ravine—with a vicious halo spun from powdered
es used by creatures who would enslave and destroy
mortal souls. The halo fills a 20-foot cube and is
them.
invisible unless seen through magical means, such as
Acheron Rot (Inhaled). The barren,
the detect magic spell. A successful DC 17 Intelligence
gloomy lands inhabited by the
(Arcana) check also recognizes fiendish patterns in
Acheron Legion produce a dismal
drifting motes of nearby dust.
fog that can be captured and
Any creature entering a vicious halo must make
concentrated into this pale, poi-
a DC 17 Dexterity saving throw or take 27
sonous gas. A creature subjected to
(5d10) necrotic damage and shed gray light in
this poison must succeed on a DC
a 10-foot radius from trailing streamers of its
12 Constitution saving throw or be
own blood being siphoned back to the halo for
poisoned for 24 hours. The poisoned
8 hours. A creature that takes necrotic damage
creature emits a decaying stench. Any
must succeed on a DC 17 Constitution sav-
creature other than a construct, fiend, or
ing throw or its hit point maximum is
undead that starts its turn within 10 feet
reduced by the amount of necrotic
of the poisoned creature must succeed on
damage it takes until it finishes
a DC 12 Constitution saving throw or
a long rest. Any attack roll
be poisoned until the start of its next
against a creature shedding
turn. On a successful saving throw,
this light has advantage
the creature is immune to the poi-
if the attacker can see it,
soned creature’s stench for 24 hours.
and the affected creature
Babble Slime (Contact). Mas-
can’t benefit from being
sive, gibbering, slug-like creatures
invisible.
heave through the Underhell,
leaving this poisonous slime in their
Wriggling Water wake. A creature subjected to this
Many fiends infest stag- poison must succeed on a DC 16 Con-
nant ponds or lakes with stitution saving throw or be poisoned
their corrupting presence, for 8 hours. The poisoned creature can’t
and even large swaths of understand what other creatures say, can’t
fiend-infested oceans are read, and speaks and writes only in gibberish.
subject to their taint. Water Cendiary Paste (Injury). This thick, pale
that shelters fiends takes on goo is made from insect venom mixed with the
a measure of their boundless fiery residue of smashed flesh that the cendi-
hatred and lust for destruction, ary (page 241) leaves behind as it rolls over its own
spawning tiny, translucent globs of thickened water appendages. A creature subject to this poison must
like miniscule eels. These swarming, wriggling pests make a DC 14 Constitution saving throw or take 10
occupy an underwater area and pose a danger to liv- (3d6) poison damage and 4 (1d8) fire damage and
ing creatures that venture within it. When a creature must repeat the saving throw at the end of each of
that isn’t a construct, fiend, or undead enters an area its turns. On each successive failed saving throw, the
of wriggling water for the first time or starts its turn creature takes 3 (1d6) poison damage and 4 (1d8) fire
there, that creature must make a DC 13 Constitu- damage. After three successful saves, the poison ends.
tion saving throw or become blinded and deafened Debilitating Sludge (Contact). This chunky cream
until the start of its next turn, as the wriggling water has gobs of rotted flesh suspended within it. A crea-
attacks the creature’s eyes and ears. ture subjected to this poison must succeed on a DC
18 Constitution saving throw or be poisoned for

129
Ravaged Lands
pinnacle of grace
Poison Name Type Price per Dose and sophistication.
Acheron rot inhaled 500 gp If the charming creature
Babble slime contact 200 gp or its apparent allies attack
Cendiary paste injury 600 gp the charmed creature or
Debilitating sludge contact 1,000 gp force the charmed creature
Dull-thought draught ingested 150 gp to make a saving throw,
Fiend-blind ectoplasm contact 750 gp the charmed creature is
Flesh-softening mucus contact 200 gp no longer charmed by
Maggot spleen injury 80 gp
the attacker or any of the
Majestic breath inhaled 250 gp
Sequestering poison contact 350 gp
attacker’s apparent allies.
Underfiend bile injury 5,000 gp Sequestering Poison
Wasting flesh ingested 50 gp (Contact). Magically
created from the darkness
inside fiendish oubliettes,
this poison robs its victims
1 hour. The poisoned creature has disadvantage on of sensation. A creature
saving throws. subjected to this poison must succeed on a DC 15
Dull-Thought Draught (Ingested). Brewed from Constitution saving throw or be poisoned for 1 min-
the blood of void maggots, this poison dulls the ute. The poisoned creature is blinded and deafened.
mind and slows reactions. A creature subjected to this Underfiend Bile (Injury). This poison must be
poison must succeed on a DC 13 Constitution saving harvested from the bile of an Underfiend from the
throw or be poisoned for 8 hours. The poisoned crea- Acheron, Cocytus, Gehenna, or Tartarus Legions.
ture can’t take reactions. A creature subjected to this poison must make a
Fiend-Blind Ectoplasm (Contact). This cloudy DC 17 Constitution saving throw. On a failed save,
poison drawn from the residue of damned soul the creature takes 21 (6d6) poison damage and is
swarms causes the victim to fail to see fiends at all. A poisoned for 1 hour. All attack rolls made to hit the
creature subjected to this poison must succeed on a poisoned creature have advantage, and it can’t move
DC 15 Constitution saving throw or be poisoned for away from an enemy within 60 feet that it can see.
8 hours. Fiends are invisible to the poisoned creature. On a successful save, the creature takes half as much
The poisoned creature’s eyes become a roiling gray damage, is poisoned for 1 round, and creatures do not
color. get advantage on attack rolls to hit it.
Flesh-Softening Mucus (Contact). This gelatinous Wasting Flesh (Ingested). This tasteless, odorless
mucus makes flesh weaker and more sensitive. A poison permeates the flesh of creatures corrupted by
creature subjected to this poison must succeed on a the Tartarus or Gehenna Legion, or by Humbaba’s
DC 13 Constitution saving throw or be poisoned for Shadow. One minute after exposure to this poison,
1 minute. The poisoned creature gains vulnerability to the subject must succeed on a DC 15 Constitution
bludgeoning, piercing, and slashing damage and has saving throw or be poisoned. When the poisoned
advantage on Wisdom (Perception) checks that rely creature finishes a long rest, it can make a new saving
on touch. throw, ending the condition on a success.
Maggot Spleen (Injury). This poison must be
harvested from the spleen of a void maggot from the
Acheron or Tartarus Legion. A creature subjected to
this poison must make a DC 10 Constitution saving
throw, taking 7 (2d6) poison damage on a failed save
or half as much damage on a successful one.
Majestic Breath (Inhaled). This foul-smelling
poison is distilled from the fetid breath of grylluses.
A creature subjected to this poison must succeed on a
DC 13 Constitution saving throw or be poisoned for
1 hour. The poisoned creature must succeed on a DC
13 Intelligence saving throw each time it perceives a
new creature or group of creatures, or it is charmed
by those creatures and considers them to be the

130
Ravaged Lands
circle” within the fiendish hierarchy, a negligible
Fiendish Legions rank below all others. All other fiends can issue these
pathetic creatures orders, but they rarely do so when
The fiends of the Underhell are grouped into factions these minions are undertaking specific orders for a
known as legions. A fiendish legion is a difficult higher-ranked fiend. The physical effects of a legion
concept for most mortals to understand: it functions also apply to these minions, although in the case
as a cross between a team, a religion, and a mutual of void maggots, they tend to be physical transfor-
philosophy of violence and self-satisfaction, especially mations rather than a sense of personal identity or
in war. Many fiends consider their legion to be part of philosophy espoused by more powerful fiends. Void
their identity, and nearly all fiends manifest different maggots serve as expendable infantry, servants, and
powers based on the legion to which they belong. bodyguards, and they make up the vast majority of
Jockeying for position within a circle is often in- the legions’ forces. Those who fail the circled fiends
tense, particularly among grylluses, and usually takes are used as raw materials for structures, equipment,
a form consistent with the legion’s philosophy. Fiends and magic items such as skeletoys (page 42). If the
in the Gehenna Legion often engage in bloody phys- legion includes fiends from outside the Underhell, the
ical contests, for example, while fiends in the Lethe unranked void might include dretches and lemures.
Legion try to dominate their peers through fear and First Circle. The lowest circle of true fiends is the
isolation. The hierarchy of circles is consistent across haughty grylluses, who resent their inferior position
legions, and most fiends defer to it even when they and continually scheme to advance in power and
aren’t in the same legion—a underfiend of the Lethe prestige. If the legion includes fiends from outside the
Legion knows better than to disobey a cacodaemon of Underhell, the first circle might include imps, quasits,
the Gehenna Legion, for example. and bearded devils.
Fiends of the same rank often feud between legions, Second Circle. Underfiends occupy the second cir-
however. There are constantly shifting tensions cle, serving as shock troops, elite infantry, and squad
between the legions, as each one in turn takes offense leaders. If the legion includes fiends from outside the
at some action of another legion or some subjectively Underhell, the second circle might also include chain
inferior aspect of that legion. A high-ranking fiend of devils, hezrous, and vrocks.
one legion often orders lower-ranking fiends of anoth- Third Circle. Cacodemons constitute the third cir-
er legion to act against the other legion’s philosophy cle, serving as field commanders, magical experts, and
and strategy, sparking reprisals from the lower-ranking fiery artillery on the battlefield. They like to put their
fiend’s superiors within its own legion. These reprisals foes off-balance but prefer to leave the subsequent
are set aside when major strategic goals are on the physical engagement to fiends of other legions. If the
line, and more often take the form of personal vio- legion includes fiends from outside the Underhell, the
lence and humiliation rather than large-scale conflict. third circle might include bone devils, glabrezus, and
Legions under an Archlord operate with a moderate horned devils.
level of autonomy, but few legions act in complete Fourth Circle. In the Underhell, each legion is led
isolation. Wise to Underhell politics, an Archlord by a loose cabal of potent and diverse fourth-circle
evinces less prejudice against other legions and is fiends. This cabal sets the objectives for all the fiends
quick to utilize the expertise from another legion within the legion. Fourth-circle fiends constantly
when sensible and when it can do so quietly, careful search for new sources of magical power, which they
not to alienate a larger legion by employing one of can use to transcend their current forms and become
that legion’s current rivals. It might quietly hire a unit lesser lords in their own right. If the legion includes
of Styx underfiends to assault a mountaintop strong- fiends from outside the Underhell, the fourth circle
hold or a powerful Tartarus fiend to spread a conta- might include erinyes, ice devils, and nalfeshnees.
gion in a site of fierce resistance, most often physically Lesser Lords and Archlords. Lesser lords and
apart from its units of other legions to minimize the Archlords exist above the hierarchy of the legions,
risk of conflict. though some scholars assign them to theoretical fifth
and sixth circles of authority, respectively. Each of
Catalog of Fiends these individuals is so powerful and so hard to truly
destroy that it no longer has need of the legions to
The following fiends make up the bulk of the fiendish survive, so it generally strikes out on its own and uses
legions. legions only as mercenary tools. Legions readily seek
Void. Void maggots and damned soul swarms are lesser lords and especially Archlords to serve, if only
beneath all of the other fiends and occupy a “zero so long as the arrangement remains profitable.

131
Fiendish Legions
Archlords most often employ legions when they need by the fiend’s current employers.
invaded territory held, which they rarely require in the
wastelands of the Underhell. Legions depend upon
the magical power of an Archlord to invade mortal List of Legions
realms, so they are quick to offer their services when
an invasion is being planned. Lesser lords are often The 12 legions are described in more detail below.
picked off by Archlords as potential rivals, mean- Each legion provides a short overview of its strategies
ing there are fewer of them and they are rarely seen during an invasion, its most common client arch-
outside the Underhell. Balors, mariliths, and pit fiends fiends, and monsters that often align themselves with
might inject themselves into the politics of the Under- that legion. In addition to its fiends and monsters,
hell as lesser lords. each legion relies on other defenses—such as traps,
hazards, and obstacles—that heroes must overcome to
take the fight to the legion’s fiends or to rescue captive
Changing Legions prisoners.
For all a fiend’s efficient service to its legion, the le-
gions are surprisingly fluid. Any fiend might abandon
its legion altogether to adopt a new legion, especially
Acheron
Archlords. When an Archlord changes the legion it The Acheron Legion exem-
associates with, it expects its servitor fiends to make plifies decay, desolation, and
the transition as well, so that they can continue gain- gloom. Lands controlled by
ing power from the association. This is particularly the this legion are barren; vege-
case when a strategic objective requires a different phi- tation turns rotten and dies,
losophy; for instance, an Archlord might hurl hordes and animals are sickly and
of expendable Hades minions at a castle for as long as bear only dead, misshapen
necessary to overwhelm it, then switch to the Annwn offspring. The light is gray
Legion once entrenched within the fortification, the and everything in the region is washed out and void of
better to hold it. color. A stomach-churning stench permeates the land,
A fiend’s legion isn’t something it considers a secret, fouling the scarce food and water that remains. Even
and the names and general attitudes of each of the creatures who find something to eat in a land ravaged
legions are something the heroes can typically discover by this legion’s touch often can’t keep it down. Food
by interrogating prisoners or eavesdropping on the and drink brought into the area quickly go bad, emit-
invaders. The adventurers should generally be able to ting the same ghastly stench as everything else there.
discover the nature of a legion they are facing—such Acheron fiends are similarly decayed and sick-
as that fiends of the Styx Legion are agile and claim ly-looking, with skin hanging off their skeletal frames
mastery of the air—within their first few encounters and sores all over their bodies. Despite this appear-
against the legion’s forces. Rumors persist of other, ance, these fiends are just as tough as those from other
smaller legions, although these are normally misattri- legions; they are highly resistant to the illnesses they
butions of factions within the 12 known legions. carry and have only the cosmetic effects of a wasting
Individual Transformation. An individual fiend disease. Acheron fiends are often unwelcome in the
may also abandon one legion to defect to another, lands claimed by other legions, precisely because of
particularly to gain a higher position in the new legion the desolation they bring.
than it had in its old one. A fiend who switches their Strategies. Fiends of the Acheron Legion seek to
loyalties often undergoes a physical transformation, choke out opposition by rendering the land a barren,
losing the benefits of their prior legion and adopting lifeless wasteland. They stick to the long shadows cast
the characteristics of the new legion. This switch isn’t by dead trees and gray cliffs, making quick harrying
instantaneous, and for an interim period of up to 24 strikes against their foes while their desolation spreads.
hours, the fiend has no benefits of either its old legion Acheron fiends cluster together in camps in the
or its new one. Because a legion is part of a fiend’s middle of the blasted wastes, often forming fortifica-
identity, this transformation is in part a sacrifice of tions of pale, broken bones that cast long shadows.
self, scarring the fiend’s soul and leaving it all the more They prefer to starve prisoners as a means of torture
violent and emotionless with each change. Powerful and sometimes pretend to allow prisoners to escape
fiends have generally changed legions numerous times, only to let them die in the lifeless wasteland. Although
leaving most of them little more than hollow masks these fiends aren’t the most numerous, they are careful
playing out the personality deemed most useful and patient planners whose predations damn civiliza-

132
Fiendish Legions
tions to agonizingly slow ruin from want and hunger. physical durability and their reputation in the Under-
This patience is perhaps the legion’s greatest weakness, hell, Annwn fiends fight to the bitter end to defend
as decisive action from desperate heroes can some- the structures they hold.
times catch these slow-moving fiends off guard. Spellcasters in the legion are masters of abjuration
Fourth-Circle Fiends. Catoblepas, cendiaries, magic, crafting intricate wards to blunt attacks and
gadarenes, mandrakes turn magical assaults back against attackers. Many
Fiend Lords. Baphomet, Humbaba, Jabootu, Spi- Annwn fiends bear arcane symbols carved into their
der Mastermind, Stroma thick skin to ward their bodies against magic as much
Associated Monsters. Ettercaps, shadows, sham- as they are resistant to physical blows.
bling mounds, and other creatures that despoil the Fourth-Circle Fiends. Bellatrix, philters, raparee,
land or lurk in shadows. secutors, tardigrades
Defenses. Lack of sustenance for living creatures; Fiend Lords. Argus, Baphomet, Orobas, Pulgasaur,
pools of hostile liquid shadow. Pools of gloom Spider Mastermind
(page 128) are common in lands claimed by Ache- Associated Monsters. Bulettes, duergars, gargoyles,
ron fiends, and many use Acheron rot poison (page gorgons, and other monsters with a reputation for
129). resilience or invulnerability.
Defenses. Thick walls topped with high spikes; vast
moats filled with acid or fire; various traps; noxious
Annwn acid pools (page 128). Victims of Annwn fiends serve
Obsessive and paranoid only to refine and perfect the legion’s defensive exper-
masters of defense, Annwn tise. Void maggots might find their bones and flesh
fiends prefer to hunker stitched together into walls or screens or mortared
down in impregnable fortifi- together in battlements of screaming flesh.
cations to withstand attacks.
Even when making sorties
out from their defenses, Cocytus
these fiends demonstrate Creatures of spite and malice,
a phenomenal resilience unmatched by any other fiends of the Cocytus Legion
legion. Most Annwn fiends are incredibly resistant to believe no insult should go
blows from mundane weapons and can even shrug unpunished and revenge
off damage from siege weapons, deadfalls, and other should be served a hundred-
nonmagical dangers. fold. These fiends live their
Proud and pugnacious, Annwn fiends see their lives in extreme contrast,
resilience as a right and proper extension of their either acting with explosive
stubbornness. They spend any time they aren’t actively anger or retreating in quiet, malevolent brooding over
defending a site upgrading its defenses, whether they past injuries. They hold grudges with a near-religious
are occupying a wooden shack, a hilltop rampart, or fervor and scheme to heap revenge against any dissent
an ancient castle. Many Annwn fiends are tenacious or slight, whether real or imagined. Every Cocytus
veterans who have withstood sieges in uncounted fiend has glowing, angry red scars upon its flesh rep-
campaigns and learned how best to defend a structure resenting the grudges it holds, and new injuries gleam
using materials at hand, expendable units of slaves or brightest.
prisoners, or even their own bodies. Their leaders are Cohesion within this unit is relatively weak, as
just as obstinate and quick to punish subordinates fiends exact vengeance upon each other as much as
who fail to measure up to the legion’s reputation. they do their enemies. A powerful leader can compel
They consider giving even an inch of ground to be an groups of Cocytus fiends to work toward a specific
embarrassing loss, and most Annwn fiends that flee goal in the short term, but infighting is inevitable
a battle defect to another legion in order to conceal under weaker leaders. Wise adventurers learn to prey
their shame. upon this infighting, as it means squabbling bands
Strategies. The ultimate defensive fighters, Annwn of Cocytus fiends aren’t likely to come to each other’s
fiends are sometimes called upon to hold fortifications aid.
that other fiends capture during an invasion. They are Strategies. Cocytus fiends don’t engage in much
particularly good at this task, and only a handful of advance planning. Leaders in the Cocytus Legion
these defensive-minded masters are needed to retain know their fiends react with swift and deadly retribu-
control of massive structures. Well aware of their tion against enemy attacks rather than stick to

133
Fiendish Legions
a predetermined plan, so they often keep the plan- strut and preen, their magical abilities serve
ning to a minimum. Cocytus fiends like to despoil a valuable purpose in keeping the legion’s
and destroy their enemies’ great architectural works many prisons in line and running smoothly.
and marvels, but only if they can take credit for the Strategies. Dis maintains larger prisons than most
destruction as an act of spite or revenge. Their larger other legions, preferring to retrofit caverns or ware-
plans usually involve destruction such as toppling houses, where they keep prisoners in large iron cages
cities, flooding valleys, or burning down entire forests. like animal pens. There, they carefully inflict exqui-
Fourth-Circle Fiends. Nuckelavee, secutors, tardi- sitely painful mutations to increase their captives’
grades, Underhell elementals suffering, and victims that have been too long in
Fiend Lords. Chthon, Scylla, Stroma, Tarasque these prisons become wholly unrecognizable to their
Associated Monsters. Barbed devils, spirit nagas, allies. The fiends delight in torments that lower their
specters, wights, wraiths, and other creatures that prisoners’ intellect, such as forced lobotomies or other
embody spite or thirst for revenge. Undead are par- horrific surgical procedures. The fiends also use stu-
ticularly drawn to this legion, especially malevolent pefying magic in battle so they can exploit their foes’
undead who were wronged in life but cannot rest. animalistic intelligence by trapping or cowing them.
Cocytus fiends keep such troops in line with promises Dis is as much a legion of mutation as of regres-
of ever greater acts of revenge and destruction. sion: many of its fiends have extra limbs, duplicated
Defenses. Spiked pits, spiteful traps that often facial features, or extra joints. These mutations may
incorporate spikes or blades, bladed thickets (page seem painful, but the fiends quickly adapt to them. In
125). These fiends live in the ruins of their enemies’ the areas controlled by the Dis Legion, spontaneous
strongholds, taking a perverse glee in turning their mutations are common, and the fiends don’t give their
foes out and using their fortifications against them. enemies any time to adjust to their altered physical
They spend a lot of their time despoiling the ruins, features before capturing or killing them.
desecrating altars, befouling cisterns, and otherwise Fourth-Circle Fiends. Bellatrix, hortator, philters,
performing acts of petty spite. raparee
Fiend Lords. Asmod, Geryon, Scylla, Stroma,
Tarasque
Dis Associated Monsters. Chimeras, hill giants, lycan-
The Dis Legion focuses on thropes, and other creature that exemplify mutation
mutation, degeneration, and or regression to a brutal, animalistic nature.
regression to brute, animal- Defenses. Poisons or diseases such as dull-thought
istic impulses. Dis fiends are draught (page 130) that impair higher-order thinking;
generally considered the most alchemical slurries that cause mutations; magical traps
straightforward and stupid, that transform creatures into brute animals. Boilpits
as they do not prize thought- (page 125) are common in lands claimed by Dis
fulness or foresight, but this fiends.
stereotype often only proves true of maggots and the
lowest ranking fiends. Other Dis fiends use brute
stupidity as a weapon, inflicting it on their enemies Gehenna
to limit their effectiveness in battle. Other times, they The most brutal of the legions,
overwhelm foes with anguish, reminding them of all Gehenna is synonymous among
that has been lost in order to prevent them thinking the fiends with raw strength
clearly. To the extent Dis fiends are straightforward, it and physical violence. Violence
is because this tactic has proven effective in invasion spreads like a contagion among
after invasion. these fiends and maggots and
The Dis Legion is particularly attractive to gryl- grylluses that survive eventually
luses, who are themselves not particularly bright but transform into underfiends as a
enjoy lording their abilities over lesser creatures. They reward for their brutality. These
like to present themselves as terrors to the brute idiots new underfiends in turn attack and torment weaker
in the worlds they invade, and the regression and fiends. To the Gehenna fiends, no contest can truly
mutations of the Dis Legion allow the pretentious determine who is superior other than a test of might.
grylluses to seem like the height of sophistication and They simply take what they want from others and ex-
intelligence amid throngs of beasts. Although some pect that mightier fiends will, in turn, take from them
legions are disgusted by the way Dis grylluses if they so choose.

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Fiendish Legions
Gehenna fiends are the least likely to respect the proud and all too willing to prove themselves at least
byzantine Underhell hierarchies and simply ignore as mighty as their peers in other legions—but because
commands from leaders they don’t think are strong. of their fundamental philosophical view of subservi-
Gehenna fiends have explosive tempers and can shift ence. To Hades fiends, submission to another creature
from apathy to blind rage at a moment’s notice. relinquishes all rights of will and even existence. To be
They enjoy brutal and bloody arena sports and often willing to serve any more or any longer than absolute-
arrange these sorts of fights between prisoners or even ly necessary is to deserve oblivion.
among themselves when there isn’t anything more As a result of this philosophy, each Hades fiend
interesting to capture their attention. amasses as many slaves and servile maggots as it can
Strategies. Pleased to serve as the foot troops of muster. The fiends learn to show strength and power
the fiendish legions, Gehenna fiends enjoy the brutal as much as possible, knowing that any display of
clash of melee on the battlefield and tearing down weakness invites domination. Most cultivate a cocky
fortifications with their bare hands. As many Gehen- swagger or an imperious demeanor to discourage
na fiends will fight each other with little provocation, peers from calling them weak or ineffective, and the
their leaders often aggressively extend their troops to scheming grylluses are particularly skilled at adopting
ensure a steady diet of combat—or, in the event the the right facade.
troops are overextended, a timely culling of soldiers Although these fiends disdain subservience, they
that would otherwise be prone to infighting. are nevertheless organized into the hierarchy of circles
Although Gehenna fiends respect strength, they just like other fiends. Hades fiends each insist that
are often cunning and understand how many mortals they are acting independently, and that they obey
equate strength with stupidity. Such fiends often try those of higher circles because they choose to, not
to lure mortals into traps by feigning inattention or because they are forced to. To admit that they are
by making promises to someone that can best them forced to serve is tantamount to acknowledging defeat
in a display of raw might. Of course, the fiends rarely and worthlessness. These ambitious fiends are very
keep these hastily-made promises. quick to rebel against their superiors when they show
Fourth-Circle Fiends. Bellatrix, hortator, secutors, weakness, and they eagerly seek the necessary power
tardigrades to transform into more powerful fiends.
Fiend Lords. Geryon, Humbaba, Orobas, Pulga- Strategies. The Hades Legion drives vast armies of
saur, Tarasque maggots and slaves ahead of them in battle, thinking
Associated Monsters. Evil giants, gnolls, mino- nothing of expending any number to kill even a single
taurs, ogres, owlbears, trolls, and other creatures of enemy. Hades fiends fight particularly hard when
great strength, feral aggression, and limited intellect. defeat seems imminent, as they fear capture and en-
Gehenna fiends have a kinship with predatory animals slavement even above death, and many bands of these
that kill for sport, such as cats, dinosaurs, or dire ani- fiends can be counted on to snatch a desperate victory
mals, and they often train such beasts as guards. from the jaws of defeat.
Defenses. Barricades that require great strength Cruel torturers, the fiends of the Hades Legion
to push through; arenas for blood sports filled with bring fanaticism to their treatment of slaves and
vicious animals; rolling sphere traps; spiked pit traps prisoners. They placidly insist that their diabolical
smeared with underfiend bile poison (page 130). Ge- torments don’t occur because the fiends want it but
henna fiends prefer thick walls around their fortifica- because the slaves deserve it. Creatures that break and
tions rather than traps, magic, or concealment. Even accept this reasoning, if they survive at all, become
their isolated outposts or minor prisons resemble twisted evangelists of the legion’s perverse domina-
stout fortresses, and they often test the strength of tion-centric logic.
their fortresses personally. Fourth-Circle Fiends. Gadarenes, hortator, magda-
lene, mandrakes, philters
Fiend Lords. Geryon, Humbaba, Orobas, Pro-
Hades crustes, Stheno
Far more than any other le- Associated Monsters. Goblins, dretches, kobolds,
gion, the Hades Legion utiliz- and other creatures that are easily dominated fill the
es massive hordes of maggots ranks of this legion.
and slaves to do its fighting. Defenses. Hazards that trap or restrain foes to take
This isn’t due to any cowardice them captive, such as nets, bear traps, or quicksand.
or caution on the part of the Prisons or chapels in which they indoctrinate others
fiends of this legion—who are with their perverse philosophy.

135
Fiendish Legions
136
Fiendish Legions
Lethe Phlegethon
Despair and fear are useful Phlegethon fiends are ablaze
tools, and the Lethe Legion in body and mind: their
puts them to their most forms are always surrounded
effective use. Lethe fiends can by hellfire, a wispy version of
instill such an overwhelming fire that casts strange, grasp-
horror that onlookers are ing shadows and provides
wholly unable to act. The no comfort. The least of the
careful craft of nurturing despair is not something ev- maggots and fiends in the Phlegethon Legion have
ery fiend has the patience or temperament to practice, fire that dances upon their shoulders and arms, but
so the number of Lethe fiends is low compared to the most powerful fiends are surrounded by sheets of
other legions. fire like an immolated cloak, and many have a crown
These fiends often bear multiple piercings or horrif- of flame erupting from their brow. These fiends also
ic scars, most of which the fiend inflicted on itself in have fire in their thoughts, as they constantly long to
the presence of a mortal to amplify the terror of the set beautiful or delicate things alight and watch them
encounter. Few mortals have the mental fortitude to burn.
watch a underfiend peel back the skin of its face to Many more intelligent Phlegethon fiends see their
reveal the muscle underneath. These connoisseurs of love of fire as an artistic appreciation for hunger and
horror focus their skills on one of several horrifying destruction: the two forces they claim drive all of
areas: some instill so much terror that their victims existence. Some are extraordinary gluttons, shoving
become amnesiacs; others push mortals beyond the charred meats down their gullets with hedonistic
breaking point; and others coerce victims into giving abandon and demolishing structures of stone and iron
up strategically valuable information or performing with the same lust their lesser kin feel when burning a
wicked acts of horrifying terror on their own. wooden building.
Strategies. The Lethe Legion most often acts as the Strategies. The Phlegethon Legion provides the
forward strike force of an invasion from the Un- primary artillery and demolitionists of the fiendish in-
derhell, often operating hundreds of miles from the vasion force. The fiends start fires in key areas, either
main focus of the invasion. They patiently sow terror by daring advances in person or by summoning great
among distant populations, sabotage defenses, and storms of hellfire to plague the enemy lines. More
murder key individuals that could help coordinate an than mere pyromaniacs, they understand the value of
effective defense of mortal settlements. fire in war: cutting off supply lines, burning bridges,
Lethe fiends prefer to operate in urban areas when and melting weapons. Leaders of the Phlegethon
possible, and they excel at surreptitiously invad- Legion hope to see the entire world burn to ashes.
ing large enemy cities. During the initial days of a Although every legion sees maggots as expendable
fiendish invasion, a distant city may experience a rash troops, the Phlegethon Legion takes this to an ex-
of unexplained serial murders. Most often, these are treme: its fiends often set a group of maggots on fire
Lethe fiends laying the groundwork for a terrifying and send them running in different directions to start
revelation of their presence once the fiendish invasion blazes, unconcerned about the fate their immolated
is in full swing. The resulting panics can deal more minions may meet.
damage in a short period of time than the fiends As might be expected, Phlegethon fiends prefer
themselves. to torture their victims with fire, branding them or
Fourth-Circle Fiends. Catoblepas, cendiaries, locking them in small, fiery iron cages. The fiends’
gadarenes, hortator, raparee enthusiasm for fire often gets the better of them, and
Fiend Lords. Asmod, Baphomet, Geryon, Jabootu, they kill most of their victims before too long—a
Stheno small comfort to the legion’s captives or the allies who
Associated Monsters. Nalfeshnee demons, ghosts, hope to liberate them.
mummies, will-o’-wisps, and any creatures that cause Fourth-Circle Fiends. Catoblepas, cendiaries, hell
despair or feed on fear. hound alphas, tardigrades
Defenses. Pit traps; hanging cages; magical traps Fiend Lords. Asmod, Baphomet, Humbaba, Pulga-
that cause fear or panic, fog of fear (page 126), and saur, Tarasque
isolating oubliettes (page 127). These oubliettes are Associated Monsters. Balor demons, fire elemen-
sometimes filled with icy water or hot coals to en- tals, hell hounds, magmins, salamanders, and other
hance a prisoner’s suffering. creatures of fire or that love arson.

137
Fiendish Legions
Defenses. Walls of fire; pools of flammable oil; lamias, rakshasas, vampires, and other crea-
fire-breathing statues, suffocating ash (page 128), tures that prefer magical control over physical
flame geysers (page 126). control or who use magic to maintain a decadent
lifestyle.
Defenses. Telekinetic traps, convoluted mazes, and
Pandemonium illusory walls. Pandemonium fiends like to terrorize
Masters of magic and manip- their victims in places that formerly felt safe, such as a
ulation, Pandemonium fiends temple or home; despoiling these locations brings the
delight in spreading chaos fiends particular delight.
from a distance. They like to
see a distant fortress fall to
the infighting their enchant- Sheol
ments engender, watch an Watchful and vicious oppor-
opposing army rout from tunists, fiends of the Sheol Le-
their illusory forces, or simply shatter a city with a gion have a magical sight that
bombardment of lightning bolts. Most Pandemoni- comes in a variety of forms.
um fiends take special care to have more information This vision is always supernatu-
than their enemies and rivals, and they keep their ral in origin and varies by fiend:
sources of information secret even when such sources some Sheol fiends can see magi-
are mundane spies. Many Pandemonium fiends cal auras, others can see thoughts of sentient creatures,
practice martial arts or esoteric rituals that place the and still others can sense hostile intentions. These gifts
mind above the body, as a route to personal power or are irrelevant of hierarchy, and even lowly maggots
the subjugation of others. might have phenomenal perceptive powers. If the
Pandemonium fiends bear the rare distinction of masters of Sheol have any control over which fiends
luring mortals to corruption with some regularity, have stronger or weaker sight, they aren’t explaining
which most Underhell fiends don’t even bother to their capricious distribution strategy.
attempt. They do so by promising hidden arcane This legion’s supernatural vision is used primarily
secrets or the answers to cosmic mysteries; whether to identify and cull the weak. Sheol fiends fanatically
the fiends actually have such secrets is usually moot, as believe that the weakest in any group should be elim-
they string along their victims rather than provide any inated to improve the strength of all, and they apply
substantive answers, even after the mortal’s corruption this cold logic to their own forces as much as to their
is complete. enemies. As a result, these fiends are grim fatalists and
Strategies. Pandemonium fiends primarily pro- specters of doom.
vide magical support to the legions of the Underhell. Strategies. Sheol fiends are, naturally, the best scouts
Although often skilled with many types of magic, and assassins of the Underhell. They occupy the tallest
they favor enchantment, evocation, and illusion, hills and towers in a region, keeping a careful eye on
from a distance most of all. In particular, Pandemo- the terrain and warning their forces where opposition
nium fiends use enchantment to establish lengthy or other dangers can be found, as well as weak points
networks to pass along information. Such networks in enemy lines. During an engagement, Sheol leaders
also allow them to pass along goods and luxuries in a deploy their fiends right where they need to be to inflict
kind of black network, and they therefore often live the most effective, crippling damage in a fight. Sheol
in substantially greater style or decadence than other masters are widely acknowledged to have prophetic
fiends. Many Pandemonium fiends can’t help but insights in addition to supernatural vision.
gloat when they’ve managed to trick an enemy, and Cunning and calculating, the fiends of this legion
this drive sometimes impedes an otherwise flawless carefully analyze the factors of a battle well in advance,
intelligence-gathering mission. Many Pandemonium if possible. They strike decisively at the most oppor-
fiends have specific “calling cards” they like to use, tune time and place. Their attacks, therefore, seem
such as arcane marks or distinctive wounds, to mark terrifyingly prescient to their enemies. Other legions
their presence and instill dread. sometimes accuse them of cowardice, as Sheol Legions
Fourth-Circle Fiends. Hell hound alphas, magda- simply retreat when they don’t see a clear path to suc-
lene, mandrakes, Underhell elementals cess. Sheol fiends maintain hordes of useful items in
Fiend Lords. Argus, Jabootu, Procrustes, Pulgasaur, secret hiding places they can retreat to when possible,
Spider Mastermind especially divination devices such as crystal balls.
Associated Monsters. Quasit demons, hags, Fourth-Circle Fiends. Bellatrix, magdalene, man-

138
Fiendish Legions
drakes, secutors, Underhell elementals When at war, the Styx Legion is most often called
Fiend Lords. Argus, Geryon, Procrustes, Scylla, upon to scout and reach elevated objectives, such as
Spider Mastermind castle towers or mountain fortresses. They also meet
Associated Monsters. Bugbears, goblins, giant aerial forces in enemy armies head-on, taking the
vultures, hags, and other creatures that lurk patiently flight to them in their hellkites. Styx fiends also hunt
while awaiting the best time to strike. down mortals who oppose them in order to and steal
Defenses. Wards that pinpoint invisible or hid- the most useful of magic items and other treasures
den creatures; magical fields that illuminate injured used by mortals to oppose them, then escape thanks
creatures, with greater injuries causing a stronger to their high mobility.
glow; vicious halo hazards (page 129). Sheol fiends Fourth-Circle Fiends. Hell hound alphas, nuckela-
don’t spend a lot of time tormenting their prisoners vee, raparee, secutors, Underhell elementals
and slaves because they don’t have to; they can make a Fiend Lords. Baphomet, Procrustes, Pulgasaur,
single well-placed incision or push a specific pressure Stheno
point to cause hours or days of writhing agony. Most Associated Monsters. Vrock demons, harpies,
fiends enjoy practicing their skills with this type swarms of bats and birds, and other flying monsters.
of torture and displaying their shrieking victims to Defenses. Fortifications that cannot be reached
discourage attackers. except by flying; magical winds and storms; gravi-
ty cliffs (page 126). The Styx legion uses magically
generated windstorms to defend their skies and to
Styx employ as weapons against mortal realms. Equal parts
Nimble masters of the air, shrieking wind and malevolent hatred given ephem-
Styx fiends are gaunt and pos- eral form, these storms tear through fields and farms
sess remarkable agility. Most and lift creatures bodily into their shredding funnels.
can fly or glide through the The creatures that survive these storms can be forever
air, at least for short jaunts, changed, as the fragments of jealousy that shred their
and they do not hesitate to flesh also injure their souls.
engage airborne foes with
vicious, tearing strikes. They
are keen scouts and jealous thieves thanks to their easy Tartarus
speed and high vantage points. The Tartarus Legion promises
Styx fiends have an uncanny communion with only pestilence and poison.
flying predators, and giant birds within their domains Its members are exceptionally
become irritable and aggressive. Many times, the cruel and hateful, obsessed
fiends are lax about posting a watch or keeping an eye with seeing anyone suffer
out for enemies, as the raucous cawing of giant crows constantly if they deserve it
or rocs alerts them to the presence of intruders. These (that is, if they aren’t useful
birds are driven to feast upon the flesh of intruders, to the legion). The legion’s
and this diet only serves to elevate their aggression domains are disease-ridden morasses where bloated
and make them nearly suicidal in their drive to defend corpses float and venomous creatures lurk to ambush
the legion’s domain. the unwary. Tartarus fiends often drip with poison or
Strategies. Though they style themselves as lords transmit virulent plagues. They are never subject to
of the air, few Styx fiends can fly continuously. The the diseases they carry, although they might become
Underhell has many cramped caverns, and true aeries feverishly aggressive when infected.
are rare in that claustrophobic plane. To ensure their Just as Tartarus fiends are masters of maladies, they
mastery of skies in the worlds they inhabit, Styx also have a deep knowledge of antidotes and reme-
fiends construct massive airships made of burning dies. They normally keep this information to them-
iron called hellkites. Able to dart through the air selves, of course, and only use it to occasionally tempt
with fiendish magic and a precise control of thermal desperate mortals who would trade anything to cure a
currents, a hellkite can bear hundreds of maggots or loved one suffering from a plague or poison.
dozens of more powerful fiends. A common tactic is Strategies. The Tartarus Legion torments souls
to sail a hellkite high above an enemy fortification and just as other fiendish legions do, but their prisons are
drop a rain of maggots onto the unprepared defend- often empty. Instead of imprisoning captives and de-
ers. Styx maggots can’t fly but neither do they take signing exquisite tortures, Tartarus fiends often infect
damage from falling, so they land ready to fight. their captives with a disease and then turn them

139
Fiendish Legions
loose. If the prisoners survive long enough to return to
their friends and family, they do so carrying a disease
that scythes through the enemy population and makes
subsequent subjugation by the fiendish legions that
much easier. This tactic has led to draconian policies
among mortal defenders to refuse to admit escaped
victims from any legion—as any of them could carry
a devastating plague. These cruel rejections, no matter
how well-intentioned, engender animosity within the
ranks of mortals and plant seeds for future corruption
or weakening insurrection.
Fourth-Circle Fiends. Catoblepas, cendiaries,
nuckelavee, raparee
Fiend Lords. Argus, Chthon, Humbaba, Scylla,
Stroma
Associated Monsters. Death dogs, otyughs, swarms
of insects, other filthy creatures that impart disease or
poison.
Defenses. Banks of fog carrying various diseases;
pits of stinging insects; fields of corpses (page 125);
diseases such as writhing flesh (page 125) and skin-
shine (page 124).
Tartarus fiends use maggots as slave labor to
construct massive towers of diseased bone and
pustule-ridden flesh called plague towers (page 43).
These plague towers rise above forests and hills like
foul smokestacks, belching out diseased air to blanket
the countryside. The plague towers sometimes lurch
and heave themselves across the landscape to spread
their miasma. Although no mortal kingdom wants to
see a plague tower slowly approaching its borders, the
true significance of these movements is even worse:
Tartarus leaders arrange five or more plague towers
across the countryside in patterns with arcane signifi-
cance that impair healing magic and strengthen their
pestilential hold on the land.

140
Fiendish Legions
141
Monsters
Monsters
Shaped of madness and horror from beyond the darkness of the hellscapes mortals fear, the Underhell sends forth
an unstoppable wave of vile, disgusting monstrosities to subjugate worlds in devastating waves of carnage and
torment.
The invading armies of the Underhell boast a variety of fiends as well as a horde of foul monsters. The reali-
ty-warping presence of the Archlords turns some monsters into possessed or corrupted caricatures of themselves,
and living creatures killed by fiends run the risk of rising thereafter as undead horrors. This chapter is organized
into families of creatures:
Apocalypse Undead. Undead created by an Underhell invasion are horribly twisted by the energies of the
Underhell. Such terrors include the ashen angel, crawling horde, leaping skin, restless, and shambling fragment.
Corrupted Creatures. The most varied of monsters, corrupted creatures are more mundane beings altered by
fiendish power, gaining corruption traits that match the fiendish legion that changed them. Almost any creature
can become a corrupted creature, excepting fiends (who are already sufficiently corrupted) and undead (who may
instead become apocalypse undead).
Damned Soul Swarms. Damned soul swarms are undead souls bound into a horrific, incorporeal amalgam.
Fiends. The primary soldiers of the Underhell, fiends are organized into circles: void, first, second, third, and
fourth. They include void maggots, grylluses, underfiends, cacodaemons, and a number of fourth circle fiends:
bellatrix, catoblepas, cendiary, gadarene, hell hound alpha, hortator, magdalene, mandrake, nuckelavee, philter,
raparee, secutor, tardigrade, and Underhell elemental.
Nephilim Engines. Fiends build titanic, horrifying constructs of flesh and bound spirit called nephilim engines
for transportation and siege warfare, including such monstrosities as the animated Doomgate, the corpse mother,
the racked seraph, and the siege dragon engine.

142
Monsters
Underhell Monsters
Consider the following guidelines for the behavior
and abilities of most of the monsters in this chapter.
Apocalypse Undead
The Underhell roils with vile energies unlike anything
Lumbering Hordes. Most of the monsters un-
found in the mortal realms. These wicked energies are
leashed by the Underhell invasion are slow-mov-
something beyond the unnatural, and even the likes
ing but overwhelmingly tough. They also tend to
of devils and demons find them unnerving. One of
originate from city centers and other bases of relative
the most revolting effects of an Underhell invasion is
safety for them, where food and victims are plentiful.
the unleashing of these energies upon unsuspecting
Finally, they do not tire or relent from destroying and
mortals.
killing and by the same token do not heal from injury.
As the fiends move throughout the world, these
Taken all together, fighting these monsters likely feels
energies swirl about them, coalescing into an invisi-
like dealing with an army of somewhat intelligent
ble miasma that clings to the dead bodies of mortals
zombies spreading across the world. All Underhell
left behind by the fiends’ rampaging throughout the
fiends with a speed of 25 feet or less can only move at
world. It is in the Underhell’s nature to use all that it
a slow pace. Even Underhell fiends with a speed of 30
destroys in some way or another: as a result, con-
feet are notably slow, usually reaching that speed only
taminated corpses soon rise again, the power of the
because they have long legs or such appendages. Most
Underhell animating them once more. These undead
PCs can outdistance them and will not be pursued if
are mockeries of the precious lives lost at the hands
they get out of range (see below).
of the fiends of the Underhell, who are all too happy
Outpacing Wounded Fiends. The fiends, con-
to allow the undead to consume and destroy as they
structs, and undead in this book do not regain hit
wish.
points from rest, so player characters are likely to
Timeless Undead. Undead created by the Under-
figure out it is effective to strike hard at a too-danger-
hell are little affected by the passage of time, positively
ous foe, retreat quickly, rest, and hit them again. This
or negatively. They do not regain hit points and are
way, the player characters get to recharge their hit
not susceptible to exhaustion. Like all undead, they
points and possibly some abilities or spells while the
require no food, drink, air, or sleep.
fiends do not.
To get far enough ahead to manage a short rest, the
party must move at a fast pace for 1 hour (a 2-mile
lead) when fleeing slow-paced fiends, or for 3 hours
(a 3-mile lead) when fleeing normal-paced fiends. To
get far enough ahead to manage a long rest, the party
must move at a fast pace for 8 hours (a 16-mile lead)
when fleeing slow-paced fiends, or for 24 hours (a 24-
mile lead) when fleeing normal-paced fiends. An hour
galloping on a fresh mount counts as 2 hours of travel
at a fast pace for this purpose.
If this makes fights too easy, remember that the
hordes are also constantly being reinforced from one
or more Doomgates, so there might be a few maggots
reinforcing a wounded cacodemon when it catches
up.
Legion Traits. Many of the monsters in this book
have sidebars containing Legion Traits, which are
specific characteristics of a monster that represent its
allegiance in, training with, and/or corruption by the
corresponding fiendish legion. Each fiend should gen-
erally only have one Legion Trait. In addition to cus-
tomizing these fiends, some of these traits can be used
to customize more well-known fiends such as demons
or devils to help round out the variety of fiends your
player characters encounter. The Corrupted Creatures
entry features a list of Legion Traits that can be added
to non-fiend creatures to corrupt them.

143
Monsters
144
Monsters
Ashen Angel leaving a withered and translucent echo behind. This
development intrigued the fiend lords of the Under-
hell and shook the rest of the planes to their core.
While the rank and file fiends of the Underhell Never before had it been possible to raise an angel as
contentedly left the undead that rose in their wake to an undead, for their bodies and souls are one, yet the
their own devices, the lords of the Underhell sought a unliving blasphemy was apparent.
way to turn this rampant power to a greater purpose. The lords and their minions took the time to study
Initial attempts at harnessing these energies proved these energies and eventually discovered a difficult
fruitless, however, leading most lords to abandon this and arduous way to replicate this effect. Even with
goal for the time being. Only when the gods sent these limitations, the Underhell has created several
their angels to fight against the Underhell did the undead from the corpses of fallen celestials, beings
fiends find the opportunity they had been waiting for. they call “ashen angels” due to the pallid skin caused
The first angels to arrive faced the forces of the by the reanimation.
Underhell shortly after the invasion began. These The ashen angel is an animated planetar whose
angels, recognizing an enemy unlike any other, fought healing powers the vile power of the Underhell has
valiantly and sacrificed their physical forms to slow twisted into necrotic energies capable of restoring its
down the Underhell. The angels fell quickly to the fellow undead. Planetars make up the known ranks
might of the fiends, but their souls returned to the of the ashen angels and it is unclear if the lords of the
good-aligned planes as normal after destruction Underhell can reanimate and command other types
on the Material Plane. One of these angels met its of angels. If so, the Underhell has chosen to wait to
demise in an area saturated with the vile energies of unleash these angels until some future time. Some
the Underhell, but its soul did not cleanly escape the fallen clerics claim their gods have abandoned their
physical realm. A shell of the angel soon rose again: worlds and their people to prevent losing more angels
hollow, not truly solid, and without its full faculties. to the ranks of the Underhell.
Only the scarred core of the angel’s soul had escaped,

Incorporeal Movement. The ashen angel can move


Ashen Angel through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it ends
Large undead, neutral evil
its turn inside an object
Armor Class 14 (natural armor) Magic Resistance. The ashen angel has advantage on
Hit Points 114 (12d10 + 48) saving throws against spells and other magical effects.
Speed 0 ft., fly 60 ft. (hover)
WIS CHA
Actions
STR DEX CON INT
10 (+0) Multiattack. The ashen angel makes two melee attacks.
18 (+4) 16 (+3) 18 (+4) 15 (+2) 18 (+4)
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Saving Throws Con +7, Wis +7 one target. Hit: 18 (4d6 + 4) slashing damage.
Skills Perception +7 Decaying Touch (2/Day). The ashen angel touches
Damage Resistances radiant; bludgeoning, piercing, and another creature. The target must make a DC 15
slashing from nonmagical attacks Constitution saving throw, taking 21 (4d8 + 3) necrotic
Damage Immunities poison damage on a failed save, or half as much damage on a
successful one. If the ashen angel touches an undead
Condition Immunities charmed, exhaustion, frightened,
creature, that creature regains 21 (4d8 + 3) hit points.
prone, poisoned
Senses passive Perception 17
Languages all
Challenge 6 (2,300 XP)

145
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146
Apocalypse Undead
Crawling Horde dozens of arms and legs allow a crawling horde a
surprising amount of speed and mobility, making it
difficult to escape the monstrosity’s clutches. Victims
Entire towns meet their demise at the hands of the caught in a crawling horde’s grasp find themselves
fiends of the Underhell, and any survivors have the moved along the creature’s form, passed from corpse
unfortunate task of handling the burial of these dead. to corpse.
As the fiends of the Underhell slaughter countless The excessive energies required to animate a crawl-
mortals, finding enough graves to bury these dead ing horde grant it a formidable resistance to magical
frequently proves all but impossible, leading to most effects. Clerics and paladins have difficulty using
victims ending up in enormous, mass graves. Through their divinely charged abilities to turn or unmake a
the power of the Underhell’s fell energies, many of crawling horde, and due to the relative insignificance
these mass graves become the site of large, undead of a particular corpse, a crawling horde hardly reacts
uprisings. In rare cases, these corpses rise in the to attacks from weapons. As such, any who know of
same instant, creating a sort of hive-mind or shared the terror that is a crawling horde prefer to run from
consciousness. These corpses move in unison as large the monstrosity rather than attempt to combat it.
masses of undead known as “crawling hordes.” In many cases where a crawling horde is destroyed,
Crawling hordes move about like enormous snakes its component corpses will continue to animate as
or ocean waves of undead. They seek any living crea- shamblers.
tures they can add to their constantly shifting mass.
A crawling horde makes use of its endless corpses This enormous mass of corpses writhes and undu-
to move about, with each extremity used as part of lates like a snake with each corpse grasping outward.
its locomotion, either to crawl along the ground or The countless corpses and body parts intertwine,
to dig through the earth at an accelerated rate. The making it all but impossible to identify any individu-
als.

Crawling Horde Magic Resistance. The crawling horde has advantage on


saving throws against spells and other magical effects.
Gargantuan swarm of Medium undead, neutral evil
Swarm. The horde can occupy another creature's space
Armor Class 9 and vice versa, and the horde can move through any
Hit Points 155 (10d20 + 50) opening large enough for a Medium zombie. The swarm
Speed 40 ft., burrow 20 ft., climb 30 ft., swim 30 ft. can't regain hit points or gain temporary hit points.
Undead Fortitude. If damage reduces the crawling horde
STR DEX CON INT WIS CHA to 0 hit points, it is entitled to make a Constitution saving
20 (+5) 8 (–1) 20 (+5) 4 (–3) 7 (–2) 10 (+0) throw with a DC of 5 + the damage taken, unless the
Saving Throws Str +9, Con +9 damage is radiant or from a critical hit. On a success, the
crawling horde drops to 1 hit point instead.
Damage Vulnerabilities bludgeoning, piercing, slashing
Damage Immunities poison Actions
Condition Immunities blinded, charmed, exhaustion, Multiattack. The crawling horde makes five attacks: four
frightened, grappled, paralyzed, petrified, poisoned, with its slam and one to mob.
prone, restrained, stunned Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Senses darkvision 60 ft., tremorsense 60 ft., passive target. Hit: 8 (1d6 + 5) bludgeoning damage.
Perception 8 Mob. Melee Weapon Attack: +9 to hit, reach 0 ft., one
Languages — Large or smaller creature in the horde’s space. Hit:
Challenge 9 (5,000 XP) 19 (4d6 + 5) bludgeoning damage. Also, the target is
grappled (escape DC 15). There is no limit to the number
Grappler. The crawling horde has advantage on attack of creatures the crawling horde can mob.
rolls against any creature grappled by it.

147
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148
Apocalypse Undead
Leaping Skin common mistake allows a leaping skin to hide in
plain sight, especially among the ranks of corpses or
other undead. Only when the skin jumps from the
In extremely rare circumstances, the energies of the body, leaving a partially digested corpse behind, does
Underhell can animate only a portion of a corpse, it become obvious that the skin is not what it seems.
such as a skeleton that erupts forth from the flesh. A leaping skin is constantly on the search for more
Other times, however, the corpse’s skin will animate, tissue to digest to maintain its own form, using its lat-
tearing itself from the muscle of the corpse. est meals as transportation. The leaping skin can pull
These animated skins constantly seep unique acids the body’s skeleton along, partially mimicking the use
from their pores that allow a skin to break down the of muscles and joints to move a body.
tissue of any creature it engulfs, effectively allowing a Spies for Fiends. In rare cases, leaping skins are
skin to “digest” a creature. The animated skin makes used for reconnaissance by fiends. They offer the
use of digested organic matter to reconstitute itself leaping skin a steady supply of bodies in exchange for
and repair damage to itself, unlike most undead cre- the skin using its ability to animate a fresh body and
ated by the Underhell. Many tales of these animated pilot it into a place where it can observe the actions of
skins detail a corpse walking about, only for the skin mortals fighting against the invasion.
to jump off and attack a victim, hence the name
“leaping skin.”
A leaping skin resembles dead flesh and manifests This animated skin is the size of full-grown adult with
any damage or decomposition it underwent before its a large tear running along its back. It quivers and
reanimation, unless it has recently eaten the skin of a shakes without the support of a body and digestive
recently slain creature, in which case it looks mostly acids ooze from its internal surface.
fresh and possibly alive. As such, anyone that sees
a body engulfed by a leaping skin tends to confuse
the body with an ordinary corpse or zombie. This

has a walking speed


its Smother attack), the leaping skin
cked and destroyed
Leaping neuStral
kin
evil
of 30 feet. The corpse can be atta
(AC 12, 9 hit points, immunity to
nd
pois
a
on and psychic
corp se, the leaping
Medium undead, damage). While wrap ped arou
inning of its turn, up
skin recovers 1 hit point at the beg
Armor Class 13 ly (DM’s discretion),
to its maximum hit points. Eventual
Hit Points 37 (5d8 + 15) ngth from a corpse, leaving a
it drains all the useful stre
absorb no more hit
Speed 15 ft. dissolved skeleton from which it can
pet.
DEX CON INT WIS CHA points from but can still use as a pup
STR
7 (–2) 6 (–2) 2 (–4)
15 (+2) 16 (+3) 16 (+3) Actions
es three attacks: two
Damage Immunities poison Multiattack. The leaping skin mak
poisoned one smo ther atta ck.
Condition Immunities exhaustion, slam attacks and
eption 8 hit, reach 5 ft., one
Senses darkvision 60 ft., passive Perc Slam. Melee Weapon Attack: +4 to
ing damage.
Languages Common target. Hit: 5 (1d6 + 2) bludgeon
to hit, reach 5 ft.,
Challenge 3 (700 XP) Smother. Melee Weapon Attack: +5
sma ller crea ture . Hit: The creature is
one Medium or
a creature, the grap ple ends, the
Damage Transfer. While it is grappling grappled (escape DC 12). Until this
age dea lt to it, and the and at risk of suffocating,
skin takes only half the dam target is restrained, blinded,
by the skin take s the othe r half. t smo ther ano ther targ et. In addition, at
creature grappled and the skin can'
s, the targ et takes 9
Puppet Corpse. As a bonus action,
the leaping skin can the start of each of the target's turn
or Sma ll corpse or skeleton (2d8) acid damage.
wrap itself around a Medium
drop s the corp se (including using
within 5 feet. Until it

149
Apocalypse Undead
150
Apocalypse Undead
Restless homes or seek out loved ones as their first victims.
Whether this is a mere coincidence, since many
restless are buried near their homes, or based on fact
Even with the terrors brought about by the fiends of is unknown.
the Underhell, many mortals attempt to retain some Strangely, restless are aware of other undead and do
sense of civility and respect when disposing of their not attempt to feed upon the likes of shambling frag-
dead, especially when the number of dead has not yet ments or zombies. Also unlike zombies, restless are
overwhelmed their abilities to dispose of the corpses. completely independent and take orders from no one,
Unfortunately, even proper burial rites, blessings, and not even the lords of the Underhell. Rumors have
other traditions do not always defend from the en- risen of unique restless that are capable of communi-
ergies of the Underhell. When fiendish energies seep cating with other restless, issuing commands to their
into carefully tended bodies, the foul energies cause fellow undead, though none have survived to confirm
the corpses to grow strange protrusions of writhing the validity of such claims.
flesh like small tendrils that grasp nearby creatures
and interfere with enemy attacks. Due to how quickly
these dead sometimes animate after their burial, many This corpse is wrapped in what appear to be loose
have come to refer to them as “the restless.” bandages or the shredded remains of a burial
The restless constantly hunger for flesh and are shroud. Writhing scraps of torn and rotting flesh are
searching for something to consume. This can range visible beneath these coverings. It moans with a low,
from animals to humanoids or even other corpses. It guttural groan.
is not uncommon for a restless to rise and immedi-
ately consume any others with which it was buried.
Once they have fed on nearby corpses, restless move
on in search of more flesh, never satiated by their
meals. Many believe that restless retain a sense of
their lives before death as most restless return to their

Restless Undead Fortitude. If damage redu


ces the restless to 0
hit points, it is entitled to make a Con
Medium undead, neutral evil stitution saving
throw with a DC of 5 + the damage
taken, unless the
Armor Class 12 (natural armor) damage is radiant or from a critical
hit. On a success,
Hit Points 30 (4d8 + 12) the restless drops to 1 hit point inste
ad.
Speed 30 ft.
Actions
STR DEX CON INT Multiattack. The restless makes one
WIS CHA bite attack and
14 (+2) 11 (+0) 17 (+3) 7 (–2) one slam attack.
10 (+0) 11 (+0)
Saving Throws Wis +2, Cha +2 Bite. Melee Weapon Attack: +4 to
hit, reach 5 ft., one
target. Hit: 7 (1d10 + 2) piercing dam
Damage Immunities poison age.
Condition Immunities exhaustion, Slam. Melee Weapon Attack: +4 to
poisoned hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning
Senses darkvision 60 ft., passive Perc damage and the
eption 10 target is grappled (escape DC 12).
Languages understands the language Until this grapple
s it knew in life ends, the creature is restrained and
but can’t speak the restless can't
slam another target.
Challenge 1 (200 XP)

151
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152
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Shambling Fragments
The fiends of the Underhell, in their endless depravi-
ty, find great enjoyment in tearing mortals limb from This mutilated corpse retains enough of its original
limb or severely mutilating their bodies, before or form to continue moving about. It lumbers about with
after death. Although these remnants are not com- the use of its remaining extremities.
plete corpses, the energies of the Underhell can still
animate extremely damaged corpses, partial torsos,
individual limbs, and other body parts to seek out
others to tear apart as well, seemingly guided by some
unnatural force. These remnants given undeath are
known as “shambling fragments,” after the discordant
movement of their incomplete bodies.
Dozens of shambling fragments can rise from a
single corpse, even if left intact. While a single sham-
bler is rarely a danger, multiple shamblers can quickly
overwhelm anyone caught unawares. A shambler is
suffused with the energies of the Underhell, constant-
ly radiating these same energies. Anyone struck by a
shambler risks some of this energy entering their own
body, increasing the risk of rising as undead them-
selves if killed, either under the assault of the sham-
bler or even at a later date.

Swarming Attack. The fragment has advantage on


Shambling Fragment an attack roll against a creature if at least one of the
fragment’s allies is within 5 feet of the creature and
Small undead, neutral evil
the ally isn't incapacitated.
Armor Class 7 Undead Fortitude. If damage reduces the fragment to
Hit Points 16 (3d6 + 6) 0 hit points, it is entitled to make a Constitution saving
Speed 20 ft. throw with a DC of 5 + the damage taken, unless the
CHA damage is radiant or from a critical hit. On a success,
STR DEX CON INT WIS
the fragment drops to 1 hit point instead.
11 (+0) 5 (–3) 14 (+2) 2 (–4) 5 (–3) 3 (–4)
Actions
Damage Immunities poison
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Condition Immunities exhaustion, poisoned
one target. Hit: 2 (1d4) bludgeoning damage and 1
Senses darkvision 60 ft., passive Perception 7 necrotic damage.
Languages understands the languages it knew in life
but can’t speak
Challenge 1/8 (25 XP)

153
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154
Apocalypse Undead
Sources of Corruption
Corrupted Underhell corruption occurs in one of three ways.

Creatures These traits are intended to be applied to monsters or


occasionally NPCs, and not to the adventurers; such
a fate reflects a lasting (and, in some cases, entirely
Although the fiends of the Underhell stand opposed
to all other creatures of the mortal world—even the arbitrary or unwanted) affiliation with a legion.
most unnatural or evil—some canny fourth-cir- Soul-Selling. Most often, corruption occurs
cle fiends and Archlords seek to corrupt the native willingly: a desperate creature submits itself to the
creatures to make the invasion easier. These fiendish fiends and offers its loyalty in exchange for revenge,
generals imbue corrupted creatures with their legion’s power, or even just survival. A fiend can be whimsical
power, creating stronger and more wicked monsters to when entertaining such requests and might simply
do their bidding or merely sow chaos and death. obliterate one prospective supplicant while corrupting
Fiends usually consider corrupted creatures to be another. In either case, the granted power is fleeting;
little more than expendable fodder, though some when the corrupted creature dies, its soul is forfeit
Archlords like to diversify their ranks with talent to the Underhell and, specifically, to the legion or
culled from the most powerful and wicked creatures Archlord that corrupted it.
native to the invaded planet. This is particularly the In the Shadow of Fiends. Sometimes, corruption
case when the corrupted creature fills a tactical or occurs spontaneously when the forces of a particular
strategic gap during the invasion, such as an aquatic legion infuse the land itself with their hellish power.
creature to assault an underwater fortress or an agile An Archlord’s Shadow almost always corrupts some
aerial creature to attack a flying castle or mountaintop of the creatures caught within it. These creatures
redoubt. Corrupted creatures that prove particularly give in to the darkest impulses within their hearts
useful might be deployed in other invaded worlds and gain powers associated with the relevant legion,
and, ultimately, become a new rank of fiend entirely. without the direct intervention of any fiend at all.
When a creature succumbs like this, its soul is
permanently and irredeemably stained. Those

155
Corrupted Creatures
few corrupted creatures that aren’t evil undergo an au-
tomatic alignment shift to evil as their worst impulses Corruptions for
dominate their minds. Corrupted versions of good
creatures almost always arise through indirect corrup-
Each Legion
tion, as treants, unicorns, and other such benevolent
Each legion corrupts native creatures in unique ways.
creatures rarely offer their allegiance to the Underhell.
A Tartarus leader, for example, might unleash a plague
Underhell Possession. More rarely still, a fiend
of corruption, while a Pandemonium-allied Archlord
that has lost its physical form might possess another
might cast a single, powerful spell to corrupt creatures
creature, feeding the creature’s worst impulses and
in a wide area. A general of the Cocytus legion typi-
altering how it sees the world. Typically, possession
cally corrupts creatures by tempting them with power
happens after an unusually bitter fiend is slain but a
to hurt their own enemies. The following entries
Doomgate remains open and it is near a creature with
present examples of normal monsters corrupted by
violent or spiteful inclinations. The fiend is ethereal
each legion.
(and thus invisible and unable to affect or be affected
by material creatures) and has a flying speed of 60 feet
(and can hover) until it returns to the Underhell or it Adding Corruption Traits
possesses a creature. Rather than crossing back to the Each corruption trait can usually be added to a
Underhell to resume a physical form, the fiend lingers creature without increasing its challenge rating, but if
for a few hours or days, waiting for a creature to feel a the trait plays directly into a creature’s most effective
strong pang of jealousy, anger, or hatred. Then, it can attacks or traits, it might increase the creature’s chal-
attempt to possess the creature, which can resist with lenge rating by 1.
a DC 15 Charisma saving throw.
On a successful save, the fiend is sent back directly Corruption Trait Save DC
to the Underhell. On a failed save, the creature gains
a corruption trait and its alignment becomes evil until Many of the following corruptions grant additional
the possession ends. This corruption lasts as long as special traits or actions that require a saving throw.
the creature is possessed. The possession can be ended The DC of this saving throw is 13 if the corrupted
by the dispel evil and good spell and similar magic. creature has a challenge rating of 4 or lower, 15 if
Whenever the creature takes an action that it would the corrupting creature’s challenge rating is at least 5
otherwise be strongly opposed to, it can repeat the but not more than 10, 17 if its challenge rating is at
saving throw, ending the possession on a success. least 11 but not more than 16, and 19 if its challenge
rating is 17 or higher.

156
Corrupted Creatures
Acheron Corruption
Acheron corruption is usually embraced by crea-
tures living in the desolate, barren wastelands that
Acheron-Corrupted Chuul
the Acheron legion produces, if only as a means to The Acheron legion doesn’t limit its depredations to
survive. While this legion controls an area, live births the land but also drains the seas of life and vitality.
from any creatures are rare and produce corrupted Chuuls that lurk in lightless depths often embrace
creatures that grow to maturity with supernatural this corruption not only to survive but because it
speed. Creatures with an Acheron corruption seem grants them the opportunity to demonstrate unparal-
sickly and pale, and most have vacant, hollow gazes. leled mastery of the waters. Corrupted chuuls usually
Acheron corruption grants the following trait. serve as amphibious warriors in the armies of the
Lifeless Aura. The Acheron-corrupted creature fiends but some are guardians of underwater strong-
exudes an aura of deterioration and lifelessness that holds.
manifests as an unpleasant itching up to 20 feet from
the creature. Creatures in the aura other than fiends
This monstrous crustacean is a sickly, sallow color,
and Acheron-corrupted creatures can’t regain hit
but its oversized claws clack together menacingly.
points or gain temporary hit points.

Acheron-Corrupted Sense Magic. The chuul senses magic within 120 feet of
it at will. This trait otherwise works like the detect magic
Chuul spell but isn't itself magical.
Large aberration, chaotic evil
Actions
Armor Class 16 (natural armor) Multiattack. The chuul makes two pincer attacks. If the
Hit Points 93 (11d10 + 33) chuul is grappling a creature, the chuul can also use its
Speed 30 ft., swim 30 ft. necrotic tentacles once.
STR DEX CON Pincer. Melee Weapon Attack: +7 to hit, reach 10 ft., one
INT WIS CHA
target. Hit: 11 (2d6 + 4) bludgeoning damage. The target
19 (+4) 10 (+0) 16 (+3) 5 (–3) 11 (+0) 5 (–3) is grappled (escape DC 14) if it is a Large or smaller
Skills Perception +6 creature and the chuul doesn't have two other creatures
Damage Immunities poison grappled.
Condition Immunities poisoned Necrotic Tentacles. One creature grappled by the
Senses darkvision 60 ft., passive Perception 16 corrupted chuul takes 10 (3d6) necrotic damage and
must succeed on a DC 14 Constitution saving throw or
Languages understands Deep Speech but can’t speak
be poisoned for 1 minute. The chuul regains hit points
Challenge 5 (1,800 XP) equal to the necrotic damage it deals. Until this poison
ends, the target is paralyzed and its hit point maximum is
Amphibious. The chuul can breathe air and water.
reduced by the amount of necrotic damage it takes. The
Lifeless Aura. The Acheron-corrupted chuul exudes an target can repeat the saving throw at the end of each of
aura of deterioration and lifelessness that manifests its turns, ending the effect on itself on a success.
as an unpleasant itching up to 20 feet from the chuul.
Creatures in the aura other than fiends and Acheron-
corrupted creatures can’t regain hit points.

157
Corrupted Creatures
158
Corrupted Creatures
Acheron-Corrupted Treant
The desolation and barrenness that accompany the
Acheron legion have warped this treant, imbuing the
creature with the malevolent desire to spread its own
decay. The forest creatures that once depended on the
treant’s guidance now suffer under its depredations,
and the treant’s former domain is now a blighted hav-
en for evil. Fiends use corrupted treants as living siege
engines, assaulting the fortifications of elves and other
intractable creatures that seek shelter in the forest.

This lumbering tree looks badly diseased, with


patches of rot on its trunk and decaying leaves cling-
ing to its boughs.

Acheron-Corrupted Siege Monster. The treant deals double dama


ge to

Treant objects and structures.

Huge plant, chaotic evil Actions


ks.
Armor Class 16 (natural armor) Multiattack. The treant makes two slam attac
5 ft., one
Hit Points 102 (12d12 + 24) Slam. Melee Weapon Attack: +10 to hit, reach
target. Hit: 16 (3d6 + 6) bludg eonin g dama ge.
Speed 30 ft.
60/180
STR DEX CON INT WIS CHA Rock. Ranged Weapon Attack: +10 to hit, range
g dama ge.
15 (+2) 12 (+1) 16 (+3) 12 (+1) ft., one target. Hit: 28 (4d10 + 6) bludgeonin
23 (+6) 8 (–1)
animates
Animate Trees (1/Day). The treant magically
Damage Resistances bludgeoning, piercing one or two trees it can see within 60 feet of it. These
tics as an Ache ron-c orrupted
Damage Vulnerabilities fire trees have the same statis
and Chari sma
Senses passive Perception 13 treant, except they have Intelligence
, and they have only the
Languages Common, Druidic, Elvish, Sylvan scores of 1, they can't speak
optio n. An anim ated tree acts as an ally of
Slam action
Challenge 8 (3,900 XP) the treant. The tree remains animate for 1 day or until it
more than 120 feet from
nless, dies, until the treant dies or is
False Appearance. While the treant remains motio to turn it
norm al decay ing tree. the tree, or until the treant takes a bonus action
it is indistinguishable from a inanim ate tree. The tree then falls over and
back into an
exudes
Lifeless Aura. The Acheron-corrupted treant dies.
of deter iorati on and lifeles sness that manifests
an aura
from the treant.
as an unpleasant itching up to 20 feet
than fiend s and Ache ron-
Creatures in the aura other
corrupted creat ures can’t regai n hit point s.

159
Corrupted Creatures
160
Corrupted Creatures
Annwn Corruption Annwn-Corrupted
Gargoyle
The mighty defenses of the Annwn legion thrum with Gargoyles perched upon the walls of fortifications
hellish power, maintaining the powerful magical protec- co-opted by the fiends of the Annwn legion some-
tions that the fiends of the legion share. These magical times become infused with the supernatural invul-
energies can warp the physiology of nearby creatures, nerability of the Annwn corruption. This corruption
imparting the same remarkable durability of Annwn le- imparts a particularly dense skin but makes the
gion fiends but twisting and warping the corrupted crea- gargoyles lumpy and misshapen, as though fashioned
ture’s limbs in painful and debilitating ways. Although from poorly molded clay. This malformed skin is
the defenses enjoyed by this legion seem like a blessing, painful and itchy, preventing a corrupted gargoyle
corrupted creatures bear constant physical aches. from remaining motionless for very long; if the gar-
Annwn corruption grants the Heavy Skin trait and goyle had gone unnoticed prior to its corruption, it is
the Withstand reaction. soon discovered and must serve the legion or flee to
Heavy Skin. Annwn corruption grants the corrupt- some distant, inaccessible height.
ed creature thickened natural armor that provides a
+1 to Armor Class. Reduce all speeds of the corrupted
creature by 5 feet if they were at least 30 feet or by 10 This granite gargoyle bears knots of stone across its
feet otherwise, to a minimum of 10 feet. body that resemble boils or blisters made of chalky
Withstand. When the corrupted creature takes rock.
damage from a source it can see, it can use its reaction
to reduce the damage either by 1 + half the corrupt-
ed creature’s challenge rating (round down) or by 3,
whichever is greater (before applying resistance or
vulnerability).

appearance for more than 1 hour at a time before it


Annwn-Corrupted needs to stretch cramping muscles and scratch its

Gargoyle pained skin.

Medium elemental, chaotic evil Actions


Armor Class 16 (natural armor) Multiattack. The gargoyle makes two attacks: one with
its bite and one with its claws.
Hit Points 52 (7d8 + 21)
Speed 25 ft., fly 50 ft. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
STR DEX CON INT WIS CHA
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
11 (+0) 16 (+3) 6 (–2) 11 (+0) 7 (–2)
16 (+3) target. Hit: 6 (1d6 + 3) slashing damage.
Damage Resistances bludgeoning, piercing, and slash- Reactions
ing from nonmagical attacks that aren’t adamantine
Withstand. When the gargoyle is dealt damage by a
Damage Immunities poison source it can see, the gargoyle reduces the damage dealt
Condition Immunities exhaustion, petrified, poisoned to itself by 3 (before applying resistance or vulnerability).
Senses darkvision 60 ft., passive Perception 10
Languages Terran
Challenge 2 (450 XP)

False Appearance. While the gargoyle remains


motionless, it is indistinguishable from an inanimate
statue. The gargoyle cannot maintain this false

161
Corrupted Creatures
162
Corrupted Creatures
Annwn-Corrupted Shield
Guardian
Unlike most other corrupted creatures, corrupted
Flecks of rust and corroded pits mar the metal armor
shield guardians aren’t converted from existing crea-
of this human-shaped automaton.
tures; instead, they are manufactured by the magicians
and engineers of the Annwn legion to guard their
fortifications. Despite being a construct, a corrupted
shield guardian is often malevolent in its outlook and
subtly subverts commands given by a good creature
that wears its amulet. Corrupted shield guardians
sometimes appear pitted or badly rusted, but their
metal plates are far more durable than they appear.

Annwn-Corrupted guardian attempts to undermine or corrupt order


s given
Shield Guardian by a good-aligned controller. If the guardian is
60 feet of the amulet’s wearer, half of any dama
within
ge the
Large construct, neutral evil wearer takes (rounded up) is transferred to the
guardian.
Armor Class 18 (natural armor) Regeneration. The shield guardian regains 10
hit points
at the start of its turn if it has at least 1 hit point
Hit Points 127 (15d10 + 45) .
Speed 25 ft. Spell Storing. A spellcaster who wears the shield
guardian’s amulet can cause the guardian to
store one
STR DEX CON INT WIS spell of 4th level or lower. To do so, the weare
CHA r must
18 (+4) 8 (–1) 16 (+3) 7 (–2) cast the spell on the guardian. The spell has no
10 (+0) 6 (–2) effect
but is stored within the guardian. When comm
Senses blindsight 10 ft., darkvision 60 ft., passi anded
ve Per- to do so by the wearer or when a situation arises
that
ception 10 was predefined by the spellcaster, the guardian
casts
Damage Immunities poison the stored spell with any parameters set by the
original
Condition Immunities charmed, exhaustion, caster, requiring no components. When the spell
frightened, is cast
or a new spell is stored, any previously stored
paralyzed, poisoned spell is
lost.
Languages understands commands given in any
lan-
guage but can’t speak Actions
Challenge 7 (2,900 XP) Multiattack. The guardian makes two fist attac
ks.
Bound. The shield guardian is magically boun Fist. Melee Weapon Attack: +7 to hit, reach 5
d to an ft., one
amulet. As long as the guardian and its amulet target. Hit: 11 (2d6 + 4) bludgeoning damage.
are
on the same plane of existence, the amulet’s
wearer
can telepathically call the guardian to travel to
Reactions
it, and Shield. When a creature makes an attack again
the guardian knows the distance and direction st the
to the wearer of the guardian's amulet while the guard
amulet. When a creature first takes the amulet ian is
and within 5 feet of the wearer, the guardian grant
every 24 hours that it keeps the amulet on its s a +2
person, bonus to the wearer's AC and reduces the dama
it must succeed on a DC 11 Wisdom saving throw ge by 4.
or
gain an indefinite madness. A good-aligned creat Withstand. When the guardian is dealt damage
ure by a
has disadvantage on this saving throw, and the source it can see, the guardian reduces the dama
shield ge
dealt to itself by 4.

163
Corrupted Creatures
164
Corrupted Creatures
Cocytus Corruption gry-red scars upon its flesh that represent the grudges
it holds, of which new injuries gleam brightest.
Cocytus corruption grants the Vengeful Retaliation
Focused on spite and retribution, the Cocytus legion’s reaction.
corruption takes root in the desire for revenge, Vengeful Retaliation. When the Cocytus-cor-
turning creatures into twisted mockeries of their rupted creature is reduced to 0 hit points, it makes
former selves. Ironically, the hatred of the legion itself a weapon attack just before dying. If this attack is
often corrupts mundane creatures into joining it. In made against the creature that reduced the corrupted
addition, many creatures are willing to sacrifice their creature to 0 hit points, the corrupted creature makes
wealth, slaves, or souls in exchange for the power to this attack with advantage. The corrupted creature
resolve a longstanding grudge or eliminate a bitter then dies.
rival; petitioners for the Cocytus legion’s favor are
common enough that every fourth-circle fiend and
Archlord devotes some of its own time to listen or as- Cocytus-Corrupted
signs a trusted lieutenant (such as a cackling cacodae- Minotaur
mon or shining gryllus) to hear them out. As a result, Savage carnivores and vicious brutes, minotaurs prowl
Cocytus corruptions are among the most common. mazes or cavern networks, obsessively worried that
Although the fiends’ enemies may think of this another creature might learn the secret of the passages
corruption as their punishment while supplicants and trick or ambush them. Legends of an ancient
may think the corruption as a necessary price to hero foiling a minotaur’s maze with a ball of string
have vengeance, the fiends of the legion always force are, to minotaurs, distressingly common. Minotaurs
the corrupted creatures to serve the legion, insisting who have been defeated or outsmarted in the past
that the corruption includes an obligation to obey make ideal candidates for corruption by the Cocytus
or else face even worse consequences. Like Cocytus legion, as they burn with a desire for vengeance and
fiends, a corrupted creature sprouts glowing, an- fight to the death to avoid being bested again.

Cocytus-Corrupted Reckless. At the start of its turn, the minotaur can


gain advantage on all melee weapon attack rolls it
Minotaur makes during that turn, but attack rolls against it have
advantage until the start of its next turn.
Large monstrosity, chaotic evil
Vengeful Recall. The minotaur can perfectly recall any
Armor Class 14 (natural armor)
path it has traveled and the appearance of any creature
Hit Points 76 (9d10 + 27) that has ever damaged it.
Speed 40 ft.
STR
Actions
DEX CON INT WIS CHA
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft.,
18 (+4) 11 (+0) 16 (+3) 6 (–2) 16 (+3) 13 (+1) one target. Hit: 17 (2d12 + 4) slashing damage.
Skills Intimidation +3, Perception +7 Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Senses darkvision 60 ft., passive Perception 17 target. Hit: 13 (2d8 + 4) piercing damage.
Languages Abyssal
Challenge 3 (700 XP)
Reactions
Vengeful Retaliation. When the Cocytus-corrupted
Charge. If the minotaur moves at least 10 feet straight minotaur is reduced to 0 hit points, it makes a weapon
toward a target and then hits it with a gore attack on the attack before dying. If this attack is made against the
same turn, the target takes an extra 9 (2d8) piercing creature that reduced the minotaur to 0 hit points,
damage. If the target is a creature, it must succeed on a the minotaur makes this attack with advantage. The
DC 14 Strength saving throw or be pushed up to 10 feet minotaur then dies.
away and knocked prone.

165
Corrupted Creatures
This muscular giant has the head of a black bull and
heavy hooves. It grips its greataxe with eager fervor,
causing the glowing scars on its arms to pulse with
angry red light.

166
Corrupted Creatures
Cocytus-Corrupted Roper
Patient hunters in caverns and caves, ropers rarely
interact with other creatures except to ambush them Several thin, stony tendrils unspool from this lump of
with strength-draining tendrils. Fiends are generally misshapen stone, and a great maw gapes beneath a
impatient and rapacious, but canny leaders under- single staring eye. Its sides are cracked and scarred,
stand the value that a watchful guardian brings to letting out faint red light.
their forces. Many legions therefore intentionally
recruit ropers, promising an unending bounty of
victims and treasure. The Cocytus legion typically
corrupts ropers to watch over underground fortresses
or even stranger domains, where the corrupted ropers
surprise intruders with weakening tendrils that make
other fiends better able to inflict their vengeance.

ces,
Spider Climb. The roper can climb difficult surfa
Cocytus-Corrupted including upside down on ceilings, without need
make an ability check.
ing to

Roper al evil Actions


Large monstrosity, neutr
its
Multiattack. The roper makes four attacks with
Armor Class 20 (natural armor) ils, uses Reel, and make s one attac k with its bite.
tendr
Hit Points 110 (13d10 + 39) ft., one
Bite. Melee Weapon Attack: +8 to hit, reach 5
Speed 20 ft., climb 20 ft. 5) pierc ing dama ge.
target. Hit: 23 (4d8 +
CON INT WIS CHA 50 ft.,
STR DEX Tendril. Melee Weapon Attack: +8 to hit, reach
10 (+0) pe DC 15).
20 (+5) 8 (–1) 17 (+3) 7 (–2) 16 (+3) one creature. Hit: The target is grappled (esca
and has
Until the grapple ends, the target is restrained
Skills Perception +6, Stealth +5 disadvantage on Stren gth check s and Stren gth saving
16
Senses darkvision 60 ft., passive Perception throw s, and the roper can't use the same tendr il on
Languages — another target.
by it up to
Challenge 6 (2,30 0 XP) Reel. The roper pulls each creature grappled
ht towar d it.
nless, it 25 feet straig
False Appearance. While the roper remains motio
al cave forma tion, such
is indistinguishable from a norm R eactions
as a stalagmite. ted roper
ils Vengeful Retaliation. When the Cocytus-corrup
ils. The roper can have up to six tendr it make s a weap on attac k
Grasping Tendr is reduced to 0 hit points,
10
at a time. Each tendril can be attacked (AC 20; before dying . If this attac k is made again st the creat ure
ge).
hit points; immunity to poison and psychic dama that reduc ed the roper to 0 hit point s, the roper makes
, which
Destroying a tendril deals no damage to the roper this attack with advantage. The roper then dies.
de a repla ceme nt tendr il on its next turn. A
can extru
an action
tendril can also be broken if a creature takes
DC 15 Stren gth check again st it.
and succeeds on a

167
Corrupted Creatures
168
Corrupted Creatures
Cocytus-Corrupted Spirit
Naga
Spiteful creatures that crave power, spirit nagas are
This large serpent has dark, mottled skin and a hate-
quick to pretend to prostrate themselves before the
ful glare. Its skin is marred with glowing red scars.
fiends of the Cocytus legion as soon as they believe
there are fiendish secrets and minions to be gained.
Unfortunately for these ersatz devotees, the fiends are
quick to corrupt and force the nagas into their service.
Corrupted spirit nagas primarily serve the fiends as ar-
cane support; when not actively serving their fiendish
masters, they research how to escape their ill-advised
bargain.

Cocytus-Corrupted 2nd level (3 slots): detect thoughts, bottled dread (page


33)
Spirit Naga 3rd level (3 slots): dispel magic, lightning bolt, vampiric
Large monstrosity, chaotic evil touch
Armor Class 15 (natural armor) 4th level (3 slots): dark abyss (page 34), fire shield
Hit Points 75 (10d10 + 20) 5th level (2 slots): dominate person, planar binding
Speed 40 ft. Spiteful Rejuvenation. If it dies, the naga returns to life
STR DEX CON in 1d6 days and regains all its hit points. Only a wish
INT WIS CHA
spell can prevent this trait from functioning. It knows the
18 (+4) 17 (+3) 14 (+2) 16 (+3) 15 (+2) 16 (+3)
distance and direction to the creature that last killed it.
Saving Throws Dex +6, Con +5, Wis +5, Cha +6
Damage Immunities poison
Actions
Condition Immunities charmed, poisoned Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 7 (1d6 + 4) piercing damage, and the target
Senses darkvision 60 ft., passive Perception 12
must make a DC 13 Constitution saving throw, taking 31
Languages Abyssal, Common (7d8) poison damage on a failed save, or half as much
Challenge 8 (3,900 XP) on a successful save.

Spellcasting. The naga is a 10th-level spellcaster. Its Reactions


spellcasting ability is Intelligence (spell save DC 14,
Vengeful Retaliation. When the naga is reduced to 0 hit
+6 to hit with spell attacks), and it needs only verbal
points, it makes a weapon attack before dying. If this
components to cast its spells. It has the following wizard
attack is made against the creature that reduced the
spells prepared:
naga to 0 hit points, the naga makes this attack with
Cantrips (at will): mage hand, minor illusion, ray of frost advantage. The naga then dies.
1st level (4 slots): alarm, charm person, identify

169
Corrupted Creatures
170
Corrupted Creatures
Dis Corruption target finishes a short rest or it is the target of a greater
restoration spell or similar magic.

Mutations and regression to brute, animalistic states


afflict all creatures in an area that the Dis legion Dis-Corrupted Gorgon
controls. Intelligent creatures feel their thoughts A clanking engine of metallic destruction, Dis-cor-
becoming muddled, social order breaks down, and rupted gorgons charge at their foes while petrifying
bestial violence becomes the only rule victims of Dis vapor billows from their mouths. Not much more
corruption can understand. While highly intellectu- intelligent than a mundane bull but boasting a
al creatures might resist this corruption for a time, substantially worse temper, a corrupted gorgon grows
creatures that are already prone to aggression and enraged when it witnesses the use of magic and other
brute violence find their abilities magnified by this esoteric abilities it doesn’t understand, which are most
devolution. such displays. These creatures have just enough brute
Dis corruption grants the Regressing Blows trait. cunning to realize their blows hinder their enemies’
Regressing Blows (1/Turn). A creature hit by a me- abilities, so most corrupted gorgons attempt to gore
lee attack from the corrupted creature must succeed or trample spellcasters before unleashing their breath
on an Intelligence saving throw or suffer increasing weapon. The hide of most corrupted gorgons is
ignorance. The target’s Intelligence, Wisdom, and lumpy and misaligned, causing their metal plates to
Charisma scores are each reduced by 2. This reduction rub against each other in a raucous metallic squealing.
is cumulative but cannot reduce any of the target’s This noise does nothing to ease the corrupted gorgon’s
scores to less than 3. This reduction lasts until the temper.

Trampling Charge. If the gorgon moves at least 20 feet


Dis-Corrupted Gorgon straight toward a creature and then hits it with a gore
attack on the same turn, that target must succeed on a
Large monstrosity, neutral evil
DC 16 Strength saving throw or be knocked prone. If the
Armor Class 17 (natural armor) target is prone, the gorgon can make one attack with its
Hit Points 126 (12d10 + 60) hooves against it as a bonus action.
Speed 40 ft. Actions
STR DEX CON INT WIS CHA Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one
20 (+5) 9 (–1) 20 (+5) 2 (–4) 12 (+1) 7 (–2) target. Hit: 18 (2d12 + 5) piercing damage.

Skills Perception +4 Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 16 (2d10 + 5) bludgeoning damage.
Condition Immunities petrified
Senses darkvision 60 ft., passive Perception 14 Petrifying Breath (Recharge 5–6). The gorgon exhales
petrifying gas in a 30-foot cone. Each creature in that
Languages —
area must succeed on a DC 13 Constitution saving
Challenge 5 (1,800 XP) throw. On a failed save, a target begins to turn to stone
and is restrained. The restrained target must repeat the
Regressing Blows (1/Turn). A creature hit by a melee saving throw at the end of its next turn. On a success,
attack from the Dis-corrupted gorgon must succeed on the effect ends on the target. On a failure, the target is
a DC 15 Intelligence saving throw or revert to increasing petrified until freed by the greater restoration spell or
ignorance. The target’s Intelligence, Wisdom, and other magic.
Charisma scores are each reduced by 2. This reduction
is cumulative but cannot reduce any of the target’s
scores to less than 3. This reduction lasts until the target
finishes a short rest or benefits from a greater restoration
spell or similar magic.

171
Corrupted Creatures
This metal-skinned bull has a malevolent light in its
eyes that hints at brute aggression. Green mist em-
anates from its mouth and nostrils and between the
mismatched plates on its hide.

172
Corrupted Creatures
Gehenna Corruption Gehenna-Corrupted Stone
Giant
Brute warriors of the Gehenna legion conquer by Giants often engage in feats of strength to determine
might and take what they choose from anyone they leadership. Even stone giants—who are generally
consider weaker than themselves. Mortal creatures among the more introspective and artistic giants—
subjugated by Gehenna fiends sometimes choose to might harbor a desire to demonstrate their great
continue this hierarchy of violence, subjugating yet strength against lesser creatures. These stone giants
weaker mortals in turn. These creatures are particular- are particularly prone to corruption by the Gehenna
ly prone to Gehenna corruption; their muscles swell legion.
to painful size and they bully others as they were bul-
lied. The Gehenna legion doesn’t generally consider This tall, extraordinarily muscular woman appears
corrupted mortals worth much more than maggots, to have skin of basalt. Each of her movements emits
and often places them on the front lines of battles the deep grinding of stone on stone as her muscles
to clear away weaker enemies and pave the way for bulge.
mightier Gehenna fiends to test their mettle against
worthy opponents.
Gehenna corruption grants the Crushing Blows
trait.
Crushing Blows. At the start of its turn, the cor-
rupted creature can choose to make crushing blows
until the start of its next turn. While it does, it has
disadvantage on all melee attack rolls, but its melee
attacks that deal bludgeoning, piercing, or slashing
damage deal an additional 5 (1d10) damage.

Stone Camouflage. The giant has advantage on Dexterity


Gehenna-Corrupted (Stealth) checks made to hide in rocky terrain.

Stone Giant Actions


Huge giant, neutral evil Multiattack. The giant makes two greatclub attacks.
Armor Class 15 (natural armor) Greatclub. Melee Weapon Attack: +10 to hit, reach 15 ft.,
Hit Points 126 (11d12 + 55) one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Speed 40 ft. Rock. Ranged Weapon Attack: +10 to hit, range 60/240
INT WIS CHA ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
STR DEX CON
If the target is a creature, it must succeed on a DC 17
24 (+7) 11 (+0) 20 (+5) 10 (+0) 12 (+1) 7 (–2)
Strength saving throw or be knocked prone.
Saving Throws Dex +3, Con +8, Wis +4 Reactions
Skills Athletics +13, Perception +4
Rock Catching. If a rock or similar object is hurled at the
Senses darkvision 60 ft., passive Perception 14 giant, the giant can, with a successful DC 10 Dexterity
Languages Giant saving throw, catch the missile and take no bludgeoning
Challenge 7 (2,900 XP) damage from it.

Crushing Blows. At the start of its turn, the giant can


choose to make crushing blows until the start of its next
turn. While it does, it has disadvantage on all melee
attack rolls, but its melee attacks that deal bludgeoning,
piercing, or slashing damage deal an additional 5 (1d10)
damage.

173
Corrupted Creatures
174
Corrupted Creatures
Hades Corruption Hades corruption grants the creature the Eternal
Warrior and Show of Might traits.
Eternal Warrior. If damage reduces the corrupted
Fields of mewling, simpering minions cover the bat- creature to 0 hit points, it must make a Constitution
tlefields of the Hades legion, but few of these expend- saving throw with a DC of 5 + the damage taken,
able hordes bear the corruption of the Hades legion. unless the damage is from a critical hit. On a success,
Only those creatures that have become truly desper- the corrupted creature drops to 1 hit point instead.
ate—who see subservience as a humiliation and an Show of Might. The corrupted creature has advan-
unfitness to exist—receive the corruption the Hades tage on ability checks using the Intimidation skill due
legion imparts. Creatures afflicted with the corruption to its fearsome appearance.
becoming massively muscled, with thick hides and
sharp bone spurs bursting from all over their bodies.
This show of strength resembles the corruption of Hades-Corrupted Fire
the Gehenna legion, but this appearance is deceiving: Elemental
Hades corruption imparts a false sense of strength Often conjured as a servant or brute minion, many
to avoid falling into the grip of weakness. Corrupted elementals know the indignity of servitude and have
creatures cannot draw upon the corruption’s powerful experienced powerful masters casually extinguishing
reserves until they are approaching defeat, at which them when their tasks are complete. Fire elementals
time the corruption grows most active and essential to with a burning hatred for this treatment naturally
victory.

creature that touches the elemental or hits it with a


Hades-Corrupted Fire melee attack while within 5 feet of it takes 3 (1d6) fire
damage and 3 (1d6) necrotic damage. In addition, the
Elemental elemental can enter a hostile creature's space and stop
Large elemental, neutral evil there. The first time it enters a non-fiend creature's
space on a turn, that creature takes 3 (1d6) fire damage
Armor Class 13
and 3 (1d6) necrotic damage and catches fire; until
Hit Points 102 (12d10 + 36) someone takes an action to douse the fire, the creature
Speed 50 ft. takes 3 (1d6) fire damage and 3 (1d6) necrotic damage
INT WIS CHA at the start of each of its turns.
STR DEX CON
10 (+0) 17 (+3) 16 (+3) 6 (–2) 10 (+0) 10 (+0) Illumination. The elemental sheds bright light in a 30-
foot radius and dim light in an additional 30-foot radius.
Skills Intimidation +3 Show of Might. The elemental has advantage on ability
Damage Resistances bludgeoning, piercing, and slash- checks using the Intimidation skill.
ing from nonmagical attacks Water Susceptibility. For every 5 feet the elemental
Damage Immunities fire, poison moves in water, or for every gallon of water splashed on
Condition Immunities exhaustion, grappled, paralyzed, it, it takes 1 cold damage. Holy water deals 2d6 cold
petrified, poisoned, prone, restrained, unconscious damage to the elemental.
Senses darkvision 60 ft., passive Perception 10 Actions
Languages Ignan
Multiattack. The elemental makes two touch attacks.
Challenge 5 (1,800 XP)
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Eternal Warrior. If damage reduces the elemental to 0 hit target. Hit: 6 (1d6 + 3) fire damage and 3 (1d6) necrotic
points, it is entitled to make a Constitution saving throw damage. If the target is a creature or a flammable object,
with a DC of 5 + the damage taken, unless the damage is it ignites. Until a creature takes an action to douse the
from a critical hit. On a success, the elemental drops to 1 fire, the target takes 3 (1d6) fire damage and 3 (1d6)
hit point instead. necrotic damage at the start of each of its turns.
Hellfire Form. The elemental can move through a space
as narrow as 1 inch wide without squeezing. A non-fiend

175
Corrupted Creatures
draw the attentions of the Hades legion, and their
rage makes them apt candidates for corruption. Their
fires burn brighter but no hotter, giving them more
bark but no more bite. When an encounter turns
against them, however, they gird themselves in hardy
embers.

This raging flame rises in the shape of a powerful


humanoid, its fires blazing brightly.

176
Corrupted Creatures
Lethe Corruption Lethe corruption grants the Isolating Strikes trait.
Isolating Strikes (1/Turn). A living creature hit
by an attack from the corrupted creature must make
Fiends of the Lethe legion often inflict stunning a Charisma saving throw or become supernaturally
strikes in combat, but when free to torment their foes isolated. If the target fails this save by 5 or more, it is
over a longer period of time, they enjoy inflicting also stunned until the start of the corrupted creature’s
feelings of isolation and despair. Creatures left behind next turn. An isolated target cannot take the Help
by friends or family in lands controlled by the Lethe action and is not considered an ally of any other
legion are particularly susceptible to corruption, as creature. This isolation lasts until the target finishes a
the self-destructive feelings of desperate loneliness short rest.
already echo inside their minds. Once a corrupted
creature has given way to these feelings and its descent
into evil is complete, it passes those same feelings Lethe-Corrupted Black
along to other creatures it attacks. Lethe-corrupted Pudding
creatures are most often encountered alone and ema- Arising from befouled, desolate swamps favored by
nate a palpable sense of loneliness. the Lethe legion, Lethe-corrupted black puddings

Lethe-Corrupted Black The pudding can eat through 2-inch-thick, nonmagical


wood or metal in 1 round.
Pudding Spider Climb. The pudding can climb difficult surfaces,
Large ooze, neutral evil including upside down on ceilings, without needing to
make an ability check.
Armor Class 8
Hit Points 75 (10d10 + 20) Actions
Speed 20 ft., climb 20 ft. Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft.,
STR DEX CON one target. Hit: 7 (1d6 + 4) bludgeoning damage plus
INT WIS CHA
18 (4d8) acid damage, and the target must make a DC
18 (+4) 7 (–2) 15 (+2) 1 (–5) 8 (–1) 1 (–5) 13 Charisma saving throw or become supernaturally
Damage Immunities acid, cold, lightning, slashing isolated. If the target fails its save by 5 or more, it is also
Condition Immunities blinded, charmed, deafened, stunned until the start of the pudding’s next turn. An
isolated target cannot take the Help action and is not
exhaustion, frightened, prone
considered an ally of any other creature. This isolation
Senses blindsight 60 ft. (blind beyond this radius), pas- lasts until the target finishes a short rest. In addition,
sive Perception 9 nonmagical armor worn by the target is partly dissolved
Languages — and takes a permanent and cumulative –1 penalty to
Challenge 4 (1,100 XP) the AC it offers. The armor is destroyed if the penalty
reduces its AC to 10.
Amorphous. The pudding can move through a space as
narrow as 1 inch wide without squeezing. Reactions
Corrosive Form. A creature that touches the pudding or Failed Split. When the pudding is subjected to lightning
hits it with a melee attack while within 5 feet of it takes or slashing damage, it moves up to 10 feet if it has at
4 (1d8) acid damage. Any nonmagical weapon made least 10 hit points. This movement doesn’t provoke
of metal or wood that hits the pudding corrodes. After opportunity attacks.
dealing damage, the weapon takes a permanent and
cumulative –1 penalty to damage rolls. If its penalty
drops to –5, the weapon is destroyed. Nonmagical
ammunition made of metal or wood that hits the pudding
is destroyed after dealing damage.

177
Corrupted Creatures
are mindless creatures that resemble a tarry sludge.
Dissolving all materials other than stone, corrupted
black puddings leave nothing in their wake. Their
strikes similarly dissolve happy memories of friendship
and camaraderie.

This wide patch of tarry sludge appears to be a lonely


shadow cast by no particular object.

178
Corrupted Creatures
Pandemonium Corruption
Pandemonium corruption grants the Resilient
Pandemonium is the legion of warped magic, the Mind trait, including a degree of psionic ability.
imposition of will over matter, and the wickedness Resilient Mind. The creature gains immunity to
born of decadent impulses. Its corruptions most the charmed and frightened conditions. Its Wis-
often are intentionally inflicted upon creatures, come dom score increases to 14 + half its challenge rating
about through debauched excesses, or linger behind (rounded down) unless it was already at least that
after fiendish possession as a horrid psychic residue. high. If it already has Innate Spellcasting, it can also
Latent psychic power blossoms in the corrupted, and innately cast fiendish investiture (page 35) and mage
many naïve creatures experiencing this corruption hand at will, and deadly bark (page 34; level equals 1 +
believe they can keep the resulting dark impulses in half challenge rating) and telekinesis each 3 times per
check. Ultimately, though, Pandemonium-corrupted day. If the corrupted creature has a challenge rating of
creatures seek out others of their kind or other fiends 2 or lower, it can only use its telekinesis to target ob-
of the Pandemonium legion, which echo each other’s jects that aren’t being worn or carried. If the creature
power and expand their abilities to new, wicked does not already have the Innate Spellcasting racial
heights. Pandemonium-corrupted creatures usually trait, it gains the Innate Spellcasting trait below.
have a violet glow to their eyes that grows brighter
when they cast spells.

Pandemonium-Corrupted Mimicry. The hag can mimic animal sounds and


humanoid voices. A creature that hears the sound can
Green Hag tell they are imitations with a successful DC 14 Wisdom
(Insight) check.
Medium fey, neutral evil
Armor Class 17 (natural armor) Actions
Hit Points 82 (11d8 + 33) Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Speed 30 ft. target. Hit: 13 (2d8 + 4) slashing damage.
Illusory Appearance. The hag covers herself and
STR DEX CON INT WIS CHA anything she is wearing or carrying with a magical
18 (+4) 12 (+1) 16 (+3) 14 (+2) 15 (+2) 14 (+2) illusion that makes her look like another creature of her
general size and humanoid shape. The illusion ends if
Skills Arcana +4, Deception +4, Perception +4, Stealth
the hag takes a bonus action to end it or if she dies.
+3
The changes wrought by this effect fail to hold up to
Condition Immunities charmed, frightened
physical inspection. For example, the hag could appear
Senses darkvision 60 ft., passive Perception 14 to have smooth skin, but someone touching her would
Languages Common, Draconic, Sylvan feel her rough flesh. Otherwise, a creature must take an
Challenge 3 (700 XP) action to visually inspect the illusion and succeed on a
DC 20 Intelligence (Investigation) check to discern that
Amphibious. The hag can breathe air and water. the hag is disguised.
Innate Spellcasting. The hag’s spellcasting ability is Invisible Passage. The hag magically turns invisible until
Charisma (spell save DC 12, +4 to hit with spell attacks). she attacks or casts a spell, or until her concentration
She can innately cast the following spells, with no ends (as if concentrating on a spell). While invisible, she
material components. leaves no physical evidence of her passage, so she can
At will: dancing lights, fiendish investiture (page 35), be tracked only by magic. Any equipment she wears or
mage hand, minor illusion, vicious mockery carries is invisible with her.

3/day each: deadly bark (2nd level), telekinesis

179
Corrupted Creatures
Innate Spellcasting (Psionics). The corrupted crea-
ture’s spellcasting ability is its highest among Intelli-
gence, Wisdom, and Charisma. To quickly determine
a new spell attack bonus for a creature, you can use
the bonus to hit for one of its attacks. The corrupt-
ed creature can innately cast the following spells,
requiring no components:
At will: fiendish investiture (page 35), mage hand
3/day each: deadly bark (page 34; level equals 1
+ half challenge rating), telekinesis. If the corrupt-
ed creature has a challenge rating of 2 or lower, it
can only target objects that aren’t being worn or
carried with telekinesis.

Pandemonium-
Corrupted Green
Hag
Already apt to use magic to solve their
problems, green hags are only a short
step away from corruption by the
Pandemonium legion. These hags
subvert swamp and frontier settle-
ments on behalf of their fiendish
masters, reveling in the chaos and
tragedy they bring. Corrupted
green hags love sneaking around
and causing fatal accidents
with mage hand or telekinesis,
while they remain safely out of
physical danger.

Long, stringy hair almost conceals this old


woman’s hideous features, but the violet
light of her eyes illumines them in sinister
shadows. She has greenish, blotchy skin
and walks with a hunched gait beneath
her dirty, tattered rags.

180
Corrupted Creatures
Phlegethon Corruption Spit Fire. Ranged Spell Attack: The bonus to hit
equals the corrupted creature’s best attack bonus,
range 60 ft., one target. Hit: 3 (1d6) fire damage if
Scorched remnants are usually all that remain when the corrupted creature has a challenge rating less than
fiends of the Phlegethon legion gain control of an 1; otherwise, 1d10 fire damage per point of the crea-
area. Their wanton love of fire and their hunger to ture’s challenge rating. In addition, the target ignites.
destroy leave little behind other than ashes. Creatures Until a creature takes an action to douse the fire, the
that survive these fiery purges are often infused with a target takes 3 (1d6) fire damage at the start of each of
spark of hellfire, which serves as a seed to develop into its turns.
a full corruption as soon as the creature experiences
strong pangs of hunger or longing for destruction.
Phlegethon corruption manifests as wispy flames Phlegethon-Corrupted
across the corrupted creature’s body, which it can Ogre
focus into an immolating breath. This flame carries a At the best of times, ogres are brutes who like to smash
small spark of the corrupted creature’s newfound fas- all things within the reach of their clubs. When sub-
cination with fire, and the burning creature feels some jected to the Phlegethon corruption, an ogre becomes
of the same compulsion to experience fire dancing on an insatiable pyromaniac, setting fires with its touch
its skin. Phlegethon corrupted creatures often wander whenever it can immolate a pretty structure, person, or
far, inflicting fires everywhere they go. item. Corrupted ogres think little of their former valu-
Phlegethon corruption grants the Blazing Soul trait, ables or members of their band and often watch their
which includes the Spit Fire attack. treasures or allies go up in flames with a huge grin on
Blazing Soul. The creature has immunity to fire their stupid faces. They fly into a rage whenever anyone
damage, isn’t harmed or ignited by hellfire, and gains tries to stop them at their “fun,” including any fiends—
the Spit Fire attack. It can’t use the Spit Fire attack even the denizens of the Underhell have learned how
with the Multiattack action. unreliable ogre minions can be.

Phlegethon-Corrupted Actions
Ogre Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Large giant, chaotic evil
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach
Armor Class 11 (hide armor) 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4)
Hit Points 52 (7d10 + 14) piercing damage.
Speed 50 ft. Spit Fire. Ranged Spell Attack: +6 to hit, range 60 ft., one
STR DEX CON target. Hit: 11 (2d10) fire damage and the target ignites
INT WIS CHA
unless it is a fiend. Until a creature takes an action to
19 (+4) 8 (–1) 15 (+2) 5 (–3) 8 (–1) 9 (–1) douse the fire, the target takes 3 (1d6) fire damage at
Damage Immunities fire the start of each of its turns.
Senses darkvision 60 ft., passive Perception 9
Languages Common, Giant
Challenge 2 (450 XP)

Blazing Soul. The corrupted ogre isn’t harmed or ignited


by hellfire.

181
Corrupted Creatures
This muscled giant gives a bellowing roar as flames
dance in her eyes and across her thick, scarred skin.

182
Corrupted Creatures
Sheol Corruption the lowest current hit points of all creatures within 60
feet of it, all attack rolls against it have advantage.

Fiends of the Sheol legion are grim harvesters, seeking


out the weakest creatures and slaughtering them. Sheol-Corrupted Wyvern
Stronger creatures don’t evade the depredations of Even dim-witted predators who rule
these fiends for long; each of them will, soon enough, the skies can be subject to the psychic
become the weakest in the area. But even before the infection of Sheol corruption. A cor-
fiends turn their attentions to these stronger creatures, rupted wyvern serves the Sheol legion
the dread inevitability of their eventual culling infects by identifying prey, then herding that
them with a malicious urge to be part of this great prey into the clutches of the fiends. A
system of winnowing. Darkness clings near these corrupted wyvern prefers to remain airborne
creatures’ faces and their eyes glow with the magical as much as possible, darting in to sting the
insights they gain from watching the fiends at their weakest creature it can see.
work. This is the Sheol corruption, and it compels
the corrupted creature to take part in the inexorable
sifting and, ultimately, to turn themselves over to the
fiends when their time is due.
Sheol corruption grants the Cull the Weak trait.
Cull the Weak. The corrupted creature always
knows which creature it can see within 90 feet has the
lowest current hit points; its attack rolls against that
creature have advantage. If the corrupted creature has

advantage. If the wyvern has the lowest current hit points


Sheol-Corrupted of all creatures within 60 feet of it, all attack rolls against

Wyvern it have advantage.

Large dragon, neutral evil Actions


Armor Class 12 (natural armor) Multiattack. The wyvern makes two attacks: one with its
bite and one with its stinger. While flying, it can use its
Hit Points 123 (13d10 + 52)
claws in place of one other attack.
Speed 20 ft., fly 80 ft.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
STR DEX CON INT WIS CHA target. Hit: 11 (2d6 + 4) piercing damage.
18 (+4) 5 (–3) 14 (+2) 6 (–2)
19 (+4) 9 (–1) Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Skills Arcana +3, Perception +5 target. Hit: 13 (2d8 + 4) slashing damage.
Senses darkvision 60 ft., passive Perception 15 Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one creature. Hit: 11 (2d6 + 4) piercing damage. The
Languages —
target must make a DC 16 Constitution saving throw,
Challenge 6 (2,300 XP) taking 24 (7d6) points of damage on a failed save, or half
as much damage on a successful one.
Cull the Weak. The wyvern always knows which creature
it can see within 90 feet has the lowest current hit
points; its attack rolls against that creature have

183
Corrupted Creatures
This winged, dragon-like creature has dull green skin,
a fearsome stinger at the end of its tail, and a dark
shadow around its head like a cowl.

184
Corrupted Creatures
Styx Corruption Syx-Corrupted Behir
Dim-witted behirs have an ancient feud with drag-
Masters of flight and tempests, fiends of the Styx onkind, and silver-tongued fiends sometimes stoke
legion attack their foes from the air. Creatures caught this hatred. Promising the power to fight against their
in the ferocious windstorms created by the legion find draconic enemies in the skies and the agility to dodge
themselves hurled helplessly about, and those that draconic breath weapons, these fiends tempt behirs
survive might be seduced by the corruption of Styx. into sacrificing their hoards and their souls to the
Such creatures become particularly agile and invari- legion.
ably sprout wings of some variety, such as leathery,
bat-like wings or the membranous wings of giant
insects. Feathered wings are rare in creatures subject This multi-legged serpentine horror flaps a set of
to the Styx corruption, and are generally a nauseating membranous insectoid wings as it curls its sinuous
green-black in color. body in ever-tightening coils.
Styx corruption grants the Styxian Agility trait.
Stygian Agility. Styx corruption grants a fly speed
of 30 ft. or increases a corrupted creature’s existing fly
speed by 30 ft. The corrupted creature has advantage
on Dexterity ability checks and Dexterity saving
throws.

6) bludgeoning damage plus 17 (2d10 + 6) slashing


Styx-Corrupted Behir damage. The target is grappled (escape DC 16) if the
behir isn't already constricting a creature, and the target
Huge monstrosity, neutral evil
is restrained until this grapple ends.
Armor Class 18 (natural armor) Hellish Lightning Breath (Recharge 5–6). The Styx-
Hit Points 168 (16d12 + 64) corrupted behir exhales a line of lightning that is 20 feet
Speed 50 ft., climb 40 ft., fly 30 ft. long and 5 feet wide. Each non-fiend creature in that line
CHA must make a DC 16 Dexterity saving throw, taking 38
STR DEX CON INT WIS
(7d10) lightning damage and 31 (7d8) necrotic damage
23 (+6) 18 (+4) 18 (+4) 7 (–2) 14 (+2) 12 (+1) on a failed save, or half as much damage on a successful
one.
Skills Perception +6, Stealth +8
Damage Immunities lightning Swallow. The behir makes one bite attack against a
Medium or smaller target it is grappling. If the attack
Senses darkvision 90 ft., passive Perception 16
hits, the target is also swallowed, and the grapple ends.
Languages Draconic While swallowed, the target is blinded and restrained, it
Challenge 12 (8,400 XP) has total cover against attacks and other effects outside
the behir, and it takes 21 (6d6) acid damage at the start
Stygian Agility. The behir has advantage on Dexterity of each of the behir's turns. A behir can have only one
ability checks and Dexterity saving throws. creature swallowed at a time.
Actions If the behir takes 30 damage or more on a single turn
from the swallowed creature, the behir must succeed on
Multiattack. The behir makes two attacks: one with its a DC 14 Constitution saving throw at the end of that turn
bite and one to constrict. or regurgitate the creature, which falls prone in a space
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one within 10 feet of the behir. If the behir dies, a swallowed
target. Hit: 22 (3d10 + 6) piercing damage. creature is no longer restrained by it and can escape
Constrict. Melee Weapon Attack: +10 to hit, reach from the corpse by using 15 feet of movement, exiting
5 ft., one Large or smaller creature. Hit: 17 (2d10 + prone.

185
Corrupted Creatures
186
Corrupted Creatures
Styx-Corrupted Dire Wolf
When their lairs and hunting grounds are torn
asunder by the devastating winds of the Styx legion,
predators such as dire wolves find themselves exposed
and become the prey of hunting fiends. Instinctive-
ly trained to submit to strong pack leaders, these
dire wolves yield to the fiends and find themselves
corrupted by the Styx legion. The fiends gleefully
mistreat these once-formidable hunters, and the dire
wolves succumb to the vicious hatred this treatment
engenders. Corrupted dire wolves become painfully
thin and have large, furry wings covered in mange.

This enormous wolf is painfully thin. Large wings


covered in sickly patches of fur sprout from its back.

Styx-Corrupted Dire Pack Tactics. The wolf has advantag


e on an attack
Wolf roll against a creature if at least one
allies is within 5 feet of the creature
of the wolf’s
and the ally isn’t
Large beast, neutral evil incapacitated.
Armor Class 15 (natural armor) Actions
Hit Points 32 (5d10 + 5)
Bite. Melee Weapon Attack: +5 to
Speed 50 ft., fly 30 ft. hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) piercing dam
age and the
STR DEX creature must succeed on a DC 13
CON INT WIS Strength saving
CHA throw or be knocked prone.
17 (+3) 16 (+3) 13 (+1) 3 (–4) 12 (+1) 5 (–3)
Skills Perception +3, Stealth +5
Senses passive Perception 13
Languages —
Challenge 1 (200 XP)

Stygian Agility. The wolf has adva


ntage on Dexterity
ability check and Dexterity saving
throws.
Keen Hearing and Smell. The wolf
has advantage on
Wisdom (Perception) checks that
rely on hearing or
smell.

187
Corrupted Creatures
188
Corrupted Creatures
Tartarus Corruption corrupted creature’s natural attacks do not deliver this
poison unless it grapples a target with a natural melee
weapon.
Disease and poison are hallmarks of the Tartarus
corruption. Plagues sweep the land and infected
corpses litter the countryside. In this pestilential en- Tartarus-Corrupted
vironment, any creature might become subject to this Giant Scorpion
corruption, the infection taking hold in their souls The fiendish corruption assaulted this monstrous
like a malignant tumor that consumes the creature’s scorpion from within, transforming its virulent poi-
thoughts and desires. Creatures that rely on poison or son into a conduit for possession by fiendish entities.
infections to defeat their enemies most easily succumb Now a vessel for evil, the corrupted giant scorpion
to this lust for spreading sickness.Tartarus corruption roams the countryside looking for victims to grab and
grants the following trait. sting to death.
Poisonous Flesh. The creature gains immunity
to the poisoned condition and to poison damage.
Anyone that hits a Tartarus-Corrupted creature with This scorpion is larger than a horse. Its claws click
a natural melee weapon (such as a bite or claw), together angrily and its tail drips a poisonous ichor
grapples the corrupted creature, or otherwise comes across its mottled carapace.
into direct contact with the corrupted creature’s
skin must succeed on a Constitution saving throw
or be poisoned for 1 minute. A poisoned creature
can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. The

ned
on a DC 13 Constitution saving throw or be poiso
Tartarus-Corrupted for 1 minute. A poisoned creature
throw at the end of each of its
can
turns ,
repea
endin g
t the
the
saving
effec t on
Giant Sco rpion itself on a succe ss. The scorp ion’s natur al attac ks do not
with a claw
evil
Large beast, neutral deliver this poison unless it grapples a target
attack.
Armor Class 15 (natural armor)
Hit Points 45 (7d10 + 7) Actions
two with
Speed 40 ft. Multiattack. The scorpion makes three attacks:
CON INT WIS CHA its claws and one with its sting.
STR DEX
ft., one
15 (+2) 13 (+1) 13 (+1) 1 (–5) 9 (–1) 3 (–4) Claw. Melee Weapon Attack: +4 to hit, reach 5
+ 2) bludg eonin g dama ge, and the
target. Hit: 6 (1d8
DC 12) and expos ed to the
Damage Immunities poison targe t is grapp led (esca pe
two claws,
Condition Immunities poisoned scorpion’s Poisonous Flesh. The scorpion has
each of which can grapp le only one targe t.
Senses blindsight 60 ft., passive Perception 9
5 ft., one
Languages — Sting. Melee Weapon Attack: +4 to hit, reach
ge, and the
creature. Hit: 7 (1d10 + 2) piercing dama
Challenge 3 (700 XP) Cons titutio n savin g throw ,
target must make a DC 12
ion ) poiso n dama ge on a failed save, or half
Poisonous Flesh. A creature that hits the scorp taking 22 (4d10
one.
as a bite or claw), as much dama ge on a succe ssful
with a natural melee weapon (such
ion, or other wise come s into
grapples the giant scorp
ct with the scorp ion’s skin must succe ed
direct conta

189
Corrupted Creatures
190
Corrupted Creatures
Tartarus-Corrupted
Otyugh
The Tartarus legion often focuses its efforts to under-
A nauseating mass of tentacles and jaws atop ele-
mine a city in the sewers, where they enhance sewer
phantine legs, this creature is coated with filth and
plagues and other foul diseases transmitted through wriggling, raw sewage.
filth. Otyughs lair in such places and are particularly
susceptible to whispered promises that the delights of
the surface world can be theirs for the taking in ex-
change for spreading their foul diseases. The Tartarus
legion uses corrupted otyughs as expendable guards
for their mighty plague towers.

Tartarus-Corrupted of telepathy doesn't allow the receiving creature to


telepathically respond.
Otyugh Actions
Large aberration, neutral evil
Multiattack. The otyugh makes three attacks: one with
Armor Class 14 (natural armor) its bite and two with its tentacles.
Hit Points 102 (12d10 + 36)
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Speed 30 ft. target. Hit: 12 (2d8 + 3) piercing damage. If the target
STR DEX CON is a creature, it must succeed on a DC 15 Constitution
INT WIS CHA
saving throw against disease or become poisoned until
16 (+3) 11 (+0) 16 (+3) 6 (–2) 13 (+1) 6 (–2) the disease is cured. Every 24 hours that elapse, the
Saving Throws Con +6 target must repeat the saving throw, reducing its hit point
Damage Immunities poison maximum by 5 (1d10) on a failure. The disease is cured
on a success. The target dies if the disease reduces its
Condition Immunities poisoned
hit point maximum to 0. This reduction to the target's hit
Senses darkvision 120 ft., passive Perception 11 point maximum lasts until the disease is cured.
Languages Otyugh
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft.,
Challenge 5 (1,800 XP) one target. Hit: 7 (1d8 + 3) bludgeoning damage plus
4 (1d8) piercing damage. If the target is Medium or
Poisonous Flesh. A creature that hits the otyugh with a
smaller, it is grappled (escape DC 13) and restrained
natural melee weapon (such as a bite or claw), grapples
until the grapple ends, and exposed to the otyugh’s
the otyugh, or otherwise comes into direct contact with
Poisonous Flesh. The otyugh has two tentacles, each of
the otyugh’s skin must succeed on a DC 15 Constitution
which can grapple one target.
saving throw or be poisoned for 1 minute. A poisoned
creature can repeat the saving throw at the end of each Tentacle Slam. The otyugh slams creatures grappled by
of its turns, ending the effect on itself on a success. The it into each other or a solid surface. Each creature must
otyugh’s natural attacks do not deliver this poison unless succeed on a DC 14 Constitution saving throw or take
it grapples a target with a tentacle attack. 10 (2d6 + 3) bludgeoning damage and be stunned until
the end of the otyugh's next turn. On a successful save,
Limited Telepathy. The otyugh can magically transmit
the target takes half the bludgeoning damage and isn't
simple messages and images to any creature within
stunned.
120 feet of it that can understand a language. This form

191
Corrupted Creatures
192
Corrupted Creatures
tlefield serves as a useful distraction. Further, because
Damned Soul of their origin as tormented souls who instinctively
flinch from fiends, these swarms do not harm fiends,
Swarms which makes them useful allies or cover in a fight.
Accidental Atrocities. Not all damned soul swarms
Freedom is impossible in the Under- are carefully collected by Archlords into a mewling,
hell, but souls of damned mortals clutching swarm. Some fiend-inflicted tragedies
don’t realize this. Suffering that create a sudden and traumatic loss of life can
under the lashes and claws cause damned soul swarms to arise spontaneously;
of their fiendish tormen- this is particularly likely to occur during the
tors, damned souls long world-shaking upheavals of Underhell inva-
for escape and desperately sions. These rogue, unplanned damned
clutch at any opportunity soul swarms serve under the com-
for liberation from their mand or control of no fiend, and,
suffering. Among the unlike those under the control
damned, rumors persist of of a fiendish legion, they
souls that have exploited can actually harm fiends.
a lapse in their fiendish Freedom Only in
overseers’ attention to Destruction. The souls
slip through a crack in that make up a damned
the hellish prison. A few soul swarms are irre-
lucky souls can relate vocably tied together.
first or secondhand These souls are only
accounts of witnessing free to pass on to their
a soul’s unexplained eternal reward when the
disappearance, leading damned soul swarm is
to memorably destruc- destroyed.
tive punishment, as the Timeless Undead. A
fiends have no recourse damned soul swarm isn’t
except to vent their subject to exhaustion,
rage upon those that can’t regain hit points, and
remain. And yet, the requires no air, food, drink,
spark of hope lives on, or sleep.
spread through these
tales.
These rumors are
lies.
Many Archlords
Encountering
believe that a spark of Damned Soul
hope ultimately engen-
ders greater suffering, so Swarms with
they carefully allow word
to spread in the deep-
Fiends
est pits of the Underhell.
When a fiend is encountered with a
Some damned souls do indeed
damned soul swarm under its com-
disappear but not to freedom—in-
mand, the fiend’s effective challenge rating
stead, they are secretly collected, combined,
increases by 1. The fiend typically takes advantage of
and unleashed as a throng of wailing, clutching souls
the swarm’s natural ability to hide fiends coupled with
called a “damned soul swarm.”
its inability to attack them.
Creations of Chaos. The Archlords or lesser lords
stitch and weave the damned together, binding indi-
vidual identities to create a single-minded aggregation
of souls. Damned soul swarms are useful to the fiends
because their raucous, chaotic presence on the bat-

193
Damned Soul Swarms
Legion Traits
Damned soul swarms often ally with
the legion of the fiend that created
additional trait from among those them and gain an
below. Note: Rogue damned soul
of these traits, but can affect fiends swa rms don’t gain any
with their attacks.
Acheron: Cloud of Rot. The swarm
emits a noxious scent that causes
objects within it to rot away. A crea creatures and
ture or object hit by the swarm’s claw
additional 3 (1d6) necrotic damage s attack takes an
and is exposed to the curse of torm
Annwn: Energy Inured. The souls ents (page 122).
in the swarm have been tortured with
long they have gained some measure ener gies for so
of defense against them. The swarm
acid, cold, fire, and lightning. has resis tance to
Cocytus: Explosive Dissipation. The
swarm looks increasingly unstable
damage. When reduced to 0 hit poin as it takes
ts, the swarm is torn apart in a spir
each creature within a 10-foot-radi itua l explosion and
us sphere centered on the swarm
13 Constitution saving throw or take mus t succ eed on a DC
7 (2d6) necrotic damage.
Dis: Distracting Strikes. The swarm’s
foes find intellectual focus difficult
Constitution saving throw DC to main . The
tain concentration when damaged
claws attack equals 20 (instead of by the swarm’s
10) or half the damage the creature
number is higher. take s, whichever
Gehenna: Infernal Wounds. The swa
rm’s claws rip flesh, making its foes
susceptible to damage. When the more
swarm hits a creature other than an
construct, the target is afflicted with und ead or a
an infernal wound; while wounded
succeed on a DC 13 Constitution savi the crea ture must
ng throw or lose 5 (1d10) hit points
each of its turns. Each time the swa at the star t of
rm hits an infernally wounded crea
attack, the damage dealt by the infe ture with its claw s
rnal wound increases by 5 (1d10).
take an action to stanch the infernal Any crea ture can
wound with a successful DC 13 Wisd
check. The infernal wound also clos om (Medicine)
es if the target receives magical heal
Hades: Fiend Friend. The souls in ing.
the swarm don’t just avoid harming
bolster them to curry favor. A fiend fiends, but actively
that starts its turn in the swarm’s spac
number of hit points equal to the swa e regains a
rm’s challenge rating.
Lethe: Panicked Shrieks. The swa
rm’s shrieking souls terrify its victi
that starts its turn in the swarm mus ms. A creature
t succeed on a DC 13 Wisdom savi
frightened of the swarm until the end ng throw or be
of the swarm’s next turn. If a creature
is successful, the creature is immune ’s saving throw
to this trait for the next 24 hours.
Pandemonium: Reaching Claws. The
swarm can extend its claws to an imp
distance to make attacks. The rang ossible
e of the swarm’s claws attack incr
flying speed, but this range remains eases to match its
0 feet for opportunity attacks.
Phlegethon: Coal-Imbued. Embers
swirl within the swarm. A creature
hazy damned soul swarm’s claws or object hit by the
attack takes an additional 3 (1d6)
Sheol: Misery Sense. The swarm can fire dam age.
detect living creatures that are suffe
swarm automatically knows whether ring. The
a creature it senses with Life Sense
diseased and how many hit points is poisoned or
it has. In addition, a creature leaving
swarm before the swarm is destroye combat with the
d is exposed to the coward’s halo
Styx: Aerial Speed. The swarm’s flyin curse (page 122).
g speed increases by 20 feet.
Tartarus: Rigor Mortis. The swarm’s
claws inflict a debilitating disease.
the swarm’s claws attack is exposed A creature hit by
to deathlike rigor (page 124). If the
infected, it feels the effects immedia creature becomes
tely upon being hit again by the swa
rm’s claws attack.

194
Damned Soul Swarms
Hazy Damned
Soul Swarm
The least cohesive and least threatening of the Shapes like grasping hands and screaming faces
damned soul swarms are those formed of few souls, fade in and out of this hazy gray apparition.
or whose soul-stuff has been so damaged in previ-
ous engagements that it is merely a wispy, fog-like
apparition. Despite their smaller size and weaker
attacks, even these swarms present a significant threat.
Between their resistance to physical weapons and fer-
vent desire to consume life, they are quite dangerous,
especially to those who underestimate them. Hazy
damned soul swarms cause those caught within their
forms to choke and cough.

Hazy Damned Soul Fiend Shroud. A fiend wholly within the swarm’s space is
invisible.
Swarm Incorporeal Movement. The swarm can move through
Medium swarm of Tiny undead, chaotic evil other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn
Armor Class 12
inside an object.
Hit Points 26 (4d8 + 8)
Life Sense. The swarm can only detect creatures other
Speed 0 ft, fly 20 ft. (hover)
than constructs and undead with its blindsight ability.
STR DEX CON INT WIS CHA If blinded, it can’t detect anything other than these
3 (–4) 15 (+2) 14 (+2) creatures within the range of its blindsight.
8 (–1) 10 (+0) 8 (–1)
Swarm. The swarm can occupy another creature’s space
Damage Vulnerabilities radiant
and vice versa. The swarm can’t regain hit points or gain
Damage Resistances bludgeoning, piercing, slashing temporary hit points.
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, Actions
paralyzed, petrified, poisoned, prone, restrained, uncon- Claws. Melee Weapon Attack: +4 to hit, reach 0 ft., one
scious non-fiend target in the swarm’s space. Hit: 7 (2d6)
slashing damage. The target must succeed on a DC
Senses blindsight 30 ft., darkvision 60 ft., passive Per-
10 Constitution saving throw or choke and cough until
ception 10 the start of the swarm’s next turn or until it leaves the
Languages Abyssal, Common swarm’s space (whichever comes first). While it chokes,
Challenge 1/2 (100 XP) the creature can’t regain hit points, can’t be stabilized,
can’t speak, and is at risk of suffocation.

195
Damned Soul Swarms
196
Damned Soul Swarms
Livid Damned Soul Swarm
The spirits in a damned soul swarm are bodiless,
but that doesn’t assuage their hunger for their lost
mortality. Some damned soul swarms draw blood
from wounded enemies, causing ribbons of blood to
pour out from wounds. The spirits howl in frustration
as they derive no real sustenance from this process,
meaning they never even partly sate their hunger
for their lost vitality. These damned soul swarms
are a livid purple in color, like an angry bruise. This
coloration fades if the swarm hasn’t feasted on blood
within the past several days.

This thin fog is filled with fanged faces and clawed


fingers. The fog is the deep purple color of a bad
bruise.

Incorporeal Movement. The swarm can move through


Livid Damned Soul other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn
Swarm , chaotic evil
inside an object.
Medium swarm of Tiny undead
Life Sense. The swarm can only detect creatures other
Armor Class 14 than constructs and undead with its blindsight ability.
Hit Points 65 (10d8 + 20) If blinded, it can’t detect anything other than these
creatures within the range of its blindsight.
Speed 0 ft, fly 30 ft. (hover)
Swarm. The swarm can occupy another creature’s space
CON INT WIS CHA
STR DEX and vice versa. The swarm can’t regain hit points or gain
3 (–4) 18 (+4) 14 (+2) 10 (+0) 10 (+0) 8 (–1) temporary hit points.
Damage Vulnerabilities radiant Timeless Blood. The swarm roils with fiendish and mortal
blood. A creature that starts its turn in the swarm is
Damage Resistances bludgeoning, piercing, slashing
exposed to the timeless blood curse (page 123).
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, Actions
paralyzed, petrified, poisoned, prone, restrained, uncon- Claws. Melee Weapon Attack: +6 to hit, reach 0 ft., one
scious non-fiend target in the swarm’s space. Hit: 21 (6d6)
Senses blindsight 30 ft., darkvision 60 ft., passive Per- slashing damage and 7 (2d6) necrotic damage. The
target’s hit point maximum is reduced by an amount
ception 10
equal to the necrotic damage it takes. The reduction
Languages Abyssal, Common lasts until the target finishes a long rest. The targets dies
Challenge 4 (1,100 XP) if this reduces its hit point maximum to 0.

Fiend Shroud. A fiend wholly within the swarm’s space is


invisible.

197
Damned Soul Swarms
198
Damned Soul Swarms
Roiling Damned Soul
Swarm
Damned soul swarms that have fed on the vitality This large cloud of ghostly claws and screaming
of many mortals, or whose constituent souls retain faces shimmers in a variety of colors, like a swirl of
a strong sense of self, become large and cunning oil on a rain puddle.
predators. These horrors resemble a churning cloud
of scowling faces in a variety of colors that flicker
through a numerous hues, allowing them to blend in
with their surroundings or become altogether invisi-
ble. They enjoy engulfing several opponents at once,
and can overwhelm the senses of those they rake with
their spectral claws.

Roiling Damned Soul Incorporeal Movement. The swarm can move through
other creatures and objects as if they were difficult
Swarm terrain. It takes 5 (1d10) force damage if it ends its turn
inside an object.
Large swarm of Tiny undead, chaotic evil
Life Sense. The swarm can only detect creatures other
Armor Class 14
than constructs and undead with its blindsight ability.
Hit Points 85 (10d10 + 30) If blinded, it can’t detect anything other than these
Speed 0 ft, fly 30 ft. (hover) creatures within the range of its blindsight.
STR DEX CON INT WIS CHA Sneak Attack (1/turn). The swarm deals an extra 10
3 (–4) 18 (+4) 16 (+3) 10 (+0) 12 (+1) 13 (+1) (3d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll, or when the
Damage Vulnerabilities radiant target is within 5 feet of an ally of the swarm that isn’t
Damage Resistances bludgeoning, piercing, slashing incapacitated and the swarm doesn’t have disadvantage
Damage Immunities necrotic, poison on the attack roll.
Condition Immunities charmed, exhaustion, grappled, Swarm. The swarm can occupy another creature’s space
paralyzed, petrified, poisoned, prone, restrained, uncon- and vice versa. The swarm can’t regain hit points or gain
temporary hit points.
scious
Senses blindsight 30 ft., darkvision 60 ft., passive Per- Actions
ception 11 Claws. Melee Weapon Attack: +7 to hit, reach 0 ft., one
Languages Abyssal, Common non-fiend target in the swarm’s space. Hit: 36 (8d8)
Challenge 6 (2,300 XP) slashing damage.
Invisibility. The swarm magically becomes invisible
Fiend Shroud. A fiend wholly within the swarm’s space is
until it attacks or until its concentration ends (as if
invisible.
concentrating on a spell).

199
Damned Soul Swarms
200
Damned Soul Swarms
At the same time, fiends can’t be truly killed
Fiends of the outside the Underhell. They seem to die and their
bodies unravel into empty skin and bones, which
Underhell quickly vanish. Sometimes the fiends linger, like
incorporeal spirits, and attempt to possess or corrupt
Spawned from alien reaches of the cosmos, Underhell nearby creatures, but usually they almost immedi-
fiends are composed of ancient, raw, primordial evil ately return to the Underhell. Fiends banished to the
that is utterly antithetical to ordinary, mortal life. As Underhell resume physical form soon afterward, and
a result, these creatures are difficult, even dangerous, if a Doomgate remains open to the world, they can
for most mortals to even perceive. The following rules simply pass through again to resume their role in the
apply to all Underhell fiends except as noted, but invasion.
there are ways for mortals to avoid the worst of these
effects. Hard to See
Ordered by Circles. Fiends defer to leaders ac- Underhell fiends other than maggots strain the very
cording to their rank in ordered circles: fourth-circle fabric of the Material Plane with their extradimen-
fiends give orders to third-circle cacodaemons, who in sional forms. In the Underhell, they exist as expres-
turn command second-circle underfiends, command- sions of evil not confined by three dimensions or by
ers supported by first-circle grylluses. The weakest material physics. When forced to operate by the rules
grylluses can only order around the pathetic void of the Material Plane, they occupy physical bodies
maggots, who are not assigned a circle at all. that push those rules to the breaking point and defy
Underhell Demons. In your game, you might all conventions of biology. These factors together
decide the fiends are actually demons, in which case make these fiends hard to perceive or attack. A crea-
they are all chaotic evil and have immunity to cold, ture with a Sanguine Ward against Underhell fiends
fire, and lightning damage, immunity to poison negates the Nauseating Form of Underhell fiends
damage, and immunity to the poisoned condition. Be within 90 feet.
careful, though, as this can frustrate players who rely Any creature other than an aberration, celestial,
on elemental damage spells such as fireball or lightning construct, fey, or fiend that sees an Underhell fiend
bolt. Adventurers may have to devise new tactics to has difficulty focusing on the Underhell fiend. Al-
deal with fiends of the Underhell. though the observer can locate the Underhell fiend,
it has disadvantage on attack rolls against the fiend
Corruption and the fiend has advantage on attack rolls against
Evil non-fiends whose vices align with the interests the observer. Rather than clearly seeing the fiend, the
of a fiendish legion or Archlord might be offered observer sees a confusing array of disjointed body
the chance to serve the legion on pain of death. If parts in the same approximate position as the fiend,
the non-fiend accepts, it becomes corrupted by the as if perceiving the creature through a warped and
legion and gains the appropriate corruption trait shattered mirror. When not taking actions in combat,
(page 155). these disjointed body parts seem to participate in
Corruption can also happen when a creature with momentary visions of pain and horror, as if miming
suitable vices finishes a short rest inside an Archlord’s actions the observer fears or hates.
Shadow. Player characters and creatures within 90 feet
of a creature with a Sanguine Ward are not normally Murky Divinations
subject to corruption; corruption should generally Spells of the divination school aimed at an Underhell
only fall upon a player character as part of that char- fiend have their usual effects but also expose the caster
acter becoming an NPC, such as if the player wants to to terrible visions of the Underhell and its inten-
make a new character or is leaving the game group. tions for the mortal world. A caster is exposed to the
visions when a divination spell they cast is first aimed
Distant Evil at each fiend. Repeatedly casting the same spell on
The Underhell represents primordial evil long sepa- the same target calls for a new saving throw with each
rated from the Material Plane. Underhell fiends can’t casting.
persist in the realm of mortals without the anchoring When exposed in this way, a spellcaster must make
of an Archlord or other powerful magical force. Those a DC 15 saving throw using their spellcasting ability.
remaining after all Archlords are banished from their On a failed save, the spellcaster is overwhelmed by
current world are instantly sent back to the Underhell horrific visions of the Underhell; the overwhelmed
as well. spellcaster learns vague hints about what the

201
Fiends of the Underhell
Underhell fiends are and what they intend to do but from any fiend. On a successful saving throw, the hu-
also becomes frightened of all fiends until they finish manoid is immune to that fiend’s Sickening Appear-
a short rest. On a successful save, the spellcaster has ance for 24 hours. A humanoid that has encountered
advantage on Intelligence (Arcana) checks to deduce a given kind of fiend before (such as a gryllus) has
information about the Underhell fiends until they advantage on this saving throw. An Underhell fiend’s
finish a short rest. Sickening Appearance is suppressed within 90 feet of
If this is the first time that divination spell has been a creature with the Sanguine Ward; humanoids previ-
successfully used on that kind of fiend, the character ously sickened by the sight of the fiend instantly cease
should generally also glean a useful and specific clue to be sickened, although they can be sickened again
about the fiends’ methods and plans, such as where if the fiend moves outside the range of the Sanguine
an important fiend or Doomgate is, any unknown Ward.
rules about Underhell fiends, or what the target fiend’s
orders are. Timeless Nature
Underhell fiends are little changed by the passage of
Sickening Appearance time, even compared to other immortal beings. They
In close combat with an Underhell fiend other than a do not need to eat, drink, sleep, or breathe. In addi-
maggot, its nauseating form threatens to overwhelm tion, all Underhell fiends are immune to exhaustion.
the minds of mortal creatures. A creature with a Finally, they do not regain hit points from finishing a
Sanguine Ward against Underhell fiends negates the short or long rest.
Sickening Appearance of Underhell fiends within 90
feet.
A humanoid that touches an Underhell fiend or
sees it from within 30 feet must succeed on a DC 15
Wisdom saving throw or have disadvantage on attack
rolls and ability checks until the humanoid can no
longer see any fiend and is at least 30 feet away

202
Fiends of the Underhell
unhesitatingly obey their masters’ orders, hurling
Void Maggot themselves into dangerous or even suicidal tasks when
commanded. They have little individual initiative,
Souls who fall under the sway of the Underhell face a which suits their fiendish masters just fine. Many
horrifying fate. Hung up to cure like meat, these souls maggots wear emblems or tokens to show their loyal-
are tormented, twisted, and reshaped until virtually ties. For most maggots, this is a large, painful brand
nothing of the soul’s original thoughts or purpose seared upon the chest, back, or forehead. For others,
remains. The shattered souls take on a physical form the signifier is an unwieldy metal yoke soldered
shaped from the final vestiges of the soul’s sense of around the maggot’s neck.
self. Called “void maggots,” these broken soul-things Blunt Implements. No matter how
exist only to serve other fiends. Maggots are human- intelligent their mortal selves may have
oid in general shape, but bear hideous deformities been, void maggots are dim-witted at
that are unique to each individual maggot. A best and sometimes of remarkably
maggot might have an oversized jaw with low intelligence. Maggots are
additional hinges, vestigial limbs jutting fairly easy to trick, but the condi-
from its spine or hips, or blunt stubs where tioning instilled in them during
its fingers or facial features used to their creation renders them
be. In addition to these deformities, immune to effects that would
maggots are badly scarred from their charm them. Maggots are also
tortures at the hands of the fiends nearly fearless and undertake
that shaped them. A maggot might their commanded tasks with
be recognizable as the mortal a stubborn tenacity, even in
it once was, but those who the face of overwhelming
seek a spark of former opposition.
friendship or kindness Raucous Mobs. Almost
find none; a maggot never encountered alone,
is little more than void maggots normally
a tool, a blunt appear in large groups.
instrument to Fiends hurl maggots
enact in large numbers
the will to assault fortifica-
of its tions, hunt down
fiendish masters. fleeing victims, or
Void maggots even to engineer
stand outside a distraction for
and beneath the more important
standard circles endeavors. Shrieking
of fiends, as they and roaring, a mob of
did not arise from maggots surges forward,
beings native to the individual members claw-
Underhell. They generally ing at one another in their
began existence as mortals haste to serve their masters’ goals.
and retain some small sliver Maggots encountered singly or in
of mortal soul in their psyche. Like pairs are likely to be survivors of an ill-fated
most fiends, however, maggots are mob, but might also be members of a group that
divided into ranks based on their became lost or separated from the larger host. In any
temperament and power. Observers case, maggots are distinctly uncomfortable when out
have identified three primary ranks of of earshot of their masters or other maggots and are
void maggots, though others may exist. more prone to lash out with violence at the slightest
Loyal Servants. Void maggots exist to serve and provocation.
are, in essence, a “zero circle” in the hierarchy of
fiends. They obey the whims of higher-circle fiends,
and even the weakest gryllus might have several
maggots to do its bidding. Maggots instinctively and

203
Fiends of the Underhell
Legion Traits
Void maggots aren’t normally reco
gnized as members of any legion;
their masters, not to any particula their loyalty is to
r group. The statblocks provided repr
encountered in nearly any circums esent maggots
tance, with the exception of those
legion. Certain fiends of all legions serv ing the Hades
instill additional abilities into their
along their own legion loyalties or mag gots, to pass
tactics and to make the maggots mor
maggots not of the Hades legion don e usef ul. Void
’t need to have a trait based on a legio
have gained one, whether or not they n, but they may
directly serve that legion. All Hades
the Eternal Warrior trait. maggots have
Acheron: Ghost-Colored. The mag
got is drained of color, appearing in
gray. When not in direct sunlight, the shades of muted
maggot has advantage on Dexterit
Dexterity saving throws. y checks and
Annwn: Ward against the Mundan
e. When hit by a nonmagical attack,
use its reaction to momentarily gain the maggot can
resistance to bludgeoning, piercing
damage from that attack. This resis , and slashing
tance lasts until the beginning of the
turn. maggot’s next
Cocytus: Spiteful Retaliation. The
maggot makes a spiteful attack whe
When a creature reduces the mag n destroyed.
got to 0 hit points with a melee atta
use its reaction to make a melee atta ck, the maggot can
ck against the attacker before it dies
Dis: Reckless. The maggot has an .
atavistic rage like that of a caged anim
advantage on all melee attack rolls al. It has
, but all attack rolls against it have
Gehenna: Wild Fists. The maggot adva ntag e.
is a hulking, clumsy brute. The mag
slam attack as a bonus action befo got can make a
re it uses its action each round, but
against it are made with advantag if it does, all attacks
e until the start of its next turn.
Hades: Eternal Warrior. The maggot
has a fiendish fortitude that allows
blows that would fell far mightier foes it to withstand
When reduced to 0 hit points, the
make a Constitution saving throw mag got must
with a DC of 5 + the damage taken,
from a critical hit. On a success, the unle ss the damage is
maggot drops to 1 hit point instead.
Lethe: Disorienting Blows. The mag
got can make a strike to disorient
hit by the maggot’s slam attack mus its foe. A creature
t succeed on a DC 13 Constitution
have disadvantage on attack rolls savi ng throw or
and ability checks until the end of
turn. If the maggot’s attack was a the mag got’s next
critical hit, the creature is instead
of the maggot’s next turn. stun ned until the end
Pandemonium: Magic Resistance.
The maggot has advantage on savi
spells and other magical effects. ng throws against
Phlegethon: Incendiary Fists. The
maggot ignites foes with the flames
fists. A creature hit by the maggot’ dancing on its
s slam attack catches on fire. Unti
action to douse the fire, a burning l a crea ture takes an
creature takes 3 (1d6) fire damage
of its turns. at the start of each
Styx: Unnervingly Flexible. The mag
got’s jumping distance is tripled, it
on Strength (Athletics) and Dexterit has advantage
y (Acrobatics) checks, it does not
and it always lands on its feet at the take falling damage,
end of a fall. In addition, its moveme
terrain as normal terrain. nt treats difficult
Sheol: Mage Sight. The maggot has
glowing eyes that grant keen sens
the presence of magic. It has adva es, particularly for
ntage on all Wisdom (Perception)
the presence of magic within 30 feet chec ks and can sense
. It can cast the spell detect magic
expending a spell slot. at will without
Tartarus: Enfeebling Ailment. The
maggot’s pus-covered fists inflict
disease. A creature hit by the mag an enervating
got’s slam attack must make a DC
saving throw or become diseased 13 Constitution
for 1 day. The disease has no effect
1 minute, the creature has disadvan for 1 minute. After
tage on Strength checks, Strength
attack rolls that use Strength. savi ng throws, and

204
Fiends of the Underhell
Broken Maggot
Souls that are nearly extinguished when being forged
into void maggots make meager servants, yet the
fiends have use for even these wretches. Although
their limbs are disjointed and often broken, these
maggots retain the stubborn will to serve that presses
them forward. Broken maggots are often grouped into
shambling hordes, winning only through superior
numbers. Fiends consider broken maggots to be even
more expendable than other types, and most fiends
are surprised when a broken maggot survives a simple
or straightforward assault. Broken maggots know little
other than how to surge ahead and smash things apart
with their fists.

This shambling, distorted humanoid wears only tat-


ters. Its scarred limbs are twisted and disjointed, yet
it stumbles forward with grim determination.

creature to 0 hit
Surge Forward. When it reduces a
, the maggot can
Broken M aggot
tral evil
points with a melee attack on
use a bonus action to take the
its
Das
turn
h acti on.
Medium fiend, neu
Armor Class 12 (natural armor)
Actions
hit, reach 5 ft., one
Slam. Melee Weapon Attack: +3 to
Hit Points 38 (7d8 + 7) ing damage.
target. Hit: 4 (1d6 + 1) bludgeon
Speed 25 ft.
CON INT WIS CHA
STR DEX
12 (+1) 5 (–3) 8 (–1) 6 (–2)
13 (+1) 8 (–1)

Condition Immunities exhaustion


eption 9
Senses darkvision 60 ft., passive Perc
rnal
Languages Abyssal, Common, Infe
Challenge 1/4 (50 XP)

205
Fiends of the Underhell
206
Fiends of the Underhell
Howling Maggot
For many souls, the pain of transformation into a
void maggot never ends, even after being returned This howling, distorted humanoid has wounds and
to a physical body. These maggots howl and roar in scars all over its body. Its muscled arms end in
ceaseless agony, obtaining relief only through bloody heavy, bloody fists.
combat. They eagerly follow their masters’ orders to
attack, even when injured or dramatically outnum-
bered. Most howling maggots have distended mouths
or torn jaws from their endless howling. Although
they might dampen their wails to feeble hoots when
directly commanded by their masters, howling mag-
gots are never truly silent (which means that in quiet
areas their locations can always be deduced from the
noise they make). Howling maggots tend to make
good guards, as their terrible howls increase in volume
when they detect intruders. Other maggots that hear
this howling come loping forward, eager for a fight,
and anyone that encounters a howling maggot guard
can be quickly overwhelmed by a horde of shrieking
enemies.

Howling Maggot Surge Forward. When it reduces a


creature to 0 hit
points with a melee attack on its turn
Medium fiend, neutral evil , the maggot can
use a bonus action to take the Das
h action.
Armor Class 13 (natural armor)
Hit Points 52 (8d8 + 16) Actions
Speed 25 ft. Multiattack. The howling maggot
makes two slam
attacks.
STR DEX CON INT WIS CHA Slam. Melee Weapon Attack: +3 to
13 (+1) 10 (+0) 15 (+2) hit, reach 5 ft., one
6 (–2) 10 (+0) 7 (–2) target. Hit: 8 (2d6 + 1) bludgeoning
damage.
Condition Immunities exhaustion
Senses darkvision 60 ft., passive Perc
eption 10
Languages Abyssal, Common, Infe
rnal
Challenge 1 (200 XP)

207
Fiends of the Underhell
208
Fiends of the Underhell
Simpering Maggot
The most powerful void maggots come from those
mortals that retain a shred of intelligence throughout
the horrifying reforging process. These maggots are
still mentally broken down to become subservient
creatures, but they can plan ahead better than other
maggots and can learn from their experiences. Despite
their greater intellect and power, they constantly fawn
for their masters’ favor and compete against each
other for their master’s scraps or compliments. Some
fiends use simpering maggots to lead other teams of
lesser maggots in endeavors that require a modicum
of tactical thinking, while others deploy mobs made
entirely of simpering maggots for missions that re-
quire greater stealth or flexible planning. Many fiends
won’t use simpering maggots at all, however, as they
find the incessant groveling irritating.

This distorted humanoid bears layers of gruesome


scars and stands with a hunched posture, as though
to shield itself from a beating.

Surge Forward. When it reduces a creature to 0 hit


Simpering Maggot points with a melee attack on its turn, the maggot can
use a bonus action to take the Dash action.
Medium fiend, neutral evil
Armor Class 13 (natural armor) Actions
Hit Points 65 (10d8 + 20) Multiattack. The maggot makes two slam attacks.
Speed 25 ft. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
CON INT WIS CHA target. Hit: 11 (2d8 + 2) bludgeoning damage.
STR DEX
15 (+2) 10 (+0) 14 (+2) 7 (–2) 12 (+1) 8 (–1) Reactions
Skills Perception +3 Flinch and Hunker. The maggot gains a +2 bonus to its
Condition Immunities exhaustion AC against one melee attack that would hit it. To do so,
the maggot must see the attacker.
Senses darkvision 60 ft., passive Perception 13
Languages Abyssal, Common, Infernal
Challenge 2 (450 XP)

209
Fiends of the Underhell
210
Fiends of the Underhell
considers itself to be a noble creature of the high-
First Circle: est order. They measure themselves against other
grylluses in a byzantine ranking of personal politics.
Gryllus Grylluses consider themselves to be clever conversa-
tionalists with enviable wit, but for these dim-wit-
Repulsive, scheming monsters, grylluses occupy ted creatures, their “cunning bon mots” are merely
the lowest circle of true fiends in the Underhell yet blunt insults and their “sophisticated wit” is nothing
consider themselves to be aristocrats and gourmands. more than mean-spirited pranks. Ceaseless gluttons,
A gryllus resembles an unnatural union between a grylluses purport to have a refined palate but instead
bloated humanoid and a wingless bird, with over- merely gobble up any food or drink put before them
sized legs and short arms with tiny hands. A gryllus while smacking their lips and muttering about “fra-
always walks with a stoop, its enormous, toothy face grant notes” and “exquisite piquancy.”
thrust grotesquely forward. Gyrlluses wear eclec- A Head for Fashion. Grylluses prefer to clothe
tic clothing and accessories, including a life-sized themselves in what they consider to be high fashion,
human head made of brass (or sometimes other favoring bright colors and exotic fabrics jumbled
materials) atop their hunched backs. In combat, together. The one piece of fashion that all grylluses
they rely on their magical abilities and supernatural, wear is a human-sized brass head across the stump
barking shouts. Grylluses pretend to sophistication of their back. They secure this bronze head to their
and intelligence, but they are merely vicious, brute back with an elaborate series of straps and trusses to
bullies who inflict cruelties out of maliciousness and ensure it stays in place and rises above the gryllus,
their deep insecurities. making the creature seem taller. These heads are
Outsized Egos. Grylluses are lower than all other carved with noble, heroic humanoid features, and
fiends in station as well as size; even with the height they often bear a serious or dour expression. When
added by their brass heads, a gryllus is rarely as tall grylluses need to interact with others in a diplomatic
as an adult human. Their ego vastly outstrips their way, they prefer to draw a cloak over their deformed
physical size, however, and even the lowliest gryllus faces and pretend that the brass head is doing

211
Fiends of the Underhell
the speaking. This ruse is ridicu-
lously easy to spot, as the mouth Legion Traits
of the brass head doesn’t move and Every gryllus belongs to one of the
fiendish legions, and
the speaking plainly comes from the creatures argue endlessly abo
ut which is superior in
the gryllus’s covered face, but the refinement, leadership, and sophistic
ation. Each gryllus
best way to enrage the gryllus is has a specific trait matching the legio
n it belongs to
to call out this ploy as a sham. (see below).
Although grylluses are jealously Acheron: Rot-skin. The gryllus emit
s a horrid stench
possessive of their brass heads, of decay. Any creature other than
a fiend that starts its
they are constantly on the lookout turn within 10 feet of the gryllus mus
t succeed on a DC
for one with greater gravitas or 13 Constitution saving throw or be
poisoned until the
more noble features. They plunder start of its next turn. On a successf
ul saving throw, the
museums and churches, lopping creature is immune to the gryllus’s
stench for 24 hours.
heads from the statues of saints Annwn: Unnatural Vitality. The gryll
us can innately
or rulers to upgrade the head they cast false life at will.
wear. Cocytus: Rolling Echoes. The gryll
us’s bark carries
spiteful echoes. The gryllus can trigg
er these echoes
as a bonus action on its turn after
it uses its bark. Each
creature that succeeded on a savi
ng throw to avoid
being knocked prone by the gryllus’s
bark takes 4 (1d8)
thunder damage.
Dis: Disturbing Demeanor. The gryll
us can innately
cast bane once per day.
Gehenna: Brutish. Few grylluses join
this legion;
those that do can innately cast enla
rge/reduce at will.
Hades: Ward of Pride. The gryllus
can innately cast
shield of faith three times per day.
Lethe: Hard Fall. A creature knocked
prone by the
gryllus’s bark has trouble recoverin
g its feet and must
spend all its movement, rather than
half its movement,
to stand up.
Pandemonium: Supercilious. The
gryllus’s force of
personality is supernaturally bolstere
d and it knows far-
reaching magic. The gryllus has adva
ntage on Charisma
checks and Charisma saving throws
and it innately
knows the eldritch blast cantrip with
a range of 300 feet.
Its caster level is 1st.
Phlegethon: Fire Finger. The gryllus
can innately cast
scorching ray once per day.
Sheol: Mind Reader. The gryllus can
innately cast
detect thoughts three times per day.
Styx: Cloak of Air. The gryllus can
innately cast fly
once per day.
Tartarus: Envenomed Bite. The gryll
us has a
poisonous bite and drools a sickly
green venom. A
creature hit by the gryllus’s bite mus
t succeed on a
DC 13 Constitution saving throw or
be poisoned for 1
minute. The target can repeat the
saving throw at the
end of each of its turns, ending the
effect on itself with
a success.

212
Fiends of the Underhell
Preening Gryllus
The lowest class of gryllus are those that have few This horridly deformed creature walks on thick
minions and no prestige among their kin. These human legs sprouting from the side of an arched
grylluses attempt to remedy this lack with increased torso. Its face is a toothy maw beneath piggish eyes.
attention to their appearance. They wear the most The creature is draped in a bizarre collection of fine
opulent clothing they can find, even if it’s torn or fabrics, beneath a brass humanoid head strapped to
bloodstained. Preening grylluses possess less power its humped back.
and less magic than grylluses of higher castes, and
they are acutely aware of their deficiencies. This leads
them to plan particularly inventive atrocities in the
hopes of gaining more attention and higher status,
but their plans often go awry due to their lack of fore-
sight and poor impulse control. Their furious rages at
their own failure to advance make preening grylluses
poor leaders and dangerous allies.

Innate Spellcasting. The preening gryllus’s spellcasting


Preening Gryllus ability is Charisma (spell save DC 12, +4 to hit with spell
attacks). The gryllus can innately cast the following
Medium fiend, neutral evil
spells, requiring its brass head as the only material
Armor Class 13 (natural armor) component.
Hit Points 45 (7d8 + 14) At will: detect magic, sanctuary
Speed 25 ft. 1/day each: command, healing word (2nd level)
STR DEX CON INT WIS CHA
8 (–1) 15 (+2) 9 (–1) 10 (+0) 15 (+2)
Actions
12 (+1)
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Damage Resistances thunder; bludgeoning, piercing, target. Hit: 5 (1d8 + 1) piercing damage and the target
and slashing from nonmagical attacks must succeed on a DC 12 Constitution saving throw or
Condition Immunities exhaustion contract skinshine (page 124).
Senses darkvision 60 ft., passive Perception 10 Bark. Ranged Spell Attack: +4 to hit, range 50 ft.,
Languages Abyssal, Common, telepathy 120 ft. one target. Hit: 14 (4d6) thunder damage and each
creature within 5 feet of the target (including the target)
Challenge 2 (450 XP) must succeed on a DC 12 Strength saving throw or be
Brass Head. A gryllus requires its brass head as a focus knocked prone.
for its innate spells. If this brass head is removed or
destroyed, the gryllus cannot use its innate spellcasting
until it acquires a new one and mounts it on its back.
A gryllus generally keeps its brass head strapped to
its back so tightly that any ability check to remove it is
made with disadvantage.

213
Fiends of the Underhell
214
Fiends of the Underhell
Leering Gryllus
The most common of grylluses, leering grylluses seek
position and power just as vigorously as the rest of
their kin, but also prioritize hedonistic pleasures along
the way. They have a voracious appetite for rare wines,
fine food, and powerful drugs, which they consume
almost as quickly as they can get them.

The leering eyes and slobbering mouth of this de-


formed creature twitch unpleasantly. It wears robes
of exotic materials and bears a highly polished brass
head atop its back.

Leering Gryllus Innate Spellcasting. The gryllus’s spellcasting ability is


Charisma (spell save DC 13, +5 to hit with spell attacks).
Medium fiend, neutral evil The gryllus can innately cast the following spells,
Armor Class 14 (natural armor) requiring its brass head as the only material component.
Hit Points 52 (8d8 + 16) At will: detect magic, command
Speed 25 ft. 3/day: guiding bolt
STR DEX CON INT 1/day: healing word (3rd level)
WIS CHA
14 (+2) 10 (+0) 15 (+2) 13 (+1) 12 (+1) 17 (+3)
Actions
Damage Resistances thunder; bludgeoning, piercing, Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
and slashing from nonmagical attacks target. Hit: 6 (1d8 + 2) piercing damage and the target
Condition Immunities exhaustion must succeed on a DC 12 Constitution saving throw or
Senses darkvision 60 ft., passive Perception 11 contract skinshine (page 124).
Languages Abyssal, Common, telepathy 120 ft. Bark. Ranged Spell Attack: +5 to hit, range 50 ft.,
one target. Hit: 17 (5d6) thunder damage and each
Challenge 3 (700 XP)
creature within 5 feet of the target (including the target)
Brass Head. A gryllus requires its brass head as a focus must succeed on a DC 13 Strength saving throw or be
for its innate spells. If this brass head is removed or knocked prone.
destroyed, the gryllus cannot use its innate spellcasting
until it acquires a new one and mounts it on its back.
A gryllus generally keeps its brass head strapped to
its back so tightly that any ability check to remove it is
made with disadvantage.

215
Fiends of the Underhell
216
Fiends of the Underhell
Shining Gryllus
As a sign of their power and prestige, the most accom-
plished grylluses keep the brass heads strapped to This deformed figure wears clothing of white and
their back shined to a dazzling polish. Although their gold, as well as a life-size brass head mounted on the
clothing is as mismatched as that of any other gryllus, hump of its back. Its tiny arms are practically invisi-
they prefer to wear colors of white and gold. Shining ble beneath its draped clothing. Its hideous, toothy
grylluses usually have bodyguards nearby, even if face bears a smug grin.
those “bodyguards” are lesser grylluses who would
betray their superior in an instant. Even in their lofty
stations above their kin, shining grylluses constantly
scheme to acquire more prestige or the subservience
of fiends from higher circles. Shining grylluses are
more inclined to consider their natural faces excep-
tionally handsome and keep them exposed when
speaking with others. They continue this practice no
matter how often derogatory comments about their
appearance send them into a frothing rage.

Innate Spellcasting. The gryllus’s spellcasting ability is


Shining Gryllus Charisma (spell save DC 14, +6 to hit with spell attacks).
The gryllus can innately cast the following spells,
Medium fiend, neutral evil
requiring its brass head as the only material component.
Armor Class 14 (natural armor; 16 with shield of faith) At will: detect magic, command (2nd level)
Hit Points 58 (9d8 + 18)
3/day each: guiding bolt (2nd level), shield of faith
Speed 25 ft.
1/day each: dispel magic, glibness, mass healing word
STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 12 (+1) 12 (+1) 18 (+4) Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Damage Resistances thunder; bludgeoning, piercing,
target. Hit: 7 (1d8 + 3) piercing damage and the target
and slashing from nonmagical attacks must succeed on a DC 12 Constitution saving throw or
Condition Immunities exhaustion contract skinshine (page 124).
Senses darkvision 60 ft., passive Perception 11 Bark. Ranged Spell Attack: +6 to hit, range 50 ft.,
Languages Abyssal, Common, telepathy 120 ft. one target. Hit: 14 (4d6) thunder damage and each
Challenge 4 (1,100 XP) creature within 5 feet of the target (including the target)
must succeed on a DC 14 Strength saving throw or be
Brass Head. A gryllus requires its brass head as a focus knocked prone and take 3 (1d6) bludgeoning damage
for its innate spells. If this brass head is removed or from the impact of the fall.
destroyed, the gryllus cannot use its innate spellcasting
until it acquires a new one and mounts it on its back.
A gryllus generally keeps its brass head strapped to
its back so tightly that any ability check to remove it is
made with disadvantage.

217
Fiends of the Underhell
218
Fiends of the Underhell
do each other. Despite this internal competition,
Second Circle: underfiends are good at following orders that
allow them to slake their bloodlust and expand the
Underfiend amount of suffering across the planes of existence.
Underfiends are even more powerful than their
To many mortals, underfiends epitomize the forces of imposing forms suggest, as they are resistant to
the Underhell: tall, muscular humanoids with horned ordinary weapons, can shrug off hostile magic, and
heads, a bloodthirsty drive to slaughter, and a love of can produce a flurry of activity on the battlefield.
suffering. Underfiends have cloven hooves at the end Although most underfiends prefer straightforward
of their powerful legs and strong, clawed hands capa- melee combat to magic or guile, each knows a few
ble of tearing a human in half with ease. Their horrific spells to discover hidden enemies, pursue foes, or
faces resemble a minotaur’s skull with wide, sharp obscure wicked activities.
horns and a vacant, staring gaze. Underfiends are Underfiends consider themselves soldiers first and
ferocious combatants without any weapons, but they foremost. They rarely waste time tempting mortals or
prefer the skeletoys brought from the Underhell by the engaging in the infernal politics favored by the gryl-
fiendish legions. Most underfiends carry a skelemaul luses and many of the Archlords. Underfiends chafe at
enchanted specifically for their use and theirs alone; being commanded to serve in any idle position, such
other creatures find a claimed skelemaul unresponsive as guard duty, though they enjoy serving as prison
or downright hostile (page 45). wardens and gain a revolting delight in inventing and
Soldiers of the Underhell. Underfiends are practicing new techniques of torture.
among the most numerous fiends in the Underhell, Adaptable Evil. Creatures of insight and experi-
and their lust for making war is legendary. Under- ence, underfiends are hard to fool and almost never
fiends frequently train singly and in fighting units fall for the same trick twice. Although many focus
to better overwhelm the defenses of the worlds on weapons training to become better warriors, other
their leaders designate for conquest. Though they underfiends develop specific techniques to aid them
may be skilled at fighting in groups, underfiends on the battlefield, such as deception, stealth, or a
are fractious and competitive, and strive to out- knowledge of combat tactics.

219
Fiends of the Underhell
Legion Traits
Scheming Servants. Each Underfiends profess loyalty to thei
underfiend aims to improve r legions, but most keep a careful
any personal advantage they could eye for
its own station by earning the attain from switching legion allegianc
underfiends have a special trait base es. All
loyalty of lesser fiends and the d on their legion.
Acheron: Withering Stench. The und
respect of greater ones. Entire- erfiend exudes a toxic stench with
feet. In this area, plants that aren’t in 30
ly amoral, they think nothing creatures wither and die. Any crea
ends its turn in the area must succ ture that
of betraying allies, destroying eed on a DC 15 Constitution saving
take 7 (2d6) poison damage. A crea throw or
other people’s property, or ture that makes this saving throw
affected by that underfiend’s With cann ot be
sabotaging relationships with ering Stench for 24 hours.
others—these acts are simply Annwn: Thickened Skin. The underfie
nd’s skin can turn aside nonmagical
stepping-stones in an under- attacks. As a reaction, the underfie
nd gains a +2 bonus to its AC agai
attack from a nonmagical weapon nst one
fiend’s lust for advancement. that would hit it. To use this reaction
Greater fiends acknowledge underfiend must be able to see the , the
attacker.
that underfiends make skilled Cocytus: Retributive Swipe. The und
erfiend lashes out when violently stru
leaders of void maggot mobs, The underfiend can use its reaction ck.
to make a melee attack with its horn
and many underfiends excel at a creature within range that it can s against
see that scores a critical hit on a fien
missions where their unique Dis: Hollow Claws. The underfiend’s d.
hollow claws drain blood and life ener
magical abilities and bold from foes. A creature hit by the und gy
erfiend’s claw must succeed on a
enthusiasm prove an advan- Constitution saving throw or its hit DC 15
point maximum is reduced by an amo
tage. Some Archlords motivate to the slashing damage it takes unti unt equal
l it finishes a short rest. The target
groups of underfiends they effect reduces its hit point maximu dies if this
m to 0.
send on tasks by hinting that Gehenna: Pack Hunter. Underfiends
the most ruthless or successful of this legion respond to prey in grea
numbers. When the underfiend uses ter
of them might earn special its Prey-Seeking Teleport, up to thre
underfiends within 120 feet may use e other
favor or privileges, which their Prey-Seeking Teleport as a reac
available), teleporting to a different tion (if
sparks their motivation and unoccupied space within 5 feet of
creature. the hostile
encourages backstabbing both
Hades: Fiendish Grit. Underfiends
subtle and overt. of this legion learn to display incredib
fortitude, particularly in desperate le
situations. The underfiend has adva
Constitution checks and on Constitu ntage on
tion saving throws.
Lethe: Stunning Charge. The underfie
nd posseses oversized horns capa
of inflicting powerful attacks. If it mov ble
es at least 20 feet in a straight line
hitting a creature with an attack, the before
hit creature is stunned until the end
underfiend’s next turn unless it succ of the
eeds on a DC 15 Constitution savi
Pandemonium: Greater Eldritch Spe ng thro w.
ar. The underfiend innately knows
eldritch blast cantrip with a range the
of 500 feet. Its caster level is 5th.
Phlegethon: Immolated. The underfie
nd is constantly on fire. It sheds brig
light in a 10-foot radius and dim light ht
for an additional 10 feet. A creature
touches the underfiend or hits it with that
a melee attack while within 5 feet
5 fire damage. of it takes
Sheol: Foe Sight. The underfiend has
green glowing eyes that grant it an
unerring sense regarding its foes.
The underfiend always knows the
the nearest creature hostile to it with direction of
in 60 feet, but not its exact position
underfiend can sense the presence . The
of hostile creatures that are ethereal
disguised, or hidden, as well as thos , invisible,
e in plain sight.
Styx: Sky Master. The underfiend
can cast fly at will with its innate spel
Tartarus: Blinding Pus. Weeping sore lcasting.
s at the base of the underfiend’s claw
inflict a magical blinding sickness s
. If the underfiend hits a creature with
attack, that creature must make a its claw
DC 15 Constitution saving throw or
diseased until it finishes a long rest become
. While diseased, the creature has
on Wisdom checks and Wisdom savi disa dvantage
ng throws and is blinded.

220
Fiends of the Underhell
Bonestrike Underfiend severe among these serious soldiers. Well aware that a
frightened foe is a less effective foe, bonestrike under-
fiends work to instill fear into their opponents before
Bonestrike underfiends serve as elite infantry of the the battle starts. They order maggots and grylluses to
fiendish invasion. Whether leading a paltry handful of announce their presence, exaggerating their numbers
void maggots or forming elite strike teams to spear- and abilities so that even hardened, skeptical foes
head an army, bonestrike underfiends are tireless war- second-guess an upcoming engagement. They often
riors. Bonestrike underfiends generally work together paint arcane sigils upon their skulls to unnerve and
better than other underfiends, and the characteristic distract their opponents. Bonestrike underfiends earn
infighting among underfiend units tends to be less their name from their skill at cracking bone.

Actions
Bonestrike Underfiend Multiattack. The underfiend makes three attacks:
Large fiend, neutral evil
one with its bite or horns, and two which can be with a
Armor Class 14 (natural armor) skelemaul, claw, or kick.
Hit Points 90 (12d10 + 24) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Speed 30 ft. target. Hit: 12 (2d8 + 3) piercing damage.

STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage.
16 (+3) 12 (+1) 15 (+2) 9 (–1) 14 (+2) 12 (+1)
Horns. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Saving Throws Con +5 target. Hit: 10 (2d6 + 3) piercing damage. The target
Skills Athletics +6, Intimidation +4 creature must succeed on a DC 14 Strength saving
Damage Resistances cold; bludgeoning, piercing, and throw or be knocked prone.
slashing from nonmagical attacks Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Damage Immunities fire target. Hit: 10 (2d6 + 3) bludgeoning damage. The target
creature must succeed on a DC 14 Strength saving
Condition Immunities charmed, frightened
throw or be pushed 5 feet away from the underfiend.
Senses darkvision 60 ft., passive Perception 12
Skelemaul. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Languages Abyssal, telepathy 120 ft.
one target. Hit: 10 (2d6 + 3) bludgeoning damage and
Challenge 5 (1,800 XP) the skelemaul makes a Skelemaul Bite attack at the
target.
Bonebreaker (1/Turn). The underfiend breaks the bones
of a creature it hits with a melee attack. The creature Skelemaul Bite. Melee Weapon Attack: +7 to hit, reach
must succeed on a DC 15 Constitution saving throw or 5 ft., target hit by the underfiend’s skelemaul. Cover
its speed is halved and it has disadvantage on Strength doesn’t apply against this attack. Hit: 4 (1d8) piercing
and Dexterity ability checks, Strength and Dexterity damage and a Medium or smaller target creature
saving throws, and attack rolls that use Strength or is grappled by the skelemaul (escape DC 13). The
Dexterity. A creature can repeat the saving throw skelemaul releases the grappled creature it if is used
whenever it regains hit points, ending the effect on itself to attack a different target. The skelemaul can be
on a success. If a creature’s saving throw is successful attacked and destroyed (AC 15; hp 15; vulnerability
or the effect ends for it, the creature is immune to that to bludgeoning damage; immunity to fire and poison
underfiend’s Bonebreaker trait for the next 24 hours. damage).
Creatures without an internal skeleton or an exoskeleton Prey-Seeking Teleport (1/Day). The underfiend magically
are immune to this effect. teleports, along with any equipment it is wearing
Innate Spellcasting. The underfiend’s spellcasting ability or carrying, up to 120 feet to an unoccupied space
is Wisdom (spell save DC 13, +5 to hit with spell attacks). adjacent to a hostile creature it can see.
The underfiend can innately cast the following spells,
requiring no material components.
At will: detect magic, magic weapon, see invisibility
1/day: fear

221
Fiends of the Underhell
This massive, muscled humanoid has
a horned skull as a head and carries a
reinforced spinal column as a weapon.

222
Fiends of the Underhell
Flesheater Underfiend cruel or brutal than other fiends, their spontaneous
cannibalism gives them a grim reputation. Rumors
among fiends—and particularly among the loqua-
Flesheater underfiends engage in gruesome ritual eat- cious grylluses—insist that flesheater underfiends are
ing of the dead, and often do so while in the middle unreliable allies because they kill and eat other fiends
of battle to unnerve the allies of fallen victims. With when the Archlords aren’t paying attention. Flesheater
a mouth and chest caked with dried blood and gore, underfiends don’t respond to these accusations other
the horrid diet of the flesheater underfiend is impos- than to lick their lips hungrily.
sible to hide. Although these underfiends are no more

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


Flesheater Underfiend target. Hit: 13 (2d8 + 4) piercing damage. If the target
is a creature, it must succeed on a DC 15 Constitution
Large fiend, neutral evil
saving throw or its current and maximum hit points are
Armor Class 14 (natural armor) reduced by the damage it takes and the underfiend
Hit Points 97 (13d10 + 26) magically regains hit points equal to that amount. This
Speed 30 ft. reduction lasts until the target finishes a long rest. The
target dies if this effect reduces its hit point maximum
STR DEX CON INT WIS CHA to 0.
18 (+4) 12 (+1) 15 (+2) 11 (+0) 14 (+2) 12 (+1) Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
Saving Throws Con +5
Skills Athletics +7, Intimidation +4 Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 15 (2d10 + 4) piercing damage. The target
Damage Resistances cold; bludgeoning, piercing, and
creature must succeed on a DC 15 Strength saving
slashing from nonmagical attacks throw or be knocked prone.
Damage Immunities fire
Kick. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Condition Immunities charmed, frightened target. Hit: 13 (2d8 + 4) bludgeoning damage. The target
Senses darkvision 60 ft., passive Perception 12 creature must succeed on a DC 15 Strength saving
Languages Abyssal, telepathy 120 ft. throw or be pushed 5 feet away from the underfiend.
Challenge 7 (2,900 XP) Skelemaul. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) bludgeoning damage and
Feast of the Fallen. As a bonus action, the underfiend the skelemaul makes a Skelemaul Bite.
can consume the flesh of a single dead creature within
5 feet of it. If the underfiend hasn’t eaten from this Skelemaul Bite. Melee Weapon Attack: +7 to hit, reach
creature’s body before, it regains 10 hit points unless it 5 ft., target hit by the underfiend’s skelemaul. Cover
was dealt acid or radiant damage since its last turn. doesn’t apply against this attack. Hit: 4 (1d8) piercing
damage and a Medium or smaller target creature
Innate Spellcasting. The underfiend’s spellcasting ability is grappled by the skelemaul (escape DC 13). The
is Wisdom (spell save DC 13, +5 to hit with spell attacks). skelemaul releases the grappled creature it if is used
The underfiend can innately cast the following spells, to attack a different target. The skelemaul can be
requiring no material components. attacked and destroyed (AC 15; hp 15; vulnerability
At will: detect magic, magic weapon, fog cloud to bludgeoning damage; immunity to fire and poison
damage).
1/day: dispel magic
Prey-Seeking Teleport (1/Day). The underfiend magically
Actions teleports, along with any equipment it is wearing
Multiattack. The underfiend makes three attacks: or carrying, up to 120 feet to an unoccupied space
one with its bite or horns, and two which can be with a adjacent to a hostile creature it can see.
skelemaul, claw, or kick.

223
Fiends of the Underhell
Dried blood cakes the skull-like jaw and
chest of this muscular, horned humanoid.
Its tongue lolls grotesquely from its mouth.

224
Fiends of the Underhell
Skincloak Underfiend leaving the skincloak underfiend covered in tattered
flaps of mundane skin. However, as skincloak under-
fiends are among the most sturdy and powerful of the
With their towering, muscular forms, skeletal mauls, underfiends, their flesh facade is frequently enough
and skull-like faces, underfiends are rarely expected to to get them past guards or front lines, where they can
be subtle or sneaky combatants. Skincloak underfiends revel in the slaughter of the innocent and unprepared.
are no less vicious than their kin, but they possess Experienced in psychological warfare as much as phys-
the supernatural ability to tear the flesh from their ical warfare, skincloak underfiends earn their name not
humanoid foes and wear it as a disguise. This ploy only for their magical ability, but for their preference
rarely works for long, as underfiends do not have a flair for tearing apart their victims to make them unrecog-
for deception and the magical disguise fades quickly, nizable to their friends and family.

Skincloak Underfiend Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 14 (2d10 + 3) piercing damage. The target
Large fiend (shapechanger), neutral evil creature must succeed on a DC 15 Strength saving
throw or be knocked prone.
Armor Class 17 (natural armor)
Hit Points 136 (16d10 + 48) Kick. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) bludgeoning damage. The target
Speed 30 ft.
creature must succeed on a DC 15 Strength saving
STR DEX CON INT WIS CHA throw or be pushed 5 feet away from the underfiend.
17 (+3) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 15 (+2) Skelemaul. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) bludgeoning damage and
Saving Throws Con +7
the skelemaul makes a Skelemaul Bite.
Skills Athletics +7, Deception +6, Intimidation +6
Skelemaul Bite. Melee Weapon Attack: +7 to hit, reach
Damage Resistances cold; bludgeoning, piercing, and
5 ft., target hit by the underfiend’s skelemaul. Cover
slashing from nonmagical attacks doesn’t apply against this attack. Hit: 4 (1d8) piercing
Damage Immunities fire damage and a Medium or smaller target creature
Condition Immunities charmed, frightened is grappled by the skelemaul (escape DC 13). The
Senses darkvision 60 ft., passive Perception 12 skelemaul releases the grappled creature it if is used
to attack a different target. The skelemaul can be
Languages Abyssal, telepathy 120 ft.
attacked and destroyed (AC 15; hp 15; vulnerability
Challenge 9 (5,000 XP) to bludgeoning damage; immunity to fire and poison
damage).
Innate Spellcasting. The underfiend’s spellcasting ability
is Wisdom (spell save DC 14, +6 to hit with spell attacks). Flesh Facade. The underfiend magically tears free the
The underfiend can innately cast the following spells, flesh of a dead Medium or Large humanoid within 5
requiring no material components. feet of it and polymorphs itself into the creature. The
humanoid must have been dead for less than 1 day, and
At will: detect magic, detect thoughts
cannot already have been used for an underfiend’s Flesh
1/day: dispel magic, fear Facade ability. The underfiend’s statistics, other than its
size, are the same in the new form. Any equipment it is
Actions carrying or wearing isn’t transformed. The underfiend
Multiattack. The underfiend makes four attacks: one reverts to its true form after 10 minutes, or if it dies.
with its bite or horns, and three which can be with a Prey-Seeking Teleport (1/Day). The underfiend magically
skelemaul, claw, or kick. teleports, along with any equipment it is wearing
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one or carrying, up to 120 feet to an unoccupied space
target. Hit: 12 (2d8 + 3) piercing damage. adjacent to a hostile creature it can see.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage.

225
Fiends of the Underhell
This towering humanoid has a
horned skull for a head and sharp
hooves for feet. Long strips of
bloody skin stick to its muscled
arms and legs.

Other Skeletoys es wield other


skelemauls, but they sometim
Underfiends primarily wield pag e 42) , giving them the
ibed in more detail on
dangerous skeletoys (descr attack. These
ow in place of their skelemaul
appropriate attack or trait bel are close enough to be
ter underfiend wielder, but
statistics assume a fleshea
used for other underfiends. /600 ft., one target.
Attack: +5 to hit, range 150
Skelebow. Ranged Weapon age. A creature
age plus 7 (2d6) necrotic dam
Hit: 6 (1d8 + 2) piercing dam suffer ongoing
Constitution saving throw or
hit must succeed on a DC 15 lity checks until it
ntage on attack rolls and abi
terrible pain, giving it disadva
regains hit points. than it can walk.
carries the underfiend faster
Skelenquin. The skelenquin 50 feet.
lenquin’s walking speed of
The underfiend uses the ske ch 10 ft., one target. Hit: 10
ck: +7 to hit, rea
Skeletong. Melee Weapon Atta ed (escape DC 15).
age and the target is grappl
(3d4 + 3) bludgeoning dam erfiend can’t attack
target is restrained, the und
Until the grapple ends, the t hits the restrained
underfiend’s first attack tha
with the skeletong, and the
atically a critical hit.
creature each round is autom

226
Fiends of the Underhell
Third Circle:
Cacodaemon
Primordial spirits of terror and chaos, cacodaemons
are rare among the endless hordes of the Underhell,
typically encountered alone or in groups no larger
than pairs. Their power and third-circle rank entitle
them to command over groups of weaker fiends, who
they frequently set against each other for their own
amusement when they lack mortals to torment. In
combat, most lesser fiends are happy to see a caco-
daemon perish to avoid suffering under its wanton
moods, and as a result they tend to focus their attacks
on foes who are not directly attacking the cacodae-
mon.
Cacodaemons use magic to terrorize and scatter en-
emy armies. They favor spells that affect a large area,
the more destructive, the better.

227
Fiends of the Underhell
Legion Traits
Each cacodaemon gains a trait from
the legion it follows, as listed below.
Acheron: Despair (1/Turn). When
the cacodaemon uses the Dodge acti
an area of darkness, a 10-foot cub on in
e centered on the cacodaemon beco
pool of gloom (page 128). mes a
In addition, when the cacodaemon
damages a creature, the target mus
succeed on a DC 15 Constitution savi t
ng throw or gain 1 level of exhaustio
Once a creature fails on this saving n.
throw against the cacodaemon’s Des
effect, it becomes immune to that pair
cacodaemon’s Despair effect for the
24 hours. next
Annwn: Invulnerability. As a reaction
to taking bludgeoning, piercing, and
slashing damage from a nonmagical
attack, the cacodaemon gains imm
to the damage from that attack. unity
Cocytus: Death Blast. When the caco
daemon is reduced to 0 hit points,
it dies and explodes. Each creature
within 20 feet of it must make a DC
Dexterity saving throw, taking 21 (6d6 15
) fire damage on a failed save, or half
much damage on a successful one as
.
Dis: Aura of Decay. The cacodaemon
emanates an aura that drains the
of certain nearby creatures. Each life
non-construct, non-fiend, and non
creature that starts its turn within -undead
90 feet of the cacodaemon that can
takes 5 (2d4) necrotic damage and see it
must succeed on a DC 15 Constitu
saving throw or its hit point maximu tion
m is reduced by an amount equal
the necrotic damage it takes until to
it finishes a long rest. If this reduces
creature’s hit point maximum to 0, a
it dies.
Gehenna: Thick Hide. The cacodae
mon is covered in armor plates and
a +2 bonus to its Armor Class. has
Hades: Pack Spells. Each enemy of
the cacodaemon within 5 feet of an
ally of the cacodaemon that isn’t inca
pacitated has disadvantage on savi
throws against the cacodaemon’s ng
spells.
Lethe: Disorienting Spells. Wheneve
r a creature fails on its saving thro
against one of the cacodaemon’s w
spell, it can’t take reactions or bon
actions until the start of the cacodae us
mon’s next turn.
Pandemonium: Soaring Spells. The
range of any spell the cacodaemon
casts is tripled.
Phlegethon: Weeping Hellfire. The
cacodaemon weeps hellfire from its
many eyes and mouth. A 10-foot-wide
trail of hellfire forms on the ground
below it as it moves. A creature that
starts its turn in the hellfire or ente
hellfire for the first time on its turn rs the
takes 2 (1d4) fire damage and 2 (1d4
necrotic damage. )
Sheol: Lifesense. The cacodaemon
knows the current hit points and
damage immunities, resistances,
and vulnerabilities of each creature
see. it can
Styx: Fiendish Speed. The cacodae
mon’s flying speed is increased by
feet. 30
Tartarus: Underhell Contamination.
The cacodaemon exposes any crea
that it bites or that damages it with ture
a melee weapon to writhing flesh (pag
125; save DC 15). Any creature that e
fails a save against one of its spells
afflicted with soul seepage (page 123 is
).

228
Fiends of the Underhell
Rampant Cacodaemon
A rampant cacodaemon is an unrestrained force of
destruction that revels in watching others run in fear. This towering abomination resembles little more
The most common and least potent of cacodaemons, than a flying fanged mouth below leering eyes. Its
they are nonetheless extremely dangerous magic-users red hide emanates palpable heat, causing the air
and deadly artillery on the battlefield. Grylluses flock above it to waver visibly.
to serve less-potent and easily-distracted rampant
cacodaemons, hoping to learn their magical secrets
and eventually become cacodaemons themselves.
Although rampant cacodaemons are cunning
strategists, they like to attempt risky maneuvers to
see if they can pull them off, prioritizing the enter-
tainment value of an engagement just as highly as
progress toward strategic goals. These cacodaemons
are also intensely curious about mortal magic and
might disregard more useful prizes in order to capture
practitioners or records of powerful and distinctive
discoveries.

At will: burning hands (3rd level), scorching ray (3rd


Rampant Cacodaemon level)
Large fiend, chaotic evil 3/day: fireball
Armor Class 17 (natural armor) 1/day: chain lightning
Hit Points 93 (11d10 + 33) Magic Resistance. The cacodaemon has advantage on
Speed 0 ft., fly 20 ft. (hover) saving throws against spells and other magical effects.

STR DEX CON INT WIS CHA Actions


14 (+2) 10 (+0) 16 (+3) 16 (+3) 15 (+2) 18 (+4) Multiattack. The cacodaemon can use its Frightful
Presence. It then either makes a bite attack or casts
Saving Throws Wis +5
scorching ray.
Skills Arcana +6
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Damage Immunities fire
target. Hit: 12 (3d6 + 2) piercing damage and 22 (4d10)
Damage Resistances bludgeoning, piercing, and slash- psychic damage. If it takes psychic damage, the target
ing from nonmagical attacks can’t take reactions until the end of its next turn.
Condition Immunities charmed, exhaustion, prone Frightful Presence. Each creature of the cacodaemon’s
Senses darkvision 120 ft., passive Perception 12 choice that is within 120 feet of the cacodaemon and
Languages Abyssal, Infernal, telepathy 120 ft. aware of it must succeed on a DC 15 Wisdom saving
Challenge 8 (3,900 XP) throw or become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its turns,
Innate Spellcasting. The cacodaemon’s spellcasting ending the effect on itself on a success. If a creature’s
ability is Charisma (spell save DC 15, +7 to hit with saving throw is successful or the effect ends for it, the
spell attacks). The cacodaemon can innately cast creature is immune to that cacodaemon’s Frightful
the following spells, requiring no somatic or material Presence for the next 24 hours.
components:

229
Fiends of the Underhell
230
Fiends of the Underhell
Cackling Cacodaemon
A cackling cacodaemon chafes in the presences of its This towering abomination resembles little more
peers, so it seeks out bands of weaker fiends to bully than a flying, fanged mouth below leering eyes. Glint-
into serving it at all times, including as its shields ing, sparking spines protrude from the quivering hide
in battle. Cackling cacodaemons also often take the on its barrel-sized cheeks.
initiative to consult with Archlords and other potent
fiends, so a cackling cacodaemon might well be an
adviser, court mage, or jester to an even worse fiend.
When expecting battle, cackling cacodaemons tend
to favor void maggot minions they can use as laborers
or performers, alongside one or a few underfiend
bodyguards. They have a fondness for tormenting
grylluses in what they consider to be amusing ways,
including forcing them to face too-powerful adver-
saries, so grylluses avoid these sort of cacodaemons
whenever possible.

Cackling Cacodaemon Magic Resistance. The cacodaemon has advantage on


saving throws against spells and other magical effects.
Large fiend, chaotic evil
Armor Class 17 (natural armor)
Actions
Hit Points 110 (13d10 + 39) Multiattack. The cacodaemon can use its Frightful
Presence. It then either makes a bite attack or uses call
Speed 0 ft., fly 20 ft. (hover)
lightning.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
16 (+3) 10 (+0) 17 (+3) 16 (+3) 15 (+2) 18 (+4) target. Hit: 13 (3d6 + 3) piercing damage and 22 (4d10)
psychic damage. If it takes psychic damage, the target
Saving Throws Wis +6 can’t take reactions until the end of its next turn.
Skills Arcana +7
Frightful Presence. Each creature of the cacodaemon’s
Damage Immunities lightning choice that is within 120 feet of the cacodaemon and
Damage Resistances bludgeoning, piercing, and slash- aware of it must succeed on a DC 16 Wisdom saving
ing from nonmagical attacks throw or become frightened for 1 minute. A creature can
Condition Immunities charmed, exhaustion, prone repeat the saving throw at the end of each of its turns,
Senses darkvision 120 ft., passive Perception 12 ending the effect on itself on a success. If a creature’s
saving throw is successful or the effect ends for it, the
Languages Abyssal, Infernal, telepathy 120 ft. creature is immune to that cacodaemon’s Frightful
Challenge 10 (5,900 XP) Presence for the next 24 hours.

Innate Spellcasting. The cacodaemon’s spellcasting Reactions


ability is Charisma (spell save DC 16, +8 to hit with
Spell Spit. When the cacodaemon takes damage from
spell attacks). The cacodaemon can innately cast
a spell, it can spit some of the spell’s magic back at the
the following spells, requiring no somatic or material
caster as a reaction. The cacodaemon momentarily gains
components:
resistance to the damage dealt by that spell and makes
At will: call lightning, flaming sphere (3rd level) a ranged spell attack (with a +8 bonus) to hit the caster.
3/day: lightning bolt (4th level) On a hit, the caster takes damage equal to the damage
the cacodaemon took from the spell.
1/day: chain lightning, confusion

231
Fiends of the Underhell
232
Fiends of the Underhell
Shrieking Cacodaemon When a mortal dares challenge a shrieking caco-
daemon in melee or the cacodaemon wants to loose
a devastating surprise attack, it can force its soul into
A shrieking cacodaemon most often serves as leader the body of a mortal creature. It can be surprisingly
of an elite squad of shock troops deployed at the clever about impersonating its victim when it knows
personal command of an Archlord or other unique the strategic stakes are high, but most of the time it
fiend, sowing chaos to make the attacks of its allies maintains its habitual silence until it is in position
all the deadlier. Although they are eerily quiet outside to lay waste to all the mortals nearby. The shrieking
combat, once engaged, shrieking cacodaemons loose cacodaemon knows its control is easier to break than
resounding battle cries that echo for miles. The a ghost’s possession, such as by damaging the host,
unearthly sound draws fiends from far away eager to so it favors possessing targets with effective ranged
watch the carnage. attacks that can stay far away from allies.

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


Shrieking Cacodaemon Hit: 12 (3d6 + 2) piercing damage and 33 (6d10) psychic
damage. If it takes psychic damage, the target can’t take
Large fiend, chaotic evil
reactions until the end of its next turn.
Armor Class 17 (natural armor) Frightful Presence. Each creature of the cacodaemon’s
Hit Points 133 (14d10 + 56) choice that is within 120 feet of the cacodaemon and
Speed 0 ft., fly 20 ft. (hover) aware of it must succeed on a DC 16 Wisdom saving throw
or become frightened for 1 minute. A creature can repeat
CON INT WIS CHA
STR DEX the saving throw at the end of each of its turns, ending the
14 (+2) 10 (+0) 18 (+4) 16 (+3) 15 (+2) 18 (+4) effect on itself on a success. If a creature’s saving throw is
successful or the effect ends for it, the creature is immune
Saving Throws Wis +6
to that cacodaemon’s Frightful Presence for the next 24
Skills Arcana +7 hours.
Damage Immunities cold
Limited Possession (Recharge 6). One creature other than
Damage Resistances bludgeoning, piercing, and slashing a construct that the cacodaemon can see within 5 feet
from nonmagical attacks of it must succeed on a DC 17 Charisma saving throw or
Condition Immunities charmed, exhaustion, prone be possessed by the cacodaemon; the cacodaemon then
Senses darkvision 120 ft., passive Perception 12 disappears, and the target is incapacitated and loses control
of its body. The cacodaemon now controls the body but
Languages Abyssal, Infernal, telepathy 120 ft. doesn't deprive the target of awareness. The cacodaemon
Challenge 12 (8,400 XP) can't be targeted by any attack, spell, or other effect,
except ones that banish fiends, and it retains its alignment,
Innate Spellcasting. The cacodaemon’s spellcasting ability Intelligence, Wisdom, Charisma, and immunity to being
is Charisma (spell save DC 16, +8 to hit with spell attacks). charmed. It otherwise uses the possessed target's statistics,
The cacodaemon can innately cast the following spells, but doesn't gain access to the target's knowledge, class
requiring no somatic or material components: features, or proficiencies.
At will: blight, ice storm The possession lasts until the body takes damage and is left
3/day: cone of cold with half its maximum hit points (if it was already below half
maximum hit points, the possession ends after any amount
1/day: freezing sphere (8th level)
of damage), the cacodaemon ends it as a bonus action, or
Magic Resistance. The cacodaemon has advantage on the cacodaemon is banished or forced out by an effect like
saving throws against spells and other magical effects. the dispel evil and good spell. When the possession ends,
the cacodaemon reappears in an unoccupied space within 5
Actions feet of the body. The target is immune to that cacodaemon’s
Multiattack. The cacodaemon can use its Frightful Possession for 24 hours after succeeding on the saving
Presence. It then either makes a bite attack or casts blight. throw or after the possession ends.

233
Fiends of the Underhell
This towering abomination resembles little more than
a flying, fanged mouth below leering eyes. Smoke
flecked with glowing embers billows from its shriek-
ing mouth and frost glints on its spiny cheeks.

234
Fiends of the Underhell
Fourth-Circle
Fiends
In the Underhell, the very rare and dangerous encountered so rarely that some believe each one
fourth-circle fiends form the cabals that lead entire le- to be a unique fiend; for example, scholars debate
gions. Some invasions, usually small or localized, have whether there is one Cendiary or if this is a whole
only one fourth-circle fiend as a vanguard general kind of fiends, each devastatingly potent.
representing the interests of an Archlord. Larger-scale
invasions might feature several, each deployed to
different high-stakes objectives.
Fourth-circle fiends are cunning and more danger-
ous than all but the rarest mortals. Confident in their
potency, they have little fear of individual mortals.
Fiends of the fourth circle are far more varied than
those of lower circles. These creatures have unlocked
some of the secrets of true power through their
legions. Their budding power allows each of these
fiends to take on a specialized form to more precisely
reflect the evil that they are.
Rarely are multiple fourth-circle fiends encountered
at the same time, though an individual fiend might
command dozens, hundreds, or even thousands of
lesser fiends. These paragons of fiendishness are each

235
Fiends of the Underhell
Legion Traits
Each fourth-circle fiend gains a trait
from the legion it leads, as listed belo
Acheron: Stench of Death. Every surf w.
ace the fiend touches exudes Ach
rot poison (page 129) until the fien eron
d is slain or banished. Any creature
starts its turn within 5 feet of the fien that
d is exposed to the poison.
Annwn: Invulnerability. The fiend
has immunity to bludgeoning, pier
slashing damage from nonmagical cing, and
attacks.
Cocytus: Death Curse. When the fien
d is reduced to 0 hit points, it dies
and curses all non-fiends within 90
feet. Each target must succeed on
17 Wisdom saving throw or take 21 a DC
(6d6) necrotic damage and its hit
maximum is reduced by the damage poin t
it takes until the target benefits from
remove curse spell or similar magic. a
The hit point maximum can’t be rest
magic until the curse is broken. ored by
Dis: Aura of Decay. The fiend ema
nates an aura that drains the life of
creatures, sometimes at an unbeliev nearby
able distance. When a creature othe
a construct, fiend, or undead finis r than
hes a short or long rest within 6 mile
fiend or when such a creature star s of the
ts its turn within 120 feet of the fien
succeed on a DC 17 Constitution savi d, it must
ng throw or gain 1 level of exhaustio
Gehenna: Promotion (1/Day). As an n.
action, the fiend transforms a gryll
can see within 90 feet into a bonestr us it
ike underfiend (page 221).
Hades: Pack Ferocity (1/Turn). The
fiend deals an additional 7 (2d6) dam
to a creature it hits with an attack age
if at least one of the fiend’s allies is
feet of the creature and the ally isn’t within 5
incapacitated.
Lethe: Stunning Strike (1/Turn). Whe
n the fiend hits a creature and didn
have disadvantage on the attack roll, ’t
or causes a creature to fail a saving
that didn’t have advantage, that crea thro w
ture must make a DC 17 Constitution
saving throw. On a failed save, it is
stunned until the end of the fiend’s
On a successful save, it is stunned next turn.
until the start of its own turn.
Pandemonium: Innate Spellcasting
. The fiend’s spellcasting ability is
the highest among its Intelligence,
Wisdom, and Charisma; regardless
spellcasting ability modifier, it uses of its
spell save DC 17 and has +9 to hit
spells. The fiend can innately cast with
the following spells, requiring no mat
components. erial
At will: dispel magic, identify, fireb
all
1/day each: circle of death (range
450 feet), dream, scrying
Phlegethon: Hellfire Aura. At the star
t of each of the fiend’s turns, each
non-fiend creature within 5 feet of
it takes 7 (2d6) fire damage, and flam
objects in the aura that aren’t bein mable
g worn or carried ignite. A creature
touches the fiend or hits it with a mele that
e attack while within 5 feet of it take
(2d6) fire damage. s7
Sheol: Truesight. The fiend has true
sight to a radius of 90 feet and know
current hit points and damage imm s the
unities, resistances, and vulnerab
each creature it can see. ilitie s of
Styx: Soar Between Spaces. The fien
d gains a flying speed of 30 feet and
can use its action to teleport to any it
unoccupied location it can see with
feet. in 120
Tartarus: Nether Breath (1/Turn).
When the fiend hits with a weapon
or causes a creature to fail a saving attack
throw against its spell, the creature
succeed on a DC 17 Constitution savi must
ng throw or take 10 (3d6) poison dam
age.

236
Fiends of the Underhell
Bellatrix
The first bellatrix shaped her visage to something she
believed would be pleasing to mortal eyes in order This large, sinuous creature has a lithe and gaunt
to trick or beguile them. Failing in this, she became body, hooves, and claws the size of spades. Down
a horrific abomination whose presence horrifies and her back, a worm-like ridge culminates in a long,
repulses those who encounter her. When a fiend be- barbed tail. More hideous still is that in place of a
comes a bellatrix, she becomes a quick and fearsome head, atop a spiked collar, rises the torso of a woman
monster, one that roams the country side like a wolf like a puppet made from a perfect corpse. Pale and
able to move with incredible speed and travel long beautiful as a statue, the partial body bears no head
nor limbs of its own, but rather staring eyes where
distances. A bellatrix kills beasts, humanoids, and
the stumps terminate.
any other lesser creatures alike that are unfortunate
enough or slow enough to be caught in the clutches
of her terrible claws.
For maximum effectiveness, a bellatrix prefers to
regroup with nearby fiends before striking at an im-
portant or dangerous target.
Legions. Bellatrix fiends typically serve as generals
of the Annwn, Dis, Gehenna, and Sheol legions.

Bellatrix Magic Weapons. The bellatrix’s weapon attacks are


magical.
Large fiend, chaotic evil
Pack Tactics. The bellatrix has advantage on an attack
Armor Class 17 (natural armor) roll against a creature if at least one of the bellatrix’s
Hit Points 142 (15d10 + 60) allies is within 5 feet of the creature and the ally isn't
Speed 60 ft. incapacitated.

STR DEX CON INT WIS CHA


Actions
17 (+3) 20 (+5) 18 (+4) 16 (+3) 16 (+3) 20 (+5) Multiattack. The bellatrix makes three melee attacks:
two with its claws and one with its tail. It can use Shred
Skills Athletics +7, Deception +9, Intimidation +9, Per- in place of two attacks.
ception +7
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one
Damage Resistances acid; bludgeoning, piercing, and target. Hit: 14 (2d8 + 5) slashing damage.
slashing from nonmagical attacks
Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one
Condition Immunities exhaustion target. Hit: 16 (2d10 + 5) piercing damage and 7 (2d6)
Senses blindsight 60 ft., darkvision 120 ft., passive acid damage. The target must succeed on a DC 17
Perception 17 Dexterity or Strength saving throw or be knocked prone.
Languages Abyssal, Common, Infernal, telepathy 120 ft. Shred. The bellatrix makes a melee attack against any
Challenge 12 (8,400 XP) number of creatures within 10 feet, with a separate
attack roll for each target.
Limited Magic Immunity. The bellatrix can't be affected
or detected by spells of 3rd level or lower unless it wishes
to be. It has advantage on saving throws against all other
spells and magical effects.

237
Fiends of the Underhell
238
Fiends of the Underhell
Catoblepas Toxic Time Bomb. A catoblepas can rarely keep
itself together in the mortal world for the full length
of an invasion, as its unnatural form simply isn’t
A catoblepas fiend is a physical embodiment of rot. physically stable enough. This is obvious to all who
It spreads pestilence wherever it goes, enjoying the see the fiend, as its flesh visibly peels and its muscles
process of living mortal flesh eroding over time. To fa- wobble to release plumes of noxious gas that surround
cilitate this, a catoblepas orders weaker fiends to harry, it. When it finally falls apart completely, it unleashes
delay, and grapple creatures within range of its Aura a toxic wave that fills the region for miles around with
of Pestilence while it breathes poison over them all. poisons and diseases, quickly killing most plants and
When a creature survives the attention of a cato- wildlife and leaving a persistent stain on the land.
blepas, the fiend redoubles its interest in trapping Legions. Catoblepas fiends typically serve as gener-
the creature. If it can, it imprisons the survivor in the als of the Acheron, Lethe, Phlegethon, and Tartarus
hope of tempting it to accept the power of the legion legions.
and become a corrupted creature (page 155).
Wasted Lands. The catoblepas slowly crumbles
as it moves, dropping bits of flesh and ichor behind This monster resembles a squirming rack with
it. This toxic residue saturates the regions it passes a huge gaping mouth below pillars of flesh and
through with a variety of diseases and poisons that protruding bone spines. Its barrel-wide arms splay
infect mortals. The poisons and diseases described sideways and its long, hooved legs struggle to heave
in Ravaged Lands starting on page 122 appear more its ungainly bulk forward.
and more often where the catoblepas has passed
until the catoblepas is slain, which allows the land to
recover.

Actions
Catoblepas Multiattack. The catoblepas makes three attacks: one to
Huge fiend, neutral evil bite and either two with its claws or two with its hooves.
Armor Class 16 (natural armor) Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Hit Points 161 (14d12 + 70) target. Hit: 9 (2d4 + 4) piercing damage and 11 (2d10)
Speed 25 ft. poison damage. The target must succeed on a DC 17
Constitution saving throw or become poisoned for 1
STR DEX CON INT WIS CHA minute. At the end of each of the poisoned creature’s
19 (+4) 10 (+0) 20 (+5) 9 (–1) 18 (+4) 12 (+1) turns, it must make another Constitution saving throw,
taking 11 (2d10) poison damage on a failed save, or
Skills Perception +8 ending the condition on itself on a successful one.
Damage Vulnerabilities fire
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Damage Resistances acid, necrotic; bludgeoning, pierc- target. Hit: 14 (3d6 + 4) slashing damage and the target
ing, and slashing from nonmagical attacks is pushed up to 5 feet in the direction of the catoblepas’s
Damage Immunities poison choice.
Condition Immunities exhaustion, poisoned Hoof. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Senses darkvision 120 ft., passive Perception 18 target. Hit: 13 (2d8 + 4) bludgeoning damage and the
Languages Abyssal, Infernal, telepathy 120 ft. target must succeed on a DC 16 Strength saving throw
or be knocked prone.
Challenge 11 (7,200 XP)
Poison Breath (Recharge 5–6). The catoblepas breathes
Aura of Pestilence. Whenever a creature starts its poison in a 60-foot cone. Each creature in the area must
turn within 120 feet of the catoblepas, it is exposed to make a DC 17 Constitution saving throw, taking 44
writhing flesh (page 125; save DC 17). (8d10) poison damage on a failed save, or half as much
damage on a successful one.
Magic Resistance. The catoblepas has advantage on
saving throws against spells and other magical effects.
Magic Weapons. The catoblepas’s weapon attacks are
magical.

239
Fiends of the Underhell
240
Fiends of the Underhell
Cendiary Endless Arson. Hellfire pours from the cendiary
as it rolls, igniting anything it touches and providing
a shimmering nimbus around it. This hellfire harms
The cendiary takes the form of a great fiery wheel neither the cendiary’s rune-marked stone nor its flesh
made of thick, rune-carved stone in which demon- engines nor any nearby fiends. Since things of the
ic arms and legs constantly appear and disappear, mortal world share no such invulnerability, the cendi-
propelling the wheel forward. When these limbs don’t ary leaves a trail of wildfires and ruin in its wake.
retreat within the wheel quickly enough, they are Constant Motion. The cendiary never stays in
pulverized beneath the cendiary’s rolling weight, but one place for long, rolling back and forth over the
the cendiary seems to feel no pain or concern at this same scorched piece of ground if it needs to speak
loss and simply generates more appendages to push to others. Its communications are always disjointed,
itself forward. as its thought processes are several iterations ahead.

Cendiary Magic Weapons. The cendiary’s weapon attacks are magical.


Wheeled Form. The cendiary treats any incline greater than
Huge fiend, chaotic evil
45 degrees as difficult terrain.
Armor Class 19 (natural armor)
Hit Points 133 (14d12 + 42)
Actions
Speed 60 ft. Multiattack. The cendiary makes one crush attack and one
claw attack.
STR DEX CON INT WIS CHA Crush. Melee Weapon Attack: +11 to hit, reach 5 ft., one
23 (+6) 16 (+3) 17 (+3) 14 (+2) 13 (+1) 14 (+2) target. Hit: 32 (4d12 + 6) bludgeoning damage, 11 (2d10)
Saving Throws Str +11, Dex +8, Wis +6 fire damage, and 9 (2d8) necrotic damage. If the target is a
non-fiend creature or a flammable object, it ignites. Until a
Damage Resistances bludgeoning, piercing, and slashing
creature takes an action to douse the fire, the target takes 5
from nonmagical attacks (1d10) fire damage and 4 (1d8) necrotic damage. The target
Damage Immunities fire, necrotic, poison must also succeed on a DC 19 Strength saving throw or be
Condition Immunities blinded, exhaustion, petrified, poi- knocked prone.
soned Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Senses darkvision 120 ft., passive Perception 11 target. Hit: 15 (2d8 + 6) slashing damage.
Languages Abyssal, telepathy 120 ft.
Legendary Actions
Challenge 15 (13,000 XP)
The cendiary can take 3 legendary actions, choosing from
Hellfire Touch. A non-fiend creature that touches the the options below. Only one legendary action option can be
cendiary or hits it with a melee attack while within 5 feet of used at a time and only at the end of another creature's turn.
it takes 5 (1d10) fire damage and 4 (1d8) necrotic damage. The cendiary regains spent legendary actions at the start of
With a touch, the cendiary can ignite flammable objects that its turn.
aren’t worn or carried (no action required). Claw. The cendiary makes a claw attack.
Illumination. The cendiary sheds bright light in a 30-foot Rolling Flame (Costs 2 Actions). The cendiary moves up to
radius and dim light for an additional 30 feet. half its speed and flares with bright flame. The first time the
Legendary Resistance (3/day). If the cendiary fails a saving cendiary comes within 10 feet of a non-fiend creature during
throw, it can choose to succeed instead. this movement, that creature must succeed on a DC 16
Dexterity saving throw or ignite and be blinded until the end
Legion Focus. If the cendiary is affiliated with the Phlegethon of the cendiary’s next turn. Until a creature uses its action
legion, instead of the usual trait, the fire damage from its to douse the fire, the ignited creature takes 5 (1d10) fire
Fiery Touch and from targets set on fire by its crush and damage and 4 (1d8) necrotic damage at the start of each of
Rolling Flame are increased to 9 (2d8) fire damage and 5 its turns.
(1d10) necrotic damage.

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Fiends of the Underhell
The cendiary is impulsive and darts off whenever a
This massive stone wheel is alight with
thought enters its head.
flickering flames and carved with many runes.
Legions. The cendiary typically leads fiends of the Fiendish claws, hooves, and blank faces appear
Phlegethon legion, or sometimes of the Acheron, within its center, pushing the great wheel along
Lethe, or Tartarus legions. with inhuman vigor.

242
Fiends of the Underhell
Gadarene It moves to herd victims into waiting ambushes of
fiends, especially bloodthirsty maggots led by disci-
plined underfiends.
Nearly matching the magical might of lesser Archlo- Silenced Lands. A gadarene loping about during
rds in some ways, the dreaded gadarene exudes the an invasion quickly empties miles-wide regions of
palpable presence of final death. Merely glimpsing or dogs, cats, herds of cattle, flocks of birds, even fish
hearing its movements fills all living things with exis- and insects. It leaves only a quivering silence or
tential terror. The gadarene is not just a mindless force shrieking fear in its wake.
of despair; it is cunning about its movements to make Legions. The typical gadarene leads fiends of the
the most brutal use of its effect on mortal creatures. Acheron, Hades, Lethe, and Dis legions.

target. Hit: 13 (2d6 + 6) slashing damage and the target is


Gadarene shoved 5 feet in any direction.
Large fiend, neutral evil Tusks. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 17 (2d10 + 6) piercing damage. If the target
Armor Class 17 (natural armor)
is a creature other than an undead or a construct, it must
Hit Points 161 (19d10 + 57) succeed on a DC 17 Constitution saving throw or lose 11
Speed 25 ft. (2d10) hit points from blood loss at the start of each of its
WIS CHA turns. Each time the gadarene hits the wounded target with
STR DEX CON INT
this attack, the blood loss from the wound increases by 11
22 (+6) 19 (+4) 17 (+3) 13 (+1) 16 (+3) 19 (+4) (2d10). The wound closes if the target magically regains at
Saving Throws Con +8 least 1 hit point or if a creature uses an action to make a
successful DC 17 Wisdom (Medicine) check.
Skills Insight +8, Perception +8
Damage Vulnerabilities radiant Necrotic Bile. Ranged Weapon Attack: +9 to hit, range 40/120
ft., one target. Hit: 22 (4d6 + 8) necrotic damage.
Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks Panic (Recharge 6). Each creature within 120 feet of
the gadarene’s choice that it can see or hear and that is
Condition Immunities charmed, exhaustion, frightened
frightened of it must succeed on a DC 17 Wisdom saving
Senses darkvision 120 ft., passive Perception 18 throw or it must use its action and movement on each of turns
Languages Abyssal, Infernal, telepathy 120 ft. to get out of sight of the gadarene (or as close to leaving line
Challenge 15 (13,000 XP) of sight as possible) by the safest available route. When a
target starts its turn unable to see the gadarene, it makes a
Existential Dread. Each creature that can see the gadarene new saving throw, ending the effect on itself on a success.
from within 500 feet must make a DC 17 Wisdom saving When a creature succeeds on its saving throw or the effect
throw. Constructs, fiends, and undead automatically succeed ends on it, it becomes immune to that gadarene’s Panic for
on this saving throw. On a failed save, the creature becomes 24 hours.
frightened of the gadarene until it finishes a short or long
rest or until it sees the gadarene damaged or fail on a saving Legendary Actions
throw. When a creature succeeds on its saving throw or the The gadarene can take 3 legendary actions, choosing from
effect ends on it, it becomes immune to that gadarene’s the options below. Only one legendary action option can be
Existential Dread for 24 hours. used at a time and only at the end of another creature's turn.
Legendary Resistance (2/day). If the gadarene fails a saving The gadarene regains spent legendary actions at the start of
throw, it can choose to succeed instead. its turn.
Magic Weapons. The gadarene’s weapon attacks are magical. Silence of the Grave. The gadarene casts silence without
expending a spell slot. Its spellcasting ability is Charisma
Actions (save DC 17).
Multiattack. The gadarene makes either two ranged attacks Claw. The gadarene makes a claw attack.
or three melee attacks: two with its claws and one with its Deathly Maw (Costs 2 Actions). The gadarene makes a tusks
tusks. or necrotic bile attack.
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one

243
Fiends of the Underhell
This vaguely humanoid, boar-like mon-
ster walks on two forelegs and swings
two 10-foot-long arms above its strange
head about where the giant creature’s gut
should be.

244
Fiends of the Underhell
Hell Hound Alpha into open air as easily as climbing a set of stairs—the
hell hound alpha can emit a cone of fire from its jaws.
Alternatively, the skulls that serve the creature for
An implacable and swift-moving fiend, the rare hell eyes can distend their bony jaws, revealing the raging
hound alpha is far more cunning than a mere canine furnace in the hell hound’s interior. This produces
and possesses a pyromaniac’s heart. The hell hound a dart of hellfire that pursues any creature the hell
alpha generally resembles a monstrously large wolf in hound has recently seen—even bending around
its lean, quadrupedal posture. Up close, the creature corners—and explodes in a ball of soul-killing flame.
possesses an unusually inverted biology: its bones pro- The hell hound enjoys watching creatures writhe in
trude from its skin and its head is disturbingly fleshy. its hellfire, and only fiends are safe from its incendiary
Beast of Fire. The hell hound alpha possesses a predilections.
mastery of fire that few creatures can match. In ad- Legions. The hell hound alpha usually leads a Pan-
dition to creating a burst of fire every time it steps— demonium, Phlegethon, or Styx legion.
which either scorches the ground or allows it to step

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one


hell hound alpha target. Hit: 15 (3d6 + 5) slashing damage.
Huge fiend, lawful evil
Hellbreath (Recharge 5–6). The hell hound alpha exhales a
Armor Class 16 (natural armor) blast of hellfire in a 60-foot cone. Each non-fiend creature
Hit Points 126 (12d12 + 48) in the area must make a DC 16 Dexterity saving throw,
taking 22 (4d10) fire damage and 18 (4d8) necrotic
Speed 40 ft., fly 40 ft.
damage on a failed save, or half as much damage on a
STR DEX CON INT WIS CHA successful one.
21 (+5) 14 (+2) 18 (+4) 12 (+1) 16 (+3) 11 (+0) Pursuing Hellbreath (1/Day). The hell hound alpha chooses
a non-fiend creature it has seen before. If the target is
Damage Resistances bludgeoning, piercing, and slashing
within 6 miles and there is an unobstructed path (with any
from nonmagical attacks number of corners) to it from the hound, a streak of fire
Damage Immunities fire, necrotic follows the path to the target and explodes into a ball of
Condition Immunities exhaustion hellfire. The target and each non-fiend creature within 20
Senses darkvision 120 ft., passive Perception 13 feet must make a DC 16 Dexterity saving throw, taking 22
(4d10) fire damage and 18 (4d8) necrotic damage on a
Languages Abyssal, Infernal, telepathy 120 ft. failed save, or half as much damage on a successful one.
Challenge 13 (10,000 XP)
Legendary Actions
Illumination. The hound sheds bright light in a 30-foot
The hell hound alpha can take 3 legendary actions,
radius and dim light for an additional 30 feet.
choosing from the options below. Only one legendary
Keen Hearing and Smell. The hound has advantage on action option can be used at a time and only at the end
Wisdom (Perception) checks that rely on hearing or smell. of another creature's turn. The hound regains spent
Legendary Resistance (3/day). If the hound fails a saving legendary actions at the start of its turn.
throw, it can choose to succeed instead. Claw. The hell hound alpha makes a claw attack.
Magic Weapons. The hound’s weapon attacks are magical. Kick Off (Costs 2 Actions). The hound makes a claw
attack. On a hit, the target must succeed on a DC 18
Actions Strength saving throw or fall prone. The hound can then
Multiattack. The hell hound alpha makes one bite and one move up to half its flying speed.
claw attack.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 21 (3d10 + 5) piercing damage, 5 (1d10) fire
damage, and 4 (1d8) necrotic damage.

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Fiends of the Underhell
This enormous, loping canine has barbed bones pro-
truding from its flesh. Bursts of hellish fire surround
its feet and flare behind the gibbering humanoid
skulls that serve as its eyes. It never quite touches
the ground.

246
Fiends of the Underhell
Hortator it can earn on the battlefield and the more power it
can glean over its master’s shoulder. In their ploys
for power, no hortator can abide another near its
Hortators are infernal drummers that inspire groups position, as it fears its skills will no longer be vaunted
of lesser fiends to ruin and fight with all their might. as unique.
The quick drumbeat resonates and quickens the pulse Legions. A hortator typically leads Dis, Gehenna,
of all fiends while stilling the blood of mortals. These Hades, and Lethe invasions.
natural leaders are never found alone. Indeed, when
they can manage it, they prefer to march at the head Encountering a Hortator
of a legion of lesser fiends. Hortators make their fellow fiends dramatically more
Strategic Leaders. A hortator leads from the front dangerous, even at a great distance. In an encounter
only until the enemy is near, at which point it strate- in which a hortator’s Fiendflesh Drum can be heard,
gically holds back as its inspired minions rush forward each other fiend has its challenge rating increased by
to sate their bloodlust. Each of these rare fiendish 1.
leaders knows that the most effective tactic is to let its
lackeys shield it from enemy’s attacks.
Jealous Generals. When not leading a major This large, goat-legged monster has a face that is
invasion force, a hortator usually seeks to entertain a caricature of madness, its features warped like a
Archlords and other powerful patrons with songs of tusked mask. In each hand, it holds a spinal column
the Underhell’s most horrific wars and ego-stoking capped with a cluster of skulls: instruments to beat
celebrations of the patron’s own achievements. By its terrible, flesh-wrapped drum. The more you look,
currying favor with an Archlord, each hortator hopes the more terrible the drum becomes, its skin that of
to become a colonel or general or trusted adviser. The a distorted face, stretched flat from the abdomen of
more influence the hortator can get, the more glory the frenzied drummer itself.

Innate Spellcasting. The hortator’s innate spellcasting


Hortator ability is Charisma (spell save DC 16, +8 to hit with spell
attacks), and its caster level is 16. The hortator can
Large fiend, chaotic evil
innately cast the following spells, requiring no material
Armor Class 16 (natural armor) components:
Hit Points 136 (16d10 + 48) At will: thunderwave, vicious mockery
Speed 30 ft. 3/day each: fear, shatter
STR DEX CON INT WIS CHA 1/day each: compulsion, confusion, dominate person,
21 (+5) 13 (+1) 16 (+3) 12 (+1) 15 (+2) 18 (+4) eyebite

Skills History +5, Intimidation +8 Magic Resistance. The hortator has advantage on
saving throws against spells and other magical effects.
Damage Resistances fire; bludgeoning, piercing, and
slashing from nonmagical attacks Actions
Damage Immunities thunder, poison Multiattack. The horator makes four attacks: two with
Condition Immunities exhaustion, poisoned each of its skelemallets.
Senses darkvision 120 ft., passive Perception 12 Skelemallet. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Languages Abyssal, Common, Infernal; telepathy 120 ft. one target. Hit: 9 (1d8 + 5) bludgeoning damage and 7
Challenge 10 (5,900 XP) (2d6) thunder damage. The skelemallet scores a critical
hit on the roll of 18–20.
Fiendflesh Drum. As long as the hortator is not
incapacitated, its incessant drumming grants all other
fiends within 1 mile that can hear it advantage on all
attack rolls and an additional 1d6 thunder damage with
weapons.

247
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248
Fiends of the Underhell
Magdalene through it. This magic makes it extremely dangerous
if left unchecked, because it can swell an invading
fiend army’s common infantry quickly.
A magdalene is little more than a mobile gateway for Sanguine Sense. Because of the magdalene’s excep-
the spawning of void maggots. It roams anywhere tional similarity and connection to its Doomgate, it
its legions or Archlord needs it, leaving maggots in can detect any creature with a Sanguine Ward within
its wake like a festering plague. It seeks to sate its 6 miles.
incredible hunger by devouring all those who stand in Legions. Magdalene fiends typically serve as gener-
its path so it can conjure more maggots to blanket the als of the Hades, Pandemonium, and Sheol legions.
earth. This fourth-circle fiend generally prefers to lead
from the rear, keeping as many minions between it
and enemies as possible. This creature resembles an immense, grotesque hu-
Surrogate Doomgate. The magdalene functions man woman. Mutated, writhing flesh sags from her
like a supplemental Doomgate, limited to allowing body and arms hang almost to the ground around
void maggots and similarly minor fiends to travel her cracked hooves.

Magdalene Crush. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 27 (6d6 + 6) bludgeoning damage and the
Large fiend, neutral evil target must succeed on a DC 19 Strength saving throw
Armor Class 14 (natural armor) or fall prone. Then, each maggot within 5 feet of the
target can use its reaction to make a melee attack to hit
Hit Points 202 (15d10 + 120)
the target. If at least one maggot hits and at least three
Speed 30 ft. maggots used their reactions (whether more than one hit
STR or not), the target is grappled by all the maggots that used
DEX CON INT WIS CHA their reactions. The DC to escape the grapple equals 13 +
23 (+6) 8 (–1) 27 (+8) 10 (+0) 10 (+0) 13 (+1) number of grappling maggots; success on the ability check
Saving Throws Cha +6 to escape the grapple frees the target from all maggots.
Damage Resistances bludgeoning, piercing, and slashing Until the grapple ends, the target is restrained and blinded,
and the grappling maggots can’t attack other targets.
from nonmagical attacks
Damage Immunities fire Fist. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 19 (3d8 + 6) bludgeoning damage.
Condition Immunities exhaustion, petrified
Senses darkvision 90 ft., passive Perception 10 Thrown Maggot. There must be a void maggot within 5 feet
of the magdalene for it to use this attack. Ranged Weapon
Languages Abyssal, Common, Infernal, telepathy 120 Attack: +11 to hit, range 60/240 ft., one target. Hit: 25
ft. (3d12 + 6) bludgeoning damage and the thrown maggot
Challenge 14 (11,500 XP) lands in the nearest unoccupied space to the target.
Conjure Maggots (Recharge 6). The magdalene magically
Limited Magic Immunity. The magdalene can't be affected
summons 6 howling maggots (page 207) that appear in
or detected by spells of 5th level or lower unless it wishes
unoccupied spaces within 30 feet. Roll initiative for the
to be. If also can’t be sent to another plane of existence
maggots as a group, which has its own turns.
or teleported unless it wishes to be. It has advantage on
saving throws against all other spells and magical effects. Reactions
Magic Weapons. The magdalene’s weapon attacks are Maggot Ward. When the magdalene is hit by an attack from
magical. a creature it can see, it chooses a void maggot within 5 feet
to be hit instead. The magdalene can use this reaction even
Actions if it has already used its reaction this round.
Multiattack. The magdalene makes three melee attacks:
two with its fists and one to crush.

249
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250
Fiends of the Underhell
Mandrake Malevolent Mimics. The mandrake’s cloak conceals
wads of protoplasm that it emits from sores along its
legs. The mandrake can form these wads into copies
Although the mandrake might be the most human- of people to work its evil will in the world. Unlike
oid-looking of the fourth-circle fiends, its motives the mandrake, which has a twisted and incomplete
are more alien and malevolent than those of overtly understanding of humanoid society, these mimics can
inhuman fiends. A mandrake finds solace in mimicry, duplicate the original creature’s mannerisms precisely.
wearing the tattered fashion of the civilizations it de- Despite their independent appearance, they are in-
stroys and adopting many of the civilization’s manner- extricably tied to the mandrake and just as wicked in
isms. Although its knowledge bares strange gaps when their outlook as their creator. Hostages rescued from
pressed, this fiend has a remarkable knack for picking a legion led by a mandrake may have one or more
up the surface facts of the fashions it mimics. duplicates among their midst, intentionally sent back
The mandrake has an affinity with creatures that to undermine the legion’s next targets. These dupli-
mimic others, such as crows. The mandrake rarely cates typically serve as saboteurs, framing leaders and
speaks except to repeat back words spoken to it, but significant individuals in as-yet unconquered cities for
it is an exceptionally cunning fiend and its schemes various acts and infiltrating their homes for informa-
are often set in motion with bizarre or inscrutable acts tion, blackmail, and eventually assassination.
that promote corruption or wickedness weeks or years Legions. The mandrake often leads fiends of the
in the future. Acheron, Hades, Pandemonium, and Sheol legion.

Magic Weapons. The mandrake’s weapon attacks are


Mandrake magical.
Huge fiend, neutral evil Actions
Armor Class 17 (natural armor) Multiattack. The mandrake makes four claw attacks.
Hit Points 138 (12d12 + 60) Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Speed 30 ft. target. Hit: 17 (3d8 + 4) slashing damage.
STR DEX CON INT WIS CHA Wicked Duplicate. The mandrake chooses a humanoid
19 (+4) 17 (+3) 20 (+5) 15 (+2) 18 (+4) 11 (+0) within 120 feet that it can see and ejects a duplicate
of the target into an unoccupied space within 30 feet
Saving Throws Int +6, Wis +8 of the mandrake. The duplicate is a creature formed
Skills Deception +4, History +6, Insight +8, Perception of protoplasm, and it can take actions and otherwise
+8 be affected as a normal creature. It appears to be the
same as the target, but it has half the target’s hit point
Damage Resistances bludgeoning, piercing, and slash-
maximum, is neutral evil, and is formed with nonmagical
ing from nonmagical attacks versions of any equipment the target wears and carries.
Condition Immunities exhaustion, frightened The duplicated items dissolve into mud 1 round after
Senses darkvision 120 ft., passive Perception 18 being separated from the duplicate. Otherwise, the
Languages Abyssal, Infernal, telepathy 120 ft. duplicate uses all the statistics of the target. While the
mandrake has no mental control over the duplicate,
Challenge 11 (7,200 XP) the duplicate is friendly to the mandrake and obeys its
commands, acting on its turn in combat. The duplicate
Keen Sight. The mandrake has advantage on Wisdom
lacks the ability to learn or become more powerful, so
(Perception) checks that rely on vision. In addition, it
it never increases its level or other abilities, nor can it
can see invisible creatures and objects as if they were
regain expended spell slots. The duplicate lasts until
visible and can see into the Ethereal Plane. Ethereal
it or the mandrake is reduced to 0 hit points, at which
creatures and objects appear ghostly and translucent
point it reverts to a wad of protoplasm and melts away
to it.
instantly. After the mandrake has duplicated a creature,
Magic Resistance. The mandrake has advantage on it cannot duplicate that creature again for 10 days.
saving throws against spells and other magical effects.

251
Fiends of the Underhell
This giant, vaguely humanoid fiend is draped
in tattered, bloody rags that drag along the
ground. Its arms split at the elbow into six sepa-
rate arms, each with a clawed hand. Pauldrons
of black feathers adorn its shoulders.

252
Fiends of the Underhell
Nuckelavee Fate Stealer. Although magic items interest a nu-
ckelavee greatly, it is just as intrigued by the fate and
destiny of mortal creatures, which it can steal even
Each nuckelavee is a greedy fiend, eager to collect any more easily. When it steals the luck of a creature with
magic item or resource it can use to further its eventual an influential destiny, the nuckelavee learns more
ascension into a fiend lord. It is not above stealing the about the movings of the cosmos and comes one step
good luck of its allies to fuel its own continued ram- closer to its apotheosis. It also gets vague glimpses of
page. For this reason, other fiends tend to dislike the the great and terrible things that a creature it has sto-
nuckelavee, and thus it is usually encountered alone.

must succeed on a DC 17 Strength saving throw or be


Nuckelavee knocked prone.
Large fiend, neutral evil Overrun. The nuckelavee moves up to its speed. It can move
through the spaces of Medium and smaller creatures during
Armor Class 17 (natural armor) this movement; each time it does, it can make a hoof attack
Hit Points 157 (21d10 + 42) against that creature. If it uses its movement later on the
Speed 60 ft., swim 60 ft. same turn, it can also overrun creatures in this way during
that movement. The nuckelavee can’t attack the same
DEX CON INT WIS CHA
STR creature more than once on the same turn this way.
18 (+4) 16 (+3) 15 (+2) 12 (+1) 16 (+3) 20 (+5)
Reactions
Saving Throws Wis +8
Stolen Destiny. When the nuckelavee is hit by an attack or
Damage Resistances necrotic
fails a saving throw, it can end its Steal Luck legendary action
Condition Immunities blinded, exhaustion, petrified on one creature within 120 feet that it can see as a reaction.
Senses darkvision 120 ft., passive Perception 13 If it does, instead the attack misses or the nuckelavee
Languages Abyssal, Infernal, telepathy 120 ft. succeeds on the saving throw.
Challenge 13 (10,000 XP) Legendary Actions
Charge. If the nuckelavee moves at least 30 feet straight The nuckelavee can take 3 legendary actions, choosing from
toward a target and then hits it with a bite attack on the same the options below. Only one legendary action option can be
turn, the attack deals an extra 16 (3d10) piercing damage. used at a time and only at the end of another creature's turn.
The nuckelavee regains spent legendary actions at the start of
Glimpse Destiny. The nuckelavee can innately cast divination
its turn.
at will while it has stolen a creature’s luck.
Kick. The nuckelavee makes a hoof attack.
Magic Weapons. The nuckelavee’s weapon attacks are
magical. Slashing Lunge (Costs 2 Actions). The nuckelavee makes
two claw attacks on a single target. If both hit, the target
Actions must make a DC 17 Strength or Dexterity saving throw or the
Multiattack. The nuckelavee makes three attacks: one with its nuckelavee steals a worn or carried item from the creature
bite and two with its claws. If both claws hit the same target, other than a magic weapon. If a creature could start a
the target must make a DC 17 Strength or Dexterity saving grapple with the nuckelavee, it can choose to retrieve an item
throw or the nuckelavee steals a worn or carried item from the instead.
creature other than a magic weapon. If a creature could start a Steal Luck. The nuckelavee steals the luck of a creature it
grapple with the nuckelavee, it can choose to retrieve an item can see within 120 feet. The creature must succeed on a DC
instead. 18 Wisdom saving throw or it is cursed with bad luck. For as
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. long as it remains cursed, attack rolls against the creature
Hit: 15 (2d10 + 4) piercing damage. are made with advantage and the target has disadvantage
on attack rolls to hit the nuckelavee. The curse ends when
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one the nuckelavee ends the effect or dies or when the target
target. Hit: 11 (2d6 + 4) slashing damage. receives a remove curse spell.
Hoof. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage and the target

253
Fiends of the Underhell
len from might accomplish, and can use these visions This towering quadruped has two clawed,
to set into motion complex schemes to get power that gangly arms dangling down below its
its victim would have rightfully earned were it not for equine maw. A cloud of wet stink follows
the nuckelavee’s interference. it.
Despoiler of Waters. An incarnation of rot, ruin,
despair, and waste, the nuckelavee wallows in the
waters of lands its legions have despoiled,
tainting them with fiendish diseases,
hazards, and poi-
sons (see Ravaged
Lands on page
122).
Legions. Nu-
ckelavees typically
serve as generals
and elite scouts
for the Cocytus,
Styx, and Tartarus
legions.

254
Fiends of the Underhell
Philter Although this makes it easier to locate grylluses in
the area, it also emboldens the grylluses considerably,
encouraging them to take extraordinary risks on the
The annals of the Underhell don’t provide details mistaken belief that the echoing dirge gives them
on the apotheosis of the gryllus that became the greater powers.
first philter, but its origin as one of those deformed Legions. The philter typically leads fiends of the
creatures is obvious. Although the heads on its back Annwn, Dis, and Hades legions.
aren’t animated and don’t move, they continually emit
a low, plaintive dirge that echoes for miles across the
countryside. The philter is more aware of its intel- Encountering Regenerating Fiends
lectual shortcomings than most grylluses and isn’t Fiends healed by the philter are much more resilient
inclined to conceal its face or engage in diplomatic than normal. If a fiend benefits from a philter’s heal-
pretensions. It knows its best purpose is to support ing abilities, increase that fiend’s effective challenge
other fiends in battle. rating by 1 and note that lingering injuries will heal
Call to Grylluses. The brass heads of any grylluses between combats.
within a mile of the philter echo the dirge emanat-
ing from the philter’s heads like an infernal choir.

Philter Catholicon Dirge. The philter and each of its allies within
500 feet that can hear it regain 10 hit points at the start
Large fiend, neutral evil of their turns.
Armor Class 15 (natural armor) Innate Spellcasting. The philter’s spellcasting ability is
Hit Points 144 (17d10 + 51) Charisma (spell save DC 15, +7 to hit with spell attacks)
and its caster level is 17th. The philter can innately cast
Speed 30 ft.
the following spells, requiring only verbal components.
STR DEX CON INT WIS CHA At will: detect magic, eldritch blast (pushes target back
17 (+3) 13 (+1) 16 (+3) 11 (+0) 15 (+2) 16 (+3) 10 feet), sanctuary, shocking grasp
Saving Throws Con +7, Wis +6, Cha +7 3/day each: dispel magic, haste
Damage Resistances bludgeoning, piercing, and slash- 1/day: mass cure wounds (5th level), revivify
ing from nonmagical attacks Magic Resistance. The philter has advantage on saving
Damage Immunities poison throws against spells and other magical effects.
Condition Immunities charmed, exhaustion, frightened, Magic Weapons. The philter’s weapon attacks are
poisoned magical.
Senses darkvision 120 ft., passive Perception 12
Languages Abyssal, Common, telepathy 120 ft.
Actions
Multiattack. The philter makes one attack and casts
Challenge 11 (7,200 XP)
either eldritch blast or shocking grasp.
Brass Heads. The philter requires two brass heads Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
to utilize its healing abilities. If either brass head is target. Hit: 19 (3d10 + 3) piercing damage.
removed or destroyed, the philter loses its Catholicon
Bark. Ranged Spell Attack: +7 to hit, range 100 ft.,
Dirge and its Innate Spellcasting until it acquires new
one target. Hit: 31 (9d6) thunder damage and each
brass heads and mounts them on its back. The philter
creature within 5 feet of the target (including the
keeps its brass heads strapped to its back so tightly that
target) must succeed on a DC 15 Strength saving throw
any ability check made to remove them is made with
or be knocked prone and take an additional 7 (2d6)
disadvantage.
bludgeoning damage.

255
Fiends of the Underhell
A giant’s head and torso walk on its
long-fingered hands, its entire lower
body absent. Its massive head has dull
eyes and a mouthful of blunt teeth.
Bands of metal across its torso hold two
wide-mouthed brass heads strapped
back-to-back that emit a low, grating
tune.

256
Fiends of the Underhell
Raparee ories are both distracting and unnerving as well as
emotionally painful, all of which please the fiend. The
raparee rarely leads groups of fiends in battle; instead,
The raparee is a scuttling, covetous horror. It is a it orchestrates elaborate heists and ambushes designed
consummate thief, plucking valuables from its victims to humiliate mortals and steal their greatest treasures
with supernatural agility. What the raparee considers from them.
“valuable,” however, is rarely gold or magic items; Burbling Thorax. The raparee can inject poison
instead, it prizes more ephemeral items, such as its from the paired stingers at the ends of its body, but
victim’s memories of their children, sense of taste, or the most disturbing feature of its thorax is the leering
ability to see the color red. The raparee can magically face adorning the underside. This face constantly
steal such mental impressions, hoarding them in its smacks its lips and gnaws at its tongue, making a wet
own mind like shiny baubles. Although their loss is burbling sound that unsettles the raparee’s enemies.
rarely debilitating to the victim, the missing mem-

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one


Raparee target. Hit: 17 (3d8 + 4) piercing damage
Huge fiend, chaotic evil Claw. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage, and
Armor Class 16 (natural armor) the target must make a DC 18 Charisma saving throw
Hit Points 133 (14d12 + 42) or lose a valuable mental impression, such as a minor
Speed 40 ft., climb 30 ft. sense or personally significant memory. If the target has
CHA inspiration, the raparee takes that from the creature in
STR DEX CON INT WIS
addition to this effect; the rapparee can’t spend stolen
19 (+4) 17 (+3) 16 (+3) 13 (+1) 17 (+3) 8 (–1) inspiration. While this mental impression is missing, the
target is frightened of the raparee, can’t take reactions,
Skills Arcana +6, Perception +8, Sleight of Hand +8,
and can’t gain inspiration. When the raparee dies or is
Stealth +8 banished, all stolen inspiration, memories, and senses
Damage Resistances bludgeoning, piercing, and slash- are returned.
ing from nonmagical attacks Tail Stinger. Melee Weapon Attack: +9 to hit, reach 10
Damage Immunities poison ft., one target. Hit: 15 (2d10 + 4) piercing damage, and
Condition Immunities exhaustion, grappled, poisoned, the target must make a DC 18 Constitution save or take
restrained 17 (5d6) poison damage on a failed save, or half as
much on a successful one.
Senses darkvision 120 ft., passive Perception 17
Languages Abyssal, Common, telepathy 120 ft. Legendary Actions
Challenge 13 (10,000 XP) The raparee can take 3 legendary actions, choosing
from the options below. Only one legendary action
Dimensional Compression. The raparee can move option can be used at a time and only at the end of
through a space as narrow as 1 inch wide without another creature's turn. The raparee regains spent
squeezing. legendary actions at the start of its turn.
Legendary Resistance (3/day). If the raparee fails a Claw. The raparee makes a claw attack.
saving throw, it can choose to succeed instead.
Scuttle (Costs 2 Actions). The raparee moves up to half
Magic Weapons. The raparee’s weapon attacks are its speed and can use the Hide action.
magical.
Steal Magic. The raparee casts dispel magic without
Unsettling Burbling. Each creature within 5 feet of the expending a spell slot. Its spellcasting ability is Wisdom.
raparee that isn’t a fiend makes saving throws with If it dispels a spell, it chooses either to regain 10 hit
disadvantage. points or to gain a flying speed of 60 feet until the end of
its next turn.
Actions
Multiattack. The raparee makes three attacks, although
only one of these attacks may be with its stinger.

257
Fiends of the Underhell
Dimensional Folding. The raparee can contort
and fold its body along lines unknown to ordinary
geometry. This allows it to enter spaces significantly
smaller than its massive form, slip away from effects
that would restrain it, and evade being grabbed by
other creatures.
Legions. The raparee most often appears leading
fiends of the Annwn, Dix, Lethe, Styx, and Tartarus
legions.

This monstrous insectoid creature has the scuttling


gait of an earwig. Two eyeless heads protrude from
the front of its body, and its two front legs end in
grasping, gaunt, five-fingered hands.

258
Fiends of the Underhell
Secutor and hope to become powerful enough to match their
abilities or become secutors themselves one day.
Effortless Killers. When a secutor comes upon
Secutors are the most elite of fiendish warriors in lesser mortals, a simple glare from it kills them where
an entire invasion army. Each can often be found they stand, and it continues onward. If it must travel
wandering the shattered landscape alone seeking far to find a worthy foe, countless innocents might
worthy champions to slay. A secutor does not concern die along the way.
itself with armies or lesser warriors but seeks out the Legions. A secutor typically champions the Co-
strongest heroes to defeat. Secutors are almost always cytus, Gehenna, Sheol, Styx, and especially Annwn
encountered alone, either seeking out threats to its legions.
Archlord’s interests or guarding a place of extreme
importance. Underfiends often tell tales of secutors

Secutor Actions
Large fiend, lawful evil Multiattack. The secutor can use its Challenge. It then
makes two attacks: one with its claw and one with its
Armor Class 19 (natural armor)
hook.
Hit Points 171 (18d10 + 72)
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one
Speed 40 ft.
target. Hit: 15 (3d6 + 5) slashing damage.
STR DEX CON INT WIS CHA Hook. Melee Weapon Attack: +10 to hit, reach 10 ft.,
21 (+5) 17 (+3) 19 (+4) 14 (+2) 14 (+2) 16 (+3) one target. Hit: 24 (3d12 + 5) slashing damage and the
target must succeed on a DC 18 Strength saving throw
Saving Throws Str +10, Con +9, Wis +7 or fall prone.
Skills Athletics +10, Intimidation +8
Challenge. A creature of the secutor’s choice that it can
Damage Resistances fire, psychic; bludgeoning, pierc- see within 90 feet and that can see or hear the secutor
ing, and slashing from nonmagical attacks must make a DC 16 Charisma saving throw. On a failed
Damage Immunities poison save, it can’t willingly move away from the secutor and it
Condition Immunities exhaustion, petrified, poisoned has disadvantage on attack rolls to hit targets other than
the secutor until the start of the secutor’s next turn.
Senses blindsight 10 ft., darkvision 120 ft., passive
Perception 12 Reactions
Languages Abyssal, Common, Infernal, telepathy 120 ft. Block. The secutor adds 4 to its AC against one melee
Challenge 14 (11,500 XP) attack that would hit it. To do so, the secutor must see
the attacker.
Fear Aura. Any creature hostile to the secutor that
starts its turn within 20 feet of the secutor must make Legendary Actions
a DC 16 Wisdom saving throw, unless the secutor
The secutor can take 3 legendary actions, choosing
is incapacitated. On a failed save, the creature is
from the options below. Only one legendary action
frightened until the start of its next turn. If a creature's
option can be used at a time and only at the end of
saving throw is successful, the creature is immune to
another creature's turn. The secutor regains spent
that secutor's Fear Aura for the next 24 hours.
legendary actions at the start of its turn.
Limited Magic Immunity. The secutor can't be affected
Catching Hook (Costs 2 Actions). The secutor moves up
or detected by spells of 3rd level or lower unless it
to half its speed and makes a hook attack.
wishes to be. It has advantage on saving throws against
all other spells and magical effects. Claw. The secutor makes a claw attack.
Magic Weapons. The secutor’s weapon attacks are Cull the Weak. The secutor glares at a creature that it
magical. can see within 60 feet. The target must make a DC 16
Wisdom saving throw. On a failed save, the target takes
14 (4d6) psychic damage and, if it then has 10 or fewer
hit points and is frightened of the secutor, it dies.

259
Fiends of the Underhell
Standing twice the height of a man, this lanky, hooved
creature is clad in rusted plates of gladiatorial armor. It
is hard to discern where the armor ends and the crea-
ture’s flesh begins. Its very skull resembles a mockery of
a gladiator’s helm, crowned in a plumelike line of cloven
hooves. One of its long arms plumes out into a chitin-
ous shield, while the other ends in a wicked hook that
scrapes along the ground.

260
Fiends of the Underhell
Tardigrade from the souls imprisoned within it to restore its
physical form whenever it is destroyed. When the
tardigrade is slain, these souls are thrown outward,
A monstrously large version of the mundane, injuring the tardigrade’s foes in a final, spiteful attack.
pond-dwelling micro-animal, the tardigrade is known The souls don’t dissipate but rather wait, immaterial
for its incredible resilience. Loping along on six and powerless, for the tardigrade to be reborn. The
clawed limbs, the tardigrade’s headless neck roils with physical form of the tardigrade collapses into a stony
the screaming faces of the damned. These faces also cyst that is immune to harm and, within only a few
push outward from inside the creature’s rubbery skin, days, hatches into a new tardigrade. This period of
wailing desperately for release. The tardigrade collects dormancy is the only opportunity for the souls of
these souls from victims slain by its razor-sharp claws. those slain by the tardigrade to be reclaimed.
Endless Return. The tardigrade draws sustenance

imprisoned souls, excepting souls that have been freed


Tardigrade or restored in the interim.
Huge fiend, neutral evil
Actions
Armor Class 16 (natural armor) Multiattack. The tardigrade attacks with its claws three
Hit Points 126 (11d12 + 55) times.
Speed 40 ft., burrow 30 ft., climb 30 ft. Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one
STR DEX CON INT WIS CHA target. Hit: 17 (3d8 + 4) slashing damage.
19 (+4) 11 (+0) 21 (+5) 10 (+0) 13 (+1) 11 (+0) Soul Dart. The tardigrade targets one creature it can
see within 120 feet of it. The target must make a DC
Saving Throws Str +8, Dex +4, Con +9 16 Constitution saving throw, taking 31 (7d8) necrotic
Damage Resistances necrotic; bludgeoning, piercing, damage on a failed save, or half as much damage on a
and slashing from nonmagical attacks successful one.
Condition Immunities blinded, exhaustion
Legendary Actions
Senses blindsight 120 ft. (blind beyond this radius),
The tardigrade can take 3 legendary actions, choosing
passive Perception 11
from the options below. Only one legendary action
Languages Abyssal, telepathy 120 ft. option can be used at a time and only at the end of
Challenge 11 (7,200 XP) another creature's turn. The tardigrade regains spent
legendary actions at the start of its turn.
Legendary Resistance (3/day). If the tardigrade fails a
Capture Soul. The tardigrade chooses a dead body
saving throw, it can choose to succeed instead.
within 60 feet. If the creature died in the past 1 minute,
Magic Weapons. The tardigrade’s weapon attacks are the tardigrade pulls in the creature’s soul, which
magical. thereafter presses visibly out from the tardigrade’s
Necromantic Death and Rebirth. When the tardigrade side, and regains 10 hit points. If magic attempts to
dies, the souls trapped within it explode outward. return the creature to life while the soul is trapped in
Each creature within 20 feet of it must make a DC 16 the tardigrade, the creature must succeed on a DC 17
Constitution saving throw, taking 17 (5d6) necrotic Charisma saving throw or it fails to return to life (the soul
damage on a failed save, or half as much damage on is not trapped while the tardigrade is a cyst).
a successful one. Each creature is also exposed to the Claw. The tardigrade makes a claw attack.
soul seepage curse (page 123). This explosion destroys
Soul Dart (Costs 3 Actions). The tardigrade uses its Soul
the tardigrade’s body and leaves behind a rocky cyst
Dart.
2 feet across that weighs 1,000 pounds. The cyst is
immune to all damage and, after 1d10 days, it hatches
into a new tardigrade with all of the dead tardigrade’s

261
Fiends of the Underhell
Relentless. The tardigrade is as relentless as it is
resilient. When it sets its mind on a particular task, This six-legged creature has a rounded, rub-
it proceeds doggedly with its plan, even if it is slain bery body with no head. Each of the creature’s
over and over in the attempt. The tardigrade is not a feet ends in scythe-like claws. Screaming faces
mindless brute, however, and it learns from its past press outward from the creature’s flesh.
mistakes, changing its plans to improve its chances of
achieving its goal. Its typical approach is to doggedly
fight its way into important defensive locations or
redoubts.
Legions. The tardigrade most often appears in inva-
sions with Annwn, Cocytus, Gehenna, and Phelege-
thon fiends.

262
Fiends of the Underhell
Underhell Elemental rudimentary emotion—such as menace or grim amuse-
ment—it speaks from the enormous lips on its back.
Nightmare Whispers. The Underhell elemental’s
Rather than the common elements of air, earth, fire, massive mouth can hum tuneless noises that captivate
and water, fiendish elementals consist of far more mortals, or else utter words that distort reality and
horrifying building blocks: bone, gristle, hellfire, physically unmake itself or other allies for a short
iron, and others. The Underhell elemental is a horrid time. Creatures that are unmade become invisible
combination of these: a towering figure with a lower and can pass through solid objects and creatures with
body like a soggy flood of dripping gore and an upper effort, but can still be heard. While the Underhell
body that resembles a hunched humanoid with gangly elemental is unmade, it compulsively emits a shush-
arms and enormous, fleshy wings. These wings part ing noise. The fiends often use this invisibility to stage
across the Underhell elemental’s upper back to reveal ambushes and to gather information they can exploit
rows of shiny, perfect teeth in a leering smile: these are to bring down enemy leaders.
no ordinary wings but massive lips that burden the Legions. An Underhell elemental is usually part of
creature with their ungainly size and weight. Although the leadership of the Cocytus, Pandemonium, Sheol,
the Underhell elemental’s protruding face can express or Styx legions.

up to 1 hour, although the elemental’s whispers reveal


Underhell Elemental its own location. The invisibility ends on that creature
if the creature attacks. While invisible, the target can
Huge fiend, lawful evil
move through other creatures and objects as though
Armor Class 17 (natural armor) they were difficult terrain. The target takes 5 (1d10)
Hit Points 170 (20d12 + 40) force damage if it ends its turn inside an object.
Speed 40 ft., fly 20 ft. Actions
STR DEX CON INT WIS CHA Multiattack. The Underhell elemental makes two claw
16 (+3) 18 (+4) 14 (+2) 15 (+2) 12 (+1) 19 (+4) attacks. It then uses either Kiss or Entrancing Hum.

Skills Arcana +7, Deception +9, Persuasion +9 Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 13 (2d8 + 4) slashing damage. The target
Saving Throws Con +7, Wis +6
is grappled (escape DC 13) if it is a Large or smaller
Damage Resistances lightning; bludgeoning, piercing, creature and the Underhell elemental doesn’t already
and slashing from nonmagical attacks have two other creatures grappled.
Damage Immuni ties poison Entrancing Hum. The Underhell elemental hums a
Condition Immunities exhaustion, poisoned magical tune. Non-fiend creatures within 500 feet of
Senses darkvision 120 ft., passive Percept ion 11 the Underhell elemental that can hear the hum must
Languages Abyssal, Common, telepathy 120 ft. each succeed on a DC 17 Wisdom saving throw or be
charmed until the hum ends. The hum continues only as
Challenge 14 (11,500 XP) long as the elemental concentrates (as if concentrating
on a spell). A charmed target is incapacitated and can
Limited Magic Immunity. The Underhell elemental can’t
repeat the saving throw at the end of each of its turns,
be detected or located by spells of 5th level or lower
ending the effect on itself with a success. The charm
unless it wishes to be. It can be affected otherwise by
ends when the target is damaged or an ally uses an
spells of any level, but it has advantage on saving throws
action to shake the target. A target that successfully
against all spells and magical effects.
saves is immune to the Underhell elemental’s hum for
Magic Weapons. The Underhell elemental’s weapon 24 hours.
attacks are magical.
Kiss. The Underhell elemental kisses a creature
Whispers of Unmaking. As a bonus action, the charmed by it or that it has grappled. The target must
Underhell elemental targets up to three willing creatures make a DC 17 Charisma saving throw against this
it can see within 90 feet (which can include itself). Each magical kiss, taking 59 (10d10 + 4) psychic damage on
target becomes magically invisible for as long as the a failed save, or half as much damage on a successful
elemental concentrates (as if concentrating on a spell), one.

263
Fiends of the Underhell
Encountering Invisible Fiends Enormous flesh lips top a pillar of gore and
If a fiend made invisible by the Underhell elemental gristle. A skull-like face peeks out from under-
is encountered separately from the elemental, the neath the lips above long, clawed hands.
invisible fiend’s effective challenge rating is typically
increased by 1 if it can substantially con-
tribute to combat without attack-
ing (such as by casting spells
that don’t require attack
rolls that would break
the invisibility).

264
Fiends of the Underhell
Nephilim Engines Animated Doomgate
While the Fiend Lords of the Underhell and their The countless forces of the Underhell are difficult to
lieutenants issue orders as they see fit and command transport. In addition to sheer logistics and contend-
the infinite forces of the Underhell, they rarely have ing with the chaotic impulses of many legion leaders,
the time or interest to micromanage their forces. The the interdimensional void between the mortal world
chaos and catastrophe these forces cause require little and the Underhell resists their transit even by spells
oversight, so long as they are pointed in the right such as gate. Only once an Archlord has arrived in the
direction; to this end, the Lords of the Underhell world can the fiends enter in numbers. To bridge the
created the Nephilim Engines. The Engines serve to gap between planes, the Fiend Lords of the Underhell
create and deliver the endless masses of the Underhell created the Doomgates.
to wherever their destructive force is required. Unique. Every Doomgate is unique, with defenses
Timeless Constructs. Nephilim engines are reflecting the differing circumstances of its creation.
constructs; they do not need to eat, drink, sleep, or The most common Doomgate is a passive structure
breathe. Beyond that, they don’t experience the pas- of bone and stone that is essentially indestructible
sage of time like most works of mortal hands, and will and requires obscure magic to reliably close. Such
never erode or degrade. Doomgates are more like puzzles than creatures.

Animated Doomgate Actions


Huge construct, neutral evil Multiattack. The Doomgate makes two claw attacks.

Armor Class 17 (natural armor) Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one
target. Hit: 46 (6d12 + 7) slashing damage.
Hit Points 248 (16d12 + 144)
Speed 0 ft. Eruption (Recharge 6). The Doomgate collapses,
releasing any grappled creatures, and rises from the
STR DEX CON INT WIS CHA ground in an area within 60 feet. All creatures in the area
25 (+7) 1 (–5) 29 (+9) 16 (+3) 18 (+4) 21 (+5) must make a DC 21 Dexterity saving throw, taking 63
(10d10 + 8) bludgeoning damage on a failed save, or half
Damage Resistances damage from spells as much damage on a successful one.
Damage Immunities fire, necrotic, poison, psychic; blud-
Radiate Malignancy (Recharge 5–6). The Doomgate
geoning, piercing, and slashing from nonmagical attacks releases energy from the Underhell in a 60-foot radius.
that aren’t adamantine Each non-fiend creature in the area must make a DC 19
Condition Immunities charmed, exhaustion, frightened, Constitution saving throw, taking 21 (6d6) necrotic plus
grappled, paralyzed, petrified, poisoned, prone, re- 21 (6d6) fire damage on a failed save, or half as much
damage on a successful one. A creature that fails its
strained saving throw has its hit point maximum reduced by the
Senses darkvision 120 ft., tremorsense 60 ft., truesight amount of necrotic damage it takes.
120 ft., passive Perception 14 Summon Fiends (3/day). The Doomgate pulls forth
Languages Abyssal, Infernal, telepathy 120 ft. its choice of a rampant cacodaemon (page 229) or
Challenge 20 (25,000 XP) a flesheater underfiend (page 223) or three leering
grylluses (page 215) or five simpering maggots (page
Immutable Form. The Doomgate is immune to any spell or 209) of any legion in the nearest unoccupied space. Roll
effect that would alter its form. initiative for summoned fiends separate from the gate.
Magic Resistance. The Doomgate has advantage on
saving throws against spells and other magical effects.
Reactions
Summon Fodder. The Doomgate conjures a broken
Magic Weapons. The Doomgate’s weapon attacks are
maggot (page 205) and adds 4 to its own AC against one
magical.
attack that would hit it. To do so, the Doomgate must
Grasping Hordes. A creature that comes within within 5 see the attacker. If this makes the attack miss, it hits the
feet of the Doomgate for the first time on a turn or ends maggot instead.
its turn there must succeed on a DC 21 Strength saving
throw or be grappled (escape DC 17).
265
Nephilim Engines
(For an example of such a
Doomgate, see the one near
the climax of the adventure
The Gate of Bone on page
114.) Most Doomgates incorpo-
rate a few recognizable features of the
corpses of mortal champions, mages,
or leaders who were killed to fuel their
creation.
Active but Vulnerable. When there
are multiple Doomgates or when an
Archlord doesn’t trust fiends
as sufficient guards for passive
Doomgates, they might use fell
magic to imbue the Doomgates
with active power at the cost of
making them susceptible to certain
kinds of physical damage.
While animated Doomgates are
mostly constructed objects, some are
granted a powerful animating energy
that allows them to defend them-
selves when necessary. An animated
Doomgate can use some of its own
energy to call upon individual beings
from the Underhell to aid in its de-
fense. This effort is taxing, however,
so an animated Doomgate only
calls other creatures when neces-
sary. This energy can only be used
while an Archlord remains active
in the world; once the Archlord is
banished, the gate loses much of its
power.

This enormous stone gate bears a massive port-


cullis open to a portal of energy. The gate is cov-
ered in writhing bodies and maggots with a pair of
emaciated arms looming from atop the gate.

266
Nephilim Engines
Corpse Mother
A large mass of corpses collected into the shape
The forces of the Underhell always seek to increase of a humanoid. Bodies and body parts drop off the
their numbers. The Fiend Lords created the corpse collected mass every few seconds.
mother, a unique construct made from hundreds of
corpses, to traverse battlefields left ravaged by the
armies of the Underhell. The constructs collects the
slain bodies of the Underhell and its enemies alike,
adding them to its own body as it gathers the dead.
These gathered dead are filled with an animating ener-
gy from the Underhell and used as additional minions
in the Underhell’s tireless crusade. Corpse mothers
are not intelligent creatures: they mindlessly travel in
the wake of the forces of the Underhell to fulfill their
appointed duties, but they defend themselves with
deadly force when their work might be interrupted.

Actions
Corpse Motheviler Slam. Melee Weapon Attack: +7 to hit, reach 30 ft., one
Gargantuan construct, neutral target. Hit: 20 (3d8 + 7) bludgeoning damage.
Armor Class 15 (natural armor) Spawn Undead. The corpse mother produces its choice
Hit Points 162 (12d12 + 84) of one restless (page 151) or three human zombies or six
Speed 20 ft. shambling fragments (page 153) in unoccupied locations
within 15 feet of the corpse mother.
STR DEX CON INT WIS CHA
24 (+7) 9 (–1) 25 (+7) 1 (–5) 1 (–5) 10 (+0) Legendary Actions
The corpse mother can take 3 legendary actions,
Damage Immunities lightning, poison, psychic; bludgeon-
choosing from the options below. Only one legendary
ing, piercing, and slashing from nonmagical attacks that action option can be used at a time and only at the end of
aren’t adamantine another creature's turn. The corpse mother regains spent
Condition Immunities charmed, exhaustion, frightened, legendary actions at the start of its turn.
paralyzed, petrified, poisoned Hurl Forth (Costs 3 Actions). The corpse mother moves
Senses darkvision 90 ft. up to its speed and uses Spawn Undead.
Languages understands telepathic commands but can’t Slam. The corpse mother makes a slam attack.
speak Spawn Undead (Costs 2 actions). The corpse mother
Challenge 11 (7,200 XP) uses Spawn Undead.

Immutable Form. The corpse mother is immune to any


spell or effect that would alter its form.
Lightning Absorption. Whenever the corpse mother
is subjected to lightning damage, it takes no damage
and instead regains a number of hit points equal to the
lightning damage dealt.
Magic Weapons. The corpse mother’s weapon attacks are
magical.

267
Nephilim Engines
268
Nephilim Engines
Racked Seraph titanic engine of magical destruction. The necessary
core to activate the lattice and make the monstrosity
active is a pair of ashen angels (page 145) stretched
To get around their limited capacity for reanimating across a rack of bones and celestial wings.
celestials, Fiend Lords have taken to constructing The Fiend Lords looked upon these semi-living
golem-like monstrosities that use their feathers as a engines of pure energy and found them a perfect
focusing core. Many celestials leave their feathers to means of clearing the leftovers of a battlefield, where
mortals as symbols of hope, which fiends delight in lone heroes may rise or survivors may warn others of
subverting. Collected in great enough numbers, these the oncoming destruction of the Underhell. Although
feathers can be used to form a spiritual lattice to catch no true celestial is bound within, the engine can use
celestial power and turn it to fiendish purposes as a power not unlike theirs to eradicate lingering mortals

Racked Seraph Immutable Form. The racked seraph is immune to any


spell or effect that would alter its form.
Gargantuan construct, unaligned
Innate Spellcasting. The racked seraph’s spellcasting
Armor Class 17 (natural armor) ability is Charisma (spell save DC 19). The racked
Hit Points 203 (14d20 + 56) seraph can innately cast the following spells, requiring
Speed 20 ft., fly 90 ft. (hover) no material components:
At will: invisibility (self only)
STR DEX CON INT WIS CHA
21 (+5) 18 (+4) 19 (+4) 3/day each: dispel magic, flame strike
2 (–4) 21 (+5) 22 (+6)
1/day each: disintegrate, fire storm
Damage Resistances fire, radiant
Damage Immunities necrotic, poison; bludgeoning, Magic Resistance. The racked seraph has advantage on
saving throws against spells and other magical effects.
piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, Soul Rack. When the racked seraph kills a creature, the
creature must succeed on a DC 19 Charisma saving
poisoned, prone throw or its soul is trapped in the racked seraph until
Senses blindsight 120 ft., truesight 120 ft., passive the racked seraph releases it as a bonus action or is
Perception 15 destroyed.
Languages understands all languages but can’t speak When a creature uses Incorporeal Movement to enter
Challenge 16 (15,000 XP) the racked seraph’s space, that creature must succeed
on a DC 19 Charisma saving throw or be incapacitated
Burning Gaze. As a bonus action, the racked seraph can and have its speed reduced to 0 until it is damaged or
target one creature it can see within 30 feet of it. If the the racked seraph releases it as a bonus action. The
target can see it, the target must succeed on a DC 19 trapped creature moves with the racked seraph.
Constitution saving throw or catch fire. Until a creature
takes an action to douse the fire, the target takes 16 Actions
(3d10) fire damage at the start of each of its turns. Multiattack. The racked seraph makes two slam
Cleansing Burst (Recharge 5–6). As a bonus action, the attacks.
racked seraph can emit magical, divine energy it has Slam. Melee Weapon Attack: +10 to hit, reach 15 ft., one
trapped. Each creature within 10 feet of the seraph not target. Hit: 19 (4d6 + 5) bludgeoning damage plus 18
in its Soul Rack must make a DC 19 Constitution saving (4d8) radiant damage.
throw. The creature takes 18 (4d8) radiant damage and
is blinded until the start of the seraph’s next turn on Radiant Flame. Ranged Spell Attack: +11 to hit, range
a failed save, or takes half as much damage and isn’t 120 ft., one target. Hit: 27 (6d8) fire damage plus 27
blinded on a successful one. (6d8) radiant damage.

Cleansing Weapons. The racked seraph’s weapon Teleport (1/Day). The racked seraph magically teleports,
attacks are magical. When the racked seraph hits with along with any equipment it is wearing or carrying, up to
any weapon, the weapon deals an extra 4d8 radiant 120 feet to an unoccupied space it can see.
damage (included in the attack).

269
Nephilim Engines
after a fiendish army has moved on. They are unfeel- of the racked seraphs lead many mortals to
ing constructs, destroying all creatures they see in an believe they may have encountered salvation,
area, be they mortal or fiendish. only to find utter destruction. The Fiend Lords, of
Incorporeal Transport. Racked seraphs can carry course, revel in the cruel irony.
incorporeal undead to support fiendish efforts, includ-
ing damned soul swarms and ashen angels. They also
carry trapped mortal souls meant to be used for the A ring of dozens of large wings hangs in the air. Inside
creation of damned soul swarms, wicked magic items, the ring, a mass of bones and skulls are fused into a
or other horrific ends. lattice around a flaming, glaring eye.
Rampant Scouring. Once it is engaged in combat,
only a fourth-circle fiend or Fiend Lord can command
a racked seraph; it simply burns away all other crea-
tures it encounters. Tragically, the awe-inspiring forms

270
Nephilim Engines
Siege Dragon Engine
The Underhell understands that any world it invades
is likely to attempt the foolish act of defending itself.
In order to both break the ranks of its enemies and
also minimize their own losses, the Fiend Lords cre-
ated siege engine dragons. These dragons are golems
built from the collected corpses of dragons slain
by the forces of the Underhell. These creatures are
stripped of any free will and forced to serve the Un-
derhell directly. Once the Underhell has forged these
creatures, they provide the foundation for semi-living
fortresses.
Mobile Fortresses. The minions of the Underhell
build simple battlements, towers, and walls on the
backs of dragon engines, allowing these same min-
ions to travel securely across a battlefield. From their
defensive position, the forces are able to strike against
their enemies with ease. These constant attacks from
these forces are already a serious threat, and defending
against the Underhell becomes all but an impossibility
once an engine attacks directly.

This large, wingless, gray dragon has battlements


and siege weapons bristling across its back. Doz-
ens of little fiends crawl about up there, aiming the
weapons and taking defensive positions among the
battlements.

271
Nephilim Engines
Siege Dragon Engine must succeed on a DC 18 Strength saving throw or be
knocked prone.
Gargantuan construct, neutral evil
Tail. Melee Weapon Attack: +10 to hit, reach 20 ft., one
Armor Class 18 (natural armor) target. Hit: 20 (3d6 + 10) bludgeoning damage.
Hit Points 390 (20d20 + 180) Deploy Troops (3/Day). The engine kneels, depositing one
Speed 50 ft., climb 50 ft. shining gryllus (page 217) and two simpering maggots
(page 209) at an unoccupied location within 20 feet. Roll
STR DEX CON INT WIS CHA initiative (+0 modifier) for the group, which has its own
30 (+10) 12 (+1) 28 (+9) 9 (–1) 20 (+5) 26 (+8) turns.
Damage Immunities poison; bludgeoning, piercing, and Poison Breath (Recharge 6). The engine exhales poison
slashing from nonmagical attacks that aren’t adamantine gas in a 120-foot cone. Each creature in that area must
Condition Immunities charmed, exhaustion, frightened, make a DC 25 Constitution saving throw, taking 66 (19d6)
poison damage on a failed save, or half as much damage
grappled, paralyzed, petrified, poisoned on a successful one.
Senses blindsight 60 ft., darkvision 120 ft., passive Per-
Trample. The engine moves up to its speed. It can move
ception 15 through the spaces of Huge and smaller creatures. It
Languages understands telepathic commands but can’t can make one claw attack against each creature whose
speak space it enters during this movement. It cannot attack a
Challenge 22 (41,000 XP) particular creature more than once during this movement.

Battlements. Maggots and grylluses fight from the narrow Legendary Actions
battlements on the siege dragon engine’s back, mostly The siege dragon engine can take 3 legendary actions,
behind arrow slits and other forms of cover that render choosing from the options below. Only one legendary
attacking them directly ineffective until the engine is action option can be used at a time and only at the end
reduced to 0 hit points and destroyed. At that point, most of another creature's turn. The engine regains spent
of the fortifications collapse and any remaining uses of the legendary actions at the start of its turn.
engine’s Deploy Troops action determine what creatures
Ballista Barrage. The engine’s crew fire mast-sized bolts
remain on the dragon’s back; these survivors have only
upon all enemies in a 20-foot-radius sphere centered on
half cover atop the engine’s ruins.
a point the engine can see within 120 feet. Each creature
Immutable Form. The siege dragon engine is immune to in that area must make a DC 16 Dexterity saving throw,
any spell or effect that would alter its form. taking 16 (3d10) piercing damage on a failed save, or half
Legendary Resistance (3/day). If the engine fails a saving as much damage on a successful one.
throw, it can choose to succeed instead. Bark Volley. Gryllus crew bark at all creatures in a 10-foot-
Magic Resistance. The engine has advantage on saving radius sphere centered on a point the engine can see
throws against spells and other magical effects. within 120 feet. Each creature in the area must succeed
on a DC 16 Strength saving throw or take 14 (4d6)
Magic Weapons. The engine’s weapon attacks are thunder damage and be knocked prone.
magical.
Cage Drop. The engine’s crew drop iron cages on up
Siege Monster. The engine deals double damage to to two Medium or smaller creatures within 10 feet of
objects. the engine. Each creature must succeed on a DC 16
Dexterity saving throw or be restrained by the cage until
Actions the cage is opened or lifted. A creature can lift the cage
Multiattack. The siege dragon engine makes three with a successful DC 16 Strength (Athletics) check as an
attacks: one bite attack and two claw attacks. action. The cage’s lock can be opened as an action with
Bite. Melee Weapon Attack: +10 to hit, reach 20 ft., one a successful DC 16 Dexterity (thieves’ tools) check. The
target. Hit: 29 (3d12 + 10) bludgeoning damage. cage door can be attacked and destroyed (AC 19, 18 hp,
immunity to poison and psychic damage, resistance to
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one acid damage).
target. Hit: 23 (3d8 + 10) slashing damage and the target
Tail Attack. The engine makes a tail attack.

272
Nephilim Engines
273
Nephilim Engines
274
Nephilim Engines
275
Fiend Lords
Fiend Lords
The hordes of the Underhell obey ancient fiends called fiend lords, of which there are two tiers: lesser fiend lords
and Archlords. The Archlords are archfiends in their own right, while lesser lords are rarely seen but potent gen-
erals above the might of fourth-circle fiends. The fiends serve out of slavish devotion to the fiend lords’ perfect
evil and out of desperate fear of their power.
Force of Utter Destruction. A fiend lord is not a passive figurehead during an invasion. It brings the horrific
reality of the Underhell into the mortal realm, distorting reality and ravaging the land. During an invasion, most
fiend lords move about, consolidating power so that the beachhead of the Doomgate can ultimately be used to
drag the whole world into the Underhell and all its spoils and souls can be claimed.
The Climactic Battle. For many reasons, an Archlord is a climactic encounter of a Planet Apocalypse campaign,
always fought at the end of a harrowing adventure and usually as the final fight. However, the archfiend’s pres-
ence should be felt earlier, as its aura influences the terrors that spread with the invasion and its orders are echoed
by its many servitors.
As GM, you will probably be best served by choosing an Archlord that will be of a challenge rating about five
higher than the level at which you intend the campaign to end. However, if your group proves unusually effective
in fights that you expected to be deadly based on challenge rating, you should adjust the difficulty of the Archlo-
rd accordingly or give the Archlord a few minions to make it more dangerous. You could also accelerate your
plans and have the PCs face the Archlord before they have reached a level where they will win handily, then later
send them against an even more powerful Archlord who was behind the invasion all along.
Client of a Fiendish Legion. Fiend lords do not directly maintain fiendish legions; instead, each lord makes
temporary alliances with a fiendish legion to serve it during a specific invasion or for a specific purpose in the
Underhell. The legion serves any given lord only so long as its members fear the lord and receive rewards for

276
Fiend Lords
service (such as access to mortal worlds to pillage). Archlord safe from those few attackers able to hurt it.
Legions constantly feud with each other, so a lord If this Archfiend is slain or banished, the magic hold-
generally uses only one on any given mission or in a ing the armies in the material world weakens, and
particular area during an invasion and might occa- most of the invading force is instantly banished.
sionally use only one for an entire invasion. Doomgates. Each Archlord requires its own
A lord is more than willing to break its arrangement Doomgate to enter the material world. As long as the
with one legion in order to recruit another in response gate exists, the Archlord can’t be banished from the
to fiendish political strife, a better offer by another Material Plane by magic. Only the utter destruction
legion, or simply recognizing when a particular legion of its physical form can banish the Archlord while its
has failed to deal with pesky adventurers. Usually, gate exists. Destroying the gate makes the Archlord
when a lord breaks its arrangement with one legion to susceptible to magic like the banishment spell but
make a pact with another in the midst of an invasion, doesn’t otherwise weaken it.
most of the old legion’s members must either turn Banishment. Reducing an Archlord on the mate-
their allegiance to the new legion or be immediately rial plane to 0 hit points destroys its physical form
banished and replaced by similar fiends from the new but does not truly end its existence. Its physical form
legion in the same approximate locations. unravels into loose ribbons of flesh and stray bones
Recurring Foe. Some fiend lords can be taken that quickly dissolve, leaving behind anything it was
down with hit-and-run tactics when heroes damage wearing or carrying. The Archlord is truly banished
the lord, then depart to rest and engage again later. to the Underhell, where it will eventually reconstitute
With this approach, consider offering the party a into a physical fiend again and potentially be able to
chance to face the lord with minimal minions. This return to the world through another Doomgate. Only
should occur when the party’s average level is about by slaying an Archlord in the Underhell can the fiend
six to eight levels lower than the lord’s challenge be finally and truly destroyed.
rating, and the PCs should be aware both that it is Banishing the physical form of an Archlord un-
possible to flee and where they must go to do so. hinges from reality the entire legion that followed it.
A good way to set this expectation is for a scholar The bulk of the fiendish legion is instantly banished
of the occult, discovered text, or divine messenger to along with the Archlord.
ask the party to retrieve an item guarded by the fiend Crowns of the Underhell. Most Archlords wear
lord, explaining that staying to fight would be tanta- one or more Crowns of the Underhell (page 39) which
mount to suicide. The players may uncover the key levitate above their heads and help them maintain
lore about the fiends that they don’t heal in the mortal the interdimensional anchor required to allow an
world: emphasizing this fact can help players make entire invading fiendish army into the mortal world.
informed strategic choices. A crown can’t be removed from an Archlord with 1
Treat a damaged lord as 1 challenge rating weaker or more hit points, because its magic is fused into
for every 90 hit points it is missing when building an the Archlord’s being as part of that Archlord’s unique
encounter. capabilities. Additionally, the Archlord can’t employ
XP Upon Retreat. Like all denizens of the Under- the crown’s typical powers while using it this way.
hell, a fiend lord doesn’t regain hit points on its own.
If the party retreats after significantly damaging a The Archlord’s Shadow
fiend lord but without killing it, award them partial An Archlord casts a pall over the whole region it
XP: one fifth of its XP total when the PCs reduce its occupies, the effects of which can vary depending
hit points by 90, another fifth when they reduce it to on which Archlord is present. This is similar to the
half its maximum or below, and the remainder when regional effects of other legendary creatures, but an
they finally defeat it. Archlord’s Shadow takes effect instantly. The Archlo-
rd’s Shadow typically extends at least 6 miles from
Archlords the Archlord and lingers for at least 1 day after the
Archlord moves on, depending on the specific Archlo-
rd involved.
The most dangerous fiends of all are the Archlords. Nether Hellscape. The essence of the Underhell
An Underhell invasion usually boasts a single Archlo- bleeds into the world around an Archlord. When a
rd at its head, but the most terrible fiendish invasions beast or humanoid starts its turn inside the Shadow
might be led by more than one. The power of an for the first time, it must succeed on a DC 15 Cha-
Archlord is necessary to anchor Underhell armies risma saving throw or gain 2 levels of exhaustion
in the material world, so an invasion must keep the from the shock of being exposed to corrosive

277
Fiend Lords
evil energies. Such creatures are usually quickly picked area. Although it rarely comes up during the frenzy of
off by the Archlord or its minions. The corpse of any an invasion, living creatures don’t need sleep and don’t
humanoid that dies in the Shadow transforms into a age in the Archlord’s Shadow either. The effect of this
void maggot (page 203) 1d10 days later. A creature timelessness on objects is minimal. All other spells
within 90 feet of a creature with the Sanguine Ward and effects dependent on the passage of time work
(page 118-9) need not attempt the saving throw until normally.
they are farther than 90 feet from the Sanguine Ward Temporal Boundary. Time passes differently
and within the Archlord’s Shadow. within the Archlord’s Shadow. When a creature leaves,
Ravaged Lands. Each Archlord’s Shadow twists they find that only 1 round has passed for every 1
the material plane to resemble the horrible Underhell minute they were within the Shadow. Attacks and
realm from which the Archlord came. Traps, hazards, spells—even spells of unlimited range such as dream
diseases, and curses permeate the area of an Archlord’s and teleport—can’t pass through the edge unless they
Shadow (see the Ravaged Lands section on page 122). can normally travel between planes of existence. Gate,
Lands remain ravaged after the Archlord’s Shadow sending, and plane shift work into and out of the
leaves, with the effects on the environment ending Archlord’s Shadow as if it were its own plane. This
only after the Archlord leaves the world or is ban- boundary limits the Archlord, its fiends, and other
ished. creatures.
Timeless. Since the physical passage of time is No Long Rest. The timeless nature of the shadow
muted in the Underhell, bodies do not feel time pass also means that finishing a long rest grants no benefit
in the Archlord’s Shadow. Diseases and poisons don’t beyond what is typical for a short rest. A creature
progress more than once while within an Archlord’s must spend the entire long rest outside the Archlord’s
Shadow; subsequent saving throws are made against Shadow to gain its full benefits.
them and time does not accrue toward their fixed du-
rations or milestones. Similarly, creatures don’t regain Shadow Actions
or lose hit points at regular intervals (such as from In a manner similar to lair actions, an Archlord can
fiendish wounds or catching on fire). Such effects have draw upon its Shadow to take shadow actions. On
their initial effect and can take hold, but they get no initiative count 20 (losing all ties), it can use one of its
worse or better from the passage of time until their shadow action options. It can’t do so while incapaci-
target is removed from the Archlord’s Shadow. For ex- tated or otherwise unable to take actions. If surprised,
ample, a creature that catches fire still takes the initial it can’t use one until after its first turn in the combat.
damage and is wreathed in flames, but the flames do
not substantially harm it again until it leaves the

278
Fiend Lords
Saving Throws
Lesser Fiend Lords The avatar is not proficient in any saving throws.
and Avatars It makes saving throws using only the appropriate
ability modifier.
Lesser fiend lords and avatars are powerful fiends who
serve as favored generals, second-in-command, decoys Skills
for would-be heroes, and defenders of an Archlord’s Use the avatar’s skill modifiers, not those listed under
greatest treasures. Lesser fiend lords do not rely on the the Archlord.
organization of legions to protect themselves. Howev-
er, they lack the power to breach the walls of reality or Challenge Rating
cast an Archlord’s Shadow the way an Archlord can. The avatar’s challenge rating is always lower than the
No more common than true Archlords, lesser fiend Archlord’s, although how much lower varies.
lords are rare enough that some Underhell invasions
include none at all. Attack Rolls
Independent lesser lords generally work for
Archlords in a bid to learn their secrets and ascend to The avatar’s attacks, including all weapon attacks and
Archlord status as well. While betrayal does happen, spell attacks, have a lower modifier than the Archlo-
such as lesser lords stealing from and backstabbing rd’s have. The attacks deal the same damage and have
each other and Archlords who slip up by trusting the same effects unless noted otherwise.
their advisers too much, it is almost never during an
invasion. Invasion is a unique circumstance where all Save DCs and Check DCs
fiends depend on the Archlord for the continued abil- The avatar’s spells and actions that allow a saving
ity to pillage the mortal world, so nearly all archfiends throw or ability check generally have a lower save DC
show absolute loyalty to the Archlord. than the Archlord’s have, as appropriate for its lower
Avatars. Archlords sometimes create avatars, which proficiency bonus.
are temporary, separate creatures with the same desires
and goals as the Archlord. Such a creature is similar Legendary Actions
to the Archlord’s own self, but has power akin to a The avatar can take only two legendary actions, rather
lesser fiend lord. These avatars allow Archlords to be than three.
in multiple places at once and engage dangerous foes
in battle without risking their own physical forms.
Creating an avatar is a taxing process, so typically an
Archlord can only create one during an invasion.
Avatars as Lesser Fiend Lords. All fiend lords in
this book are presented alongside modification to use
them as lesser lords or avatars. You can simply take
the avatar of one of the Archlords in this text and
introduce it as a lesser lord without the full Archlord
version involved in the story.
Creating an Avatar. An avatar has much the same
stats as the Archlord that created it, with the follow-
ing changes. They can also have other differences, at
your discretion.

Archlord’s Shadow
The avatar has no Archlord’s Shadow and can’t take
shadow actions.

Hit Points
The avatar has fewer Hit Dice and fewer hit points
than the Archlord.

279
Fiend Lords
the legion he leads. As long as they are
Argus within the Shadow, Argus can use a bonus
action to see what they see until the start of his
Lord Argus the Omniscient draws his power from that next turn.
evil which is performed without reservation. He bides If Argus moves farther than 6 miles away, these
his time and watches eagerly to gather as much infor- effects disappear over the course of 1d10 days. Eyes
mation as possible before acting against an enemy. He Everywhere ends only 1d10 days after he dies or is
sells to other Archlords information that he doesn’t banished.
think can be used against him.
Lord Argus finds holes into reality near acts of utter
depravity. He also discovers them in proximity to Argus in Combat
those who choose to perform great acts of selfish cru- Argus uses his magical insight and telepathy to coordi-
elty without even a hint of regret. As a result, he often nate his minions in brutally efficient strikes more pre-
creates Doomgates to consume evil rulers, generals, cisely choreographed than any dance. Argus is rarely
mass murderers, slavers, and other infamous individ- encountered without at least one underfiend to defend
uals, typically near a seat of great of government or him. To make best use of his Omniscient Decree trait,
other location where all mortal leadership in a region he readily conjures underfiends to replace any that die.
can be immediately wiped out. Then Argus uses all
the means of information gathering at his disposal to
slowly and methodically eradicate potential points of Argus’s Avatar
resistance or reprisal from the most dangerous threat
to the least. He enjoys using blackmail to control Argus’s avatar has no Archlord’s Shadow and no
particularly tenacious mortals. shadow actions. It has the following changed statistics;
Crowns. Lord Argus wears three crowns of the all statistics, traits, actions, reactions, and legendary
Underhell. actions not listed are the same as those of Argus.
Legions. Lord Argus typically allies with the An-
nwn, Pandemonium, Sheol, or Tartarus legions. Hit Points 172 (15d12 + 75)
Saving Throws —
Argus’s Shadow Skills Arcana +12, Perception +11
Argus’s presence causes the world to become brittle, Senses truesight 300 ft., passive Perception 21
violent, and ever more dangerous. Challenge 18 (20,000 XP)

Regional Effects Innate Spellcasting. Spell save DC 20

Argus’s presence causes all the following magical Actions


effects when he comes within 6 miles. Multiattack. Argus’s avatar makes two attacks.
✼ Eyes Everywhere. Fleshy ground (page 126) Melee Weapon Attack: +13 to hit; save DC 21
spreads across the land and remains indefinitely
after Argus’s departure, fading only after he is Ranged Spell Attack: +12 to hit
banished from the world completely. Every patch Legendary Actions
features an eye of varying size and origin. As a
bonus action, Argus can see through one of these Argus’s avatar can take only 2 legendary actions.
eyes until the start of his next turn.
✼ H orrific Revelations. Overwhelming truths
crowd into the minds of spellcasters. Whenever
a non-fiend creature casts a divination spell in
the region, it must succeed on a DC 15 Wisdom
saving throw to shut out these glimpses or take 11
(2d10) psychic damage and become frightened of
fiends until it finishes a short or long rest.
✼ S  pies. Basilisks, medusas, and other creatures with
ocular powers are drawn to Argus’s Shadow and
corrupted, gaining a corruption trait matching

280
Fiend Lords
Lord Argus saving throw or be moved up to 10 feet in the
direction of Argus’s choice.
Huge fiend, neutral evil Oppressive Glare. Ranged Spell Attack: +14 to hit,
Armor Class 16 (natural armor; 21 with shield) range 90 ft., one target. Hit: 16 (3d6 + 6) psychic
damage.
Hit Points 264 (23d12 + 115)
Speed 30 ft. Reactions
STR DEX CON INT WIS CHA Shield. Argus can innately cast shield.
25 (+7) 20 (+5) 21 (+5) 23 (+6) 20 (+5) 17 (+3)
Legendary Actions
Saving Throws Con +13, Int +14, Wis +13, Cha +11 Argus can take 3 legendary actions, choosing from
Skills Arcana +14, Perception +13 the options below. Only one legendary action option
Damage Vulnerabilities radiant can be used at a time and only at the end of another
Damage Resistances bludgeoning, piercing, and creature's turn. Argus regains spent legendary actions
at the start of his turn.
slashing from nonmagical attacks
Condition Immunities blinded, charmed, exhaus- Claw. Argus makes a claw attack.
tion, frightened, incapacitated, paralyzed, petrified, Oppressive Glare. Argus makes an oppressive glare
stunned, unconscious attack.
Senses truesight 300 ft., passive Perception 23 Cast a Spell (Costs 2 Actions). Argus casts a spell
Languages Abyssal, Infernal, telepathy 300 ft. from his Innate Spellcasting list.
Challenge 25 (75,000 XP) Conjure Underfiend (Costs 2 Actions). Argus
summons a bonestrike underfiend (page 221) at a
All-Knowing. Argus can’t be surprised and has point he can see within 60 feet. Roll initiative for the
advantage on initiative rolls. underfiend, which has its own turns. The underfiend
disappears when reduced to 0 hit points, or when
Innate Spellcasting. Argus’s spellcasting ability is
Argus dies or uses this action again.
Intelligence (spell save DC 22). Argus can innately
cast the following spells, requiring no material Shadow Actions
components:
On initiative count 20 (losing initiative ties), Argus
At will: eyebite, scrying, sending, shield takes a Shadow action to cause one of the following
Legendary Resistance (3/day). If Argus fails a saving effects.
throw, he can choose to succeed instead. Blurred Flesh. All surfaces within a 30-foot-radius
Numerous Eyes. Argus has advantage on Wisdom sphere centered on a point Argus can see become
(Perception) checks that rely on sight. fleshy ground (page 126). While Argus is within 5 feet
of such a surface, he melds partially into the surface
Omniscient Decree. Argus and fiends communicating
and has half cover. He can move into the squares of
with him telepathically have advantage on attack rolls
enemies as long as the path he follows is along the
to hit creatures within 5 feet of any of them and don’t
fleshy ground. While melded into the fleshy ground,
provoke opportunity attacks for leaving the reach of
he can make kick attacks as if he were at any location
creatures Argus can see.
within the same patch of fleshy ground. He can make
Actions a kick attack immediately after using this action. The
surface reverts when Argus dies or uses this action
Multiattack. Argus makes three attacks: either one again.
kick and two claws or three oppressive glares.
Smoke-Veiled Fiends. A plume of smoke heavily
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., obscures a 20-foot cube centered on a point Argus
one target. Hit: 20 (3d8 + 7) slashing damage. can see within 150 feet. One bonestrike underfiend
Kick. Melee Weapon Attack: +15 to hit, reach 10 ft., (page 221), three preening grylluses (page 213), or
one target. Hit: 23 (3d10 + 7) bludgeoning damage six howling maggots (page 207) appear inside. Roll
and the target must succeed on a DC 23 Strength initiative for the fiends as a group, which has

281
Fiend Lords
its own turns. The smoke vanishes at that initiative
count. The fiends disappear only when reduced to 0
hit points.
The Walls have Eyes. Eyes open
across all surfaces in a 30-
foot cube centered on a point
Argus can see within 150 feet.
The surfaces count as allied
creatures for the purpose
of his Omniscient
Decree. When the eyes
appear, one makes
an Oppressive
Glare attack as
if it were Argus.
Argus can see
from these eyes
and can use his
Oppressive Glare
and eyebite as
if he was at any
point on the
surface. The
eyes disappear
when Argus
dies or uses this
action again.

This towering, hooved fiend has


eyes all over his body and bulg-
ing from a growth on his chest.
One protruding eye, far too large
for his giant head, is skewered
upon his long, forked tongue.

282
Fiend Lords
Asmod in Combat
Asmod Lord Asmod prefers not to fight his own fights. He
seizes control of any potential minion as soon as com-
Lord Asmod embodies careless overindulgence, willful
negligence, and use of pleasure as a weapon of evil. bat begins and uses that creature to get in the way of
His domain in the Underhell is filled with all sorts of and dispatch attackers as quickly as possible.
hedonistic pleasures twisted to evil and cruelty. Other
Archfiends pay him in souls and magic artifacts to
give them access to his pleasure palaces for even short Asmod’s Avatar
spans of time.
This Archlord’s invasion most likely erupts from Asmod’s avatar has no Archlord’s Shadow and no
societies overrun with gambling or other forms of shadow actions. He has the following changed
reckless hedonism, especially pleasures derived from statistics; all statistics, traits, actions, reactions, and
or despite the suffering it causes others. Lord Asmod legendary actions not listed are the same as those of
sends his forces to collect all the sights and sounds Asmod.
and pleasant distractions of the mortal world, which
he locks away in horrific vaults for the amusement of Hit Points 147 (14d10 + 70)
fiends. Saving Throws —
Crowns. Lord Asmod wears two crowns of the Skills Arcana +8, Perception +10
Underhell.
Senses darkvision 300 ft., truesight 120 ft., passive
Legions. Asmod typically allies with the Dis, Lethe,
Perception 20
and Phlegethon legions.
Challenge 16 (15,000 XP)

Asmod’s Shadow Gaze of Temptation. Save DC 18


Asmod’s presence causes the world to become unpre- Innate Spellcasting. Spell Save DC 18, +10 to hit with
dictable but not obviously corrupted. spell attacks

Regional Effects Actions


Asmod’s presence causes all of the following magical Melee Weapon Attack: +10 to hit
effects when he comes within 6 miles. Lightning Breath (Recharge 5–6). Save DC 18
✼ Fog of Fear. Fog of fear (page 126) floats through Legendary Actions
the region.
Asmod’s avatar can take only 2 legendary actions.
✼ H edonists. Goblins, wereboars, evil satyrs, evil
bards, and other evil creatures who love to gamble
and carouse are drawn to Asmod’s Shadow and
corrupted, gaining a corruption trait matching the This bull-like monster has ten, tusked, crocodile-like
legion he leads. heads emerging from his shoulders on either side of
✼ Wasting Beneath Illusions. The world twists a human-like mouth the size of a small wagon. High
and erodes under Asmod’s influence, but illusions atop the tower of heads on each shoulder sits a grin-
make it seem like nothing is amiss after Asmod’s ning humanoid head, each with a tall brass crown.
departure, fading only after he is banished from He reeks of cheap swill.
the world completely. Food gathered from the
area offers no nourishment but tastes delicious.
Anyone who tastes it must succeed on a DC 15
Charisma saving throw or be overwhelmed by its
flavor, becoming poisoned upon eating other food
until finishing a long rest. This is a curse that ends
only when the creature is subjected to remove curse
or similar magic.
If Asmod moves farther than 6 miles, these effects dis-
appear over the course of 1d10 days. The Fog of Fear
ends only 1d10 days after he dies or is banished.

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Fiend Lords
Lord Asmod Magic Resistance. Asmod has advantage on saving
throws against spells and other magical effects.
Large fiend, chaotic evil
Actions
Armor Class 18 (natural armor)
Multiattack. Asmod makes four attacks: one bite, one
Hit Points 231 (22d10 + 110) kick, and two with his horns.
Speed 30 ft., climb 30 ft., swim 30 ft.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 16 (2d10 + 5) piercing damage and the
21 (+5) 14 (+2) 21 (+5) 17 (+3) 21 (+5) 20 (+5) target is grappled (escape DC 15). Until the grapple
ends, the target is restrained and Asmod can’t bite
Saving Throws Con +12, Wis +12, Cha +12 another target.
Skills Arcana +10, Perception +12 Horn. Melee Weapon Attack: +12 to hit, reach 10 ft.,
Damage Resistances fire, lightning, poison, psychic; one target. Hit: 12 (2d6 + 5) piercing damage.
bludgeoning, piercing, and slashing from nonmagical Kick. Melee Weapon Attack: +12 to hit, reach 5 ft., one
attacks target. Hit: 14 (2d8 + 5) bludgeoning damage.
Condition Immunities blinded, charmed, deafened, Lightning Breath (Recharge 5–6). Asmod exhales
exhaustion, frightened, incapacitated, paralyzed, lightning in a 90-foot line that is 5 feet wide. Each
petrified, stunned creature in that line must make a DC 20 Dexterity
Senses darkvision 300 ft., truesight 120 ft., passive saving throw, taking 35 (10d6) lightning damage on a
failed save, or half as much damage on a successful
Perception 22
one.
Languages Abyssal, Infernal, telepathy 300 ft.
Challenge 21 (33,000 XP) Legendary Actions
Asmod can take 3 legendary actions, choosing from
Gaze of Temptation. Asmod’s crowned heads can the options below. Only one legendary action option
each see into the minds of creatures and offer them can be used at a time and only at the end of another
their hearts’ desires. As a bonus action, Asmod peers creature's turn. Asmod regains spent legendary
at all enemy creatures within 150 feet that he can actions at the start of his turn.
see. Each target must make a DC 20 Wisdom saving
throw. On a failed save, they cannot make opportunity Cast an Effortless Spell. Asmod casts a spell from his
attacks against Asmod until the start of Asmod’s next Innate Spellcasting list that is available at will.
turn. In addition, the creature that had the lowest Horn. Asmod makes a horn attack.
result (breaking ties randomly) is charmed by Asmod
until the start of Asmod’s next turn. While charmed, Cast an Illusion (Costs 3 Actions). Asmod casts
the creature must follow Asmod’s orders to the best of hypnotic pattern or mirage arcane, expending a use as
its ability (aside from orders simply to harm itself). If normal.
the lowest result still exceeds the DC, the creature is Shadow Actions
instead incapacitated until the start of Asmod’s next
turn instead of charmed. On initiative count 20 (losing initiative ties), Asmod
takes a Shadow action to cause one of the following
Innate Spellcasting. Asmod’s spellcasting ability effects.
is Charisma (spell save DC 20, +12 to hit with spell
attacks). Asmod can innately cast the following Fog of Fear. Fog of fear (page 126; save DC 18)
spells as an 18th-level caster, requiring no somatic or appears, filling a 20-foot cube centered on a point
material components: Asmod can see within 120 feet. The fog disappears
when Asmod dies or uses this action again.
At will: charm person, dispel magic, vicious mockery
Rain of Wine. Wine falls in a 20-foot-radius, 90-foot-
3/day each: hypnotic pattern, mirage arcane high cylinder rising from a point Asmod can see within
1/day: prismatic spray 120 feet. The area is lightly obscured difficult terrain.
Legendary Resistance (3/day). If Asmod fails a A non-fiend creature that starts its turn inside or
saving throw, he can choose to succeed instead. enters for the first time on a turn must succeed on a

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Fiend Lords
DC 18 Constitution saving throw or be poisoned until
it leaves Asmod’s Shadow. While it is poisoned, it
has disadvantage on Intelligence and Wisdom saving
throws. The rain disappears when Asmod dies or uses
this action again.
Storm of Souls. Intangible damned souls howl and
shriek through a 20-foot-radius sphere centered on
a point Asmod can see. Hiding creatures can’t be
located by sound in the area. A non-fiend creature
that starts its turn in the area or enters the area for
the first time on a turn is
exposed to soul seepage
(page 123; save DC 18)
and feels the effects
immediately if it fails its
save. The souls vanish
when Asmod dies or
uses this action again.

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Fiend Lords
a creature uses its action to douse the
Baphomet flames, the burning creature takes 1d10
fire damage at the start of each of its turns.
Lord Baphomet is a creature of extraordinary paranoia A creature that catches hellfire is exposed to the
and possessiveness. He vacillates between brooding psychic inferno curse (page 122).
in well-defended fortifications for years on end and ✼ Underhell on Earth. Fleshy ground (page 126)
recklessly lashing out at perceived threats to his power. slowly replaces the mortal terrain, pocked with
Of all Archlords, he most eagerly seizes upon any boilpits, flame geysers, and suffocating ash pits.
opening into the mortal world, for he is convinced
that mortals will come to assault him in the Underhell If Baphomet moves farther than 6 miles away, these
if he does not conquer them first. This paranoia has effects disappear over the course of 1d10 days. The
won him many battles, but his mistrust of allies has hellfire ends only 1d10 days after he dies or is ban-
also resulted in him being defeated and banished from ished.
mortal worlds more often than any other Archlord.
He is, at heart, a thief, usurper, and jealous tyrant. Baphomet in Combat
Anyone who allows their fear and anxiety to over-
whelm their morality can become a vessel for Lord Lord Baphomet is partially embedded in a magical-
Baphomet’s influence. He takes a special perverse joy ly mobile wall that serves as a conduit for fiendish
in creating a Doomgate out of those who learn the power. The wall can be attacked separately, and clever
nuances of evil magic in order to fight evil. During an heroes may determine that destroying the wall weak-
invasion, he hoards the treasures of mortals, especially ens Baphomet.
items capable of thwarting him, and seeks the most
impressive fortifications to hold in between violent
and sudden expansions of the front lines.
Baphomet’s Avatar
Crowns. Lord Baphomet wears one crown of the
Baphomet’s avatar has no Archlord’s Shadow and
Underhell.
no Shadow actions. It has the following changed
Legions. Baphomet typically allies with the Ache-
statistics; all statistics, traits, actions, reactions, and
ron, Dis, Styx, and especially Annwn and Phlegethon
legendary actions not listed are the same as those of
legions.
Baphomet.

Baphomet’s Shadow Hit Points 184 (16d12 + 80)


Baphomet’s presence causes the world to seethe with Saving Throws —
hellfire and grow fleshy like the Underhell. Skills Arcana +9, Perception +8
Senses tremorsense 300 ft., truesight 120 ft., passive
Regional Effects
Perception 18
Baphomet’s presence causes all of the following magi-
Challenge 14 (11,500 XP)
cal effects when he comes within 6 miles.
✼ Pall of Possessiveness. Creatures in the region Innate Spellcasting. Spell save DC 17, +9 to hit with
have the flaw “I don’t share resources that could spell attacks
help me, however unlikely it is that I should need Wall. 45 hit points
them.”
✼ Ravaged by Hellfire. Hellfire spreads across the
Actions
land and remains indefinitely after Baphomet’s Melee Weapon Attack: +10 to hit
departure. Flammable structures and plants in Hellfire Breath (Recharge 4–6). Save DC 18
the area remain aflame indefinitely, crumbling
but never burning up. A non-fiend creature that Legendary Actions
comes within 5 feet of the hellfire for the first time Baphomet’s avatar can take only 2 legendary actions.
on a turn or starts its turn there must succeed on
a DC 15 Dexterity saving throw or take 5 (1d10)
fire damage and 4 (1d8) necrotic damage and
catch fire. Although painful, being on fire doesn’t
deal further damage if the creature is in Baphom-
et’s Shadow. When not in the Shadow, until

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Fiend Lords
Lord Baphomet Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 21 (3d10 + 5) piercing damage and, unless
Huge fiend, lawful evil Baphomet’s wall has been destroyed, 5 (1d10) fire
damage. If the target is a creature, it is grappled (escape
Armor Class 17 (natural armor) DC 15). Until the grapple ends, the target is restrained.
Hit Points 218 (19d12 + 95)
Hooves. Melee Weapon Attack: +11 to hit, reach 5
Speed 25 ft., burrow 25 ft. ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage
STR DEX CON INT WIS CHA and, unless Baphomet’s wall has been destroyed, 5
(1d10) fire damage and the target catches fire (as
21 (+5) 18 (+4) 21 (+5) 18 (+4) 16 (+3) 19 (+4)
described in Ravaged by Hellfire). If the target is a
Saving Throws Str +11, Wis +9, Cha +10 creature, it must succeed on a DC 19 Strength saving
Skills Arcana +10, Perception +9 throw or be knocked prone.
Damage Immunities fire Hellfire Breath (Recharge 4–6). Baphomet exhales
Condition Immunities charmed, exhaustion, fright- infernal fire in a 60-foot line that is 5 feet wide.
Each non-fiend creature in that line catches fire (as
ened, paralyzed, petrified, stunned
described in Ravaged by Hellfire) and must make a
Senses tremorsense 300 ft., truesight 120 ft., passive DC 19 Dexterity saving throw, taking 26 (4d12) fire
Perception 19 damage and 26 (4d12) necrotic damage on a failed
Languages Abyssal, Infernal, telepathy 300 ft. save, or half as much damage on a successful one.
If Baphomet’s wall is destroyed, this attack deals 18
Challenge 17 (18,000 XP)
(4d8) fire damage and 18 (4d8) necrotic damage on
Innate Spellcasting. Baphomet’s spellcasting ability a failed save, or half as much damage on a successful
is Charisma (spell save DC 18, +10 to hit with spell one.
attacks). Baphomet can innately cast the following
spells as a 17th-level caster, requiring no somatic or
Legendary Actions
material components, so long as he has his wall: Baphomet can take 3 legendary actions, choosing
from the options below. Only one legendary action
At will: sacred flame (half the damage is necrotic)
option can be used at a time and only at the end of
3/day each: flame strike, wall of fire another creature's turn. Baphomet regains spent
1/day: incendiary cloud legendary actions at the start of his turn.
Legendary Resistance (3/day). If Baphomet fails a Cantrip. Baphomet casts sacred flame.
saving throw, he can choose to succeed instead. Kick. Baphomet makes an attack with his hooves.
Wall. Baphomet’s body is embedded in a magical wall Cast a Spell (Costs 2 Actions). Baphomet casts a
that moves with him. While Baphomet has his wall, spell from his Innate Spellcasting list, expending a use
he can’t be moved, grappled, poisoned, or knocked as normal.
prone by any other creature or force.
Upon hitting Baphomet with an attack, an attacker
Shadow Actions
can choose to hit the wall instead. The wall has 90 On initiative count 20 (losing initiative ties),
hit points and immunity to fire, poison, and psychic Baphomet takes a Shadow action to cause one of the
damage. When Baphomet is included in a spell or following effects.
effect that deals damage in an area, he can choose to Land of Paranoia. A 20-foot-radius area becomes
apply the damage to himself or to his wall. If the wall is fleshy ground (page 126) that radiates hellish
destroyed, Baphomet’s attacks deal less damage and thoughts. Whenever a creature moves through an
he can no longer cast innate spells. ally’s space on the fleshy ground, that ally must
succeed on a DC 18 Wisdom saving throw or make an
Actions opportunity attack against that creature. Whenever
Multiattack. Baphomet casts sacred flame twice or a creature on the fleshy ground tries to use the Help
makes two melee attacks: one to bite and one with his action, it must succeed on a DC 18 Wisdom saving
hooves. throw or choose another action. The area reverts
when Baphomet dies or uses this action again.

287
Fiend Lords
Living Walls. Up to four walls of flesh and stone 10 creature that can see the writing within 30
feet by up to 10 feet rise from the ground at locations feet must make a DC 18 Intelligence saving
Baphomet can see. Baphomet can reach around or throw. On a failed save, it is blinded until initiative
over the walls to attack but has half cover against count 20 of the next round. On a successful save,
Medium or smaller creatures on the other side. If a it is immune to Baphomet’s Tempting Text for 24
creature would be surrounded on all sides by the wall hours and it can use its action to attempt a DC 18
(or the wall and another solid surface), that creature Intelligence (Arcana) check while within 10 feet of
can make a DC 18 Dexterity saving throw. On a the text. On a successful check, the creature regains
success, it can use its reaction to move up to its speed an expended spell slot of up to 4th level and the text
so that it is no longer enclosed. Each 10-foot square disappears. The text also disappears when Baphomet
panel of the wall can be attacked and destroyed (AC dies or uses this action again.
15, 30 hp, resistance to necrotic damage, immunity to
fire and psychic damage). The walls disappear when A huge skull protrudes from a stone wall that seems
Baphomet dies or uses this action again. to blend into the ground around it even as it lurches
Tempting Text. Arcane writings appear over a 10-foot- forward. Bone, horn, and hoofed limbs spiral in and
square span of any surface Baphomet can see. A out of the stone, which does surprisingly little to
impede the creature’s movement.

288
Fiend Lords
Chthon in Combat
Chthon Each time Lord Chthon is injured, his ferocity
increases. This is an indefinite effect, so if the heroes
Lord Chthon is white-hot hatred and jealousy em-
bodied. He rages against all the beauty of the mortal fight Chthon, then go off and do something else
world that he cannot have. He rages at the fiends who for a few months before facing him again, he is still
dare defy him. He rages endlessly. This makes him ferocious. This can be a surprisingly serious problem
exceptionally deadly to cross but also short-sighted. if, for example, someone else besides the heroes fights
Lord Chthon is a rampant force of destruction Chthon and further agitates him.
on the Material Plane. His invasion is a chaotic tide
of blood and flame with little direction other than
toward whatever gleams most brightly on the horizon. Chthon’s Avatar
His Doomgates most often manifest through mortals
who let their tempers override their morality and Chthon’s avatar has no Archlord’s Shadow and
sense of self. Suitable vessels include many legendary no Shadow actions. It has the following changed
warriors and mages, priests to most gods of battle, statistics; all statistics, traits, actions, reactions, and
and sovereigns who make war on a whim. legendary actions not listed are the same as those of
Crowns. Lord Chthon wears two crowns of the Chthon.
Underhell.
Legions. Lord Chthon typically allies with the Hit Points 187 (15d10 + 105)
Cocytus, Gehenna, Styx, or Tartarus legions. Saving Throws —
Skills Arcana +8, Perception +8
Chthon’s Shadow Senses tremorsense 300 ft., truesight 120 ft., passive
Chthon’s presence causes the world to become chaot- Perception 18
ic, violent, and spiteful. Challenge 14 (11,500 XP)

Regional Effects Innate Spellcasting. Spell save DC 18, +10 to hit with
spell attacks
Chthon’s presence causes all of the following magical
effects when he comes within 6 miles. Actions
✼ Blessing of Rage. Whenever a creature in the Melee Weapon Attack: +9 to hit
region takes damage, it is tempted to become Ranged Weapon Attack: +9 to hit; save DC 17
reckless until the end of its next turn. While it is
reckless, all attacks by and against it have advan- Legendary Actions
tage. Chthon’s avatar can take only 2 legendary actions.
✼ R ampaging Monsters. Ogres, minotaurs, evil
wereboars, evil berserkers, and other creatures
prone to violent tempers are drawn to Chthon’s This giant humanoid has disproportionately large
Shadow and corrupted, gaining a corruption trait claws, a mass of entrails ending in a fanged mouth
matching the legion he leads. extending from its stomach, an eyeless head that
✼ Ravaged by Poison and Blades. Bladed thickets is almost entirely oversized jaws, and disconcert-
(page 125) grow all over the region and remain ingly out-of-place hooved limbs emerging from its
indefinitely after Chthon’s departure. The thickets shoulders.
expose creatures they damage to underfiend bile
(page 130) or wereboar lycanthropy.
If Chthon moves farther away than 6 miles, these
effects disappear over the course of 1d10 days. The
ravages end only 1d10 days after he dies or is ban-
ished.

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Fiend Lords
Lord Chthon Thrown Rock. Ranged Weapon Attack: +10 to hit, range
Large fiend, chaotic evil 150/600 ft., one target. Hit: 30 (4d12 + 4) bludgeoning
damage. The target creature must succeed on a DC 18
Armor Class 17 (natural armor)
Strength saving throw or be knocked prone.
Hit Points 250 (20d10 + 140)
Speed 30 ft., burrow 25 ft., climb 25 ft. Reactions
STR DEX CON INT WIS CHA Chthonic Rage. When Chthon is damaged by an
enemy’s attack while he is touching the ground, he
19 (+4) 18 (+4) 25 (+7) 16 (+3) 17 (+3) 20 (+5) howls with rage and his muscles bulge with infernal
Saving Throws Str +10, Con +13, Wis +9, Cha +11 strength. He gains a d4 Increasing Rage die until he
is reduced to 0 hit points or leaves the current plane
Skills Arcana +9, Perception +9
of existence. Each time he makes a weapon attack,
Damage Resistances bludgeoning, piercing, and he rolls his Increasing Rage die and adds it to the
slashing damage from nonmagical attacks attack roll and the damage roll. If Chthon already had
Damage Immunities acid an Increasing Rage die, instead it increases by one
Condition Immunities charmed, exhaustion, fright- step as follows: d4, d6, d8, d10, d12, d20. If Chthon’s
Increasing Rage die is a d20, it can’t increase further.
ened, incapacitated, paralyzed, petrified, stunned
Senses tremorsense 300 ft., truesight 120 ft., passive Legendary Actions
Perception 19 Chthon can take 3 legendary actions, choosing from
Languages Abyssal, Infernal, telepathy 300 ft. the options below. Only one legendary action option
Challenge 18 (20,000 XP) can be used at a time and only at the end of another
creature's turn. Chthon regains spent legendary
Innate Spellcasting. Chthon’s spellcasting ability actions at the start of his turn.
is Charisma (spell save DC 19, +11 to hit with spell
Cast a Minor Spell. Chthon casts a spell from his
attacks). Chthon can innately cast the following
Innate Spellcasting list available at will.
spells as an 18th-level caster, requiring no material
components: Chew. Chthon makes an upper bite attack with
advantage against a creature he is grappling.
At will: acid splash, dispel magic, stone shape,
thunderwave Rabid Lunge (Costs 2 Actions). Chthon moves up to
half his speed directly toward an enemy that damaged
3/day each: compulsion, move earth
him since his last turn and makes two claw attacks
1/day: earthquake against that creature if it is within reach. If either hits,
Legendary Resistance (3/day). If Chthon fails a saving the target is knocked prone.
throw, he can choose to succeed instead.
Shadow Actions
Magic Resistance. Chthon has advantage on saving
On initiative count 20 (losing initiative ties), Chthon
throws against spells and other magical effects.
takes a Shadow action to cause one of the following
Actions effects. He can’t take the same action two rounds in
a row.
Multiattack. Chthon makes three attacks: one with his
lower bite and two with his claws. Erupting Blades. A bladed thicket (page 125) erupts
from all surfaces in a 60-foot-radius circle centered in
Upper Bite. Melee Weapon Attack: +10 to hit, reach 5 a point Chthon can see. Each creature within 5 feet of
ft., one target. Hit: 14 (3d6 + 4) piercing damage. such a surface when the blades appear must succeed
Lower Bite. Melee Weapon Attack: +10 to hit, reach 5 on a DC 18 Dexterity saving throw or take 11 (2d10)
ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the slashing damage. The thicket lasts until Chthon dies or
target is a creature, it is grappled (escape DC 14). uses this action again.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., Might of Earth. Chthon regains 33 (6d10) hit points
one target. Hit: 13 (2d8 + 4) slashing damage. and the use of his earthquake spell if he is touching
the ground.

290
Fiend Lords
Roaring Earth. A loud tremor rips through
a 100-foot-radius circle centered on a
point on the ground that Chthon can
see within 300 feet. The area becomes
difficult terrain and each creature on
the ground must succeed on a DC 18
Strength saving throw or fall prone. Any
creature on the ground in the area
concentrating on a spell must succeed
on a DC 18 Constitution
saving throw or lose
concentration.

291
Fiend Lords
✼ R avaged by Poison. Pools of gloom
Geryon (page 128) and poisons (page 129) like
majestic breath and sequestering poison appear
Geryon is a primordial force of duplicity and betrayal. in seemingly safe places across the land and remain
Each of his three aspects is both psychically linked and indefinitely after Geryon’s departure, fading only
intent on different goals, willing and able to betray the after he is banished from the world completely.
others to see Lord Geryon become the Archlord that If Geryon moves farther than 6 miles, these effects
aspect desires. One wants to become master of illusion disappear over the course of 1d10 days. The ravages
magic and pretty falsehoods; another wants to form an end only 1d10 days after he dies or is banished.
alliance of fiends to storm the good planes of existence;
and the third wants to become a dark god of murder and
secrets worshiped across the many mortal worlds. All are Geryon in Combat
eager to seize the spoils of an Underhell invasion. Geryon has three connected bodies, which must each
When Lord Geryon’s lieutenants go against his be slain to destroy the fiend.
orders, he is surprisingly disinterested. Indeed, he is Traitor Aspect. One aspect of this partially-united
adept at situating his minions such that when they mind and body hopes to slay the others in order to
dare oppose his interests, they find that they have acci- gain total control over their shared form. The traitor
dentally ruined their own goals or unwittingly helped (typically the lower body) telepathically offers to go
Geryon more than themselves. This can be confusing easy on the party in exchange for only attacking the
for all involved, since sometimes a minion’s plan other two bodies. At the start of Geryon’s turn, if
involves furthering the schemes of one of Geryon’s the traitor body has not been harmed since Geryon’s
aspects at the expense of another. last turn and at least one of the other bodies has, the
Lord Geryon’s strategy in the mortal world is traitor replaces his attack for that round with a slam
similarly tripartite: he seeks enough power to split attack.
into three Archlords, requiring a tremendous number
of souls and evil magic items; he searches for mortal This giant creature combines three humanoid frames
pawns to help flush out all the remaining threats to into one conglomerate: two humanoid beings shoul-
the invasion; and he acquires tools useful in slay- der-to-shoulder, each wielding a massive jawbone
ing other Archlords, including potential allies and club and snarling with inhuman jaws like hungry pira-
possibly even other aspects of himself. Lord Geryon nhas, and a third form lurching forward below them
with overlong arms and a gaping maw. Their entrails
delights in taking useful resources from mortals and
fuse together between the fiend’s two legs and below
turning them against their intended users.
the hoofed limb that joins the nearest shoulders of
Crowns. Lord Geryon wears two crowns of the
the upper bodies.
Underhell.
Legions. Geryon typically allies with the Gehenna,
Hades, Lethe, Pandemonium, and Sheol legions.

Geryon’s Shadow
Geryon’s presence causes the world to change in
subtler ways than most Archlords, sometimes catching
travelers unawares.

Regional Effects
Geryon’s presence causes all of the following magical
effects when he comes within 6 miles.
✼ Blessing of Betrayal. Creatures in the region gain
the flaw “I betray those who trust me and eagerly
help traitors in exchange for any cut of the spoils.”
✼ L iars. Harpies, lycanthropes, rakshasas, evil
shapechangers, and other duplicitous creatures are
drawn to Geryon’s Shadow and corrupted, gaining
a corruption trait matching the legion he leads.

292
Fiend Lords
Lord Geryon Actions
Multiattack. Geryon casts a spell from his Innate
Large fiend, chaotic evil
Spellcasting list and makes three attacks: up to
Armor Class 16 (natural armor) one bite and one attack with each of his two clubs,
Hit Points 350 (28d10 + 196), divided among three provided the appropriate bodies have not yet been
bodies (see below) slain. For each slain body, Geryon instead makes a
slam attack.
Speed 30 ft., climb 30 ft.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA one target. Hit: 17 (2d10 + 6) piercing damage and
23 (+6) 16 (+3) 24 (+7) 19 (+4) 18 (+4) 21 (+5) the target must make a DC 20 saving throw using the
ability score of its choice. On a failed save, that ability
Saving Throws Con +14, Int +11, Wis +11, Cha +12
score is reduced by 1d6 until restored by greater
Skills Arcana +11, Deception +12, Perception +18, restoration or similar magic.
Stealth +10
Necrotic Club. Melee Weapon Attack: +13 to hit,
Damage Resistances bludgeoning, piercing, and reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning
slashing from nonmagical attacks damage and 10 (3d6) necrotic damage. Unless the
Damage Immunities necrotic target succeeds on a DC 20 Constitution saving throw,
Condition Immunities charmed, deafened, exhaus- its hit point maximum is reduced by the amount of
necrotic damage it takes until restored by greater
tion, frightened, incapacitated, paralyzed, petrified, restoration or similar magic.
poisoned, stunned, unconscious
Withering Club. Melee Weapon Attack: +13 to hit,
Senses darkvision 300 ft., truesight 120 ft., passive reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning
Perception 28 damage and the target must succeed on a DC 20
Languages Abyssal, Infernal, telepathy 300 ft. Constitution saving throw or gain 1 level of exhaustion.
Challenge 24 (62,000 XP) Slam. Melee Weapon Attack: +13 to hit, reach 10 ft.,
one target. Hit: 13 (2d6 + 6) bludgeoning damage and
Innate Spellcasting. Geryon’s spellcasting ability if the target is Medium or smaller, it is pushed up to 5
is Charisma (spell save DC 20, +12 to hit with spell feet in the direction of Geryon’s choice.
attacks). Geryon can innately cast the following
spells as a 20th-level caster, requiring no material Legendary Actions
components:
Geryon can take 3 legendary actions, choosing from
At will: dispel magic, magic missile (2nd level), major the options below. Only one legendary action option
image, misty step, shocking grasp can be used at a time and only at the end of another
Legendary Resistance (3/day). If Geryon fails a saving creature's turn. Geryon regains spent legendary
throw, he can choose to succeed instead. actions at the start of his turn.

Three Bodies. Geryon has three bodies. When a Scramble. Geryon moves up to 10 feet and makes a
body is slain, Geryon can no longer make the attack slam attack.
corresponding to that body. Geryon can always make Cast a Spell. Geryon casts a spell from his Innate
slam attacks. An attacker that hits Geryon with an Spellcasting list.
attack or targets him with a spell or effect decides
which body to target. Damage dealt to an area Shadow Actions
including Geryon is split evenly between the surviving On initiative count 20 (losing initiative ties), Geryon
bodies. takes a Shadow action to cause one of the following
Right-Armed Body. 130 hp, wields Withering Club. effects. He can’t choose the same action twice in a
row.
Left-Armed Body. 100 hp, wields Necrotic Club.
Behind You. Geryon becomes invisible and teleports
Lower Body. 120 hp, makes bite attacks.
to a location he can see within 60 feet. The
invisibility ends when he attacks or casts a

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Fiend Lords
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Fiend Lords
spell.
Horrifying Illusion. Geryon creates an illusion of a
Geryon’s Avatar
terrible danger (such as a pit filled with grasping
zombies or rains of boiling oil) from the mind of a Geryon’s avatar has no Archlord’s Shadow and no
creature he is communicating with telepathically. Shadow actions. It has the following changed statistics;
It fills a 30-foot cube centered on a point Geryon all statistics, traits, actions, reactions, and legendary
can see. Each enemy that starts its turn in the area actions not listed are the same as those of Geryon.
or enters the area for the first time on a turn must
succeed on a DC 20 Intelligence saving throw or Hit Points 250 (20d10 + 140)
take 16 (3d10) psychic damage. The area is difficult
Saving Throws —
terrain and lightly obscured for creatures that have
failed this saving throw. Creatures who succeed on the Skills Arcana +10, Deception +11, Perception +16
saving throw or who succeed on a DC 20 Intelligence Senses darkvision 300 ft., truesight 120 ft., passive
(Investigation) check as an action can see through Perception 26
the area and automatically succeed on saving throws Challenge 17 (18,000 XP)
against the illusion. The illusion lasts until Geryon dies
or uses this action again. Innate Spellcasting. Spell save DC 19, +11 to hit with
Rain of Bones. Bones fall briefly in a 30-foot-radius, spell attacks
120-foot-tall cylinder over a point Geryon can see Right-Armed Body. 100 hp, wields Withering Club.
within 90 feet. Creatures in the area must succeed
on a DC 20 Dexterity saving throw or take 10 (3d6) Left-Armed Body. 70 hp, wields Necrotic Club.
bludgeoning damage, fall prone, and drop any objects Lower Body. 80 hp, makes bite attacks.
held in hand. The surface below becomes difficult
terrain. Actions
Multiattack. Geryon’s avatar makes three attacks (but
doesn’t cast a spell): up to one bite and one attack
with each club, provided the appropriate bodies have
not yet been slain. For each slain body, Geryon’s
avatar instead makes a slam attack.
Melee Weapon Attack: +12 to hit; save DC 19

Legendary Actions
Geryon’s avatar can take only 2 legendary actions.

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Fiend Lords
saving throw or be poisoned. At the end
Humbaba of each long rest outside the Shadow, the
creature can make another saving throw, ending
Lord Humbaba is a patron of disease, decay, poison, the condition on itself on a success.
warmongering, inciting hatred, and all malicious acts
If Humbaba dies or moves farther than 6 miles away,
centered around creating violence and chaos beyond
these effects disappear over the course of 1d10 days.
one’s control. He stokes the rage and frustration of
The pestilence lasts until Humbaba is banished.
fiends (especially void maggots) and mortals alike
to turn them to war for his benefit and amusement.
Humbaba favors underfiend minions, which he con- Humbaba in Combat
siders aspects of his greatness. Lord Humbaba seeks to take on as many of his foes
Lord Humbaba’s favored mortal vessels are crusad- at once as possible, letting none rest or stay back from
ers, warlords, weapon-sellers, those who destabilize the fray. He leaps into melee, biting every creature he
good governments, and hatemongers. His invasions can. When he can’t reach all his foes in the same turn,
lead off with arson, pillaging, despoiling water sourc- he shoots poison spikes at those too far away in order
es, and utter destruction of all infrastructure. to keep them off-balance.
Crowns. Lord Humbaba wears two crowns of the
Underhell. This singular beast has six hooved legs, three heads,
Legions. Humbaba usually allies with fiends of the and a long, scorpion-like tail. His central head has a
Acheron, Gehenna, Hades, Phlegethon, and Tartarus leering, humanoid visage, but the head on each side
legions. is a grinning equine skull.

Humbaba’s Shadow
Humbaba’s presence generates pestilence and turns the Humbaba’s Avatar
world’s bounty into deadly poisons.
Humbaba’s avatar has no Archlord’s Shadow and
Regional Effects no Shadow actions. He has the following changed
statistics; all statistics, traits, actions, reactions, and
Humbaba’s presence within 6 miles might cause any
legendary actions not listed are the same as those of
of the following magical effects in the region.
Humbaba.
✼ Carriers. Diseased creatures proliferate in the
region, many of them with a corruption trait
Hit Points 195 (17d12 + 85)
matching a legion Humbaba leads. Aboleths,
lycathropes, otyughs, rats, and other creatures Saving Throws —
that happen to carry diseases appear often. Even a Skills Insight +9, Perception +9
creature that isn’t corrupted that carries a com- Senses darkvision 300 ft., truesight 60 ft., passive
municable disease must make a DC 15 Wisdom Perception 19
saving throw upon entering the region or finishing Challenge 15 (13,000 XP)
a short or long rest there. On a failed save, it is
magically compelled to expose another creature to Innate Spellcasting. Spell save DC 17, +9 to hit with
the disease as quickly as possible. spell attacks
✼ P  estilence. Pestilence spreads across the land and Actions
remains indefinitely after Humbaba’s departure,
fading only after he is banished from the world Bite. Melee Weapon Attack: +11 to hit; save DC 19
completely. All the diseases of the Underhells Poison Spike. Ranged Weapon Attack: +10 to hit; save
(starting on page 123) are common in the region. DC 18
At the least, whenever a creature finishes a short Tongue. Melee Weapon Attack: +11 to hit; save DC 18
or long rest in the region, it is exposed to the
deathlike rigor disease (page 124), except the save Legendary Actions
DC is 15. Humbaba’s avatar can take only 2 legendary actions.
✼ P  oisonous Bounty. Plants and beasts become poi-
sonous to eat, even to each other. A creature that
eats one must succeed on a DC 15 Constitution

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Fiend Lords
Lord Humbaba Humbaba’s ranged attacks don’t gain disadvantage
from the target being within 5 feet.
Huge fiend, chaotic evil Poison Spike. Ranged Weapon Attack: +11 to hit,
Armor Class 18 (natural armor) range 100/300 ft., one target. Hit: 14 (2d8 + 5)
piercing damage and the target must succeed on a
Hit Points 241 (21d12 + 105)
DC 19 Constitution saving throw or take 11 (2d10)
Speed 50 ft., swim 30 ft. poison damage and be poisoned for 1 minute (which
STR DEX CON INT WIS CHA doesn’t take effect inside Humbaba’s shadow). At
the end of each of the poisoned target’s turns outside
22 (+6) 20 (+5) 21 (+5) 18 (+4) 19 (+4) 19 (+4)
Humbaba’s Shadow, the target must make another
Saving Throws Str +12, Con +11, Wis +10, Cha +10 saving throw, taking 11 (2d10) poison damage on
Skills Insight +10, Perception +10 a failed save, or ending the condition on itself on a
success.
Damage Immunities necrotic, poison
Condition Immunities incapacitated, petrified, poi- Tongue. Melee Weapon Attack: +12 to hit, reach 5 ft.,
one target. Hit: 13 (3d4 + 6) bludgeoning damage,
soned
10 (3d6) necrotic damage, and the target is grappled
Senses darkvision 300 ft., truesight 60 ft., passive (escape DC 16). The target is exposed to deathlike
Perception 20 rigor (page 124; save DC 19). Until the grapple ends,
Languages Abyssal, Infernal, telepathy 300 ft. Humbaba’s ranged attacks don’t gain disadvantage
from the target being within 5 feet.
Challenge 20 (25,000 XP)

Innate Spellcasting. Humbaba’s spellcasting


Legendary Actions
ability is Charisma (spell save DC 18, +10 to hit Humbaba can take 3 legendary actions, choosing
with spell attacks). Humbaba can innately cast the from the options below. Only one legendary action
following spells, requiring no somatic or material option can be used at a time and only at the end of
components: another creature's turn. Humbaba regains spent
legendary actions at the start of his turn.
At will: blight, contagion, dispel magic
Bite. Humbaba makes a bite attack.
3/day: cloudkill
Cast An Effortless Spell (Costs 2 Actions). Humbaba
1/day: incendiary cloud
casts a spell from his list of innate spells available at
Legendary Resistance (3/day). If Humbaba fails a will.
saving throw, he can choose to succeed instead.
Poison Spike. Humbaba makes a poison spike attack.
Three Heads. Humbaba has advantage on Wisdom
Promote Gryllus (Costs 2 Actions). Humbaba kills
(Perception) checks and on saving throws against
a gryllus he can see within 90 feet, transforming its
being blinded, charmed, deafened, frightened,
essence into a bonestrike underfiend (page 221) at a
stunned, and knocked unconscious.
location within 30 feet of the gryllus.
Actions Shadow Actions
Multiattack. Humbaba makes either two poison spike
On initiative count 20 (losing initiative ties), Humbaba
attacks or three melee attacks: one tongue attack and
takes a Shadow action to cause one of the following
two bite attacks.
effects.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft.,
Conjure Gryllus. Humbaba summons a shining gryllus
one target. Hit: 15 (2d8 + 6) piercing damage and
(page 217) at an unoccupied location he can see
the target must succeed on a DC 20 Strength saving
within 90 feet. Roll initiative for the gryllus, which has
throw or be knocked prone. If the target is infected
its own turns. The gryllus vanishes when reduced to 0
with a disease or poison, it must also make a saving
hit points.
throw against the disease or poison, suffering the
usual consequences for failure but gaining no Infectious Slime. Toxic slime rains down in a 30-foot-
benefit for success. Until the prone condition ends, radius cylinder extended up from a surface to

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Fiend Lords
the sky or surface above. The area is lightly obscured
and difficult terrain. A creature that starts its turn in
the area or enters the area for the first time on a turn
is exposed to writhing flesh (page 125; save DC 18)
and must succeed on a DC 18 Dexterity saving throw
or it is blinded until initiative count 20 in the next
round. The rain stops when Humbaba dies or uses
this action again.
Pestilent Stench. A terrible stench fills a 60-foot-
radius sphere centered on a point Humbaba can
see. Each creature infected with a disease
or poison that starts its turn in the area
or enters the area for the first time on a
turn must make a saving throw against
the disease or poison, suffering the usual
consequences for failure but gaining no
benefit for success. The stench vanishes when
Humbaba dies or uses this action again.

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Fiend Lords
and each spellcasting ability score it has reduced
Jabootu by 1d4 until restored by a greater restoration spell
or similar magic.
Lord Jabootu is an embodiment of despair, especially  leshy Terrain. Fleshy terrain (page 126) appears
✼ F
soul-weakening art and stories that spread panic, anx- across the region and lingers indefinitely after
iety, and hopelessness. Wherever he goes, he saps the Jabootu’s departure, forming into leering faces
willpower and vitality from all things. When he has and occult patterns. Architecture and art become
time, he is a forge and smith of the living protomatter fleshy exaggerations of themselves.
that composes the Underhell. He crafted several evil
artifacts and magic items. The most famous of his If Jabootu moves farther than 6 miles away, these
works are the crowns of the Underhell used by many effects disappear over the course of 1d10 days. The
Archfiends, who paid him handsomely in souls and degradation and fleshy terrain end only 1d10 days
magical secrets for the items. after he dies or is banished.
Lord Jabootu’s invasions tend to originate with
creatures who have the callousness to cultivate or ex- Jabootu in Combat
ploit despair in others. Once in the mortal realm, he
prioritizes psychological warfare: spectacular displays Jabootu revels in the weakness he causes, and he
of devastation centered on monuments, great works focuses on further demoralizing any creatures he
of art, and other cultural touchstones of the mortals encounters before finally finishing them off. He
he is subjugating. knows better than to let his foes rally or stay back
Crowns. Lord Jabootu wears two crowns of the and support each other. He does his best to ensure all
Underhell. foes are continually in danger (at least via his Deadly
Legions. Lord Jabootu typically allies with the Tedium).
Acheron, Lethe, and Pandemonium legions.
Jabootu’s Avatar
Jabootu’s Shadow
Jabootu’s presence causes the world to become dreary, Jabootu’s avatar has no Archlord’s Shadow and
colorless, and hopeless. no Shadow actions. It has the following changed
statistics; all statistics, traits, actions, reactions, and
Regional Effects legendary actions not listed are the same as those of
Jabootu.
Jabootu’s presence causes all of the following magical
effects when he comes within 6 miles.
Hit Points 147 (14d10 + 70)
✼ Blessing of Despair. Creatures in the area feel
Saving Throws —
compelled to give themselves up to be killed by
Jabootu and his minions. Whenever a creature is Skills Arcana +9, Perception +8
attacked by a more powerful foe in the region, the Senses blindsight 60 ft., truesight 120 ft., passive
target can choose to give the attack roll advantage. Perception 18
If the attack deals at least 25 damage, the target Challenge 15 (10,000 XP)
gains a boon. This boon can be used as a reaction
to negate one exposure to Degradation or to Deadly Tedium. Save DC 17; 7 (2d6) psychic damage
regain 20 hit points after taking damage. Innate Spellcasting. Spell save DC 17, +9 to hit with
✼ F oul Art. Artists and creative monsters are spell attacks
inspired to create works of horrific and despair-in-
ducing song and art. Hags, harpies, evil satyrs,
Actions
and other monsters that create or distort art or Melee Weapon Attack: +10 to hit; save DC 18
music are drawn to Jabootu’s Shadow and corrupt- Agonizing Note. +9 to hit
ed, gaining a corruption trait matching the legion
he leads. Legendary Actions
✼ D  egradation. Despair and weakness spread across Jabootu’s avatar can take only 2 legendary actions.
the land and remain indefinitely after Jabootu’s
departure from the area. A creature that enters
where his Shadow has been has its Strength score

299
Fiend Lords
Lord Jabootu Slap. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 10 (2d4 + 5) bludgeoning damage and
Large fiend, lawful evil 6 (1d12) thunder damage. If the target is Medium
or smaller it is moved up to 10 feet in the direction
Armor Class 17 (natural armor) of Jabootu’s choice unless it succeeds on a DC 19
Hit Points 220 (21d10 + 105) Strength saving throw.
Speed 30 ft., climb 30 ft. Agonizing Note. Ranged Spell Attack: +10 to hit, range
STR DEX CON INT WIS CHA 150 ft., one target. Hit: 19 (3d12) thunder damage.
The target’s hit point maximum is reduced by the
21 (+5) 18 (+4) 21 (+5) 18 (+4) 17 (+3) 19 (+4)
amount of thunder damage it takes until it finishes a
Saving Throws Dex +10, Wis +9, Cha +10 long rest.
Skills Arcana +10, Perception +9
Reactions
Damage Resistances psychic, thunder; bludgeon-
Contain Spell (3/Day). Jabootu absorbs a spell that
ing, piercing, and slashing damage from nonmagical
targets or includes him into the totem he carries. The
attacks spell has no effect. If the spell was cast at a slot level
Damage Immunities necrotic, poison equal to or greater than one or more of Jabootu’s
Condition Immunities exhaustion, frightened, para- expended innate spells, he regains the use of one
lyzed, petrified, poisoned, stunned such spell.
Senses blindsight 60 ft., truesight 120 ft., passive Legendary Actions
Perception 19
Jabootu can take 3 legendary actions, choosing from
Languages Abyssal, Infernal, telepathy 300 ft. the options below. Only one legendary action option
Challenge 19 (22,000 XP) can be used at a time and only at the end of another
creature's turn. Jabootu regains spent legendary
Innate Spellcasting. Jabootu’s spellcasting ability actions at the start of his turn.
is Charisma (spell save DC 18, +10 to hit with spell
Slap. Jabootu makes a slap attack.
attacks). Jabootu can innately cast the following
spells as a 17th-level caster, requiring his totem Agonizing Note. Jabootu makes an Agonizing Note
(which is never consumed) in place of any material attack.
components: Cast an Effortless Spell. Jabootu casts a spell from his
At will: calm emotions, dispel magic, phantasmal killer, Innate Spellcasting list available at will.
shatter, vicious mockery
1/day each: circle of death (6th level), hypnotic pattern
Shadow Actions
(3rd level), sleep (5th level) On initiative count 20 (losing initiative ties), Jabootu
takes a Shadow action to cause one of the following
Magic Resistance. Jabootu has advantage on saving effects. He can’t choose the same action two rounds
throws against spells and other magical effects. in a row.
Deadly Tedium. As a bonus action, Jabootu plays a Cruel Caricature. Jabootu molds a part of the fleshy
cripplingly tedious song in the minds of all conscious terrain into the likeness of a creature he can see
creatures of his choice that he can see within 150 within 90 feet. It becomes a simulacrum (as the spell)
feet. Each must succeed on a DC 18 Intelligence of the creature except its alignment is chaotic evil,
saving throw or take 10 (3d6) psychic damage. it is obsessed with destroying the original, and its
appearance is an unflattering exaggeration of the real
Actions creature’s. Roll initiative for the simulacrum, which
Multiattack. Jabootu makes either two ranged attacks has its own turns. The simulacrum is charmed by
or three melee attacks: a bite with his upper head and Jabootu, can’t use bonus actions or reactions, can’t
two slap attacks. use spell slots of the highest two levels the target has,
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., and has no equipment other than nonmagical versions
one target. Hit: 12 (2d6 + 5) piercing damage. of the original’s weapons and scraps of clothing. It falls

300
Fiend Lords
apart when Jabootu dies or uses this action again. Its This towering, emaciated fiend seems more like an
equipment vanishes 1 round after being separated effigy than a living monster. It walks on two squat
from it. arm-like hooves and has a strange mask-like head on
Maddening Mural. Jabootu enters a surface within its stomach as well as a grinning, eyeless head atop
10 feet, becoming a 2-dimensional image of himself its ribbed neck. Its long, skinny arms easily touch the
as part of a horrific fiendish mural, ground while it stands.
and moves up to 30 feet along
the surface without provoking
opportunity attacks before emerging
in an unoccupied location within 10
feet of his image. Each non-fiend creature
within 60 feet of his path that can
see his image must make a DC 18
Intelligence saving throw. On a failed
save, it can’t take reactions or bonus
actions and its speed is reduced by 10
feet until initiative count 20 of the next
turn. In addition, any spellcasting ability
it has is reduced by 1d4 until restored by
the greater restoration spell or similar magic
(unless it was already reduced by this
or another of Jabootu’s abilities).
Unbearable Tune. A relentlessly
terrible song plays throughout a
30-foot-radius sphere centered
on a point Jabootu can see. Each
creature that starts its turn in
the area or enters the area for
the first time on its turn must
make a DC 18 Wisdom
saving throw. On a
failed save, each
spellcasting ability it
has is reduced by 1d4
until restored by greater
restoration or similar
magic (unless it was
already reduced by
this or another of
Jabootu’s abilities).
The creature must
use its movement to
leave the area as quickly
as possible, even if doing so
puts it in danger, and then if
it still is in the area and has an
action to use, it must use its
action to leave as well. The
song ends when Jabootu dies
or uses this action again.

301
Fiend Lords
If Orobas moves farther away than 6 miles,
Orobas these effects disappear over the course of 1d10
days. The curses end only 1d10 days after he dies
Lord Orobas is fiendish master of temptation and or is banished.
pride. Certain of his strength and invulnerability, he
toys blatantly with other creatures, daring them to
strike. He obsesses over displaying his accumulated Orobas in Combat
power, strength, and the magic items he has created. Orobas is so certain of his own indestructibility and so
Lord Orobas knows the secret of creating crowns of pleased with his obvious superiority over mere mortals
the Underhell (page 39) and wears three. He bribes that he constantly wants to show off his boundless
the fiends of his legions into exceptional loyalty with resources and powers. He doesn’t consider the possi-
magic items, especially skeletoys (page 42). bility that he might lose, and he will never retreat. If
Not unlike Lady Stheno (whom he condescends to he is winning too easily, he taunts foes with courses of
ally with often), Lord Orobas tends to begin his inva- action they haven’t thought of, even if that informa-
sions by exploiting creatures who believe themselves tion might prove useful to them.
infallible, who are too proud ever to doubt their own
skill and righteousness. His victims might be arch-
mages, high priests, or even mighty heroes who have Orobas’s Avatar
earned their great confidence. Once in the mortal
world, Orobas is eager to destroy the works of mighty Orobas’s avatar has no Archlord’s Shadow and no
beings. His forces watch for signs of worthy mortal Shadow actions. It has the following changed statis-
heroes, who would make ideal targets for Orobas’ tics; all statistics, traits, actions, reactions, and legend-
obsession. ary actions not listed are the same as those of Orobas.
Crowns. Lord Orobas wears three crowns of the
Underhell. Hit Points 184 (16d12 + 80)
Legions. Orobas typically allies with the Annwn, Saving Throws —
Gehenna, and Hades legions.
Skills Arcana +12, Perception +15
Senses tremorsense 300 ft., truesight 120 ft., passive
Orobas’s Shadow Perception 25
Orobas’s presence causes the world to fill with cryptic Challenge 19 (22,000 XP)
clues and cruelly inaccessible weapons.
Innate Spellcasting. Spell save DC 20, +12 to hit with
Regional Effects spell attacks, all spells cast at minimum slot level
Orobas’s presence causes all of the following magical Actions
effects when he comes within 6 miles.
Multiattack. Orobas makes a bite with his lower head
✼ M asterminds. Nagas, rakshasas, hags, evil mages, and one Royal Medallion attack.
and other creatures of exceptional self-importance
Bite. Melee Weapon Attack: +12 to hit; save DC 19
and cleverness are drawn to Orobas’s Shadow and
corrupted, gaining a corruption trait matching the Royal Medallion. Melee or Ranged Weapon Attack: +12
legion he leads. to hit; save DC 20
✼ Ravaged by Curses. Curses, especially the gaping Legendary Actions
thoughts curse (page 122), spread across the land Orobas’s avatar can take only 2 legendary actions.
and remain indefinitely after Orobas’s departure,
fading only after he is banished from the world
completely. Unattended magic items left in the This creature could pass for two, with an ogre-like
region for 10 days might become cursed magic fiend at first appearing to carry a smaller fiend on
items of a similar type. a throne on its shoulders. On closer inspection,
✼ T  rapped Treasures. Traps such as pools of gloom the seated figure, with a skull-like face and hooves
and suffocating ash pits (page 128) appear near instead of hands or feet, visibly shares its spine with
useful items and defensible positions, especially the larger body underneath.
weapons that can hurt fiends.

302
Fiend Lords
Lord Orobas Royal Medallion. Melee or Ranged Weapon Attack:
+14 to hit, reach 10 ft. or range 20/60 ft., one
Huge fiend, neutral evil target. Hit: 13 (3d4 + 6) slashing damage and 17
(5d6) psychic damage. The Royal Medallion is left
Armor Class 22 (natural armor) embedded in the target, who magically knows how
Hit Points 299 (26d12 + 130) it can be used. A creature holding one can break it
Speed 30 ft. as a bonus action. The next time the creature makes
an attack roll against Orobas, the magic makes it
STR DEX CON INT WIS CHA more effective. If the attack missed, the user gets
23 (+6) 22 (+6) 21 (+5) 23 (+6) 17 (+3) 22 (+6) a +5 bonus on the attack roll (which can make the
attack hit). If the attack hit, Orobas loses his damage
Saving Throws Dex +14, Int +14, Wis +11, Cha +14
immunities against that attack and until the start of
Skills Arcana +14, Perception +19 his next turn. It does not know beforehand, but after
Damage Resistances psychic using the medallion the creature must succeed on
Damage Immunities cold, fire, lightning, poison; a DC 22 Wisdom saving throw or gain an indefinite
bludgeoning, piercing, and slashing from nonmagical madness. While it has this madness, the creature
has disadvantage on saving throws against Orobas’s
attacks
spells. If the creature dies while it has this madness, it
Condition Immunities blinded, charmed, deafened, becomes a void maggot and can’t be returned to life
frightened, paralyzed, petrified, poisoned, stunned, until the void maggot is slain.
unconscious
Senses tremorsense 300 ft., truesight 120 ft., passive
Legendary Actions
Perception 29 Orobas can take 3 legendary actions, choosing from
the options below. Only one legendary action option
Languages Abyssal, Infernal, telepathy 300 ft. can be used at a time and only at the end of another
Challenge 27 (105,000 XP) creature's turn. Orobas regains spent legendary
actions at the start of his turn.
Innate Spellcasting. Orobas’s spellcasting ability is
Intelligence (spell save DC 22, +14 to hit with spell Bite. Orobas makes a bite attack.
attacks). Orobas can innately cast the following Cast an Effortless Spell. Orobas casts a spell from his
spells as a 20th-level caster, requiring no material Innate Spellcasting list available at will.
components:
Cast a Spell (Costs 2 Actions). Orobas casts a spell
At will: call lightning (6th level), dispel magic (5th from his Innate Spellcasting list, expending a use as
level), eldritch blast, phantasmal killer (9th level) normal.
1/day each: feeblemind, mass suggestion, power word
stun, prismatic wall
Shadow Actions
On initiative count 20 (losing initiative ties), Orobas
Legendary Resistance (3/day). If Orobas fails a saving
takes a Shadow action to cause one of the following
throw, he can choose to succeed instead.
effects. He can’t choose the same option two rounds
Magic Resistance. Orobas has advantage on saving in a row.
throws against spells and other magical effects.
Generous Trap. A 5-foot-wide pillar up to 60 feet
Actions wide rises from the ground with a sun blade atop it.
A creature standing in the location where it appears
Multiattack. Orobas makes three attacks: a bite with must make a DC 20 Dexterity saving throw. On a
his lower head and two Royal Medallion attacks. failed save, it takes 14 (1d8 + 10) radiant damage as
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., it is cut by the blade and falls to the ground (typically
one target. Hit: 19 (3d8 + 6) piercing damage and 11 taking 6d6 bludgeoning damage from the fall) unless
(2d10) poison damage. The target must succeed on a it can hover. On a successful save, it is still cut by
DC 21 Constitution saving throw or become poisoned the sword but can choose to rise with it. The base of
until the start of Orobas’s next turn. the pillar is surrounded on all sides by isolating
oubliettes (page 127), which a creature

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Fiend Lords
falling from the pillar falls into without another saving
throw. The sword, pillar, and traps vanish if Orobas
dies or uses this action again. Creatures on the pillar
when it vanishes fall; creatures in the oubliettes
reappear prone where they fell from (or in the nearest
unoccupied location, if that space is occupied).
Horde of Admirers. Orobas summons five
simpering maggots (page 209), three
leering grylluses (page 215), one flesheater
underfiend (page 223), or one rampant
cacodaemon (page 229) at a location he
can see within 60 feet. Roll initiative for
the fiends as a group, who have their own
turn. The fiends vanish if Orobas dies or
uses this action again.
Whispers of Glory. Disembodied voices
murmur about Orobas’s
achievements,
omnipotence, and
invulnerability in a 60-foot-
radius sphere centered on a
point Orobas can see within 300
feet. Each creature that enters
the area for the first time or starts
its turn in the area must
succeed on a DC
20 Wisdom saving
throw or use its all
its movement to
approach Orobas
and fall prone (as
quickly as possible
without taking
damage, if flying).

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Fiend Lords
air. Wisdom (Survival) checks made to live off the
Procrustes land, navigate the region, or track creatures have
disadvantage and the DC is never less than 20.
Lord Procrustes is an especially alien entity to the Ma- Failing the check by 5 or more results in trav-
terial Plane, even for a fiend of the Underhell. He is a eling in the wrong direction at double speed or
skilled creator of magic items and is often approached instantly transporting far to the other side of the
by fiend lords eager to access his creations and arcane destination.
knowledge, as well as his help in planning invasions
If Procrustes moves farther than 6 miles away, these
into other planes of existence.
effects disappear over the course of 1d10 days. The
Lord Procrustes ably exploits creatures smart
curses and fiendish geometries revert only 1d10 days
enough to learn about him but too arrogant to
after he dies or is banished.
acknowledge he might be too dangerous for them to
handle. He usually invades the mortal world through
arcane redoubts held by potent archmages who know Procrustes in Combat
too many dangerous arcane secrets. His invaders have Procrustes is little interested in combat but enjoys
orders to locate and secure sites, items, and creatures studying the effects his magic has on mortals. He
of magical power—especially unusual ones. When rips apart the normal laws of space, exposing mortals
seizing magical creatures, they also seize any relations to alien geometries their bodies are not designed to
and allies nearby that might prove useful leverage over interact with.
the creature.
Crowns. Lord Procrustes wears three crowns of the
Underhell. Procrustes’s Avatar
Legions. Procrustes typically allies with the Hades,
Pandemonium, Sheol, or Styx legions. Procrustes’s avatar has no Archlord’s Shadow, no Mag-
ical Claw legendary action, and no Shadow actions.
Procrustes’s Shadow It has the following changed statistics; all statistics,
traits, actions, reactions, and legendary actions not
Procrustes’s presence causes the world to become listed are the same as those of Procrustes.
utterly alien to mortal life.

Regional Effects Hit Points 231 (22d10 + 110)


Saving Throws —
Procrustes’s presence causes all of the following magi-
cal effects when he comes within 6 miles. Skills Arcana +13, Perception +12
Senses blindsense 300 ft., truesight 120 ft., passive
✼ H orrors. Aboleths, cloakers, gibbering mouthers,
evil mimics, and other strange and callous aberra- Perception 22
tions and monstrosities are drawn to Procrustes’s Challenge 19 (22,000 XP)
shadow and corrupted, gaining a corruption trait
Innate Spellcasting. Spell save DC 21
matching the legion he leads. Local plants and
animals become corrupted, noxious, and other- Actions
worldly.
Multiattack. Procrustes makes three attacks: one bite
✼ Ravaged by Curses. Curses (page 122) settle and two claws.
on objects, especially texts, in Procrustes’s wake.
Melee Weapon Attack: +13 to hit
Fleshy ground, fog of fear, and vicious halos (page
129) appear throughout the region and remain in- Extradimensional Intrusion. Save DC 21
definitely after Procrustes’s departure, fading only
after he is banished from the world completely. Legendary Actions
✼ Ravaged by Fiendish Geometries. Space stretch- Procrustes’s avatar can take only 2 legendary actions.
es and twists even more than usual for an Archlo- Hungry Flight. Save DC 18
rd’s Shadow, and remains warped indefinitely after
Procrustes’s departure. No direct sunlight ever
reaches the ground. Ever-shifting optical illusions
limit useful visual range to 150 feet, even in the

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Fiend Lords
Lord Procrustes Extradimensional Intrusion. Procrustes draws a many-
faceted three-dimensional diagram of glowing lines,
Large fiend, chaotic evil which flies in the blink of an eye to envelop a creature
he can see within 150 feet. The diagram rips open a
Armor Class 17 (22 with shield) vortex to a random Underhell dimension, exposing
Hit Points 357 (34d10 + 170) the target to its dangerous properties. Roll 1d100. If
Speed 30 ft., fly 30 ft. the result is less than the target’s hit point total, the
target’s body and soul are crushed and its hit point
STR DEX CON INT WIS CHA total is reduced to that number unless it succeeds on
19 (+4) 25 (+7) 20 (+5) 25 (+7) 22 (+6) 21 (+5) a DC 23 Charisma saving throw. If the result is more
than the target’s hit point total, the target’s body
Saving Throws Dex +15, Int +15, Wis +14, Cha +13
and soul are stretched beyond their limits and the
Skills Arcana +15, Perception +14 target must make a DC 23 Charisma saving throw,
Damage Immunities force; bludgeoning, piercing, and taking 61 (6d6 + 40) force damage on a failed save,
slashing from nonmagical attacks or half as much damage on a successful one. If the
Condition Immunities incapacitated, paralyzed, petri- result exactly matches the target’s hit point total, it is
perfectly in tune with the space it is exposed to, and
fied, stunned, unconscious
rather than any harm, it gains inspiration.
Senses blindsense 300 ft., truesight 120 ft., passive
Perception 24 Reactions
Languages Abyssal, Infernal, telepathy 300 ft. Shield. Procrustes can innately cast shield.
Challenge 28 (120,000 XP)
Legendary Actions
Innate Spellcasting (Psionics). Procrustes’s Procrustes can take 3 legendary actions, choosing
spellcasting ability is Intelligence (spell save DC 23, from the options below. Only one legendary action
+15 to hit with spell attacks). Procrustes can innately option can be used at a time and only at the end of
cast the following spells, requiring no components: another creature's turn. Procrustes regains spent
At will: arcane hand (8th level), dispel magic (8th legendary actions at the start of his turn.
level), shield Claw. Procrustes makes a claw attack.
1/day each: disintegrate, maze, prismatic spray, weird Hungry Flight (Costs 2 Actions). Procrustes flies up
Legendary Resistance (3/day). If Procrustes fails a to half his flying speed and makes a bite attack at
saving throw, he can choose to succeed instead. any point during that movement. On a hit, the target
must succeed on a DC 20 Strength saving throw or be
Magic Resistance. Procrustes has advantage on knocked prone.
saving throws against spells and other magical effects.
Magical Claw (Costs 3 Actions). Procrustes makes
Reactive. Procrustes can take one reaction on every a claw attack. On a hit, he can cast a spell from his
turn in a combat. Innate Spellcasting list, expending a use as normal. If
the spell has a target, he must choose the target he
Actions hit.
Multiattack. Procrustes either uses Extradimensional
Teleport (Costs 2 Actions). Procrustes teleports to an
Intrusion and makes a bite attack or makes four
unoccupied space he can see within 60 feet.
attacks: one bite and three claws.
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., Shadow Actions
one target. Hit: 16 (2d8 + 7) piercing damage and 11 On initiative count 20 (losing initiative ties),
(2d10) psychic damage. Procrustes takes a shadow action to cause one of the
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., following effects.
one target. Hit: 18 (2d10 + 7) slashing damage and 7 Cosmic Disruption. Procrustes creates a transparent
(2d6) force damage. 50-foot cube centered on a point he can see within
150 feet. Whenever a creature passes through a face

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Fiend Lords
of the cube, even by teleporting, it must succeed
on a DC 20 Charisma saving throw or disappear
through the Underhell for a brief moment
and reappear in an unoccupied space of
Procrustes’s choice within 10 feet of its
original destination. Traveling through
the Underhell deals 22 (4d10) psychic
damage to the creature. The cube
disappears when Procrustes
dies or uses this action
again.
Magical Rift.
Procrustes
creates a
field of
swirling
energy in
a 60-foot-
radius sphere
centered on
a point he can
see within 90 feet.
Whenever a non-
fiend creature starts its
turn in the sphere, it can
feel the rift tear at its mind
and body unless stalled by
magical energy. The creature
can expend a spell slot as a
reaction to mitigate the effects
of the sphere. It takes 27 (6d8)
force damage reduced by 1d8
per level of the expended spell
slot. If the spell slot is at least
6th level, the creature takes no
damage at all. The rift disappears
when Procrustes dies or uses this
action again.
Pervert Gravity. Procrustes
chooses a point he can see within
90 feet. Gravity is reversed in a 20-
foot radius, 10-foot high cylinder
centered on that point. All creatures
and objects that aren’t somehow
anchored to the ground in the area fall upward. A
creature that succeeds on a DC 20 Dexterity saving
throw can grab onto a fixed object it can reach,
thus avoiding the fall. If some solid object (such as a This gigantic, winged, wasp-like fiend has humanoid
ceiling) is encountered in this fall, falling objects and legs and six long, insectile claws. His face is a trio of
creatures strike it just as they would during a normal skulls.
downward fall. If an object or creature reaches the top
of the area without striking anything, it remains there,
oscillating slightly. When Procrustes dies or uses this
action again, affected objects and creatures fall back
down.

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Fiend Lords
If Pulgasaur moves farther than 6 miles
Pulgasaur away, these effects disappear over the course of
1d10 days. The rust ends 1d10 days after he dies or
Lord Pulgasaur exemplifies exploitation and greed. is banished.
His Underhell vaults, built of rusted metal fused
with quivering flesh, are legendary for their troves of
artifacts from a dozen worlds. He rarely entrusts his Pulgasaur in Combat
magic items to his servants and pays legions in his Pulgasaur is reborn from his own corpse when he is
employ only the bare minimum to ensure obedience. killed. He must be defeated three times to be truly
Lord Pulgasaur most easily invades through mortals banished, and he can only be truly killed if he dies
who live off those they exploit, such as robber barons three times in the Underhell. Though paranoid, Pulga-
and vampire lords, but he might just as easily subvert saur believes his elaborate rebirth is enough to protect
the protectors of a city ruled by colonialists or greedy him from most foes. Only in his final form does he
merchants. He is not as reckless as most Archlords, contemplate caution, and even then, caution for him
since he obsessively collects rare novelties from among usually involves quickly killing the most dangerous
the ruins of the mortal world (and other worlds). threats before moving on to others who would dare
Once he has amassed treasures, he guards them with plunder his hoard.
extreme paranoia. Breaking up the Fight. If heroes engage Pulgasaur
Crowns. Lord Pulgasaur wears three crowns of the and retreat so they can regroup between facing his
Underhell. multiple forms, treat Pulgasaur’s first (bronze) form as
Legions. Lord Pulgasaur typically allies with the challenge rating 17 (18,000 XP), his second (mithral)
Annwn, Gehenna, Pandemonium, and Styx legion. form as challenge rating 20 (25,000 XP), and his third
(adamantine) form as challenge rating 22 (41,000
XP).
Pulgasaur’s Shadow
Lord Pulgasaur’s presence causes the world to corrode, This lizard-like humanoid giant has corroded bronze
leaving only its rarest treasures unharmed. scissors longer than a human is tall in place of each
arm. His joints are covered in bronze plates, exposing
Regional Effects a grimacing face on his belly.
Pulgasaur’s presence causes the following magical
effects after he comes within 6 miles:
✼ Blessing of Greed. A creature approaching an
incapacitated, paralyzed, unconscious, or dead
creature feels a foreign impulse to steal from it.
Whenever a creature in the shadow steals from
a dead, incapacitated, paralyzed, or unconscious
creature, the thief gains 10 temporary hit points
that last until the stolen object is returned. If the
stolen item requires attunement, the thieving crea-
ture can attune to it as a bonus action. Recovering
items after slaying Pulgasaur himself (any of the
times he dies) triggers this blessing.
 ieves. Vampires, evil rogues, wererats, hags, la-
✼ Th
mias, medusas, doppelgangers, and other creatures
prone to stealing are drawn to Pulgasaur’s shadow
and corrupted, gaining a corruption trait match-
ing the legion he leads.
✼ Ravaged by Rust. Rust and corrosion spread
across the land and remain indefinitely after Pul-
gasaur’s departure, fading only after he is banished
from the world completely. Hazards such as rusted
bladed thickets, fog of fear, and isolating oubli-
ettes (page 127) appear throughout the region.

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Fiend Lords
Lord Pulgasaur very rare magic swords (such as greatswords of
sharpness) made of mithral.
Large fiend, lawful evil If Pulgasaur dies a third time, he is defeated as
Armor Class 14 (breastplate) normal for an Archlord. His discarded armor
becomes two very rare magic shields (such as +3
Hit Points 180 (19d10 + 76)
shields or spellguard shields) made of adamantine
Speed 30 ft., climb 30 ft., swim 30 ft. or a legendary set of armor (such as armor of
STR DEX CON INT WIS CHA invulnerability) made of adamantine and his two
discarded scissors become four legendary magic
19 (+4) 11 (+0) 19 (+4) 20 (+5) 17 (+3) 18 (+4)
swords (such as vorpal greatswords or defenders)
Saving Throws Str +12, Con +12, Wis +11, Cha +12 made of adamantine.
Skills Arcana +13, Perception +11
Actions
Damage Vulnerabilities lightning
Multiattack. Pulgasaur makes either two ranged
Damage Resistances bludgeoning, piercing, and
attacks or three melee attacks: one with Rusting
slashing from nonmagical attacks Tongue and two with his scissors.
Damage Immunities acid
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft.,
Condition Immunities blinded, charmed, exhaustion, one target. Hit: 13 (2d8 + 4) piercing damage and 7
frightened, paralyzed, petrified, stunned (2d6) acid damage.
Senses blindsight 300 ft., truesight 120 ft., passive Scissors. Melee Weapon Attack: +12 to hit, reach 10
Perception 21 ft., one target. Hit: 15 (2d10 + 4) slashing damage. If
Languages Abyssal, Infernal, telepathy 300 ft. Pulgasaur rolled a 20, one of the target’s limbs (not
its head) is lopped off. A lost leg reduces the target’s
Challenge 26 (90,000 XP)
speed by 10 feet.
Legendary Resistance (3/day). If Pulgasaur fails a Boomerang Blade. Ranged Weapon Attack: +12 to
saving throw, he can choose to succeed instead. hit, range 80/240 ft., one target. Hit: 15 (2d10 + 4)
Magic Resistance. Pulgasaur has advantage on saving slashing damage. The blade magically returns to
throws against spells and other magical effects. Pulgasaur.
Magic Weapons. Pulgasaur’s weapon attacks are Rusting Tongue. Pulgasaur makes a bite attack. On a
magical. miss, if the target is wearing metal armor, its Armor
Class is reduced by 3 until repaired by a mending
Violent Rebirth. When Pulgasaur is reduced to 0 hit spell. If the armor’s AC is reduced to 10 or less, it is
points, he dies and his old armor and weapons fall destroyed unless it is magical.
off him, but his body glows with fiendish power. His
discarded armor becomes two rare magic shields Reactions
(such as +2 shields or arrow-catching shields) made of
Eat Weapon. When Pulgasaur is hit by a metal
bronze, while his two discarded scissors become four
weapon, he bites it after it deals damage to him. If the
rare magic swords (such as vicious longswords) made
weapon is nonmagical, it is instantly destroyed. If it is
of bronze. At the end of his next turn, he is reborn with
magical, it takes a cumulative –1 penalty to damage
new mithral equipment and regains all his hit points.
rolls until repaired by the mending spell or a similar
His Armor Class increases to 17 (+2 half plate) and
effect.
the damage from his scissors and from his boomerang
blade increase to 26 (4d10 + 4). Legendary Actions
The second time Pulgasaur is reborn, his Armor Pulgasaur can take 3 legendary actions, choosing
Class increases to 20 (+2 adamantine plate), and from the options below. Only one legendary action
the damage from his now-adamantine scissors and option can be used at a time and only at the end of
boomerang blade each increase to 42 (7d10 + 4). His another creature's turn. Pulgasaur regains spent
discarded armor becomes two very rare magic shields legendary actions at the start of his turn.
(such as +3 shields or spellguard shields) made of
mithral and his two discarded scissors become four Slice. Pulgasaur attacks with his scissors.

309
Fiend Lords
Steal Magic. Pulgasaur casts dispel magic, using Shadow Actions
Intelligence as his spellcasting ability. If he dispels a
spell, he gains a flying speed of 60 feet and advantage On initiative count 20 (losing initiative ties), Pulgasaur
on his next attack roll until the end of his next turn. takes a shadow action to cause one of the following
effects; he can’t choose the same option two rounds
Hungry Rush (Costs 2 Actions). Pulgasaur moves up in a row:
to half his speed and can use Rusting Tongue once on
each creature that he is within 5 feet of at any point Erupting Blades. Shards of rusty metal explode from
during the movement. all surfaces in a 30-foot-radius circle centered on a
point Pulgasaur can see within 120 feet. The area
becomes difficult terrain and each creature in the area
must succeed on a DC 20 Dexterity saving throw or

310
Fiend Lords
take 10 (3d6) slashing damage. A creature can treat
any 5-foot square of the area as normal terrain but Hit Points 133 (14d10 + 56)
takes 3 (1d6) slashing damage for each such square Saving Throws —
that it enters. Upon being damaged by the blades for Skills Arcana +11, Perception +9
the first time, a creature also has its speed reduced Senses tremorsense 300 ft., truesight 120 ft., passive
by 10 feet until it regains at least 1 hit point. If the
creature is damaged by the blades again after being Perception 19
healed, it is subject to the speed reduction again. The Challenge 19 (22,000 XP)
blades remain until Pulgasaur dies or uses this action
again. Violent Rebirth. When Pulgasaur’s avatar is reduced
to 0 hit points, it dies and its old armor and weapons
Hellish Vault. A 10-foot cube of flesh and metal fall off, but its body glows with fiendish power. Its
panels matching Pulgasaur’s armor erupts from a discarded armor becomes two uncommon magic
surface Pulgasaur can see within 120 feet. It swallows shields (such as +1 shields) made of bronze and
all Large or smaller unattended objects in its area as his two discarded scissors become four uncommon
it appears. A creature in its space must make a DC 20 magic swords (such as +1 longswords) made of
Dexterity saving throw, becoming trapped inside on bronze. At the end of its next turn, the avatar is
a failed save and moving to the nearest unoccupied reborn with new mithral equipment and regains all
space on a successful one. Anything trapped inside is its hit points. Its Armor Class increases to 17 (+2 half
blinded and has total cover against anything outside plate) and the damage from its scissors and from
and takes 17 (5d6) acid damage at initiative count 20 boomerang blade increases to 20 (3d10 + 4).
each turn. Creatures outside the cube also have cover
against creatures inside it. The door can be forced The second time Pulgasaur’s avatar is reborn, its
open with a successful DC 20 Strength (Athletics) Armor Class increases to 20 (+2 adamantine plate),
check as an action and its lock can be picked with and the damage from its now-adamantine scissors
a successful DC 20 Dexterity (thieves’ tools) check and from boomerang blade increases to 26 (4d10
as an action. The vault door can be attacked and + 4). Its discarded armor becomes two rare magic
destroyed (AC 18, 25 hp, vulnerability to lightning shields (such as +2 shields or arrow-catching shields)
damage, immunity to acid and psychic damage). The made of mithral and its two discarded scissors
vault opens and disappears if Pulgasaur dies or uses become four rare magic swords (such as scimitars of
this action again. wounds) made of mithral.

Tempting Treasure. A 5-foot-wide mound of glittering If Pulgasaur’s avatar dies a third time, it is defeated
coins, gems, and weapons appears at a point as normal for a lesser lord. Its discarded armor
Pulgasaur can see within 120 feet. A creature that becomes two rare magic shields (such as +2 shields
can see the treasure at the start of its turn must or arrow-catching shields) made of adamantine or a
succeed on a DC 20 Intelligence saving throw or use very rare set of armor (such as demon armor) and its
its action and movement for the turn trying to reach two discarded scissors become two very rare magic
and take the treasure by as direct a route as possible. swords (such as greatswords of sharpness) made of
The treasure is a magical visual illusion that vanishes adamantine.
if touched or if a dispel magic spell is cast on it. The
treasure also vanishes if Pulgasaur dies or uses this
Actions
action again. Melee Weapon Attack: +10 to hit
Ranged Weapon Attack: +10 to hit
Pulgasaur’s Avatar Legendary Actions
Pulgasaur’s avatar can take only 2 legendary actions.
Pulgasaur’s avatar has no Archlord’s Shadow and no
shadow actions. It has the following changed statistics;
all other statistics, traits, actions, reactions, and leg-
endary actions not listed are the same as Pulgasaur’s.
Breaking up the Fight. If heroes engage Pulgasaur’s
avatar and retreat so that they can regroup between
facing its multiple forms, treat the avatar’s first
(bronze) form as challenge rating 12 (8,400 XP), his
second (mithral) form as challenge rating 14 (11,500
XP), and his third (adamantine) form as challenge
rating 16 (15,000 XP).

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Fiend Lords
Scylla in Combat
Scylla Scylla has five serpentine heads in addition to her
humanoid main head. Removing the snake heads is
Lady Scylla is the Archlord of preying on the weak.
Hers is an evil of convenience, cruelty, and fragile the best way to keep her attacks in check, but doing so
pride. She hunts down anyone who knows how she is dangerous because of the infectious gore that sprays
ascended to Archlord status to destroy any trace of her all over.
origins. Most of the time, she brutalizes weaker fiends,
especially those serving her, to discourage rebellion.
Lady Scylla most easily exploits those who exploit Scylla’s Avatar
scapegoats and underclasses. Her invasion erupts
from the palaces of unjust rulers, vampire lords, Scylla’s avatar has no Archlord’s Shadow and no Shad-
slaver kingpins, and supposedly benevolent autocrats. ow actions. It has the following changed statistics;
During invasions, she prioritizes pockets of vulnerable all statistics, traits, actions, reactions, and legendary
and highly influential or sympathetic targets. These actions not listed are the same as those of Scylla.
she uses as hostages to slow down resistance while she
conquers durable outposts to expand her influence Hit Points 199 (19d10 + 95)
farther and farther afield. Saving Throws —
Crowns. Lady Scylla wears one crown of the Under- Skills Arcana +9, Perception +8
hell.
Senses tremorsense 300 ft., truesight 120 ft., passive
Legions. Lady Scylla typically allies with the Cocy-
Perception 18
tus, Dis, Tartarus, or Sheol legions.
Challenge 14 (11,500 XP)

Scylla’s Shadow Innate Spellcasting. Spell save DC 17, +9 to hit with


spell attacks
Scylla’s presence causes the world to become bloody,
decaying, and cruel. Actions
Melee Weapon Attack: +10 to hit
Regional Effects
Scylla’s presence causes all of the following magical Ranged Weapon Attack: +9 to hit
effects when she comes within 6 miles. Bile Breath (Recharge 4–6). Save DC 18
✼ Blessing of Cruelty. Creatures near an incapac- Reactions
itated, paralyzed, or unconscious creature feel a
foreign impulse to kill the vulnerable creature. Noxious Beheading. Save DC 18
Whenever a creature in the Shadow kills an inca- Legendary Actions
pacitated, paralyzed, or unconscious creature, it
gains 10 temporary hit points. Scylla’s avatar can take only 2 legendary actions.

✼ O pportunists. Lone wolves, maggots, hags,


poisonous snakes, and other creatures prone to
preying on the weak are drawn to Scylla’s shadow
and corrupted, gaining a corruption trait match- This towering humanoid fiend has two monstrous
ing the legion she leads. serpents instead of arms and three more writhing
✼ Ravaged by Pestilence. Pestilence spreads across snakes erupting from her legs. A fan of serpentine
the land and remains indefinitely after Scylla’s tails spreads behind her.
departure, fading only after she is banished from
the world completely. Pools of putrid water grow
across the region. The field of corpses hazard (page
125) and wasting flesh poison (page 130) apply
everywhere her Shadow has touched.
If Scylla moves farther than 6 miles away, these effects
disappear over the course of 1d10 days. The pestilence
ends only 1d10 days after she dies or is banished.

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Fiend Lords
Lady Scylla Whenever Scylla takes 50 or more damage in a single
turn, one of her snake heads dies; lower heads die
Large fiend, lawful evil before upper snake heads can die. Beheading Scylla
with a vorpal sword likewise removes one of her snake
Armor Class 17 (natural armor) heads in the same order; all her snake heads must be
Hit Points 231 (22d10 + 110) removed before such an attack can remove her main
Speed 25 ft., climb 25 ft., swim 25 ft. head.

STR DEX CON INT WIS CHA At the end of her turn, Scylla regrows one dead snake
head, requiring no action on her part. She regains 10
21 (+5) 18 (+4) 21 (+5) 18 (+4) 16 (+3) 19 (+4)
hit points for each head regrown in this way.
Saving Throws Dex +10, Wis +9, Cha +10
Skills Arcana +10, Perception +9
Actions
Damage Resistances acid, fire, psychic; bludgeoning, Multiattack. Scylla attacks with up to three heads.
Her main head can use Bile Breath (if available), Spit
piercing, and slashing from nonmagical attacks
Venom, or cast a cantrip she knows. Her two upper
Damage Immunities poison snake heads can each use Upper Bite or Spit Venom.
Condition Immunities blinded, charmed, deafened, Her three lower snake heads can use Lower Bite or
exhaustion, frightened, grappled, incapacitated, para- Spit Venom.
lyzed, petrified, poisoned, prone, stunned Upper Bite. Melee Weapon Attack: +11 to hit, reach
Senses tremorsense 300 ft., truesight 120 ft., passive 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage
Perception 19 and 5 (1d10) poison damage.
Languages Abyssal, Infernal, telepathy 300 ft. Lower Bite. Melee Weapon Attack: +11 to hit, reach 5
ft., one target. Hit: 8 (1d6 + 5) piercing damage and 5
Challenge 18 (20,000 XP)
(1d10) poison damage.
Innate Spellcasting. Scylla’s spellcasting ability is Spit Venom. Ranged Weapon Attack: +10 to hit, range
Charisma (spell save DC 18, +10 to hit with spell 60/240 ft., one target. Hit: 5 (1d10) poison damage.
attacks). Scylla can innately cast the following spells
Bile Breath (Recharge 4–6). Scylla exhales diseased
as an 18th-level caster, requiring no somatic or
acid in a 60-foot line that is 5 feet wide. Each creature
material components:
in that line is exposed to writhing flesh (page 125;
At will: acid splash, sacred flame save DC 19) and must make a DC 19 Dexterity saving
3/day each: contagion, insect plague throw, taking 54 (12d8) acid damage on a failed save,
or half as much damage on a successful one.
1/day: regenerate
Legendary Resistance (2/day). If Scylla fails a saving Reactions
throw, she can choose to succeed instead. Noxious Beheading. When one of Scylla’s snake
Magic Resistance. Scylla has advantage on saving heads dies, Scylla sprays diseased ichor in a 30-foot
throws against spells and other magical effects. cone in the direction of her choice. Each creature in
the cone must succeed on a DC 19 Dexterity saving
Reactive Heads. For each snake head Scylla has, throw or take 13 (3d8) acid damage and become
she gets an extra reaction that can be used only for infected with writhing flesh ( page 125; save DC 19).
opportunity attacks or Noxious Beheading.
Rotting Glance. A creature that starts its turn able Legendary Actions
to see Scylla must make a saving throw against each Scylla can take 3 legendary actions, choosing from
disease it is affected by as if it had fulfilled the normal the options below. Only one legendary action option
mechanism of the disease’s escalation; if they fail can be used at a time and only at the end of another
this saving throw, the disease progresses. This saving creature's turn. Scylla regains spent legendary actions
throw cannot cause the disease to improve. at the start of her turn.
Snake Heads. Scylla has five snake heads in addition Leg Bite. Scylla makes a Lower Bite attack.
to her humanoid main head.

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Revive Head. One of Scylla’s severed heads grows
into a giant constrictor snake. Roll initiative for it; it
has its own turns.
Spit Venom. Scylla makes a Spit Venom attack.
Cast a Spell (Costs 2 Actions). Scylla casts a spell
from her Innate Spellcasting list, expending a use as
normal.

Shadow Actions
On initiative count 20 (losing initiative ties), Scylla
takes a Shadow action to cause one of the following
effects:
Revolting Sinkhole. A 10-foot radius circular pit of
stinking acid opens in the ground centered on a point
Scylla can see. Each creature atop the area when it
appears must succeed on a DC 19 Dexterity saving
throw or fall in. A creature that starts its turn in the
pit takes 18 (4d8) acid damage. The thick, acidic
mud in the pit requires a successful DC 19 Strength
(Athletics) check to swim through or climb out of.
Swarming Snakes. A swarm of poisonous snakes
appears at a location Scylla can see. Roll initiative for
it; it has its own turns.

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Regional Effects
Spider Mastermind The Spider Mastermind’s presence causes all of
the following magical effects when he comes within
The most potent active Archlord is known only as
6 miles.
the Spider Mastermind. His true name is a closely
guarded secret recorded only in lost and cursed tomes ✼ Blessing of Cowardice. Creatures in the area
remote from the known world. He draws upon the rally at the thought of not having to face their
ancient evil of true selfishness and the conviction that fears. Whenever a creature flees from a fight, it
one is simply better, more important, or beyond other loses 1 level of exhaustion. It also gains advantage
sentient beings. on Charisma checks until it finishes a long rest
Infinitely patient, the Spider Mastermind invades or willingly engages a significant threat to its life
only once he has many contingencies in place to gain without retreating.
something even in defeat. He prefers to invade realms ✼ S chemers. Oni, rakshasa, hags, evil archmages,
of exceptional security, with famous and powerful and other creatures prone to hubris and manipu-
protectors he can strike down all at once. In the mor- lating others are drawn to the Spider Mastermind’s
tal realm, his ambitions include stealing holy artifacts Shadow and corrupted, gaining a corruption trait
for corruption, using mortal worlds as beachheads for matching the legion he leads.
invading other worlds, and finding weak points to ✼ T  raps Everywhere. Infernal structures and traps
invade the good-aligned planes. spread across the land and remain indefinitely af-
Master Manipulator. One or more lesser fiend ter the Spider Mastermind’s departure, fading only
lords usually work for the Spider Mastermind at any after he is banished from the world completely.
given time, each executing different parts of his com- These devices resemble common traps (including
plex plans. He has even been known to manipulate noxious acid pits, vicious halos, boilpits, bladed
other Archlords to steal things for him during their thickets, and other hazards starting on page 125),
own invasions. Thus, his designs can move forward implements of torture, and items useful for the
even after another Archlord is defeated. When he logistics of the fiendish invasion. These provide his
leads an invasion, the Spider Mastermind often makes fiends with metal and flesh fortifications and cause
it appear another Archlord is responsible. To truly end traps to magically appear near pockets of mortal
the threat, heroes must deduce the Spider Master- survivors.
mind’s involvement from clues.
Insidious Collector. An invasion is the Spider Mas- If the Spider Mastermind moves farther than 6 miles
termind’s opportunity to collect means of increasing away, these effects disappear over the course of 1d10
his own power. His minions seek out worthy heroes, days. The traps disappear 1d10 days after he dies or is
whose hearts he can use for profane rituals. The banished.
minions seize citadels whose locations can form points
in a nation-spanning fiendish glyph to enhance his The Spider Mastermind in Combat
power and control over the world. They collect sacred
relics, artifacts, and legendary magic items to fuel his The Spider Mastermind plays the long game, studying
power and weaken his enemies. foes to learn exactly how to exploit their weaknesses.
Increasing Threat. If the Spider Mastermind is left He is happy to let foes flee, knowing that time only
to his own devices for too long, he can collect items favors his meticulous plans.
that provide practical or magical leverage against spe-
cific heroes or all heroes in that world, which increase An armored metal construct with spidery legs carries
his Insightful Attack damage. a scowling fiend whose human-sized body looks puny
Crowns. The Spider Mastermind wears four crowns in comparison to its pulsating brain the size of a large
of the Underhell. shed.
Legions. The Spider Mastermind typically allies with
the Annwn, Acheron, Pandemonium, and Sheol legions.

The Spider Mastermind’s Shadow


The Spider Mastermind’s presence transforms the
world around him into tools and traps for his own
obscure goals.

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Fiend Lords
Spider Mastermind that attacks him or casts a spell while he can see
that creature with his truesight. If the creature flees
Huge fiend, lawful evil combat afterward, the Spider Mastermind gains 3d6
Insight dice linked to that creature, which improve his
Armor Class 17 (natural armor) Insightful Attack against that creature (by 10 [3d6]
Hit Points 495 (30d12 + 300) damage), provided he hasn’t already gained Insight
Speed 40 ft., climb 25 ft. dice for that creature in the past 24 hours.

STR DEX CON INT WIS CHA Actions


23 (+6) 20 (+5) 30 (+10) 29 (+9) 20 (+5) 22 (+6) Multiattack. The Spider Mastermind makes either two
Saving Throws Con +19, Wis +14, Cha +15 melee attacks or four ranged attacks. Then, he can
use Feed on Anxiety.
Skills Arcana +18, Perception +14
Damage Resistances psychic; bludgeoning, piercing, Impale. Melee Weapon Attack: +15 to hit, reach 10
ft., one target. Hit: 25 (3d12 + 6) piercing damage.
and slashing from nonmagical attacks
If the target is Medium or smaller, it is grappled
Damage Immunities fire, poison (escape DC 16).
Condition Immunities charmed, exhaustion, fright-
Dart. Ranged Weapon Attack: +14 to hit, range
ened, incapacitated, paralyzed, petrified, poisoned, 150/600 ft., one target. Hit: 18 (3d8 + 5)
prone, stunned piercing damage.
Senses tremorsense 300 ft., truesight 120 ft., passive Dart Spray. The Spider Mastermind makes
Perception 24 two dart attacks against each creature in a
Languages Abyssal, Infernal, telepathy 300 ft. 90-foot cone.
Challenge 30 (155,000 XP) Feed on Anxiety. The Spider
Mastermind siphons psychic
Infernal Armaments. The Spider Mastermind’s energy from up to four creatures
weapon attacks are magical. it can see within 120 feet.
Innate Spellcasting (Psionics). The Spider Each target can feel the Spider
Mastermind’s spellcasting ability is Intelligence (spell Mastermind in its mind and knows
save DC 26). The Spider Mastermind can innately cast that remaining nearby will feed the
the following spells, requiring no components: fiend’s power. The target must
succeed on a DC 26 Wisdom
At will: dispel magic, fly, shatter, telekinesis, wall of saving throw or be frightened
fire until the start of the
3/day each: cloudkill, flame strike, phantasmal killer Spider Mastermind’s
(7th level), sending, scrying next turn, and at the
end of the target’s next
Insightful Attack (1/Turn). The Spider Mastermind
turn, the Spider Mastermind
deals an additional 35 (10d6) damage, called Insight
regains 20 hit points unless
dice, when he hits a target with a weapon attack if he
the target used its movement (and
didn’t have disadvantage on the attack roll.
action, if necessary) to move or
Legendary Resistance (3/day). If the Spider teleport out of line of sight of him as
Mastermind fails a saving throw, he can choose to directly as possible.
succeed instead.
Magic Resistance. The Spider Mastermind has
Legendary Actions
advantage on saving throws against spells and other The Spider Mastermind can take 3 legendary
magical effects. actions, choosing from the options below. Only one
legendary action option can be used at a time and
Tactical Analysis. The Spider Mastermind
only at the end of another creature's turn. The Spider
automatically learns the damage immunities,
Mastermind regains spent legendary actions at the
resistances, and vulnerabilities of each creature
start of his turn.

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Fiend Lords
Cast a Middling Spell (Costs 2 Actions). The Spider
Mastermind casts a spell from his Innate Spellcasting The Spider Mastermind’s
list that is available thrice per day, expending a use as
normal.
Avatar
Cast a Minor Spell. The Spider Mastermind casts a
The Spider Mastermind’s avatar has no Archlord’s
spell from his Innate Spellcasting list available at will.
Shadow and no Shadow actions. It has the following
Dart. The Spider Mastermind makes a dart attack. changed statistics; all statistics, traits, actions, reac-
Scurry (Costs 2 Actions). The Spider Mastermind tions, and legendary actions not listed are the same as
moves up to half his speed. During this movement, he those of the Spider Mastermind.
can move through Large or smaller creature’s spaces.
He can make up to one attack to impale each creature Hit Points 264 (16d12 + 160)
whose space he enters.
Saving Throws —
Shadow Actions Skills Arcana +16, Perception +12
On initiative count 20 (losing initiative ties), the Spider Senses tremorsense 300 ft., truesight 120 ft., passive
Mastermind takes a Shadow action to cause one of Perception 22
the following effects. He can’t choose the same option Challenge 21 (33,000 XP)
two rounds in a row.
Crushing Walls. The Spider Mastermind chooses a Innate Spellcasting. Spell save DC 24
point he can see within 90 feet. Each creature in the Insightful Attack (1/Turn). 14 (4d6) damage
area within 5 feet of two or more walls must succeed
on a DC 20 Dexterity saving throw or take 10 (3d6) Actions
bludgeoning damage and be restrained as the walls Melee Weapon Attack: +13 to hit
close in. The creature can escape or be freed as an
action with a successful DC 20 Strength (Athletics) or Ranged Weapon Attack: +12 to hit
Dexterity (Acrobatics) check. The walls release when Feed on Anxiety. Save DC 24; regains 10 hit points
the Spider Mastermind dies or uses this action again.
Living Maze. Up to six walls of flesh and metal 10 feet
Legendary Actions
by up to 120 feet rise from the ground at locations the The Spider Mastermind’s avatar can take only 2
Spider Mastermind can see. They can be vertical or legendary actions.
horizontal. If one appears within 5 feet of the Spider
Mastermind, he can ride along as it rises, requiring
no action. The Spider Mastermind can reach around
or over the walls to attack and has half cover against
Medium or smaller creatures on the other side. If a
creature would be surrounded on all sides by a wall (or
the wall and another solid surface), that creature can
make a DC 20 Dexterity saving throw. On a success,
it can use its reaction to move up to its speed so that
it is no longer enclosed. Each 10-foot square panel of
the wall can be attacked and destroyed (AC 19, 60
hp, resistance to fire damage, immunity to psychic
damage). The walls disappear when the Spider
Mastermind dies or uses this action again.
Vicious Halos. Up to three vicious halos (page
129) appear at unoccupied locations the Spider
Mastermind can see within 120 feet. The halos
disappear when the Spider Mastermind dies or uses
this action again.

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Fiend Lords
 apid Erosion. The area is indefinitely
✼ R
Stheno shot through with howling winds that
carry blasting grit or corrosive salt air. Objects
Lady Stheno is the Archlord of false hope, flattery, in the area become brittle. The AC of each object
and callous complacency. She often makes overtures in the area is reduced by 2 so long as it is exposed
of alliance to various archfiends, feigning a need for to the winds.
support she does not truly require. Her goals include
If Stheno dies or moves farther than 6 miles away,
tricking other archfiends (and if possibly even archce-
these effects disappear over the course of 1d10 days.
lestials) into a false sense of security that will allow her
The rapid erosion lasts until Stheno is banished or
to conquer their realms unexpectedly.
slain.
When great leaders grow complacent, overly relying
on a single linchpin or a few individuals, Lady Stheno
launches her invasion. Regardless of whether the lead- Stheno in Combat
ers assume they are safe due to the force of tradition, Lady Stheno is a patient combatant. She views victory
a legendary hero, or an interventionist deity, Stheno’s as inevitable, since she need not slay her opponents to
arrival proves their confidence to be nothing but win. If she can hit them effectively, she can pummel
pathetic hubris. them to death; if she cannot, she can quickly turn
Mortal emotions are Lady Stheno’s playthings them to stone. Either approach is fine with her.
when she invades. She is liable to fall back at first,
to tinge the horror of invasion with an air of false
hope that her threat might not be as bad as it first Stheno’s Avatar
appeared. Then, when the mortals rally for what
they think is the final push to drive Stheno back, Stheno’s avatar has no Archlord’s Shadow and no
she crushes their remaining heroes in a catastrophic Shadow actions. It has the following changed statis-
display. tics; all statistics, traits, actions, reactions, and legend-
Crowns. Lady Stheno wears two crowns of the ary actions not listed are the same as those of Stheno.
Underhell.
Legions. Lady Stheno usually allies with the Hades,
Hit Points 247 (15d12 + 150)
Lethe, and Styx legions. When facing foes without
obvious weaknesses, she hires Sheol spies to find Saving Throws —
something for her to exploit. Skills Perception +10
Senses darkvision 300 ft., tremorsense 300 ft., true-
Stheno’s Shadow sight 120 ft., passive Perception 20
Challenge 18 (20,000 XP)
Stheno’s presence causes life to ossify, turning flesh to
bone and eventually to rock. Bone Dust Wake (1/Turn). Save DC 20

Regional Effects Actions


Stheno’s presence might cause any of the following Multiattack. Stheno makes two attacks.
magical effects in the region when she comes within Melee Weapon Attack: +12 to hit
6 miles.
Ranged Weapon Attack: +9 to hit
✼ Acid Rain. Squalls of acid rain strike every 1d4
hours. The rain dissolves armor, reducing the AC Legendary Actions
of each creature exposed to it by 2 the first time Stheno’s avatar can take only 2 legendary actions.
that creature is exposed to that squall. If the ar-
mor’s AC is reduced to 10 and it is nonmagical, it
is destroyed. A mending spell removes this penalty.
✼ C omplacency. Non-fiends that rest in the area
become complacent unless they succeed on a DC
15 Charisma saving throw. Until they finish a long
rest outside the area or are reduced to 0 hit points,
they neglect to cast spells or make similar prepara-
tions before the need for it is present.

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Fiend Lords
Lady Stheno after her like an afterimage. When she misses on an
attack roll, the dust clings to the missed creature and
Huge fiend, lawful evil incrementally fossilizes it unless the creature succeeds
on a DC 21 Constitution saving throw. On a failed save,
Armor Class 14 (natural armor) the creature gains 1 level of exhaustion and its Armor
Hit Points 478 (29d12 + 290) Class increases by 2 as its flesh gradually turns to a mix
Speed 30 ft., burrow 20 ft., climb 30 ft., swim 30 ft. of spiky bone and stone. When its Armor Class reaches
30 or it has at least 5 levels of exhaustion, the creature
STR DEX CON INT WIS CHA is petrified. If the creature’s AC drops below 30 and/or
23 (+6) 16 (+3) 30 (+10) 23 (+6) 18 (+4) 20 (+5) its exhaustion reduces below 5 levels, the petrification
ends. Any spell that removes the petrified condition
Saving Throws Str +13, Int +13, Cha +12
undoes this AC increase.
Skills Perception +11
Crumble. When a creature moves farther than 90 feet
Damage Vulnerabilities acid, cold, fire, necrotic,
away from Stheno, even by teleportation, her bone
thunder dust cloud erodes its armor. The creature’s Armor
Damage Resistances bludgeoning, piercing, and Class increase from Bone Dust Wake is reduced by 2.
slashing from nonmagical attacks If it had no such increase and it wears armor, instead
Condition Immunities charmed, exhaustion, fright- the Armor Class of the armor is reduced by 2 until
it is repaired by a mending spell or similar magic.
ened, incapacitated, paralyzed, petrified, uncon- Nonmagical armor that has its AC reduced to 10 or
scious less is destroyed. A creature that is neither wearing
Senses darkvision 300 ft., tremorsense 300 ft., true- armor nor affected by Stheno’s Bone Dust Wake isn’t
sight 120 ft., passive Perception 21 affected by Crumble.
Languages Abyssal, Infernal, telepathy 300 ft. Feign Death (1/Day). When Stheno takes damage, she
Challenge 23 (50,000 XP) can choose to fall prone and seem dead. At the start
of her next turn, the ground swallows her. She can
Legendary Resistance (3/day). If Stheno fails a saving then use her burrowing speed without it being obvious
throw, she can choose to succeed instead. she is still active.
Reactive. Stheno can take one reaction on every turn Legendary Actions
in a combat.
Stheno can take 3 legendary actions, choosing from
Actions the options below. Only one legendary action option
can be used at a time and only at the end of another
Multiattack. Stheno makes three bone dart attacks
creature's turn. Stheno regains spent legendary
or three melee attacks: two with her claws and one to
actions at the start of her turn.
constrict.
Bone Dust Armor. Stheno moves up to half her speed
Claw. Melee Weapon Attack: +13 to hit, reach 15 ft.,
and crafts a facsimile of the armor worn by an enemy
one target. Hit: 22 (3d10 + 6) slashing damage.
within 60 feet from her bone dust wake. Unless her
Constrict. Melee Weapon Attack: +13 to hit, reach 5 Armor Class is higher, her AC increases to match that
ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage creature’s AC at the moment she used this action for
and the target is grappled (escape DC 16) unless 1 minute.
Stheno is already grappling two creatures. Until the
Bone Dart. Stheno makes a bone dart attack.
grapple ends, the target is restrained.
Claw. Stheno makes a claw attack.
Bone Dart. Ranged Weapon Attack: +10 to hit, range
80/320 ft., one target. Hit: 16 (3d8 + 3) piercing Shadow Actions
damage.
On initiative count 20 (losing initiative ties), Stheno
Reactions takes a Shadow action to cause one of the following
effects. She can’t choose the same effect two rounds
Bone Dust Wake (1/Turn). Stheno is shrouded by a
in a row.
cloud of bone dust and other debris that mostly follows

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Fiend Lords
Acid Squall. Stinging acid rain pours down in a
30-foot-radius circle centered on a point Stheno
can see. The rain doesn’t fall on Stheno if she is in
the area, creating gaps for her. The area is heavily
obscured and difficult terrain. A creature that starts its
turn in the area or enters the area for the first time on
a turn takes 10 (3d6) acid damage.
Grasping Bones. Skeletal hands reach from the
ground in a 60-foot-radius circle. A non-fiend creature
that starts its turn in the area or that enters the area
for the first time on a turn must succeed on a DC 20
Strength saving throw or be restrained. A restrained
creature can be freed as an action with a successful
DC 15 Strength (Athletics) check. The area reverts
to normal when Stheno dies or uses this action
again.
Exalted Pillars. Up to two 10-foot-diameter pillars
of limestone and twisted bone erupt from the
ground to a height of up to 120 feet. A creature
lifted by the pillar can choose to make a DC 20
Dexterity saving
throw. On a
success, the
creature
jumps
aside to
the nearest
unoccupied
space. If the creature
fails, it is lifted by the pillar; if the pillar pinches
a creature against a hard surface (such
as a ceiling), the creature takes 17 (5d6)
bludgeoning damage, falls prone, and is
restrained between the pillar and the
hard surface. A restrained creature can
be freed as an action with a successful
DC 15 Strength (Athletics) check. The
pillars collapse when Stheno dies or
uses this action again.

A cloud of white dust and salt


surrounds this towering serpentine
fiend. Her distended head stretches
far back from a face framed above
by a larger skeletal visage. A worm-
like tongue emerges from her lower
mouth. She has two arms as long as
she is tall, each with far too many
joints. Below, her body winds as a
curling reptile with grabbing hands
instead of scutes.

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Stroma in Combat
Stroma Lady Stroma is insatiably hungry for those who
dare confront her. She focuses first and foremost on
Lady Stroma is obsessive spite personified. She
watches constantly for any slight against her, real or punishing whatever creature most recently or more
imagined, and then plots disproportionately grand grievously harmed her and will not release that crea-
retribution to ensure none who witness it ever consid- ture until it is dead.
ers standing against her again.
Mighty mortals with vengeful streaks are Lady
Stroma’s typical route into the mortal world. Her Stroma’s Avatar
Doomgates are often created from vigilantes, war-
lords, crusaders, and criminal masterminds. When she Stroma’s avatar has no Archlord’s Shadow and no
invades, Lady Stroma drives her forces first to destroy Shadow actions. It has the following changed statis-
anyone connected to good-aligned religions and other tics; all statistics, traits, actions, reactions, and legend-
guardians who have been known to fight against ary actions not listed are the same as those of Stroma.
fiends in the past. They are ordered to watch for in-
formation about leaders of mortal resistance, learning Hit Points 275 (19d12 + 152)
what her enemies care about so as to most exquisitely Saving Throws —
punish and coerce them. Skills Arcana +10, Stealth +6
Crowns. Lady Stroma wears three crowns of the
Challenge 19 (22,000 XP)
Underhell.
Legions. Stroma typically allies with the Cocytus, Innate Spellcasting. Spell save DC 21, +13 to hit with
Dis, or Tartarus legions. spell attacks

Stroma’s Shadow Actions


Multiattack. Stroma makes two eye ray attacks.
Stroma’s presence twists the world, making pain and
Bite. Melee Weapon Attack: +16 to hit; save DC 24;
offense sting like never before.
swallowed creature takes 33 (6d10) acid damage at
the start of each of Stroma’s turns
Regional Effects
Ranged Spell Attack: +13 to hit
Stroma’s presence causes all of the following magical
effects when she comes within 6 miles. Legendary Actions
✼ Ambushers. Bugbears, grimlocks, gricks, lycan- Stroma’s avatar can take only 2 legendary actions.
thropes, vampire spawn, and other creatures prone
Tunnel Dodge. Save DC 24
to surprise attacks are drawn to Stroma’s Shadow
and corrupted, gaining a corruption trait match-
ing the legion she leads.
✼ B lessing of Vengeance. Pain, frustration, and
offense cut deeper in the region. Creatures in the
region gain the flaw “I take foolish risks to harm
those who have wronged me.”
✼ H  ellscape Hazards. Fleshy terrain, sealed boilpits,
camouflaged noxious acid pits, isolating oubli-
ettes, and other deceptive hazards form across
the land and remain indefinitely after Stroma’s
departure, fading only after she is banished from
the world completely.
If Stroma moves farther than 6 miles away, these
effects disappear over the course of 1d10 days. The
hellscape hazards end only 1d10 days after she dies or
is banished.

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Fiend Lords
Stroma saving throw. A swallowed creature is blinded and
restrained, it has total cover against attacks and other
Huge fiend, chaotic evil effects outside Stroma, and it takes 55 (10d10) acid
damage at the start of each of Stroma’s turns. While
Armor Class 16 (natural armor) restrained, the creature can’t be teleported.
Hit Points 435 (30d12 + 240)
If Stroma takes 60 damage or more on a single turn
Speed 30 ft., burrow 30 ft. from a creature inside her, Stroma must succeed on
STR DEX CON INT WIS CHA a DC 27 Constitution saving throw at the end of that
turn or regurgitate all swallowed creatures, which fall
30 (+10) 10 (+0) 27 (+8) 18 (+4) 24 (+7) 23 (+6)
prone in a space within 10 feet of her. If Stroma dies,
Saving Throws Str +19, Con +17, Wis +16, Cha +15 a swallowed creature is no longer restrained by her
Skills Arcana +13, Stealth +9 and emerges prone as her physical form unravels and
dissolves.
Damage Resistances thunder
Damage Immunities acid, fire; bludgeoning, piercing, Eye Ray. Ranged Spell Attack: +16 to hit, range 90
ft., one target. Hit: 24 (5d6 + 7) force damage and
and slashing from nonmagical attacks
the target can’t teleport or use a magical flying speed
Condition Immunities blinded, exhaustion, grappled, until the start of Stroma’s next turn. If the creature is
incapacitated, paralyzed, petrified, prone, stunned, magically flying and has no nonmagical flying speed,
unconscious it falls.
Senses tremorsense 300 ft., blindsight 120 ft. (blind
Legendary Actions
beyond this radius), passive Perception 17
Stroma can take 3 legendary actions, choosing from
Languages Abyssal, Infernal, telepathy 300 ft.
the options below. Only one legendary action option
Challenge 29 (135,000 XP) can be used at a time and only at the end of another
creature's turn. Stroma regains spent legendary
Earth Glide. Stroma can burrow through nonmagical, actions at the start of her turn.
unworked earth and stone. While doing so, she doesn't
disturb the material she moves through. Cast a Spell (Costs 2 Actions). Stroma casts a spell
from her Innate Spellcasting list, expending a use as
Innate Spellcasting. Stroma’s spellcasting ability normal.
is Wisdom (spell save DC 24, +16 to hit with spell
attacks). Stroma can innately cast the following spells, Spiteful Glare. Stroma makes an eye ray attack. She
requiring no verbal or material components: has advantage on the attack roll if the target attacked
her, cast a spell on her, or forced her to make a saving
At will: bestow curse (9th level), flesh to stone, move throw since the start of her last turn.
earth, reverse gravity, wall of stone
Tunnel Dodge (Costs 2 Actions). Any creature on the
Legendary Resistance (3/day). If Stroma fails a saving ground within 20 feet of Stroma must succeed on a
throw, she can choose to succeed instead. DC 27 Strength saving throw or fall prone. Then, she
Lurker. Stroma can always take the Hide action as burrows up to her speed and can take the Hide action.
long as she is at least lightly obscured. Her movement doesn’t provoke opportunity attacks.
Magic Resistance. Stroma has advantage on saving
throws against spells and other magical effects.
Shadow Actions
On initiative count 20 (losing initiative ties), Stroma
Actions takes a Shadow action to cause one of the following
Multiattack. Stroma makes three attacks: one to bite effects. She can’t choose the same action twice in a
and two with her eye rays. row.

Bite. Melee Weapon Attack: +19 to hit, reach 5 ft., one Eroding Vapors. A 30-foot-radius plume of noxious
target. Hit: 28 (4d8 + 10) piercing damage and if the yellow gas erupts from a point on a surface Stroma
target is Large or smaller and Stroma doesn’t have can see within 120 feet. The gas lightly obscures the
a swallowed creature, the target is swallowed by area. Each creature that enters the cloud for the first
Stroma unless it succeeds on a DC 27 Dexterity time on a turn or starts its turn there takes 7 (2d6)

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Fiend Lords
acid damage. The gas persists until Stroma dies or
uses this action again. This howling vortex of teeth and giant hands emerges
directly from the earth. A titanic face looms in the
Oil Geyser. A geyser of boiling oil erupts from a point tornado, distorted by whirling fangs and spinning
on the ground Stroma can see within 120 feet. A debris.
30-foot-radius circle centered on that point becomes
difficult terrain. Creatures in a 15-foot-wide line
extending 60 feet up from that point must succeed on
a DC 20 Dexterity saving throw or take 17 (5d6) fire
damage and become coated in oil. Until scraped free
of oil as an action, the creature’s speed is reduced by
10 feet, it has disadvantage on Strength and Dexterity
checks except for checks to escape from grapples,
and it takes 5 (1d10) fire damage at the start of each
of its turns.
Wretched Earth. Closed or open boilpits (page 125)
up to 40 feet across appear at up to three locations of
Stroma’s choice that she can see within 120 feet. The
boilpits persist until Stroma dies or uses this action
again.

325
Fiend Lords
damage at the start of each of its turns.
Tarasque A creature that catches hellfire is exposed
to the psychic inferno curse (page 122).
Tarasque embodies one of the most basic evils: de-
If Tarasque moves farther than 6 miles away, these ef-
struction for its own sake. He is a force of chaos and
fects disappear over the course of 1d10 days. The hell-
violence and takes joy in wrecking whatever has been
fire ends only 1d10 days after he dies or is banished.
built. On the evil planes of existence, he constantly
harasses other fiends, destroying their works and forti-
fications to prove his own dominance. Tarasque in Combat
Lord Tarasque most readily enters the material Lord Tarasque is covered in flaming spines and obscur-
world through paragons of physical violence. Al- ing smoke that makes him all but impossible to harm
though powerful champions of evil succumb to at range and dangerous to harm in melee. He eagerly
Tarasque’s power easily, any mighty creature that rushes into melee, especially with creatures wearing
has destroyed something unnecessarily might fall flashy magic items. If ranged attackers manage to seri-
to Tarasque’s power. His primary goals during an ously harm him through his cloak of smoke, he shrugs
invasion are finding the most grand and built-up of them off with legendary actions, counterspells, and his
mortal cities and citadels as well as the lushest of wilds Fire Breath so he can focus on the fun of melee.
and rolling through their burning ruins.
Crowns. Lord Tarasque wears two crowns of the
Underhell. Tarasque’s Avatar
Legions. Lord Tarasque typically allies with the
Cocytus, Dis, Gehenna, or Phlegethon legions. Tarasque’s avatar has no Archlord’s Shadow, no Hell-
fire Curse, and no Shadow actions. It has the follow-
Tarasque’s Shadow ing changed statistics; all statistics, traits, actions,
reactions, and legendary actions not listed are the
Tarasque’s presence causes the world’s structure and same as those of Tarasque.
vitality to come burning down.

Regional Effects Hit Points 207 (18d10 + 108)


Saving Throws —
Tarasque’s presence causes all of the following magical
effects when he comes within 6 miles. Skills Arcana +10, Perception +9
Senses tremorsense 300 ft., truesight 120 ft., passive
✼ Blessing of Violence. Whenever a creature takes
damage that it could have prevented (such as from Perception 19
being on fire in Tarasque’s Hellfire Gaze and not Challenge 17 (18,000 XP)
taking an action to extinguish it), it gets advantage
Innate Spellcasting. Spell save DC 19
on its next attack roll.
✼ B rutes. Ogres, hills giants, gnolls, and other Smoke. Until a creature uses its action to douse the
flames, the burning creature takes 1d10 fire damage
creatures prone to senseless violence are drawn
at the start of each of its turns.
to Tarasque’s Shadow and corrupted, gaining a
corruption trait matching the legion he leads. Spines. 5 piercing damage
✼ Ravaged by Hellfire. Hellfire spreads across the Actions
land and remains indefinitely after Tarasque’s
Melee Weapon Attack: +12 to hit; save DC 20
departure. Flammable structures and plants in
the area remain aflame indefinitely, crumbling Ranged Weapon Attack: +12 to hit
but never burning up. A non-fiend creature that Hellfire Breath (Recharge 5–6). Each creature in a
comes within 5 feet of the hellfire for the first time 60-foot cone must make a DC 20 Dexterity saving
on a turn or starts its turn there must succeed throw, taking 22 (4d10) fire damage and 18 (4d8)
on a DC 15 Dexterity saving throw or take 5 necrotic damage on a failed save, or half as much
(1d10) fire damage and 4 (1d8) necrotic damage on a successful one. Creatures are not ignited by the
and catches fire. Although painful, being on fire breath.
doesn’t deal further damage in Tarasque’s Shadow.
Outside, until a creature uses its action to douse Legendary Actions
the flames, the burning creature takes 1d10 fire Tarasque’s avatar can take only 2 legendary actions.

326
Fiend Lords
Lord Tarasque Actions
Multiattack. Tarasque makes two ranged attacks or
Large fiend, chaotic evil
three melee attacks: one bite and either two claws or
Armor Class 16 (natural armor) two kicks.
Hit Points 287 (25d10 + 150) Bite. Melee Weapon Attack: +13 to hit, reach 10 ft.,
Speed 30 ft., swim 20 ft. one target. Hit: 19 (2d12 + 6) piercing damage.
STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +13 to hit, reach 5 ft.,
23 (+6) 16 (+3) 22 (+6) 19 (+4) 16 (+3) 21 (+5) one target. Hit: 15 (2d8 + 6) slashing damage.
Kick. Melee Weapon Attack: +13 to hit, reach 5 ft.,
Saving Throws Con +13, Wis +10, Cha +12
one target. Hit: 13 (2d6 + 6) bludgeoning damage and
Skills Arcana +11, Perception +10 if the target is a creature, it must succeed on a DC 21
Damage Resistances bludgeoning, piercing, and Strength saving throw or be knocked prone.
slashing from nonmagical attacks Spine Throw. Ranged Weapon Attack: +13 to hit,
Damage Immunities fire, necrotic range 60/240 ft., one target. Hit: 19 (2d12 + 6)
Condition Immunities charmed, exhaustion, fright- piercing damage and the target is knocked prone.
ened, incapacitated, paralyzed, petrified, poisoned, If the target falls prone, its space becomes difficult
terrain and it is restrained until the spine is destroyed
stunned or a creature uses its action to pull the spine out with
Senses tremorsense 300 ft., truesight 120 ft., passive a successful DC 16 Strength (Athletics) check. The
Perception 20 spine can be attacked and destroyed (AC 17; hp
Languages Abyssal, Infernal, telepathy 300 ft. 20; resistance to piercing damage; immunity to fire,
poison, and psychic damage).
Challenge 22 (41,000 XP)
Hellfire Breath (Recharge 5–6). Tarasque breathes a
Innate Spellcasting. Tarasque’s spellcasting ability is gout of flame in a 90-foot cone. Each creature in the
Charisma (spell save DC 20). Tarasque can innately area catches fire and must make a DC 21 Dexterity
cast the following spells, requiring no material saving throw, taking 33 (6d10) fire damage and 27
components: (6d8) necrotic damage and catching fire (as Ravaged
At will: counterspell (5th level), flame strike, misty by Hellfire) on a failed save, or half as much damage
step, shatter (5th level), wall of fire and not catching fire on a successful one.

Legendary Resistance (2/day). If Tarasque fails a Reactions


saving throw, he can choose to succeed instead.
Counterspell. Tarasque can innately cast counterspell
Hellfire Curse. As a bonus action, Tarasque curses all as if using a 5th-level slot.
creatures that he can see within 90 feet that are on
fire. Each takes 9 (2d8) necrotic damage. Legendary Actions
Smoke. Tarasque emits a cloud of burning smoke Tarasque can take 3 legendary actions, choosing from
that fills a 20-foot-radius sphere centered on him. the options below. Only one legendary action option
Anything in the smoke is heavily obscured from can be used at a time and only at the end of another
creatures farther than 10 feet away and lightly creature's turn. Tarasque regains spent legendary
obscured from closer creatures. The flames shed dim actions at the start of his turn.
illumination in a 40-foot-radius sphere. Tarasque’s Claw. Tarasque makes a claw attack.
truesight is not impeded by the smoke. A creature that
enters the smoke for the first time on a turn or starts Cast a Spell (Costs 3 Actions). Tarasque casts a spell
its turn there catches fire (as Ravaged by Hellfire). from his Innate Spellcasting list.
Spines. The second time during a creature’s turn Trampling Charge (Costs 2 Actions). Tarasque moves
that it damages Tarasque, if the creature is within 10 up to half his speed. During this movement, he can
feet, Tarasque’s concealed spines erupt to spear the move through the spaces of Medium or smaller
attacker; that creature takes 10 piercing damage. creatures. The first time he enters each creature’s
space during this action, he can make a kick
attack against that creature.

327
Fiend Lords
Shadow Actions becomes difficult terrain. Each creature in
the area must succeed on a DC 18 Strength
On initiative count 20 (losing initiative ties), Tarasque saving throw or be knocked prone and take 10
takes a Shadow action to cause one of the following (3d6) bludgeoning damage.
effects. He can’t choose the same action twice in a
row.
Waves of heat emanate from the thick, noxious
Blazing Destruction. Hellfire spreads from a point
smoke glowing with red-violet flames that almost
Tarasque can see within 120 feet. All difficult terrain
obscure this giant quadruped. A snarling mouth big
within 60 feet of that point bursts into hellish flames
enough to swallow an orc appears for a moment in
(as Ravaged by Hellfire).
a gap in the smoke, and wicked spines glint in the
Choking Smoke. Noxious smoke heavily obscures a flame’s reflective glare.
20-foot-radius sphere centered on a point Tarasque
can see within 120 feet. It doesn’t impede Tarasque’s
truesight. Each creature that starts its turn in the
smoke must succeed on a DC 18 Constitution saving
throw or become poisoned until the start of its next
turn. The smoke lasts until
Tarasque dies or uses
this action again.
Ruination. A
structure or
section of the
terrain collapses
upon a point Tarasque
can see within 120 feet.
The area within 30 feet

328
Fiend Lords
 ecrogestation. Corpses of warm-blooded non-
✼ N
The Mantispid – fiend beasts, humanoids, and monsters within
Filudo’s Shadow become infested with fiendish
Filudo parasites. Infected corpses spawn 1d4 maggots
after 1d6 days within the Shadow.
The insectile entity Filudo has long been associated
If Filudo moves farther than 6 miles, these effects
with the Underhell, but no one knows why. It is
disappear over the course of 1d10 days.
known that Filudo did not originate there, but trav-
eled from elsewhere, perhaps a different timeline, and
was somehow adopted. As such, it remains somewhat Filudo in Combat
alien to the other fiends and their arch lords. Filudo’s biggest threat to its opponents is its Psy-
Filudo’s raw power and deadliness means that it has chic Parasite aura, which transforms potential host
carved out a position in the Underhell for itself. Even creatures into demons that fight for Filudo. When
more importantly, its ability to spawn hordes of fiends engaged in a fight, Filudo will use its speed, flight,
and minions out of the bodies of hapless mortals and teleportation to stay at range as its aura takes
has made it a key player in the Underhell’s plots and effect and the heroes deal with its minions. However,
plans. creatures that manage to get into melee range fall prey
Sages know that Filudo came from millions of years to Filudo’s claws and ravenous appetite.
ago, and possibly a different world or dimension. One
theory is that Filudo comes from the mythical Forever
Well—the source of all the multiverse. Presumably, Filudo’s Avatar
it was either created as a universe itself, though a
sentient one, or else it crawled through the well from Filudo’s Avatar has no Archlord’s Shadow and no
a different multiverse—a concept outside the under- shadow actions. It has the following changed statis-
standing of most mortal minds. tics; all statistics, traits, actions, reactions, and legend-
Unfortunately, the lack of information about Filu- ary actions not listed are the same as those of Filudo.
do and the havoc it creates make it difficult to study.
It is known that it causes weird time rifts, dropping
Hit Points 332 (19d20 + 133)
artifacts out of the blue as it travels. It also, of course,
leaves havoc in its wake, as the mortals it passes by Saving Throws —
become monstrous fiends and maggots. Skills Arcana +11, Perception +12
Crowns. Lord Filudo wears three crowns of the Senses darkvision 300 ft., truesight 120 ft., passive
Underhell. Perception 22
Legions. Lord Filudo will ally with any legion, but Challenge 19 (200 XP)
particularly favors Dis, Hades, Styx, and Tartarus.
Innate Spellcasting. Spell save DC 20, +12 to hit with
spell attacks.
Filudo’s Shadow
Psychic Parasite. Constitution saving throw DC 22.

Regional Effects ACTIONS


Filudo’s presence causes all of the following magical Multiattack. Escape from grapple is 22 DC.
effects when he comes within 6 miles. Melee Weapon Attack: +14 to hit.
✼ B reeding Pools. Thick swarms of insects plague
waters throughout the region, becoming wriggling LEGENDARY ACTIONS
water (page 129). Filudo’s Avatar can only take 2 legendary actions.
✼ H  ivemind. Ankhegs, carrion crawlers, stirges,
thri-kreen, and other insectoid monsters are
SHADOW ACTIONS
drawn to Filudo’s Shadow and corrupted, gaining Tear Through Space. Constitution saving throw DC 22.
the corruption trait matching the legion it leads.
Smaller insects become more ravenous, attacking
and rapidly consuming weak animals, as well as
spawning their young in the leftovers.

329
The Mantispid based saving throws and ability checks. If a creature
fails three saving throws in a row, its transformation
Gargantuan fiend, neutral evil is complete, turning it into one of the following fiends
depending on maximum hit dice: 0-2 max hit dice:
Armor Class 23 (natural armor) maggot, 2-4 max hit dice: gryllus, 5-7 max hit dice:
Hit Points 455 (26d20 + 182) underfiend, 8-10 max hit dice: cacodemon, 10+
Speed 45 ft., fly 45 ft. max hit dice: Fourth Circle Demon. The transformed
creature rolls a new initiative and fights on the side of
STR DEX CON INT WIS CHA Filudo. If Filudo is banished before the transformation
27 (+8) 25 (+7) 24 (+7) 20 (+5) 22 (+6) 18 (+4) is complete, all creatures gradually transform back
to their normal form over the course of 24 hours. A
Saving Throws Str +16, Dex +15, Con +15, Wis +14
creature that moves more than 300 feet away from
Skills Arcana +13, Perception +14 Filudo stops making saving throws and all signs of
Damage Resistances bludgeoning, piercing, and transformation fade. If they reenter the 300-foot radius,
slashing damage from nonmagical attacks any failed saving throws will not carry over. Creatures
Condition Immunities blinded, charmed, exhaustion, that are fully transformed cannot revert back in this
manner, however, a wish spell might completely remove
frightened, incapacitated, paralyzed, petrified, poi-
the transformation. Casting dispel magic or remove
soned, stunned, unconscious curse won’t reverse the transformation entirely, but
Senses darkvision 300 ft., truesight 120 ft., passive starts the process over again, requiring the infected
Perception 24 creature to fail or succeed three saving throws in a
Languages Abyssal, Infernal, telepathy 300 ft. row again. When Filudo enters a town or village, all
applicable NPCs at Challenge 1 or lower are instantly
Challenge 26 (90,000 XP)
transformed into maggots by this effect.
Immunity to Parasite. A creature grappled by Filudo
as a result of its raptorial claw attack is immune to
ACTIONS
the effects of Psychic Parasite for the duration of the Multiattack. Filudo makes two Raptorial Claw attacks
grapple, and therefore, will not need to make saving against one target. The target is grappled (escape
throws against it. This effect ends when the grappled DC 24) if both attacks hit and if it is a Gargantuan or
creature escapes. smaller creature. If Filudo takes 30 or more damage
from one creature in a single turn, any creature
Innate Spellcasting. Filudo’s innate spellcasting
grappled by it automatically escapes. A target also
ability is Wisdom (spell save DC 22, +14 to hit with
can escape by means of a teleportation spell (such as
spell attacks). It can innately cast the following spells,
dimension door, misty step, etc.).
requiring no material components:
Raptorial Claw. Melee Weapon Attack: +16 to hit,
3/day each: dimension door, misty step, planeshift
reach 15 ft., one target. Hit: 19 (2d10 + 8) slashing
Legendary Resistance (3/day). If Filudo fails a saving damage. Filudo cannot use this attack if it has a
throw, it can choose to succeed instead. creature grappled.
Psychic Parasite. Semi-invisible, intangible parasites Bite. At the start of each of its turns, Filudo bites a
swarm out of Filudo, seeking out hosts within 300 creature it is grappling in its claws, automatically
feet of the Archlord. All creatures other than fiends, dealing 21 (3d8 + 8) piercing damage. A creature
constructs, or undead, while within this range, must reduced to or below 0 hit points by this attack is
make a Constitution saving throw (DC 22) at the start instantly killed as Filudo decapitates its victim,
of each of their turns. Creatures that fail their saving consuming the head.
throws show signs of transformation. If a creature
fails one saving throw, its bones and muscles ache LEGENDARY ACTIONS
as the change sets in, imposing disadvantage on all Filudo can take 3 legendary actions, choosing from
Strength-based saving throws and ability checks until the options below. Only one legendary action can
a successful saving throw. If a creature fails two saving be used at a time and only at the end of another
throws in a row, its mind is beset by hellish whispers creature’s turn. Filudo regains spent legendary actions
from Filudo, imposing disadvantage on Wisdom- at the start of his turn.

330
Raptorial Claw. Filudo makes a raptorial claw attack. Filudo can use this action upon depends on the type
Cast a Spell (Costs 2 Actions). Filudo casts a spell of fiends under its control: maggots: up to five can
from its Innate Spellcasting list. attack, grylluses: up to three can attack, underfiends:
up to two can attack, cacodemons: up to two can
Force Metamorphosis (Costs 3 Actions). Filudo attack, Fourth Circle Demons: only one can attack.
attempts to force the transformation of a creature
affected by Psychic Parasite it can see within 60 feet. Swarming Spawn. Filudo sends a swarm of its spawn
The target creature must have already failed two into an unoccupied location it can see within 90 feet,
saving throws against the effect. When Filudo uses creating a 30-foot-radius sphere. The area is lightly
this action, the target makes a third saving throw obscured and difficult terrain. A creature that starts
against Psychic Parasite with disadvantage. If it fails, its turn in the area makes its Psychic Parasite saving
it transforms into a fiend according to its maximum hit throw at disadvantage. The swarm disperses when
dice as per the Psychic Parasite effect. Filudo dies or uses this action again.
Tear Through Space. Filudo teleports to a location
SHADOW ACTIONS it can see within 300 feet of it. Creatures grappled
On initiative count 20 (losing initiative ties), Filudo by Filudo teleport along with it, but must make a
takes a Shadow action to cause one of the following Constitution saving throw (DC 22) or take 10 (3d6)
effects. It can’t take the same action two rounds in a force damage.
row.
Command the Hive. Filudo commands one or more
fiends within 90 feet it transformed with Psychic
Parasite to attack its enemies. The number of fiends

331
Encounter Tables
This appendix provides lists of monsters likely to be 37–39 2 1 Vicious halo
encountered together. While you can roll random- 40–41 2 1 Gravity cliff
ly on the tables, they are also useful as templates 42–45 2 1 2 howling maggots
for building encounters for your campaign using 46–47 2 1 1 Annwn-corrupted
groups of thematically related monsters. Each table gargoyle
is broken down into groups by average party level, 48–50 2 1 1 Phlegethon-
assuming a party of four characters. For epic fights corrupted ogre and
1 broken maggot
in which characters face a serious risk of death unless
51–53 3 2 1 leering gryllus
they flee or are well prepared, increase the party’s av- and 1 broken
erage level by an amount appropriate for their actual maggot
average level: an increase of one if they are low-level, 54–56 3 2 1 preening gryllus
of four if they are between 5th level and 8th level, of and 1 howling
five if they are between 9th and 11th level, or of six maggot
if they are at least 12th level. Note that encounters 57–59 3 2 1d4 + 2 hazy
with individual creatures that aren’t legendary tend damned soul
to be easier than their challenge rating suggests. If swarms
the party has five or more members, treat the group 60–62 3 2 1 leaping skin
as one level higher per member they have beyond and 1 shambling
four. If the party has three members, treat the group fragment
as one level lower. 63–65 3 2 2 restless
New monsters are found in Chapter 6. Hazards are 66–67 3 2 2 Styx-corrupted
in Chapter 5. Fiend Lord avatars are in Chapter 7. A dire wolves
68–69 3 2 1 Cocytus-
few encounters include standard monsters or NPCs,
corrupted minotaur
which are in bold text. These entries assume either
and 1 broken
you are using both the Underhell fiend traits and the maggot
Sanguine Ward or you are using neither. 70–72 3 2 1 preening gryllus
and 1d3 + 1 broken
Invasion Encounters (Levels 1–4) maggots
Average Epic for 73 3 2 1 Tartarus-
d100 for Level Level Encounter corrupted giant
01–04 1 – 1 howling maggot scorpion
05–07 1 – 1d4 + 2 shambling 74–75 3 2 1 Pandemonium-
fragments corrupted green
08–10 1 – 1d2 + 1 broken hag and 1 broken
maggots maggot
11–13 1 – 1 Styx-corrupted 76–78 4 3 1 leering gryllus
dire wolf and 1 howling
14–16 1 – Boilpit, covered maggot
17–19 1 – 1 restless 79–81 4 3 1d3 + 7 broken
20–22 1 – 2 hazy damned soul maggots
swarms 82–84 4 3 3 howling maggots
23–25 1 – Suffocating ash pit 85 4 3 3 Styx-corrupted
26–27 2 1 1 preening gryllus dire wolves
and 1 shambling 86–87 4 3 2 Annwn-corrupted
fragment gargoyles
28–30 2 1 1 preening gryllus 88–90 4 3 Noxious acid pool
and 1 broken 91–92 4 3 2 Phlegethon-
maggot corrupted ogres
31–33 2 1 1d4 + 3 broken 93 4 3 1 Lethe-corrupted
maggots black pudding
34–36 2 1 1d4 + 6 shambling 94–95 4 3 1 shining gryllus
fragments and 2 broken
maggots

332
Encounter Tables
96–97 4 3 3 restless 59–60 6 4 1 Hades-corrupted
98–00 4 3 2 hazy damned soul fire elemental and 1
swarms hiding 1 broken maggot
preening gryllus and 61–62 6 4 1 Sheol-corrupted
1 broken maggot wyvern
63–67 6 4 1 bonestrike
Invasion Encounters (Levels 5–7) underfiend and 1
Average Epic for howling maggot
d100 for Level Level Encounter 68–72 7 5 1 flesheater
01–05 5 4 1 bonestrike underfiend and 1
underfiend and 1 howling maggot
broken maggot 73–75 7 5 1 leering gryllus
06–10 5 4 2 preening grylluses and 1d4 simpering
and 2d4 + 2 broken maggots
maggots 76–79 7 5 2 livid damned soul
11–15 5 4 2 hazy damned soul swarms
swarms hiding 1 80–81 7 5 1 Dis-corrupted
leering gryllus and 1 gorgon and 1d2
howling maggot howling maggots
16–18 5 4 2 leaping skins, 82–85 7 5 2 hazy damned
each puppeting a soul swarms hiding
corpse 1 bonestrike
19–20 5 4 2 simpering underfiend and 1
maggots broken maggot
21–23 5 4 Noxious acid pool, 86 7 5 1 Annwn-corrupted
camouflaged shield guardian
24–26 5 4 Flame geyser guarding 1 preening
27–28 5 4 2 Tartarus- gryllus
corrupted giant 87–88 7 5 1 Gehenna-
scorpions corrupted stone
29–30 5 4 1d3 + 3 Styx- giant and 1d4
corrupted dire broken maggots
wolves 89–95 7 5 1 shining gryllus
31–34 5 4 2 Cocytus- and 1d4 + 1 howling
corrupted minotaurs maggots
35–36 6 4 1 Tartarus- 96–00 7 5 1 bonestrike
corrupted otyugh underfiend, 1
and 1 howling preening gryllus,
maggot and 1d4 + 1 broken
37–40 6 4 1 livid damned soul maggots
swarm and 1d3
howling maggots Invasion Encounters (Levels 8–10)
41–46 6 4 3 preening grylluses Average Epic for
and 3 broken d100 for Level Level Encounter
maggots 01–06 8 5 1 rampant
47–50 6 4 1 roiling damned cacodaemon and 1
soul swarm and 1 howling maggot
howling maggot 07–10 8 5 2 shining grylluses
51–52 6 4 1 Cocytus- and 1d4 broken
corrupted roper maggots
53–54 6 4 1 shining gryllus 11–15 8 5 2 leering grylluses
and 1d4 +2 broken and 2 howling
maggots maggots
54–56 6 4 3 Annwn-corrupted 16–21 8 5 1 bonestrike
gargoyles underfiend, 1
57–58 6 4 3 Phlegethon- leering gryllus, and
corrupted ogres 2 howling maggots
22–25 8 5 2 hazy damned

333
Encounter Tables
soul swarms each
hiding 1 flesheater riding
underfiend and 1 a Tartarus-
broken maggot corrupted giant
26–28 8 5 1 Acheron- scorpion
corrupted treant 85–88 10 6 1 flesheater
29–30 8 5 1d3 + 3 Annwn- underfiend, 1
corrupted gargoyles preening gryllus,
31–32 8 5 3 Cocytus- and 1d4 howling
corrupted maggots
minotaurs 89–91 10 6 1d3 + 3 preening
33–34 8 5 1d3 + 1 grylluses and 1d4 +
Phlegethon- 2 broken maggots
corrupted ogres 92–95 10 6 1 cackling
and 2 preening cacodaemon and 1
grylluses simpering maggot
35–39 9 5 1 crawling horde 96–98 10 6 2 hazy damned
and 1d6 shambling soul swarms hiding
fragments 1 bonestrike
40–45 9 5 1 skincloak underfiend and 1
underfiend and 1 shining gryllus
howling maggot 99–00 10 6 2 Cocytus-
46–49 9 5 1 rampant corrupted ropers
cacodaemon and 1
preening gryllus Invasion Encounters (Levels 11–13)
50–54 9 5 1 flesheater Average Epic for
underfiend, 1 d100 for Level Level Encounter
leering gryllus, and 01–03 11 7 1 catoblepas and 2
1 broken maggot simpering maggots
55–58 9 5 1 shining gryllus 04–06 11 7 1 tardigrade
and 1d4 + 4 07–08 11 7 2 ashen angels
howling maggots 09–10 11 7 1d3 + 3 leering
59–61 9 5 1 Cocytus- grylluses and 1d4 +
corrupted spirit 2 broken maggots
naga and 1d4 + 1 11–13 11 7 1 rampant
howling maggots cacodaemon
62–63 9 5 2 Tartarus- and 1 bonestrike
corrupted otyughs underfiend
64–65 9 5 2 Hades-corrupted 14–16 11 7 1 cackling
fire elementals cacodaemon and
66–67 9 5 2 Acheron- 1d4 + 1 howling
corrupted chuuls maggots
68–70 10 6 1 hortator and 1d4 17–19 11 7 1 flesheater
+ 2 broken maggots underfiend, 1
71–73 10 6 2 bonestrike shining gryllus,
underfiends and and 1d4 howling
1d4 + 1 howling maggots
maggots 20–22 11 7 2 roiling damned
74–76 10 6 1 bonestrike soul swarms
underfiend, 1d4 23–25 11 7 1d3 + 1 Cocytus-
preening grylluses, corrupted
and 2d4 broken minotaurs and 1
maggots shining gryllus
77–81 10 6 2 shining grylluses 26–27 11 7 2 Sheol-corrupted
and 2 simpering wyverns
maggots 28–29 11 7 1 Styx-corrupted
82–84 10 6 2 leering grylluses, behir

334
Encounter Tables
30–34 11 7 1 corpse mother 84–87 13 8 1 flesheater
and 1d4 – 1 restless underfiend, 1d4
35–38 12 8 1 bellatrix and 1 leering grylluses,
simpering maggot and 1d4 + 1 howling
39–42 12 8 1 mandrake and maggots
1d4 duplicate 88–90 13 8 3 Acheron-
berserkers (33 hp, corrupted chuuls
challenge rating 1, 91–92 13 8 3 Hades-corrupted
worth 200 XP each) fire elementals
43–45 12 8 2 shining grylluses 93–96 13 8 3 Pandemonium-
and 1d4 + 2 corrupted green
simpering maggots hags and 1d4 + 1
46–49 12 8 1 skincloak howling maggots
underfiend, 1 97–98 13 8 1d4 + 2
leering gryllus, and Phlegethon-
1 howling maggot corrupted ogres
50–53 12 8 2 flesheater and 1 flesheater
underfiends underfiend
and 1d4 broken 99–00 13 8 1d4 + 4 Annwn-
maggots corrupted gargoyles
54–58 12 8 1 shrieking and 1 shining
cacaodaemon and gryllus
1d2 simpering
maggots Invasion Encounters (Levels 14–16)
59–62 12 8 3 hazy damned Average Epic for
soul swarms hiding d100 for Level Level Encounter
2 bonestrike 01–03 14 9 1 hortator and
underfiends and 1 1d3 + 2 simpering
howling maggot maggots
63–64 12 8 1 Cocytus- 04–09 14 9 1 secutor
corrupted 10–15 14 9 1 Underhell
spirit naga and elemental and 1d3
1 bonestrike simpering maggots
underfiend 16–19 14 9 1d3 + 3 leering
65–66 12 8 2 Gehenna- grylluses and 1d4 +
corrupted stone 2 howling maggots
giants 20–23 14 9 2 rampant
67 12 8 2 Acheron- cacodaemons and
corrupted treants 1d8 + 2 broken
68–70 13 8 1 hell hound alpha maggots
71–73 13 8 1 nuckelavee 24–27 14 9 3 bonestrike
74 13 8 1 philter and 1d4 underfiends and
preening grylluses 1d8 + 2 broken
75–77 13 8 1 raparee maggots
78–79 13 8 2 hazy damned 28–31 14 9 1 flesheater
soul swarms underfiend, 2
hiding 1 rampant preening grylluses,
cacodaemon and 1 and 1d4 + 2 howling
preening gryllus maggots
80–83 13 8 2 bonestrike 32 14 9 Baphomet’s avatar
underfiends, 2 33 14 9 Chthon’s avatar
preening grylluses, 34 14 9 Scylla’s avatar
and 1d6 howling 35–38 15 10 1 cendiary
maggots 39–41 15 10 1 magdalene and 1
howling maggot

335
Encounter Tables
42–45 15 10 1 gadarene Invasion Encounters (Levels 17–20)
46 15 10 3 ashen angels Average Epic for
47–50 15 10 2 crawling hordes d100 for Level Level Encounter
51–53 15 10 1 rampant 01–03 17 11 1 catoblepas
cacodaemon, and 1d4 shining
1 bonestrike grylluses
underfiend, 1 04–06 17 11 1 roiling damned
preening gryllus, soul swarm hiding 4
and 1d10 broken shining grylluses
maggots 07–11 17 11 3 flesheater
54–57 15 10 1 skincloak underfiends
underfiend, 1 12–14 17 11 1 rampant
shining gryllus, cacodaemon,
and 1d4 simpering 1d3 bonestrike
maggots underfiends, and
58–62 15 10 1 cackling 1d10 broken
cacodaemon and 2 maggots
shining grylluses 13–17 17 11 1 skincloak
63–64 15 10 2 livid damned underfiend, 2
soul swarms hiding shining grylluses,
2 bonestrike and 1d4 + 1
underfiends simpering maggots
65 15 10 3 Sheol-corrupted 18–19 17 11 1 cackling
wyverns cacodaemon,
66 15 10 Humbaba’s avatar 1d3 + 1 leering
67 15 10 Jabootu’s avatar grylluses, and 1d4
68–70 16 11 1 bellatrix and howling maggots
1 bonestrike 20–21 17 11 2 flesheater
underfiend underfiends
71–73 16 11 1 philter and 1d4 and 1d4 + 2
+ 2 simpering Phlegethon-
maggots corrupted ogres
74–78 16 11 1 raparee and 1 22 17 11 3 Gehenna-
Annwn-corrupted corrupted stone
shield guardian giants
79–82 16 11 4 bonestrike 23–24 17 11 1 racked seraph
underfiends and and 1 ashen angel
1d8 + 2 broken 25 17 11 Geryon’s avatar
maggots 26–29 18 12 1 hell hound alpha
83–86 16 11 2 cackling and 1d4 + 1 hell
cacodaemons hounds
87–89 16 11 2 flesheater 30–31 18 12 1 hortator, 1
underfiends, 1d4 shining gryllus, and
leering grylluses, 1d6 + 2 simpering
and 1d4 howling maggots
maggots 32–34 18 12 1 tardigrade and
90–92 16 11 1 skincloak 1d3 bonestrike
underfiend and 2 underfiends
shining grylluses 35 18 12 1d3 + 3 ashen
93–95 16 11 2 skincloak angels
underfiends 36–38 18 12 1 shrieking
96–98 16 11 1 racked seraph cacodaemon
and 1d4 hazy possessing a knight
damned soul and 1 skincloak
swarms underfiend
99 16 11 Tarasque’s avatar disguised as a
00 16 11 Asmod’s avatar squire

336
Encounter Tables
39–42 18 12 1 cackling 83–85 20 14 1 Underhell
cacodaemon, elemental and
1 flesheater 1 cackling
underfiend, and 1 cacodaemon
leering gryllus 86–89 20 14 2 shrieking
43–45 18 12 1 skincloak cacodaemons and 2
underfiend and 1d4 simpering maggots
+ 2 shining grylluses 90–93 20 14 2 skincloak
46–47 18 12 1d3 bonestrike underfiends and
underfiends and 1d4 shining grylluse
1d3 Cocytus- 94–97 20 14 1 cackling
corrupted ropers cacodaemon
48 18 12 1 cackling and 2 flesheater
cacodaemon and underfiends
2 Sheol-corrupted 98 20 14 1 animated
wyverns Doomgate
49 18 12 Argus’s avatar 99 20 14 1 racked seraph
50 18 12 Stheno’s avatar and 2 livid damned
51–53 19 13 1 mandrake, 1 soul swarms
duplicate mage (20 00 20 14 Stroma’s avatar
hp, challenge rating
5, worth 1,800 XP), Invasion Encounters
and 1d6 duplicate (Epic Fights for Levels 15–17)
gladiators (56 hp, d100 Epic for Level Encounter
challenge rating 3, 01–04 15 1 bellatrix and 1 secutor
worth 700 XP) 05–08 15 1 hortator and 4
54–56 19 13 1 secutor and bonestrike underfiends
1 rampant 09–12 15 1 philter and 1d4 + 2
cacodaemon shining grylluses
57–61 19 13 4 flesheater 13–19 15 3 crawling hordes
underfiends 20–26 15 2 rampant cacodaemons
62–65 19 13 1d3 + 3 shining and 2d4 + 2 simpering
grylluses and 1d4 + maggots
2 howling maggots 27–33 15 3 skincloak underfiends
66–69 19 13 2 livid damned and 1d4 howling maggots
soul swarms 34 15 Spider Mastermind’s
hiding 2 rampant avatar
cacodaemons 35–38 16 1 philter and 4 bonestrike
70 19 13 4 Gehenna- underfiends
corrupted stone 39–45 16 2 rampant cacodaemons
giants and 4 bonestrike
71–72 19 13 2 Styx-corrupted underfiends
behirs 46–52 16 1 shrieking cacodaemon,
73 19 13 Orobas’s avatar 1 skincloak underfiend, 1
74 19 13 Procrustes’s avatar shining gryllus, and 1d4
75 19 13 Pulgasaur’s avatar simpering maggots
(all forms) 53–59 16 2 skincloak underfiends
76–78 20 14 1 gadarene and 1d3 + 3 shining
and 1 rampant grylluses
cacodaemon 60–63 16 2 Styx-corrupted
79–80 20 14 1 hortator and behirs and 1 rampant
3 bonestrike cacodaemon
underfiends 64–67 16 1 siege dragon engine
81–82 20 14 1 philter and 1d4 + 68–70 17 1 hortator, 1 philter,
2 leering grylluses and 1d3 + 1 bonestrike
underfiends

337
Encounter Tables
71–75 17 1 mandrake, 3 duplicate
assassins (39 hp,
challenge 7, worth
2,900 XP each), and 1
duplicate archmage (49
hp, challenge 10, worth
5,900 XP)
76–81 17 4 crawling hordes
82–87 17 4 skincloak underfiends
88–93 17 2 cackling cacodaemons
and 1d3 + 1 flesheater
underfiends
94–97 17 2 shrieking cacodaemons
and 1d6 shining grylluses
98–00 17 2 racked seraphs

Invasion Encounters
(Epic Fights for Levels 18–20)
d100 Epic for Level Encounter
01–06 18 1 hortator and 4
flesheater underfiends
07–10 18 1d4 + 6 ashen angels
11–20 18 4 skincloak underfiends
and 1d6 shining grylluses
21–30 18 2 shrieking cacodaemons
and 1d4 flesheater
underfiends
31–34 18 1d4 + 6 Sheol-corrupted
wyverns
35–40 19 1 catoblepas, 1
nuckelavee, and 1d3
bonestrike underfiends
41–54 19 2 cackling cacodaemons
and 4 flesheater
underfiends
55–61 19 3 Styx-corrupted behirs
62–67 19 2 racked seraphs and 1d3
ashen angels
68–72 20 1 bellatrix, 1 hortator, and
1 secutor
73–77 20 1 hortator and 4 skincloak
underfiends
78–84 20 1 philter, 1 raparee, and 1
Underhell elemental
85–94 20 2 shrieking cacodaemons
and 1d3 + 1 skincloak
underfiends
95–00 20 1 siege dragon engine and
1 shrieking cacodaemon

338
Encounter Tables
General Index
Acheron corruption, 157–160 blessing of cruelty, 312
Acheron Legion, 132–133 blessing of despair, 299
acheron root (poison), 129, 130 blessing of greed, 308
acid rain, 320 blessing of rage, 289
acid squall (Shadow action), 322 blessing of vengeance, 323
adventures, scaling, 51–52, 55, 73, 106 blessing of violence, 326
aerial speed (trait), 194 blinding pus (trait), 220
agonizing note (action), 300 block (reaction), 259
Among the Damned, 51, 54–71 blood chant (spell), 33
angelic wrath (spell), 33 Blood of the Lost, 23–25
Annwn corruption, 161–164 blood ritual (spell), 37
Annwn Legion, 133 blurred flesh (Shadow action), 281
apocalypse undead, 142, 143, 145–154 boilpit (terrain hazard), 125
apocalyptic mutations (feats), 25 bone dust armor (legendary action), 321
Archlord’s Shadow, 56, 155–156, 277–278; Argus, bone dust wake (reaction), 321
280; Asmod, 283; Baphomet, 286; Chthon, bonebreaker (trait), 221
289; Filudo, 329; Geryon, 292; Humbaba, 296; boomerang blade (attack), 309
Jabootu, 299; Orobas, 302; Procrustes, 305;
bottled dread (spell), 33
Pulgasaur, 308; Scylla, 312; Spider Mastermind,
316; Stheno, 320; Stroma, 323; Tarasque, 326 bow of the spirit (spell), 33–34
Archlords, 4, 51, 52, 131–132, 277–331 Branded, the, 19–20
aura of decay (trait), 228, 236 brass head (trait), 213, 215, 217
aura of pestilence (trait), 239 brass heads (trait), 255
Authority Codex, 94 brutish (trait), 212
Authority, 53, 55 burning gaze (bonus action), 269
avatars, 279 cacodaemon-flesh tome (item), 41
babble slime (poison), 129, 130 cacodaemons, 227–234
ballista barrage (legendary action), 272 cage drop (legendary action), 272
band of the leper (item), 39 campaigns, short, 52
banishing bell (item), 39 capture soul (legendary action), 261
banishing strike (feat), 26 catching hook (legendary action), 259
banishment, Archlords, 277 catholicon dirge (trait), 255
barbarian subclass, 17–18 cendiary paste (poison), 129, 130
bark (action), 213, 215, 217, 255 challenge (action), 259
bark volley (legendary action), 272 choking smoke (Shadow action), 328
battlements (trait), 272 Chthonic Rage (reaction), 290
beacon of hope (feat), 26 circles of fiends, 3, 131, 143, 201
behind you (Shadow action), 293, 295 cleansing burst (trait), 269
bile breath (action), 312, 313 cleansing weapons (bonus action), 269
bladed thicket (terrain hazard), 125, 289, 290 cloak of air (treat), 212
blazing destruction (Shadow action), 328 cloud of contagion (effect), 43
blazing soul (trait), 181 cloud of rot (trait), 194
blessing of betrayal, 292 coal-imbued (trait), 194
blessing of cowardice, 316 Cocytus corruption, 165–170

339
General Index
Cocytus Legion, 133–134 disturbing demeanor (trait), 212
command fiends (effect), 39 divination spells, 121, 201–202
command the hive (Shadow action), 331 divine rescue (spell), 34
complacency, 320 Doomgates, 3–4, 114–116, 118–119; Archlords and,
conjure gryllus (Shadow action), 297 277; surrogates, 249
conjure underfiend (legendary action), 281 dull-thought draught (poison), 130
constrict (action), 185 earth glide (trait), 324
contain spell (reaction), 300 eat weapon (reaction), 309
corrupted creatures, 142, 155–192 effortless march (spell), 34–35
corruption, 201 Empyrean blade (item), 40
corruption traits, adding, 156 encounter tables, 332–338
cosmic disruption (Shadow action), 306–307 energy inured (trait), 194
cosmic rifts, 120–121 enfeebling ailment (trait), 204
courage (feat), 26 entrancing hum (action), 263
coward’s halo (curse), 122 envenomed bite (treat), 212
Crowns of the Underhell (items), 39, 277 eroding vapors (Shadow action), 324–325
cruel caricature (Shadow action), 300–301 erupting blades (Shadow action), 289, 290, 310–311
crumble (reaction), 321 eruption (action), 265
crush (action), 241), 249 eternal warrior (trait), 175, 204
crushing blows (trait), 173 exalted pillars (Shadow action), 322
crushing walls (Shadow action), 319 existential dread (trait), 243
cull the weak (legendary action), 259 explosive dissipation (trait), 194
cull the weak (trait), 183 extradimensional intrusion (action), 305, 306
curse breaker (feat), 26 eye of the ice wizard (item), 40
curse of torments (curse), 122 eye ray (action), 324
curses, 122–123, 302, 305 eyes of the watcher (feat), 26–27
damned soul swarms, 142, 193–200 fanged skulls (item), 40
dark abyss (spell), 34 fear aura (trait), 259
deadly bark (spell), 34 feast of the fallen (bonus action), 223
deadly tedium (bonus action), 300 feed on anxiety (action), 317, 319
death blast (trait), 228 feign death (reaction), 321
death curse (trait), 236 field of corpses (terrain hazard), 125–126, 312
deathlike rigor (disease), 124 fiend friend (trait), 194
deathly maw (legendary action), 243 fiend hunter (feat), 27
debilitating sludge (poison), 129–130 fiend lords, lesser, 279
defiant (feat), 26 fiend parts, 31–32
demon variants, 201 fiend shroud (trait), 195, 197, 199
deploy troops (action), 272 fiend-blind ectoplasm (poison), 130
despair (trait), 228 fiend-marked (feat), 27
dimensional compression (trait), 257, 258 fiend’s breath (item), 40
dimensional lock (effect), 39 fiendflesh drum (trait), 247
Dis corruption, 171–172 fiendish blood shard (item), 40
Dis Legion, 134 fiendish gauntlets (item), 40
diseases, 123–125, 296 fiendish geometry, 305
disorienting blows (trait), 204), 228 fiendish grit (trait), 220
distracting strikes (trait), 194 fiendish investiture (spell), 35

340
General Index
fiendish speed (trait), 228 hellfire aura (trait), 236
fiendish tongue (feat), 27 hellfire breath (action), 286, 287, 326, 327
fiends, 142, 235–264; outpacing, 143; seeing, 201 hellfire curse (trait), 326
fierce metamorphosis (legendary action), 331 hellfire form (trait), 175
fighter subclass, 19–20 hellfire touch (trait), 241
final invocation (effect), 40 hellish lightning breath (trait), 185
fire finger (trait), 212 hellish vault (Shadow action), 311
first circle, 131: gryllus, 211–218 hellsmith (feat), 27–28
flame geyser (terrain hazard), 126 hellwalker (feat), 28
flesh facade (action), 225 helmet of salvation (item), 41
flesh-softening mucus (poison), 130 Herald, 52, 55
fleshbound tome (item), 40–41 hollow claws (trait), 220
fleshy ground (terrain hazard), 126, 280, 286, 299, horde of admirers (Shadow action), 304
305 horrific revelations, 280
flinch and hunker (reaction), 209 horrifying illusion (Shadow action), 295
foe sight (trait), 220 hungry flight (legendary action), 305, 306
fog of fear (Shadow action), 284 hungry rush (legendary action), 310
fog of fear (terrain hazard), 126, 283 hurl forth (legendary action), 267
foul art, 299 illumination (trait), 175, 241, 245
fourth circle, 131: fiends, 235–264 immolated (trait), 220
frightful presence (trait), 229, 231, 233 immunity to parasite (trait), 330
gaping thoughts (curse), 122, 302 immutable form (trait), 269, 272
gasp of fire (disease), 123 imp’s fingerbone (item), 41
Gate of Bone, The, 51, 106–116 imposter (spell), 35–36
gaze of temptation (trait), 283, 284 incantation of Raaaee (spell), 36
Gehenna corruption, 173–174 incendiary fists (trait), 204
Gehenna Legion, 134–135 incorporeal movement (trait), 195, 197, 199
generous trap (Shadow action), 303–304 incorporeal transport, 270
ghost-colored (trait), 204 Increasing Rage, 290
girdle of truth (item), 41 infectious slime (Shadow action), 297–298
glimpse destiny (trait), 253 infernal shackles (item), 41
grasping bones (Shadow action), 322 infernal wounds (trait), 194
grasping hordes (trait), 265 innate spellcasting (psionics), 180
gravity cliff (trap), 126–127 innate spellcasting (trait), 236
greater eldritch spear (trait), 220 insightful attack (trait), 317
gryllus-flesh tome (item), 41 interrogating plunge (effect), 42
gryllus, 211–218 invisibility (action), 199
Gurgar (fire giant), 75–76 invisible fiends, 264
Hades corruption, 175–176 invulnerability (trait), 228, 236
Hades Legion, 135 isolating oubliette (trap), 127, 303, 308
halo of spines (spell), 35 isolating strikes (trait), 177
hard fall (trait), 212 keen sight (trait), 251
hazards, 125–129 kick off (legendary action), 245
heavy skin (trait), 161 kiss (action), 263
hellbreath (action), 245 land of paranoia (Shadow action), 287
hellfire, 286, 326 lash of hunger (item), 41–42

341
General Index
launch skull (effect), 47 omniscient decree (trait), 281
leg bite (legendary action), 313 oppressive glare (spell attack), 281
legion focus (trait), 241 pack ferocity (trait), 236
legion traits, 143; cacodaemons, 228; damned pack hunter (trait), 220
soul swarms, 194; fiends, 236; gryllus, 212; pack spells (trait), 228
underfiends, 220; void maggots, 204 pack tactics (trait), 187, 237
legions, 4, 131–140; Archlords and, 276–277; palace, 53, 55
changing, 132
pall of possessiveness, 286
lesser lords, 4, 131
Pandemonium corruption, 179–180
Lethe corruption, 177–178
Pandemonium Legion, 138
Lethe Legion, 137
panic (action), 243
life sense (trait), 195, 197, 199
panicked shrieks (trait), 194
lifeless aura (trait), 157
Path of the Trophy Hunter, 17–18
lifesense (trait), 228
pervert gravity (Shadow action), 307
lightning absorption (trait), 267
pestilence, 312
limited possession (trait), 233
pestilent stench (Shadow action), 298
living maze (Shadow action), 319
petrifying breath (action), 171
living walls (Shadow action), 288
Phlegethon corruption, 181–182
long rests, 278
Phlegethon Legion, 56, 137–138
lurker (trait), 324
plague tower (item), 43–44
maddening mural (Shadow action), 301
planar travel spells, 121
mage sight (trait), 204
poison breath (action), 239
maggot spleen (poison), 130
poison spike (action), 296, 297
maggot ward (reaction), 249
poisonous flesh (trait), 189, 191
magic resistance (trait), 204
poisons, 129–130, 289, 292
magical claw (legendary action), 306
pool of gloom (terrain hazard), 128, 292, 302
magical rift (Shadow action), 307
possession, 156
majestic breath (poison), 130
prey-seeking teleport (action), 221, 223, 225
markings of the order (feat), 28
promote gryllus (legendary action), 297
might of earth (Shadow action), 290
promotion (trait), 236
mind reader (trait), 212
psychic inferno (curse), 122
misery sense (trait), 194
psychic parasite (trait), 329, 330
mist of degeneration (terrain hazard), 128
purify grounds (spell), 36–37
mobile fortresses, 271
pursuing hellbreath (action), 245
monk subclass, 20–21
rabid lunge (legendary action), 290
monsters by CR, 339–340
radiant flame (action), 269
Nauseating Form, 201
radiate malignancy (action), 265
necromantic death and rebirth (trait), 261
rain of bones (Shadow action), 295
necrotic bile (action), 243
rain of wine (Shadow action), 284–285
Nephilim Engines, 142, 265–274
rampant scouring, 270
nether breath (trait), 236
rapid erosion, 320
nether hellscape, 277–278
Ravaged Lands, 278
noxious acid pool (trap), 128
reaching claws (trait), 194
noxious beheading (reaction), 312, 313
reactive (trait), 306, 321
numerous eyes (trait), 281
reactive heads (trait), 313
oil geyser (Shadow action), 325
reckless (trait), 204

342
General Index
regressing blows (trait), 171 skelebow (item), 44, 226
resilient mind (trait), 179 skelebrain (item), 44
retributive swipe (trait), 220 skelemallet (item), 45, 247
revive head (legendary action), 315 skelemaul (item), 45, 221, 223, 225
reviving plunge (effect), 42 skelemaul bite (action), 221, 223, 225
revolting sinkhole (Shadow action), 315 skelemirror (item), 45–46
rigor mortis (trait), 194 skelenquin (item), 46, 226
ritual dagger (item), 42 skelesphere (item), 46–48
roaring earth (Shadow action), 291 skeletong (item), 48, 226
rock catching (reaction), 173 skeletoys, 42–48
rogue subclass, 22–23 skinshine (disease), 124
rolling echoes (trait), 212 skull shrapnel (effect), 47
rolling flame (legendary action), 241 sky master (trait), 220
rot skin (trait), 212 slashing lunge (legendary action), 253
rotting glance (trait), 313 slice (legendary action), 309
rotting touch (effect), 39 smoke (trait), 327
royal medallion (action), 302, 303 smoke-veiled fiends (Shadow action), 281–282
ruination (Shadow action), 328 snake heads (trait), 313
rust, 308 sneak attack (trait), 199
rusting tongue (action), 309 soar between spaces (trait), 236
sacred vial (item), 42 soaring spells (trait), 228
Sage, 52–53, 55 sorcerer subclass, 23–25
sanguine sense, 249 soul dart (action), 261
Sanguine Ward, 4, 118–119, 201, 202 soul rack (trait), 269
save DC, corruption trait, 156 soul seepage (curse), 123
scissors (action), 309 soul-selling, 155
scramble (legendary action), 293 spawn undead (action), 267
Scrapper, the, 22–23 spell spit (reaction), 231
scrapper’s jar (item), 42 spine throw (action), 327
scurry (legendary action), 319 spines (trait), 327
scuttle (legendary action), 257 spit fire (attack), 181
second circle, 131: underfiends, 219–226 spit venom (legendary action), 315
seed of the old forest (item), 42 spiteful glare (legendary action), 324
seeking hellfire (spell), 37–38 spiteful rejuvenation (trait), 169
sequestering poison, 130 spiteful retaliation (trait), 204
Shadow actions, 278 stand-alone adventures, 53, 73, 107–116
shatter surface (effect), 42 steal luck (legendary action), 253
shattering weapon (item), 42 steal magic (legendary action), 257, 310
Sheol corruption, 183–184 stench of death (trait), 236
Sheol Legion, 138–139 stolen destiny (reaction), 253
show of might (trait), 175 stone camouflage (trait), 173
shred (action), 237 storm of souls (Shadow action), 285
Sickening Appearance, 202 stunning charge (trait), 220
sign of suffering (effect), 43 stunning strike (trait), 236
silence of the grave (legendary action), 243 Stygian agility (trait), 185, 187
silenced lands, 243 Styx corruption, 185–188

343
General Index
Styx Legion, 139 underfiend-flesh tome (item), 41
suffocating ash pit (trap), 128, 302 underfiends, 219–226
summon fiends (action), 265 Underhell, nature of, 119–120
summon fodder (reaction), 265 Underhell contamination (trait), 228
summoning spells, 121 unnatural vitality (trait), 212
sun sphere (spell), 38 unnervingly flexible (trait), 204
supercilious (trait), 212 unsettling burbling (trait), 257
surge forward (bonus action), 205, 207, 209 vengeful recall (trait), 165
surrogate Doomgate, 249 vengeful retaliation (reaction), 165, 167, 169
survivor (feat), 28 vicious halo (trap), 129, 305
swarm (trait), 195, 197, 199 vicious halos (Shadow action), 319
swarming snakes (Shadow action), 315 violent rebirth (trait), 309, 311
swarming spawn (Shadow action), 331 void circle, 131
sword of the spirit (spell), 38 void maggots, 203–210
tactical analysis (trait), 317 wall (trait), 287
Tartarus corruption, 189–192 walls have eyes (Shadow action), 282
Tartarus Legion, 139–140 ward against the mundane (trait), 204
tavern, 53, 55 ward of pride (trait), 212
tear through space (Shadow action), 329, 331 warder (feat), 28
teleport (legendary action), 306 wasted lands, 239
temporal boundary, 278 wasting flesh (poison), 130, 312
tempting text (Shadow action), 288 water susceptibility (trait), 175
tempting treasure (Shadow action), 311 Way of the Wastelands, 20–21
terrain hazards, 125–129 weeping hellfire (trait), 228
thick hide (trait), 228 wheeled form (trait), 241
thickened skin (trait), 220 whispers of glory (Shadow action), 304
third circle, 131: cacodaemons, 227–234 whispers of unmaking (bonus action), 263
three bodies (trait), 293 wicked duplicate (action), 251
thrown maggot (action), 249 wild fists (trait), 204
timeless blood (curse), 123 winged guardian (feat), 28
timeless blood (trait), 197 Wise One, 53
timelessness, 143, 193, 202, 278 withering stench (trait), 220
To Slay Leviathan, 51, 72–105 withstand (reaction), 161, 163
tongue (action), 296, 297 wretched earth (Shadow action), 325
track creature (spell), 38 wriggling water (terrain hazard), 129, 329
traitor aspect, 292 writhing flesh (disease), 125
trample (action), 272 XP on retreat (recurring foes), 277
trampling charge (legendary action), 327
trampling charge (trait), 171
traps, 125–129
truesight (trait), 236
tunnel dodge (legendary action), 323, 324
tusks (attack), 243
two cities, 53, 73
unbearable tune (Shadow action), 301
underfiend bile (poison), 130

344
General Index
Map Index
back of the beast, To Slay Leviathan, 74
Dragonback Pass, To Slay Leviathan, 82
Leviathan’s interior, To Slay Leviathan, 102
palace, Among the Damned, 64
palace, The Gate of Bone, 110
Sanguinary Cathedral, To Slay Leviathan, 90
scattered spire, To Slay Leviathan, 78
tavern, Among the Damned, 58
thronecrown trap, To Slay Leviathan, 76
watch station, Among the Damned, 70

345
Map Index
Monsters by CR
Underfiend Traits Without the Sanguine Ward.
Note that the challenge ratings of fiends assume that 5
you are using either both or neither of the Underhell
fiend traits and the Sanguine Ward to counter them Acheron-corrupted chuul (CR 5), 157, 158
(described on page 118). If you are using the Under- bonestrike underfiend (CR 5), 221, 222
hell fiend traits but not the Sanguine Ward, increase Dis-corrupted gorgon (CR 5), 171, 172
the challenge rating of each fiend by 1.
Hades-corrupted fire elemental (CR 5), 175–176
Tartarus-corrupted otyugh (CR 5), 191, 192
≤1
shambling fragments (CR 1/8), 153, 154
6
broken maggot (CR 1/4), 205, 206
ashen angel (CR 6), 145, 146
hazy damned soul swarm (CR 1/2), 195, 196
Cocytus-corrupted roper (CR 6), 167, 168
roiling damned soul swarm (CR 6), 199, 200
1 Sheol-corrupted wyvern (CR 6), 183, 184

howling maggot (CR 1), 207, 208


restless (CR 1), 151, 152
7
Styx-corrupted dire wolf (CR 1), 187, 188
Annwn-corrupted shield guardian (CR 7), 163, 164
flesheater underfiend (CR 7), 223, 224
2 Gehenna-corrupted stone giant (CR 7), 173, 174

Annwn-corrupted gargoyle (CR 2), 161, 162


Phlegethon-corrupted ogre (CR 2), 181, 182
8
preening gryllus (CR 2), 213, 214
Acheron-corrupted treant (CR 8), 159, 160
simpering maggot (CR 2), 209, 210
Cocytus-corrupted spirit naga (CR 8), 169, 170
rampant cacodaemon (CR 8), 229, 230
3
Cocytus-corrupted minotaur (CR 3), 165, 166
9
leaping skin (CR 3), 149, 150
crawling horde (CR 9), 147, 148
leering gryllus (CR 3), 215, 216
skincloak underfiend (CR 9), 225, 226
Pandemonium-corrupted green hag (CR 3), 179–180
Tartarus-corrupted giant scorpion (CR 3), 189, 190
10
4 cackling cacodaemon (CR 10), 231, 232
hortator (CR 10), 247, 248
Lethe-corrupted black pudding (CR 4), 177–178
livid damned soul swarm (CR 4), 197, 198
shining gryllus (CR 4), 217, 218 11
catoblepas (CR 11), 239, 240
corpse mother (CR 11), 267, 268

346
Monsters by CR
mandrake (CR 11), 251, 252 Pulgasaur, bronze form (CR 17), 308–311
philter (CR 11), 255, 256 Tarasque’s avatar (CR 17), 326
tardigrade (CR 11), 261–262
18
12
Argus’s avatar (CR 18), 280
bellatrix (CR 12), 237, 238 Chthon (CR 18), 289–291
Pulgasaur’s avatar, bronze form (CR 12), 311 Scylla (CR 18), 312–315
shrieking cacodaemon (CR 12), 233, 234 Stheno’s avatar (CR 18), 320
Styx-corrupted behir (CR 12), 185, 186
19
13
Filudo’s avatar (CR 19), 329
hell hound alpha (CR 13), 245, 246 Jabootu (CR 19), 299–301
nuckelavee (CR 13), 253–254 Orobas’s avatar (CR 19), 302
raparee (CR 13), 257, 258 Procrustes’s avatar (CR 19), 305
Pulgasaur’s avatar, all forms (CR 19), 311
14 Stroma’s avatar (CR 19), 323

Baphomet’s avatar (CR 14), 286 20


Chthon’s avatar (CR 14), 289
magdalene (CR 14), 249, 250 animated Doomgate (CR 20), 265–266
Pulgasaur’s avatar, mithral form (CR 14), 311 Humbaba (CR 20), 296–298
Scylla’s avatar (CR 14), 312 Pulgasaur, mithral form (CR 20), 308–311
secutor (CR 14), 259, 260
Underhell elemental (CR 14), 263, 264 21
15 Asmod (CR 21), 283–285
Spider Mastermind’s avatar (CR 21), 319
cendiary (CR 15), 241–242
gadarene (CR 15), 243, 244
Humbaba’s avatar (CR 15), 296
22
Jabootu’s avatar (CR 15), 299 Pulgasaur, adamantine form (CR 22), 308–311
siege dragon engine (CR 22), 271–272, 273–274
16 Tarasque (CR 22), 326–328

Asmod’s avatar (CR 16), 283


Pulgasaur’s avatar, adamantine form (CR 16), 311
23
racked seraph (CR 16), 269–270 Stheno (CR 23), 320–322

17 24
Baphomet (CR 17), 286–288 Geryon (CR 24), 292–295
Geryon’s avatar (CR 17), 295

347
Monsters by CR
25
Argus (CR 25), 280–282

26
Filudo (CR 26), 329–331
Mantispid, the (Filudo) (CR 26), 329–331
Pulgasaur, all forms (CR 26), 308–310

27
Orobas (CR 27), 302–304

28
Procrustes (CR 28), 305–307

29
Stroma (CR 29), 323–325

30
Spider Mastermind (CR 30), 316–318

348
Monsters by CR
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