Professional Documents
Culture Documents
Howl To Ruin - The Book of Demons
Howl To Ruin - The Book of Demons
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Introduction Incubi
Obyriths Abyssal Wildlife
Living Nightmare
Draudnu Abyssal Chickens
New Rules Incubus Atonian
Abyssal Chicken
Minions Incubus Ephialtes
Ekolids
Swarm of Abyssal
Swarms and Giants
Ekolid Nymph
Ixitxachitl Chickens
Conditions
Ekolid Carnifex
Juvenile Ixitxachitl Chicken Tree
Tanar'Ri
Mariliths Wilt-Eye Basilisk
Wastrilith Chthonian
Alkilith Molydeus Bebiliths
Armanites
Serpentine Overseer
Loumara Bebilith Fusespawn
Cerebrelith
Solamith Dropshot
Solamith Redgaffer
Abyssal Nashrou Scout
Planetouched
Nashrou Stalker
Nashrou Slayer
Chasmes
Spyder Fiends
Chasme Plague Drone Draegloths
Spyder Fiend Kakku Rotroots
Chasme Tormentor Draegloth Heritor
Spyder Fiend Spithriku
Draegloth Abomination
Ruin Demons
Spyder Fiend Phisazaru
Dretches
Ruin Demon Shredling
Spyder Fiend Lycosidilith Fey'ri
Dretch Fodder
Ruin Demon Caricature
Spyder Fiend Raklupis Fey'ri Reveler
Dretch Agitator
Ruin Demon Skyblight
Dretch Horde Fey'ri Marauder
Succubi
Fey'ri Skin Dancer
Skulvyn
Succubus Visitor
Ferrolith Fey'ri Bloodwright
Succubus Castle Toppler
Daemonfey Progenitor Stirges
Glabrezus
Stirge Harrier
Vrocks
Glabrezu Persecutor Rakshasas
Stirge Skullpiercer
Vrock Kettler
Glabrezu Corruptor Rakshasa Body Double
Stirge Hive Tender
Vrock Schemer
Glabrezu Sire of Woe Rakshasa Rukh
Stirge Queen
Vrock Desecrator
Rakshasa Naztharune
Goristroi
Rakshasa Ak'Chazar Vargouilles
Yochlol
Goristro Ram-Raider
Rakshasa Rajah Vargouille
Goristro Living Siege
Vargouille Swarm
Tanarukk
Hezrous
Tanarukk Scarbearer Yeth Hound
Hezrou Goon
Tanarukk Firespeaker
Hezrou Toady
Hezrou Hollerer
Demonic Undead Cults and Warlock Patrons
Blood Fiends
Cultists The Bloodlord
Soulcarver Chosen
Exarch
Witherlings
Shrieker Devoted
Chosen
Baphomet
Cults of the Spider Queen
Cultist
Demogorgon
Cult Fanatic
Fraz-Urb'luu Devoted
Chosen
Graz'zt
Exarch
Juiblex
Scion of Juiblex
Juiblex
Kerzit
Lolth
Orcus
Yeenoghu
Zuggtmoy
Spells Endurance of the Mother's
Faithful
Poison Edge Wheel of Ruin
Skin Dance
Corrupt Marrow Gift of Writhing Pain
Skinsend
Corrupted Offering Glyph of Light's Bane
Slaying Smite
Corruptive Emblem Gore Inversion
Song of Ruin
Covetous Intercession Grasping Grave
Soulbound Swap
Crackling Frenzy Grasping Spout
Sow Chaos
Creeping Ruin Graveway Travel
Sow Demonseed
Crushing Pulse Harmless Gift
Spontaneous Combustion
Darting Duplicate Incubate Fears
Sporeflight
Death's Beckon Into the Spiraling Depths
Sprouting Doom
Deceptive Demise Invocation of the Bloodlord
Steal Dreams
Dedication of Blood Lay Bare
Sudden Spoiling
Demand Offering Litany of Flesh Devoured
Tailored Bane
Demonic Lash Lolth's Favor
Thunderous Touch
Devouring Rain Manifest Archdemon
Toxic Aura
Discharge Night's Caress
Unendurable Agony
Displace Soul Ooze Deluge
Unholy Enthrallment
Doomed Sleep of Moil Pallid Rooting
Waking Dream
Douse Panickfog
Panickfog
Drown in Blood Plague Chant
New Rules
Minion Hit Minions Per
Minions CR XP Points Damage Standard
Minions are creatures made to be run in large numbers. They
1/2 20 ≤7 1 5
require little bookkeeping or dice rolling and die easily, but
disadvantage.
16 1,500 23 8 10
Triggering Responses. If a group attack triggers a 17 1,800 24 9 10
reaction or other response that would ordinarily affect a
18 2,000 25 9 10
single attacker, the effect targets a single minion who
points to another minion with the same stat block within the 24 6,200 31 12 10
attack's reach. If this damage is still in excess of the second
25 7,500 32 13 10
minion's maximum hit points, the attacker may apply the
included table.
Swarms
Swarms are large groups of densely crowded creatures that
and can move through any space small enough for a single
effect that could affect more than one member of that swarm.
resisted. Often their stat blocks will specify one or more ways
are within one size category of the target they are attacking
effect, it is marked Save Ends, the details of which are at the Deafened
Stunned
end of this section.
Flanked/Flanking
Design Note. There are a lot of rules here, but as a Temporary Hit Points
moved with that object or creature whenever it moves. Any of fire damage at the beginning of each of its turns, i.e.
effect that could be used to Grapple a creature can be used to "Burning (1d10).
Attach to a creature too large for the Grappler to grapple. Separate Sources of Burning. If a creature that is already
Ending the Attached Condition. Any effect that ends the Burning would gain the Burning condition from another
Grappled condition can also end the Attached condition. The source, the condition with the higher Burning value overrides
DC to remove an Attached creature is noted as its Remove that with the lesser value.
Releasing an Attachment. A creature that imposes the creature that can reach it may smother the flames as an
Attached condition may end that condition as a Bonus Action. action, ending the Burning condition for that creature. A
Hit Point Loss. Hit point loss represents loss of vital charmer with harmful abilities or magical effects, and
fluids, and is distinct from damage. Unless otherwise generally treats the charmer as an allied creature. The
specified, it can't be resisted or reduced in any way. It has no charmer has advantage on any ability check to interact
effect on creatures with 0 hit points. socially with the Charmed creature.
Creatures Without Blood. Creatures that do not have Ending the Charmed Condition. Spells such as Greater
blood or some equivalent vital fluid are immune to any effect Restoration, Dispel Good and Evil, and Power Word: Heal
that directly causes Hit Point Loss. can end the Charmed condition on a creature. Charmed
Separate Sources of Wounds. If a creature that is already creatures often, though not always, make a saving throw to
Bleeding would suffer a wound from a different source, the end the condition whenever they take damage.
wound with the higher Hit Point Loss value overrides that
Blinded Suffocating.
A Blinded creature can’t see and automatically fails any often imposed by another ongoing effect, such as the
ability check that requires sight. Attack rolls against the Grappled or Poisoned conditions, or by an environmental
creature have advantage, and the creature’s attack rolls have effect, such as being submerged in water. In these instances,
Ending the Blinded Condition. Spells such as Lesser ends. When a creature suffers the Choking condition without
Restoration, Greater Restoration, and Mass Heal can end the an ongoing effect imposing it, spells such as Lesser
Blinded condition on a creature. Restoration, Greater Restoration, or Power Word: Heal, and
unable to take reactions, and must roll a d10 at the start of afflicted with. Unless specified otherwise, curses typically
each of its turns to determine its behavior for that turn. last until removed, and do not end on a creature that dies. A
1 The creature uses all its movement to move in a Ending the Cursed Condition. Spells such as Remove
random direction. To determine the direction, roll a Curse and Greater Restoration can end one curse affecting a
skip a creature's turn. At DM discretion, the their turn: move, use an action, or use a bonus action. If a
following table may be used instead of the one creature becomes dazed during their turn, their turn ends.
their turn (like the haste spell or the fighter’s Action Surge
feature), they can still take this extra action, in addition to the
Confused Behavior (Chaotic Variant) movement, action, or bonus action allowed by the dazed
# Confused Behavior condition.
1 The creature falls prone and ends its turn without Immunity to the Dazed Condition. A creature that is
2 The creature uses its action to fling a weapon or immunity to the dazed condition.
spell focus it is wielding, making an Improvised Ending the Dazed Condition. Any effect that ends the
Ranged Weapon Attack against a creature of its Paralyzed or Stunned condition can also end the Dazed
5 Before taking an action, the creature must use half Deafened condition on a creature.
afflicted with. A Diseased creature may be afflicted with adjacent to it and positioned on opposite sides of it. The two
multiple different diseases simultaneously. enemies are described as Flanking the Flanked creature. An
Ending the Diseased Condition. Unless otherwise Incapacitated creature cannot flank.
specified, spells such as Lesser Restoration and class Typically, this condition has no mechanical impact on its
features such as the Paladin's Lay On Hands ability can end own and can be safely ignored, but some abilities may
one disease affecting a creature. At DM discretion, interact with it, and there are variant rules available for
nonmagical means specific to the disease and setting may be making it more prominent in your games.
able to end it. Why Use Flanking? The design intent of the variant
Dominating it. Any ability that allows a creature to resist or Variant: Flanking for Advantage. Under this rule
ignore the effects of the Charmed condition also applies to found in the 2014 D&D 5e DMG, Flanking
the Dominated condition. creatures have advantage on attacks against
Ending the Dominated Condition. Any effect that ends creatures Flanked by them.
the Charmed condition can also end the Dominated Design Notes: Don't use this. Advantage is the
condition. primary reward mechanic in D&D 5e, and this rule
undermines the players' incentive to use their own
abilities and to engage with the world.
attack rolls while the source of its fear is within line of sight. one creature that is not clearly seen by another and has
The creature can’t willingly move closer to the source of its successfully Hidden from it, typically by taking the Hide
not need to flee from the source of its fear. Hiding. A creature that takes the Hide action makes a
Line of Sight. A source of fear is within a Frightened Dexterity (Stealth) check, becoming Hidden from any
creature's line of sight if an unobstructed line could be drawn creature that cannot clearly see it whose Passive Perception
between them, even if the Frightened creature cannot see it. the hiding creature rolled higher than.
While within the Frightened creature's Line of Sight, the A creature that has disadvantage on Wisdom (Perception)
source of fear cannot be Hidden from that creature. checks, such as a creature in complete darkness navigating
Ending the Frightened Condition. Spells such as by Darkvision alone, suffers a -5 penalty to its Passive
Restoration, and Power Word: Heal can end the Frightened The GM decides whether one creature can clearly see
condition on a creature. another, but most usually becoming Hidden from a creature
grapple ends. If an effect moves the grappler to a space or Reactions. It does not impose disadvantage on hostile
where it can still reach the grappled creature, the grappled ranged attackers within 5 feet of it.
possible.
magic or a special sense. The creature counts as Heavily permanently lose the use of a limb, causing the following
Obscured from each creature that can't see it, and can effects (assuming roughly humanoid anatomy).
to hide while Invisible have advantage. Wisdom (Perception) One The creature has its movement reduced by 10
checks made to detect a Hidden creature that is Invisible Leg
have disadvantage.
Both The creature falls Prone, has its movement
Detecting Invisible Creatures. Creatures in D&D are Legs reduced by 10, and can't stand.
exceptionally aware of their surroundings. A creature that
One The creature has disadvantage with attacks using
turns Invisible is not automatically Hidden, and its position
Arm two-handed weapons, and can't wield a shield and
remains known by each creature it is not Hidden from, even if
weapon or two weapons simultaneously.
it moves, as creatures track its position by sound, shifting air
Invisibility.
Petrified
A Petrified creature is transformed, along with any
use special movement types available to it such as flying, and The creature is incapacitated (see the condition), can’t
can drag itself as though it were climbing along any surface move or speak, and is unaware of its surroundings.
or object it can reach. Attack rolls against the creature have advantage.
Ending the Levitating Condition. The Levitating The creature automatically fails Strength and Dexterity
effect, and typically ends when the spell or environmental The creature has resistance to all damage.
effect ends for the creature, or when the creature leaves the The creature is immune to poison and disease, although a
spell or effect's area of influence. poison or disease already in its system is suspended, not
neutralized.
Variant: Air-Swimming. At DM discretion, a Ending the Petrified Condition. Spells such Greater
ability checks.
possessing creature (hereafter referred to as a "spirit") is statistics reduced to 0 suffers an effect associated with that
removed from play; it can't be affected or harmed by any statistic from the following table:
Possessing a Creature. The body of a Possessed creature STR The creature's speed becomes 0 and it can't
or object is controlled by the spirit possessing it, and can use make attacks.
any of the abilities normally available to the creature. Unless
DEX The creature's speed becomes 0 and attack rolls
otherwise stated, the possessing spirit gains no special against the creature have advantage. Any attack,
insight into a Possessed creature's thoughts or memories. melee or ranged, that hits the creature is a critical
Ending the Possessed Condition. In addition to any other hit if the attacker is within 5 feet of the creature.
means specific to a given spirit, the following means can be
CON Death
used to end the Possessed condition on a creature or object.
object it is Possessing.
Restrained
A Restrained creature’s speed becomes 0, it can’t benefit from
Releasing a Possessed Creature or Object. Unless
any bonus to its speed, and it has disadvantage on Dexterity
otherwise stated, a possessing spirit may release a creature
saving throws.
or object Possessed by it at any time, with no action required.
Attacking a Restrained Creature. Attack rolls against the
A prone creature’s only movement option is to crawl, which it Ending the Restrained Condition. As an action, a
can do at half its walk speed unless otherwise noted. When a Restrained creature may attempt to escape an effect
flying creature falls Prone, it immediately falls 500 feet, then restraining it, making a Strength (Athletics) or Dexterity
if it is still airborne the Prone condition ends for it. (Acrobatics) check against the restraint's Escape DC.
Attacking While Prone. A Prone creature has Any effect that could end the Grappled condition, such as
Attacking a Prone Target. Attacks made against a Prone Movement, can also end the condition.
its held breath, it begins Suffocating. A Suffocating creature each of its turns trying to move as far away as possible from
can survive for a number of rounds equal to its Constitution the creature or effect that turned it, can't willingly move to a
modifier (minimum of 1 round). At the start of its next turn, it space within 30 feet of that creature or effect, and can't take
drops to 0 hit points and begins Dying, and it can’t regain hit reactions. If there's nowhere to move, the creature can use
For example, a creature with a Constitution of 14 can hold Ending the Turned Condition. A Turned creature that
its breath for 3 minutes. If it starts suffocating, it has 2 takes any damage has the condition end for it.
Unconscious
Swallowed An unconscious creature is Incapacitated (see the condition),
A swallowed creature is trapped inside the creature or effect can’t move or speak, and is unaware of its surroundings
that swallowed it. Its movement becomes 0, it moves with the unless specified otherwise.
reach of some means of exiting the space it is Swallowed in. starvation and the long-term effects of freezing or scorching
In such cases, a creature may end the Swallowed condition temperatures, can lead to a special condition called
on itself or on a creature Swallowed by a creature or effect exhaustion. Exhaustion is measured in six levels. An effect
within 5 feet as an Action with a successful Strength can give a creature one or more levels of exhaustion, as
and drink.
Save Ends
Many conditions that last more than a single round of combat
of turn).
T
Denizens of The Abyss
he endless layers of the Abyss play host to an
There are some forms that seem more mortals walked upon earth or gods in the heavens, the
common than others, however, and while such undivided chaos of the primordial Abyss was pierced by a
forms are granted names by those forced into shard of purest Evil, sent from beyond the cosmos by the
contact with them, one should not take this to obyriths when their own realm held nothing else to destroy.
mean that any two vrocks must resemble one another in any From this shard spilled their squamous multitudes, and
but the most superficial of ways. Demons are spawned and from this shard was the Abyss as we know it today spawned,
spread by the tainted wound of the Abyss itself, molded out of the formation of its ever-increasing layers something akin to
raw chaos and moved by the cosmic evil that pervades their an immune response by a wounded cosmos.
native plane; their forms need not conform to any rule Indeed, the cosmos itself rejects the presence of the
comprehensible to the sane. obyriths, detests their alien intrusion; no creature born of
With those limits of abyssal phylogeny established, let us these realms can look upon them without that innate
embark upon the project of cataloguing these gnashing revulsion, that crawling WRONGNESS rooted beyond any
multitudes that populate the Abyss. mortal fear, rooted in the very elements flesh and spirit are
sculpted from.
Demons
"Demons" simply denotes all those species native or
Tanar'ri
naturalized to the Abyss; or those whose form was shaped Evoked from this shard of Evil were the tanar'ri; by the
substantially by the elemental malice that permeates its obyriths, by the great Powers ruined by its call, by petitioners
layers. It is a wastebin taxon, rendered near-useless by the claimed by the will of the shard itself; unleashed in their
nonsensical web of shifting relationships that span between infinite forms to serve in endless battle. Chaos, however,
demonic species and the multifarious means by which they serves only itself, and ruin awaits all those who think
Any who have had dealings with demons can tell the true Where the undifferentiated cruelty of the obyriths was
bonds that link them, however; their irredeemable, abstract and alien, the cruelty of the tanar'ri was a thing of
irrepressable cruelty; their mad and gleeful hunger for unsurpassed passion; they regarded each fragment of
carnage; their explosive rage that builds with each second of creation with an intimate and personal hatred; their
peace. There are precious few foes more terrible to face on boundless, burning need for its suffering and ruin matched
the field of battle, and yet nothing in all the planes is worse to only by their savage delight at its destruction.
ally. Loumara
The sea of curling mists that fills the 230th layer of the
their remnants.
Layers of the Abyss Layer Common Names Ruler
Layer Common Names Ruler 137 Outcasts' End Azazel
1 Plain of Infinite Pazuzu/Contested 142 Lifebane Chemosh
Portals/Pazunia
148 Torrent Contested
2 Driller's Hives Tharzax
176 Hollow's Heart Fraz-Urb'luu
3 The Forgotten Land Zzyczesiya
177 The Writhing Realm Ugudenk
4 The Grand Abyss Contested
181 The Rotting Plain Laogzed
5 Wormblood Contested
193 Vulgaria Eshebala
6 Realm of a Million Eyes Great Mother
222 Shedaklah Juiblex and
7 The Phantom Plane Sess'inek Zuggtmoy
8 The Skin-Shedder Volisupula 223 Offalmound Contested
9 Burningwater None 230 The Dreaming Gulf None
10 That Hellhole None 245 The Scalding Sea Contested
11 Molrat Contested 248 The Hidden Layer Eltab
12 Twelvetrees None 274 Durao None
13 Blood Tor Beshaba 297 The Sighing Cliffs Lynkhab
14 The Steaming Fen The Queen of Chaos 303 The Sulfanorum None
17 Death's Reward Abraxas 313 Gorrion's Grasp Contested
21 The Sixth Pyre Kardum 333 The Broken Scale Hiddukel
23 The Iron Wastes Kostchtchie 340 The Black Blizzard Contested
27 Malignebula Lissa'aere 348 Indifference Contested
32 Sholo-Tovoth/The Fields of Turaglas 359 The Arc of Eternity Eldanoth
Consumption
377 Plains of Gallenshu None
45- Azzagrat Graz'zt
47 399 The Worm Realm Urlden
49 Shaddonon Rhyxali 400 Woeful Escarand Lords of Woe
52 Vorganund Contested 403 The Rainless Waste None
57 Torturous Truth Alvarez 421 The White Kingdom Doresain
66 The Demonweb Pits Lolth 422 Yeenoghu's Realm Yeenoghu
67 The Heaving Hills Verrangoin 423 Galun-Khur Unknown
68 The Swallowed Void Abandoned 452 Ahriman-abad Ahrimanes
69 The Crushing Plain None 471 Androlynne Pale Night
70 The Ice Floe None 487 Lair of the Beast/Mansion of the Kanchelsis
Rake
71 Spirac None
489 Noisome Vale Contested
72 Darklight Nocticula
493 The Steeping Isle Siragle
73 The Wells of Darkness None
499 Carroristo None
74 Smaragd Meershaulk and
Ramenos 503 Torremor Pazuzu
79 The Emessu Tunnels Anarazel 507 Occipitus Adimarchus
88 The Gaping Maw Demogorgon 524 Shatterstone Vaprak
89 The Shadowsea Dagon 531 Vudra Shaktari
90 The Guttering Grove Ilsidahur 558 Fleshforges Dwiergus
92 Ulgurshek Ulgurshek 566 Soulfreeze Aseroth
111 The Mind of Evil Sch'thrruppasstt 586 Prison of the Mad God Diinkarazan
113 Thanatos Orcus 597 Goranthis Socothbenoth
128 The Slugbed Luperico 600 The Endless Maze Baphomet
663 Zionyn Obox-ob
Adaru
Adaru Lore
Nature DC 15: Though adaru devour flesh for
consume it.
propensities.
Adaru Tactics
Adarus keep a coterie of weaker thralls nearby, sucking the
They attack first with their Skittering Coils, biting only once
of the Abyss.
Alkilith Lore
Arcana DC 15: An alkilith, if left unchecked, rapidly becomes
Alkilith Tactics
An alkilith begins combat by attempting to summon a
it.
Alkilith
Medium fiend (demon), chaotic evil Actions
Multiattack. The alkilith makes three melee attacks.
Armor Class 15 (Natural Armor)
Hit Points 252 (24d8 + 144) Polluting Touch. Melee Weapon Attack: +8 to hit, reach
Speed 40 ft., climb 40 ft. 1 ft., one target. Hit: 18 (4d6 + 4) acid damage and the
target is grappled (escape DC 16).
STR DEX CON INT WIS CHA Living Portal (Concentration). The alkilith begins to
channel the essence of the Abyss through its body,
12 (+1) 19 (+4) 22 (+6) 6 (-2) 11 (+0) 7 (-2) becoming a portal to a distant corner of the Abyss.
Saving Throws DEX +8, CON +10 If the alkilith is still concentrating at the beginning of
Skills Arcana +6, Stealth +8 its next turn, a demon with maximum hit points equal
Damage Resistances Cold, Fire, Lightning; Bludgeoning, to or less than the alkilith's current hit points is
Piercing, and Slashing from Nonmagical Attacks summoned to the nearest unoccupied space, and the
Damage Immunities Acid, Poison alkilith loses half its current hit points.
Condition Immunities Poisoned Fume (Recharge 5-6). The area in a 15 foot radius
Senses Darkvision 120 ft., Passive Perception 10 around the alkilith becomes heavily obscured until the
Languages Understands Abyssal but can't speak beginning of its next turn as it exudes toxic fumes. A
Challenge 11 (7,200 XP) creature that starts its turn in the area must succeed on
a DC 18 Constitution saving throw or take 27 (6d8)
Amorphous. The alkilith can move through a space as poison damage, or half as much on a success.
narrow as 1 inch wide without squeezing.
Reactions
False Appearance. While the alkilith is motionless, it is
indistinguishable from an ordinary slime or fungus. Foment Madness. When the alkilith loses concentration
as a result of being hit with a melee attack, the alkilith
Magic Resistance. The alkilith has advantage on saving can force the attacker to succeed on a DC 18 Wisdom
throws against spells and other magical effects. saving throw or have its proficiency bonus reduced by
one for the next minute.
Armanites
Armanite Lore
Armanite Headbreaker
Arcana DC 15: An armanite moving at speed is able to
Armanite headbreakers typically mill about near a
gallop on thin air, a tactic which they use to great effect when
bloodwether, waiting for it to charge in first so they can pour
charging through enemy formations, and one particularly
in behind it, hopefully drawing less fire. They use their aerial
useful to those armanites that master the magics of lightning.
charge to gallop over more heavily armored foes to reach
History DC 15: Armanites gather in mercenary warbands
backline ranged combatants, clustering around them.
that rove the depths of the Abyss, serving as heavy cavalry in
make war on other planes if left idle too long. Armanite Bloodwether Tactics
History DC 20: They frequently take a portion of their pay in Armanite bloodwethers strive to be first to engage an enemy,
promised bloodshed, and have been known to abandon Dashing on the first turn of combat to provoke a stampede
battles when faced with foes either too unimpressive or too
from their allies and galloping roughly 20 feet off the ground
hardened to grant them the immediate satisfaction of
until they reach their desired target.
slaughter.
If they miss with two attacks in a row, they become
Nature DC 15: The armor borne by armanites is sculpted frustrated and switch targets even if they must provoke
from the chitin of great armored worms, hunted in brief attacks of opportunity to do so, and if they fail to land an
windows of peacetime to keep herds from turning their
attack for two turns in a row they will often simply leave.
violence inward.
Actions
Storm of Hooves (Group Attack). Melee Weapon
Attack: +9 to hit, reach 5 ft., one target. Hit: 6
bludgeoning damage. This attack deals an
additional 3 damage if the armanite is flying.
Reactions
Stampede. When a friendly creature it can see
within 10 feet takes the Dash action, the armanite
can take the Dash action, moving in the same
direction if possible.
Armanite Bloodwether Armanite Lancer
Large fiend (demon), chaotic evil Large fiend (demon), chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 18 (+4) 21 (+5) 8 (-1) 12 (+1) 13 (+1) 22 (+6) 18 (+4) 21 (+5) 12 (+1) 15 (+2) 14 (+2)
Skills Athletics +8, Perception +4, Survival +4 Skills Arcana +5, Athletics +10
Damage Resistances Cold, Fire, Lightning Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison Damage Immunities Poison
Condition Immunities Poisoned Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 14 Senses Darkvision 120 ft., Passive Perception 12
Languages Abyssal, Sylvan, Telepathy 120 ft. Languages Abyssal, Sylvan, Telepathy 120 ft.
Challenge 7 (2,900 XP) Challenge 10 (5,900 XP)
Aerial Charge. If the armanite dashes, it gains a fly Aerial Charge. If the armanite dashes, it gains a fly
speed equal to its movement speed until the end of speed equal to its movement speed until the end of
its next turn. its next turn.
Magic Resistance. The armanite has advantage on Magic Resistance. The armanite has advantage on
saving throws against spells and other magical saving throws against spells and other magical
effects. effects.
Actions Actions
Multiattack. The armanite makes three attacks; one Multiattack. The armanite makes three attacks; one
with its Wicked Claws, one with its Hooves, and with its Crackling Longspear, one with its Hooves,
one with its Serrated Tail. and one with its Serrated Tail.
Wicked Claws. Melee Weapon Attack: +8 to hit, Crackling Longspear. Melee Weapon Attack: +10 to
reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing hit, reach 10 ft., one target. Hit: 19 (2d12 + 6)
damage. Instead of dealing damage, the armanite piercing damage plus 7 (2d6) lightning damage,
may grapple the target (escape DC 16) and the target must succeed on a DC 18 Strength
saving throw or be knocked prone.
Hooves. Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 12 (2d6 + 5) bludgeoning Hooves. Melee Weapon Attack: +10 to hit, reach 5
damage. The armanite may make this attack as a ft., one target. Hit: 13 (2d6 + 6) bludgeoning
bonus action if it is flying. damage. The armanite may make this attack as a
bonus action if it is flying.
Serrated Tail. Melee Weapon Attack: +8 to hit, reach
10 ft., one target. Hit: 16 (2d10 + 5) slashing Serrated Tail. Melee Weapon Attack: +10 to hit,
damage. reach 10 ft., one target. Hit: 17 (2d10 + 6) slashing
damage.
Reactions Tempestuous Impulse (4th Level Spell,
Quick Kick. When a creature makes an attack Concentration). For the next minute, the armanite
against the armanite that benefits from flanking it, gains the ability to Dash as a bonus action and its
the armanite can make a Hooves attack against it. attacks deal an additional 7 (2d6) lightning damage.
Lancing Spark (Recharge 5-6, 5th Level Spell). The
Stampede. When a friendly creature it can see
within 10 feet takes the Dash action, the armanite armanite looses a bolt of lightning in a line 60 feet
can take the Dash action, moving in the same long and 10 feet wide.
direction if possible. Each creature in the area must succeed on a DC 14
Dexterity saving throw or take 36 (8d8) lightning
damage, or half as much damage on a success.
Armanite Lancer Tactics Reactions
Armanite lancers usually stay a bit behind and above a larger
Quick Kick. When a creature makes an attack
cohort of armanites, first buffing up with their Tempestuous
against the armanite that benefits from flanking it,
Impulse, then raining down Lancing Sparks, attacking from
the armanite can make a Hooves attack against it.
the air then retreating back up each turn while it recharges.
I
Babau
t is a mistake to believe that one has grasped the
the spilt blood of a powerful devil, splashed upon the thirsting Skills Perception +5, Stealth +5
ground of the Abyss. Though they enact many schemes both Damage Resistances Cold, Fire, Lightning;
for reasons of their own and at the behest of greater demons, Bludgeoning, Piercing, and Slashing from
their true allegiance is said to lie with the devil that birthed Nonmagical Attacks
them. Damage Immunities Poison
Condition Immunities Poisoned
Babau Tactics Senses Darkvision 120 ft., Passive Perception 15
Languages Abyssal
Babaus attempt to sow confusion and discord, teleporting Challenge 4 (1,100 XP)
through the midst of their foes and leaving a trail of shadow
clones that explode in showers of acid, escaping in the Shadow Clones. Whenever the babau teleports, it
confusion with a kidnapped target that it can murder in leaves behind a copy of itself with the following
seclusion before diving back into the fray. traits:
The clone has 1 hit point and dies at the end of
the babau's next turn.
When the clone dies, each creature within 5 ft. of
it takes 4 (1d8) acid damage.
As a Bonus Action, the babau can command the
clone to move up to 40 ft. and make a Flickering
Claw attack.
Actions
Multiattack. The babau makes two attacks with its
Flickering Claw, one of which it may replace with a
use of its Rend Magic or Murderous Abduction, if
available.
Flickering Claw. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing
damage and the babau teleports up to 10 ft.
Rend Magic (3rd Level Spell). The controller of one
spell or magical effect the babau can see within 60
feet must succeed on a DC 13 Constitution saving
throw or have the spell or effect end.
Murderous Abduction (Recharge 5-6). The babau and
up to one creature within 5 ft. of it each teleport up
to 30 ft. in the same direction. An unwilling and
conscious creature makes a DC 13 Charisma saving
throw, resisting the effect on a success.
Reactions
Weakening Glare. When the babau is targeted with a
melee attack, the babau can force the attacker to
succeed on a DC 13 Constitution saving throw or
have the attack's damage reduced by half.
B
Balors
alors are hatred incarnate, paragons of passion
Balor Warmonger Tactics
and rage that inspire the endless hordes of the
Warmongers dive into the fray with no regard to their own
Abyss under their sway to ever greater heights
safety, though will briefly retreat and reposition with their
of frenzied cruelty. Lesser demons look upon
teleport if surrounded by foes that can bypass their damage
their form and passion with a tainted mixture of
resistances. In general, they lay about with their blade and
worship, envious hatred, and terror, as they are
lash indiscriminately, not wanting to kill any individual too
the perfect expression of the demonic ideal.
quickly and deprive themselves of an opponent, though they
Balor Lore always target a creature averting its gaze with their Lightning
Blade, if available.
their dominion.
Actions Each demon within 120 feet of the balor that can see it
may use its reaction to move up to half its speed
Multiattack. The balor makes two melee attacks with directly toward the attack's target.
different weapons, one of which it may replace with a
use of its Teleport.
Barlguras
Barlgura Lore
Arcana DC 15: Though too dull to develop any true
Barlgura Tactics
Barlguras approach from stealth, then leap
one, and flee with it, using their Slam on it each turn as they
flee from its allies. If they manage to kill a creature, they flee,
scouts, they flee in earnest after being reduced below half hit
long enough to calm down before they can be killed. Bulezau Hatebrood Tactics
Medicine DC 15: Bulezaus carry a fiendish sickness known
The bulezau hatebrood fully ignores any other creature once
as Flitrot, an enfeebling disease that causes its victims to
it has chosen an opponent, even to the extent of not making
cough and retch up flies as their skin slowly blackens and
attacks of opportunity when it has the chance, and simply
sloughs off.
hammers away mindlessly at its foe, using its Infuriated
Religion DC 15: Sardonically referred to as "Baphomet's
Bellow whenever it misses.
perfect children" by scholars of the Abyss, bulezaus are
Once reduced below a third of its hit points, the bulezau
famed for their obdurate refusal to retreat under any
begins using Undying Hate whenever available, chasing after
conditions, so spiteful that they would rather die than grant
its chosen foe after each blow to keep it within 5 feet.
any comfort or convenience to a foe.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 17 (+3) 9 (-1) 8 (-1) 6 (-2) 18 (+4) 15 (+2) 18 (+4) 9 (-1) 8 (-1) 6 (-2)
Damage Resistances Cold, Fire, Lightning Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison Damage Immunities Poison
Condition Immunities Charmed, Frightened, Condition Immunities Charmed, Frightened,
Poisoned Poisoned
Senses Darkvision 120 ft., Passive Perception 9 Senses Darkvision 120 ft., Passive Perception 9
Languages Abyssal, Telepathy 60 ft. Languages Abyssal, Telepathy 60 ft.
Challenge 3 (700 XP) Challenge 8 (3,900 XP)
Shed Flesh. If the bulezau is affected by its Fiendish Shed Flesh. If the bulezau is affected by the Fiendish
Rot ability or by that of another bulezau, its AC Rot ability of another bulezau, its AC increases by
increases by 2, to a maximum of 16, and it gains 2, to a maximum of 16, and it gains vulnerability to
vulnerability to bludgeoning damage until it bludgeoning damage until it completes a Long rest.
completes a Long rest.
Fading Torpor. Each time the bulezau reduces a
Fading Torpor. Each time the bulezau reduces a creature to 0 hit points, its movement speed
creature to 0 hit points, its movement speed increases by 10 feet until it completes a Short or
increases by 10 feet until it completes a Short or Long Rest, to maximum speed of 60 feet.
Long Rest, to maximum speed of 60 feet.
Actions
Actions Multiattack. The bulezau makes three attacks, one of
Multiattack. The bulezau makes two attacks, one of which may be with its Barbed Tail, and may use its
which may be with its Barbed Tail. Undying Hate if available.
Outsize Ranseur. Melee Weapon Attack: +4 to hit, Giantbreaker Greathammer. Melee Weapon Attack:
reach 10 ft., one target. Hit: 11 (2d8 + 2) piercing +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 +
damage. 4) bludgeoning damage and the target is pushed 5
feet away.
Barbed Tail. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 8 (1d12 + 2) piercing damage Barbed Tail. Melee Weapon Attack: +7 to hit, reach
and the target must succeed on a DC 13 5 ft., one target. Hit: 10 (1d12 + 4) piercing
Constitution saving throw or become infected with damage and the target must succeed on a DC 15
Flitrot and be Poisoned until the end of its next Constitution saving throw or become infected with
turn as it retches a gout of flies. Flitrot and be Poisoned until the end of its next
turn as it retches a gout of flies.
Fiendish Rot (Recharge 5-6). Each creature
(including the bulezau) within 15 ft. that does not Undying Hate (Recharge 4-6). The bulezau's eyes
have all of its hit points must succeed on a DC 13 burn with bloodshot fury as it glares at a creature
Constitution saving throw or take 9 (2d8) necrotic within 5 feet of it. Until the end of the bulezau's
damage, or half as much on a success. next turn, it cannot be reduced below 1 hit point
while that creature remains within 5 feet of it.
Reactions
Fend Off. When a creature enters its reach, the
Reactions
bulezau can make an Outsize Ranseur attack Infuriated Bellow. When the bulezau misses with an
against it. If the attack hits, the creature's speed is attack, it can let out an enraged scream.
reduced to 0 until the end of its turn.
Until the beginning of its next turn, attacks against
the bulezau are made with advantage and whenever
the creature it missed hits it with an attack, the
bulezau may may make an attack with its
Giantbreaker Greathammer against that creature.
Cerebrilith
Cerebrilith Lore
Religion DC 15: Cerebriliths, also called brain demons, are
once.
Cerebrilith Tactics
Cerebriliths begin combat with all of their Multilobe Psionics
active, trading out the least currently useful of them for one of
nothing but a cruel specter of the creature's former self Chasme Tormentor Tactics
remains.
Chasme tormentors usually attack alone or with drones in
Nature DC 15: Though quite agile in the air, chasmes move
tow, and when found with other demons are often unwelcome
relatively clumsily on the ground, and can be easily
among their fiendish kin due to their Drone effects, though
surrounded and brought down if forced to land.
Magic Resistance does go a way toward ameliorating that
Religion DC 20: The droning of chasme wings is a sound
effect. When demons have a reason to attack each other,
dreaded throughout the Abyss, both for the sluggishness and
though, chasmes are usually the first targeted, and demons
nightmarish sleep it induces, and for the likely doom that
remain wary of betrayal from any temporary chasme allies.
follows it, as chasmes are the recruiters of the blood war, and
If they aren't pressured unduly, they use Dream
any demon spotted by one is likely fodder for summoning to
Desecration whenever available, otherwise ignoring
the front lines.
unconscious creatures and focusing on those posing an
active threat. Once reduced below half hit points, they often
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 14 (+2) 6 (-2) 14 (+2) 10 (+0) 15 (+2) 15 (+2) 16 (+3) 11 (+0) 14 (+2) 10 (+0)
Senses Blindsight 10 ft., Darkvision 120 ft., Passive Saving Throws DEX +5, WIS +5
Perception 15 Skills Intimidation +3, Perception +5
Languages Abyssal, Telepathy 120 ft. Damage Immunities Poison
Challenge M12 (840 XP) Damage Resistances Cold, Fire, Lightning
Condition Immunities Poisoned
Spider Climb. The chasme can climb difficult Senses Blindsight 10 ft., Darkvision 120 ft., Passive
surfaces, including upside down on ceilings, Perception 15
without needing to make an ability check. Languages Abyssal, Telepathy 120 ft.
Challenge 6 (2,300 XP)
Minion. If the chasme takes damage from an attack
or as the result of a failed saving throw, its hit Spider Climb. The chasme can climb difficult
points are reduced to 0. If the chasme takes surfaces, including upside down on ceilings,
damage from another effect, it dies if the damage without needing to make an ability check.
equals or exceeds its hit point maximum, otherwise
it takes no damage. Drone. The chasme produces a horrid magical
droning sound. A non-chasme creature that starts
Actions its turn within 30 feet of one or more chasmes that
can hear them must succeed on a DC 14
Plaguebearer Bites (Group Attack). Melee Weapon Constitution saving throw or deal only half damage
Attack: +6 to hit, reach 5 ft., one creature. Hit: 4 with weapon attacks until the end of its next turn.
piercing damage plus 2 necrotic damage.
A creature that fails this save by 5 or more falls
If at least two other chasmes attacked with it, the asleep until it takes damage or another creature
target must succeed on a DC 14 Constitution takes an action to wake it.
saving throw or be afflicted with Fading Ague.
Magic Resistance. The chasme has advantage on
Reactions saving throws against spells and other magical
effects.
Droning Chorus. When a creature the chasme can
see within 30 feet makes a saving throw against Actions
another chasme's Drone, the chasme can force it to
subtract one from its result. Proboscis. Melee Weapon Attack: +5 to hit, reach 5
ft., one creature. Hit: 16 (4d6 + 2) piercing damage
plus 24 (7d6) necrotic damage.
On a critical hit, the target is Frightened until the
Fading Ague. An infected creature takes on a end of its next turn.
slightly translucent pallor, which intensifies as the Dream Desecration. One sleeping creature the
disease progresses. Whenever an infected creature Chasme can see within 15 feet takes 14 (4d6)
drops to 0 HP, its Constitution score is reduced by nonlethal psychic damage, then must make on a DC
1d4 until the disease is cured. If the creature's 14 Wisdom saving throw.
Constitution is reduced to 0 it dies and a Specter
On a failed save, this damage does not wake the
rises from its corpse.
creature from its sleep, and the chasme discovers
one fact which the creature wishes to keep hidden
from it.
Demonic Abduction. One demon of CR 5 or lower
that the chasme has seen in the last 10 days must
succeed on a DC 14 Charisma saving throw or
teleport to switch positions with the chasme.
A creature that succeeds on this save is immune to
the effect for 24 hours.
Dretches
Dretch Lore
Arcana DC 10: Dretch blood befouls the earth wherever spilt Dretch Fodder
for generations to come, preventing plant growth and healing Small fiend (demon), chaotic evil
until purified by divine ritual.
larvae.
STR DEX CON INT WIS CHA
History DC 15: Though lacking the suicidal levels of
are frequently known to charge into ravines, magma, or other Condition Immunities Poisoned
hazards if not specifically directed to avoid them. Senses Darkvision 60 ft., Passive Perception 9
Nature DC 20: Dretches lack any form of recognizable
Languages Abyssal, Telepathy 60 ft.
digestive organs, instead having their chest cavities filled with
Challenge M3 (140 XP)
a putrid, black fluid, prized by the abyssal shipwrights of The
while still living, though one may hope these accounts are A creature killed within 5 feet of a dretch has a new
mere colorful extrapolation. dretch hatch from its corpse after 24 hours.
Befoul Earth. When the dretch dies, the ground
within 10 feet of it is cursed and corrupted. Plants
in the area wither and die, and magical healing that
a creature in the area receives is reduced by half.
Minion. If the dretch takes damage from an attack
or as the result of a failed saving throw, its hit
points are reduced to 0. If the dretch takes damage
from another effect, it dies if the damage equals or
exceeds its hit point maximum, otherwise it takes
no damage.
Actions
Broken-Tooth Bites (Group Attack). Melee Weapon
Attack: +2 to hit, reach 5 ft., one target. Hit: 1
piercing damage.
Dretch Tactics
Dretches slowly and resentfully flee from the last thing to
into each other to make them fight each other rather than the
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 15 (+2) 6 (-2) 9 (-1) 4 (-3) 16 (+3) 11 (+0) 16 (+3) 5 (-3) 8 (-1) 3 (-4)
Damage Resistances Cold, Fire, Lightning Damage Resistances Cold, Fire, Lightning; Damage
Damage Immunities Poison from Attacks
Condition Immunities Poisoned Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 9 Condition Immunities Charmed, Frightened,
Languages Abyssal, Telepathy 60 ft. Grappled, Paralyzed, Petrified, Poisoned, Prone,
Challenge 1 (200 XP) Restrained, Stunned.
Senses Darkvision 60 ft., Passive Perception 9
Larvae Haze. The dretch is surrounded by a cursed Languages Abyssal, Telepathy 60 ft.
aura in which wounds become infested with dretch Challenge 5 (1,800 XP)
larvae. A non-dretch creature that takes any damage
takes an additional 1 piercing damage for each Devouring Haze. The horde is surrounded by a
dretch within 5 feet of it. cursed aura in which wounds become infested with
dretch larvae. A non-dretch creature in the horde's
A creature killed within 5 feet of a dretch has a new space that takes any damage takes an additional 5
dretch hatch from its corpse after 24 hours. piercing damage.
Befoul Earth. When the dretch dies, the ground A creature killed within 5 feet of the horde has a
within 10 feet of it is cursed and corrupted. Plants new dretch hatch from its corpse after 24 hours.
in the area wither and die, and magical healing that
a creature in the area receives is reduced by half. Poisoned Path. Whenever the horde takes 10 or
more damage from a single source, the ground
Actions within 10 feet of it is cursed and corrupted. Plants
in the area wither and die, and magical healing that
Multiattack. The dretch makes two attacks, one of a creature in the area receives is reduced by half.
which may be with its Rotten Bite.
Swarm. The horde can occupy another creature's
Rotten Bite. Melee Weapon Attack: +4 to hit, reach space and vice versa, and the horde can move
5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. through any opening large enough for a small
Curling Claws. Melee Weapon Attack: +4 to hit, creature. The horde can't regain hit points or gain
reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing temporary hit points.
damage.
Actions
Goading Shove. One creature within 5 feet of the
dretch must make a DC 12 Strength saving throw. Rotten Bites. Melee Weapon Attack: +6 to hit, reach
On a failed save, the creature takes 7 (2d6) 0 ft., one target. Hit: 24 (6d6 + 3) piercing damage,
bludgeoning damage and is pushed 5 feet, then or 13 (3d6 + 3) piercing damage if the horde has
may use its reaction to make a melee attack. fewer than half its hit points.
On a successful save, the target must use its Maddening Melee (Recharge 4-6). Each other
reaction to make an attack against the dretch. A creature in the horde's space must succeed on a
creature may not voluntarily fail this saving throw. DC 14 Strength saving throw or take 10 (3d6)
bludgeoning damage and be pushed up to 10 feet
Reaction in a direction of the horde's choice. Then, each of
those creatures may use its reaction to make a
Groveling Whinge. When a creature targets the
melee attack.
dretch with an attack, the dretch can fall prone and
force the attacker to make a DC 12 Wisdom saving If the horde has more than half its hit points, this
throw. save is made at disadvantage.
On a failed save, the creature must choose a
different target for its attack, or else do half as
much damage with it.
Ferrolith
Ferrolith Lore
Religion DC 15: Also called iron demons or the Ferrolith
handmaidens of pain, ferroliths are the demonic essence of Medium fiend (demon), chaotic evil
succubi cast into the molten iron pits of Azzagrat, reformed
any opportunity.
19 (+4) 17 (+3) 21 (+5) 15 (+2) 15 (+2) 21 (+5)
Actions
Multiattack. The ferrolith makes three attacks with
its Adamantine Claws, one of which it may replace
with a use of its Compel.
Adamantine Claws. Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing
damage. This attack scores a critical on an 18-20.
Compel. One creature charmed by the ferrolith
must use its reaction to move up to half its speed
and make a weapon attack.
Enticing Charm (Concentration). One humanoid the
ferrolith can see within 30 feet of it must succeed
on a DC 17 Wisdom saving throw or be magically
Charmed and under the ferrolith's control.
The Charmed creature repeats this saving throw
whenever it takes damage, ending the effect on a
success. When the ferrolith's charm ends on a
creature, the creature takes 44 (8d10) psychic
damage and is immune to this effect for the next
24 hours.
Razor Barrage (Recharge 5-6). The ferrolith flings
razor-sharp flakes of rust from its wings in a 30
foot cone. Each creature in the area must succeed
on a DC 15 Dexterity saving throw or take 45
(10d8) slashing damage, or half as much on a
success.
Glabrezus
Glabrezu Lore
Arcana DC 10: Glabrezus are among the least likely of
glabrezus are far more generous than devils with their gifts, a
fiendish aid are often vindicated in their belief that they can
them.
Glabrezu Tactics
Glabrezus are often first into the fray and first to flee, eager
to jump into the edge of an Area of Effect spell and push its
Armor Class 17 (Natural Armor), 14 While Reduced Armor Class 17 (Natural Armor), 14 While Reduced
Hit Points 157 (15d10 + 75) Hit Points 178 (17d10 + 85)
Speed 40 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 21 (+5) 19 (+4) 17 (+3) 16 (+3) 18 (+4) 16 (+3) 21 (+5) 20 (+5) 17 (+3) 18 (+4)
Saving Throws STR +9, CON +9, CHA +7 Saving Throws STR +9, CON +9, CHA +7
Damage Resistances Cold, Fire, Lightning; Skills Deception +7
Bludgeoning, Piercing, and Slashing from Damage Resistances Cold, Fire, Lightning;
Nonmagical Attacks Bludgeoning, Piercing, and Slashing from
Damage Immunities Poison Nonmagical Attacks
Condition Immunities Poisoned Damage Immunities Poison
Senses Truesight 120 ft., Passive Perception 13 Condition Immunities Charmed, Poisoned
Languages Abyssal, Telepathy 120 ft. Senses Truesight 120 ft., Passive Perception 13
Challenge 9 (5,000 XP) Languages Abyssal, Telepathy 120 ft.
Challenge 10 (5,900 XP)
Brittle Carapace. If the glabrezu takes 15 or more
bludgeoning damage from a single source, its AC is Aura of Disarray. A creature that casts a spell
reduced to 14 until it completes a Long Rest. targeting an area that contains the glabrezu must
first make a DC 17 Wisdom saving throw.
Magic Resistance. The glabrezu has advantage on
saving throws against spells and other magical On a failed save, the spell's area of effect scatters
effects. 25 (2d4*5) feet in a direction of the glabrezu's
choice before taking effect.
Actions Brittle Carapace. If the glabrezu takes 15 or more
Multiattack. The glabrezu makes two attacks with its bludgeoning damage from a single source, its AC is
Crushing Claws. reduced to 14 until it completes a Long Rest.
Crusher Claws. Melee Weapon Attack: +9 to hit, Magic Resistance. The glabrezu has advantage on
reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing saving throws against spells and other magical
effects.
damage and the target is grappled (escape DC 17)
and pulled up to 5 feet toward the glabrezu.
Actions
If the target was already grappled by the glabrezu, it
must succeed on a DC 13 Constitution saving Multiattack. The glabrezu makes three attacks, one
throw or take an additional 13 (3d8) bludgeoning of which may be with its Seizer Claw.
damage and lose the use of a limb of its choice Seizer Claw. Melee Weapon Attack: +8 to hit, reach
until it completes a Long Rest. 10 ft., one target. Hit: 15 (2d10 + 4) piercing
Gut Punch. Melee Weapon Attack: +9 to hit, reach damage and the target is grappled (escape DC 16)
5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning and pulled up to 5 feet toward the glabrezu.
damage. Flickerbolt (6th level Spell). Ranged Spell Attack: +9
to hit, range 30 ft., one target. Hit: 10 (3d6)
Bonus Actions lightning plus 11 (2d10) force damage.
Brutalize. The glabrezu makes two attacks with its Before or after making this attack, the glabrezu may
Gut Punch against a grappled target. teleport up to 30 feet to an unoccupied space it
Abyssal Abduction (3rd Level Spell). The glabrezu can see.
and up to one creature grappled by it teleport to an
unoccupied space it can see within 30 feet. Reactions
Chaos Revels (3rd Level Spell). When a creature casts
a spell targeting an area the glabrezu can see within
60 feet, the glabrezu can teleport to an unoccupied
space in that area.
Glabrezu Sire of Woe Crackling Frenzy (2nd Level Spell). One creature within 5
feet must succeed on a DC 18 Constitution saving
Large fiend (demon), chaotic evil
throw or take 14 (4d6) lighting damage and be
Armor Class 19 (Natural Armor), 16 While Reduced Stunned until the end of its next turn.
Hit Points 253 (22d10 + 132) A creature that succeeds on this saving throw instead
Speed 40 ft. gains 14 (4d6) temporary hit points. While it has any
of these temporary hit points, the creature's melee
attacks deal an additional 7 (2d6) lightning damage.
STR DEX CON INT WIS CHA
Corrupted Offering (9th Level Spell, 1/Day). One
22 (+6) 17 (+3) 23 (+6) 21 (+5) 17 (+3) 19 (+4) nonfiend creature within 10 feet of the glabrezu must
succeed on a DC 18 Wisdom saving throw or be
Saving Throws STR +11, CON +11, CHA +9 Charmed by the glabrezu and hostile to each nonfiend
Skills Deception +14, Perception +8, Persuasion +9 creature it can see for the next minute (Save Ends at
Damage Resistances Cold, Fire, Lightning end of turn).
Damage Immunities Poison; Bludgeoning, Piercing, and
Slashing from Nonmagical Attacks While Charmed in this way, the creature's Strength
Condition Immunities Charmed, Frightened, Poisoned score permanently increases by 1, to a maximum of
Senses Truesight 120 ft., Passive Perception 18 22, whenever it reduces a humanoid former ally to 0
Languages Abyssal, Telepathy 120 ft. hit points.
Challenge 16 (15,000 XP)
Reactions
Aura of Disarray. A creature that casts a spell targeting Sow Chaos (1/Day, 7th Level Spell, Concentration). When
an area that contains the glabrezu must first make a DC the glabrezu is reduced below 127 hit points, it can
18 Wisdom saving throw. unleash a disorienting burst of chaotic psychic force in
a 15 foot radius centered on a point it can see within
On a failed save, the spell's area of effect scatters 25 60 feet.
(2d4*5) feet in a direction of the glabrezu's choice
before taking effect. Each creature in the area must succeed on a DC 18
Wisdom saving throw or become Charmed by each
Bioreinforced Carapace. If the glabrezu takes 20 or more
other creature that failed this saving throw and hostile
bludgeoning damage from a single source, its AC is
to each creature that did not for the next minute (Save
reduced to 16 until it completes a Long Rest.
Ends at end of turn).
Magic Resistance. The glabrezu has advantage on saving
This save cannot be failed voluntarily.
throws against spells and other magical effects.
Legendary Resistances (2/Day). If the glabrezu fails a Legendary Actions
saving throw, it can choose to succeed instead.
The glabrezu can take 2 legendary actions, choosing
from the options below.
Actions
Multiattack. The glabrezu makes two attacks, one of Brutalize. The glabrezu makes two attacks with its Gut
which it may replace with a use of its Crackling Frenzy, Punch against a grappled target.
if available. Profane Fate (2nd Level Spell). One creature the
glabrezu can see within 60 feet must succeed on a DC
Crusher Claws. Melee Weapon Attack: +11 to hit, reach
18 Charisma saving throw or be Cursed.
10 ft., one target. Hit: 19 (3d8 + 6) piercing damage
and the target is grappled (escape DC 19) and pulled Whenever a creature Cursed in this way that the
up to 5 feet toward the glabrezu. glabrezu can see succeeds on a saving throw, the
glabrezu can end the curse on that creature and cause
If the target was already grappled by the glabrezu, it
the creature to fail instead.
must succeed on a DC 14 Constitution saving throw or
take an additional 18 (4d8) bludgeoning damage and Abyssal Abduction (3rd Level Spell). The glabrezu and up
lose the use of a limb of its choice until it completes a to one creature grappled by it teleport to an
Long Rest. unoccupied space it can see within 30 feet.
Gut Punch. Melee Weapon Attack: +11 to hit, reach 5 Crackling Frenzy (Costs 2 Actions). The glabrezu uses its
ft., one target. Hit: 11 (2d4 + 6) bludgeoning damage. Crackling Frenzy, if available.
Goristroi
Goristro Lore Goristro Ram-Raider Tactics
Ram-raider goristroi charge ahead of abyssal armies, taking
Arcana DC 15: Due to both their endemic fear of falling and
initial fire and climbing walls to occupy defenders while other
tendency toward uncontrolled rampages, goristroi are often
demonic forces advance behind them, or battering their way
deployed either far from any friendly forces worth preserving,
through gates with their Wrecking Fist. If Frightened, they try
or accompanied by demonic handlers meant to either
to move away from any high precipices if they can, and attack
magically control them or simply provoke and lure them
whichever creatures are nearest.
toward strategic objectives.
If a creature is Paralyzed or Unconscious, they use their
History DC 15: Despite their beast-like intelligence, goristroi
Ravenous Bite against it to gain damage resistances,
take great joy in stomping out their enemies' hopes, often
otherwise switching between their Wrecking Fist and Hoof
literally when a creature in their reach receives magical
Stomp to sow as much chaos as possible. They always hit as
healing.
many hostile creatures as possible with their Goring Charge,
Religion DC 10: Abyssal sieges are often decided by the
regardless of how many friendly creatures may be caught in
tactical deployment or countering of goristroi, living siege
it.
weapons found in service of each of the great lords of the
with their fusion of bull and ape-like features. While they Goristro Living Siege Tactics
regularly reach heights of greater than 20 feet, some
Living sieges act more as siege towers than as individual
exceptional specimens can grow to sizes more than 10 times
foes, hurling buildings, boulders, and perhaps other demons
that.
from a distance while demonic commanders survey the battle
Encounter Groups
CR 24 Encounter 27,900 XP
Medium fiend (demon), chaotic evil certain hezrous have the ability to magically aerosolize their
Armor Class 15 (Natural Armor) only grows more potent as they suffer further injuries.
Hit Points 17 (2d8 + 8) Religion DC 15: The froggish demons known as "hezrous"
Speed 30 ft. are among the most prized as footsoldiers within abyssal
16 (+3) 14 (+2) 18 (+4) 4 (-3) 9 (-1) 13 (+1) to being particularly discriminating as to who those orders
came from.
Damage Resistances Cold, Fire, Lightning Religion DC 20: Demonic commanders often seek out
Condition Immunities Poisoned lieutenants, deafening them prior to battle to further prevent
Senses Darkvision 120 ft., Passive Perception 11 them from coming under enemy influence.
verbal command it received since the beginning of whoever goes directly before them has the opportunity to
its last turn. override any previous commands. Hezrous are thus nearly
If the command was given by a non-demon, the who focus their efforts on killing any creature that manages
hezrou can make a DC 11 Wisdom saving throw, to wrest command of the hezrous from them.
suspending this effect until the beginning of its
next turn.
Minion. If the hezrou takes damage from an attack
or as the result of a failed saving throw, its hit
points are reduced to 0. If the hezrou takes damage
from another effect, it dies if the damage equals or
exceeds its hit point maximum, otherwise it takes
no damage.
Actions
Frenzied Snaps (Group Attack). Melee Weapon
Attack: +7 to hit, reach 5 ft., one target. Hit: 4
piercing damage.
If three or more hezrou contributed to this attack,
the target must succeed on a DC 15 Strength
saving throw or fall prone and take an additional 4
piercing damage.
Hezrou Toady Hezrou Hollerer
Large fiend (demon), chaotic evil Large fiend (demon), chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 20 (+5) 5 (-3) 12 (+1) 13 (+1) 21 (+5) 17 (+3) 20 (+5) 8 (-1) 14 (+2) 16 (+3)
Saving Throws STR +7, CON +8, WIS +4 Saving Throws STR +8, CON +8, WIS +5
Damage Resistances Cold, Fire, Lightning; Damage Resistances Cold, Fire, Lightning;
Bludgeoning, Piercing, and Slashing From Bludgeoning, Piercing, and Slashing From
Nonmagical Attacks Nonmagical Attacks
Damage Immunities Poison Damage Immunities Poison
Condition Immunities Poisoned Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 11 Senses Darkvision 120 ft., Passive Perception 12
Languages Abyssal, Telepathy 120 ft. Languages Speaks Abyssal but can't hear
Challenge 5 (1,800 XP) Challenge 8 (3,900 XP)
Lickspittle. The hezrou follows the most recent Deafened. The hezrou is permanently Deafened. If
verbal command it received since the beginning of cured by Lesser Restoration or similar magic, it
its last turn. loses this trait and gains the Lickspittle trait.
If the command was given by a non-demon, the Magic Resistance. The hezrou has advantage on
hezrou may make a DC 10 Wisdom saving throw to saving throws against spells and other magical
negate this effect until the beginning of its next effects.
turn.
Magic Resistance. The hezrou has advantage on
Actions
saving throws against spells and other magical Multiattack. The hezrou makes three attacks with its
effects. Chaos Slam, one of which it may replace with a use
of its Guard Me! or its Get in Line!
Actions
Chaos Slam. Melee Spell Attack: +8 to hit, reach 5
Multiattack. The hezrou makes three attacks, one of ft., one target. Hit: 14 (2d8 + 5) bludgeoning plus
which may be with its Shrouding Snap. 11 (2d10) force damage, then the hezrou and each
creature within 10 feet of it must succeed on a DC
Shrouding Snap. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing 15 Strength saving throw or be knocked prone.
damage. Guard Me! Until the beginning of its next turn, while
it is next to another hezrou attacks against the
If this attack reduces a creature to 0 hit points, the
hezrou may use its reaction to belch forth a cloud hollerer are made at disadvantage.
of Magical Darkness in a 10 foot radius around Get in Line! Each other hezrou within 30 feet that
itself that lasts for a minute. can hear the hollerer must make a DC 14 Wisdom
Gloomletter Claws. Melee Weapon Attack: +7 to hit, saving throw.
reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing On a failure, the hezrou's initiative is reduced by 5
damage, or 13 (2d8 + 4) necrotic damage if the if it is higher than the hollerer's.
hezrou is in Magical Darkness.
Reactions
Reactions Sickening Ichor. When the hezrou takes any piercing
Sickening Ichor. When the hezrou takes any piercing or slashing damage, it can magically cause a
or slashing damage, it can magically cause a noxious gas to boil out from its spilt blood. Each
noxious gas to boil out from its spilt blood. Each creature within 10 feet of it must succeed on a DC
creature within 10 feet of it must succeed on a DC 16 Constitution saving throw or be Poisoned until
16 Constitution saving throw or be Poisoned until the end of the hezrou's next turn.
the end of the hezrou's next turn.
If the hezrou has fewer than 73 hit points, a
If the hezrou has fewer than 69 hit points, a creature that fails this saving throw must use its
creature that fails this saving throw must use its reaction to move 10 feet directly away from it.
reaction to move 10 feet directly away from it.
Incubi
Incubus Lore
History DC 10: Though incubus encounters can be brief and Living Nightmare
passing, indicated when a sleeper awakes exhausted and Medium aberration/fiend, chaotic evil
hollow-feeling, some incubi will linger for days or weeks,
appearing night after night from the shadows whenever their Armor Class 15
prey is alone until it is left a broken shell of its former self. Hit Points 21 (3d8 + 9)
Religion DC 15: While incubi are often mistaken for male Speed 40 ft., climb 40 ft.
succubi and may in fact share some common origin, their
twisted form of play, the incubus is a base predator, driven by 7 (-2) 20 (+5) 15 (+2) 1 (-5) 17 (+3) 19 (+4)
its ravenous hunger for mortal dreams.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 15 (+2) 8 (-1) 15 (+2) 18 (+4) 20 (+5) 18 (+4) 16 (+3) 12 (+1) 15 (+2) 21 (+5)
Saving Throws DEX +5, CON +4 Saving Throws DEX +7, CON +6, WIS +5
Skills Deception +6, Intimidation +8, Sleight of Skills Deception +8, Intimidation +11, Sleight of
Hand +5, Stealth +7 Hand +7, Stealth +10
Damage Resistances Cold, Fire, Lightning, Poison; Damage Resistances Cold, Fire, Lightning, Poison;
Bludgeoning, Piercing, and Slashing from Bludgeoning, Piercing, and Slashing from
Nonmagical Attacks Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 12 Senses Darkvision 60 ft., Passive Perception 12
Languages Abyssal, Common, Telepathy 60 ft. Languages Abyssal, Common, Telepathy 60 ft.
Challenge 4 (1,100 XP) Challenge 7 (2,900 XP)
Shapechanger. As a bonus action, the incubus Shapechanger. As a bonus action, the incubus
transforms into a Small or Medium humanoid transforms into a Small or Medium humanoid
without a fly speed, or back to its true fiendish without a fly speed, or back to its true fiendish
form. Its statistics are otherwise the same in each form. Its statistics are otherwise the same in each
form. It reverts to its humanoid form if it dies. form. It reverts to its humanoid form if it dies.
Crushing Terror. A creature that starts its turn prone Crushing Terror. A creature that starts its turn prone
and in the incubus' space takes 11 (2d10) and in the incubus' space takes 11 (2d10)
nonlethal psychic damage and cannot speak, nonlethal psychic damage and cannot speak,
breathe or stand until the beginning of its next turn. breathe or stand until the beginning of its next turn.
Actions Actions
Night's Caress (3rd Level Spell). Melee Spell Attack: Multiattack. The incubus makes two attacks with its
+6 to hit, reach 5 ft., one target. Hit: The target falls Night's Caress, one of which it may replace with a
asleep for the next minute. use of its Waking Dream or Incubate Fears, if
available.
A sleeping creature wakes early if a creature takes
an action to shake it awake, or if it takes any Night's Caress (3rd Level Spell). Melee Spell Attack:
damage. +6 to hit, reach 5 ft., one target. Hit: The target falls
Sink Into Earth (3rd Level Spell, Concentration). One asleep for the next minute.
creature the incubus can see within 30 feet must A sleeping creature wakes early if a creature takes
succeed on a DC 14 Intelligence saving throw or an action to shake it awake, or if it takes any
fall prone and be Blinded for the next minute. damage.
If the creature stands from prone, the effect ends Waking Dream (4th Level Spell, Concentration). One
and the creature takes 22 (4d10) psychic damage. Unconscious creature within 5 feet must succeed
on a DC 16 Wisdom saving throw under the
Steal Dreams (4th Level Spell). One Unconscious or
Blinded creature within 5 feet must make a DC 14 incubus' control for the next hour, or until it
regains consciousness, and can perceive and take
Intelligence saving throw.
actions as though conscious for the duration.
On a failed save, the incubus learns one closely
held secret of the creature's, and the creature takes Whenever the creature would wake, the incubus
may make a DC 10 Constitution saving throw. On a
33 (6d10) nonlethal psychic damage.
success, the creature remains Unconscious.
A creature reduced to 0 hit points in this way is
Incubate Fears (Recharge 5-6, 5th Level Spell). The
Cursed. A creature cursed in this way cannot gain
incubus draws forth and congeals the fears of a
levels or otherwise advance through experience.
Frightened or Unconscious creature within 5 feet,
When this curse ends, the creature gains any levels
prevented by the curse. conjuring a Living Nightmare that lasts a minute in
an unoccupied space within 10 feet.
Etherealness. The incubus enters the Ethereal Plane
Etherealness. The incubus enters the Ethereal Plane
from the Material Plane, or vice versa.
from the Material Plane, or vice versa.
B
Ixitxachitl
lack-eyed and vicious, the ray-like ixitxachitl
Juvenile Ixitxachitl
infest the waters of Abysm and beyond, creating
reef, they systematically strip it of life, killing Armor Class 15 (Natural Armor)
everything that moves or grows both for sport Hit Points 36 (8d6 + 8)
and to devote the deaths to their cruel masters, then moving Speed swim 30 ft.
on to another area to begin anew.
Nature DC 20: Ixitxachitl tails are controlled by a separate Confounding Circling. While adjacent to two or
hindbrain, and can continue to lash even while the creature is more ixitxachitl, a creature has disadvantage on
dead or unconscious. attacks of opportunity that target one of them.
Religion DC 15: Ixitxachitl frequently worship and build
shrines to Demogorgon, who they revere as their creator. Segmented Brain. The ixitxachitl may continue to
Religion DC 20: Because of Demogorgon's long enmity with
make attacks of opportunity with its whiptail barb
Orcus, Ixitxachitl and aquatic undead maintain a deep-seated
for up to a minute after being incapacitated or
hatred of each other, one that runs deeper even their mutual
killed.
hatred of ordinary living things.
Actions
Ixitxachitl Tactics Sluggish Bite. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 3) piercing
Ixitxachitl attack from stealth, hidden buried in silt or among damage and the target's movement is reduced by 5
kelp, then cluster around a foe to better make use of their until the end of its next turn.
confounding circling and attempt to focus it down. They
attacks of opportunity.
Vampiric Ixitxachitl
Small fiend, chaotic evil
Actions
Multiattack. The ixitxachitl makes two attacks; one
with its vampiric bite and one with its whiptail
sting.
Vampiric Bite. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing
damage and the target must succeed on a DC 14
Constitution saving throw or lose one unexpended
hit die.
If the target expends a hit die in this way, the
ixitxachitl gains 10 temporary hit points. Encounter Groups
Whiptail Sting. Melee Weapon Attack: +5 to hit, CR 8 Encounter 1,450 XP
reach 10 ft., one target. Hit: 7 (1d6 + 4) piercing
plus 3 (1d6) poison damage. 1 Vampiric Ixitxachitl (CR 2)
Bleed for the Deep Father. When a creature within 5 CR 14 Encounter 4,700 XP
feet dies or fails a death saving throw, the
ixitxachitl can create a searing symbol above the 1 Grandmother Sea Hag (CR 7)
creature's body that lasts until the end of the 4 Vampiric Ixitxachitl (CR 2)
ixitxachitl's next turn.
Each non-fiend creature within 30 feet that can see
the symbol must succeed on a DC 13 Wisdom
saving throw or be Stunned until the end of the
ixitxachitl's next turn.
T
Ixzan
hought by some to represent a common
species such as cloakers, darkmantles, ixitxachitl, lurkers, Skills Perception +3, Stealth +4
sinisters, and mantari. Senses Blindsight 20 ft., Darkvision 120 ft., Passive
Religion DC 25 While the ixzan maintain no clear records of Perception 13
the circumstances of their own creation, it is claimed by Languages Abyssal, Ixatxachitl
certain among the ixatxachitl that the ixzan were created by Challenge 4 (1,100 XP)
the demon prince Demogorgon, prior to his descent into and
Reactions
Silt-Out. When it is reduced below 53 hit points
while within 10 feet of a sea or lake bed, the ixzan
can kick up a cloud of silt around itself, heavily
obscuring the area in a 15-foot radius until the end
of its next turn.
Manes
Manes Lore
Manes Wretch Arcana DC 10: While all demons, in theory, can
Small fiend (demon), chaotic evil quantities the possibility becomes a near-inevitability, as the
STR DEX CON INT WIS CHA who have been successful deploying them in the wars of the
problem.
Damage Resistances Cold, Fire, Lightning Nature DC 15: Manes dissolve violently into clouds of acid
Damage Immunities Poison when slain, an effect which can set off a chain reaction of
Condition Immunities Charmed, Frightened, carnage when they are crammed in tight proximity to one
Poisoned another.
Senses Darkvision 60 ft., Passive Perception 9 Religion DC 10: Manes are the lowest and weakest of all
Languages understands Abyssal but can't speak demonkind, serving primarily as a source of food and
Challenge M5 (225 XP)
entertainment for more powerful demons. Enormous hordes
Actions
Maddening Claws (Group Attack). Melee Weapon
Attack: +3 to hit, reach 5 ft., one target. Hit: 4
slashing damage and the target has disadvantage on
attacks that don't target a manes on its following
turn.
Manes Tactics
Unless directed to do otherwise, manes simply mill about
allows.
if they can hit at least four creatures (friend or foe) with it,
they manage to kill, often going out of their way to kill those
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 9 (-1) 14 (+2) 3 (-4) 8 (-1) 4 (-3) 15 (+2) 8 (-1) 14 (+2) 3 (-4) 8 (-1) 4 (-3)
Damage Resistances Cold, Fire, Lightning Damage Resistances Cold, Fire, Lightning; Damage
Damage Immunities Poison from Attacks
Condition Immunities Charmed, Frightened, Damage Immunities Poison
Poisoned Condition Immunities Charmed, Frightened,
Senses Darkvision 60 ft., Passive Perception 9 Grappled, Paralyzed, Petrified, Poisoned, Prone,
Languages understands Abyssal but can't speak Restrained, Stunned.
Challenge 2 (450 XP) Senses Darkvision 60 ft., Passive Perception 9
Languages understands Abyssal but can't speak
Acidic Cloud. When the manes dies, it dissolves into Challenge 4 (1,100 XP)
a cloud of acrid vapor, dealing 4 (1d8) acid damage
to each creature within 5 feet of it. Acidic Cloud. Whenever the mob takes 10 or more
damage from a single source, a cloud of acrid vapor
Actions issues forth from it, dealing 9 (2d8) acid damage to
it and each other creature within 5 feet.
Multiattack. The manes makes two attacks with its
Maddening Claws. Swarm. The mob can occupy another creature's
space and vice versa, and the mob can move
Maddening Claws. Melee Weapon Attack: +3 to hit, through any opening large enough for a small
reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing creature. The mob can't regain hit points or gain
damage and the target has disadvantage on attacks temporary hit points.
that don't target a manes on its following turn.
Panicked Charge (Recharge 4-6). The manes moves Actions
up to its speed, and may make a melee attack at Multiattack. The mob makes two attacks with its
disadvantage against each creature it passes within Maddening Claws.
5 feet of with this movement.
Maddening Claws. Melee Weapon Attack: +4 to hit,
Reactions reach 0 ft., one target. Hit: 16 (4d6 + 2) slashing
damage, or 9 (2d6 + 2) slashing damage if the mob
Mindless Hate. When a creature falls prone within 5
has fewer than half its hit points, and the target has
feet of the manes, the manes must use make a
Maddening Claws attack against it, if possible. disadvantage on attacks that don't target a manes
on its following turn.
Consume Essence. When the manes kills a fiend of
CR 2 or higher, it can attempt to absorb the fiend's Reactions
essence, making a DC 15 Constitution saving Mindless Hate. When a creature falls prone within 5
throw. feet of the manes, the manes must use make a
On a success, the manes can transform into a Maddening Claws attack against it, if possible.
demon of equal or lesser CR to the killed fiend with
Essence Frenzy. When the mob kills a fiend of CR 2
full hit points. On a failure, the manes keels over,
or higher, it can fall upon the fiend, thrashing in a
bursts, and dies.
mad frenzy to consume it.
The mob loses 28 (8d6) hit points as manes in it
die in failed attempts to absorb the fiend's essence,
then if the mob has any hit points remaining a
demon of equal or lesser CR to the killed fiend
appears in the mob's space as one of its members
transforms.
C
Mariliths
ruel and cunning, mariliths are feared across the
Marilith Battle Tyrant Tactics
fields of the blood war by demon and devil alike,
Marilith Battle Tyrants keep a horde of demonic bodies
both for their incredible combat prowess and
between themselves and their foes for the first portion of
their ability to cow the chaotic instincts of their
combat, using Spur the Horde each turn and Deflecting
demonic brethren, their conquests marked in the
ranged attacks. Once a melee is joined, they lock in with the
trophies of flesh and steel they claim from the
creature with the highest hit points and focus all their attacks
worthiest of the fallen.
on it, first grappling it so they can use their Overwhelm
Marilith Lore reaction. If an ally gets low on hit points, they use Heartless
Arcana DC 20: The most powerful mariliths are renowned another demon to kill it with Spur the Horde.
breath.
unsurpassed quality.
below half hit points start trying to focus down enemies one
Reactive. The marilith regains its reaction at the Overwhelm. When it misses a creature it is grappling
beginning of each turn. with a melee attack, the marilith can add +5 to its
attack roll.
More Fearsome Than Death. If another demon within 60 Tail Lash. When a creature enters its reach, the marilith
feet would fail a Wisdom saving throw, the marilith can can force the creature to succeed on a DC 17 Strength
choose for it to succeed. If it does, the demon is saving throw or be pushed 10 feet away and knocked
Frightened of the marilith until the end of its next turn. prone.
Magic Resistance. The marilith has advantage on saving Crush. When a creature the marilith has grappled with
throws against spells and other magical effects. its Constrict speaks or casts a spell with a verbal
component, the marilith can crush the air out of its
Actions lungs, causit it to immediately begin Suffocating.
Multiattack. The marilith makes seven melee attacks, Flickering Charge. When the marilith succeeds on a
one of which can be with its Constrict. saving throw against a spell, the marilith can magically
teleport up to 30 feet directly toward the spell's caster.
1 Vrock (CR 6)
4 Hezrou (CR 5)
it can’t regain Hit Points or be stabilized until it 2 Tanarukk Firespeaker (CR 10)
can breathe again. 2 Vrocks (CR 6)
on the battlefields of the Blood War as molydei, despised by Saving Throws DEX +14, INT +15
both devils and demons for their role in violently curbing the Skills Deception +20, Perception +14, Insight +21
demonic penchant for treachery and desertion.
Damage Resistances Cold, Fire, Lightning
Religion DC 15: Artificial demons engineered for devotion to
Damage Immunities Fire, Poison; Bludgeoning,
their archdemon masters and utter inability to scheme or lie,
Piercing, and Slashing from Nonmagical Attacks
molydei could almost be called "loyal". They generally serve
Condition Immunities Blinded, Charmed, Frightened,
Poisoned, Stunned
as the chief enforcers of their masters' will, hunting down and
Senses Truesight 120 ft., Passive Perception 24
punishing underlings for any glint of treachery.
Languages All
Religion DC 20: The serpentine head grafted to the
Challenge N/A (included in Molydeus)
molydeus is said to speak with the will and voice of its
Actions
Serpent's Kiss. Melee Weapon Attack: +16 to hit,
reach 10 ft., one target. Hit: 16 (2d8 + 7) piercing
plus 14 (2d6) poison damage.
If this damage reduces a creature to 0 hit points, its
body begins to bloat and distend until it regains any
hit points, claws and faces appearing to strain
within its flesh. An affected creature that dies
bursts in a spray of gore, disgorging 5 (2d4) Mane
Wretches that act on its initiative.
Voice of the Master. The overseer's master speaks a
dread command through it, producing one of the
following effects.
Consuming Hatred. If the molydeus can hear the
overseer, the next attack it makes deals an
additional 21 (6d6) fire damage on a hit.
Power Overwhelming. If the molydeus can hear
the overseer, it gains 15 temporary hit points.
While it has any of these temporary hit points,
attacks made by and against the molydeus have
advantage.
Might of the Black Heavens. A bolt of lightning
leaps from the sky to strike a creature the
overseer can see within 60 feet. The creature
must succeed on a DC 23 Dexterity saving throw
or take 18 (4d8) lightning damage, or half as
much on a success.
Molydeus Actions
Huge fiend (demon), chaotic evil
Multiattack. The molydeus makes two attacks, one of
which may be with its Slavering Bite.
Armor Class 19 (Natural Armor)
Hit Points 351 (26d12 + 182) Slavering Bite. Melee Weapon Attack: +16 to hit, reach
Speed 40 ft. 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.
Crushing Grasp. Melee Weapon Attack: +16 to hit,
STR DEX CON INT WIS CHA reach 10 ft., one target. Hit: 19 (3d6 + 9) slashing
damage and the target is grappled (escape DC 24).
28 (+9) 22 (+6) 25 (+7) 21 (+5) 24 (+7) 24 (+7)
A creature grappled in this way takes 10 (3d6)
Saving Throws STR +16, CON +14, WIS +14, CHA +14 bludgeoning damage at the end of each of its turns.
Damage Resistances Cold, Fire, Lightning; Attacks made Mountain-Splitter Doomaxe. Melee Weapon Attack: +16
without advantage to hit, reach 10 ft., one target. Hit: 36 (6d8 + 9)
Damage Immunities Fire, Poison; Bludgeoning, Piercing, slashing damage.
and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Frightened, Each other creature within 5 feet of the target must
succeed on a DC 24 Dexterity saving throw or be
Poisoned, Stunned
Senses Truesight 120 ft., Passive Perception 17 pushed 10 feet away and take half the attack's damage.
Languages Abyssal, Telepathy 120 ft. Each structure and unattended object within 5 feet of
Challenge 21 (33,000 XP) the target is destroyed.
Legendary Resistance (3/Day). If the molydeus fails a Crushing Pulse (2nd Level Spell). Each creature within
saving throw, it can choose to succeed instead. 15 feet must succeed on a DC 20 Strength saving
throw or fall prone. Any fall damage taken as a result
deals maximum damage, instead of rolling.
Cleaving Charge (Costs 2 Actions). The molydeus moves
up to its speed and makes an attack with its Mountain-
Splitter Doomaxe.
Myrmyxicus Lore
Arcana DC 10: Certain demonic blades are said to
Scythes.
Myrmyxicus On a failed saving throw, a creature takes 28 (8d6)
poison damage and is Poisoned for the next minute
Huge fiend (demon), chaotic evil
(Save Ends at end of turn), or takes half as much
Armor Class 17 (Natural Armor) damage on a success.
Hit Points 368 (32d12 + 160) While Poisoned in this way, a creature is Blinded and
Speed 20 ft., fly 20 ft. (hover), swim 60 ft. Choking.
Chaos Immortal (1/Day, 9th Level Spell). One allied
STR DEX CON INT WIS CHA creature the myrmyxicus can see is wreathed in foul
abyssal energies for the next minute, after which it
21 (+5) 16 (+3) 21 (+5) 19 (+4) 18 (+4) 24 (+7) must succeed on a DC 21 Constitution saving throw or
be reduced to 0 hit points.
Saving Throws STR +11, CON +10, CHA +13
Skills Arcana +10, Perception +10, Survival +10 For the next minute, its melee attacks deal an
Damage Resistances Cold, Fire, Lightning additional 11 (2d10) fire and 7 (2d6) necrotic damage,
Damage Immunities Poison; Bludgeoning, Piercing, and and it does not fall unconscious when reduced to 0 hit
Slashing from Nonmagical Attacks points.
Condition Immunities Poisoned The creature makes death saving throws while at 0 hit
Senses Truesight 120 ft., Passive Perception 20 points, even if it ordinarily would not, and regains 10
Languages Abyssal, Telepathy 120 ft. hit points at the beginning of each of its turns.
Challenge 20 (25,000 XP)
Bonus Actions
Hateful Ichor. A nonfiend creature that deals any Unholy Enthrallment (4th Level Spell). One fiend or
piercing or slashing damage to the myrmyxicus is undead creature grappled by the myrmyxicus must
covered in its blood. succeed on a DC 21 Charisma saving throw or be
Until a creature takes an action to clear the blood, the Dominated by the myrmyxicus.
affected creature takes 11 (2d10) psychic damage The creature repeats this saving throw whenever it
whenever it ends its turn without dealing damage. takes damage, ending the effect on a success.
Vulnerable Midsection. If the myrmyxicus takes 30 or Shredling Infusion. One creature grappled by the
more piercing or slashing damage from a single source, myrmyxicus' Lamprey Bite must make a DC 22
it must make a DC 20 Constitution saving throw. Constitution saving throw.
On a failed save, the myrmyxicus takes 27 (6d8) On a failed save, the creature's Charisma score is
additional slashing damage and is cut in half, losing the reduced by 2 (1d4), to a minimum of 1, and numerous
ability to make attacks with its Lamprey Bite and boils raise and burst from its body, expelling a Ruin
releasing each creature grappled by it . Demon Caricature in its space.
Magic Resistance. The myrmyxicus has advantage on A creature that has its Charisma score reduced below 5
saving throws against spells and other magical effects. in this way counts as a fiend until the reduction ends.
Legendary Resistances (3/Day). If the myrmyxicus fails a
saving throw, it can choose to succeed instead. Legendary Actions
The myrmyxicus can take 3 legendary actions,
Actions choosing from the options below.
Multiattack. The myrmyxicus makes three attacks, one
of which may be with its Lamprey Bite. Blasphemous Scythe. The myrmyxicus makes an attack
with its Blasphemous Scythes.
Lamprey Bite. Melee Weapon Attack: +11 to hit, reach Breath of the Abyss (2nd Level Spell). One allied demon
15 ft., one target. Hit: 27 (4d10 + 5) piercing damage the myrmyxicus can see takes 15 slashing damage and
and the target is grappled (escape DC 19). a gout of burning toxic fumes emerges from its wound
Blasphemous Scythes. Melee Weapon Attack: +11 to in a 15 foot cone.
hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing Each creature in the area must succeed on a DC 21
plus 9 (2d8) necrotic damage. Dexterity saving throw or take 10 (3d6) fire plus 10
This attack ignores enhancements to AC from spells or (3d6) poison damage, or half as much on a success.
magic items. Damage from this attack bypasses Tendrilous Slither (Costs 2 Actions). The myrmyxicus
temporary hit points and can't be reduced in any way. moves up to its speed.
Billowing Breath (Recharge 5-6). A torrent of dense Each creature whose space it moves within 5 feet of
black vapor pours from the myrmyxicus' mouth in a 30 must succeed on a DC 21 Wisdom saving throw or be
foot cone, forcing each creature in the area to make a Frightened and Poisoned until the end of its next turn.
DC 19 Constitution saving throw.
T
Nabassu
hroughout the Prime Material, cultures have
those who meet it, and its bite can consume the souls of Damage Resistances Cold, Fire, Lightning;
those it slays, preventing resurrection by conventional means. Bludgeoning, Piercing, and Slashing from
Arcana DC 20: The nabassu has an innate resistance to Nonmagical Attacks
magics, and some even seem able to wrest control of rival Damage Immunities Poison
mages' spells. Condition Immunities Poisoned
History DC 15: Gateways left intact and unattended for too Senses Darkvision 60 ft., Passive Perception 12
long have a tendency to attract nabassus, leading to the Languages Abyssal, Telepathy 120 ft.
tendency of gargoyles to stand vigil at ruined gates. Challenge 8 (3,900 XP)
History DC 25: Nabassus are claimed to be elemental
servants of Orcus that followed him into corruption, leading Magic Resistance. The nabassu has advantage on
some to speculate that Orcus may have his origins as a saving throws against spells and other magical
Primordial.
effects.
Nature DC 10: Like all demons, the nabassu has broad
Banished From the Abyss. The nabassu can treat any
resistances to conventional weaponry and the elements.
20 foot or taller archway in the Abyss that is at
Nature DC 20: Fledgling nabassus are flung from the Abyss
least 20 feet as a one-way portal to a random spot
until they can consume enough souls to reach adulthood,
on the material plane.
usually between 20-30.
Actions
Multiattack. The nabassu makes three melee attacks,
one of which may be with its Devouring Bite.
Grasping Claws. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing
damage plus 11 (2d10) necrotic damage. If this
attack was made with advantage, the target is
grappled (escape DC 14)
Devouring Bite. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing
damage plus 11 (2d10) necrotic damage.
If this attack hits a corpse that died in the last hour,
the creature's soul is devoured and the corpse
dissolves into putrid slime, and for the next minute
the nabassu gains resistance to all damage while it
has temporary hit points.
Nabassu Death-Stealer At the beginning of its turn, a creature that isn't
Surprised can avert its gaze, treating the nabassu as
Medium fiend (demon), chaotic evil
Invisible until the beginning of its next turn.
Armor Class 18 (Natural Armor)
Hit Points 252 (24d10 + 120) Actions
Speed 40 ft., fly 60 ft. Multiattack. The nabassu makes three melee attacks,
one of which may be with its Devouring Bite.
STR DEX CON INT WIS CHA Devouring Bite. Melee Weapon Attack: +11 to hit, reach
22 (+6) 14 (+2) 21 (+5) 14 (+2) 15 (+2) 17 (+3) 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage
plus 16 (3d10) necrotic damage.
Saving Throws STR +11, DEX +7 If this attack hits a corpse that died in the last hour, the
Skills Perception +7 creature's soul is devoured and the corpse dissolves
Damage Resistances Cold, Fire, Lightning; Bludgeoning, into putrid slime, and for the next minute the nabassu
Piercing, and Slashing from Nonmagical Attacks gains resistance to all damage while it has any
Damage Immunities Poison temporary hit points.
Condition Immunities Poisoned Grasping Claws. Melee Weapon Attack: +11 to hit,
Senses Darkvision 60 ft., Passive Perception 17 reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing
Languages Abyssal, Telepathy 120 ft. damage plus 16 (3d10) necrotic damage.
Challenge 15 (13,000 XP)
If this attack was made with advantage, the target is
Magic Resistance. The nabassu has advantage on saving grappled (escape DC 19).
throws against spells and other magical effects. Unlife Exchange (Recharge 5-6). The nabassu loses all of
its temporary hit points, conjuring three Shadow
Ruin Traveler. The nabassu can treat any two doorways Stranglers in unoccupied spaces within 60 feet, each
that are at least 20 feet tall in the Abyss or Prime of which acts on the nabassu's initiative and has
Material that no non-fiend creature has seen in the last maximum hit points equal to the temporary hit points
24 hours as connected. lost.
Demonic Shadows. Non-sunlight sources of Bright
Light within 120 feet of the nabassu are reduced to Reactions
Dim Light. Baleful Displacement (7th level spell). When the nabassu
Consuming Gaze. When a creature that can see the is targeted with a spell, it can force a creature within
nabassu starts its turn within 30 feet of it, the nabassu 30 feet to succeed on a DC 18 Charisma saving throw
can force it to make a DC 18 Constitution saving or teleport to switch places with the nabassu,
throw. On a failed save, the creature expends two hit becoming the new target of the spell.
dice, or takes 11 (2d10) necrotic damage if it cannot,
and the nabassu gains 11 (2d10) temporary hit points.
nearest melee threat. Rather than dropping the foes it CR 13 Encounter 4,375 XP
4 Wights (CR 3)
CR 23 Encounter 17,200 XP
STR DEX CON INT WIS CHA Grasping Claws. Melee Weapon Attack: +10 to hit,
reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing
21 (+5) 15 (+2) 22 (+6) 19 (+4) 12 (+1) 15 (+2) damage and the target is grappled (escape DC 18).
Consume Fear (Recharge 5-6). The nalfeshnee tears the
Saving Throws CON +11, INT +9, WIS +6, CHA +7 fear from a Frightened creature within 5 feet, forcing it
Damage Resistances Cold, Fire, Lightning; Bludgeoning, to succeed on a DC 15 Wisdom saving throw or take
Piercing, and Slashing from Nonmagical Attacks 73 (6d10 + 40) psychic damage and cease being
Damage Immunities Poison Frightened, or take half as much damage on a success.
Condition Immunities Charmed, Frightened, Poisoned
Senses Senses Truesight 120 ft., Passive Perception 11 A creature that fails this saving throw by 5 or more has
Languages Abyssal, Telepathy 120 ft. its movement speed reduced by half and it can’t make
Challenge 13 (10,000 XP) more than one attack until the end of its next turn.
attackers.
Nalfeshnee Magistrate
Magistrates' primary role in combat is to shore up the
attackers that are separated from their allies and to drop out
summoners, or on the largest member of the party, directing Shapechanger. As a Bonus Action, the quasit can
it by yanking on its hair and ears as it shouts with its transform into a form resembling any beast, or back
Mastermind's Command. It uses Protect Me, Mount!
into its true form. Its size and statistics are the
whenever targeted, and Demonic Benediction only if it is
same in each form, except that it gains a fly, climb,
currently friendly with its mount.
or swim speed equal to its movement speed if
appropriate to the form.
Magic Resistance. The quasit has advantage on
saving throws against spells and other magical
effects.
Actions
Sticky Claws (Bite in Beast Form). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4
+ 3) piercing plus 3 (1d6) poison damage.
This attack has advantage if it targets a Frightened
creature.
Invisibility (Concentration). The quasit magically
turns Invisible until it attacks or uses its Scare.
Jump Scare (Recharge 6). One creature the quasit
can see within 20 feet feet must succeed on a DC
10 Wisdom saving throw or be Frightened until the
end of the quasit's next turn and drop one item it is
holding of the quasit's choice.
Reactions
Panicked Hiss. When a creature targets the quasit
with a melee attack while the quasit is Invisible, the
quasit can immediately recharge and use its Jump
Scare.
If it does, the quasit is Frightened of the target until
the end of its next turn.
Quasit Pest Quasit Megalomaniac
Tiny fiend (demon, shapechanger), chaotic evil Tiny fiend (demon, shapechanger), chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 10 (+0) 7 (-2) 12 (+1) 11 (+0) 5 (-3) 16 (+3) 12 (+1) 9 (-1) 8 (-1) 13 (+1)
Skills Deception +2, Stealth +5 Skills Deception +3, Persuasion +3, Stealth +5
Damage Resistances Cold, Fire, Lightning; Damage Resistances Cold, Fire, Lightning;
Bludgeoning, Piercing, and Slashing from Bludgeoning, Piercing, and Slashing from
Nonmagical Attacks Nonmagical Attacks
Damage Immunities Poison Damage Immunities Poison
Condition Immunities Poisoned Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 11 Senses Darkvision 120 ft., Passive Perception 9
Languages Abyssal, Common Languages Abyssal, Common
Challenge 1 (200 XP) Challenge 1 (200 XP)
Shapechanger. As a Bonus Action, the quasit can Shapechanger. As a Bonus Action, the quasit can
transform into a form resembling any beast, or back transform into a form resembling any beast, or back
into its true form. Its size and statistics are the into its true form. Its size and statistics are the
same in each form, except that it gains a fly, climb, same in each form, except that it gains a fly, climb,
or swim speed equal to its movement speed if or swim speed equal to its movement speed if
appropriate to the form. appropriate to the form.
Magic Resistance. The quasit has advantage on Magic Resistance. The quasit has advantage on
saving throws against spells and other magical saving throws against spells and other magical
effects. effects.
Actions Actions
Sticky Claws (Bite in Beast Form). Melee Weapon Sticky Claws (Bite in Beast Form). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4
+ 3) piercing plus 7 (2d6) poison damage. + 3) piercing plus 7 (2d6) poison damage.
This attack has advantage if it targets a Frightened This attack has advantage if it targets a Frightened
creature. creature.
Irritating Toxin (Recharges on a Short or Long Rest). Mastermind's Command. The quasit chooses a
The quasit secretes an itch-inducing toxin from creature it can see within 30 feet and shouts a shrill
glands near its shoulders and rubs it over its claws. command.
For the next minute, a creature hit by the quasit's The first attack made against that creature before
Sticky Claws subtracts 1d4 from attack rolls and the beginning of the quasit's next turn has
saving throws it makes until the beginning of the advantage.
quasit's next turn.
Reactions
Reactions Protect Me, Mount!. When the quasit is targeted
Verminous Skitter. When a creature targets the with a melee attack while riding on a Medium or
quasit with a melee attack, the quasit can use its larger creature, it can change the attack's target to
Shapechanger ability and move up to 10 feet its mount.
without provoking attacks of opportunity.
Demonic Benediction (1/Day). When a creature it is
The attacker must choose a new target or lose the riding on makes a saving throw against a spell or
attack. magical effect, the quasit can grant the creature
advantage on the saving throw.
Solamiths
Solamith Lore
Religion DC 15: Solamiths are the bane of devil and demon Solamith Dropshot
alike on the battlefields of the Blood War, living demonic Large fiend (demon), chaotic evil
artillery that bombard friend and foe indiscriminately.
Infernal armies often deploy gelugons to harass batteries of Armor Class 16 (Natural Armor)
solamiths, due to their lack of the typical fiendish resistance
Hit Points 157 (15d10 + 75)
to cold temperatures.
Speed 30 ft.
Religion DC 20: Solamith bodies act as fleshy prisons for
each Lob Flesh, and Redgaffers begin using their Call of the Magic Resistance. The solamith has advantage on
Damned to stun and then Swallow Whole other demons saving throws against spells and other magical
around them. If they can't hit at least two enemies with their effects.
lob flesh, they close to melee and start using their Heavy
Soulfire. Damage dealt by the solamith to other
Slam.
fiends ignores resistance to fire damage, and treats
immunity to fire damage as resistance.
Actions
Heavy Slam. Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 23 (3d12 + 4) bludgeoning
damage and the target is pushed 10 feet away.
Lob Flesh. The solamith tears off a chunk of its own
flesh and hurls it to a point it can see within 60 feet
where it explodes in a 20 foot radius of soulfire.
The solamith loses 5 hit points, and each creature
in the explosion's area must succeed on a DC 19
Dexterity saving throw or take 14 (4d6) fire
damage and be knocked prone, or take half as
much damage on a success.
The solamith may choose to lose up to 15
additional hit points when it uses this ability. For
each 5 hit points it loses in this way, it adds one
additional effect of its choice:
The explosion's radius increases by 10 feet.
The explosion's damage increases by 1d6.
Reactions
Soulfire Eruption. When the solamith takes 15 or
more damage from a melee attack, it can release a
gout of soulfire from the wound, dealing 7 (2d6)
fire damage to the attacker.
Solamith Redgaffer Heavy Slam. Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 23 (3d12 + 4) bludgeoning damage
Large fiend (demon), chaotic evil
and the target is pushed 10 feet away.
Armor Class 17 (Natural Armor) Lob Flesh. The solamith tears off a chunk of its own
Hit Points 264 (23d10 + 138) flesh and hurls it to a point it can see within 60 feet
Speed 40 ft. where it explodes in a 20 foot radius of soulfire.
The solamith loses 5 hit points, and each creature in
STR DEX CON INT WIS CHA the explosion's area must succeed on a DC 19
Dexterity saving throw or take 14 (4d6) fire damage
19 (+4) 16 (+3) 23 (+6) 7 (-3) 13 (+1) 8 (-1) and be knocked prone, or take half as much damage on
a success.
Saving Throws CON +11, WIS +6, CHA +4
Damage Resistances Lightning; Bludgeoning, Piercing, The solamith may choose to lose up to 15 additional
and Slashing from Nonmagical Attacks hit points when it uses this ability. For each 5 hit
Damage Immunities Fire, Poison points it loses in this way, it adds one additional effect
Condition Immunities Poisoned of its choice:
Senses Darkvision 120 ft., Passive Perception 11 The explosion's radius increases by 10 feet.
Languages Abyssal, Telepathy 120 ft. The explosion's damage increases by 1d6.
Challenge 13 (10,000 XP)
Swallow Whole (Recharge 5-6). The solamith begins to
Magic Resistance. The solamith has advantage on saving swallow a Medium or smaller creature within 10 feet
throws against spells and other magical effects. that is dead or Incapacitated.
Soulfire. Damage dealt by the solamith to other fiends At the beginning of the solamith's next turn, the target
ignores resistance to fire damage, and treats immunity is swallowed and dies, becoming a face in the
to fire damage as resistance. solamith's belly, and the solamith regains hit points
equal to half the target's hit point maximum.
Spiteful Detonation. When the solamith is reduced to 0
hit points, its body begins to bloat and glow with a This action is disrupted if the solamith is knocked
terrible red light. At the beginning of its next turn, its prone or takes any cold damage.
corpse explodes.
Reactions
Each creature within 15 feet of it must succeed on a
DC 19 Dexterity saving throw or take 28 (8d6) fire Soulfire Eruption. When the solamith takes 15 or more
damage, or take half as much damage on a success. damage from a melee attack, it can release a gout of
soulfire from the wound, dealing 7 (2d6) fire damage
Actions to the attacker.
Multiattack. The solamith makes three melee attacks or Call of the Damned. When the solamith loses 10 or
uses its Lob Flesh twice, then may use its Swallow more hit points from its Lob Flesh ability, it can force
Whole, if available. one demon within 20 feet of it to succeed on a DC 19
Wisdom saving throw or be magically Stunned until the
end of the solamith's next turn.
Spyder Fiends
Spyder Fiend Lore
History DC 15: Spyder fiends are known as deeply jealous
Spyder Fiend Kakku Snarling Bite. Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 11 (2d8 + 2) piercing damage,
Medium fiend (demon), chaotic evil
and the target must succeed on a DC 12 Constitution
Armor Class 12 saving throw or be Poisoned for 1 minute (Save Ends
Hit Points 75 (10d10 + 20) at end of turn).
Speed 30 ft., climb 30 ft. A creature that fails the initial saving throw by 5 or
more falls Unconscious for the same duration.
STR DEX CON INT WIS CHA Legs. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hits: 5 (1d6 + 2) bludgeoning damage.
15 (+2) 14 (+2) 15 (+2) 5 (-3) 12 (+1) 4 (-3)
Sticky Globule. The fiend swings a sticky globule of
Skills Athletics +4, Stealth +6 invisible webbing beneath it. One creature within 60
Damage Resistances Acid, Lightning feet that is directly beneath the fiend must succeed on
Damage Immunities Fire, Poison a DC 12 Dexterity saving throw or be grappled (escape
Condition Immunities Poisoned DC 12).
Senses Darkvision 60 ft., Passive Perception 10 A creature grappled in this way is dragged 15 feet
Languages Telepathy 120 ft., but speaks only in snarls toward the fiend at the beginning of each of the fiend's
and barks turns. The web can be attacked (AC 20; 10 hit points;
Challenge 2 (450 XP) immunity to poison and psychic damage).
Spider Climb. The fiend can climb difficult surfaces, Bonus Actions
including upside down on ceilings and across webs, Web Bind. The fiend attempts to wrap a grappled or
without penalty. prone creature within 5 feet in webbing, forcing it to
Silk Dragline. The fiend falls only when it wishes to. This succeed on a DC 12 Strength saving throw or be
trait is suspended until the beginning of its next turn if restrained (escape DC 12).
the fiend is pushed or knocked prone. If the target is Small or smaller, the fiend can attach the
Jealous Hunter. The fiend has advantage on attacks that creature to its back as part of this action.
target a creature with no other hostile creatures within
5 feet of it. Reactions
Dominance Contest. When another demon ends its
Actions movement within 5 feet of the fiend, the fiend can
Multiattack. The fiend makes two attacks, one of which make a Snarling Bite attack against it.
can be with its Snarling Bite.
On a hit, the target must use any remaining movement
to move directly away from the fiend, if possible.
Spyder Fiend Kakku Tactics
If in a group of fiends that outnumbers its enemies, kakkus
leaping down with their silk dragline to finish them off before
Spyder Fiend Spithriku Snarling Bite. Melee Weapon Attack: +5 to hit, reach 5
ft., one creature. Hit: 14 (2d10 + 3) piercing damage,
Medium fiend (demon), chaotic evil
and the target must succeed on a DC 13 Constitution
Armor Class 14 (Natural Armor) saving throw or be Poisoned for 1 minute (Save Ends
Hit Points 102 (12d10 + 36) at end of turn).
Speed 30 ft., climb 30 ft. A creature that fails the initial saving throw by 5 or
more falls Unconscious for the same duration.
STR DEX CON INT WIS CHA Legs. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hits: 7 (1d6 + 3) bludgeoning damage.
16 (+3) 14 (+2) 16 (+3) 7 (-2) 12 (+1) 4 (-3) Instead of dealing damage, the fiend may grapple the
target (escape DC 13)
Skills Athletics +5, Stealth +6
Damage Resistances Acid, Lightning Web Blast (Recharge 6). The fiend unleashes a burst of
Damage Immunities Fire, Poison invisible, nonsticky webs in a 30 foot cone. Each
Condition Immunities Poisoned creature in the affected area must succeed on a DC 13
Senses Blindsight 30 ft., Darkvision 90 ft., Passive Strength saving throw or be knocked prone, and the
Perception 10 area becomes difficult terrain.
Languages Telepathy 120 ft., but speaks only in snarls
and barks Bonus Actions
Challenge 3 (700 XP) Web Bind. The fiend attempts to wrap a grappled or
prone creature within 5 feet in webbing, forcing it to
Web-Dweller. The fiend can climb difficult surfaces, succeed on a DC 13 Strength saving throw or be
including upside down on ceilings and across webs, restrained (escape DC 13).
without penalty.
If the target is Small or smaller, the fiend can attach the
Silk Dragline. The fiend falls only when it wishes to. This creature to its back as part of this action.
trait is suspended until the beginning of its next turn if
the fiend is pushed or knocked prone. Reactions
Jealous Hunter. The fiend has advantage on attacks that Dominance Contest. When another demon ends its
target a creature with no other hostile creatures within movement within 5 feet of the fiend, the fiend can
5 feet of it. make a Snarling Bite attack against it.
joined, then use their Iridescent Web Blast to hit friend and
foe alike, then when another fiend is near death they finish it
off with an attack from behind, then try to kill its former
opponent.
Necrotizing Bite.
foe.
Spyder Fiend Phisarazu Scimitars. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hits: 10 (2d6 + 3) slashing damage.
Large fiend (demon), chaotic evil
Iridescent Web Blast (Recharge 5-6). A tangle of glowing
Armor Class 13
webs bursts forth from the fiend's spinnerets in a 30
Hit Points 119 (14d10 + 42) foot cone.
Speed 30 ft., climb 30 ft.
The area becomes difficult terrain, and each creature in
the area must succeed on a DC 13 Dexterity saving
STR DEX CON INT WIS CHA throw or be covered in glowing webs.
17 (+3) 16 (+3) 17 (+3) 8 (-1) 11 (+0) 4 (-3) Until a creature removes them as an action, a creature
covered in these webs gains no benefit from being
Skills Athletics +5, Stealth +7 Invisible, and attacks against it have advantage.
Damage Resistances Acid, Lightning
Damage Immunities Fire, Poison Bonus Actions
Condition Immunities Poisoned Scuttling Guise (Concentration). The fiend takes on the
Senses Blindsight 40 ft., Darkvision 120 ft., Passive illusory appearance of a Medium or Large humanoid,
Perception 10 spider, crab, or drider.
Languages Telepathy 120 ft.
Challenge 4 (1,100 XP) Web Bind. The fiend attempts to wrap a grappled or
prone creature within 5 feet in webbing, forcing it to
Spider Climb. The fiend can climb difficult surfaces, succeed on a DC 15 Strength saving throw or be
including upside down on ceilings and across webs, restrained (escape DC 15).
without penalty. If the target is Medium or smaller, the fiend can attach
Jealous Hunter. The fiend has advantage on attacks that the creature to its back as part of this action.
target a creature with no other hostile creatures within
5 feet of it. Reactions
Dominance Contest. When another demon ends its
Actions movement within 5 feet of the fiend, the fiend can
Multiattack. The fiend makes three attacks, one of make a Snarling Bite attack against it.
which can be with its Snarling Bite. On a hit, the target must use any remaining movement
Snarling Bite. Melee Weapon Attack: +5 to hit, reach 5 to move directly away from the fiend, if possible.
ft., one creature. Hit: 14 (2d10 + 3) piercing damage, Predatory Shift (1/Day). When the fiend is reduced
and the target must succeed on a DC 13 Constitution below 60 hit points, it can turn Invisible until the end
saving throw or be Poisoned for 1 minute (Save Ends of its next turn or until it makes an attack, then teleport
at end of turn). up to 30 feet to a location it can see.
A creature that fails the initial saving throw by 5 or
more falls Unconscious for the same duration.
Spyder Fiend Necrotizing Bite. Melee Weapon Attack: +7 to hit, reach
5 ft., one creature. Hit: 15 (2d10 + 4) piercing damage,
Lycosidilith and the target must succeed on a DC 14 Constitution
Large fiend (demon), chaotic evil saving throw or be Poisoned for 1 minute (Save Ends
at end of turn).
Armor Class 17 (Natural Armor), 13 While Reduced
Hit Points 127 (15d10 + 45) A creature that fails the initial saving throw by 5 or
Speed 40 ft., climb 40 ft. more falls Unconscious for the same duration and is
infected with Necrotizing Fasciitis.
Greataxe. Melee Weapon Attack: +7 to hit, reach 10 ft.,
STR DEX CON INT WIS CHA one creature. Hits: 17 (2d12 + 4) slashing damage.
19 (+4) 16 (+3) 17 (+3) 8 (-1) 11 (+0) 13 (+1) Web Blast (Recharge 5-6). A tangle of invisible,
nonsticky silk bursts forth from the fiend's spinnerets
Saving Throws DEX +6 in a 30 foot cone.
Skills Athletics +7, Deception +7, Stealth +9
The area becomes difficult terrain, and each creature in
Damage Resistances Acid, Lightning
the area must succeed on a DC 14 Strength saving
Damage Immunities Fire, Poison
throw or be knocked prone.
Condition Immunities Poisoned
Senses Blindsight 40 ft., Darkvision 120 ft., Passive
Perception 10
Bonus Actions
Languages All, Telepathy 120 ft. Scuttling Guise (Concentration). The fiend takes on the
Challenge 5 (1,800 XP) illusory appearance of a Medium or Large humanoid,
spider, crab, or drider.
Brittle Carapace. If the fiend takes 15 or more
Web Bind. The fiend attempts to wrap a grappled or
bludgeoning damage from a single source, its AC is
reduced to 13 until it completes a Short or Long Rest. prone creature within 5 feet in webbing, forcing it to
succeed on a DC 15 Strength saving throw or be
Spider Climb. The fiend can climb difficult surfaces, restrained (escape DC 15).
including upside down on ceilings and across webs, If the target is Medium or smaller, the fiend can attach
without penalty. the creature to its back as part of this action.
Jealous Hunter. The fiend has advantage on attacks that
target a creature with no other hostile creatures within Reactions
5 feet of it. Dominance Contest. When another demon ends its
movement within 5 feet of the fiend, the fiend can
Actions make a Necrotizing Bite attack against it.
Multiattack. The fiend makes two attacks, one of which
can be with its Necrotizing Bite. On a hit, the target must use any remaining movement
to move directly away from the fiend, if possible.
Predatory Shift (1/Day). When the fiend is reduced
below 64 hit points, it can turn Invisible until the end
of its next turn or until it makes an attack, then teleport
up to 30 feet to a location it can see.
hurling venom globes into the melee and darting into the
any other fiend can eat it, attacking friend and foe
Spyder Fiend Raklupis Venom Globe. The fiends excretes a globule of venom
and flings it at a point it can see within 60 feet, where
Large fiend (demon), chaotic evil
it bursts in a 15 foot radius.
Armor Class 17 (Natural Armor), 13 While Reduced Each creature in the area must succeed on a DC 15
Hit Points 152 (16d10 + 64) Constitution saving throw or take 17 (5d6) poison
Speed 50 ft., climb 50 ft. damage and be unable to speak intelligibly or cast
spells until the end of the fiend's next turn, or take half
as much damage on a success.
STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 18 (+4) 8 (-1) 11 (+0) 18 (+4) Bonus Actions
Scuttling Guise (Concentration). The fiend takes on the
Saving Throws DEX +6, CON +7 illusory appearance of a Medium or Large humanoid,
Skills Athletics +8, Deception +10, Stealth +9 spider, crab, or drider.
Damage Resistances Acid, Lightning
Damage Immunities Fire, Poison Web Bind. The fiend attempts to wrap a grappled or
Condition Immunities Poisoned prone creature within 5 feet in webbing, forcing it to
Senses Blindsight 40 ft., Darkvision 120 ft., Passive succeed on a DC 16 Strength saving throw or be
Perception 10 restrained (escape DC 16).
Languages All, Telepathy 120 ft. If the target is Medium or smaller, the fiend can attach
Challenge 8 (3,900 XP) the creature to its back as part of this action.
Brittle Carapace. If the fiend takes 15 or more Iridescent Web Blast (Recharge 5-6). A tangle of glowing
bludgeoning damage from a single source, its AC is webs bursts forth from the fiend's spinnerets in a 30
reduced to 13 until it completes a Short or Long Rest. foot cone.
The area becomes difficult terrain, and each creature in
Spider Climb. The fiend can climb difficult surfaces, the area must succeed on a DC 15 Dexterity saving
including upside down on ceilings and across webs, throw or be covered in glowing webs.
without penalty.
Until a creature removes them as an action, a creature
Jealous Hunter. The fiend has advantage on attacks that covered in these webs gains no benefit from being
target a creature with no other hostile creatures within Invisible, and attacks against it have advantage.
5 feet of it.
Actions Reactions
Dominance Contest. When another demon ends its
Multiattack. The fiend makes three attacks, one of movement within 5 feet of the fiend, the fiend can
which can be with its Rotsleep Bite. make a Rotsleep Bite attack against it.
Rotsleep Bite. Melee Weapon Attack: +8 to hit, reach 5 On a hit, the target must use any remaining movement
ft., one creature. Hit: 15 (2d10 + 4) piercing damage, to move directly away from the fiend, if possible.
and the target must succeed on a DC 15 Constitution
saving throw or fall Unconscious for 1 minute and be Predatory Shift (1/Day). When the fiend is reduced
infected with Necrotizing Fasciitis. below 77 hit points, it can turn Invisible until the end
of its next turn or until it makes an attack, then teleport
Greatsword. Melee Weapon Attack: +8 to hit, reach 10 up to 30 feet to a location it can see.
ft., one creature. Hits: 17 (2d12 + 4) slashing damage.
Succubi
Succubus Lore
Arcana DC 15: Among those clergy and scholars studied in
toward ruin, eating away at their higher selves until only the
using their Compel each turn to have the creature either fight
their lust for betrayal. STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 16 (+3) 6 (-2) 13 (+1) 8 (-1)
Vrock Lore
Arcana DC 15: While on the whole being dreadfully dull- Damage Immunities Poison
witted, certain vrocks do appear to have an innate talent for a Condition Immunities Poisoned
unique sort of magic, able to call down ruinous lightning Senses Darkvision 120 ft., Passive Perception 11
storms and rain down poisonous oil from high above their Languages Abyssal
foes.
Challenge M17 (1,800 XP)
History DC 15: Vrocks frequently switch allegiances mid-
combat if they're losing, or if they're winning and want to Minion. If the vrock takes damage from an attack or
reserve more of the battle-glory for themselves, or if they
as the result of a failed saving throw, its hit points
simply see an opportunity to avenge some imagined wrong in
are reduced to 0. If the vrock takes damage from
the chaos of combat.
another effect, it dies if the damage equals or
exceeds its hit point maximum, otherwise it takes
While their notorious disloyalty garners a healthy degree of
no damage.
suspicion from their allies, their well-earned reputation for
incompetence can occasionally lure victims into a false sense Winds of Conflict. A non-vrock creature that starts
of security. its turn within 30 feet of 3 or more vrock kettlers
Nature DC 20: Unlike true vultures, whose meticulous must succeed on a DC 17 Strength saving throw or
hygiene regimens and powerful stomach acids mitigate the take 3 bludgeoning damage and be pushed up to
health hazards of their carrion-feeding lifestyle, vrocks revel 10 feet toward the nearest non-vrock creature.
in filth, weaponizing the demonic, tick-like parasites that
pushing them into melee with one another with their Winds
swarm any who stray too far from the melee, or those who
close to defeat.
Vrock Schemer Magic Resistance. The vrock has advantage on saving
throws against spells and other magical effects.
Large fiend (demon), chaotic evil
are no mortals, and exist purely to sketch this web and pluck
at its strings, to guide and prune its shape into one that
Yochlol Lore
Nature DC 15: Somewhat unusually among shapeshifters,
Yochlol Tactics
Unless directed to assassinate a particular creature,
ranged threat.
forced to flee.
Yochlol The target must succeed on a DC 15 Constitution
saving throw or have its Constitution score reduced by
Medium fiend (demon, shapechanger), chaotic evil
4 (1d8) for the next minute, to a minimum of 1. A
Armor Class 15 (Natural Armor) creature whose Constitution is reduced to 1 in this way
Hit Points 221 (26d8 + 104) transforms into a Drider.
Speed 30 ft., climb 30 ft. Charm (Drow Form Only, Concentration). One humanoid
the yochlol can see within 30 feet of it must succeed
on a DC 16 Wisdom saving throw or be magically
STR DEX CON INT WIS CHA Dominated by it.
16 (+3) 14 (+2) 18 (+4) 13 (+1) 15 (+2) 17 (+3) The Dominated creature repeats this saving throw
whenever it takes damage, ending the effect on a
Saving Throws DEX +6, INT +5, WIS +6, CHA +6 success.
Skills Deception +10, Insight +6
Damage Resistances Cold, Fire, Lightning; Bludgeoning, When this effect ends on a creature, the creature takes
Piercing, and Slashing from nonmagical attacks 44 (8d10) psychic damage and is immune to this
Damage Immunities Poison yochlol's Charm for the next 24 hours.
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 12 Bonus Actions
Languages Abyssal, Elvish, Telepathy 120 ft., Compel. One creature charmed by the yochlol must use
Undercommon its reaction to move up to its speed and make a melee
Challenge 10 (5900 XP) attack.
Spider Climb. The yochlol can climb difficult surfaces, Shift Form. The yochlol transforms into a Medium or
including upside down on ceilings, without needing to Large form that resembles a female drow, a giant
make an ability check. spider, or back into its true demonic form. Its statistics
are otherwise the same in each form.
Magic Resistance. The yochlol has advantage on saving
throws against spells and other magical effects. Reactions
Secret Mouth (Demon or Drow Form Only). When the
Actions yochlol is missed with a melee attack, it can make a
Multiattack (Spider Form Only). The yochlol makes two Venomous Bite attack against the attacker.
attacks with its Venomous Bite.
Toxic Dissolution (1/Day). When the yochlol is reduced
Venomous Bite. Melee Weapon Attack: +7 to hit, reach below 111 hit points, it can dissolve into a cloud of
5 ft. (10 ft. in demon form), one target. Hit: 6 (1d6 + poisonous gas until the beginning of its next turn and
3) piercing in spider form damage plus 18 (5d6) move up to its speed without provoking attacks of
poison damage. opportunity.
Demonweb Metamorphosis (Demon Form Only). The A creature whose space it moves through in this way
yochlol breathes a foul miasma into the lungs of a must succeed on a DC 16 Constitution saving throw or
charmed creature within 5 feet. be Poisoned until the end of its next turn.
Draudnu
Draudnu Lore
Arcana DC 10: The obyriths known as draudnus instill a
off and regrow their own heads, embedding the huge bone
destroyed.
Draudnu Tactics
Draudnus scuttle into combat and attack with their flesh
and using their Mindfire Gaze each turn until the target dies
or escapes.
Draudnu Actions
Large fiend (demon), chaotic evil Flesh Hooks. Melee Weapon Attack: +7 to hit, reach 15
ft., one target. Hit: 17 (3d8 + 4) piercing plus 14 (4d6)
Armor Class 15 (Natural Armor)
acid damage.
Hit Points 133 (14d10 + 56)
Speed 50 ft. On a hit, the draudnu may lose 10 hit points and
detach its head, pinning the target to an adjacent
surface and Restraining it (escape DC 15). While its
STR DEX CON INT WIS CHA head is detached, the draudnu is Blinded.
18 (+4) 19 (+4) 18 (+4) 13 (+1) 16 (+3) 17 (+3) The head is an object and can be attacked (AC 15, 15
HP), and once detached the draudnu can't use this
Damage Resistances Cold, Fire, Lightning; Bludgeoning, attack again until it regrows its head.
Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison Infested Birth (3/Day). One of the draudnu's pustules
Condition Immunities Poisoned bursts in a spray of acid, then releases 3 (1d4 + 1)
Senses Truesight 120 ft., Passive Perception 13 Ekolid Nymphs that act on the draudnu's initiative.
Languages Abyssal, Telepathy 120 ft. Up to one creature within 5 feet of the draudnu must
Challenge 8 (3,900 XP) succeed on a DC 15 Dexterity saving throw or take 10
(3d6) acid damage.
Form of Madness. A non-obyrith creature that starts its
turn within 60 feet of the draudnu and can see it must Bonus Actions
succeed on a DC 15 Wisdom saving throw or be Mindfire Gaze. One creature Restrained by the
Poisoned until it takes any piercing or slashing damage, draudnu's head must succeed on a DC 14 Intelligence
as it feels something living swelling within it. saving throw or take 11 (2d10) psychic damage, or
Magic Resistance. The draudnu has advantage on saving half as much on a success.
throws against spells and other magical effects. Regrow Head. If the draudnu has no head, it grows a
new one, gaining 10 temporary hit points.
Ekolids
Ekolid Lore Ekolid Parasitism. A creature infected with ekolid
Arcana DC 15: Ekolids are a form of lesser obyrith, a parasitism must eat twice as much to avoid
classification they find hilarious directed at them by creatures exhaustion, takes 7 (2d6) piercing damage
incapable of what they consider genuine conscious thought. whenever it completes a Long Rest, and must
Like all obyriths, ekolids can instill in an observer a form of spend one additional hit die whenever it spends hit
madness, specifically a persistent itch that feels as though dice to heal or receive no benefit from that healing.
parasites are squirming within one's flesh.
Whenever a creature spends an additional hit die
Arcana DC 20: Ekolids seem to be able to magically coax
in this way, it must make a DC 12 Constitution
their young to develop more quickly with their awful
saving throw. On a failed saving throw, the disease
chittering. Such prematurely birthed ekolid nymphs are often
ends, the creature takes 14 (4d6) piercing damage,
and an Ekolid Nymph slices its way out of the
ambivalent about the experience, emerging from their hosts
creature, emerging in the creature's space.
in a gory spray and then immediately attempting to return to
As an action, a creature may deal 1d6 slashing
their erstwhile incubator.
damage to the infected creature to attempt a DC
Nature DC 10: The cluster of whipping stingers that extend
12 Wisdom (Medicine) check, extracting the
from an ekolids thorax are actually sophisticated ovipositors,
Ekolid Nymph and ending the disease on a success.
which they use to lay their young in live incubators, an A creature that succeeds by 5 or more may kill the
intrusion considered unmannerly even among the infinite nymph as part of this process.
horrors of the Abyss.
eggs an hour, and are limited only in how quickly they can
crawl back into the wound with its Wound Intrusion. If its
their save.
golothoma if its
golothoma is killed.
Golothoma Worm-Shadow
Huge fiend (demon), chaotic evil Huge fiend (demon), chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
25 (+7) 18 (+4) 22 (+6) 4 (-3) 17 (+3) 19 (+4) 1 (-5) 25 (+7) 16 (+3) 7 (-2) 13 (+1) 19 (+4)
Form of Madness. A non-obyrith creature that starts Worm-Bonded. The worm-shadow is bonded to a
its turn within 120 feet of the golothoma and can golothoma, granting it the following traits:
see it must succeed on a DC 17 Wisdom saving
throw or believe itself to be the shadow of a greater The worm-shadow is Attached to its golothoma
creature cast from a distant realm. and cannot move or be moved more than 5 feet
away from it. If the worm-shadow starts its turn
The affected creature is Frightened while in Bright more than 5 feet away from the golothoma, it
Light or Darkness and can repeat this saving throw teleports to an unoccupied space within 5 feet
as an Action, ending the effect and becoming of the golothoma and takes 11 (2d10) force
immune to it for 24 hours on a success. damage.
Magic Resistance. The golothoma has advantage on While in Dim Light or Darkness, the worm-
shadow may move any distance at any time with
saving throws against spells and other magical
effects. no action required.
Whenever the worm-shadow would take any non-
radiant damage, it may have the golothoma take
Actions that damage in its stead.
Multiattack. The golothoma makes three attacks,
one of which may be with its Corrosive Tar Strike.
Ephemeral Presence. The worm-shadow can move
Perforating Barbs. Melee Weapon Attack: +12 to hit, through and occupy the space of other creatures.
reach 15 ft., one target. Hit: 14 (2d6 + 7) piercing
damage. Actions
Corrosive Tar Strike. Melee Weapon Attack: +12 to Multiattack. The worm-shadow makes two attacks
hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) with its Shadow Barbs.
bludgeoning damage and the target must succeed
on a DC 20 Strength saving throw or be pushed 10 Shadow Barbs. Melee Weapon Attack: +12 to hit,
feet away and covered in acidic sludge. reach 5 ft., one target. Hit: 14 (2d6 + 7) necrotic
damage.
Until a creature takes an action to remove it, the
target's movement is reduced by half and it takes Shadow Feeding. Thrashing umbral spines lash
14 (4d6) acid damage at the beginning of each of upward from the worm-shadow.
its turns. Each creature of its choice within 5 feet of it must
succeed on a DC 20 Dexterity saving throw or take
Bonus Actions 10 (3d6) piercing damage, or half as much on a
Flatten Reality (3rd Level Spell, Concentration, success.
Recharge 5-6). A line of distorted space, 150 feet Corpse Consumption. Each corpse in the worm-
long and 5 feet wide, extends from the shadow's space slips into it and is devoured utterly.
golothoma's eye. The worm-shadow and its golothoma (if still alive)
each regain 10 hit points for each corpse
Until the end of the golothoma's next turn, each
creature in the area counts as being within 5 feet of consumed in this way.
each other creature in the area, and may teleport to If the worm-shadow devours its golothoma in this
any unoccupied space in the area as a Bonus way, it regains all of its hit points and loses its
Action. Worm-Bonded trait.
Laghathti
Laghathti Lore Laghathti Tactics
Laghathti try to grapple as many creatures as they can
Nature DC 15: The surface of the laghathti's numerous
manage, using their Regurgitate Memories on one to
tendrilous limbs is covered with tiny needle-like proboscises,
disorient it and dragging any creature that seems
able to draw out an unfortunate's memories through its skin.
troublesome into the water. They prioritize targeting
To expedite this process, a laghathti will first regurgitate
whichever creatures have the most tragic backstory, using
some of its most recently consumed memories into its victim
Devour Memories each turn on them until fully drained, then
to disorient them and dislodge any stubborn thoughts of
dropping them in the water to float away, all the while using
resistance.
their tentacles to fend off any intervening allies.
Nature DC 20: Though at least somewhat resilient against
They typically make no effort to kill their victims, though
the amnesiac effects of the stygian waters in which they
they may make an exception for one that dealt them a
dwell, laghathti seem to live in a permanent state of
particularly grievous wound on the previous turn. If a
disorientation. Nevertheless, they are so effective as hunters
creature successfully hides from the laghathti, the laghathti
that this seldom proves much of a setback, as they rarely
immediately forgets that it exists.
need to plan more than a few seconds into the future.
too long outside the waters they become confused and Laghathti Memories
frightened as the weight of their incalculable trove of
Laghathti store and savor the most agonizing memories they
devoured memories crowds out the part of their mind that
devour, and are most eager to share those with their victims
acts on impulse and instinct.
using their Regurgitate Memories.
Religion DC 15: Laghathti are a bizarre form of obyrith
native to the oblivion waters of the river Styx, which winds You recall the aching itch as your skin dried and cracked,
across the upper layers of the Abyss from its headwaters in stiffening to stone one inch at a time, your bones
Pandesmos to the frozen void of Ocanthus. While they screaming with pain as they petrified from the marrow
normally prefer to ambush river travelers from the murky outward. You recall the horrified wince of your friend as he
depths, when prey is in short supply they have been known to swung the hammer, the sound of your leg shattering, the
crawl forth upon the black shores to hunt, dragging any realization that the stone was still spreading.
creatures they can grasp back into the oily depths. You recall being thrown from your bunk in the dead of
stay away from the black waters, each going slack in turn
sinking.
You recall the heavy beat of wings across the night sky, the
stand.
Sibriex Tactics
Sibriexes open with their Black Bile Slick, then attempt to
briefly.
grounds.
his behalf.
purpose.
Uzollru Actions
Gargantuan fiend (demon), chaotic evil
Multiattack. The uzollru makes two melee attacks; one
with its Seizer Claw and one with its Crusher Claw.
Armor Class 18 (Natural Armor)
Hit Points 297 (18d20 + 108) Seizer Claw. Melee Weapon Attack: +12 to hit, reach 30
Speed 40 ft., burrow 20 ft., swim 80 ft. ft., one target. Hit: 29 (4d10 + 7) piercing damage and
the target is grappled (escape DC 20) and dragged up
to 25 feet towards the uzollru. A creature grappled in
STR DEX CON INT WIS CHA this way takes 11 (2d10) bludgeoning damage at the
25 (+7) 11 (+0) 23 (+6) 6 (-2) 22 (+6) 20 (+5) start of each of its turns.
Crusher Claw. Melee Weapon Attack: +12 to hit, reach
Saving Throws STR +12, DEX +5, CON +11, WIS +11 10 ft., one target. Hit: 51 (8d10 + 7) piercing damage
Skills Perception +16 and the target must succeed on a DC 20 Constitution
Damage Resistances Acid, Fire, Lightning; Attacks made saving throw or suffer disadvantage on attack rolls that
without advantage use Strength until it completes a Short or Long Rest.
Damage Immunities Cold; Bludgeoning, Piercing, and
Slashing From Nonmagical Attacks Feeder Tendrils. The uzollru's feeder tendrils burrow
Condition Immunities Charmed, Frightened, Prone into the body of a creature grappled by it, injecting
Senses Truesight 240 Ft., Passive Perception 26 digestive enzymes.
Languages Abyssal, Telepathy 120 Ft. The creature must succeed on a DC 19 Constitution
Challenge 16 (15,000 XP) saving throw or have its Constitution score reduced by
10 (3d6) until it completes a Short or Long Rest.
Magic Resistance. The uzollru has advantage on saving The target's maximum hit points are not affected by
throws against spells and other magical effects. this reduction, and it dies if this reduces its
Colossal Stature. A creature adjacent to the uzollru may Constitution score to 0.
spend its full movement to attempt to climb onto it
with a successful a DC 20 Strength (Athletics) check. Legendary Actions
While climbing on the uzollru, a creature has advantage The uzollru can take 3 legendary actions, choosing
on melee attacks against it. from the options below.
Form of Madness. A creature that starts its turn within Searing Gaze. One creature affected by the uzollru's
120 feet of the uzollru is staggered by the magnitude Form of Madness must succeed on a DC 18
of its insignificance, and must make a DC 18 Wisdom Constitution saving throw or be Stunned until the end
saving throw. of the uzollru's next turn.
On a failed saving throw, a creature loses all sense of Angle Armor Plating. The uzollru chooses a direction,
self preservation. Until the beginning of its next turn, adding +5 to its AC against attacks made from that
attacks against the affected creature have advantage, direction by creatures that are not climbing on it until
and the creature cannot voluntarily move away from the beginning of its next turn.
the uzollru.
Sudden Revelation (Costs 2 Actions). One creature
On a successful saving throw, a creature becomes immune to the uzollru's Form of Madness must
immune to this effect for 1 hour. succeed on a DC 18 Wisdom saving throw or be
Implacable. If the uzollru fails a saving throw, it can Frightened until the end of its next turn and lose any
choose to succeed instead. If it does, it loses 25 hit immunity it has to the uzollru's Form of Madness.
points.
Material is an instant ecological disaster felt for miles around, Wastrilith Chthonian Tactics
its corruption creeping up estuaries, into groundwater, and
Wastrilith chthonians generally don't deign to do more than
up the local food chain.
take a passing snap at any creature smaller than Huge, but if
Areas in which one is allowed to persist grow cruel and
provoked or directed to by Dagon, swiftly attack with their
dangerous, the local wildlife imbued with abyssal savagery
Polluted breath, following up with their Sinuous Slice and
and whole communities descending into mass skullduggery
Pressure Pulse to push foes deeper into the cone and make it
and general lawlessness, driven by a mad and nervous energy
more difficult for them to swim out.
that sporadically erupts into acts of violence and depravity.
They behave mostly animalistically, and generally just try to
Religion DC 10: Though many demons are adept at
swallow as many creatures as quickly as possible with their
conjuring others of their kind, wastriliths seem more inclined
Gulp Down, starting
towards summoning creatures of elemental water, which they
with the largest
use to conduct the marine assaults of the Blood War.
ones.
They seem to embark on these raids without direction or
bearers great renown, they inevitably grow unsatisfied with Armor Class 15
their bearer's bloodlust and drive them to ruin. Hit Points 90 (12d8 + 36)
Religion DC 20: A caligrosto is a form of loumara, a spectral Speed 30 ft.
demon born of the nightmares seeping from a dead god of
blood of both their wielder and its victims. Once bound to a 9 (-1) 20 (+5) 16 (+3) 6 (-2) 8 (-1) 14 (+2)
blade, their demonic aura is rendered undetectable, though
they can still be expelled through exorcism, or by destroying Damage Resistances Cold, Fire, Lightning;
their bound weapon. Bludgeoning, Piercing, and Slashing from
Nonmagical Attacks
Caligrosto Tactics Damage Immunities Poison
Senses Darkvision 120 ft., Passive Perception 14
Caligrostos remain friendly toward their bearers as long as Challenge 5 (1,800 XP)
they are fed hit dice daily, urging them to take on stronger
and stronger enemies. If not fed, they grow progressively Blood Mimic. When created, the blood echo takes
more agitated and hostile, eventually attacking their bearers. on a fiendishly warped version of the appearance of
While in control of an unconscious bearer, caligrosto’s first the last creature hit with a melee attack by its
attack the bearer's enemies, then its allies when no enemies creator (or by its creator's wielder).
remain. A caligrosto whose relationship has deteriorated
Actions
Multiattack. The blood echo makes two attacks with
its Haunted Blade.
Haunted Blade. Melee Weapon Attack: +X to hit,
reach 5 ft., one creature. Hit: 14 (2d8 + 5) slashing
plus 3 (1d6) fire damage.
This attack scores a critical on a 19-20.
If this attack reduces a creature to 0 hit points, the
blood echo gains 10 temporary hit points.
Reactions
Echo Shift. When the blood echo hits a creature
with a melee attack, it can take on the creature's
appearance as per its Blood Mimic trait.
Caligrosto Masked Nature. While the caligrosto is possessing a
weapon, its creature type can't be detected by spells or
Medium fiend, chaotic evil
magical effects.
Armor Class 13
Incorporeal Movement. The caligrosto can move
Hit Points 105 (14d8 + 42)
through other creatures and objects as if they were
Speed fly 40 ft. (hover) difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object.
STR DEX CON INT WIS CHA
Actions
4 (-3) 16 (+3) 16 (+3) 16 (+3) 15 (+2) 19 (+4)
Lifeblood Empowerment. One creature within 5 feet of
the caligrosto must succeed on a DC 15 Constitution
Skills Deception +10, Intimidation +7, Stealth +6
saving throw or take 13 (3d8) necrotic damage and
Damage Resistances Acid, Cold, Fire, Lightning, lose two unexpended hit dice, or drop to 0 hit points if
Thunder; Bludgeoning, Piercing, and Slashing from
it cannot.
Nonmagical Attacks
Damage Immunities Poison While Possessing a weapon, the caligrosto may only
Condition Immunities Charmed, Exhaustion, Frightened, target a creature that is wielding it with this ability.
Grappled, Paralyzed, Petrified, Poisoned, Prone,
Restrained Spawn Blood Echo (1/Day). If the caligrosto has
Senses Darkvision 120 ft., Passive Perception 14 consumed at least six hit dice since the last dawn, it
Languages Abyssal, Common, Telepathy 120 ft. creates a Blood Echo under its control in an
Challenge 7 (2,900 XP) unoccupied space within 5 feet, and the blade it is
possessing flies into the blood echo's grasp.
Invisible. The caligrosto is Invisible. To creatures that While wielded by a Blood Echo, the effects of the
ignore the effects of its invisibility, a weapon caligrosto's Blade Haunting are represented in the
possessed by the caligrosto appears to be seething Blood Echo's stat block and are not cumulative with it.
with coils of lightning-flecked mist. Blade Possession (1/Day). The caligrosto enters a
Blade Haunting. A blade Possessed by the caligrosto nonartifact weapon within 5 feet that deals piercing or
grows in power, cumulatively gaining the following slashing damage and Possesses it until the caligrosto is
traits as the caligrosto consumes hit dice lost to its expelled or the weapon is destroyed.
abilities, and resetting to 0 hit dice at dawn: If the weapon is magical, the caligrosto must
0 Hit Dice. As an action, the weapon's wielder may immediately succeed on a DC 20 Charisma saving
lose two unexpended hit dice, feeding the blade. throw or be expelled from the weapon. Once expelled
2 Hit Dice. The weapon deals an additional 1d6 fire from a weapon, the caligrosto can't enter that weapon
damage and scores a critical on a 19-20. again.
4 Hit Dice. The weapon's wielder gains 10 temporary
hit points whenever it reduces a creature to 0 hit Reactions
points. Brutal Triumph. When a weapon the caligrosto is
6 Hit Dice. While Incapacitated, the weapon's wielder possessing reduces a creature to 0 hit points, the
ignores the effects of being Incapacitated and acts caligrosto can consume one of the creature's hit dice.
under the caligrosto's control.
8 Hit Dice. On each of the caligrosto's turns, it may
move the blade up to the caligrosto's fly speed and
make two attacks with it (+7 to hit, +4 to damage
rolls).
Dybbukim
Dybbuk Lore Dybbuk (Bound) Tactics
A bound dybbuk seeks to torment its box's owner into
Arcana DC 10: Dybbukim are a form of demonic spirit that
releasing it by driving away its friends and family and using
inhabits the corpses of beasts and humanoids, using them for
animated corpses, usually those of animals, to cause
ever-escalating works of evil mischief while cloaked in a guise
disturbing and frightening events.
of life.
It escalates slowly, however, to avoid attracting undue
Religion DC 10: Named after the demonic creatures which
attention from those that might be able to exorcize it.
they are most commonly called upon to imprison, a Dybbuk
tenacious, or elusive to destroy, once they have been expelled Dybbuk (Unbound) Tactics
from whatever host they were possessing. The creation of
A dybbuk that has made its way to the Prime Material seeks a
one is considered a great evil, however, as misfortune forever
person of local power and ailing health to kill in private, then
follows the one that uses it.
possesses their corpse. Once it has, it pretends to be that
Religion DC 15: While spirits bound to a Dybbuk Box are
person, sowing evil and chaos within their community while
nearly harmless, if often unsettling, while bound in this way
evading detection for as long as possible, revealing itself as a
they cannot be truly exorcized.
Deadite only if cornered.
Religion DC 20: Dybbuk-possessed creatures are terrifyingly
If it was bound in a Dybbuk Box, once unbound it seeks
strong and resilient, making most ordinary forms of exorcism
revenge on each of the box's former owners, ideally killing
difficult as no ordinary wounds will subdue them. Often, the
and possessing someone close to them and using their new
only way to be rid of a dybbuk-possessed creature is to
host to drive their foe to madness and ruin.
completely dismember it, then to burn the
its vulnerability.
Dybbuk Box Dybbuk (Bound)
Wondrous Item, uncommon Medium fiend, chaotic evil
The dybbuk box is a box of ash wood inlaid with Armor Class 12
holy symbols, meant as a tool for binding evil Hit Points 71 (11d6 + 33)
spirits. The box can be damaged and destroyed (AC Speed fly 20 ft. (hover)
10, 15 HP, Immunity to Poison and Psychic
Damage)
Trapping a Spirit. As an action, a creature carrying STR DEX CON INT WIS CHA
an empty dybbuk box may force one fiend or 6 (-2) 15 (+2) 16 (+3) 16 (+3) 15 (+2) 14 (+2)
spectral undead creature that it can see within 30
feet to succeed on a DC 15 Charisma saving throw Damage Immunities All
or be bound to the box until the box is destroyed.
Condition Immunities Charmed, Exhaustion,
A target with fewer than 50 hit points makes this Frightened, Grappled, Paralyzed, Petrified,
saving throw with disadvantage.
Poisoned, Prone, Restrained
While the box has a creature bound to it, it has Senses Darkvision 120 ft., Passive Perception 12
the following traits: Challenge 0 (10 XP)
Ownership. The box is owned by a single
creature, initially the creature that used it, who Lip Reader. The dybbuk cannot hear, but
can only exchange ownership with another understands statements spoken by a creature it can
through a formal, informed, and voluntary see whose mouth is not hidden.
transaction. If the box's owner dies without
arranging a successor, the box ceases to Dybbuk Box. The dybbuk is bound to a holy artifact;
function. Events always contrive to draw the a sealed container (AC 10, 15 HP, Immunity to
box back to its owner. Poison and Psychic Damage) that contains its
Nightmares. The box's owner and each creature power.
within 120 feet of the box are plagued with If the artifact is destroyed, the dybbuk transforms
terrible nightmares. Each time an affected into a Dybbuk (Unbound).
creature completes a Long Rest, it must
succeed on a DC 12 Wisdom saving throw or Actions
gain no benefit from the Long Rest.
Disturbing Behavior. The dybbuk makes a creature
Seal. While the box is closed, the creature
under its control do something unnatural, such as
bound to it is Incapacitated. Once per day, the
levitate, vomit blood, twist its head all the way
creature may attempt a DC 20 Charisma saving
around, or cause a quadruped to move as a biped.
throw, opening the box on a success.
Forbiddance. The bound creature and other Each nonfiend creature within 30 feet that can see
creatures under its control can't move or it must succeed on a DC 12 Wisdom saving throw
damage its box. While bound to its box, the or be Frightened until the end of the dybbuk's next
creature is Invisible, intangible, can't deal turn.
damage or be damaged, and can't hear or speak.
Corpse Dominion (1/Day). One corpse of either a
humanoid or beast of CR 4 or lower within 500
feet of the box rises and acts under the dybbuk's
control for the next hour.
A corpse animated in this way gains the appearance
of life, retains the statistics it had in life, and can't
voluntarily harm a humanoid creature.
Dybbuk (Unbound) Dybbuk Deadite
Small fiend, chaotic evil Medium fiend/undead, chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 16 (+3) 16 (+3) 15 (+2) 14 (+2) 18 (+4) 19 (+4) 16 (+3) 16 (+3) 15 (+2) 14 (+2)
Skills Deception +4, Intimidation +4, Stealth +6 Skills Athletics +7, Deception +5, Perception +5
Damage Resistances Acid, Cold, Fire, Lightning, Damage Immunities Poison, Necrotic
Thunder; Bludgeoning, Piercing, and Slashing Condition Immunities Poisoned
from Nonmagical Attacks Senses Darkvision 120 ft., Passive Perception 14
Damage Immunities Poison Languages Abyssal, Common, Telepathy 120 ft.
Condition Immunities Charmed, Exhaustion, Challenge 7 (3,900 XP)
Frightened, Grappled, Paralyzed, Petrified,
Poisoned, Prone, Restrained Abyssal Endurance. The deadite cannot be killed
Senses Darkvision 120 ft., Passive Perception 12 while it is Possessed. If the deadite begins its turn
Languages Abyssal, Common, Telepathy 120 ft. with 0 hit points, it makes a DC 10 Constitution
Challenge 4 (1,100 XP) saving throw, regaining 20 hit points on a success.
Imperceptible Glow. While in Bright Light, the Dismembering Weakness. If the deadite takes any
dybbuk can attempt to Hide as a Bonus Action, and damage while at zero hit points, one of its body
may do so without obscurement. parts is severed.
The deadite's speed is reduced by 10 feet and it
Incorporeal Movement. The dybbuk can move
makes one fewer attack with its multiattack for
through other creatures and objects as if they were each part severed in this way. If the deadite's speed
difficult terrain. It takes 5 (1d10) force damage if it
is reduced to 0, it is Incapacitated.
ends its turn inside an object.
Spectral Weapons. The dybbuk's attacks treat all Actions
creatures as unarmored (an unarmored creature's
Multiattack. The deadite makes five attacks with its
AC is usually 10 plus its Dexterity modifier.)
Wild Swipes, one of which it may replace with its
Reattach Limb.
Actions
Touch of Nightmares. Melee Weapon Attack: +4 to Wild Swipes. Melee Weapon Attack: +7 to hit, reach
hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) 5 ft., one creature. Hit: 8 (1d8 + 4) slashing
psychic damage and the target must succeed on a damage and the target is pushed 5 feet away.
DC 12 Intelligence saving throw or be Frightened Reattach Limb. The deadite reattaches one of its
for the next minute (Save Ends at end of turn) as it severed body parts within 5 feet to itself.
hallucinates being beset by tiny cackling horrors.
The dybbuk may make this attack as a Bonus Action
Bonus Actions
and with a reach of 60 feet against any creature Blood Geyser. The deadite emits a geyser of black
Frightened in this way. blood in a 15 foot cone from its mouth or one of
its wounds.
Corpse Possession (1/Day). The dybbuk Possesses a
beast or humanoid corpse in its space, Each creature in the area is pushed 5 feet away and
transforming it into a Dybbuk Deadite until the must succeed on a DC 13 Constitution saving
dybbuk is expelled. throw or be Blinded until the end of the deadite's
When it does, the dybbuk may choose for the next turn.
creature to gain the appearance of life, which lasts Telepathic Lunge. One of the deadite's severed body
until it makes an attack. This Possession ends early parts flies up to 15 feet. Then, if it is in a creature's
if the Deadite is completely destroyed. space, the body part becomes Attached to it
(remove DC 15).
Bonus Actions If the body part was already Attached to a creature,
Evil Gust. One creature the dybbuk can see within instead the creature must succeed on a DC 15
30 feet must succeed on a DC 12 Strength saving Strength saving throw or take 6 (1d4 + 4)
throw or be knocked prone and dragged up to 30 bludgeoning damage and be dragged up to 15 feet
feet in a direction of the dybbuk's choice. by the body part.
Guecubus
Guecubu Lore
Arcana DC 15: The guecubu is a form of loumara, a demon Guecubu Cackle-Fiend
spawned from a masterless layer of the Abyss in which the Medium fiend/humanoid, chaotic evil
dreams of dead gods take form and are given life. These
guecubu, a demonic spirit that gradually drives its victims 25 (+7) 16 (+3) 19 (+4) 10 (+0) 16 (+3) 18 (+4)
into madness and depravity before finally taking possession
of their bodies. While they can be expelled by any ordinary Damage Resistances Cold, Fire, Lightning
means of exorcism, restraining their victims long enough to Senses Darkvision 120 ft., Passive Perception 13
complete one can be difficult or impossible without first Languages Abyssal, Common, Telepathy 120 ft.
draining their unholy strength with draped holy talismans. Challenge 3 (700 XP)
Religion DC 15: Guecubus can't harm or be harmed by
creatures that can't see them, but are at their most dangerous Unholy Strength. While restrained, the cackle-fiend
when rendered vulnerable by a circle of salt. If they can be has its Strength and Dexterity scores reduced by 1,
extricated from the back of the creature they are haunting, a
to a minimum of 1, for each holy talisman draped
guecubu can be physically forced into a sufficiently large
over it.
mirror, where it becomes trapped as long as the mirror
Sadistic Fixation. The cackle-fiend's attacks deal no
remains intact.
additional damage on a critical hit. Instead, on a
Religion DC 20: Somewhat uniquely among demons,
critical hit the target must succeed on a DC 15
guecubus seem inclined toward fits of religious mania, Constitution saving throw or lose a limb of the
worshiping the spirit of the Abyss itself. Captured guecubus target's choice.
have been known to claim that the Voice of True Chaos grows
clearer and more forceful with each creature they kill. Actions
Rending Thrash. Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 20 (3d8 + 7)
bludgeoning damage and the target is pushed up to
15 feet away.
A creature killed by this damage is rent limb from
limb.
Madness Overflowing (Recharge 5-6). Erratic bolts of
crackling fire leap from the mouth and eyes of the
fiend in a 15 foot cone.
Each creature in the area must succeed on DC 14
Dexterity saving throw or take 7 (2d6) fire plus 7
(2d6) lightning damage and be Frightened until the
end of the cackle-fiend's next turn.
Guecubu Tactics
Guecubus preferentially attach themselves to a creature that
cruelest impulses.
Once the creature has done enough evil on its own that it
the spectral vines the manitou drags through the earth form
repeat the process. When fleeing, they sink into the earth
abilities, then use their Rend Nature each turn when they
Weapons active, and grapple with their first attack that hits so
they have fewer than two Living Weapons, and their Terror
Vines otherwise.
Draegloths
Draegloth Lore
History DC 10: Draegloths are fiendish drow hybrids that Draegloth Heritor
fight beside their basal kin as battlefield assassins, tearing Large fiend (demon)/monstrosity, chaotic evil
through enemy lines to grasp commanders and dragging
Religion DC 20: Occasionally the truly mad will attempt to Skills Arcana +4, Perception +3, Stealth +5
mix the blood of driders and glabrezus, producing spawn Damage Resistances Cold, Fire, Lightning
more powerful still than common draegloths, yet so
Damage Immunities Poison
brimming with demonic bloodlust that they are as like to
Condition Immunities Poisoned
attack friend as foe on or off the battlefield.
Senses Darkvision 120 ft., Passive Perception 13
Such abominations are traditionally given as a ritual
Languages Abyssal, Elvish, Undercommon
Challenge 7 (2,900 XP)
offering to Lolth, transporting them to the depths of the
Shadows if they can hit at least three creatures with it, then
Fey'ri Lore partner from among them. Thus far, they have had little
Arcana DC 10: The elves of the abyss exhibit a peculiar form impossible task after another before it can possibly
of sorcerous blood magic, one which the most adept of them decide. Due to a faulty runic inscription, the marilith can
meld with traditional forms of bladesinging. leave the circle at any time, and is simply intrigued at the
History DC 15: Often seen fighting alongside yeth hounds efforts the fey'ri will go to in order to win its affections.
and wielding weapons and magics designed to maim and As part of their efforts to strengthen their bloodline, a
terrify rather than kill, the vicious fey'ri seem to take great fey'ri clan traditionally votes for one among their number
pleasure in hunting frightened prey. to be killed whenever a new child is born to them, leading
Nature DC 15: Fey'ri are tanar'ric elves, deliberately created to a mad scramble for popularity and status that outside
in an attempt by a sect of high elves to strengthen their bystanders are often dragged into.
bloodline, that present with a wide array of fiendish traits, A fey'ri sleuth living secretly in an elven city has
including cloven hooves, wings, horns, and additional limbs. uncovered evidence of an infernal pact struck by the head
Religion DC 20: The oldest of the fey'ri are known as of one of the chief noble houses, by which they have
daemonfey, leading some to speculate some connection with gained enormous power, both political and magical. She
the daemons of the Grey Waste. Such connections are poorly cannot unveil this herself, however, for fear that her own
evidenced, however, and most scholars agree the name's fiendish nature will be discovered.
Medium fiend (demon)/humanoid, chaotic evil melee, backing up and scattering if enemies draw close. If
Senses Darkvision 60 ft., Passive Perception 10 their Rain of Fire, then trying to catch a foe with their Wicked
Languages Abyssal, Common, Elvish Warhook, drag it into the air with them, then kick it
Challenge M14 (1,150 XP) repeatedly while flying upward until it is knocked
Dread Revels. The fey'ri has advantage on attack before repeating the sequence.
Lightning damage. try to fill the creature they're imitating with as many spikes as
another effect, it dies if the damage equals or with a single attack if the target fails its saving throw.
exceeds its hit point maximum, otherwise it takes If they notice a creature is able to reliably target them, they
no damage. will use their Skin Dance again, targeting that creature.
Actions
Thorned Dagger (Group Attack). Melee Weapon
Attack: +8 to hit, reach 5 ft., one target. Hit: 4
piercing damage.
Contaminated Volley (Group Attack). Ranged
Weapon Attack: +8 to hit, range 80/320 ft., one
target. Hit: 5 piercing plus 2 poison damage.
If three or more fey'ri contributed to this attack, the
target must succeed on a DC 16 Constitution
saving throw or contract Walking Sepsis.
Ecstatic Cull. The fey'ri makes a Thorned Dagger
attack against a friendly creature with fewer than 25
hit points.
On a hit, the target dies and each creature of the
fey'ri's choice within 30 feet that can see it must
succeed on a DC 16 Wisdom saving throw or be
Frightened until the end of the fey'ri's next turn.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 17 (+3) 15 (+2) 14 (+2) 16 (+3) 12 (+1) 19 (+4) 18 (+4) 15 (+2) 14 (+2) 18 (+4)
Skills Arcana +4, Intimidation +5, Perception +4 Saving Throws DEX +7, CON +7
Senses Darkvision 60 ft., Passive Perception 14 Skills Deception +7, Insight +5, Intimidation +7,
Languages Abyssal, Common, Elvish Perception +5
Challenge 3 (700 XP) Senses Darkvision 60 ft., Passive Perception 15
Languages Abyssal, Common, Elvish
Dread Revels. The fey'ri has advantage on attack Challenge 5 (1,800 XP)
rolls against creatures that are Frightened.
Dread Revels. The fey'ri has advantage on attack
Demonblooded. The fey'ri has advantage on saving rolls against creatures that are Frightened.
throws against effects that deal Cold, Fire, or
Lightning damage. Demonblooded. The fey'ri has advantage on saving
throws against effects that deal Cold, Fire, or
Actions Lightning damage.
Multiattack. The fey'ri makes two attacks. Actions
Bladehoof Kick. Melee Weapon Attack: +5 to hit, Multiattack. The fey'ri makes two attacks with its
reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing Fleshbond Spike, one of which it may replace with a
damage. use of its Skin Dance, if available.
This attack scores a critical on an 18-20 against a Fleshbond Spike. Melee Weapon Attack: +7 to hit,
prone creature, or one the fey'ri's Wicked Warhook reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing
is attached to. damage and the spike embeds in the creature and
Wicked Warhook. Ranged Weapon Attack: +5 to hit, bonds to its flesh.
reach 15 ft., one target. Hit: 10 (2d6 + 3) piercing Whenever the creature takes an action or bonus
damage and the hook attaches to the target action, it takes 1 piercing damage for each spike
(remove DC 14). embedded in it. A creature may remove one of
While the hook is attached to a creature, the fey'ri these spines as an action, taking 5 slashing damage
cannot make attacks with this weapon, may spend for each spike removed.
10 feet of its movement drag the creature up to 5 Disfigure (2nd Level Spell). Melee Spell Attack: +7 to
feet toward it, and may detach the hook as a Bonus hit, reach 5 ft., one target. Hit: 14 (4d6) necrotic
Action. damage and the creature must make a DC 15
The attached creature cannot move away from the Constitution saving throw.
fey'ri, and takes 2 piercing damage for every 5 feet On a failed save, the creature takes 9 (2d8) slashing
it is dragged in this way. damage as a handprint of skin peels off of it,
Rain of Fire (Recharge 5-6, 2nd Level Spell). Three suffering disadvantage on Charisma (Persuasion)
bolts of fire flare from the sky, each exploding in a checks until cured by Lesser Restoration or similar
5 foot radius centered on a point within 90 feet magic.
that the fey'ri can see. Skin Dance (Recharge 5-6, 4th Level Spell). The fey'ri
Each flammable object in the area ignites, and each assumes the appearance of a humanoid creature it
creature not beneath cover in the area of one or can see within 60 feet, then teleports to an
more of the explosions must succeed on a DC 13 unoccupied space within 5 feet of it.
Dexterity saving throw or take 10 (3d6) fire While the fey'ri is within 5 feet of the creature it is
damage. mimicking, a creature with a Passive Insight of 14
or lower that attempts to target one of them with
Reactions an attack or spell instead selects one of them at
Jink. As a reaction when the fey'ri is hit with a random as the target.
ranged attack while at least 10 feet in the air, the
fey'ri halves the attack's damage.
Fey'Ri Bloodwright Tactics
Fey'ri Bloodwright
Medium fiend (demon)/humanoid, chaotic evil Bloodwrights begin combat with their Sanguine Cyclone if
they can hit at least three opponents with it, and is fine hitting
Armor Class 16 (Mage Armor) allied creatures as long as it catches more foes in it. Once
Hit Points 153 (18d8 + 72) active, they generally make their first two attacks with their
Speed 30 ft., fly 40 ft. Demonic Lash, replacing the third with their Bloodflame
spear only if the first two either both hit, or both miss. They
Demonblooded. The fey'ri has advantage on saving provoking attacks of opportunity when it is active. They
throws against effects that deal Cold, Fire, or attack with their cinquedas fanned out only if they have a
Lightning damage. source of advantage, otherwise only opening them with their
Actions opportunity.
Multiattack. The fey'ri makes three attacks with its They use their Song of Defense only against a spell or
Demonic Lash, one of which it may replace with a effect dealing at least 25 damage.
turn must succeed on a DC 16 Wisdom saving 5 Sun Elf Outriders (CR M6)
Bloodflame Spear (3rd Level Spell, Recharge 5-6, 2 Fey'ri Marauders (CR 3)
line, then a line of solid fire extends from its palm 10 Fey'ri Revelers (CR M7)
in a 15 foot line that is 5 feet wide.
Each creature in the line must succeed on a DC 16
Strength saving throw or take 10 (3d6) fire plus 10
(3d6) piercing damage and be pushed 15 feet
away, or take half as much damage on a successs.
If the fey'ri has fewer than half its hit points, each
affected creature subtracts 1d4 from the result of
its saving throw.
Sanguine Cyclone (1/Day, 5th Level Spell,
Concentration). The fey'ri conjures forth a raging
whirlwind of blood in a 15 foot radius centered on
a point it can see within 150 feet that lasts for a
minute.
The area is difficult terrain, and a creature that
starts its turn in the area must succeed on a DC 16
Constitution saving throw or lose one unexpended
hit die, or drop to 0 hit points if it cannot.
Whenever a creature loses a hit die in this way, the
whirlwind's radius grows by 5 feet, then each
creature in its area takes 3 (1d6) slashing damage.
Daemonfey Progenitor Gore Inversion (1/Day, 6th Level Spell). One
unconscious creature the daemonfey can see within 60
Medium fiend (demon)/humanoid, chaotic evil
feet must succeed on a DC 17 Constitution saving
Armor Class 19 (Mage Armor, Bladesong) throw or die and be turned inside out in a spray of
Hit Points 231 (22d8 + 132) gore.
Speed 40 ft., fly 50 ft. Each creature of the daemonfey's choice within 60 feet
that can see the target is Frightened until the end of
the Daemonfey's next turn.
STR DEX CON INT WIS CHA
Conjure Hunt (1/Day, 7th Level Spell, Concentration). The
18 (+4) 19 (+4) 22 (+6) 14 (+2) 14 (+2) 20 (+5) daemonfey conjures two Yeth Hounds that last for a
minute in unoccupied spaces it can see within 60 feet.
Saving Throws CON +9, INT +7, WIS +7 The yeth hounds act on its initiative and under its
Skills Acrobatics +9, Perception +7, Stealth +9 control.
Senses Darkvision 60 ft., Passive Perception 17
Languages Abyssal, Common, Elvish If the daemonfey's concentration ends, the yeth
Challenge 16 (15,000 XP) hounds dissolve into smoke.
Rakshasa Lore guilds engage in a brutal struggle for territory. The leaders
Arcana DC 10: The bane of all spellcasters, rakshasas are however, who is waging this conflict in a bid to garner
nearly entirely immune to any form of magical assault, and support for a brutal crackdown from a third identity he
those facing them are advised to rely upon support magics holds as master of the royal guard.
and allies or hirelings. Even those mages powerful enough to The remarkable peace and goodwill the party observes in
overcome this immunity with brute magical force generally a village is due to the actions of a cabal of fey-worshippers
prefer to confront rakshasas by more indirect means. who have been kidnapping travelers and trapping their
Arcana DC 15: Rakshasas are incredibly adept at reading spirits in the feywild, leaving their bodies empty to absorb
the intentions of those around them, using this predictive the evils of the village. The cult normally manages these
power to preemptively counter every action taken against "sacred vessels" carefully, making sure to dispose of them
them. They often over-rely upon this ability, however, and if they show any signs of fiendish mutation, but have lost
combatants that rapidly change their intended course of track of one when it temporarily seemed to regain
action have been known to thwart this tactic. (A creature that consciousness and escape into the village.
knows this may take a different action on its turn than the A king seeks assassins to covertly remove one of his
one it declared when targeted with a rakshasa's governors, whose ostentatious excesses and overt cruelty
Fiendish/Mastermind's Insight). toward the peasantry in his domain have led to several
History DC 10: Rakshasas are fiendish creatures that plan uprisings of escalating severity, but is too well politically
out vast and incomprehensible schemes, carefully crafted connected to simply remove from office.
foolish mistakes.
Rakshasa Rukh Tactics them with a critical hit that deals piercing damage, otherwise
Rukhs attempt to engage foes from a great distance in open typically just after they are reduced below half their hit points
terrain, attacking the most formidable melee combatant each if they are outnumbered. The first time they take damage
turn with their Gathra-Horn War Bow (typically one wielding while Saw it Coming is not available, they use their Deceptive
a weapon that deals piercing damage). Once engaged in Demise, saving the second use for an escape attempt.
melee, they position themselves between at least two foes so With their legendary actions, they use a mix of Glyph
they can consistently make use of their Deceptive Feint. Mines and Spiked Pits when unsure of what their opponents
Rakshasa Naztharune Tactics that ingests a consumable magic item, and their Tailored
first round of combat, afterwards using Fiendish Insight each Design Note: Villain Monologues. A player listening
turn to recharge it and abusing their Disappearing Act to to a villain monologue can often feel as though
avoid whichever attack they expect to be most devastating. they are losing the chance to act if they don't
interrupt. To avoid this issue, you can call for
Rakshasa Ak'Chazar Tactics initiative rolls as soon as the party confronts the
villain, then start monologuing. For more on this,
Ak'Chazars use their Saw it Coming and Fiendish Insight
see Justin Alexander's excellent video on the topic.
much as naztharunes do, but rely on their flight to avoid
Rakshasas never stop taunting the party in
retaliation, rather than invisibility. They use Twist the Heart combat; as a DM you should be devoting at least as
whenever available. If their foes turn to fight the dominated much time on their turns to smack talk as you do
creature, the ak'chazar simply flies out of reach and to actions, and should feel free to interject outside
watches to see if they kill it. If not, their turn when an action the PCs take fails to have
however, it attempts to kill the the desired effect.
dominated creature itself, first using
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 12 (+1) 16 (+3) 17 (+3) 18 (+4) 14 (+2) 18 (+4) 12 (+1) 13 (+1) 11 (+0)
Rakshasa Ak'Chazar A creature Cursed in this way that would add any
magical bonus to an attack, saving throw, or damage
Medium fiend, any evil alignment
roll instead subtracts the same amount.
Armor Class 16 (Natural Armor) Fiendish Insight. One player whose character the
Hit Points 211 (22d8 + 110) rakshasa can see must declare what action the
Speed 40 ft., fly 20 ft. (hover) character will take on their following turn, then that
character must succeed on a DC 21 Charisma
(Deception) check or have the rakshasa learn that
STR DEX CON INT WIS CHA information.
15 (+2) 18 (+4) 20 (+5) 21 (+5) 16 (+3) 19 (+4) Twist the Heart (Recharge 5-6, 7th Level Spell,
Concentration). Melee Spell Attack: +10 to hit, reach 5
Saving Throws CON +10 ft., one target. Hit: 44 (8d10) psychic damage and the
Skills Arcana +10 Deception +14, Insight +13, target must make a DC 18 Wisdom saving throw.
Perception +8
Damage Immunities Bludgeoning, Piercing, and On a failure, the creature is Dominated by the rakshasa
Slashing from Nonmagical Attacks for the next hour, and repeats this saving throw
Senses Darkvision 60 ft., Passive Perception 18 whenever it takes damage, ending the effect on a
Languages Abyssal, Common, Infernal, Telepathy 60 ft. success.
Challenge 13 (10,000 XP) While Dominated in this way, the creature takes 5
(1d10) psychic damage whenever it deals damage to
Eternal Servitude. A living creature that dies while under or is dealt damage by a former ally.
the rakshasa's control rises at the beginning of its next
turn under the rakshasa's control with 30 hit points. Bonus Actions
The creature's type becomes undead and its alignment Master of Appearances. The rakshasa assumes the
becomes lawful evil, but its statistics otherwise remain illusory appearance and voice of any humanoid creature
unchanged and it retains its memories. it has seen.
Limited Magic Immunity. The rakshasa can't be affected Sneering Command. Up to two creatures the rakshasa
or detected by spells of 6th level or lower unless it can see within 60 feet may each use their reaction to
wishes to be. It has advantage on saving throws against move up to half their speed and make a melee attack.
all other spells and magical effects.
Sinister Heart. Any hit scored against the rakshasa by a
Reactions
magical weapon that deals piercing damage and is Saw it Coming (Recharges when the rakshasa uses its
wielded by a Good-aligned creature becomes a critical. Fiendish Insight). When a creature it can see begins to
take an action, the rakshasa can move up to its speed
If the rakshasa is reduced to 0 hit points in this way, it
and take an action or a bonus action.
is permanently killed and can't reform in the Abyss.
Deceptive Demise (4th Level Spell, 1/Day). When the
Actions rakshasa takes any damage, it can teleport up to 30
Multiattack. The rakshasa makes two attacks with its feet to a location it can see, turn Invisible until the
Reversed Claws and uses its Fiendish Insight. beginning of its next turn, and can attempt to Hide.
A corpse-like duplicate of the rakshasa is left in its
Reversed Claws. Melee Weapon Attack: +9 to hit, reach
place, which dissolves into mist at the end of the
5 ft., one target. Hit: 14 (3d6 + 4) slashing plus 11
rakshasa's next turn, or if it takes any damage.
(2d10) necrotic damage, and the target is Cursed.
Rakshasa Rajah Displace Soul (1/Day, 9th Level Spell, Concentration.)
One creature within 5 feet of the rakshasa must
Medium fiend, any evil alignment
succeed on a DC 20 Charisma saving throw or fall
Armor Class 17 (Natural Armor) Unconscious as its soul is forced out of its body and
Hit Points 266 (28d8 + 140) into the Border Ethereal (Save Ends at end of turn).
Speed 40 ft. The affected creature can still see, hear, and speak
faintly across the barrier. A creature that fails three
consecutive saving throws against this effect is trapped
STR DEX CON INT WIS CHA outside its body until returned by a Wish spell or
17 (+3) 18 (+4) 21 (+5) 22 (+6) 19 (+4) 23 (+6) similar magic.
Reversed Claws. Melee Weapon Attack: +10 to hit, Prepared Trap. The rakshasa moves up to 10 feet, then
reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing plus activates a trap that it set earlier in anticipation of its
11 (2d10) necrotic damage, and the target is Cursed. enemies' actions, choosing one of the following
effects. A creature targeted with one of these effects
A creature Cursed in this way that would add any cannot be targeted with the same effect until it moves.
magical bonus to an attack, saving throw, or damage
roll instead subtracts the same amount. Spiked Pit. A false floor over a 10 foot deep spiked
pit drops away beneath a creature within 60 feet,
Sudden Spoiling (6th Level Spell). One creature the which must succeed on a DC 20 Dexterity saving
rakshasa can see within 15 feet must succeed on a DC throw or fall in, taking 10 (3d6) piercing damage.
20 Constitution saving throw or take 49 (11d8) Poisoned Potion. One creature within 60 feet that
necrotic damage, or half as much on a success. ingested a consumable magic item since the end of
If this spell was cast as a reaction on the target's turn, the rakshasa's last turn must succeed on a DC 20
the target is additionally Stunned until the end of the Constitution saving throw or be Poisoned for the
rakshasa's next turn. next minute (Save Ends at end of turn).
Glyph Mine. One creature within 60 feet and each
Mastermind's Insight (Recharge 5-6). Each player whose other creature within 5 feet of it must succeed on a
character the rakshasa can see must declare what DC 20 Dexterity saving throw or take 9 (2d8)
action the character will take on their following turn, damage of a type of the rakshasa's choice.
then each of those characters must succeed on a DC Tailored Bane. Choose a spell in secret. The first time
24 Charisma (Deception) check or have the rakshasa a creature within 60 feet casts that spell before the
learn that information. beginning of the rakshasa's next turn, the spell
targets its caster.
T
Tanarukk
anarukk are rage made flesh, their fathomless
Tanarukk Firespeaker Tactics
rancor so thick within them that it sublimates
Firespeakers place themselves in the densest concentration
off their skin in a constant plume of
of enemies, attacking the same one repeatedly with their
combustible fumes. Any fight that breaks out in
Fireburst Fist. If other foes move away from the tanarukk's
the presence of a tanarukk is about to involve a
target, it will move to any new concentration of enemies,
tanarukk, and there are very few possible
regardless of attacks of opportunity. On the first turn of
interactions that a tanarukk will not interpret
combat, if the tanarukk cannot reach an enemy, it will attack
as a fight it can insert itself into.
itself to set itself aflame.
Tanarukk Lore
Arcana DC 20: A tanarukk's rage manifests
Unleashed.
Encounter Groups
CR 18 Encounter 6,900 XP
CR 23 Encounter 14,500 XP
2 Jovocs (CR 4)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 9 (-1) 9 (-1) 9 (-1) 19 (+4) 12 (+1) 23 (+6) 17 (+3) 9 (-1) 9 (-1)
Skills Intimidation +2, Perception +2 Saving Throws DEX +5, CON +10, WIS +3
Damage Resistances Fire, Poison Skills Intimidation +3, Perception +3
Senses Darkvision 60 ft., Passive Perception 12 Damage Resistances Fire, Poison
Languages Abyssal, Common, Orc Senses Darkvision 60 ft., Passive Perception 13
Challenge 5 (1,800 XP) Languages Abyssal, Common, Orc
Challenge 10 (5,900 XP)
Unbridled Rage. Whenever the tanarukk moves, it
must move directly toward the creature it can see Burning of Aeons. Whenever the tanarukk takes fire
that most recently took hostile action against it, if damage, it gains 10 temporary hit points.
possible.
Magic Resistance. The tanarukk has advantage on
Magic Resistance. The tanarukk has advantage on saving throws against spells and other magical
saving throws against spells and other magical effects.
effects.
Actions
Actions Multiattack. The tanarukk makes three melee
Multiattack. The tanarukk makes three melee attacks, one of which may be with its bite.
attacks, one of which may be with its bite.
Foaming Bite. Melee Weapon Attack: +7 to hit,
Foaming Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing
reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
damage. On a critical hit, the target must succeed on a DC
On a critical hit, the target must succeed on a DC 15 Constitution saving throw or lose an ear.
15 Constitution saving throw or lose an ear. Fireburst Fist. Melee Weapon Attack: +7 to hit,
Splitknuckle Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning
reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage and the target suffers one of the following
damage. Instead of dealing damage, the tanarukk effects:
may grapple a creature (escape DC 15) or shove it If the target was not Burning, it begins Burning
prone. (1d10).
Skullcleaver Cragblade. Melee Weapon Attack: +7 to If the target was Burning, an fiery explosion flares
hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) out from it in a 20 foot radius. Each creature in
slashing damage. This attack is made with the area must succeed on a DC 15 Dexterity
advantage against a grappled creature. saving throw or take 14 (4d6) fire damage and
be knocked prone, or take half as much damage
Bonus Actions on a success.
Aggressive Advance. The tanarukk moves up to its Bonus Actions
speed directly toward a hostile creature that it can
see. Aggressive Advance. The tanarukk moves up to its
speed directly toward a hostile creature that it can
see.
Reactions
Fury Unleashed.When the tanarukk succeeds on a
saving throw against a spell or magical effect, it can
Reactions
erupt into flame and begin Burning (1d10). Fury Unleashed. When the tanarukk succeeds on a
saving throw against a spell or magical effect, it can
While it is Burning, the tanarukk’s melee attacks erupt into flame and begin Burning (1d10).
deal an additional 5 (1d10) fire damage.
While it is Burning, the tanarukk’s melee attacks
deal an additional 5 (1d10) fire damage.
Abyssal Chicken
Abyssal Chicken Lore
Abyssal Chicken Arcana DC 10 Despite their truly demonic personalities,
Tiny fiend (demon), chaotic evil with a love for the grotesque, and occasionally even seem to
STR DEX CON INT WIS CHA flora that lives in a rare example of mutualism with abyssal
chickens; though the chickens are able to lay their eggs in any
6 (-2) 14 (+2) 13 (+1) 9 (-1) 4 (-3) 5 (-3) creature, chicken trees form protective cysts around eggs laid
Damage Resistance Cold, Fire, Lightning protecting them from predation in their vulnerable juvenile
Damage Immunities Poison years. In exchange, the tree gains a ready source of food to
Condition Immunities Poisoned digest during lean times.
Senses Darkvision 60 Ft., Passive Perception 7 Nature DC 20 It has been theorized that, rather than a fully
Languages Abyssal, Telepathy 60 ft. (Works Only separate form of life, the chicken tree represents a later stage
With Creatures That Understand Abyssal) of maturity of the abyssal chicken. This is difficult to verify, as
Challenge 1/4 (50 XP)
few creatures in the Abyss ever live long enough to reach any
form of senescence.
Bad Flier. The chicken falls at the end of a turn if it's
airborne and the only thing holding it aloft is its
flying speed. Abyssal Chicken Tactics
Abyssal chickens gang up on their weakest foes, attacking
Fanged Bite. Melee Weapon Attack: +4 to hit, reach looks severely wounded, and with
Razor Talon. Melee Weapon Attack: +4 to hit, reach often continue to focus on it until they
5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. have laid their own eggs.
Then, if the target is Unconscious, the chicken can If supported by a chicken tree and
lay a barbed egg in the wound this turn as a Bonus unable to claw through their foes' armor,
claws cannot.
Henpeck.When a creature within 5 feet of it
receives magical healing, the abyssal chicken can
make a Fanged Bite attack against it.
Medium fiend (demon), chaotic evil the raw essence of the Abyss within them. This can be
Hit Points 36 (8d8) material location might tear a hole through the fabric of
13 (+1) 16 (+3) 10 (+0) 3 (-4) 12 (+1) 11 (+0) variety of horrors that prowl the endless layers, but when
Actions
Engulfing Bite. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing
damage and the target is grappled (escape DC 13).
A Medium or smaller creature that isn't grappled by
another scavenger has its head engulfed in the
scavenger's mouth; while grappled in this way the
creature is Blinded and Choking.
Frenzied Claw. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing
damage, and each other scavenger within 30 feet
can use its reaction to move up to 10 feet toward
the target.
Worry. One creature grappled by both the
scavenger and at least one of the scavenger's allies
must succeed on a DC 13 Constitution saving
throw or fall prone and take 10 (3d6) piercing
damage, or take half as much damage on a success.
Reactions
Adapt Resistance. When the scavenger takes
damage of a type it doesn't have resistance against,
it can gain resistance to that damage type until the
beginning of its next turn.
Actions Reactions
Shard-Ringed Maw. Melee Weapon Attack: +11 to hit, Pit of Despair. When a creature misses the worm with
reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing an attack, the worm can force it to succeed on a DC 18
damage and the target must succeed on a DC 19 Wisdom saving throw or be Frightened until the end of
Dexterity saving throw or be Swallowed by the worm. the creature's next turn.
Abyssal Splitworm Shard-Ringed Maw. Melee Weapon Attack: +14 to hit,
reach 10 ft., one target. Hit: 23 (3d10 + 7) piercing
Gargantuan fiend (demon), chaotic evil
damage and the target must succeed on a DC 22
Armor Class 18 (Natural Armor) Dexterity saving throw or be Swallowed by the worm.
Hit Points 420 (24d20 + 168)
A creature Swallowed by the worm takes 11 (2d10)
Speed 40 ft., burrow 30 ft. fire damage at the start of each of the worm's turns.
If the worm is dealt 20 or more Piercing or Slashing
STR DEX CON INT WIS CHA damage in a turn or if it is reduced to 0 hit points, a
25 (+7) 12 (+1) 24 (+7) 9 (-1) 14 (+2) 8 (-1) hole is cut in its gullet, allowing creatures to attempt to
escape through it as an action (escape DC 19).
Saving Throws STR +14, WIS +14, CHA +6 Terror From the Deep (Recharge 6). The splitworm
Damage Resistances Weapon attacks not made from moves up to its burrow speed, then bursts from
inside it underground thrashing, in a flurry of debris.
Damage Immunities Fire, Poison Each creature within 15 feet of the splitworm must
Condition Immunities Poisoned succeed on a DC 22 Dexterity saving throw or take 21
Senses Blindsight 30 ft., Tremorsense 60 ft., Passive (6d6) bludgeoning damage and be knocked prone, or
Perception 12 take half as much damage on a success.
Languages Abyssal, Wormscream, Telepathy 120 ft.
Challenge 23 (50,000 XP) As a bonus action this turn, the worm can make a
Shard-Ringed Maw attack against a creature that failed
Tunneler. The splitworm can burrow through solid rock this saving throw.
at half its burrow speed and leaves a 10-foot-diameter Slag Breath (Recharges when the splitworm uses its
tunnel in its wake. Terror From the Deep). The splitworm spews forth a line
of molten slag in a 60 foot line that is 15 feet wide.
Earth Quaker. When the worm burrows 30 feet or fewer Each creature in the area must succeed on a DC 22
below the surface, 10 foot wide, 10 foot deep fissures Dexterity saving throw or take 33 (6d10) fire damage,
open at the surface above where it passes. or half as much on a success.
Creatures in a space where a fissure opens must For the next minute, a creature that starts its turn on
succeed on a DC 19 Dexterity saving throw or fall the ground in the area or enters it for the first time on
prone in the trench, or move to the nearest a turn takes 11 (2d10) fire damage.
unoccupied space outside the area on a success.
Unendurable Agony (1/Day, 8th Level Spell,
Two Heads. The splitworm has advantage on Wisdom Concentration). Each other creature within 20 feet of
(Perception) checks and on saving throws against the worm must succeed on a DC 22 Wisdom saving
being Blinded, Charmed, Deafened, Frightened, throw or become hostile to itself and indifferent to all
Stunned, and knocked Unconscious. other creatures for the next minute.
Double Actions. The splitworm rolls initiative twice, and An affected creature repeats this saving throw
acts on each of them. whenever it takes 10 or more damage from a single
Implacable. If the splitworm fails a saving throw, it can source, ending the effect on a success.
choose to succeed instead. If it does, it loses 25 hit
points. Reactions
Pit of Despair. When a creature misses the worm with
Actions an attack, the worm can force it to succeed on a DC 22
Wisdom saving throw or be Frightened until the end of
the creature's next turn.
Basilisks
Basilisk Lore
Alchemist's Tools DC 15: The digestive fluids of the true Venom-Eye Basilisk
basilisk can be mixed with rendered fat to create a salve that Small monstrosity, unaligned
cures petrification, though the volatile compounds present
Nature DC 15: While the true basilisk with its petrifying Unless surprised, a creature can avert its eyes at the
gaze is the best known variety, various subspecies exist beginning of its turn to avoid this effect, treating
across the world, exhibiting a wide variety of magical gaze the basilisk as Invisible until the beginning of its
abilities. next turn.
Religion DC 20: In some of the deepest reaches of the Abyss
Minion. If the basilisk takes damage from an attack
yet probed by mortal magics, an endemic species of basilisk
or as the result of a failed saving throw, its hit
is rumored to lurk, larger and more fearsome than any of its
points are reduced to 0. If the basilisk takes
material kin. Despite this reputation, it is still sought by damage from another effect, it dies if the damage
adventurous hunters, prized for claims of the superior equals or exceeds its hit point maximum, otherwise
curatives that can be distilled from its bodily humours. it takes no damage.
Actions
Snapping Bites (Group Attack). Melee Weapon
Attack: +6 to hit, reach 5 ft., one target. Hit: 4
piercing damage.
Wilt-Eye Basilisk True Basilisk
Medium monstrosity, unaligned Medium monstrosity, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 2 (-4) 8 (-1) 7 (-2) 19 (+4) 8 (-1) 17 (+3) 3 (-4) 8 (-1) 7 (-2)
Wilting Gaze. When a creature that can see the Ossifying Gaze.When a creature that can see the
basilisk (or its reflection) starts its turn within 30 basilisk (or its reflection) starts its turn within 30
feet of it, the basilisk can force it to succeed on a feet of it, the basilisk can force it to succeed on a
DC 12 Constitution saving throw or deals only half DC 13 Constitution saving throw or be restrained
damage with weapon attacks until the beginning of until the beginning of its next turn as its flesh
its next turn. begins to turn to stone.
Unless surprised, a creature can avert its eyes at the Unless surprised, a creature can avert its eyes at the
beginning of its turn to avoid this effect, treating beginning of its turn to avoid this effect, treating
the basilisk as Invisible until the beginning of its the basilisk as Invisible until the beginning of its
next turn. next turn.
Actions Actions
Drooling Bite. Melee Weapon Attack: +5 to hit, Gravelchewer Bite. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing
damage plus 7 (2d6) poison damage. damage plus 7 (2d6) poison damage.
Wither. One creature affected by the basilisk's This attack ignores any resistance to piercing
wilting gaze must succeed on a DC 12 Constitution damage.
saving throw or take 22 (4d10) necrotic damage. A Petrify. One creature affected by the basilisk's
creature reduced to 0 hit points in this way has Ossifying Gaze must succeed on a DC 13
disadvantage on death saving throws for the next Constitution saving throw or be Petrified for the
minute. next 24 hours. A creature that fails this save by 5 or
more is Petrified until cured with a Greater
Reactions Restoration or similar magic.
Darting Snap.When a creature that is averting its
eyes from the basilisk misses it with a melee attack, Reactions
the basilisk can make a Drooling Bite attack against Darting Snap.When a creature that is averting its
it. eyes from the basilisk misses it with a melee attack,
the basilisk can make a Gravelchewer Bite attack
against it.
Basilisk Tactics
Basilisks pop out of their burrows and hiss threateningly,
around through various cover and difficult environments. 1 True Basilisk (CR 5)
They close to melee and use their bite only if a creature 1 Maedar (CR 4)
averts its gaze, or once they have debilitated it with their 3 Stone Cursed (CR 1)
gaze.
CR 15 Encounter 5,500 XP
If the basilisk incapacitates a creature but remains
outnumbered by the creature's allies, it will often retreat, but 1 Dryad Briar Witch (CR 6)
stay nearby and wait to see if they abandon it, returning to 5 Venom-Eye Basilisks (CR M7)
attack again if they try to take their fallen companion with 3 Vine Blights (CR 1/2)
them.
Abyssal Basilisk Tunneler. The basilisk can burrow through solid rock at
half its burrow speed and leaves a 5-foot-diameter
Large monstrosity, unaligned
tunnel in its wake.
Armor Class 17 (Natural Armor) Magic Resistance. The marilith has advantage on saving
Hit Points 228 (24d10 + 96) throws against spells and other magical effects.
Speed 30 ft., burrow 20 ft., climb 20 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The basilisk makes three attacks with its
Claw Swipe, one of which it may replace with its
21 (+5) 18 (+4) 19 (+4) 5 (-3) 14 (+2) 7 (-2) Stonecrushing Bite or its Petrify.
Saving Throws DEX +8, CON +8 Stonecrushing Bite. Melee Weapon Attack: +9 to hit,
Skills Stealth +8, Perception +6, Survival +6 reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing
Damage Resistances Cold, Fire, Lightning; Bludgeoning, damage plus 10 (3d6) poison damage.
Piercing, and Slashing from Nonmagical Attacks If the target is petrified, it must succeed on a DC 17
Damage Immunities Poison Constitution saving throw or lose a limb of its choice.
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60 Ft., Passive Perception 16 Claw Swipe. Melee Weapon Attack: +9 to hit, reach 5
Challenge 12 (8,400 XP) ft., one target. Hit: 15 (3d6 + 5) slashing damage.
On a critical hit, the target is knocked prone, and must
Ossifying Gaze. A creature that starts its turn within 30 immediately make a saving throw against the basilisk's
feet of the basilisk that can see it (or its reflection) Ossifying Gaze.
must make a DC 16 Constitution saving throw. On a
failed save, the creature magically begins to turn to Petrify. One creature affected by the basilisk's ossifying
stone and is restrained until the beginning of its next gaze must succeed on a DC 16 Constitution saving
turn. throw or be petrified until cured with a Greater
Restoration or similar magic.
At the beginning of its turn, a creature that isn't
Surprised can avert its gaze, treating the basilisk as Reactions
Invisible until the beginning of its next turn. Darting Snap. As a reaction to a creature that is averting
its eyes missing the basilisk with a melee attack, the
basilisk may make a bite attack against the attacker.
Bebiliths
Bebilith Lore
Nature DC 15: Bebiliths are a form of arachnid endemic to
planes.
and set complex traps, their bladed claws tear through armor
like it was tissue, their webs trap souls and burn flesh, and
demise.
Bebilith Fusespawn
Medium fiend (demon), chaotic evil
and is pushed 5 feet away. with a crush of bodies, positioning themselves to damage as
treasure and sealing passageways to funnel prey into a a specific powerful target, treating any other combatants as
Medium fiend (demon)/plant, chaotic evil animated by evil spirits. They remain bound to those spirits
for the first hours of their life and are rendered insensate if
Armor Class 16 (Natural Armor) forced to separate from their creator before they have
21 (+5) 8 (-1) 21 (+5) 12 (+1) 16 (+3) 12 (+1) a threat to any living creatures that stray that deep, tangling
Actions
Strangleroot Slam. Melee Weapon Attack: +7 to hit,
reach 10 ft., one target. Hit: 13 (2d8 + 5)
bludgeoning damage.
If this attack was made with advantage, the
gravesnag can immediately use its Tangled Lunge
against the same target.
Tangled Lunge. The gravesnag lurches up to 15 feet,
then can force one creature in its space to succeed
on a DC 15 Dexterity saving throw or be restrained
(escape DC 15).
A creature restrained by two or more gravenags is
additionally Choking.
A creature restrained by three or more gravesnags
is Blinded and has total cover from outside effects.
Rending Twist. One creature that is grappled or
restrained by both the gravesnag and at least one
other creature or effect must succeed on a DC 15
Constitution saving throw or take 27 (6d8)
bludgeoning damage, or half as much on a success.
A creature killed by this damage is torn in half.
Jarrlak
Jarrlak Lore
Nature DC 15: The breath of a jarrlak is so cold it can turn a
Jarrlak Tactics
Jarrlaks are intensely territorial and will always fight each
the least injured of their foes. Early in the fight they focus
patience.
Nature DC 15: Krenshar excel at taking down panicked or STR DEX CON INT WIS CHA
fleeing prey, and often use their retractable faces to startle 15 (+2) 14 (+2) 12 (+1) 4 (-3) 10 (+0) 13 (+1)
creatures and set them off balance before pouncing.
Bonus Actions
Retract Face. The krenshar peels back its face,
revealing the musculature and hardened bone
beneath for the next minute.
One creature within 5 feet of the krenshar must
succeed on a DC 11 Wisdom saving throw or use
its reaction to move half its speed directly away
from the krenshar.
Krenshar Bloodbrued Krenshar Gnawbones
Medium monstrosity, unaligned Large monstrosity, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 15 (+2) 4 (-3) 10 (+0) 13 (+1) 20 (+5) 17 (+3) 18 (+4) 4 (-3) 10 (+0) 16 (+3)
Skills Intimidation +3 Perception +4, Stealth +5 Skills Intimidation +6 Perception +6, Stealth +6
Senses Darkvision 60 ft., Passive Perception 14 Senses Darkvision 60 ft., Passive Perception 16
Challenge 4 (1,100 XP) Challenge 8 (3,900 XP)
Ferocious Opportunist. The krenshar may use its Ferocious Opportunist. The krenshar may use its
Multiattack when making opportunity attacks. Multiattack when making opportunity attacks
Tempered Skull. While its skull is exposed and it is Tempered Skull. While its skull is exposed and it is
within 5 feet of only a single hostile creature, the within 5 feet of only a single hostile creature, the
krenshar has resistance to piercing and slashing krenshar has resistance to piercing and slashing
damage dealt by that creature. damage dealt by that creature.
Actions Actions
Multiattack. The krenshar makes two melee attacks, Multiattack. The krenshar makes three melee
one of which may be with its Throat-Ripper bite. attacks, one of which may be with its Throat-Ripper
bite.
Throat-Ripper Bite. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing Throat-Ripper Bite. Melee Weapon Attack: +8 to hit,
damage and the target is grappled (escape DC 14). reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing
damage and the target is grappled (escape DC 16).
If the target was already grappled by the krenshar, it
takes an additional 4 (1d8) piercing damage. If the target was already grappled by the krenshar, it
takes an additional 9 (2d8) piercing damage.
Clawed Swipe. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing Clawed Swipe. Melee Weapon Attack: +8 to hit,
damage and the target must succeed on a DC 14 reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing
Strength saving throw or be knocked prone. damage and the target must succeed on a DC 16
Strength saving throw or be knocked prone.
Bonus Actions Gnaw to the Bone (Recharge 5-6). One creature that
Retract Face. The krenshar peels back its face, is both prone and grappled by the krenshar must
revealing the musculature and hardened bone succeed on a DC 16 Constitution saving throw or
beneath for the next minute. take 44 (8d10) piercing damage and have its speed
reduced by half until it completes a Short or Long
Each creature within 5 feet of the krenshar must Rest, or take half as much damage on a success.
succeed on a DC 12 Wisdom saving throw or use
its reaction to move half its speed directly away Bonus Actions
from the krenshar.
Retract Face. The krenshar peels back its face,
revealing the musculature and hardened bone
beneath for the next minute.
Encounter Groups Each creature within 5 feet of the krenshar must
CR 11 Encounter 3,100 XP succeed on a DC 12 Wisdom saving throw or use
its reaction to move half its speed directly away
1 Gnoll Bloodcaller (CR 4)
from the krenshar.
3 Deathpleged (CR 1)
10 Krenshar Harriers (CR M3) Unnerving Yowl. Until the beginning of the
krenshar's next turn, creatures within 30 feet that
can hear it have disadvantage on saving throws
CR 21 Encounter 13,600 XP
against any other krenshar's Retract Face ability.
3 Gnoll Deathpledged (CR 1)
that one looking to travel to the Abyss could make the journey
intact through a sufficiently large and compliant maw demon. Maw Demon Gorger Tactics
Nature DC 10: While little else seems to dissuade a maw
Maw Demon Gorgers behave much as gnawers do, but will
demon from a meal it is engaged in, they do appear to lack
attempt to swallow whole any creature that they can over any
the usual demonic immunity to conventional poisons and
other priority, friend or foe. A gorger that sees another gorger
often will spit a creature out if they become convinced it is
in the process of swallowing a creature uses its flailing
toxic, or to right themselves if their balance is disrupted.
charge to attempt to knock it prone and steal its meal.
Religion DC 10: Maw demons are a form of basal abyssal
Maw Demon Gnawer attacks, using it repeatedly until they get an opportunity to
Actions
Gnaw Flesh (Group Attack). Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 4 piercing
damage.
A creature killed by this damage is utterly devoured,
its flesh and bone scattered across the infinite
Abyss.
Maw Demon Gorger Maw Demon Roving
Medium fiend (demon), chaotic evil
Void
Armor Class 13 (Natural Armor) Large fiend (demon), chaotic evil
Hit Points 66 (12d8 + 12)
Speed 30 ft. Armor Class 14 (Natural Armor)
Hit Points 135 (18d10 + 36)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 13 (+1) 5 (-3) 8 (-1) 5 (-3) STR DEX CON INT WIS CHA
17 (+3) 7 (-2) 15 (+2) 5 (-3) 8 (-1) 5 (-3)
Damage Resistances Cold, Fire, Lightning
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 9 Damage Resistances Cold, Fire, Lightning
Languages Understands Abyssal but can't speak Condition Immunities Charmed, Frightened
Challenge 1 (200 XP) Senses Darkvision 60 ft., Passive Perception 9
Languages Understands Abyssal but can't speak
Ravenous Flurry. If a creature the maw demon can Challenge 5 (1,800 XP)
see within 30 feet of it is reduced to 0 hit points, it
can make a Scrabbling Claws attack as a bonus Ravenous Flurry. If a creature the maw demon can
action on its following turn. see within 30 feet of it is reduced to 0 hit points, it
can make a Scrabbling Claws attack as a bonus
Flailing Charge. If the maw demon moves at least 20 action on its following turn.
feet in a straight line on its turn, at the end of its
turn the maw demon and each creature within 5 Blastopore Maw. Being prone does not impose
feet of it must succeed on a DC 12 Strength saving disadvantage on the maw demon's attacks.
throw or be knocked prone. Flailing Charge. If the maw demon moves at least 20
feet in a straight line on its turn, at the end of the
Actions turn the maw demon and each creature within 5
Multiattack. The maw demon makes two melee feet of it must succeed on a DC 14 Strength saving
attacks, one of which may be with its Slavering Bite. throw or be knocked prone.
When spotted alone, it is fair to assume that a nashrou is Weak Spot. If the nashrou is hit by an attack roll of
scouting for a larger pack.
24 or higher, it must succeed on a DC 15
Nature DC 20: As denizens of the Abyss, Nashrou have
Constitution saving throw or die.
broad resistances to elemental energies and conventional Spindly. The nashrou can move through the space
weaponry. of any creature smaller than Large without needing
Religion DC 15: It has been asserted that the nashrou are to make an ability check.
actually divine creations, rather than an endemic species,
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 20 (+5) 2 (-4) 13 (+1) 8 (-1) 17 (+3) 16 (+3) 21 (+5) 2 (-4) 15 (+2) 8 (-1)
Skills Perception +5, Stealth +4, Survival +3 Skills Perception +5, Stealth +5, Survival +5
Damage Resistances Cold, Fire, Lightning; Damage Resistances Cold, Fire, Lightning;
Bludgeoning, Piercing, and Slashing from Bludgeoning, Piercing, and Slashing from
Nonmagical Attacks Nonmagical Attacks
Damage Immunities Poison Damage Immunities Poison
Condition Immunities Poisoned, Prone Condition Immunities Poisoned, Prone
Senses Darkvision 60 ft., Passive Perception 13 Senses Darkvision 120 ft., Passive Perception 15
Challenge 4 (1,100 XP) Challenge 6 (2,300 XP)
Carnage Stalker. The nashrou can detect, by scent, Carnage Stalker. The nashrou can detect, by scent,
the number and direction of any dead or the number and direction of any dead or
unconscious creatures within 1000 feet. unconscious creatures within 1000 feet.
Weak Spot. If the nashrou is hit by an attack roll of Weak Spot. If the nashrou is hit by an attack roll of
25 or higher, it must succeed on a DC 15 26 or higher, it must succeed on a DC 15
Constitution saving throw or die. Constitution saving throw or die.
Spindly. The nashrou can move through the space Spindly. The nashrou can move through the space
of any creature smaller than Large without needing of any creature smaller than Large without needing
to make an ability check. to make an ability check.
Actions Actions
Multiattack. The nashrou makes two attacks with its Multiattack. The nashrou makes three attacks with
Goring Spikes, one of which it may replace with a its Goring Spikes, one of which it may replace with
use of its Scything Swipe. a use of its Scything Swipe.
Goring Spikes. Melee Weapon Attack: +4 to hit, Goring Spikes. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing
damage. On a critical hit, the target is grappled damage. On a critical hit, the target is grappled and
(escape DC 13) and restrained. restrained (escape DC 14) until the nashrou moves.
Scything Swipe. The nashrou whirls its scything Scything Swipe. The nashrou whirls its scything
limbs in a 10 foot cone, forcing each creature in limbs in a 10 foot cone, forcing each creature in
the area to succeed on a DC 13 Dexterity saving the area to succeed on a DC 14 Dexterity saving
throw or take 7 (3d4) slashing damage, or half as throw or take 9 (2d8) slashing damage, or half as
much on a success. much on a success.
Linebreaker Charge (Recharge 5-6). The nashrou
Reactions moves up to its speed in a straight line, thrashing
Harry. When a creature leaves its reach, the nashrou and tumbling as it goes.
can move up to half its speed and makes a Goring Each creature whose space the nashrou passes
Spikes attack. through must succeed on a DC 14 Dexterity saving
throw or take 9 (2d8) slashing and 7 (2d6) piercing
damage.
Reactions
Harry. When a creature leaves its reach, the nashrou
can move up to half its speed and makes a Goring
Spikes attack.
Rotroots
Rotroots Lore
Nature DC 15: Among the most aggressive of all magical
snaking its roots around and through the fallen fiends of both
normally visible only to the fiends they prey upon. Those with
consume them.
Rotroots Tactics
Rotroots charge with their Deathlurch whenever they detects
use their Hurl Flesh as they close, then use their Crawling
Root Snare if they can target two foes with it, following up
swarms with their Face of Ruin trait, and ignore any creature
Armor Class 12
Hit Points 1 (1d4 - 1)
Speed 10 ft., fly 30 ft.
Actions
Infest Wound. The shredling lands on a creature in
its space, becomes Attached to it (remove DC 12),
and attempts to burrow into its wounds.
If the creature does not have all of its hit points, the
shredling deals 1 piercing damage to it at the end
of each of the creature’s turns.
Ruin Demon Caricature Ruin Demon Skyblight
Large swarm of tiny fiends (demon), chaotic evil Gargantuan swarm of tiny fiends (demon), chaotic
evil
Armor Class 12
Hit Points 54 (12d4 + 24) Armor Class 13
Speed 10 ft., fly 30 ft. Hit Points 154 (28d4 + 84)
Speed 10 ft., fly 30 ft.
Vile Infestation. One creature in the caricature's Gleeful Gnashing. Melee Weapon Attack: +6 to hit,
space must make a DC 12 Dexterity saving throw. reach 0 ft., one target. Hit: 13 (4d4 + 3) piercing
On a failed save, the caricature becomes Attached damage, or 8 (2d4 + 3) piercing damage if the
to the creature (remove DC 12) and begins to force skyblight has fewer than half its hit points.
its way into the creature's mouth, eyes, ears, and Song of Ruin (4th Level Spell, 1/Day). Each non-ruin-
wounds. demon creature within 60 feet that can hear the
A creature the caricature is attached to must skyblight must succeed on DC 14 Wisdom saving
succeed on a DC 12 Constitution saving throw at throw or become hostile to a random creature
the end of each of its turns or take 10 (3d6) within 15 feet of it and indifferent to all other
piercing damage and be Blinded and Poisoned until creatures for the next minute (Save Ends at end of
the end of its next turn. turn).
This effect ends early if the affected creature takes
Bonus Actions damage from any source other than another
Ruinous Meld. If the caricature is in the space of affected creature, or if a creature takes an action to
another ruin demon, it may meld into that ruin shake the affected creature out of its fury.
demon, adding its current hit points to the target's
current and maximum hit points. Bonus Actions
Then, if the target is a Ruin Demon Caricature with Split Off. The skyblight loses 54 hit points and
more than 110 hit points, it transforms into a Ruin spawns a Ruin Demon Caricature in its space that
Demon Skyblight with full hit points. acts on its initiative.
Skulvyn
Skulvyn Lore
Skulvyn Arcana DC 15: The bestial creatures known as Skulvyn
roam the seas of the Abyss, often tormenting any prey that
Large fiend (demon), chaotic evil falls into their aura of magical lethargy for hours, driving it to
STR DEX CON INT WIS CHA closer by those who appear to attempt to flee from them.
Damage Resistances Cold, Fire, Lightning; Nature DC 15: While skulvyn are most often encountered
Bludgeoning, Piercing, and Slashing from alone, once blood is spilled many more frequently swarm to
Nonmagical Attacks the location, followed soon after by the greater aquatic
Damage Immunities Poison horrors that subsist upon them.
Condition Immunities Poisoned Religion DC 15: Though native to the Abyss, skulvyn are
Senses Darkvision 60 ft., Passive Perception 11
found throughout the lower planes and beyond, even in the
Challenge 4 (1,100 XP)
oblivion waters of the Styx. Unlike most that ply stygian
Actions
Multiattack. The skulvyn makes two attacks: one
with its Razor Lash Flurry and one with its Vicious
Bite.
Vicious Bite. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 9 (1d10 + 4) piercing damage
and the target is grappled (escape DC 14). On a
critical hit, the target takes an additional 5 (1d10)
damage.
Razor Lash Flurry. Melee Weapon Attack: +6 to hit,
reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing Skulvyn Tactics
damage and the target begins Bleeding (2d4, Save
Ends at end of turn). Skulvyn behave curiously when first encountered, attempting
disease and misery wherever they lair. Armor Class 14 (Natural Armor)
Nature DC 15: Stirge eyesight is so poor as to be nearly
Hit Points 10 (4d4)
useless, leading them to rely heavily on their sense of smell
Speed 10 ft., fly 40 ft.
for detecting prey. Those traveling through stirge territory are
exhibiting more insectoid traits. Some even form wasp-like Damage Vulnerabilities Fire
hives, with specialized flightless queens that feed on Senses Darkvision 60 ft., Passive Perception 9
engorged stirges rather than draining blood directly.
Challenge M2 (90 XP)
Religion DC 15: Thought perhaps to be engineered in the
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 19 (+4) 15 (+2) 2 (-4) 9 (-1) 6 (-2) 16 (+3) 11 (+0) 16 (+3) 2 (-4) 9 (-1) 6 (-2)
Breath Sight. A creature that does not need to Skull Symbiote. The hive tender's skull is fused with
breathe is Invisible to the stirge, and a creature that and houses a parasitic monstrosity, which can be
holds its breath has advantage on checks made to targeted with attacks (AC 16, HP 40, vulnerability
hide from the stirge. to fire damage). If the parasite dies, the hive tender
dies.
Weakness Seeker. The stirge's attacks have
advantage against creatures afflicted with a disease. Weakness Seeker. The hive tender's attacks have
advantage against creatures afflicted with a disease.
Actions
Pierce Vein. Melee Weapon Attack: +6 to hit, reach
Actions
5 ft., one creature. Hit: 6 (1d4 + 4) piercing Lunging Grasp. Melee Weapon Attack: +5 to hit,
damage and the stirge becomes Attached to the reach 10 ft., one creature. Hit: 10 (2d6 + 3)
target (remove DC 14). bludgeoning damage, the hive tender moves up to
5 feet toward the target, and the target is grappled
Draw Blood. One creature the stirge is Attached to (escape DC 13)
loses 5 hit points, then must succeed on a DC 12
Constitution saving throw or be infected with Needle's Kiss (Recharge 5-6). If the hive tender's
Redding Ague. proboscis is extended, it slams its head repeatedly
into a creature grappled by it.
Essence Transfusion (Recharges when the stirge uses
its Draw Blood). The stirge revitalizes itself or a The creature must succeed on a DC 13
creature it is attached to with stored blood, Constitution saving throw or take 21 (6d6) piercing
restoring 5 hit points. damage and be infected with Redding Ague, or take
half as much damage on a success.
Reactions
Pierce Skull.When a humanoid creature the stirge is
Bonus Actions
Attached to drops to 0 hit points, the stirge can Extend Proboscis. A needle-like proboscis extends
repositions itself, piercing the creature's head and from the hive tender's mouth until it retracts it as a
gaining control of its body. bonus action.
The creature is not Incapacitated while at 0 hit While extended, attacks against the hive tender's
points, and fails death saving throws automatically. Skull Symbiote are made with advantage.
On each of the creature's turns, it moves under the
stirge's control and takes the Attack action against
a target of the stirge's choice. Stirge Hive Tenders
Hive tenders fight with no regard for self-preservation, trying
Stirge Skullpiercer Tactics Proboscis the turn they grapple a creature, then retract it as a
target. While controlling a creature away from their nest, they Stirge Queen Tactics
try to fight their way out of the melee and escape with it, Stirge queens attack from a distance with their Blood Spear
using their Essence Transfusion to keep it alive. If fighting and Plague Blood Torrent whenever possible, leaving melee
close to their nest, they instead fight to the death. fighting to their children if they can manage it.
Stirge Queen Pinning Talons Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 17 (3d8 + 4) piercing damage.
Large monstrosity, unaligned
Instead of dealing damage, the stirge queen can knock
Armor Class 16 (Natural Armor) the target prone and grapple it until she moves (escape
Hit Points 123 (16d10 + 35) DC 15).
Speed 40 ft., climb 40 ft.
Blood Spear: Ranged Spell Attack: +6 to hit, range 30
ft., one target. Hit: 12 (2d8 + 3) piercing damage and
STR DEX CON INT WIS CHA the target is pushed 5 feet away.
18 (+4) 16 (+3) 14 (+2) 7 (-2) 8 (-1) 15 (+2) Plague Blood Torrent (Recharge 5-6). The stirge queen
spews forth a torrent of contaminated blood in a 30
Saving Throws DEX +6, CON +5, CHA +5 foot cone. Each creature in the area must succeed on a
Damage Vulnerabilities Fire DC 15 Constitution saving throw or take 17 (5d6)
Senses Darkvision 60 ft., Passive Perception 9 poison damage, or half as much on a success.
Challenge 6 (2,300 XP) A creature that fails this save by 5 or more is infected
with Redding Ague.
Breath Sight. A creature that does not need to breathe
is Invisible to the stirge queen, and a creature that Reactions
holds its breath has advantage on checks made to hide Awaken Their Hunger (1/Day). When the stirge queen is
from the stirge queen. reduced below 62 hit points, she can let out a frantic
Weakness-Seeker. The stirge queen has advantage on hypersonic signal.
attacks that target creatures afflicted with a disease. Each other stirge within 30 feet that can hear her can
Miasmatic Hemorrhaging A non-stirge creature that has use its reaction to make a melee attack.
fewer than half its hit points and starts its turn within
30 feet of the stirge queen must succeed on a DC 13 Legendary Actions
Constitution saving throw or begin Bleeding (1d4, Save The stirge queen can take 1 legendary action, choosing
Ends at end of turn). from the options below.
Legendary Resistance (1/Day) If the stirge queen fails a
saving throw, she can choose to succeed instead. Fend Off. One creature within 10 feet must succeed on
a DC 15 Strength saving throw or be pushed 5 feet
Actions away and knocked prone.
Multiattack. The stirge queen makes two attacks with Feed Your Queen. The stirge queen consumes one
her Pinning Talons. stirge in her reach that has fed in the last minute,
killing it and gaining 14 (4d6) temporary hit points.
Vargouilles
Vargouille Lore
Arcana DC 15: Vargouilles, the flying heads of the abyss, are Vargouille
made all the more horrifying by the means by which they Tiny fiend, chaotic evil
reproduce themselves, often sneaking up unawares on an
abyss are often first visible from the cloud of vargouilles that
Screeching Flock. A creature that starts its turn
follow it, eager to feed on the gory mess of those unable to
within 60 feet of three or more vargouilles must
succeed on a DC 12 Wisdom saving throw or be
avoid the stampede.
Frightened until the beginning of its next turn, or
Religion DC 15: Vargouilles are immensely gullible, and
become immune to this ability for 24 hours on a
often other creatures of the Abyss will make a game out of
success.
pretending to eat dangerous materials and luring vargouilles
into attempting the same. Poor Vision. The swarm has disadvantage on
Wisdom (Perception) checks that rely on sight. As
Vargouille Tactics an action, a creature may attempt a DC 8 Charisma
(Deception) check to convince the vargouille that
Vargouilles are scavengers and thieves that will generally
something inedible is edible.
steal food or eat corpses rather than attack powerful foes,
until it is reduced to 0 hit points before moving on, then use Cursed Kiss. The vargouille kisses an incapacitated
their cursed kiss, continuing to bite until the creature is dead creature within 5 feet, forcing it to succeed on a
if they cannot successfully curse it. DC 12 Charisma saving throw or be Cursed.
They will eat food that is thrown to them rather than
While Cursed in this way, a creature loses 1 point
attacking, but will attack after eating if they suspect the party of Charisma for each hour it spends in dim light or
has more food. darkness. A creature that has its Charisma reduced
to 0 in this way has its head tear free of its body
Vargouille Swarm Tactics and sprout wings, becoming a vargouille.
Vargouilles in large swarms are much more aggressive than Manic Shrieking (Recharge 5-6). The vargouille
lone vargouilles, and will attempt to attack bigger and more unleashes a piercing shriek in a 15 foot cone,
dangerous prey, while only being distracted by carrion or forcing each creature in the area that can hear it to
other noncombative food that is size Medium or larger.
succeed on a DC 12 Wisdom saving throw or take
7 (2d6) psychic damage.
A creature that fails this saving throw by 5 or more
is Stunned until the end of the Vargouille's next
turn. A Frightened creature makes this saving throw
with disadvantage.
Vargouille Swarm Swarm. The swarm can occupy another creature's space
and vice versa, and the swarm can move through any
Large swarm of tiny fiends, chaotic evil
opening large enough for a small creature. The swarm
Armor Class 12 (Natural Armor) can't regain hit points or gain temporary hit points.
Hit Points 72 (16d4 + 32)
Speed 5 ft., 30 ft. Actions
Locking Bite. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit 16 (4d6 + 2) piercing plus 21 (6d6)
STR DEX CON INT WIS CHA poison damage, or 9 (2d6 + 2) piercing plus 10 (3d6)
6 (-2) 14 (+2) 14 (+2) 4 (-3) 7 (-2) 2 (-4) poison if the swarm has half of its hit points or fewer,
and the swarm attaches to the target.
Damage Resistances Cold, Lightning; Damage from While attached, the swarm can't attack another target,
Attacks
and may free itself as an Action or Bonus Action.
Condition Immunities Charmed, Frightened, Grappled,
Paralyzed, Petrified, Prone, Restrained, Stunned. Manic Shrieking (Recharge 5-6). The swarm unleashes a
Senses Darkvision 60 ft., Passive Perception 8 cacophony of piercing shrieks, forcing each creature
Languages Understands Abyssal, Common, and Infernal within 20 feet that can hear it to succeed on a DC 13
but is unable to speak Wisdom saving throw or take 14 (4d6) psychic
Challenge 5 (1,800 XP) damage.
A creature that fails this saving throw by 5 or more is
Screeching Flock. A creature that starts its turn within Stunned until the end of the Vargouille's next turn. A
60 ft. of the swarm must succeed on a DC 13 Wisdom Frightened creature makes this saving throw with
saving throw or be Frightened until the beginning of its disadvantage.
next turn. On a successful saving throw, the creature is
immune to this ability for 24 hours. Bonus Actions
Poor Vision. The swarm has disadvantage on Wisdom Cursed Kiss. The swarm showers an incapacitated
(Perception) checks that rely on sight. As an action, a creature in its space with kisses, forcing it to succeed
creature may attempt a DC 8 Charisma (Deception) on a DC 12 Charisma saving throw or be Cursed.
check to convince the swarm that something inedible
is edible. While Cursed in this way, a creature loses 1 point of
Charisma for each hour it spends in dim light or
darkness. A creature that has its Charisma reduced to 0
in this way has its head tear free of its body and sprout
wings, becoming a vargouille.
Yeth Hound
Yeth Hound Lore
Yeth Hound Arcana DC 20: Packs of yeth hounds are created to serve a
Large fey, neutral evil particular master who they are psychically bound to, and if
their master is slain will inevitably seek a new one, one who
Armor Class 14 (Natural Armor) can satiate their appetite for terror.
Hit Points 85 (10d10 + 30) Nature DC 15: Yeth hounds fear sunlight above all else, and
Speed 40 ft., fly 40 ft. (hover) are destroyed by its touch. Though hunters of the land and
avoid it.
STR DEX CON INT WIS CHA Religion DC 10: It is said that the first yeth hounds were
18 (+4) 17 (+3) 16 (+3) 5 (-3) 12 (+1) 7 (-2) crafted of smoke and distilled fear by the Queen of Air and
Challenge 4 (1,100 XP) point of the hunt for Yeth Hounds, so unless ordered
Beasts of Nightmare. A Frightened creature that hit-and-run tactics to drive their prey.
starts its turn within 60 feet of one or more yeth Once a yeth hound is struck a heavy blow with a magical or
hounds has its speed reduced by half until the silvered weapon, the pack becomes much more aggressive,
beginning of its next turn. though they will retreat if faced with foes immune to fear or
Actions
Multiattack. The hound makes two attacks with its
Heel Snap, one of which it may replace with a use
of its Ghastly Baying, if available.
Heel Snap. Melee Weapon Attack: +5 to hit, reach 5
ft., one Frightened target. Hit: 14 (4d6) psychic
damage.
A creature reduced to 0 hit points by this damage
must succeed on a DC 13 Constitution saving
throw or suffer a failed saving throw.
Ghastly Baying (Recharge 5-6). The hound lets out a
shrieking, exultant howl. Each enemy within 300
feet that can hear the hound must succeed on a DC
13 Wisdom saving throw or be Frightened until the
end of the hound's next turn.
A creature that fails this saving throw by 5 or more
must use its action to Dash on its following turn.
Reactions
Sooted Slip. When the yeth hound is targeted with a
spell that targets only it, it can turn briefly to
smoke, making a contested Dexterity check against
the spell's caster. On a success, the spell passes
through it without effect.
Blood Fiends
Blood Fiend Lore
Religion DC 15: Blood fiends are a vampiric plague upon the Abyssal Thrall
Abyss, roving whirlwinds of carnage that tear through Medium or Large fiend/undead (demon), chaotic
demonic hosts with a fury that terrifies even creatures of evil
terror.
Religion DC 20: Blood fiends are despised by all demons, Armor Class 17 (Natural Armor)
but most of all by Orcus, as they and the abyssal thralls they Hit Points 30 (4d8 + 12)
raise defy his mastery over the forces of undeath, beholden
Speed The speeds it possessed in life
only to their own ravenous hungers.
reach their next intended meal this turn, or with their Minion. If the thrall takes damage from an attack or
Fiendish Glare reaction, otherwise preferring to deal damage as the result of a failed saving throw, its hit points
now. They rarely bother to attack downed non-demon are reduced to 0. If the thrall takes damage from
creatures, instead leaving them to be torn apart by the thralls another effect, it dies if the damage equals or
the fiend raises. exceeds its hit point maximum, otherwise it takes
Blood fiends use their Hurl only on non-demon creatures, no damage.
or if they have grown impatient with a particularly resilient
Bound Thrall. Whenever it attempts to attack the
demon and easier prey is within reach.
creature that raised it or one of that creature's
They typically make no effort to position themselves near
allies, the thrall must make a DC 15 Wisdom saving
demonic corpses to make use of their Bloodmist Rebirth, but
throw. On a failed save, the thrall is Charmed by its
when activated immediately leap back into the fray if any
target for the next hour and must choose a new
demonic foes they can feed on remain, or flee
target or lose the attack.
otherwise.
Actions
Rip and Tear (Group Attack). Melee Weapon Attack:
+9 to hit, reach 5 ft., one creature. Hit: 8 slashing
damage.
Reactions
Blood-Crazed Advance. When a creature within 30
feet takes any piercing or slashing damage, the
thrall can move up to half its speed directly toward
the creature.
creature they can reach that was most recently dealt piercing
different foe.
Blood Fiend Concussive Slam. The fiend slams up to two creatures
grappled by it into each other or a solid surface.
Large fiend/undead (demon), chaotic evil
Each of the creatures must succeed on a DC 18
Armor Class 18 (Natural Armor) Constitution saving throw or take 33 (6d10)
Hit Points 272 (32d10 + 96) bludgeoning damage, or half as much on a success.
Speed 40 ft., climb 40 ft.
A creature that fails this saving throw by 5 or more is
Stunned until the end of the fiend's next turn.
STR DEX CON INT WIS CHA Terror Gaze (Recharge 5-6, Concentration). One creature
21 (+5) 15 (+2) 17 (+3) 16 (+3) 15 (+2) 18 (+4) within 60 feet that the fiend can see must succeed on
a DC 17 Wisdom saving throw or be Frightened for the
Saving Throws DEX +7, CON +8, WIS +7, CHA +9 next minute (Save Ends at end of turn).
Damage Resistances Cold, Fire, Lightning, Necrotic; While Frightened in this way, any attack that hits the
Bludgeoning, Piercing, and Slashing from creature becomes a critical hit.
Nonmagical Attacks
Damage Immunities Poison Bonus Actions
Condition Immunities Charmed, Exhaustion, Frightened,
Demonic Shapechanger. The fiend takes on the form of
Poisoned
Senses Darkvision 120 ft., Passive Perception 12 any Large demon, a Large cloud of crimson mist with a
20 ft. fly speed, or back to its true form. Its statistics
Languages Abyssal, Telepathy 120 ft.
are otherwise the same in each form.
Challenge 16 (15,000 XP)
consume the flesh of living and dead people, just as they felt
in life. Perhaps it is this alignment with their past that allows Fleshseeker Ghoul Tactics
ghouls to retain much of their cunning and memory, where
Fleshseeker ghouls dart in, grab the physically least imposing
many other undead are left mindless husks.
foe with their Death Grip, then Dash Away, dragging it at half
who harbored and indulged in cannibalistic impulses in life, a Ghoul Fever. A creature with Ghoul Fever cannot
fact known widely enough to cause their surviving family recover levels of exhaustion, and must make a DC
members a great deal of consternation and embarrassment. 10 Constitution saving throw each time it
History DC 10: A favored tactic of ghouls is to drag the completes a long rest or acquire a level of
weakest of their prey off into seclusion to be ripped apart and exhaustion. A creature that dies while infected
consumed. Once dragged out of sight of allies, there is little rises immediately as a ghoul.
hope of survival for the victim of such tactics.
a tenday.
Horde Ghoul Fleshseeker Ghoul
Medium undead, chaotic evil Medium undead, chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2) 13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)
Minion. If the ghoul takes damage from an attack or Snatcher. If the ghoul has a creature grappled, it
as the result of a failed saving throw, its hit points may Dash as a Bonus Action.
are reduced to 0. If the ghoul takes damage from
another effect, it dies if the damage equals or Diseased Blood. A creature that deals piercing or
exceeds its hit point maximum, otherwise it takes slashing damage to the ghoul with a melee attack
no damage. must succeed on a DC 10 Constitution saving
throw or contract Ghoul Fever.
Snatching Horde. A Medium or smaller creature
grappled by three or more horde ghouls can be Actions
dragged without requiring additional movement. A Fleshripper Bite. Melee Weapon Attack: +3 to hit,
creature grappled by five or more horde ghouls is reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing
restrained. plus 5 (1d10) necrotic damage.
Actions Death Grip. Melee Weapon Attack: +4 to hit, reach
Ravenous Bites (Group Attack). Melee Weapon 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage
Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 and the target is grappled (escape DC 12). A
piercing damage. creature that ends its turn grappled in this way
must succeed on a DC 10 Constitution saving
Clawed Grip. Melee Weapon Attack: +5 to hit, reach throw or be Paralyzed until the beginning of its
5 ft., one target. Hit: The target is grappled (escape next turn.
DC 13).
Abyssal Ghoul Tactics
Abyssal Ghoul Abyssal ghouls behave generally as fleshseeker ghouls do,
Medium fiend/undead, chaotic evil except they virtually always stop to feed on a corpse if their
STR DEX CON INT WIS CHA trigger at least three attacks with it (including their own), or
Actions
Multiattack. The ghoul makes two attacks, one of
which may be with its ghoulish bite.
Ghoulish Bite. Melee Weapon Attack: +5 to hit,
reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing
plus 5 (2d10) necrotic damage and the target must
succeed on a DC 13 Constitution saving throw or
be Paralyzed until the end of the ghoul's next turn..
Wretched Grasp. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing
damage and the target is grappled (escape DC 13).
On a critical hit, the target is additionally knocked
prone.
Reactions
Thrash. When a creature grappled by it begins to
cast a spell, the ghoul can force the creature to
succeed on a DC 13 Constitution saving throw or
have the spell fail.
Ghoul Adept of Orcus Multiattack. The ghoul makes three attacks, one of
which may be with its Ghoulish Bite.
Large fiend/undead, chaotic evil
Ghoulish Bite. Melee Weapon Attack: +7 to hit, reach 5
Armor Class 16 (Natural Armor)
ft., one creature. Hit: 11 (2d6 + 4) piercing plus 5
Hit Points 136 (16d10 + 48)
(2d10) necrotic damage and the target must succeed
Speed 40 ft. on a DC 14 Constitution saving throw or be Paralyzed
until the end of the ghoul's next turn.
STR DEX CON INT WIS CHA Wretched Grasp. Melee Weapon Attack: +7 to hit, reach
18 (+4) 15 (+2) 16 (+3) 14 (+2) 10 (+0) 11 (+0) 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage and
the target is grappled (escape DC 15). On a critical hit,
the target is additionally knocked prone.
Saving Throws CON +6, WIS +2
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Call to Feast. The ghoul targets one creature it can see
Piercing, and Slashing from Nonmagical Weapons within 30 feet. Each creature within 5 feet of the target
Damage Immunities Poison may use its reaction to make a melee attack against it.
Condition Immunities Charmed, Exhaustion, Poisoned Litany of Flesh Devoured (Recharge 5-6). Each creature
Senses Darkvision 60 ft., Passive Perception 10 of the ghoul's choice within 30 feet that can hear it
Languages Common must make a DC 14 Charisma saving throw.
Challenge 6 (2,300 XP)
On a failed save, the next time that creature takes
Demonic Hunger. If the ghoul uses its Ghoulish Bite on damage before the end of the ghoul's next turn, it
a corpse, it gains resistance to all damage and takes the same amount of psychic damage. A creature
advantage on attack rolls until the end of its next turn. that fails this save by 5 or more takes a point of
Exhaustion, additionally.
Snatcher. If the ghoul has a creature grappled, it may
Dash as a Bonus Action. Reactions
Diseased Blood. A creature that deals piercing or Thrash. When a creature grappled by it begins to cast a
slashing damage to the ghoul with a melee attack must spell, the ghoul can force the creature to succeed on a
succeed on a DC 13 Constitution saving throw or DC 15 Constitution saving throw or have the spell fail.
contract Ghoul Fever.
Uneasy Grave. When a friendly ghoul the adept of Orcus
Actions can see dies within 60 feet, the adept of Orcus can
reanimate it as a Horde Ghoul.
Haures
Haures Lore Haures Tactics
Haures' fight for the pure love of carnage, throwing
History DC 15: Much like the goristroi they resemble,
themselves into the thickest concentration of enemies with
haures' act as living siege weapons in battle, though their
their Goring Charge, then spreading their attacks around to
spiderlike physique and terrifying leaping ability make them
demand the attention of their foes. Groups with a haures in
better-suited to scaling walls.
them give them a wide berth, in case a stray arrow catches
History DC 20: Once their bloodlust is up, haures become
them and sends them into a blood frenzy.
unstoppable juggernauts of carnage, leaving their erstwhile
Once stuck in, the haures uses its web grab whenever it
allies little time to dive out of their indiscriminate swath of
can catch two or more distant foes to drag them into melee
destruction.
range, then once its Goring Charge recharges it leaps out of
Religion DC 15: The haures is a perverse creation of Orcus,
the center so it can charge straight through the melee.
an undead amalgam made in mockery of the children of Lolth
Whenever a creature is knocked unconscious in their
and Baphomet slain to create it.
reach, they immediately follow up with a Ravenous Bite
Religion DC 20: Haures' are often deployed in the blood war
against it to gain the damage resistance.
alongside a host of lesser sacrificial demons, purely to give
Searing Slash. Melee Weapon Attack: +8 to hit, carnage, the arrival of one always adds further chaos to any
(2d6) necrotic damage. Religion DC 15: While ordinarily demons slain outside their
destroyed, the immolith can force it to make a DC turn if available, driven by a dozen conflicting violent desires
16 Charisma saving throw. at any given moment. They use their Cursed Flare whenever
they can catch two or more foes within it. While they don't
On a failed save, the creature's spirit is absorbed prioritize demonic targets in particular, they do try to stay
into the immolith and the immolith gains 20
close enough to any nearby injured ones to make use of their
temporary hit points.
Fuel for the Fire.
Lilitu
Lilitu Lore Lilitu Tactics
A lilitu's primary goal in a fight is to get as many of her thralls
History DC 10: Lilitus are a form of demonic spirit that
maimed or killed as possible, and towards that end often
corrupts congregations and communities, rather than
hangs back near her Corruptive Emblem, using her Seal of
individuals. After taking prominent roles, they inspire the
Misery to trap groups of foes in with her thralls and then
communities they plague to cruelty and spite, causing them
using her Ashen Strikes and Frenzied Compulsion to shove
to torment one another and creating an inescapable miasma
or impel more into the area. If she detects a foe near the edge
of misery.
of the area with her Blindsight, she attacks into the barrier
History DC 15: Lilitus often take steps to protect the
and drags them into the arena.
communities they have set out to destroy from external
Lilitus are largely unconcerned with survival or victory in
threats, particularly from other demons. The ruin of their
any given physical conflict, as losing a fight only prolongs the
flock is their birthright, and they guard it jealously.
suffering of the community they curse. They become quite
Religion DC 20: Sometimes mistakenly considered a
agitated however if a cleric capable of exorcizing her or
subtype of succubus, lilitus are actually a form of living curse
otherwise freeing her cursed community is present, and
that a succubus can invoke upon her death, forgoing rebirth
takes great pains to evade or kill them, also prioritizing any
in the Abyss to ensure the eternal agonizing ruin of a group
creature as a target that attempts to destroy her Corruptive
she has sworn vengeance against. A lilitu is then born into
Emblem.
the offending community, hiding its nature while it engineers
The lilitu always uses her Heretical Brand on a creature
the slow and agonizing ruin of those around it.
before using her Frenzied Compulsion on it, to avoid
Religion DC 25: Lilitus that fear losing control of their
releasing it prematurely.
congregation will often sacrifice them en masse in a dread
Encounter Groups
CR 22 Encounter 16,550 XP
Skills Deception +11, Insight +7, Perception +7 The creature repeats this saving throw whenever it
Damage Resistances Cold, Fire, Lightning, Poison; regains hit points, ending the effect on a success.
Bludgeoning, Piercing, and Slashing from Seal of Misery (Recharge 5-6, 7th Level Spell). The lilitu
Nonmagical Attacks raises an opaque barrier of crimson light enclosing a
Senses Blindsight 15 ft., Darkvision 60 ft., Passive 20 foot radius sphere centered on a point she can see
Perception 17 within 60 feet.
Languages Abyssal, Common, Telepathy 60 ft.
For the next hour, a creature that moves or is moved
Challenge 16 (15,000 XP)
out of the area must succeed on a DC 19 Strength
saving throw or take 27 (5d10) necrotic damage and
Shapechanger. As a Bonus Action, the lilitu transforms be pushed up to 20 feet toward the area's center, or
into a Small or Medium humanoid, or back to her true take half as much damage on a success.
fiendish form. Her statistics are the same in each form.
If the sphere contains only a single creature that is not
Curseborn. If the lilitu is targeted with a Remove Curse Incapacitated, the effect ends.
spell, she takes 22 (4d10) psychic damage and attacks
against her are made with advantage until the start of Corruptive Emblem (1/Day, 8th Level Spell). The lilitu
her next turn. imbues an object with evil power that radiates palpably
in a 30 foot radius.
Hate Beyond Death. If the lilitu is destroyed and the
community cursed by her remains, her spirit lingers A creature with a Wisdom score of 13 or lower that
starts its turn in the area and can see the object is
and is eventually reborn as a child conceived in that
community. After 13 (3d8) years, she regains her full Charmed by the lilitu until it takes any damage, or until
the object is moved or destroyed (AC 20, 20 HP;
demonic statistics and abilities.
Immunity to Poison and Psychic damage).
Magic Resistance. The lilitu has advantage on saving
throws against spells and other magical effects. Unless surprised, a creature can avert its eyes to avoid
this effect. If it does, it treats the object and each
Legendary Resistances (3/Day). If the lilitu fails a saving creature within 10 feet of it as Invisible.
throw, she can choose to succeed instead.
Legendary Actions
Actions The lilitu can take 3 legendary actions, choosing from
Multiattack. The lilitu makes three attacks, each of the options below.
which she may replace with a use of her Frenzied
Compulsion or Heretical Brand. Frenzied Compulsion. The lilitu uses her Frenzied
Compulsion.
Ashen Strike. Melee Weapon Attack: +9 to hit, reach 5
Whisperstride. The lilitu moves up to half her speed,
ft., one target. Hit: 14 (2d8 + 4) bludgeoning plus 10
(3d6) fire damage and the target is pushed 10 feet then one creature within 5 feet of her must succeed on
a DC 19 Wisdom saving throw or be Charmed by her
away.
until the end of the creature's next turn.
Tendrils of Anguish. Melee Weapon Attack: +9 to hit,
reach 15 ft., one target. Hit: 12 (2d6 + 4) bludgeoning Drown in Blood (Costs 2 Actions, 4th Level Spell,
plus 9 (2d8) psychic damage and the target is dragged Concentration). Blood wells up in the mouth and lungs
up to 5 feet toward the lilitu. of a creature the lilitu can see within 60 feet.
Frenzied Compulsion. One creature that can hear the The target must succeed on a DC 19 Constitution
lilitu and is Charmed by her may use its reaction to saving throw or take 18 (4d8) necrotic damage and
begin Choking for the next minute (Save Ends at end of
move up to half its speed and make a weapon attack
with advantage. turn).
Shadow Demon
Scrabbler
Small fiend (demon)/undead, chaotic evil
Armor Class 12
Hit Points 9 (2d6 + 2)
Speed 30 ft., climb 30 ft.
eventually arriving in the Abyss where it can reform. Fleeting Shadow. While in Bright Light, the demon is
By chance or artifice, however, sometimes this essence is Blinded. If it ends its turn in an area of Bright Light,
bound to a mass of elemental shadow, preventing its passage it dies.
Actions
and trapping it in an agonizing liminal state, one which
radius, half the group begins diving into the area to attack,
Shadow Teleport. The demon teleports up to 30
then retreating back to safety before ending their turn,
feet to an unoccupied space of Dim Light or
focusing on a single target not protected by allies to minimize
Darkness that it can see.
opportunity attacks.
Shadow Demon Actions
Soulcarver Multattack. The demon makes two attacks with its
Light-Rending Claws, one of which it may replace with
Medium fiend (demon)/undead, chaotic evil
a use of its Plunging Grasp.
Armor Class 13 Light-Rending Claws. Melee Weapon Attack: +5 to hit,
Hit Points 91 (14d8 + 28) reach 5 ft., one creature. Hit: 10 (2d6 + 3) necrotic
Speed fly 40 ft. (hover) damage.
This attack can target an area of Bright Light in the
STR DEX CON INT WIS CHA demon's reach (AC 10, or equal to the spell caster's
Save DC if the light is produced by a spell).
1 (-5) 17 (+3) 14 (+2) 14 (+2) 13 (+1) 19 (+4)
An area of light hit with this attack has the radius it
Saving Throws DEX +5, CHA +4 projects from its source reduced by 5 feet.
Skills Intimidation +6, Stealth +7 Plunging Grasp. One creature within 5 feet of the
Damage Vulnerabilities Radiant demon must make a DC 13 Constitution saving throw.
Damage Resistances All but Radiant while in Dim Light On a failure, the creature takes 7 (2d6) necrotic
or Darkness damage and is grappled (escape DC 13) as the demon
Condition Immunities Exhaustion, Grappled, Paralyzed, plunges its spectral claws into the creature's chest.
Petrified, Poisoned, Prone, Restrained
Senses Darkvision 120 ft. (penetrates magical A creature that starts its turn grappled in this way takes
darkness), Passive Perception 11 7 (2d6) necrotic damage and is Frightened until the
Languages Abyssal, Telepathy 120 ft. beginning of its next turn.
Challenge 4 (1,100 XP) Shredding Swoop (Recharge 5-6). Until the end of its
turn, the demon can move through creatures and
Dread Presence. At the beginning of each of the objects as though they were difficult terrain, and may
demon's turns, it may reveal its presence to each make a Light-Rending Claws attack with advantage
creature within 60 feet that it is Hidden from. against each creature it passes through.
If it does, each of those creatures must succeed on a Reactions
DC 14 Wisdom saving throw or be Frightened until the
beginning of the demon's next turn. Shifting Shadows. When a fiend it can see dies within
60 feet, the demon can summon three Shadow Demon
Light-Repulsed. At the end of each creature's turn, if the Scrabblers in unoccupied spaces it can see within 20
demon is in Bright Light it takes 7 (2d6) radiant feet of the fallen fiend.
damage, releases any creatures grappled by it, and is
pushed 10 feet away from the nearest source of Bright Sudden Disappearance. When the demon ends its turn
Light. in Dim Light or Darkness, it can attempt to Hide and
may do so without obscurement.
Witherling Rabble
Medium fiend/undead, chaotic evil
Actions
Grafted-Blade Claws (Group Attack). Melee Weapon
Attack: +6 to hit, reach 5 ft., one target. Hit: 5
slashing damage.
Reactions
Vengeful Lunge. As a reaction when a creature the
witherling can see reduces an ally of the
witherling's to 0 hit points, the witherling lunges
up to half its speed directly towards the creature.
If three or more witherlings take this reaction and
end this movement within 5 feet of the creature, it
must succeed on a DC 14 Strength saving throw or
be knocked prone.
Witherling Witherling Death
Clatterbones Shrieker
Medium fiend/undead, chaotic evil Medium fiend/undead, chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 5 (-3) 5 (-3) 5 (-3) 16 (+3) 11 (+0) 16 (+3) 8 (-1) 5 (-3) 5 (-3)
Rampage. When the witherling reduces a creature Rampage. When the witherling reduces a creature
to 0 hit points with a melee attack on its turn, the to 0 hit points with a melee attack on its turn, the
witherling can take a bonus action to move up to witherling can take a bonus action to move up to
half its speed and make a Bonecracker Bite attack. half its speed and make a Bonecracker Bite attack.
Withered Bones. If the witherling takes 20 or more Withered Bones. If the witherling takes 20 or more
damage from a single source, it falls prone and damage from a single source, it falls prone and
cannot stand until it regains at least one hit point. cannot stand until it regains at least one hit point.
Actions Actions
Multiattack. The witherling makes two attacks, one Multiattack. The witherling makes three attacks, one
of which may be with its Bonecracker Bite. of which may be with its Bonecracker Bite.
Bonecracker Bite. Melee Weapon Attack: +5 to hit, Bonecracker Bite. Melee Weapon Attack: +5 to hit,
reach 5 ft., one creature. Hit: 8 (2d4 + 3) piercing reach 5 ft., one creature. Hit: 8 (2d4 + 3) piercing
damage. damage.
On a roll of 1, the witherling loses the ability to use On a roll of 1, the witherling loses the ability to use
this attack as its jaw shatters. this attack as its jaw shatters.
Razor Club. Melee Weapon Attack: +5 to hit, reach Thunder Claws. Melee Spell Attack: +5 to hit, reach
5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. 5 ft., one target. Hit: 5 (1d4 + 3) slashing plus 4
(1d8) thunder damage.
Reactions The witherling takes an equal amount of thunder
Clattering Dodge. As a reaction when the witherling damage to that dealt by this attack.
or a space it is in is targeted with an attack or Death Shriek (Recharge 5-6). The witherling howls
harmful spell, the witherling moves up to half its out a horrid shriek. Each living creature within 5
speed without provoking attacks of opportunity. feet of it must succeed on a DC 12 Constitution
saving throw or take 11 (2d10) necrotic plus 9
If it ends this movement outside the attack or
spell's range or area, the witherling is unaffected by (2d8) thunder damage.
it. Each undead creature in the area instead regains 10
hit points.
When using their multiattack, they always make one of If it ends this movement outside the attack or
their attacks with their Bonecracker Bite if available to avoid spell's range or area, the witherling is unaffected by
destroying themselves too quickly
it.
B
Baphomet
aphomet is the purest embodiment of that
Baphomet Tactics
aspect of the Abyss which exults in uninhibited
Baphomet revels in melee combat, but approaches it
carnage, violence unshackled and cultivated for
cautiously. In the early stages of a fight, they kite around their
its own sake. Baphomet surely had some form
foes, trying to separate the nimble from the slow as they build
before embraced by the Abyss, but not even they
their labyrinth, sealing their foes in ever more complex
now know what that might be, so attuned are
winding paths, and punishing those who attempt to fly over
they to the chaos that flows through them.
with their Plummet ability. They use their Desecration Breath
Civilization is weakness. Savagery is strength. These
only when they can catch at least three foes in it, ideally once
axioms beat in the heart of all who follow The Beast.
an arena has been created that traps the enemies in the
unholy area.
Baphomet Lore Early in the fight, Baphomet fishes for crits with
them.
effects.
Encounter Groups
CR 30 Encounter 56,500 XP
2 Bulezau (CR 3)
Magic Resistance. Baphomet has advantage on saving Each other creature within 60 feet takes 36 (8d8)
throws against spells and other magical effects. thunder damage, or half as much if behind cover, and
must succeed on a DC 23 Wisdom saving throw or be
Bestial Juggernaut. At the beginning of Baphomet's turn, Frightened until the end of its next turn.
each effect that would Incapacitate them, immobilize
them, or alter their form ends. If Baphomet is forced to Legendary Actions
make an Intelligence, Wisdom, or Charisma saving
Baphomet can take 3 legendary actions, choosing from
throw, attacks against them have advantage until the
beginning of their next turn. the options below.
Plummet. One flying creature that Baphomet can see
Actions within 120 feet must succeed on a DC 22 Strength
Multiattack. Baphomet makes three melee attacks, one saving throw or fall prone. If the creature would take
of which may be with their Gore. If Baphomet has damage from falling as a result of this, it takes twice as
fewer than 262 hit points, they may make any of their much damage.
attacks with their Gore. Raise Labyrinth. Baphomet raises two contiguous 20
Gore. Melee Weapon Attack: +17 to hit, reach 10 ft., foot by 20 foot stone panels from the ground within
300 feet. As long as a pathway from one side of the
one target. Hit: 29 (3d12 + 10) piercing damage and
the target must succeed on a DC 25 Strength saving wall to the other exists that Baphomet could traverse,
throw or be pushed up to 10 feet away and knocked the wall does not impede Baphomet's vision or
prone. movement.
Hooves. Melee Weapon Attack: +17 to hit, reach 5 ft., Each panel can be damaged and breached (AC 20; 30
one target. Hit: 21 (2d10 + 10) bludgeoning damage. HP; immunity to poison and psychic damage), and
crumbles if Baphomet moves through it.
This attack deals an additional 11 (2d10) damage to a
prone creature. Thrashing Horns (Costs 2 Actions). Up to two creatures
Heartcleaver. Melee Weapon Attack: +17 to hit, reach on opposite sides of Baphomet must each succeed on
a DC 25 Dexterity saving throw or take 35 (8d8)
15 ft., one creature. Hit: 24 (3d8 + 10) slashing
damage. On a critical hit, the target suffers one piercing damage and be pushed 10 feet away, or take
additional effect selected at random: half as much damage on a success.
N
Demogorgon
one stand before the might of Demogorgon.
fly or crawl or swim, and from each Demogorgon's greatest threat is his adaptablity and penchant
engagement has adapted his methods, for innovation and scientific discovery. No two encounters
growing a tactical lexicon unrivaled in the with him resolve the same way, and he is rarely defeated by
warmaking beyond the comprehension of material denizens. Religion DC 10: Temples to Demogorgon often reflect the
Demogorgon Tactics
being devoted to his two heads, and petitioners gravitating to
Demogorgon opens combat with his Into the Spiraling Religion DC 15: Demogorgon, the greatest Prince of
Depths, preferentially targeting clerics and paladins. He uses Demons, is thought by some to have once been a primordial
his movement and teleportation to stay on the edges of of the prematerial elemental chaos, and is still worshiped
combat, trying to infect each enemy in turn with his Tentacle today by denizens of ocean trenches and subterranean seas
Thrash, then flinging them away to grab others. If a creature across the materia.
climbing on him deals at least 30 damage in a turn, he Religion DC 20: Demogorgon has two independently-willed
prioritizes grabbing it with a tentacle so he can fling it off. heads, called Aameul and Hethradiah, each endowed with
He uses at least one of his gazes each round, and once their own terrible genius for scheming and carnage. While
several foes are infected with Doll-Joint Malacia he begins Aameul prefers slower schemes of subterfuge and deceit, his
using his Forked Tail Drain, targeting the same creature each plans are often warped or accelerated by Hethradiah's
time, though still spreading his tentacle attacks around. bloodlust and penchant for the naked application of force.
Once his Mythic Trait is active, Demogorgon uses his Gaze Originally, the two heads were one, but were cleft in twain by
of Hethradia each turn, then alternates between tail and a mighty blow from a now-slain deity.
turn.
Doll-Joint Malacia. A creature infected with doll-
joint malacia loses a limb whenever it suffers a
critical hit. Whenever an infected creature
completes a Long Rest, its Strength score is
reduced by 1d4, to a minimum of 1.
Demogorgon Forked Tail Drain. Melee Weapon Attack: +17 to hit,
reach 20 ft., one creature. Hit: 27 (4d8 + 9) slashing
Huge fiend (demon), chaotic evil
damage and the target loses two unexpended hit dice,
Armor Class 22 (Natural Armor) or takes an additional 18 (4d8) necrotic damage if it
Hit Points 336 (24d12 + 192) can't.
Speed 30 ft., swim 30 ft. Gaze of Hethradiah. One creature that Demogorgon can
see within 120 feet must make a DC 21 Constitution
saving throw. On a failed save, attacks against the
STR DEX CON INT WIS CHA creature score a critical on an 18-20 until the end of its
29 (+9) 14 (+2) 26 (+8) 20 (+5) 17 (+3) 25 (+7) next turn.
Gaze of Aameul (Recharges when Demogorgon uses his
Saving Throws DEX +10, CON +16, WIS +11, CHA +15 Gaze of Hethradiah). One creature that Demogorgon
Skills Insight +11, Perception +19 can see within 120 feet must succeed on a DC 21
Damage Resistances Cold, Fire, Lightning. Attacks made Wisdom saving throw or use its reaction to take an
without advantage action of Demogorgon's choice.
Damage Immunities Poison; Bludgeoning, Piercing, and
Slashing from Nonmagical Attacks Into the Spiraling Depths (8th Level Spell, Concentration,
Condition Immunities Charmed, Exhaustion, Frightened, Recharge 6). An enormous spectral maw breaches forth
Poisoned through a planar rift. Each creature in a 15 foot radius
Senses Truesight 60 ft., Passive Perception 29 centered on a point Demogorgon can see must
Languages All, Telepathy 120 ft. succeed on a DC 21 Dexterity saving throw or take 36
Challenge 26 (90,000 XP) (8d8) piercing damage and be abducted to the depths
of Abysm.
Double Actions. Demogorgon rolls initiative twice, and An abducted creature makes a DC 21 Charisma saving
acts on each of them. If his mythic trait is active, he throw at the end of each of its turns, returning to the
acts only on his lowest initiative. nearest unoccupied space to where it departed on a
success or taking 22 (4d10) acid damage on a failure.
Giant Stature. A creature adjacent to Demogorgon may A creature killed by this damage does not return.
spend half of its movement to attempt to climb onto
him with a successful DC 17 Strength (Athletics) Reactions
check. A creature climbing on Demogorgon has
advantage on melee attacks against him. Body Shield. When Demogorgon is targeted with an
attack while grappling one or more creatures, he can
Indecision Weakness. While three or more enemies are add +4 to its AC against the triggering attack.
within his reach, Demogorgon has disadvantage on
attack rolls and attack rolls against him have advantage. If the attack misses, the attacker makes a new attack
roll, targeting a grappled creature instead.
Engineered Resistance. Demogorgon has advantage on
saving throws against spells and other magical effects,
and has resistance to damage from spells of 3rd level
Legendary Actions
or below. Demogorgon can take 3 legendary actions, choosing
from the options below.
Shed Weakness (Mythic Trait, 1/Day). When
Demogorgon is reduced to 0 hit points, he doesn't die Fling. Demogorgon flings a creature grappled by him at
or fall unconscious. Instead, he resets to 336 hit points a creature or surface within 40 feet. The thrown
and tears off one of his heads, losing his Indecision creature takes 14 (4d6) bludgeoning damage.
Weakness and Gaze of Aarneul, and gaining a second
action on each of his turns. If the creature was thrown at another creature, the
target must succeed on a DC 25 Dexterity saving
Legendary Resistances (5/Day). If Demogorgon fails a throw or take the same damage.
saving throw, he can choose to succeed instead.
Teleport. Demogorgon teleports up to 30 feet to a
Actions location he can see, along with each creature he is
grappling and each creature that is climbing on him.
Multiattack. Demogorgon makes two melee attacks,
one of which he may replace with either his Gaze of Deep Father's Mastery. One friendly creature within 60
Hethradiah or Gaze of Aameul, if available. feet that has a swim speed may use its reaction to
move up to half its speed and make an attack.
Tentacle Thrash. Melee Weapon Attack: +17 to hit,
reach 15 ft., one creature. Hit: 35 (4d12 + 9) Mythic Actions
bludgeoning damage and the target is grappled (escape Unshackled Brutality (Costs 2 Actions). Demogorgon
DC 25). A creature that starts its turn grappled in this makes a melee attack with advantage and can roll to
way must succeed on a DC 21 Constitution saving recharge his Into the Spiraling Depths.
throw or be infected with Doll-Joint Malacia.
P
Fraz-Urb'luu
ick away enough at the foundations of truth,
Fraz-Urb'luu Tactics
and the whole edifice crumbles. The Lord of
Fraz-Urb'luu begins combat relatively sedentary, using his
Deception must be efficient in these days of
Illusory Fiend before his first turn to summon a Succubus
want, and he has mastered the craft of finding
Visitor and his Lying Eyes to keep it invisible from creatures
and undermining the beliefs upon which all
near him, then using Twisting Havoc on his first turn while
others rest, pushing mortals to the point where
remaining outwardly friendly.
they will believe anything, yet can be convinced
If he or his summoned minion manage to charm a creature
of nothing, riding an edge of pure epistemic terror. Fraz-
and he has all three of his Legendary Actions available, he
Urb'luu's designs do not require this, of course, but it helps to
uses all of them on Corrupt Memories, trying to swap them
pass the time while the slow poisons he seeps into the roots
over to his side before they can be freed.
of the world do their foul work.
Once given a reason to take his foes more seriously, either
Fraz-Urb'luu Lore if they deal a serious blow to him or succeed on one of his
Arcana DC 15: Fraz-Urb'luu is known as the true and final the battlefield with his Phantasmal Fist.
master of the magics of illusion and deception, of When his mythic trait becomes active, he first uses his
undetectable compulsions and altered memories. Those who legendary actions to summon two additional allies (Typically
seek to enter his lair with minds unshielded may rely upon Rakshasa Rukhs), then alternates between summoning and
the fact that he is and always has been the true architect of using his Hollow the Heart ability each round. He uses his
whatever plan led them to this madness. Disjunctive Touch to either destroy troublesome weapons,
Arcana DC 20: Lesser known among his arcane break barriers of force, banish summoned foes, or to disrupt
proficiencies, Fraz-Urb'luu is perhaps the most accomplished effects that grant truesight or resistance to mind-affecting
another called upon them, and even to call forth the other
which time his realm fell to ruin and his foes shattered and
for themselves.
Deceiver's cohort.
Saving Throws DEX +8, CON +14, INT +15, WIS +14 Reactions
Skills Deception +15, Perception +14, Stealth +8 Cruel Conciliation. When Fraz-Urb-Luu is missed with an
Damage Resistances Cold, Fire, Lightning attack, he can use his Deceptive Charm against the
Damage Immunities Poison; Bludgeoning, Piercing, and attacker.
Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened,
Poisoned
Legendary Actions
Senses Truesight 120 ft., Passive Perception 24 Fraz-Urb'luu can take 3 legendary actions, choosing
Languages All, Telepathy 120 ft. from the options below.
Challenge 23 (50,000 XP)
Phantasmal Fist. Fraz-Urb'luu makes an attack with his
Phantasmal Fist.
Shroud of the Hidden Hand (Mythic Trait, 1/Day). When
Fraz-Urb'luu is reduced to 0 hit points, he doesn't die Corrupt Memories. One Charmed creature Fraz-Urb'luu
or fall unconscious. Instead, he resets to 200 hit can see within 60 feet must succeed on a DC 22
points. Wisdom saving throw or have its Charisma score
reduced by 4 (1d8), to a minimum of 1, for as long as
For the next hour, he becomes Invisible to creatures it remains Charmed.
affected by his Lying Eyes trait and he can summon up
to three creatures of CR 6 or below with his Illusory A creature that has its Charisma score reduced to 1 in
Fiend ability, instead of one. this way believes itself to be a demon in Fraz-Urb'luu's
service and remains Charmed until freed by Greater
Lying Eyes. Each creature within 60 feet of Fraz-Urb'luu Restoration or similar magic.
that lacks Trusight can see only what he chooses for it
to see. Illusory Fiend (Concentration). Fraz-Urb'luu shapes the
raw energies of the Abyss into a semi-real demon of CR
He cannot use this ability to obscure or otherwise 6 or lower in an unoccupied space he can see within
conceal himself while his mythic trait is not active. 60 feet.
Magic Resistance. Fraz-Urb'luu has advantage on saving The demon acts on initiative count 0 under Fraz-
throws against spells and other magical effects. Urb'luu's control, and is destroyed if it begins its turn
Ephemeral Resistance (4/Day). When Fraz-Urb'luu is more than 60 feet away from him, or if he loses
targeted with a spell or magical effect, he can choose concentration.
to teleport to an unoccupied space he can see within
30 feet, revealing his previous position to be an Mythic Actions
illusory trick. Disjunctive Touch. Fraz-Urb'luu ends one spell or
If he does, he suffers no effects from the spell or destroys one magic item of Very Rare or lesser rarity
magical effect. within 5 feet.
A creature wielding the magic item can make a DC 24
Actions Dexterity saving throw, preventing its destruction on a
Multiattack. Fraz-Urb'luu makes two attacks with his success.
Phantasmal Fist, one of which he may replace with his
Hollow the Heart (Costs 2 Actions, 1/Day). Fraz-Urb'luu
Tail Thrash or a use of his Deceptive Charm.
plunges his claw into the chest of a creature within 10
Phantasmal Fist. Melee Weapon Attack: +16 to hit, feet, forcing it to make a DC 23 Constitution saving
reach 30 ft., one creature. Hit: 23 (3d8 + 9) throw.
bludgeoning plus 11 (2d10) psychic damage and Fraz- On a failed save, Fraz-Urb'luu rips the creature's still-
Urb'luu teleports to an unoccupied space within 5 feet beating heart from its chest. The creature becomes
of the target. Dominated by Fraz-Urb'luu and dies if it ceases to be
Tail Thrash. Melee Weapon Attack: +16 to hit, reach 15 Dominated by him.
ft., one creature. Hit: 28 (3d12 + 9) bludgeoning plus On a successful save, the creature instead takes 55
11 (2d10) psychic damage and the target must (10d10) piercing damage. A creature with no heart
succeed on a DC 24 Strength saving throw or be succeeds automatically on this saving throw.
pushed up to 15 feet away and knocked prone.
G
Graz'zt
raz'zt craves all things, of this world and of
Graz'zt Tactics
every other, with a passion and fury beyond
Graz'zt seeks always to acquire any foes as future thralls, and
mortal comprehension. The limitless
his chief priority in combat is to put enemies in positions
indulgences of the Argent Palace, the vastness
where they are incentivized to succumb to his Seductive
of the three realms of the Abyss that have
Guile, then to prevent their escape with his Covetous
succumbed to his dominion, the legions of
Intercession as he pursues their erstwhile allies.
eager thralls that live only for his approval;
He becomes particularly fixated on any creature that
these are as nothing beside the breadth of his ambition,
manages to resist his abilities, and attempts to overwhelm
beside the thrill of a conquest yet to be made.
their defenses with a combination of Ambrosial Ecstasy and
To serve Graz'zt is to serve yourself, after all; to worship
Gift of Transcendent Pleasure.
him is to worship yourself, for in his covetous gaze is
He use Annihilating Despair whenever available if not
reflected a vision of you that is valued and needed and
already concentrating, both to provoke a creature to choose
precious beyond measure.
to succeed directly on the save using his Seductive Guile, and
Graz'zt Lore to prompt their allies to do the same if the target dies, so that
feats of magic, Graz'zt prefers to rely on his natural charms He often uses his Gift of Writhing
History DC 25: Perhaps tied to his rumored past as an target is available, so that it
archdevil, Graz'zt seems to take a sadistic joy in making his can choose to succeed on
victims complicit in their own corruption, saving his cruelest its turn to refill its
torments for those who accept his magical influence willingly. temporary hit points, or
Likewise, he seeks always to cultivate and nurture the suffer the negative
corruptive desires already lurking within them, rather than effects if it escapes his
clumsily imposing such influences with blunt enchantments. influence before then.
court.
his aid.
Graz'zt Gift of Transcendent Pleasure (5th Level Spell). One
creature Graz'zt can see within 60 is suffused in an
Large fiend (demon), chaotic evil
aura of pure rapturous delight for the next minute.
Armor Class 20 (Natural Armor) At the beginning of each of the creature's turns, it
Hit Points 547 (54d10 + 270) must succeed on a DC 23 Wisdom saving throw or
Speed 40 ft. voluntarily fail all other saving throws and be unable to
take reactions until the beginning of its next turn. On a
success, the effect ends.
STR DEX CON INT WIS CHA
Annihilating Despair (Concentration, Recharges when
22 (+6) 15 (+2) 21 (+5) 21 (+5) 23 (+6) 26 (+8) Graz'zt uses his Ambrosial Ecstasy). One creature Graz'zt
can see within 60 feet becomes Invisible to him for the
Saving Throws DEX +9, CON +13, WIS +13 next minute.
Skills Deception +15, Insight +13, Perception +13,
Persuasion +15 At the beginning of each of the creature's turns, it
Damage Resistances Cold, Fire, Lightning must succeed on a DC 23 Wisdom saving throw or
Damage Immunities Poison; Bludgeoning, Piercing, and take 77 (14d10) psychic damage.
Slashing from Nonmagical Attacks If a creature is killed by this damage, each of its allies
Condition Immunities Charmed, Exhaustion, Frightened, must succeed on a DC 23 Wisdom saving throw or
Poisoned lose all memory of them until restored by Greater
Senses Truesight 120 ft., Passive Perception 22 Restoration or similar magic.
Languages All, Telepathy 120 ft.
Challenge 24 (62,000 XP) Ambrosial Ecstasy (Recharge 5-6). Graz'zt gently
touches a creature within 5 feet and shares with it a
fragment of his power, forcing it to succeed on a DC
Six-Fingered Subversion. A creature that starts its turn 23 Constitution saving throw or be Cursed.
within 60 feet of Graz'zt that is Charmed by a creature
other than him is instead Charmed by him for the same A creature cursed in this way adds 1d4 to any attack
duration. roll or saving throw it makes while Charmed or
Dominated by Graz'zt, and subtracts 1d4 from any
Seductive Guile. A creature that fails a saving throw such roll made while not Charmed or Dominated by
against a spell or ability Graz'zt controls can choose to him.
succeed instead. If it does, the creature gains 30
temporary hit points. A creature that has this curse removed by any means
other than a Wish spell takes 22 (4d10) psychic
While a creature has any of these temporary hit points, damage whenever it completes a Long Rest.
it is Dominated by Graz'zt, and cannot benefit from
immunity to the Charmed or Dominated condition. Reactions
Magic Resistance. Graz'zt has advantage on saving Exploit Opening. When he is missed with a melee
throws against spells and other magical effects. attack, Graz'zt can move up to 10 feet and make an
Legendary Resistances (5/Day). If Graz'zt fails a saving attack with Bitter Bastard.
throw, he can choose to succeed instead. Covetous Intercession (3rd Level Spell). When a creature
Charmed or Dominated by him is targeted with an
Actions attack, Graz'zt can teleport to switch places with the
Multiattack. Graz'zt makes two attacks with Bitter target, and Graz'zt becomes the new target of the
Bastard and uses either his Gift of Writhing Pain or Gift attack.
of Transcendent Pleasure.
Legendary Actions
Bitter Bastard. Melee Weapon Attack: +16 to hit, reach
5 ft., one creature. Hit: 19 (3d8 + 6) slashing and an Graz'zt can take 3 legendary actions, choosing from
arc of acid splashes forth in a 15 foot cone centered the options below.
on the target, dealing 9 (2d8) acid damage to each Beguiling Invitation. One creature Graz'zt can see within
creature in the area. 60 feet can use its reaction to move up to its speed,
Gift of Writhing Pain (5th Level Spell). One creature then takes 5 (1d10) psychic damage for each 5 feet
Graz'zt can see within 60 feet falls prone and is away from him it ends this movement.
wracked with agony for the next minute. Devour Magic. Graz'zt ends one spell or magical effect
At the beginning of each of the creature's turns, it within 60 feet, then gains disadvantage on the next
must succeed on a DC 23 Constitution saving throw or saving throw he makes in the next minute against
take 16 (3d10) psychic damage and be unable to stand magic controlled by that spell's caster.
until the beginning of its next turn, ending the effect Mercurial Strike (Costs 2 Actions). Graz'zt teleports up
on a success. to 30 feet to an unoccupied space within 5 feet of a
creature he can see, then makes two melee attacks
against it.
B
Juiblex
ehold the foul majesty of the Formless One, its
merely persists, and its tendrils spread and creep into the
aim.
Juiblex Lore
Arcana DC 15: As with many extraplanar
mortal realms.
physical space.
lesser oozes.
nearest creature and uses its Corrosive Grasp to drag as Armor Class 7
many creatures toward it as it can, then chooses its Flowing Hit Points 15 (2d10 + 4)
Prison Form. As long as it has two or more creatures Speed 20 ft., climb 20 ft.
engulfed, it alternates between Flowing Prison and Towering
Juiblex births a scion whenever it has the opportunity, then 16 (+3) 5 (-3) 15 (+2) 1 (-5) 5 (-3) 1 (-5)
if the scion grapples a creature, uses its Flowing Prison to
engulf both of them, then uses its Assimilate to turn the scion Damage Resistances Cold, Fire, Lightning;
into temporary hit points. Bludgeoning, Piercing, and Slashing
Damage Immunities Acid
Ooze Scion Tactics Condition Immunities Blinded, Charmed, Deafened,
Exhaustion, Frightened, Prone
Ooze Scions swarm the nearest creature in range, then Senses Blindsight 30 ft. (Blind Beyond This Radius),
attempt to grapple it and drag it toward Juiblex. Passive Perception 8
Challenge 1/2 (100 XP)
Actions
Pseudopod. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning
damage. Instead of dealing damage, the ooze scion
can grapple the target (escape DC 13).
Reactions
Mitotic Division. When the ooze scion takes
damage of a type it is resistant to, it can create
another Ooze Scion that acts on Juiblex's initiative
in the nearest unoccupied space with maximum hit
points equal to the original ooze scion's current hit
points.
Juiblex Legendary Resistances (5/day). If Juiblex fails a saving
throw, he can choose to succeed instead.
Gargantuan fiend (demon), chaotic evil
Corrosive Horror. A creature that starts its turn within Birth Scion. When Juiblex takes 50 or more damage in a
20 feet of Juiblex has the attack bonus of any metal or turn, it can create an Ooze Scion that acts on Juiblex's
organic nonartifact weapons it is wielding and the AC initiative in an unoccupied space within 15 feet.
bonus of any metal or organic nonartifact armor it is Foul Spawning (1/Day). When Juiblex is reduced below
wearing reduced by a permanent and cumulative 1. 304 hit points, it can create six Ooze Scions that act
Heart of Chaos. Melee attacks made by creatures on Juiblex's initiative in unoccupied spaces within 15
grappled by Juiblex ignore its damage resistances and feet.
score a critical on a 16-20.
Legendary Actions
Alter Form. At the end of each of its turns, Juiblex can
choose a shape for its body. Its new form may be Juiblex can take 3 legendary actions, choosing from the
centered on any space its previous form occupied: options below.
Fetid Pool. Juiblex becomes a 30 foot radius shallow Assimilate. Each creature grappled by Juiblex must
pool of slime that can enter and occupy the space of succeed on a DC 20 Intelligence saving throw or have
any other creature, and frees each creature grappled its Proficiency Bonus reduced by 1 until it completes a
by it. A creature that starts its turn in Juiblex's space Short or Long Rest, and have Juiblex learn one secret
takes 9 (2d8) acid damage. the creature wishes to keep hidden.
Flowing Prison. Juiblex becomes a 15 foot diameter If the creature was an ooze scion, it dies and Juiblex
vortex, then each creature in Juiblex's space must gains temporary hit points equal to the ooze scion's
succeed on a DC 22 Strength saving throw or be current hit points.
grappled (escape DC 22) in Juiblex's space, or
pushed into the nearest unoccupied space on a Seething Vitriol. Juiblex loses 11 (1d20) hit points and
success. Creatures grappled by Juiblex are Choking rolls to recharge its Caustic Jet.
and take 18 (4d8) acid damage at the start of each Stolen Spell (Costs 2 Actions). Juiblex casts a spell of
of Juiblex's turns. 6th level or below with a casting time of 1 action
Towering Slime. Juiblex becomes a 10 foot diameter known by a creature affected by its Assimilate in the
tower that is up to 40 feet tall. Melee attacks it last minute.
makes have a reach of 40 feet and deal an additional
11 (2d10) bludgeoning damage. Wheels Within Wheels (Costs 2 Actions). If Juiblex has
not taken a turn this round, it takes its turn. If it does, it
Magic Resistance. Juiblex has advantage on saving does not take a turn on its initative this round.
throws against spells and other magical effects.
F
Kerzit
rom the foulest pits of the Abyss is the
Kerzit Tactics
verminous Kerzit dredged to stand vigil once
Kerzit prioritizes wizards and warlocks in combat, taking
more, bound in sign and seal until providence or
whatever attacks of opportunity he needs to to reach them,
carelessness grants him another would-be
then grappling them with his Wormlash, switching to his
master to cleave in twain. These fools are all of a
Black-Toothed Bite only once both arms are grappling the
piece, and their screams grow sweeter with each
same creature so he can follow up next turn with his Halving
day they delay his vengeance.
Draw.
Arcana DC 15: The worm-gnawed pages of the Tome of the Bonus Action, otherwise using his Blightning Strike against a
Black Heart are said to contain secrets of magic unrecorded creature that is already wounded.
anywhere else in the multiverse, making it valuable beyond He typically uses his Brutal Charge each round, then uses
Arcana DC 20: The exact ritual to unseal the ancient tome has an available target, or his Weirding Glint otherwise,
has long been lost, but is said to include a measure of producing either cover, illusory hazards, or something to
crushed black opals and the spilled blood of an innocent. climb up to reach a flying foe.
History DC 15: The famed diabolist Eli Tomorast was the Kerzit typically fights to the death in defense of the Tome of
last known custodian of an ancient and valuable tome of the Black Heart, but if the tome is destroyed or otherwise lost
abyssal lore, and is said to have used the knowledge to him he will flee, using his Weirding Glint to create an
contained within to bind to it a monstrous guardian. illusory hole to leap into, then burrowing through the hole's
History DC 25: It is well-attested by his apprentices that the wall with his burrow speed.
guardian.
after which the book stays open for 24 hours before closing.
Lolth Lore
Nature DC 15: A single drop of the venom that drips from
these traits, and her greatest and most treasured servants are
deviously entertaining.
Lolth Tactics
Lolth begins combat by observing her foes as she uses her
her first target based on who has the strongest turn. She then
to target those who are injured, and uses her Darkfire Abyss
it. With her multiattack, she uses Kiss of Lolth on any target
Wand of Orcus, yet bears four notches each round for as long as he has Legendary Resistances
marking the divinities fallen to the wrath of the available, starting with any creature affected by his Curse of
Lord of Undeath; Orcus has set his gaze upon Living Bones.
to find its way into mortal hands for brief periods before
gods.
Orcus Black Iron Bloodwell. The creature must succeed on a
DC 21 Constitution saving throw or lose half of its
Huge fiend (demon), chaotic evil
current hit points as blood evacuates from each of
Armor Class 20 (Natural Armor) its orifices. A creature that loses fewer than 50 hit
Hit Points 324 (24d12 + 168) points in this way additionally gains a point of
Speed 40 ft., fly 40 ft. exhaustion.
Curse of Living Bones. The creature must succeed on
a DC 21 Charisma saving throw or be Cursed. A
STR DEX CON INT WIS CHA creature cursed in this way has its skeleton animated
within it, and must succeed on a DC 21 Strength
27 (+8) 14 (+2) 25 (+7) 20 (+5) 20 (+5) 25 (+7)
saving throw at the start of each of its turns or have
its body move under its skeleton's control until the
Saving Throws DEX +10, CON +15, WIS +13 beginning of its next turn. If the creature dies while
Skills Arcana +12, Perception +12 cursed, a Skeletal Liberator tears free of its flesh at
Damage Resistances Cold, Fire, Lightning. Attacks made the beginning of its next turn.
without advantage
Damage Immunities Poison; Bludgeoning, Piercing, and Soulshredder Claws. Melee Weapon Attack: +16 to hit,
Slashing from Nonmagical Attacks reach 10 ft., one creature. Hit: 24 (4d6 + 8) slashing
Condition Immunities Charmed, Exhaustion, Frightened, plus 22 (4d10) psychic damage and the target is
Poisoned grappled (escape DC 24). A creature killed by this
Senses Truesight 120 ft., Passive Perception 22 damage cannot be returned to life by any means short
Languages All, Telepathy 120 ft. of a Wish spell.
Challenge 26 (90,000 XP)
Bloodlord's Contempt (Recharge 5-6). Each creature of
Master of the Dead and Deathless. The area in a 30 foot Orcus' choice that he can see within 60 feet must
succeed on a DC 21 Charisma saving throw or gain a
radius around Orcus seethes with the raw magic of
death and undeath. When a creature begins its turn in Doom Counter that can't be removed by any means
short of a Wish spell. Whenever a creature drops to 0
the area, he can deal 11 (2d10) necrotic damage to it.
hit points, it immediately fails one death saving throw
At the beginning of each of Orcus' turns, up to four for each Doom Counter it has.
undead creatures in the area that were reduced to 0 hit
points since the end of his last turn each regain 1 hit Reactions
point. Waste Not. When a skeleton tears free from a corpse
Giant Stature. A creature within 5 feet of Orcus may that Orcus can see, he can animate the remnants into a
spend half of its movement to attempt to climb onto Bloodrot Ooze and a Skin Kite, which each appear in the
him with a successful DC 16 Strength (Athletics) nearest unoccupied spaces.
check. Attacks made against Orcus by a creature
climbing on them have advantage. Legendary Actions
Magic Resistance. Orcus has advantage on saving Orcus can take 3 legendary actions, choosing from the
throws against spells and other magical effects. options below.
The Shadow That Was (Mythic Trait, 1/Day). When Orcus Spectral Call. A Voidsoul Specter that lasts for one
is reduced to 0 hit points, he doesn't die or fall minute and acts on initiative count 0 spills forth from
unconscious. Instead, he resets to 324 hit points and Orcus' wand, appearing in an unoccupied space within
rises as a shade from his body, gaining vulnerability to 10 feet of him.
radiant damage and losing his Magic Resistance.
Spiteful Command. One undead creature Orcus can see
Legendary Resistances (5/Day). If Orcus fails a saving of CR 10 or lower can use its reaction to move up to
throw, he can choose to succeed instead. half its speed and make a melee attack.
Actions Graveway Travel (Costs 2 Actions). Orcus turns to dust
and crumbles away, then burst from the earth in an
Multiattack. Orcus makes two melee attacks, one of unoccupied space he can see within 60 feet.
which may be with The Wand of Orcus. He may replace
one of these attacks with a use of his Bloodlord's Each creature within 5 feet of the space he departed
Contempt, if available. must succeed on a DC 21 Constitution saving throw or
be Blinded until the end of his next turn.
The Wand of Orcus. Melee Weapon Attack: +16 to hit,
reach 10 ft., one creature. Hit: 26 (4d8 + 8) Mythic Actions
bludgeoning plus 55 (10d10) necrotic damage and the
target suffers one additional effect of Orcus' choice: The Final Word (10th Level Spell, Costs 3 Actions). Orcus
and one other creature he can see must each succeed
Vile Rupture. The creature must succeed on a DC 21 on a DC 23 Charisma saving throw or die.
Constitution saving throw or have one of its eyes
rupture in a gout of vitreous fluid. A creature that
fails by 5 or more falls prone and has both of its eyes
rupture.
T
Pazuzu
he hearts of men are blown as locusts in a gale
Aid and comfort are near at hand, after all, to any who
unknown?
Pazuzu Lore
History DC 15: Pazuzu's aid always presages ruin, though
the peril.
toward evil often pay homage to the dark angel of the four
Pazuzu Tactics
Pazuzu begins combat with his Devouring Rain, using his
triggering it immediately.
trait is active.
will use his Wind of Dreams to juggle them into the air,
his next attack with a Shove to knock them prone if they are
the demon princes, but his ambitions are far because to do so is certain death. Yeenoghu opens with his
narrower. He is pitied, because it is thought that Path of the Lord of Ruin and tries to hit as many creatures as
such incredible strength should not be shackled possible, friend or foe. He uses his Butcherflail, focusing on a
to such modesty. He is feared, because in all the single target until it drops, biting and beginning to swallow it
planes few creatures can match his single-minded focus. as a bonus action, and then moving on to the next on his
Yeenoghu lives only to kill, to spill hot blood and break following turn. Early in a fight he uses Decay and Terror on
bones, and to prompt others to do the same. Every shred of the flail, then switches to Hunger and Pain after the toughest
his not-inconsiderable intellect is devoted to killing more, looking opponents are softened up.
faster, desperate to sate his inexhaustible appetite for If none of his enemies are flying, he uses his Gorecall
carnage. Many great schemes of the Abyss have been undone whenever he has the chance, but saves it for a flying enemy if
by the path of the Lord of Ruin straying too close, racing ever one is trying to stay out of his reach.
onward in his tireless march of destruction. Once a creature is marked by his blood feast, he uses his
Yeenoghu Lore
possible. He uses Wake Bones only on an already injured
gnoll, unless all available targets are marked with his Blood
is not killed if defeated on the material plane, merely He uses his legendary resistances more freely than most
banished back to his own corner of the Abyss. creatures do, because if he does suffer an incapacitating
Arcana DC 15: Yeenoghu is not known to have any innate effect he'll likely be able to recoup that lost damage in an
abilities of interplanar travel, nor are even his greatest clerics explosive turn afterward, and outside the abyss he doesn't
granted such powers. Attempts to summon him to the Prime need to worry about suffering anything worse than
methods.
monsters.
mortal enemies.
Medicine DC 15: Brittle Lung is a fungal plague rumored to her Queen's Caress before using her Burrowing Sporeflood,
have been engineered by Zuggtmoy, one frequently carried but will use it immediately and whenever available if facing
back to the material plane by visitors to the Abyss; those more than three full spellcasters until they are all infected
infected often remain silent for the rest of their lives, as the with Brittle Lung.
slightest whisper can cause fits of coughing so severe they With her Legendary Actions, Zuggtmoy prioritizes using
can cause the victims’ lungs to collapse. Sprouting Doom whenever she has fewer than four areas of it
Nature DC 20: Zuggtmoy is not truly the mass of fungal active, then tries to use Breed Ruin each round, using Feast
growths that composes her body, but the demonic spirit that on the Fallen whenever a foe falls unconscious or is knocked
binds them together, perhaps explaining her lack of weakness prone, and otherwise using her Cultivator's Reap.
rumored that the first steps on the path to lichdom are often
taken in their storied halls. STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 11 (+0) 10 (+0) 15 (+2)
Witnesses of the White Citadel
Religion DC 10: The Witnesses of the White Citadel are an Skills Arcana +2, Athletics +4
association of elven stonemasons known to have designed Senses Passive Perception 10
some of the most striking and recognizable buildings of the Languages Common
modern era, their services much sought-after by nobles and Challenge M3 (140 XP)
archmages alike.
Religion DC 20: Considered a blatant heresy among most Delectable Flesh. When the cultist dies, each undead
elves aware of the true content of their beliefs, the Witnesses creature within 15 feet of it may move up to 10
of the White Citadel revere the Ghoul-King Doresain as a
feet towards it and take a bite of its flesh, gaining 5
lesser divinity of the Seldarine and seek to free his White
temporary hit points.
Kingdom from its Abyssal prison realm by echoing its forms
While it has any of these temporary hit points, a
on the Prime Material.
creature may make one melee weapon attack as a
bonus action on each of its turns.
Minion. If the cultist takes damage from an attack or
as the result of a failed saving throw, its hit points
are reduced to 0. If the cultist takes damage from
another effect, it dies if the damage equals or
exceeds its hit point maximum, otherwise it takes
no damage.
Actions
Skullpeeler Blades (Group Attack). Melee Weapon
Attack: +4 to hit, reach 5 ft., one target. Hit: 2
slashing damage.
If the target is both prone and grappled, it takes an
additional 2 slashing damage and blood spills into
its eyes, Blinding it until it clears the blood as a
Bonus Action.
Grasping Tackle (Group Attack). Melee Weapon
Attack: +4 to hit, reach 5 ft., one target. Hit: The
target is grappled (escape DC 12).
If three or more cultists contributed to this attack,
the target is additionally knocked prone.
about the cruelty and caprice of the gods, accusing all who
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 14 (+2) 11 (+0) 16 (+3) 12 (+1) 15 (+2) 18 (+4) 18 (+4) 12 (+1) 16 (+3)
Delectable Flesh. When the fanatic dies, each Eternal Tide. At the beginning of the devoted's turn,
undead creature within 15 feet of it may move up it can return one ghoul or ghast within 60 feet that
to 10 feet towards it and take a bite of its flesh, died since the end of the devoted's last turn to
gaining 5 temporary hit points. undeath with 1 hit point.
writing.
STR DEX CON INT WIS CHA
Beyond Flesh 12 (+1) 14 (+2) 13 (+1) 11 (+0) 14 (+2) 15 (+2)
Arcana DC 15: Sapient constructs often develop a fixation
Actions
Artful Incisions (Group Attack). Melee Attack: +6 to
hit, reach 5 ft., one target. Hit: 3 nonlethal slashing
damage.
This damage bypasses temporary hit points.
Reactions
Ecstatic Leap. When the cultist sees two or more
creatures within 30 feet of it die in one turn, it can
force one creature within 5 feet of it to use its
reaction to make an attack against the cultist, if
available.
If the cultist is killed by this attack, the attacker
takes 2 psychic damage.
Cult Fanatic of the Devoted of the Grand
Grand Indulger Indulger
Medium humanoid (any), chaotic evil Medium humanoid (any), chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 16 (+3) 11 (+0) 16 (+3) 17 (+3) 14 (+2) 15 (+2) 18 (+4)
Painfog Censer. Whenever a creature within 15 feet Cruel Mercy. Once on each of its turns when the
of three or more creatures with this trait takes any devoted deals damage to a creature, after dealing
non-psychic damage, it takes an additional 2 damage it can grant the creature gain temporary hit
psychic damage. points equal to the damage dealt.
While a creature has any of these temporary hit
Actions points, it is Charmed by the devoted.
Multiattack. The fanatic makes two melee attacks,
one of which it can replace with a use of its Glyph Actions
of Unshackled Sensation, if available. Multiattack. The devoted makes three attacks, one
Painter's Flail. Melee Weapon Attack: +5 to hit, of which may be with its Night's Caress.
reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing Demonic Lash (2nd Level Spell). Melee Spell Attack:
damage and the target begins [Bleeding] (1d4). +7 to hit, reach 15 ft., one target. Hit: 5 (2d4)
If the target was already Bleeding, its blood slashing plus 7 (2d6) fire damage.
splatters to form an abyssal glyph spread across an A target hit by two or more of these attacks in a
unoccupied space within 5 feet. turn must succeed on a DC 15 Wisdom saving
The glyph is destroyed if it takes any damage or a throw or be Frightened until the end of the
creature enters its space. devoted's next turn.
Glyph of Unshackled Sensation (1/Day). The fanatic Night's Caress (3rd Level Spell). Melee Spell Attack:
touches a bloodglyph created with its Painter's +7 to hit, reach 5 ft., one target. Hit: The target falls
Flail, causing it to pulse with unholy power. asleep for the next minute.
For the next minute, creatures within 15 feet of the A sleeping creature wakes early if a creature takes
glyph have disadvantage on Wisdom saving throws an action to shake it awake, or if it takes any
and vulnerability to psychic damage. damage.
Cruel Mercy. Once on each of its turns when the Bonus Actions
chosen deals damage to a creature, after dealing
damage it can grant the creature gain temporary hit Erode Will. One creature Charmed by the chosen must
succeed on a DC 17 Wisdom saving throw or use its
points equal to the damage dealt.
reaction to move up to half its speed and make an
While a creature has any of these temporary hit points, attack or cast a cantrip under the chosen's control.
it is Charmed by the chosen.
Hedonic Resilience (2/Day). When the chosen fails a Legendary Actions
saving throw, it can gain 25 temporary hit points. The chosen can take 2 legendary actions, choosing
While it has any of these temporary hit points, the from the options below.
chosen has advantage on all saving throws and Needling Imperative. The chosen moves up to half its
resistance to all damage. speed, then whispers a command to a Charmed
creature within 5 feet.
Actions
For the next minute or until the creature is reduced to
Multiattack. The chosen makes three attacks with its 0 hit points, it takes 11 (2d10) psychic damage the
Demonic Lash. first time each turn that it disobeys the command.
Demonic Lash (2nd Level Spell). Melee Spell Attack: +9 Soulbound Swap (2nd Level Spell). The chosen and up to
to hit, reach 15 ft., one target. Hit: 5 (2d4) slashing one Medium creature that is Charmed by or friendly to
plus 7 (2d6) fire damage. it teleport to trade places with one another.
Psychic Lance (Costs 2 Actions). The chosen makes an
attack with its Psychic Lance.
Exarch of the Grand Gift of Writhing Pain (Recharges when the exarch uses its
Gift of Transcendent Pleasure, 5th Level Spell). One
Indulger creature the exarch can see within 60 feet falls prone
Medium humanoid (any), chaotic evil and is wracked with agony for the next minute.
At the beginning of each of the creature's turns, it
Armor Class 17 (Mage Armor) must succeed on a DC 21 Constitution saving throw or
Hit Points 272 (32d8 + 128) take 16 (3d10) psychic damage and be unable to stand
Speed 30 ft. until the beginning of its next turn, ending the effect
on a success.
STR DEX CON INT WIS CHA Gift of Transcendent Pleasure (Recharge 5-6, 5th Level
Spell). One creature the exarch can see within 60 feet
12 (+1) 18 (+4) 19 (+4) 17 (+3) 16 (+3) 23 (+6)
cannot take reactions and is suffused in an aura of pure
rapturous delight for the next minute.
Saving Throws CON +11, INT +10, CHA +13
Skills Insight +10, Medicine +10, Perception +10, At the beginning of each of the creature's turns, it
Persuasion +13 must succeed on a DC 21 Wisdom saving throw or
Senses Passive Perception 20 voluntarily fail all other saving throws until the
Languages Abyssal, Common beginning of its next turn. On a success, the effect
Challenge 21 (33,000 XP) ends.
and those who call for the Horned One's blessing at their
final hour rarely leave this world alone or unremembered. STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 14 (+2) 10 (+0) 12 (+1) 12 (+1)
The Iron Revel
Religion DC 15: Conflict is the mother and midwife of all the Skills Animal Handling +3, Athletics +4
blessings of this world, or so it is said by the sellswords of Senses Passive Perception 11
The Iron Revel, whose veneration of violence itself carries Languages Common
them across the land in search of a war worthy of their Challenge M6 (285 XP)
deaths.
The Endless Knot is a secretive organization said to meet in Minion. If the cultist takes damage from an attack or
ancient groves upon moonless nights, plotting for the day as the result of a failed saving throw, its hit points
when all of civilization is reduced to rubble and the mortal are reduced to 0. If the cultist takes damage from
races shall be distilled to their purest essence through blood another effect, it dies if the damage equals or
and fire, heralding a glorious era of perfected beings.
exceeds its hit point maximum, otherwise it takes
no damage.
Actions
Tooth and Nail (Group Attack). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 4
bludgeoning damage.
If three or more cultists contributed to this attack,
the target is grappled by one of them (escape DC
13).
Reactions
Bear Witness! As a reaction when a friendly non-
minion creature within 30 feet is reduced to 0 hit
points, the cultist lets out a wild cheer.
If three or more cultists took this reaction, the
creature may make a DC 20 Constitution saving
throw, adding +1 to its result for each cultist
beyond the third that took this reaction.
On a success, the creature may immediately take a
full turn before dying or falling unconscious.
Cult Fanatic of the Devoted of the Lord of
Lord of Beasts Beasts
Medium humanoid (any), chaotic evil Medium humanoid (any), chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 10 (+0) 15 (+2) 16 (+3) 18 (+4) 15 (+2) 14 (+2) 10 (+0) 15 (+2) 14 (+2)
Saving Throws DEX +4, WIS +4 Saving Throws WIS +5, CHA +5
Skills Athletics +5, Perception +4, Persuasion +5 Skills Athletics +7, Perception +5
Senses Passive Perception 14 Senses Passive Perception 15
Languages Abyssal, Common Languages Abyssal, Common
Challenge 1 (200 XP) Challenge 8 (3,900 XP)
Beastlord's Ire. While within 5 feet of two or more Unbridled Fury (2/Day). If the devoted fails a saving
hostile creatures, the fanatic has advantage on throw while it is not grappled, it can choose to
saving throws against any effect that would succeed instead.
incapacitate or restrain it.
Then, if the devoted is concentrating on a spell, it
Feed the Pack. Attacks made by beasts or can roll a D6, regaining a use of this ability on a 5-
monstrosities against a creature grappled by the 6.
fanatic are made with advantage
Actions
Actions Multiattack. The devoted makes two attacks with its
Multiattack. The fanatic makes two attacks with its Spellfury Fist, one of which it can replace with a use
Horned Bident. of their Awaken Fury, if available.
Horned Bident. Melee Weapon Attack: +5 to hit, Spellfury Fist. Melee Spell Attack: +7 to hit, reach 5
reach 10 ft., one target. Hit: 7 (1d8 + 3) piercing ft., one target. Hit: 9 (1d10 + 4) force damage plus
damage and the target is pushed 5 feet away. one additional effect of the chosen's choice:
Quicken Heart (1st Level Spell). One creature the Bestial Grip. The target is grappled (escape DC
fanatic can see within 30 feet must make a DC 13 15).
Wisdom saving throw. Impact Vice. The target is pushed up to 10 feet
away, then takes an additional 13 (3d8)
On a failed save, the creature is Frightened until the bludgeoning damage if this movement was
end of the fanatic's next turn and must use its stopped by a solid surface.
reaction to move half its speed directly away from
the fanatic, if possible. Awaken Fury (Recharge 5-6, 3rd Level Spell,
On a success, the target may use its reaction to Concentration). One creature the devoted can see
make a melee attack. within 60 feet must succeed on a DC 15 Wisdom
saving throw or become hostile to all creatures for
Bonus Actions the next minute (Save Ends at end of turn).
Exultation of Blood (2nd Level Spell). The fanatic A beast or monstrosity makes this saving throw at
gains 5 temporary hit points for each creature it hit disadvantage.
with an attack this turn. While it has any of these
temporary hit points, the fanatic's attacks are made Bonus Actions
with advantage. Exultation of Blood (2nd Level Spell). The devoted
gains 5 temporary hit points for each creature it hit
with an attack this turn. While it has any of these
temporary hit points, the devoted's attacks are
made with advantage.
Chosen of the Lord of Spontaneous Combustion (Recharge 5-6, 4th Level Spell,
Beasts Concentration). The chosen forces a creature it can see
within 40 feet to succeed on a DC 18 Dexterity saving
Medium humanoid (any), chaotic evil
throw or take 21 (6d6) fire damage and ignite.
Armor Class 16 (Natural Armor) Until a creature takes an action to douse the fire, the
Hit Points 248 (28d8 + 112) target has disadvantage on attack rolls and takes 7
Speed 40 ft. (2d6) fire damage at the beginning of each of its turns.
Armor Class 11
Hit Points 15 (2d8 + 6)
Speed 30 ft.
Skills Nature +2
Senses Passive Perception 12
Languages Common
Challenge M11 (720 XP)
Actions
Belly-Tiller Sickle (Group Attack). Melee Weapon
Attack: +6 to hit, reach 5 ft., one target. Hit: 4
slashing damage plus 2 poison damage. Mother's Love
Religion DC 10: Mother's Love is a tacit understanding
If three or more cultists contributed to this attack,
shared among many of those who languish in sickness and
the target subtracts 1d4 from Constitution saving
infirmity, left to rot by the clerics and chirurgeons who lavish
throws it makes until the end of its next turn.
their curatives upon the good and the great; the virtues of
Fecund Embrace (1/Day) The cultist begins to humility and endurance are learned only through long
rapidly swell and distend, fungal growths emerging suffering, and when their magics and medicants fail those
from its flesh. that have never known wretchedness shall curse those
If the cultist is alive at the end of its next turn, it blessings they once clutched so dear.
dies and explodes. Each creature within 10 feet of The mother's visits, unwelcome though they may be in the
it takes 5 poison damage and must succeed on a moment, each serve to prepare and inure her favored
DC 14 Constitution saving throw or be Poisoned children to the tribulations that yet await, strengthening their
until the end of its next turn. spirits even as those who deny her blessings weaken their
own.
cavalcade of sensory explorers, those who seek to plumb the medical professionals and hobbyists who hold that all illness
outer reaches of mortal experience through means botanical, is ultimately a fiction, born through the fruitless struggles of
alchemical, magical, and spiritual. creatures to dominate their bodies and reject death.
Disgust, fear, and shame, though they surely have their The melding and changing of form ought not be seen as a
proper place in life, ultimately serve only to fetter potential, to blight to be purified, therefore, but an affirmation of life, and
constrain one to the conventional. Among The Fruiting Feast, through acceptance and celebration of these processes one
all are invited to shed their bonds, to delve into those regions can be freed from pain and fear, can be bolstered by their
of sense which yet remain undreamt of. blessings rather than ravaged by senseless conflict.
Cult Fanatic of the Devoted of the Rot
Rot Mother Mother
Medium humanoid (any), chaotic evil Medium humanoid (any), chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 17 (+3) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 14 (+2) 18 (+4) 15 (+2) 18 (+4) 16 (+3)
The target must succeed on a DC 13 Constitution Spore Wind. One creature the devoted can see
saving throw or be Poisoned for the next minute within 60 feet must succeed on a DC 14
(Save Ends at end of turn). Constitution saving throw or take 13 (2d12)
poison damage and be Poisoned until the end of
Corpseleech (1st Level Spell). Mycelia tendrils snake the devoted's next turn.
from the fanatic to drain the vitality from a corpse
Pallid Rooting (Recharge 5-6, 4th Level Spell,
or creature with 0 hit points within 5 feet.
Concentration). One creature the devoted can see
The fanatic gains 9 (2d8) temporary hit points, and within 60 feet must succeed on a DC 14
the target must succeed on a DC 13 Constitution Constitution saving throw or be Poisoned for the
saving throw or fail two death saving throws, or one next minute (Save Ends at end of turn).
on a success. A corpse targeted with this ability
desiccates to dust. Whenever a creature Poisoned in this way fails a
saving throw to end this effect at the end of its
turn, it takes 21 (6d6) piercing damage and is
restrained (escape DC 14) until the end of its next
turn.
Chosen of the Rot Pallid Rooting (Recharge 5-6, 4th Level Spell,
Concentration). One creature the chosen can see within
Mother 60 feet must succeed on a DC 18 Constitution saving
Medium humanoid (any)/plant, chaotic evil throw or be Poisoned for the next minute (Save Ends at
end of turn).
Armor Class 14 (Natural Armor) Whenever a creature Poisoned in this way fails a saving
Hit Points 266 (28d8 + 140) throw to end the effect at the end of its turn, it takes
Speed 30 ft. 21 (6d6) piercing damage and is restrained (escape DC
18) until the end of its next turn.
STR DEX CON INT WIS CHA Endurance of the Mother's Faithful (1/Day, 6th Level
Spell). The chosen releases a burst of reanimating
16 (+3) 15 (+2) 20 (+5) 17 (+3) 21 (+5) 16 (+3)
spores in a 30 foot radius from each area created by its
Sprouting Doom.
Saving Throws CON +10, WIS +10, CHA +8
Skills Nature +8, Perception +10, Survival +10 Each creature in one or more of these areas that died in
Damage Immunities Poison the last minute is restored to life with 15 hit points
Senses Truesight 60 ft., Passive Perception 21 and is Poisoned for the next 24 hours.
Languages Abyssal, Common
Challenge 13 (10,000 XP) Bonus Actions
Fungal Delirium. One creature the chosen can see that
Strength from Sickness. While it is Poisoned, the is Poisoned or infected with a disease must succeed
chosen's attacks have advantage instead of on a DC 18 Wisdom saving throw or use its reaction to
disadvantage. move up to half its speed in a direction of the chosen's
choice.
Rot-Carrier. A creature that fails a saving throw by 5 or
more against an effect the chosen controls cannot Corpseleech (1st Level Spell). Mycelia tendrils snake
benefit from resistance or immunity to poison damage from the chosen to drain the vitality from a corpse or
or from immunity to the Poisoned condition for the creature with 0 hit points within 5 feet.
next hour.
The chosen gains 9 (2d8) temporary hit points, and the
Wretched Resilience (2/Day) If the chosen fails a saving target must succeed on a DC 18 Constitution saving
throw against a spell or magical effect, it can choose to throw or fail two death saving throws, or one on a
succeed instead. success. A corpse targeted with this ability desiccates
If it does, the chosen loses any remaining legendary to dust.
actions, is Poisoned until the end of its next turn, and
falls prone as it retches up the wasted magic. Legendary Actions
The chosen can take 2 legendary actions, choosing
Actions from the options below.
Multiattack. The chosen makes two attacks with its Cultivator's Touch. The chosen makes an attack with its
Cultivator's Touch, each of which it may replace with a Cultivator's Touch.
use of its Spore Wind, and uses its Sprouting Doom or
Pallid Rooting, if available. Sporeflight. The chosen transforms into a cloud of
spores and moves up to its speed without provoking
Cultivator's Touch. Melee Spell Attack: +10 to hit, reach attacks of opportunity.
5 ft., one target. Hit: 15 (3d6 + 5) poison damage.
It can move through the spaces of other creatures with
A Poisoned creature hit with this attack becomes this movement, and each creature the chosen moves
Paralyzed until the beginning of its next turn. through must succeed on a DC 18 Constitution saving
Spore Wind. One creature the chosen can see within throw or be Poisoned until the end of the chosen's
60 feet must succeed on a DC 18 Constitution saving next turn.
throw or take 19 (3d12) poison damage and be Growing Hunger. The chosen chooses a creature it can
Poisoned until the end of the chosen's next turn. see within 120 feet.
Sprouting Doom (3rd Level Spell). A roiling growth of Up to two plant or undead creatures within 30 feet of
multifarious fungus that lasts for a minute bursts forth it may each use their reaction to move up to its speed
in a 5 foot radius centered on a point the chosen can toward that creature or make a melee attack against it.
see within 120 feet.
The area is difficult terrain for nonplant creatures, and a
nonplant creature that starts its turn in the area takes
20 poison damage. This effect ends if the area is dealt
20 or more fire or radiant damage from a single source.
Exarch of the Rot The area is difficult terrain for nonplant creatures, and a
nonplant creature that starts its turn in the area takes
Mother 20 poison damage. This effect ends if the area is dealt
Medium humanoid (any)/plant, chaotic evil 20 or more fire or radiant damage from a single source.
Pallid Rooting (3rd Level Spell, Concentration). One
Armor Class 15 (Natural Armor) creature the exarch can see within 60 feet must
Hit Points 380 (40d8 + 200) succeed on a DC 19 Constitution saving throw or be
Speed 30 ft., climb 30 ft. Poisoned for the next minute (Save Ends at end of
turn).
STR DEX CON INT WIS CHA Whenever a creature Poisoned in this way fails a saving
throw to end the effect at the end of its turn, it takes
17 (+3) 16 (+3) 21 (+5) 18 (+4) 21 (+5) 18 (+4)
21 (6d6) piercing damage and is restrained (escape DC
19) until the end of its next turn on a failure.
Saving Throws CON +11, WIS +11, CHA +10
Skills Nature +10, Perception +11, Survival +11 Filth Harvest (Recharge 5-6, 5th Level Spell). One
Senses Truesight 60 ft., Passive Perception 21 creature the exarch can see within 30 feet that is
Languages Abyssal, Common Paralyzed Poisoned, or infected with a disease must
Challenge 20 (25,000 XP) succeed on a DC 19 Constitution saving throw or take
44 (8d10) necrotic damage.
Strength from Sickness. While it is Poisoned, the The exarch gains temporary hit points equal to the half
exarch's attacks have advantage instead of the damage dealt.
disadvantage.
Reactions
Rot-Carrier. A creature that fails a saving throw by 5 or
more against an effect the exarch controls cannot Inexorable Growths. When a creature the exarch can see
benefit from resistance or immunity to poison damage within 120 feet dies, it can use its Sprouting Doom,
or from immunity to the Poisoned condition for the targeting an area centered on the creature.
next hour.
Endurance of the Mother's Faithful (1/Day, 6th Level
Aura of Delirium. A Poisoned creature that starts its turn Spell). When the exarch is reduced below 191 hit
within 20 feet of the exarch must succeed on a DC 19 points, it releases a burst of reanimating spores in a 30
Wisdom saving throw or use its reaction to move up to foot radius from each area created by its Sprouting
half its speed in a direction of the exarch's choice. Doom.
Wretched Resilience (3/Day) If the exarch fails a saving Each creature in one or more of these areas that died in
throw against a spell or magical effect, it can choose to the last minute is restored to life with 15 hit points
succeed instead. and is Poisoned for the next 24 hours.
If it does, the exarch loses any remaining legendary
actions, is Poisoned until the end of its next turn, and Legendary Actions
falls prone as it retches up the wasted magic. The exarch can take 3 legendary actions, choosing
from the options below.
Actions
Cultivator's Touch. The exarch makes an attack with its
Multiattack. The exarch makes three attacks with its Cultivator's Touch
Cultivator's Touch, each of which it may replace with a
use of its Spore Wind, and uses its Sprouting Doom, Sporeflight. The exarch transforms into a cloud of
Pallid Rooting or Filth Harvest, if available. spores and moves up to its speed without provoking
attacks of opportunity.
Cultivator's Touch. Melee Spell Attack: +11 to hit, reach
It can move through the spaces of other creatures with
5 ft., one target. Hit: 15 (3d6 + 5) poison damage.
this movement, and each creature the exarch moves
A Poisoned creature hit with this attack becomes through must succeed on a DC 19 Constitution saving
Paralyzed until the beginning of its next turn. throw or be Poisoned until the end of its next turn.
Spore Wind. One creature the exarch can see within 60 Growing Hunger. The exarch chooses a creature it can
feet must succeed on a DC 18 Constitution saving see within 120 feet.
throw or take 19 (3d12) poison damage and be
Up to two plant or undead creatures within 30 feet of
Poisoned until the end of the exarch's next turn.
it may each use their reaction to move up to its speed
Sprouting Doom (3rd Level Spell). A roiling growth of toward that creature or make a melee attack against it.
multifarious fungus that lasts for a minute bursts forth
in a 5 foot radius centered on a point the exarch can
see within 120 feet.
Cults of the Spider Queen
Relicts of the Loom
History DC 20: A sewing and handcrafts club that doubles
centered around the belief that the bitter division between the
gods of the Seldarine and Dark Seldarine is primarily STR DEX CON INT WIS CHA
responsible for the millennia of war between the various
Actions
Hidden Blades (Group Attack). Melee or Ranged
Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 3 piercing damage.
This attack deals an additional 2 damage to a
Poisoned or Surprised target.
Obsessive Offering. One fiendish or spiderkind ally
of the cultist can use its reaction to make an attack
against the cultist.
On a hit, the creature gains 15 temporary hit
points. While it has any of these temporary hit
points, the creature's melee attacks deal an
additional 3 (1d6) poison damage.
The Tested
Religion DC 10: The Tested are insular and highly exclusive
accomplishments.
Cult Fanatic of the Devoted of the Spider
Spider Queen Queen
Medium humanoid (any), chaotic evil Medium humanoid (any), chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 14 (+2) 15 (+2) 16 (+3) 12 (+1) 16 (+3) 16 (+3) 14 (+2) 16 (+3) 18 (+4)
Test of Ambition. If the fanatic kills a Devoted of the Test of Ambition. If the devoted kills a Chosen of
Spider Queen, it immediately becomes a Devoted the Spider Queen, it immediately becomes a
of the Spider Queen, retaining its current hit points. Chosen of the Spider Queen, retaining its current hit
points.
Actions Kiss of Lolth. The devoted's spells ignore resistance
Multiattack. The fanatic makes three attacks with its or immunity to poison damage and immunity to the
Widowfang Darts, one of which it may replace with Poisoned condition.
a use of its Betrayer's Blessing. Venomous Dweomer. The first time each turn that a
Widowfang Darts. Melee or Ranged Weapon Attack: creature fails a saving throw against a spell or
+5 to hit, reach 5 ft. or range 30 ft., one target. Hit: magical effect the devoted controls, the devoted
5 (1d4 + 3) piercing plus 3 (1d6) poison damage. can deal 7 (2d6) poison damage to it.
Whenever the target ends its turn without dealing Darkfire Bolt (2nd Level Spell). Ranged Spell Attack:
damage to a friendly creature, it takes 11 (2d10) +7 to hit, range 120 ft., one target. Hit: 11 (2d10)
psychic damage. fire damage, and the target is wreathed in writhing
shadows for the next minute.
Bonus Actions Whenever the creature is hit with an attack, it takes
Douse (1st Level Spell). The fanatic reduces a source an additional 3 (1d6) necrotic damage. This effect
of Bright Light it can see within 60 feet to Dim ends early if the target is illuminated by Bright
Light, or extinguishes a source of Dim Light it can Light.
see in the area. If the fanatic is hidden, this action Envenomed Touch (2nd Level Spell). The devoted
does not reveal its position. touches a creature within 5 feet, dealing 7 (2d6)
Chittering Frenzy. The fanatic chants out a series of poison damage to it and forcing it to succeed on a
harsh scraping and clacking noises. DC 15 Constitution saving throw or be Poisoned
for the next minute (Save Ends at end of turn).
Each spiderkind creature within 60 feet that can
hear it can use its reaction to move up to half its Lolth's Favor (Recharge 5-6, 3rd Level Spell). One
willing drow, spiderkind, or demon the devoted can
speed directly toward the fanatic.
see within 60 feet immediately dies, exploding in a
torrent of venomous spiders.
Each creature within 15 feet of it must succeed on
a DC 15 Constitution saving throw or take 14
(4d6) piercing plus 14 (4d6) poison damage, or
half as much on a success.
Chosen of the Spider Lolth's Favor. One willing drow, spiderkind, or demon
the chosen can see within 60 feet immediately dies,
Queen exploding in a torrent of venomous spiders.
Medium humanoid (any), chaotic evil
Each creature within 15 feet of it must succeed on a
Armor Class 16 (Mage Armor) DC 17 Constitution saving throw or take 14 (4d6)
Hit Points 212 (25d8 + 100) piercing plus 14 (4d6) poison damage, or half as much
Speed 30 ft., climb 30 ft. on a success.
Maddening Shadows (Recharge 5-6, 4th Level Spell,
Concentration). Whispering darkness boils forth in a 20
STR DEX CON INT WIS CHA foot radius from a point the chosen can see within 60
13 (+1) 17 (+3) 18 (+4) 14 (+2) 16 (+3) 20 (+5) feet, extinguishing all lights in the area.
A creature other than the chosen that starts its turn in
Saving Throws DEX +7, CON +7, CHA +9 the area must succeed on a DC 17 Wisdom saving
Skills Deception +9, Insight +7, Stealth +7 throw or take 21 (6d6) psychic damage and be
Senses Passive Perception 13 Frightened until the beginning of its next turn.
Languages Abyssal, Common, Undercommon
A creature that fails this saving throw by 5 or more falls
Challenge 12 (8,400 XP)
prone, additionally.
Kiss of Lolth. The chosen's spells ignore resistance or
immunity to poison damage and immunity to the
Reactions
Poisoned condition. Bask in Her Esteem. When the chosen kills one or more
friendly creatures, it can gain 10 temporary hit points
Venomous Dweomer. The first time each turn that a per friendly creature killed in this way.
creature fails a saving throw against a spell or magical
effect the chosen controls, the chosen can deal 7 If it does, attacks against the chosen are made with
(2d6) poison damage to it. advantage until the beginning of its next turn.
Spider Climb. The chosen can climb difficult surfaces, Chasten Failure. When a friendly humanoid creature
including upside down on ceilings, without needing to misses the chosen with an attack, the chosen can force
make an ability check. it to succeed on a DC 17 Charisma saving throw or
transform into a Shunned under the chosen's control,
Ruthless Resistance (2/Day). If the chosen fails a saving retaining its current hit points.
throw, it can force a friendly creature within 30 feet to
succeed on a DC 17 Charisma saving throw or suffer Legendary Actions
the effects of the saving throw in the chosen's stead.
The chosen can take 2 legendary actions, choosing
Actions from the options below.
Multiattack. The chosen makes two attacks with its Darkfire Bolt. The chosen uses its Darkfire Bolt.
Darkfire Bolt, each of which it may replace with a use
Skulking Shift. The chosen moves up to half its speed. If
of its Envenomed Touch.
it is not illuminated by Bright Light, this movement
Darkfire Bolt (2nd Level Spell). Ranged Spell Attack: +9 does not provoke opportunity attacks.
to hit, range 120 ft., one target. Hit: 11 (2d10) fire Grasp of Shadows. A spindly limb of coalesced darkness
damage, and the target is wreathed in writhing spears out from a space of dim light or darkness within
shadows for the next minute. 60 feet of the chosen.
Whenever the creature is hit with an attack, it takes an One creature within 15 feet of that space must
additional 3 (1d6) necrotic damage. This effect ends succeed on a DC 17 Strength saving throw or be
early if the target is illuminated by Bright Light. dragged up to 15 feet towards it.
Envenomed Touch. The chosen touches a creature
within 5 feet, dealing 7 (2d6) poison damage to it and
forcing it to succeed on a DC 17 Constitution saving
throw or be Poisoned for the next minute (Save Ends at
end of turn). (+1d6 per level at higher levels).
Exarch of the Spider Aura of Creeping Ruin (6th Level Spell, Concentration). A
mass of tiny spiders swarms around the exarch in a 25
Queen foot radius. When a creature starts its turn in the area
Medium humanoid (any), chaotic evil or enters it for the first time on a turn, the exarch can
force it to succeed on a DC 21 Constitution saving
Armor Class 17 (Mage Armor) throw or take 10 poison damage, or half as much on a
Hit Points 246 (29d8 + 116) success.
Speed 30 ft., climb 30 ft. Poison Thoughts (6th Level Spell, Concentration). One
Poisoned creature that the exarch can see within 60
STR DEX CON INT WIS CHA feet has the Poisoned condition end for it, then must
succeed on a DC 21 Wisdom saving throw or be
16 (+3) 19 (+4) 19 (+4) 17 (+3) 18 (+4) 22 (+6) Dominated by the exarch for the next minute (Save
Ends at end of turn)
Saving Throws DEX +11, CON +11, CHA +13
Skills Deception +13, Insight +11, Stealth +11 Reactions
Senses Passive Perception 14 Bask in Her Esteem. When the exarch kills one or more
Languages Abyssal, Common, Undercommon friendly creatures, it can gain 10 temporary hit points
Challenge 22 (41,000 XP) per friendly creature killed in this way.
Kiss of Lolth. The exarch's spells ignore resistance or If it does, attacks against the exarch are made with
immunity to poison damage and immunity to the advantage until the beginning of their next turn.
Poisoned condition. Chasten Failure. When a friendly humanoid creature
Venomous Dweomer. The first time each turn that a misses the exarch with an attack, the exarch can force
creature fails a saving throw against a spell or magical it to succeed on a DC 21 Charisma saving throw or
effect the exarch controls, the exarch can deal 7 (2d6) transform into a Shunned under the exarch's control,
poison damage to it. retaining its current hit points.
Spider Climb. The exarch can climb difficult surfaces, Strands of the Demonweave (5th Level Spell). When a
including upside down on ceilings, without needing to creature they can see within 60 feet casts a spell, the
make an ability check. exarch weaves a portion of the expended magic into
threads of binding silk.
Ruthless Resistance (5/Day). If the exarch fails a saving
throw, it can force a friendly creature within 30 feet to Any damage dealt by the spell is reduced by half, and
succeed on a DC 21 Charisma saving throw or suffer the spell's caster must succeed on a DC 21 Strength
the effects of the saving throw in their stead. saving throw or be restrained (escape DC 21) until it
takes any damage.
Abyssal Ascension (1/Day, Mythic Trait). When the
exarch is reduced to 0 hit points, it doesn't die or fall Legendary Actions
unconscious. Instead, it resets to 246 hit points and
eight spindly legs burst from its back. The exarch can take 3 legendary actions, choosing
from the options below.
The exarch's type becomes fiend (demon), its speed is
doubled, and it becomes immune to any effect that Darkfire Bolt. The exarch uses its Darkfire Bolt.
would reduce its speed. Skulking Shift. The exarch moves up to half its speed. If
If the exarch ends its turn outside the Abyss, it must it is not illuminated by Bright Light, this movement
succeed on a DC 21 Charisma saving throw or be does not provoke opportunity attacks.
summoned to the depths of the Demonweb Pits. Lolth's Favor (Costs 2 Actions, 3rd Level Spell). One
willing drow, spiderkind, or demon the exarch can see
Actions within 60 feet immediately dies, exploding in a torrent
Multiattack. The exarch makes two attacks with its of venomous spiders.
Darkfire Bolt, each of which it may replace with a use Each creature within 15 feet of it must succeed on a
of its Envenomed Touch. DC 21 Constitution saving throw or take 14 (4d6)
Darkfire Bolt (3rd Level Spell). Ranged Spell Attack: +13 piercing plus 14 (4d6) poison damage, or half as much
to hit, range 120 ft., one target. Hit: 16 (3d10) fire on a success.
damage, and the target is wreathed in writhing
shadows for the next minute. Mythic Actions
Whenever the creature is hit with an attack, it takes an Body's Betrayal (Recharge 4-6). One creature Poisoned
additional 3 (1d6) necrotic damage. This effect ends by the exarch takes 35 (10d6) poison damage and falls
early if the target is illuminated by Bright Light. prone, then must succeed on a DC 21 Constitution
save or be Stunned until the end of its next turn.
Envenomed Touch (4th Level Spell). The exarch touches
a creature within 5 feet, dealing 14 (4d6) poison Spindly Thrust. The exarch stabs its spindly legs towards
damage to it and forcing it to succeed on a DC 21 creature within 15 feet. The creature must succeed on
Constitution saving throw or be Poisoned for the next a DC 21 Dexterity saving throw or take 27 (6d8)
minute (Save Ends at end of turn). bludgeoning damage and be knocked prone.
Bloodlord Spells
Warlock Patrons Spell Level Spells
At 1st level, a warlock gains the Otherworldly Patron feature, 1st corpus potency, inflict wounds
which offers you the choice of a subclass. Though any
Master of the Lower Aerie, the Prince of Deception, the Rot 5th raise the horde, sanguine cyclone
Mother, the Ruler of Ruin, and the Spider Queen.
Eternal Tide
6th-level Bloodlord feature
can see within 60 feet that died since the end of your last turn
Scent of Death
10th-level Bloodlord feature
allies.
Beacon of Hunger
14th-level Bloodlord feature
Once per turn, when you deal damage to a creature, you may
wonders and horrors upon the world such as have never been Armor Class 13 (Natural Armor)
seen before. No law can constrain the expression of your
Hit Points 5 + five times your warlock level
vision, now that the Deep Father has seen fit to ease your
Speed 30 ft.
path to greatness.
spells when you learn a warlock spell. The following spells Saving Throws STR +2 plus PB, CON +2 plus PB
are added to the warlock spell list for you. Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 10
Deep Father Spells Languages understands the languages you speak
Spell Level Spells
Grafted Flesh. The horror may sustain a number of
1st discharge, longstrider
Flesh Grafts equal to its creator's Proficiency
2nd alter self, crackling frenzy Bonus, to a maximum of 4. If the horror suffers a
critical hit or dies, one of its Flesh Grafts selected
3rd lightning burst, protection from energy
at random is destroyed.
4th skinsend, watery sphere
5th awaken, corrupt marrow Actions
Spliced Strike. Melee Weapon Attack: your spell
Chimeric Horror attack modifier to hit, reach 5 ft., one target. Hit:
1st-level Deep Father feature 1d6 + PB bludgeoning, piercing, or slashing
By your patron's power, you have been granted the power to damage.
sculpt new life, a chimeric horror comprised of the grafted
determined by the DM. See the Flesh Grafts table for more When you deal lightning damage to a corpse that died since
details. One of its flesh grafts is destroyed whenever the the end of your last turn, you may restore it to life with hit
chimeric horror suffers a critical hit or dies. points equal to the damage dealt.
Chimeric Horrors in Combat In combat, the chimeric Once you use this feature, you can't use it again until you
horror shares your initiative count and acts directly after you finish a long rest.
on your turn. It can move and use its reaction on its own, but
the chimeric horror makes one attack on its turn for each When you complete a long rest, you can apply Flesh Grafts
attack forgone in this way. If you are incapacitated, the per the Chimeric Horror feature to your own body. Your body
chimeric horror can take any action of its choice. can sustain up to two of them at once. Whenever you suffer a
Healing and Death If the chimeric horror would take any critical hit or are reduced to 0 hit points, one of your Flesh
lightning damage, it instead takes no damage and regains Grafts selected at random is destroyed.
2d6 hit points. The horror makes death saving throws while
at 0 hit points, but dies after a single failure, and if it dies its
horror.
Flesh Graft
Graft Prerequisites Effect
Amphibious None The grafted creature is covered in a layer of secreted mucous that allows it to breathe
both air and water.
Braille None The grafted creature's eyes are covered by transparent scales that protect them from
harm. It has disadvantage on Wisdom (Perception) checks that rely on sight, and
advantage on saving throws to avoid being Blinded.
Camouflage None The grafted creature has advantage on Stealth (Dexterity) checks if it is more than 30 feet
from any hostile creature.
Chemoreception None While submerged in a body of water, the grafted creature can detect the presence and
location of creatures in that water within 60 feet.
Concussive None A creature knocked prone by the grafted creature must succeed on a Constitution saving
Strength throw against your spell save DC or be unable to stand on its following turn.
Countershading None The grafted creature can attempt to hide without obscurement while in open water.
Extra Head None The grafted creature has advantage on Wisdom (Perception) checks and on saving throws
against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Gliding None The grafted creature glides 10 feet at no movement cost to it for every 5 feet that it falls.
Membranes
Grasslands Hunter None The grafted creature can attempt to Hide as a bonus action in dense foliage.
Ice Walk None The grafted creature can move across and climb icy surfaces without needing to make an
ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra
movement.
Keen Sight None The grafted creature has advantage on Wisdom (Perception) checks that rely on sight.
Natural Armor None The grafted creature gains a Natural Armor equal to that of the source creature.
Pit Organs None The grafted creature knows the precise location of each warm-blooded creature within 10
feet of it., and the number, size, and direction of each warm-blooded creature within 30
feet of it.
Quick Squeeze None The grafted creature may move through any space larger than its skull without squeezing.
Righting Reflex None The grafted creature takes no fall damage if it falls from a height of 30 ft. or greater.
Scute Armor Natural Creatures cannot benefit from flanking the grafted creature.
Armor
Silent Flight Fly Speed While flying in dim light or darkness, the owl can take the Hide action as a Bonus Action.
Speed None The grafted creature gains one movement speed that the source creature had.
Spider Climb Climb Speed The grafted creature can climb difficult surfaces, including upside down on ceilings,
without needing to make an ability check.
Standing Leap None The grafted creature's long jump is up to 20 feet and its high jump is up to 10 feet, with
or without a running start.
Sure-Footed None The grafted creature has advantage on Strength and Dexterity saving throws made against
effects that would knock it prone.
Tunneler Burrow The grafted creature can burrow through solid rock at half its burrow speed and leaves a
Speed 5-foot-diameter tunnel in its wake.
Underwater None While underwater, the grafted creature has advantage on Dexterity (Stealth) checks and
Camouflage Deception (Charisma) checks made to impersonate natural terrain or another aquatic
creature.
Villiform Teeth None The grafted creature can maintain a grapple even while incapacitated or dead. A creature
that fails an attempt to escape the grafted creature's grapple takes 6 (1d12) piercing
damage.
Flesh Grafts, Continued
Graft Prerequisites Effect
Blood Frenzy Level 6 The grafted creature has advantage on the first melee attack it makes each turn against a
creature that doesn't have all its hit points.
Crawler Level 6 The grafted creature may crawl at its full movement speed, and while prone is not
slowed by difficult terrain. It may stand by spending 5 feet of movement.
Elemental Level 6 The grafted creature gains resistance to one damage type dealt by the source creature.
Affinity Whenever the grafted creature deals damage with a melee attack, it may choose for that
damage to be of the resisted type, instead of any other type.
Grasping Level 6 When the grafted creature makes a melee attack, its reach is increased by 10 feet, and
Tentacles instead of dealing damage it may grapple the creature (escape DC equal to your spell
save DC)
Outsize Strength Level 6 The grafted creature is considered to be one size larger for the purposes of grappling.
Partial Amorphia Level 6 The grafted creature can move through a space as narrow as 1 ft. wide without
squeezing.
Spindly Level 6 The grafted creature can move through the space of any creature smaller than it without
needing to spend additional movement or make an ability check.
Uncanny Level 6 The grafted creature can mimic any sounds it has heard, including voices. A creature that
Mimicry hears the sounds can tell they are imitations with a successful Wisdom (Insight) check
against your spell save DC.
Bioluminescent Level 10 Whenever the grafted creature takes 15 or more damage from a single source, each
Strobe creature within 5 feet of it must succeed on a Constitution saving throw against your
spell save DC or be Blinded until the end of the grafted creature's next turn. If the
grafted creature is in total Darkness, this radius is instead 15 feet.
Magic Resistance Level 10 The grafted creature has advantage on saving throws against spells and other magical
effects.
Grappler Level 10 The grafted creature has advantage on attack rolls against any creature grappled by it.
Reactive Level 10, The grafted creature can take a second reaction in combat. It may take no more than one
Multiple Heads reaction in response to a single trigger.
Snatcher Level 10 The grafted creature may choose not to be slowed by carrying or dragging a grappled
creature of its size or smaller on its turn. If it does, it releases its grapple at the end of its
turn.
Sparking Level 10, If the grafted creature has fewer than half its hit points, a creature that starts its turn
Wounds Lightning within 5 feet of the grafted creature takes 4 (1d8) lightning damage.
Resistance
Umbral Aura Level 10 Nonmagical lights within 30 feet of the grafted creature produce only dim light, and the
light they produce extends no further than 15 feet from its source.
Wakeful Level 10, While the grafted creature sleeps, at least one of its heads is awake.
Multiple Heads
Aura of Spite Level 14 Whenever the grafted creature takes damage, each other creature within 10 feet of it
takes 5 (1d10) psychic damage.
Desecrated Aura Level 14 A creature that attempts to cast divine magic (such as a Cleric or Paladin spell) within
15 feet of the grafted creature takes 11 (2d10) psychic damage and is Poisoned until
the end of the creature's following turn.
Paralytic Mucous Level 14 A creature that hits the grafted creature with a melee attack for the first time on a turn
must succeed on a Constitution saving throw against your spell save DC or have its
movement speed reduced by 10 feet for the next minute
Rapid Adaptation
The Formless One 6th-level Formless One feature
be dust in the end, but those that oppose you shall be dust
first.
Ooze Shield
10th-level Formless One feature
Juiblex is an entity worshiped in secret, as the sane recoil
When you make a saving throw against an effect that targets
in horror from recognition of its true nature; that of ultimate
an area, you may grant one creature within 5 feet of you
entropy, of the creeping end of all things. Sanity is a weak
advantage on its saving throw against the same effect. On a
shield against reality, however, and you have looked without
successful save, the creature takes no damage.
fear upon the indestructible destruction, upon the coming
Expanded Spell List repaired, damage dealt by the weapon is reduced by half.
Once you use this feature, you can't use it again until you
1st-level Formless One feature
finish a long rest.
The Formless One lets you choose from an expanded list of
Formless One Spells Your body gains the ability to achieve a fluidity and resilience
2nd alter self, grasping spout while this ability is active, you gain 10 temporary hit points
and regrow any missing body parts. Once you use this
3rd chaos revels, meld into stone
feature, you can't use it again until you finish a short or long
Boneless Movement
1st-level Formless One feature
grapple or restraint.
The Grand Indulger
You have made a pact with Graz'zt, the Lord of Forbidden
you shall discover his vision of your most perfect self, and
to the task.
Cruel Mercy
1st-level Grand Indulger feature
points last for 1 minute, and while a creature has any of them
it is Charmed by you.
Erode Will
1st-level Grand Indulger feature
Passing Dream
6th-level Grand Indulger feature
The temporary hit points granted by your Cruel Mercy last for
Spell Level Spells
up to an hour.
4th compulsion, private sanctum disadvantage on any attack that targets a creature friendly to
you.
5th geas, gift of writhing pain
Brutal Casting
1st-level Lord of Beasts feature
You have made a pact with Baphomet, the Lord of Beasts. replace it with an attempt to grapple or shove a creature.
The Horned King, and forever hence you are his emissary of Unbridled Fury
might, a beacon of fury that will shatter the weak and temper 6th-level Lord of Beasts feature
the strong beneath an onslaught of might and magic. Your mind sharpens with the thrill of the hunt, fueled by rage
Any great ambitions you have are mere self-deception, for and hunger. When an effect would prevent you from casting
Baphomet has seen your soul, and treats only with those who or concentrating on a spell, or would end your concentration,
crave power for its own sake, who burn with desire for the you may choose to ignore that effect.
infinite freedom of unchallengeable strength. You can use this ability a number of times equal to your
The Lord of Beasts lets you choose from an expanded list of Juggernaut Rampage
spells when you learn a warlock spell. The following spells 10th-level Lord of Beasts feature
are added to the warlock spell list for you. The magic that courses through your veins rejects restraint.
If you first move at least 10 feet directly toward it, you can
Lord of Beasts Spells move through any wall up to 1 foot thick that could be
1st earth tremor, inflict wounds terrain, shattering a 5 foot section of it in a spray of shrapnel.
When you do, you can force each creature within 5 feet of
2nd exultation of blood, find steed where you emerge to succeed on a Strength saving throw or
3rd flaying scream, haste take 1d8 bludgeoning damage and be pushed up to 5 feet
away.
4th locate creature, stoneskin
5th slaying smite, spontaneous combustion Smash Through Reality
14th-level Lord of Beasts feature
Magic of Might The most powerful of your strikes pierce the veil between
can use your Strength modifier, instead of Charisma, for your expending a spell slot. Once you use this feature, you can't
Save DC, attack rolls, and damage rolls. use it again until you finish a long rest.
On Evil Winds
1st-level Master of the Lower Aerie feature
a bonus action, you can Dash or gain a fly speed equal to your
flying.
Fate Transfer
1st-level Master of the Lower Aerie feature
You gain the ability to harness and channel the power of the
Aerie and the secret owner of the Four Winds. All creatures Corruptive Aid
of the air fear his evil whim, though the wise fear equally his 6th-level Master of the Lower Aerie feature
You know his reputation for corruption, for twisting a portion of its fortune. As an action, you restore 3d8 hit points
creature's soul against it and leading it willing to its own ruin. to a creature that you touch.
Perhaps you have given yourself over to ruin, so long as your The creature subtracts your Proficiency Bonus from the
goals are achieved, or perhaps you believe your will sufficient next saving throw it makes in the next 8 hours, and can't be
to the trials that lie before it. Pazuzu always claims what is affected by this ability again until you complete a long rest.
the four winds are far distant, and faithful service may yet Enduring Pestilence
stay the crack of doom. 10th-level Master of the Lower Aerie feature
Expanded Spell List end an ongoing debilitating magical effect, you may force a
1st-level Master of the Lower Aerie feature different creature you can see within 30 feet of you to make
The Master of the Lower Aerie lets you choose from an the same saving throw. On a failure, the magical effect
expanded list of spells when you learn a warlock spell. The transfers to the target.
following spells are added to the warlock spell list for you.
Dominion of Sky
Master of the Lower Aerie Spells 14th-level Master of the Lower Aerie feature
Spell Level Spells You gain the ability to channel the corruption of the lower
1st bane, darting duplicate aerie, twisting your body into forms ancient and
3rd flickering advance, felloil rain While transformed, you have an 80 foot fly speed, ranged
5th delay spell, insect plague you with a melee attack you may force it to succeed on a
You have made a pact with Fraz-Urb'luu, Prince of Deception While you are concentrating on a spell that produces an
and the Final Arbiter of Unreality. Truth lives not in the world, illusion, you may use a bonus action to make a melee spell
but in the beliefs people hold about it, and you have been attack roll through it against a creature within 5 feet of it,
endowed with the skill and will to mold those beliefs to your dealing 1d6 psychic damage, plus an additional 1d6 psychic
whim. To kill a person is a simple thing, trivial even, and yet damage per level of the illusion spell on a hit. You must use
to reshape the person's mind, to invert their values and your own senses.
imprint your dreams upon their soul... such is the domain of A creature that discerns the nature of the illusion with an
true art. Intelligence (Investigation) check becomes immune to this
Did you seek the aid of the master of Hollow's Heart damage.
to the tasks to which you had set them, or perhaps because Exchange Roles
you had achieved mastery over your own domain and wished 6th-level Prince of Deception feature
to reach beyond the bounds of mortal abilities? The answer is You can spend one minute to shuffle the appearances of
irrelevant, as the past is as much yours to sculpt as is the yourself and your allies, causing each of up to six friendly
present, and all the world lies open before you. Small or Medium creatures within 30 feet of you to take on
Expanded Spell List A creature can use its action to inspect a target and make
1st-level Prince of Deception feature an Intelligence (Investigation) check against your spell save
The Prince of Deception lets you choose from an expanded DC. If it succeeds, it becomes aware that the target is
list of spells when you learn a warlock spell. The following disguised.
spells are added to the warlock spell list for you. Once you use this ability, you can't do so again until you
3rd eye of veiling, sink into earth may have it make its check against your Passive Deception,
4th deceptive demise, panickfog rather than against your spell save DC.
somatic components.
Affected Innocence
1st-level Prince of Deception feature
Whenever you cast a spell, you may choose for the spell's
yourself.
The first spell attack you make in this way each turn is
Decay and turner of the wheel of life and death, friend and
upon the living and the dead are great and many, but as her
strangers, who shy from the scent of rot in cruel and willful
Befouled Magic
1st-level Rot Mother feature
Mycotic Glut. An infected creature cannot benefit You can use this ability a number of times equal to your
from resistance or immunity to poison damage or proficiency bonus, and you regain all expended uses when
means to a yet brighter future for those you leave behind. You
have been made a tool of destruction, that much is certain, Appetite for Carnage
6th-level Ruler of Ruin feature
but what will you achieve beyond that in the fleeting mortal
While you have three or more enemies within 10 feet of you,
time remaining to you?
spell attacks you make have advantage, and you have
Ruler of Ruin Spells When you hit a creature with your bite attack, you can spend
Spell Level Spells one Hit Die to heal yourself. Roll the die, add your
5th rouse blood, ferocity of the fleshforges use your reaction to move up to half your speed and take an
action.
Fleshripper Bite
1st-level Ruler of Ruin feature
Strength. If you hit with it, you deal piercing damage equal to
Pits and master to all the spiders of the realms. Her many Your magic poisons become infused with esoteric toxins
eyes are upon you, and if you wish to retain her favor you found only in the hidden depths of the Demonweb Pits.
must prove yourself the most cunning and ruthless of her Spells you cast ignore resistance or immunity to poison
worshippers and sought the greater mysteries denied you by Venomous Dweomer
the politics of priesthood, or perhaps you gained her attention 1st-level Spider Queen feature
through some great act of duplicity, observed through one of Once per turn, when a creature fails a saving throw against a
her many watchers. spell or other magical effect you control, you may deal 7 (2d6)
Now, however, you have entered the grand game, and only poison damage to it.
your own wits and the fickle favor of the Spider Queen can
keep the knives of allies and enemies alike from slipping Deceptive Bearing
between your ribs. 6th-level Spider Queen feature
Expanded Spell List feet from any hostile creature, you may attempt to hide
1st-level Spider Queen feature without obscurement, and may use Charisma in place of
The Spider Queen lets you choose from an expanded list of Dexterity to do so.
are added to the warlock spell list for you. Creeping Night
10th-level Spider Queen feature
Spider Queen Spells Your skin grows miniscule hooked barbs, granting you a
Spell Level Spells climb speed equal to your walking speed, and allowing you to
1st douse, the queen's will climb difficult surfaces, including upside down on ceilings,
5th toxic aura, strands of the demonweave activate at any instant. At any time (no action required), you
turn. Once you use this feature, you can't use it again until
Range: self
Components: V, S
Blightning Strike
Duration: instantaneous
3rd-level conjuration
You teleport to an unoccupied space you can see within 30 Casting Time: 1 action
feet. If you have a creature grappled, you may teleport it to an
Range: 120 ft.
unoccupied space within 5 feet of the space you teleport to.
Components: V, S
Duration: instantaneous
Awaken Fury
You call down a bolt of baleful red lightning from above a
3rd-level enchantment
creature you can see within 120 feet. The creature must
Casting Time: 1 action
succeed on a Dexterity saving throw or take 14 (4d6)
Range: 60 ft.
lightning plus 11 (2d10) necrotic damage, or half as much on
Components: V, S, M (a shard of shattered ceramic)
a success.
Duration: 1 minute, concentration
A creature reduced to 0 hit points by this damage is
You call forth a flood of buried rage in a creature you can unaffected by the first source of healing it receives before the
see, forcing it to make a Wisdom saving throw. On a failure, beginning of its next turn.
the target becomes hostile to all creatures for the next At Higher Levels: When you cast this spell using a spell
minute. A beast or monstrosity makes this saving throw with slot of 4th level or higher, the necrotic damage dealt by it
Casting Time: 1 reaction, which you take when you are Components: V, S
Range: 30 ft.
You rocket up to 15 feet in a straight line, then a line of
Components: V
solid fire flashes out from your palm in a 15 foot line that is 5
Duration: instantaneous
feet wide.
You force a creature you can see within 30 feet to make a Each creature in the area must succeed on a Strength
Charisma saving throw. On a failed save, you and the creature saving throw or take 3d6 fire plus 3d6 piercing damage and
teleport to switch places with one another, and the creature be pushed 15 feet away, or take half as much damage and not
becomes the new target of the triggering spell spell. be pushed away on a success.
At Higher Levels: When you cast this spell using a spell If you have fewer than half your maximum hit points, each
slot of 8th level or higher, the range increases by 30 ft. for affected creature subtracts 1d4 from the result of its saving
length of the line increase by 5 feet for each slot level above
3rd.
Boiling Breath Caustic Coating
6th-level evocation 1st-level transmutation
Components: V, S Components: S
You breathe forth a torrent of boiling water in a 30-foot You secrete an acrid coating of ooze from your hands that
cone. Each creature in the area must succeed on a eats away at armor, pitting its surface and creating weak
as much damage on a successful one. Make a melee spell attack. On a hit, any nonmagical armor
Each Medium or smaller creature in the area is pushed up worn by the target is partly dissolved and takes a permanent
slot of 7th level or higher, the fire damage increases by 2d6 but recovers when the target completes a short or long rest.
Chaos Immortal
Breath of Thanatos 9th-level Transmutation
Duration: instantaneous
One allied creature you can see is wreathed in foul abyssal
The ground beneath a creature you can see within 60 feet energies for the next minute, after which it must succeed on a
cracks, spewing forth a hissing jet of putrid fumes. Constitution saving throw or be reduced to 0 hit points.
The creature must succeed on a Constitution saving throw For the next minute, its melee attacks deal an additional 11
or take 3d10 necrotic plus 3d6 poison damage, or take half as (2d10) fire and 7 (2d6) necrotic damage, and it does not fall
A creature killed by this damage is dragged through a The creature makes death saving throws while at 0 hit
planar rift to Thanatos. points, even if it ordinarily would not (such as in the case of
At Higher Levels: When you cast this spell using a spell summoned monsters or massive damage), and regains 10 hit
slot of 4th level or higher, the necrotic damage increases by points at the beginning of each of its turns.
1d10 and the poison damage increases by 1d6 for each slot
Breath of the Abyss Casting Time: 1 reaction, which you take when a creature
2nd level conjuration
casts a spell targeting an area that you can see.
Duration: instantaneous
You teleport to an unoccupied space in the area affected by
One allied demon you can see within 60 feet takes 15 a spell, placing yourself in its area of effect.
slashing damage and a gout of burning toxic fumes emerges At Higher Levels: When you cast this spell using a spell
from its wound in a 15 foot cone. Each creature in the area slot of 4th level or higher, you additionally gain 10 temporary
must succeed on a Dexterity saving throw or take 10 (3d6) hit points for each slot level above 3rd.
Components: V
You conjure two Yeth Hounds that last for a minute in
Duration: instantaneous
unoccupied spaces you can see within 60 feet. The yeth
You awaken the bloodlust of your allies against a creature hounds act on your initiative and follow your verbal
in range. Each creature within 5 feet of the target may use its commands.
reaction to make a melee attack against it. When this spell ends, the yeth hounds dissolve into smoke.
creature that died in the last minute, which the spell Duration: until dispelled
consumes) You imbue an object that you touch with evil power that
Duration: 10 minutes radiates palpably in a 30 foot radius.
desiccating its flesh to dust and gaining 2d8 temporary hit until it takes any damage, or until the object is moved or
points that last for the duration. destroyed (AC 20, 20 HP; Immunity to Poison and Psychic
At Higher Levels: When you cast this spell using a spell damage).
Casting Time: 1 reaction, which you take when you or a Casting Time: 1 reaction, which you take when a creature
Range: 5 feet
Range: 60 ft. (15 foot radius) fingers. One creature within 5 feet of you must succeed on a
Components: V, S, M (The bone of a still-living creature Constitution saving throw or take 14 (4d6) lighting damage
worth 1 cp, which the spell consumes) and be Stunned until the end of its next turn.
Duration: 1 round A creature that succeeds on this saving throw instead gains
can see within range must succeed on a Constitution saving While it has any of these temporary hit points, the creature's
throw or take 3d10 necrotic damage. A creature that fails this melee attacks deal an additional 7 (2d6) lightning damage.
save by 5 or more is Paralyzed until the end of your next turn. At Higher Levels: When you cast this spell using a spell
Corrupted Offering points increase by 3 (1d6) for each slot level above 2nd.
9th-level enchantment
Range: 10 ft.
Components: V, S
Duration: 1 minute
minute.
Duration: 8 hours
A burst of black fire erupts in a 15 foot radius centered on
A mass of tiny spiders begins to swarm around you in a 15 a point you can see within 120 feet, leaving behind an area of
foot radius. When a creature starts its turn in the area or magical darkness.
enters it for the first time on a turn, you may force it to Each light in the area is extinguished, and each creature in
succeed on a Constitution saving throw or take 10 poison the area must succeed on a Dexterity saving throw or take 70
damage, or half as much on a success. The spell lasts 8 (20d6) fire damage, or half as much on a success.
hours, or until it has dealt a total of 100 damage. At the beginning of each of your turns, if a source of Bright
At Higher Levels: When you cast this spell using a spell Light is within 15 feet of the area its radius expands by 5 feet,
slot of 6th level or higher, the spell's radius increases by 10 ft. then each creature in the area takes 17 (5d6) fire damage.
Components: V, S
An illusory duplicate of you steps clumsily into an
Duration: instantaneous
unoccupied space within 5 feet of you, presenting a tempting
Gravity momentarily intensifies in the area within 15 feet target before winking out of existence.
of you. Each other creature in the area must succeed on a Each creature hostile to you that can reach that space must
Strength saving throw or fall prone. Any fall damage taken as succeed on an Intelligence save or lose its reaction as it
a result deals maximum damage, instead of rolling. makes an attack of opportunity against the duplicate.
slot of 3rd level or higher, the effect's radius increases by 5 Death's Beckon
feet for each slot level above 2nd. 2nd-level necromancy
One creature you can see within range must succeed on a attack against the target. On a hit, the target takes 3d10
A creature Cursed in this way has its skeleton animated If this damage reduces a humanoid target to 0 hit points, a
within it, and must succeed on a Strength saving throw at the rift appears in the earth beneath it, disgorging a Horde
beginning of each of its turns or have its movement Ghoul in the nearest unoccupied space that acts on your
controlled by its skeleton until the beginning of its next turn. initiative and is hostile to all living creatures.
a Skeletal Liberator tear free of its flesh at the beginning of Deceptive Demise
its next turn. 4th-level illusion
Duration: 1 round
You brandish the weapon used in the spell’s casting and A roiling whip of lacerating fire springs from your hand as
make a melee attack with it against one creature within 5 feet you lash out in a frenzied series of strikes. Make a melee spell
of you. On a hit, the attack deals an additional 16 (3d10) attack against the target. On a hit, the target takes 5 (2d4)
If this damage kills a creature, up to one friendly creature A creature hit by two or more of these attacks in a turn
within 30 feet of you can use its reaction to gain 15 must succeed on a Wisdom saving throw or be Frightened
temporary hit points or to make a melee weapon attack. until the end of your next turn.
Delay Spell slot of 3rd level or higher, you make an additional attack for
Components: V, S
You freeze a spell in mid-air, delaying its effect until the end
Duration: 1 minute (concentration)
of your next turn. The spell keeps its original targets, and fails
if those targets are no longer valid when the spell resolves. Your tie to reality becomes unstable as you flicker and
The spell's caster must maintain concentration on the spell distort space around you. Whenever you take damage, you
until the spell takes effect, or have the spell fail. may immediately teleport up to 30 feet to an unoccupied
2nd-level enchantment and each other creature within 10 feet of that space takes 9
Range: 5 ft.
Components: V, S
Devouring Rain
9th-level conjuration
Duration: instantaneous
such as in the case of most armor and shields, the spell fails. An acrid rain begins to fall in a 15 foot radius, 300 foot tall
creature that starts its turn in the area, or that enters it for
disintegrated.
Discharge Doomed Sleep of Moil
1st-level evocation 7th-level enchantment
Casting Time: 1 reaction, which you take when you succeed Casting Time: 1 action
As a reaction when you succeed on a saving throw against One creature you can see within range must succeed on a
a spell, you convert some of the waste magical energy to Constitution saving throw or fall asleep for the next minute.
electricity and send it rocketing back, dealing 1d10 lightning While asleep in this way, the creature takes 22 (4d10)
damage per level of the spell to the spell's caster. necrotic damage at the beginning of each of its turns, and
Components: V, S
Duration: instantaneous
Douse
1st-level transmutation
Your palm flares with black fire and you reach to grab a
Casting Time: 1 bonus action
creature's flesh. Make a melee spell attack. On a hit, the
Range: 60 ft.
target takes 14 (4d6) necrotic damage and must make a
Components: S
Constitution saving throw.
Duration: instantaneous
On a failed save, the creature takes an additional 9 (2d8)
slashing damage as a handprint of its skin peels away, leaving You dim one source of Bright Light you can see within 60
a terrible scar. feet to Dim Light, or extinguish a source of Dim Light you
The scarred creature suffers disadvantage on Charisma can see in the area.
(Persuasion) checks until cured by Lesser Restoration or Casting this spell does not reveal your position to any
similar magic. creature you are Hidden from, and does not end the
At Higher Levels: When you cast this spell using a spell Invisibility spell.
slot of 3rd level or higher, the necrotic damage increases by Magical light sources produced by a spell of a higher level
1d6 for each slot level above 2nd. than this spell was cast at are unaffected.
Displace Soul slot of 2nd level or higher, you may have it affect one
9th-level enchantment additional target in range for each slot level above 1st. You
Range: 5 ft.
Components: V, S
Drown in Blood
4th-level necromancy
Duration: 1 minute (concentration)
still see, hear, and speak faintly across the barrier. Blood wells up in the mouth and lungs of a creature you
The creature repeats this saving throw at the end of each can see within range, suffocating it.
of its turns for the next minute, ending the effect on a The target must succeed on Constitution saving throw or
A creature that fails three consecutive saving throws for the next minute. An affected creature repeats this saving
against this effect has its soul remain trapped in the Border throw at the end of each of its turns, ending the effect on a
does not make any further saving throws to end the effect. At Higher Levels: When you cast this spell using a spell
Components: V, S Components: V, S
You release a burst of reanimating spores in a 30 foot You absorb and gain strength from the spilt blood of your
radius centered on a point you can see within range. foes, gaining 5 temporary hit points for each creature you hit
Each creature in one or more of these areas that died in with an attack this turn.
the last minute is restored to life with 15 hit points and is These temporary hit points last for an hour, and while you
Poisoned for the next 24 hours. have any of these temporary hit points attacks you make are
For each area created by the Sprouting Doom spell within made with advantage.
Casting Time: 1 bonus action Components: V, M (the eye of a creature killed within the
Sturdy roots snake forth from your body, digging deep into turning the phlegmatic and bilious humors of its own body
the earth around you in a 5 foot radius. Until the spell ends, against it. The target must succeed on a Charisma saving
the area is difficult terrain, your speed is reduced to 0, and throw or be Cursed until the spell ends.
you gain the maximum number of temporary hit points While Cursed in this way, a creature is Poisoned, takes
possible from any spell or magical effect. 4d10 necrotic damage at the start of each of its turns, and
If you move or are moved, the spell ends immediately. repeats this saving throw at the end of each of its turns,
At Higher Levels: When you cast this spell using a spell ending the effect on a success.
slot of 2nd level or higher, the spell's radius increases by 5 A creature you cannot see makes the saving throw to end
feet for each slot level above 1st. this effect with advantage.
Components: S, M (a vial of poison worth 200 gp) Components: S, M (a pin that has pierced an eye)
Deadly venom beads on your fingers as you drag them You distort the vision of a creature in range, obscuring
across a creature in range. The target takes 2d6 poison yourself from it. The target must make an Intelligence saving
damage, then must succeed on a Constitution saving throw throw. On a failed save, you become Invisible to the creature
or be Poisoned for the next minute. for the next minute. An affected creature repeats this saving
At the end of each of its turns, the target can make another throw at the end of each of its turns, ending the effect on a
target.
Components: V, S Components: V, S
Each other creature in a 5 foot radius column extending A line of distorted space 150 feet long line and 5 feet wide
beneath and around you is doused in a fine mist of glistening extends from your space, superpositioning each creature in
oil, and must succeed on a Constitution saving throw or take the area over the space.
8d6 poison damage, or half as much on a success. Until the end of your next turn or until you leave the area,
If an affected creature takes any fire damage in the next you and each creature in the area count as being within 5 feet
minute, it ignites. Until a creature takes an action to douse of each other creature in the area, and may teleport to any
the fire, the target takes 5 (1d10) fire damage at the end of unoccupied space in the area as a Bonus Action.
each of its turns. At Higher Levels: When you cast this spell using a spell
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the spell's duration increases by 1
slot of 4th level or higher, the spell's radius increases by 10 round for each slot level above 3rd.
Flaying Scream
Ferocity of the Fleshforges 3rd-level evocation
5th-level transmutation
Casting Time: 1 action
Duration: Instantaneous
Your eyes blaze with abyssal flame as you lift a
You feed a portion of your own flesh to a friendly beast grappled creature aloft and scream at it with such
within 5 feet, causing its flesh to strain and distend. You lose strength its flesh begins to peel away.
10 hit points, and the creature transforms into a Nashrou Each light the creature is carrying is doused, then the
Slayer that acts under your control until no hostile creatures creature must succeed on a Constitution saving throw or
remain within its line of sight, or until you or your allies deal take 3d6 fire plus 6d8 thunder damage, or half as much on a
As an action, a creature can attempt return the Nashrou A creature killed by this damage has its skin peeled off and
Slayer to its previous form with a successful Wisdom (Animal blown away in a spray of gore.
Flickerbolt
Filth Harvest 6th-level conjuration
5th-level necromancy
Casting Time: 1 action
Duration: instantaneous
You dip in and out of reality, channeling the energy of your
You tear away at a weakened foe, forcing negative energy passage into bolts of cosmic force. Make three ranged spell
into its body and draining away the life that flees before it. attack rolls against targets in range. On a hit, the target takes
One creature you can see within range that is Paralyzed, 3d6 lightning plus 2d10 force damage.
Poisoned, or infected with a disease must make a Before or after making each of these attacks, you may
Constitution saving throw. On a failed save, the creature teleport up to 30 feet to an unoccupied space you can see.
takes 8d10 necrotic damage and you gain temporary hit At Higher Levels: When you cast this spell using a spell
points equal to the half the damage dealt. slot of 7th level or higher, you make one additional attack for
Components: V, S Components: V, S
You begin to move with magically empowered speed until One creature you can see within range falls prone and is
the end of your next turn, or until you are hit with an attack. wracked with agony for the next minute.
Until the spell ends, your speed is doubled, attacks against At the beginning of each of the creature's turns, it must
you are made at disadvantage, and whenever you are missed succeed on a Constitution saving throw or take 16 (3d10)
with an attack you may teleport up to 10 feet to an psychic damage and be unable to stand until the beginning of
unoccupied space you can see. its next turn, ending the effect on a success.
Garden of Rot and Ruin slot of 6th level or higher, you can target one additional
Range: touch
Each area affected by the Sprouting Doom spell within
Components: V, S
range releases a cloud of hallucinogenic spores in a 30 foot
Duration: 1 minute, concentration
radius centered on itself.
Each of these areas is heavily obscured, and a creature that One creature grappled by you must succeed on a Charisma
starts its turn in one or more of these areas must succeed on saving throw or take 4d6 fire damage and be Cursed for the
its next turn. While Poisoned in this way, a creature is While cursed in this way, the creature takes 2d6 fire plus
Charmed by you and your allies and is hostile to each 1d10 necrotic damage whenever it ends its turn illuminated
Range: 60 ft.
One unconscious creature you can see within range must
Components: V, S
succeed on a Constitution saving throw or die and be turned
Duration: 1 minute, concentration
inside out in a spray of gore.
One creature you can see within range is suffused in an If a creature dies in this way, each creature of your choice
aura of pure rapturous delight for the next minute, losing the within 60 feet that can see the target is Frightened until the
Range: 15 ft.
Components: V, S
Duration: instantaneous
Components: V, S Components: V, S
You launch forth a tendrilous spout of acrid water at a One demon of CR 10 or below that you can see within
creature you can see within range, which must succeed on a range must succeed on a Charisma saving throw or be
Strength saving throw or take 4d8 plus your spellcasting wreathed in runic magic. If the demon dies before the
modifier acid damage and be dragged up to 30 feet directly beginning of your next turn, another demon of equal or lesser
Components: S Components: V, S
You sink into the earth, traveling through the uncountable You draw forth and congeal the fears of a Frightened or
layers of ancient death to rise from another plot. You use 10 Unconscious creature within 5 feet, pulling forth 3 Living
feet of your movement to step magically into a Large or larger Nightmares that last for a minute and act under your control
area of loose earth and emerge in an unoccupied space in unoccupied spaces you can see within 10 feet of the target.
You extend a small gift toward a creature within range. If unoccupied space to where it departed on a success, or
the creature has an Intelligence score of 4 or higher and taking 22 (4d10) acid damage on a failure. A creature killed
could carry the gift, it must succeed on a Wisdom saving by this damage does not return.
attacks that target you, and may repeat this saving throw as
Casting Time: 1 reaction, which you take when a creature
an action, discarding the gift on a success. A creature makes
you can see is reduced to 0 hit points.
this saving throw with advantage if you took any hostile
Range: 30 ft.
action toward it since the end of its last turn.
Components: V, S, M (a lock of the target's hair)
At Higher Levels: When you cast this spell using a spell
Duration: 1 round
slot of 5th level or higher, the target is additionally Charmed
You spit forth a dread command as a companion begins to
by you while it carries the gift.
fall in battle, preventing the target from falling Unconscious
due to having 0 hit points until the end of its next turn.
Lay Bare Lolth's Favor
2nd-level enchantment 3rd-level conjuration
Duration: instantaneous
You amplify the fears of a creature you can see within
range to expose its weaknesses. The target must succeed on You bless a willing creature or one summoned by you with
a Wisdom saving throw or be Frightened until the end of your the undivided attention of the Spider Queen. The creature
next turn. While Frightened in this way, the creature has immediately dies, exploding in a torrent of venomous spiders.
disadvantage on Constitution saving throws. Each creature within 15 feet of it must succeed on a
Litany of Flesh Devoured point you can see within range, extinguishing all lights in the
A creature other than you that starts its turn in the area
Casting Time: 1 action
must succeed on a Wisdom saving throw or take 6d6 psychic
Range: self (30 ft. radius)
damage and be Frightened until the beginning of its next
Components: V
turn.
Duration: 1 round, concentration
A creature that fails this saving throw by 5 or more falls
You begin a dread chant of torment that heightens prone, additionally.
sensations of stress and pain to unbearable levels. Each
patron.
Components: S Components: V, S
You gently touch a creature and its mind is You infest a creature you can see within range with fast-
overcome with irresistible torpor. Make a melee growing spores, causing tendrils of mycelia to burst from its
spell attack. On a hit, the target falls asleep for flesh and root it in place. The target must succeed on a
the next minute. Constitution saving throw or be Poisoned for the next
an action to shake it awake, or if it takes any damage. A creature Poisoned in this way repeats this saving throw
Oceanic Assault or taking 6d6 piercing damage and being restrained until the
7th-level transmutation end of its next turn on a failure. The escape DC is equal to
disadvantage on saving throws made to maintain A dense, psychically charged fog descends in a 30 foot
concentration. radius centered on a point you can see within 120 feet,
5th-level conjuration A creature hostile to you that starts its turn in the fog, or
necrotic damage.
If this attack hits, you may have the plague chant leap to
have not yet targeted with this spell this turn. Make a new
attack roll against the new target, which could cause this
Components: V, S Components: V, S
You anoint an edged weapon or piece of ammunition you You channel a lance of psychic energy at a creature within
touch with a drop of your corrupted life essence, poisoning it range of you or of a creature charmed by you, and may have
for the next minute. The first time each turn a creature is this attack originate from a creature charmed by you, using
dealt piercing or slashing damage with the weapon, it must that creature's senses.
succeed on a Constitution saving throw or be Poisoned until Make a ranged spell attack against the target. On a hit, the
the end of its next turn. target takes 8d6 psychic damage and is pushed up to 10 feet
When you cast this spell, you lose one hit point, then may away.
choose to lose one unexpended hit die. If you do, the spell
Duration: instantaneous
Poison Thoughts
6th-level enchantment You trigger an overwhelming fight or flight response in a
One Poisoned creature that you can see within 60 feet has On a successful saving throw, the target can use its
the Poisoned condition end for it, then must succeed on a reaction to make a melee attack.
Wisdom saving throw or be Charmed and Dominated by you At Higher Levels. When you cast this spell using a spell
for the next minute. The charmed creature follows your slot of 2nd level or higher, you can target one additional target
The target can repeat this saving throw at the end of each
Components: V, S
Three bolts of fire flare from the sky, each exploding in a 5
Duration: instantaneous
foot radius centered on a point within 90 feet that the fey'ri
You attempt to curse a creature you can see within range can see.
with impending misfortune. The creature must succeed on a Each flammable object in the area ignites, and each
Charisma saving throw or be Cursed. creature not fully beneath cover in the area of one or more of
Whenever a creature you have Cursed in this way that you the explosions must succeed on a Dexterity saving throw or
can see succeeds on a saving throw, you can end the curse on take 10 (3d6) fire damage.
that creature and cause the creature to fail instead. At Higher Levels: When you cast this spell using a spell
Up to 5 corpses within 60 feet of you that have been dead You kindle the bloodlust of a friendly creature you can see
for no longer than 1 year rise as Horde Ghouls that act on within range. The creature can make a melee weapon attack
your turn and follow your metal commands. or attempt to grapple a creature as a Bonus Action on each of
The ghouls remain animate for 1 hour, after which time its turns, and gains 10 temporary hit points whenever it
they collapse and die. reduces a creature to 0 hit points with a melee weapon
At Higher Levels: When you cast this spell using a spell attack.
Ghouls for each slot level above 5th. If you cast this spell Sanguine Cyclone
using a spell slot of 9th level, it may animate any number of 5th-level necromancy
The controller of one spell or magical effect you can see throw or lose one unexpended hit die, or drop to 0 hit points
or have the spell or effect end. Whenever a creature loses a hit die in this way, the
If the magical effect was produced by an item, the item may whirlwind's radius grows by 5 feet, then each creature in its
not be activated again until the end of your next turn. area takes 3 (1d6) slashing damage.
Rime Sphere 7th level or higher, the Duration is 1 hour. If you use a 9th
5th-level conjuration level spell slot, the spell lasts until it is dispelled. Using a spell
Components: V, S
Duration: 10 minutes
Screaming Flame
1st-level evocation
You raise a 30 foot radius spherical barrier of opaque ice
Casting Time: 1 reaction, which you take when a creature
centered on a point you can see within 60 feet, where it
you can see targets you with a melee attack.
appears suspended and stationary in space, requiring no
Range: special
support. If the barrier cuts through a creature’s space when it
Components: V
appears, the creature within its area is pushed to a side of the
Duration: instantaneous
wall of the creature's choice.
The barrier can be damaged and destroyed (AC 10, 100 hit You scream a gout of vengeful flame at your attacker,
points, vulnerability to fire damage), and whenever a creature forcing it to succeed on a Dexterity saving throw or take 3d6
deals 25 or more damage to the barrier in a turn it may open fire damage and make its attack with disadvantage.
a breach large enough for a Medium creature to squeeze A Draconic Bloodline Sorcerer that casts this spell may
through at a point in the attack's reach or range. choose for this damage to instead be of the type associated
If the barrier has 50 hit points or fewer, a Large creature with their draconic ancestry.
may squeeze through any hole opened in it. At Higher Levels: When you cast this spell using a spell
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you may make this reaction when
slot of 6th level or higher, the barrier's hit points increase by targeted by a ranged or melee attack made by a creature you
10 for each slot level above 5th. can see within 60 feet of you.
Seal of Misery Skin Dance
7th-level enchantment 4th-level illusion
Components: V, S Components: V, S
You raise an opaque barrier of crimson light enclosing a 20 You assume the appearance of a humanoid creature you
foot radius sphere centered on a point you can see within can see within range, then teleport to an unoccupied space
range, trapping creatures within in a battle for survival. within 5 feet of it.
A creature that moves or is moved out of the area must While you are within 5 feet of the creature you are
succeed on a Strength saving throw or take 5d10 necrotic mimicking, a creature with a Passive Insight lower than your
damage and be pushed up to 20 feet toward the area's center, save DC that attempts to target either you or the mimicked
or take half as much damage on a success. creature with an attack or spell instead selects one of the two
If the sphere contains one or fewer creatures that are not of you at random as the target.
Skinsend
Shield of Bones 4th-level necromancy
1st-level conjuration
Casting Time: 1 minute
Casting Time: 1 reaction, which you take when you or an Range: Self
You raise a barrier of bones and earth to protect yourself or your consciousness to your animated skin or return it to your
an undead ally from missile fire. The attack's target gains 3/4 actual body as an action. When your consciousness is in your
cover against ranged attacks until the beginning of your next body, you are Incapacitated (except for transferring your will
Sink into Earth the following: It has only half the number of hit points you
3rd-level illusion had at the time you cast the spell, it cannot be healed above
you are possessing your skin, you die when the spell ends,
regardless of how many hit points the skin has left. If your
magic.
Slaying Smite Sow Demonseed
5th-level evocation 4th-level transmutation
Components: V Components: V, S
The next time you hit a creature with a melee attack before You plant a spectral seed in a Medium or Large plant
this spell ends, your weapon is wreathed in deathly energies, within 5 feet, transforming it into a Gravesnag that remains
and the attack deals an extra 8d8 necrotic damage to the under your control for the next hour, after which it becomes
target. hostile to you and your allies and indifferent to all other
points or fewer, it must succeed on a Constitution saving This control ends early if you give the gravesnag a suicidal
throw or die. If the target is not native to the plane you’re command, or if you or your allies deal any damage to it.
on, it has disadvantage on this saving throw. At Higher Levels: When you cast this spell using a spell
slot of 5th level or higher, the Gravesnag dies when the spell
4th-level enchantment
Components: V, S
Each other creature within range that can hear you must
Duration: Special (concentration)
succeed on Wisdom saving throw or become hostile to a
random creature within 15 feet of it and indifferent to all You shed a portion of your life force, molding it into a
other creatures for the next minute. Blood Echo in an unoccupied space within 5 feet that lasts
A creature repeats this saving throw at the end of each of until the spell ends and acts under your mental control.
its turns, ending the effect on a success. The blood echo initially takes on your likeness, attack
This effect ends early if the affected creature takes damage bonus, and saving throws. The spell lasts for a number of
from any source other than another affected creature, or if a hours equal to the number of hit dice as part of casting this
creature takes an action to shake the affected creature out of spell. If you spent 6 or more hit dice in this way, the spell does
category within range teleport to trade places with one You cause a creature you can see within range to
Sow Chaos take 6d6 fire damage and ignite for the spell's duration.
failed this saving throw and hostile to each creature that did
Components: V, S Components: V, S
One creature you can see within range must succeed on a Fuming, iridescent venom begins to ooze from the earth at
Constitution saving throw or take 11d8 necrotic damage, or your feet, its fumes drifting inexorably toward the wounds of
If this spell was cast as a reaction on the target's turn, the Whenever a creature within 30 feet of you takes any
target is additionally Stunned on a failed save until the end of bludgeoning, piercing, or slashing damage, you may deal 1d6
You weave a magical snare, sculpted to disrupt a specific You touch a creature's chest and magical bindings of
spell. Choose a spell in secret. When a creature within 60 feet golden light drift from your fingers through its flesh and wrap
of you casts that spell, you can reveal your choice to end this around its heart. Make a melee spell attack. On a hit, the
spell and to gain control of the triggering spell, selecting new target takes 8d10 psychic damage and must make a Wisdom
The Queen's Will hour, and repeats this saving throw whenever it takes
Range: 60 ft.
Components: V
Unendurable Agony
8th-level enchantment
Duration: instantaneous
Components: V, S Components: V, S
Your eyes blaze with dread authority as you cow an unholy You conjure an abyssal storm that lasts for a minute and
creature trapped in your grasp. One fiend or undead creature follows your movement, swirling as you circle it.
grappled by you must succeed on a Charisma saving throw or On each of your turns, you may call down demonic
be Dominated by you for the duration. lightning as a bonus action. You and each creature encircled
The creature repeats this saving throw whenever it takes by the movement you took this turn must succeed on a
damage, ending the effect on a success. Dexterity saving throw or take 6d6 lightning plus 2d10
Waking Dream
4th-level enchantment
Rules Clarification: Encircling. A creature is encircled
Casting Time: 1 action
by your movement if the ground you moved over
Range: touch on this turn marks a contiguous path that
Components: V, S intersects itself, creating an enclosed shape that
Duration: 1 hour, concentration contains the creature. The path of your movement
You touch an Unconscious creature and plague it with
counts as part of the shape it encloses.
terrible nightmares, forcing it to sleepwalk under your
flames. Until the end of your next turn, its melee attacks deal
artists that labored over the art employed by this Uzollru by Andrew Hou
book, to Wizards of the Coast for making their Wastrilith by Tom Baxa
intellectual property available to fan projects, and to Drowned Catacomb by Jung Park
my friend Rae Elderidge, whose incredible cover Trench Gorger by Hideaki Takamura
legitimacy. His comissions are usually open, but only Geistflame by Scott Chou
License
Howl to Ruin is unofficial Fan Content permitted under the