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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

Denizens of the Abyss Vampiric Ixitxachitl


Golothomas
Abyssal Scavenger
Golothoma
Layers of the Abyss Ixzan
Worm-Shadow Abyssal Worms

Monsters by CR Manes Abyssal Worm


Laghathi
Manes Wretch Abyssal Splitworm
Spells by Level
Manes Vilespawn
Sibriex
Basilisks
Manes Mob
Art Credits
Venom-Eye Basilisk
Uzollru

Tanar'Ri
Mariliths Wilt-Eye Basilisk

Marilith Decimator Wastriliths True Basilisk

Adaru Marilith Battle Tyrant Wastrilith Krasis Abyssal Basilisk

Wastrilith Chthonian
Alkilith Molydeus Bebiliths

Armanites
Serpentine Overseer
Loumara Bebilith Fusespawn

Molydeus Bebilith Charblood


Armanite Headbreaker Caligrosto
Bebilith Ruinarch
Armanite Bloodwether Myrmyxicus Blood Echo

Armanite Lancer Caligrosto Gravesnag


Nabassus

Babau Nabassu Fledgling Dybbukim Jarrlak

Nabassu Death Stealer Dybbuk (Bound)


Balors Krenshars
Dybbuk (Unbound)
Balor Warmonger Nalfeshnees Krenshar Harrier
Dybbuk Deadite
Balor Scion of Brutality Nalfeshnee Gorger Krenshar Bloodbrued

Nalfeshnee Magistrate Guecubu Krenshar Gnawbones


Barlguras
Guecubu Cackle-Fiend
Barlgura Spearbreaker Quasits Maw Demons
Guecubu Soul Haunt
Barlgura Terrorfiend Quasit Bogey Maw Demon Gnawer

Quasit Pest Manitous Maw Demon Gorger


Bulezaus
Quasit Megalomaniac Manitou Withergast Maw Demon Roving Void
Bulezau Rot-Sower
Manitou Befouled
Bulezau Hatebrood Solamiths Nashrou

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

Abyssal Thrall Cults of the Bloodlord


The Deep Father
Blood Fiend Cultist

Cult Fanatic The Formless One


Ghouls
Devoted
Horde Ghoul The Grand Indulger
Chosen
Fleshseeker Ghoul
Exarch
The Lord of Beasts
Abyssal Ghoul

Ghoul Adept of Orcus Cults of the Grand Indulger


The Master of the Lower
Cultist
Aerie
Haures
Cult Fanatic

Devoted The Prince of Deception


Immolith
Chosen
The Rot Mother
Lilitu Exarch

The Ruler of Ruin


Shadow Demons Cults of the Lord of Beasts

Shadow Demon Cultist


The Spider Queen
Scrabbler Cult Fanatic

Shadow Demon Devoted

Soulcarver Chosen

Exarch
Witherlings

Witherling Rabble Cults of the Rot Mother

Witherling Clatterbones Cultist

Witherling Death Cult Fanatic

Shrieker Devoted

Chosen

Demon Lords Exarch

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

Poison Thoughts Wreath With Flame


Abyssal Abduction
Entrench
Profane Fate
Awaken Fury
Envenomed Touch
Psychic Lance
Baleful Displacement
Exultation of Blood
Quicken Heart
Blightning Strike
Eye of Rot
Rain of Fire
Bloodflame Spear
Eye of Veiling
Raise the Horde
Boiling Breath
Felloil Rain
Rend Magic
Breath of the Abyss
Filth Harvest
Rime Sphere
Call to Feast
Flatten Reality
Rouse Blood
Caustic Coating
Flaying Scream
Sanguine Cyclone
Chaos Immortal
Flickerbolt
Screaming Flame
Chaos Revels
Flickering Advance
Seal of Misery
Conjure Hunt
Garden of Rot and Ruin
Shield of Bones
Corpseleech
Gift of Transcendent
Sink into Earth
Corpus Potency Pleasure

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

Spawn Blood Echo


Darkfire Abyss Heartless Summoning

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

Strands of the Demonweave


Delay Spell Lightning Burst

Sudden Spoiling
Demand Offering Litany of Flesh Devoured

Tailored Bane
Demonic Lash Lolth's Favor

The Queen's Will


Desecration Stride Maddening Shadows

Thunderous Touch
Devouring Rain Manifest Archdemon

Toxic Aura
Discharge Night's Caress

Twist the Heart


Disfigure Oceanic Assault

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

can still pose a significant threat to adventuring parties. They


1 40 8 1 5
are meant to be used at levels where killing a creature of that 2 90 9 2 5
type with a single blow feels appropriate to the narrative
3 140 10 3 5
context. These rules are based on those in MCDM's Flee,

Mortals!, which you can find in greater detail here. 4 220 11 4 5


Minion Trait. A creature with the minion trait drops to 0
5 225 12 4 8
hit points if it takes any damage from an attack or as the

result of a failed saving throw. If a minion takes damage from


6 285 13 4 8
any other source, it is killed if the damage exceeds its 7 360 14 4 8
maximum hit points, and takes no damage otherwise.
8 485 15 5 8
Minion Initiative. Minions of the same type take their

turns together on a shared initiative. 9 500 16 5 10


Group Attacks. Up to five minions that share a turn may
10 590 17 5 10
each contribute their actions to a Group Attack against the

same target, making a single attack roll and adding +1 for


11 720 18 6 10
each minion contributing to the attack beyond the first. On a 12 840 19 6 10
hit, the group attack's damage is multiplied by the number of
13 1,000 20 7 10
attackers contributing to it.

Advantage and Disadvantage. A group attack has 14 1,150 21 7 10


advantage only if each of the minions contributing to it have
15 1,300 22 8 10
advantage, and disadvantage only if each of them have

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

contributed to the attack. 19 2,200 26 10 10


Damage. Minion attacks deal flat damage, rather than
20 2,500 27 10 10
rolling, and deal no additional damage on a critical hit.

Overkill Attacks. Powerful attacks can sometimes kill


21 3,300 28 11 10
more than one minion with a single blow. A melee attack that 22 4,100 29 11 10
deals more damage than a minion target's maximum hit
23 5,000 30 12 10
points may apply the damage in excess of that minion's hit

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

remaining damage to another, and so on.


26 9,000 33 13 10
Ranged attacks work the same, except that each additional 27 10,500 34 14 10
target must be behind the previous target in a line extending
28 12,000 35 14 10
from the attacker.

Challenge Ratings and XP. Several minions are meant to 29 13,500 36 15 10


count as a single regular enemy of the same nominal CR for
30 15,500 37 15 10
the purposes of balancing combat; five minions equate to a

regular enemy at lower levels, increasing according to the

included table.
Swarms
Swarms are large groups of densely crowded creatures that

behave as a single entity in combat.

Swarm Movement. Swarms can move through and

occupy the spaces of other creatures without impediment,

and can move through any space small enough for a single

member of the swarm without squeezing.

Swarm Attacks. Attacks of swarms usually target only

creatures in the swarm's space, and degrade as the swarm

loses hit points, representing fewer members of the swarm

remaining to make the attack.

Damage Resistances. Swarms resist damage from attacks

of all kinds, representing the greater effectiveness of effects

that target an area against groups, as opposed to those that

target an individual member of the group.

Forced Movement and Swarms. Swarms can be pushed,

pulled, or otherwise forced to move by any mundane effect

that could affect a member of that swarm, or by any magical

effect that could affect more than one member of that swarm.

Giants and Resistance to Attacks


Made Without Advantage
Creatures that are size Huge or larger often have resistance

or even immunity to attacks made without advantage,

representing the difficulty that human-scale creatures have in

striking their vital points without concerted effort and

teamwork to create openings to do so.

Climbing on Creatures. A creature may spend half its

movement to attempt to climb onto any creature within 5 feet

that is at least two size categories larger than it, making a

Strength (Athletics) check and becoming Attached to the

target on a success. If not otherwise specified, the DC for this

check is equal to the target's Passive Athletics. Additionally,

any effect which would ordinarily grapple a creature can be

used to climb onto a creature.

Gaining Advantage. It is expected that players will find

ways to gain advantage against creatures with these damage

resistances, rather than simply having all of their attacks

resisted. Often their stat blocks will specify one or more ways

to gain advantage against them, but DMs and players are

encouraged to improvise more. When using these enemies, it

is recommended that DMs be generous when granting

advantage, particularly for player actions that use the

environment or rely on teamwork.

Attacks from Inside. Attacks made from inside a creature

typically bypass this damage resistance or immunity.

Battles Between Giants. At DM discretion, creatures that

are within one size category of the target they are attacking

(typically other monsters or magically enlarged PCs) may

ignore this damage resistance or immunity, as it is meant to

represent interactions with ordinary PC-sized creatures.


C
Conditions
onditions alter a creature’s capabilities in a Table Of Contents Invisible

variety of ways and can arise as a result of a spell,


Attached
Levitating
a class feature, a monster’s attack, or other effect.

Most conditions, such as Blinded, are Bleeding


Limb Damage
impairments, but a few, such as Invisible, can be
Blinded
advantageous. Paralyzed

A condition lasts either until it is countered


Burning
Petrified
(the prone condition is countered by standing up, for

example) or for a duration specified by the effect that Charmed


Poisoned
imposed the condition. Unless otherwise specified, all
Choking
conditions on a creature end on a creature when it dies. Possessed

If multiple effects impose the same condition on a creature, Confused


Prone
each instance of the condition has its own duration, but the

condition’s effects don’t get worse. A creature either has a Cursed


Reduced Statistics
condition or doesn’t.
Dazed
If a condition allows successive saving throws to end the Restrained

effect, it is marked Save Ends, the details of which are at the Deafened
Stunned
end of this section.

The following definitions specify what happens to a Diseased


Suffocating
creature while it is subjected to a condition.
Dominated
Swallowed

Flanked/Flanking
Design Note. There are a lot of rules here, but as a Temporary Hit Points

DM you don't need to memorize them to use them Frightened


effectively. Most of this section is intended as a Turned

quick reference for you to refer to when an edge Grappled


Unconscious
case arises in the course of play.
There are a number of new conditions presented Hidden
Exhaustion

here, which are meant to be intuitable by those Incapacitated


fluent in 5e, but are presented in detail with Save Ends

clarifications for your reference.


There have also been minor changes made to
existing conditions to resolve unintuitive
outcomes in edge cases, most notably with the
Invisible condition.
Players will benefit from familiarity with the ways
to end conditions, which are largely drawn from
Rules as Written and simply gathered together for
easy reference here.
You can find these rules as a standolone
document here if that's more convenient for use at
your table.
Attached Burning
A creature that is Attached to an object or another creature is A Burning creature is on fire, and takes the specified amount

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.

DC. Ending the Burning Condition. The creature or a

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

Burning creature that is doused in water, that takes any cold

Bleeding damage, or that is in an airless environment, such as a bag of

holding, has the condition immediately end for it.


A Bleeding creature loses the specified amount of hit points

at the beginning of each of its turns, i.e a creature that is

"Bleeding (1d4)" loses 1d4 hit points at the beginning of each


Charmed
of its turns. A Charmed creature can’t attack the charmer or target the

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

with the lesser value.


Choking
Stacking Bleed. Rarely, some effects may cause a creature
A Choking creature can't breathe. When a Choking creature
to accrue multiple instances of the Bleeding condition, and
runs out of breath, or if becomes is unable to hold its breath,
will specify if this is the case. Stacking wounds of the same
it begins Suffocating.
value count as a single instance of the Bleeding condition
Holding Breath. A creature that is not Unconscious can
with a Hit Point Loss value equal to their total cumulative Hit
hold its breath for a number of minutes equal to 1 + its
Point Loss value.
Constitution modifier (minimum of 30 seconds). Unless
Ending the Bleeding Condition. The Bleeding condition
otherwise specified, a creature that begins Choking is
ends for a creature that regains any hit points.
assumed to reflexively hold its breath.
Additionally, as an action, a creature may attempt a DC 12
Speaking and Casting Spells With Verbal Components.
Wisdom (Medicine) check to stanch the wounds of a Bleeding
A creature that speaks or casts a spell while holding its
creature, ending the effect on a success.
breath loses its held breath and immediately begins

Blinded Suffocating.

Ending the Choking Condition. The Choking condition is

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,

disadvantage. the Choking condition persists until the effect causing it

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

class features such as the Paladin's Lay On Hands ability can

end the Choking condition on a creature.


Variant: Persistent Blindness. At DM discretion,
magic of a higher level, such as the Regenerate
spell, may be required to heal Blindness that is
caused by permanently damaged or destroyed eyes.
Confused Cursed
A confused creature acts in an uncontrolled manner. It is A Cursed creature suffers the effects of the curse it is

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

creature may be afflicted with multiple different curses


Confused Behavior simultaneously. Some curses have an additional effect that
# Confused Behavior happens when the curse is removed.

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

d8 and assign a direction to each die face. The creature.

creature doesn’t take an action this turn.


2-6 The creature doesn't move or take actions this turn. Variant: Persistent Curses. At DM discretion, a curse
7-8 The creature uses its action to make a melee attack may require magic of a specific level to remove,
against a randomly determined creature within its require a skill check against a set DC in a manner
reach. If there is no creature within its reach, the similar to the Dispel Magic Spell, or require a
creature does nothing this turn. specific procedure to remove the curse.
9-10 The creature can act and move normally.

Variant: Chaotic Confusion. RAW confusion is


Dazed
mostly just a very slow, bookeeping-heavy way to A dazed creature can only do one of the following things on

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.

above: Extra Actions while Dazed. When a dazed creature is

affected by a spell or effect that gives them an extra action on

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

taking an action. immune to the Paralyzed or Stunned condition also has

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

choice in range. A creature not wielding a weapon or condition.


spell focus may instead throw any item it is carrying.
3 Before taking an action, the creature falls prone and Deafened
must use all its movement to crawl in a random
A deafened creature can’t hear and automatically fails any
direction.
ability check that requires hearing.
4 Before taking an action, the creature must use all its Ending the Deafened Condition. Spells such as Lesser
movement to run in a random direction. Restoration, Greater Restoration, and Mass Heal can end the

5 Before taking an action, the creature must use half Deafened condition on a creature.

of its movement to run in a random direction.


6 The creature does not add its proficiency bonus to Variant: Debilitating Deafness. At DM discretion, a
attacks it makes this turn, and cannot cast spells of Deafened creature that attempts to cast a spell
1st level or above.
with a verbal component may first need to roll a
7 If the creature chooses targets for an attack or d20. On a roll of 1-10, the Deafened creature's
effect, the targets are determined at random from action is wasted and the spell does not take effect
those in range. If the creature casts a spell that or expend a spell slot.
affects an area centered on a point, the spell's area
scatters 1d6 x 5 feet in a random direction before
taking effect.
8 The creature has disadvantage on Intelligence and
Wisdom saving throws until the beginning of its
next turn.
9-10 The creature can act and move normally.
Diseased Flanked/Flanking
A Diseased creature suffers the effects of the disease it is A creature is Flanked if two enemies that can see it are

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

flanking rules presented here is to incentivize tactical

Dominated movement and positioning; this can be valuable if your games

feature dynamic combats with lots of movement, but will


A creature that is Dominated is Charmed and must follow the
likely add little if your combats tend toward static dogpiles, or
verbal or telepathic commands of the creature Dominating it
if you primarily run Theater of the Mind combat.
to the best of its ability. If given no commands, the Dominated

creature attempts to protect itself and the creature

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.

Variant: Flanking for +1. Under this rule, Flanking


creatures gain +1 to attack rolls made against a
creature they are Flanking.
Design Notes: This has the advantage of not
being game-warping in the way that Flanking for
Advantage can be, with the downside of
introducing a static modifier, which has some
friction with the design aesthetics of 5e.

Variant: Flanking to Help. Under this rule, a creature


that hits a target it is Flanking with a melee attack
can use its bonus action on that turn to take the
help action, granting a friendly creature that is
Flanking the same target advantage on the next
attack it makes against that target
Design Notes: This is somewhat similar to
Flanking for Advantage, but adds an action cost, an
additional condition that must be met to trigger it,
and grants advantage to only a single attack per
turn.
The intent is that this should avoid
overshadowing class-based and situational means
of gaining advantage.
Frightened Hidden
A Frightened creature has disadvantage on ability checks and Hidden is a condition that describes a relationship between

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

fear. Unless specified otherwise, a Frightened creature does action.

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

Heroism, Calm Emotions, Beacon of Hope, Greater Perception.

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

requires the hiding creature to be Heavily Obscured the

Grappled creature it wishes to hide from.

Obscurement. An area is Lightly Obscured if some effect


A Grappled creature’s speed becomes 0, and it can’t benefit
limits the ability of creatures to see through it, such as dim
from any bonus to its speed. The condition ends if the
light, patchy fog, or moderate foliage. An area is Heavily
grappler is Incapacitated (see the condition).
Obscured when an effect blocks vision entirely, such as
Dragging a Grappled Creature. A creature may move a
darkness, opaque fog, or dense foliage.
Grappled creature with it when it moves. If the Grappled
One creature can also be obscured from another by a
creature is within one size category of the grappler, the
situational effect that does not apply to a wider area, such as
grappler moves at half its speed when doing so.
cover.
Reorienting a Grapple. A grappler may move around a
Hiding Creatures with Special Senses. At DM
creature Grappled by it while maintaining its grapple,
discretion, the conditions for being obscured can change
requiring no extra movement to do so.
depending on the primary senses of the creature one is
Size Disparities. Unless otherwise stated, a creature may
hiding from.
Grapple a creature up to one size larger than it. A creature at
Attacking While Hidden. Unless otherwise specified, you
least one size larger than the creature grappling it may
cease to be Hidden from every creature you are Hidden from
attempt to escape the Grapple as a Bonus Action.
after you make an attack.
Ending the Grappled Condition. As an action, a creature
A creature that exits cover in combat to approach a
may attempt to escape a Grapple, making a Strength
creature it is Hidden from will generally be seen. At DM
(Athletics) or Dexterity (Acrobatics) check against the
discretion, a Hidden creature might be able to complete its
Grapple's Escape DC. If no DC is specified, the check is
approach before being spotted, allowing it to make one attack
instead contested by the grappler with a Strength (Athletics)
with advantage against a creature it is Hidden from.
check of its own.
Ending the Hidden Condition. You immediately cease to
Forced Movement and Teleportation. Forced movement
be Hidden from any creature that can clearly see you.
and teleportation can break grapples. If an effect removes the

grappled creature from the reach of the grappler or grappling

effect, the grapple ends. If an effect moves the grappler to a


Incapacitated
space where it cannot reach the grappled creature, the An Incapacitated creature can’t take Actions, Bonus Actions,

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.

creature is moved the same distance in the same direction, if

possible.

Grappling a Willing Creature. Attempts made to Grapple

a willing creature succeed automatically. A willing, conscious

creature can be dragged with no additional movement cost.

Multiple Grapplers. If a creature is Grappled by multiple

grapplers, each creature grappling it may contest the check.

On a successful check, the creature is no longer Grappled.

Grappling Multiple Creatures. A creature that is

grappling one or more creatures may attempt to grapple

another creature as long as it has an appendage available that

could grapple that creature. A creature grappling multiple

creatures suffers no additional penalties.

Releasing a Grapple. A creature may release a creature it

has grappled with no action required on its turn.


Invisible Limb Damage
An invisible creature impossible to see without the aid of Certain effects may cause a creature to temporarily or

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).

attempt to hide without any other obscurement.


Limb Effect
Hiding While Invisible. Dexterity (Stealth) checks made

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

currents, tiny visual clues, or by means of other senses.


Both The creature can't wield weapons or shields, and
Arms can't activate magic items that require the use of
Attacks of Opportunity. Attacks of Opportunity can be
hands.
made only against a creature the attacker can see, and thus

ordinarily can't be made against Invisible creatures.

Unseen Attackers. Invisible creatures are typically unseen Paralyzed


by the creatures around them. Attack rolls made against a
A Paralyzed creature is Incapacitated (see the condition),
creature that cannot see the attacker have advantage, and can’t move or speak, and automatically fails Strength and
attack rolls made against a creature the attacker cannot see Dexterity saving throws.
have disadvantage. Attacking Paralyzed Creatures. Attack rolls against the
Special Senses. Creatures with Blindsight and Truesight
creature have advantage. Any attack, melee or ranged, that
ignore the effects of Invisibility within the range of their
hits the creature is a critical hit if the attacker is within 5 feet
special senses, as do creatures with Tremorsense if the of the creature. Melee attacks made from more than 5 feet
Invisible creature and the creature with Tremorsense are in away are not automatic critical hits.
contact with the same contiguous surface, most commonly Ending the Paralyzed Condition. Spells such as Lesser
the ground.
Restoration, Freedom of Movement, Greater Restoration, or
Hiding From Creatures with Mixed Senses. When an
Power Word: Heal can end the Paralyzed condition on a
Invisible creature attempts to Hide from a group of creatures creature
that possess different senses, it makes a separate check

without advantage to Hide from creatures that ignore its

Invisibility.
Petrified
A Petrified creature is transformed, along with any

Levitating nonmagical object it is wearing or carrying, into a solid

inanimate substance, such as stone, salt, ice, or gold. Its


A levitating creature is suspended weightlessly; it does not weight increases by a factor of ten, and it ceases aging.
fall if unsupported, and cannot use its speed to walk, but can

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

condition is typically imposed by a spell or environmental saving throws.

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

Levitating creature may use its action to propel Restoration

itself 5 feet through the air.


Poisoned
A Poisoned creature has disadvantage on attack rolls and

ability checks.

Ending the Poisoned Condition. Spells such as Lesser

Restoration and class features such as the Paladin's Lay On

Hands ability can end one Poison affecting a creature.


Possessed Reduced Statistics
When a creature or object becomes Possessed, the Unless otherwise stated, a creature that has one of its

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:

means unless otherwise stated, and it can't take actions,


Statistic Effect
bonus actions, or reactions.

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.

When a creature or object ceases to be Possessed, the


INT The creature is Unconscious and in a catatonic,
coma-like state.
possessing spirit is expelled into the nearest unoccupied

space. WIS The creature is Unconscious and beset by terrible


nightmares.
The Ceremony spell may be used to perform an exorcism

on a Possessed creature or object the spell caster can see


CHA The creature becomes perfectly indifferent to
everything, takes no action in pursuit of any goal,
within 15 feet. Upon casting, the spirit must succeed on a
and moves only if pushed.
Charisma saving throw against the spell caster's Save DC

or be expelled from the Possessed creature or object.


Reduced Constitution and Hit Points. Temporary
The Banishment spell may target a spirit Possessing a
reductions to a creature's Constitution score do not affect its
creature or object in its range. A spirit that fails a saving
current or maximum hit points. Indefinite reductions to a
throw against it immediately ends any Possession it is
creature's Constitution score are applied to its maximum hit
imposing, in addition to the spells other effects.
points when it completes a Long Rest.
The Dispel Good and Evil spell expels any spirit
Ending the Reduced Statistics Condition. In addition ot
Possessing its target.
any other means specified, any reduction to one of a
Any effect that imposes the Turned condition affects
creature's ability scores can be ended with the Greater
possessing spirits as though they were in the space of the
Restoration spell.
creature or object Possessed by them. A spirit that is

Turned is immediately expelled from any creature or

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

Restrained creature have advantage, and the Restrained

Prone creature’s attack rolls have disadvantage.

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

disadvantage on attack rolls. teleportation, forced movement, or spells such as Freedom of

Attacking a Prone Target. Attacks made against a Prone Movement, can also end the condition.

creature have advantage if the attacker is within 5 feet of the

creature. Attacks made against a Prone creature have Stunned


disadvantage if the attack is not within 5 feet of the creature.
A Stunned creature is Incapacitated (see the condition), can’t
Ranged Attacks Made Near a Prone Enemy. A prone
move, and can speak only falteringly. The creature
creature imposes disadvantage on ranged attacks made by
automatically fails Strength and Dexterity saving throws.
hostile creatures within 5 feet of it as normal.
Attacking a Stunned Creature. Attack rolls against the
Ending the Prone Condition. A Prone creature may
Stunned creature have advantage.
spend half its ordinary walking speed to stand, thus ending
Ending the Stunned Condition. Spells such as Greater
the prone condition. A creature within 5 feet of a Prone
Restoration can end the Stunned condition on a creature.
creature may help the Prone creature to its feet as an action.
Suffocating Turned
When a creature that is Choking runs out of breath or loses A Turned creature must spend its action and movement on

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

points or be stabilized until it can breathe again. the Dodge action.

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.

rounds to reach air before it drops to 0 hit points.

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.

creature swallowing it.


A creature that falls Unconscious drops whatever it’s
Vision While Swallowed. The space inside a Swallowing
holding and falls Prone.
effect is typically dark unless illuminated by some internal
The creature automatically fails Strength and Dexterity
source.
saving throws.
Restraint While Swallowed. A creature Swallowed by a
Attack rolls against the creature have advantage.
creature or effect less than three size categories larger than it
Any attack that hits the creature is a critical hit if the
is Restrained.
attacker is within 5 feet of the creature.
Damage From Inside. Damage a creature is dealt from an

effect that originates inside of it ignores the creature's


Ending the Unconscious Condition. Unless otherwise
damage resistances and immunities.
specified, an Unconscious creature that takes any damage, or
Saving Throws From Inside. A creature automatically
that has another creature shake it awake as an Action, has
fails any Dexterity saving throw from an effect that originates
the condition end for it.
inside of it, and has disadvantage on any Constitution saving

throws from such an effect.

Ending the Swallowed Condition. If an escape DC is


Exhaustion
noted, it indicates that some portion of the creature is within Some special abilities and environmental hazards, such as

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

(Athletics) or Dexterity (Acrobatics) check. specified in the effect’s description.

When the Swallowed condition ends for a creature, it


Level Effect
emerges prone in the nearest unoccupied space.

Teleportation. A swallowed creature that teleports out of 1 Disadvantage on ability checks


the space it is swallowed in has the condition end for it.
2 Speed halved
Releasing a Swallowed Creature. As a Reaction when a

creature is dealt damage by a creature Swallowed by it, it


3 Disadvantage on attack rolls and saving throws
may regurgitate each creature Swallowed by it. 4 Hit point maximum halved
5 Speed reduced to 0
Temporary Hit Points 6 Death
Some hostile effects can cause a creature to gain temporary

points, with an additional negative effect that persists as long


If an already exhausted creature suffers another effect that
as the temporary hit points do.
causes exhaustion, its current level of exhaustion increases
Ending Temporary Hit Points. These temporary hit
by the amount specified in the effect’s description.
points can be reduced to 0 by damage as normal.
A creature suffers the effect of its current level of
A creature that already has temporary hit points may
exhaustion as well as all lower levels. For example, a creature
choose not to gain temporary hit points, and thus having
suffering level 2 exhaustion has its speed halved and has
temporary hit points can act as a shield against effects such
disadvantage on ability checks.
as these.
Removing Exhaustion. An effect that removes exhaustion,
A creature that gains temporary hit points while it has any
such as the Greater Restoration spell, reduces its level as
temporary hit points may choose to accept them, thus losing
specified in the effect’s description, with all exhaustion effects
their earlier temporary hit points and freeing them from any
ending if a creature’s exhaustion level is reduced below 1.
attached effect.
Finishing a long rest reduces a creature’s exhaustion level

by 1, provided that the creature has also ingested some food

and drink.
Save Ends
Many conditions that last more than a single round of combat

allow the affected creature to repeat the saving throw to

resist it on each of its turns, ending the effect on a success.

Such conditions are tagged as Save Ends, and specify

either that the saving throw is repeated at the beginning of

the affected creature's turn (Save Ends at beginning of turn)

or at the end of the affected creature's turn (Save Ends at end

of turn).
T
Denizens of The Abyss
he endless layers of the Abyss play host to an

infinite variety of fiendish lifeforms, each


Obyriths
fouler than the last. Ancient are the obyriths, ancient beyond reckoning. Before

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

spawn. themselves its master.

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.

have at your back as an

ally. Loumara
The sea of curling mists that fills the 230th layer of the

Abyss, now known as the Dreaming Gulf, is what remains of

the last true assault on the Abyss itself, when a cohort of

divinities descended to tear out and destroy the layer in

retribution against its then-lord. This tresspass woke the

shard from its torpor, and the corpses of those

Powers lie within the crater their folly made,

chaos-touched nightmares oozing from their

dreaming death as the Abyss gradually digests

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

entertainment, it is lies that sustain them, and thus

attempting to deceive one is often a deadly proposition.

Religion DC 10: It is said an adaru is spawned from the

muck of the Abyss whenever a great lie is told, and often

immediately attempts to seek out its progenitor and

consume it.

Religion DC 20: The creeping vapors that issue forth from

the dripping pores in the centipede-like adaru's carapace are

actually a concentrated form of pure, elemental evil; addictive

to the cruel and sadistic and sickening to those without such

propensities.

Adaru Tactics
Adarus keep a coterie of weaker thralls nearby, sucking the

evil from their pores, and begin combat by sending them

ahead to tie up any serious threats, then using their

prodigious movement abilities to circle around to

flanking positions that affect as many foes with their

Vent Evil ability as possible while avoiding direct contact.

They attack first with their Skittering Coils, biting only once

they have a creature grappled. When they have a creature

grappled, they ask it a question each turn about some

compromising weakness or shameful secret, provoking it into

lying to trigger their Devour Lies.

Adaru On a failed save, a creature is Poisoned and Frightened


until the beginning of its next turn if it is non-evil, or
Medium fiend (demon), chaotic evil
Charmed and under the adaru's control for the same
Armor Class 16 (Natural Armor) duration if it is evil.
Hit Points 136 (16d8 + 64) Magic Resistance. The adaru has advantage on saving
Speed 50 ft., burrow 30 ft., climb 50 ft. throws against spells and other magical effects.

STR DEX CON INT WIS CHA


Actions
Multiattack. The adaru makes two attacks with its
17 (+3) 14 (+2) 19 (+4) 16 (+3) 13 (+1) 18 (+4) Skittering Coils, one of which it may replace with its
Dripping Mandibles or the Dodge action.
Saving Throws DEX +5, INT +6, WIS +4
Skills Deception +7, Insight +7 Dripping Mandibles. Melee Weapon Attack: +6 to hit,
Damage Resistances Cold, Fire, Lightning reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing plus
Damage Immunities Poison 10 (3d6) poison damage.
Condition Immunities Frightened, Poisoned Skittering Coils. Melee Weapon Attack: +6 to hit, reach
Senses Darkvision 60 ft. Passive Perception 11 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage and
Languages Abyssal, Celestial, Draconic, Infernal, the target is grappled (escape DC 14).
Telepathy 120 ft.
Challenge 6 (2,300 XP) While grappled in this way, a creature is restrained and
must immediately answer any question asked of it.
Liar's Guile. The adaru can detect lies told by creatures
within 30 feet of it by scent. Reactions
Devour Lies. When a creature grappled by the adaru
Vent Evil. The pores in an adaru's carapace constantly tells a lie, the adaru can attach its sucking organ to the
vent an vile miasma that warps the minds of all it creature's face.
touches. A creature that starts its turn within 30 feet of
the adaru must make a DC 15 Wisdom saving throw. The creature must succeed on a DC 15 Charisma
saving throw or take 16 (3d10) necrotic damage and
lose any proficiency it has in Deception until restored
by Greater Restoration or similar magic.
A
Alkilith
lkiliths are the wretched spawn of Juiblex, the

Faceless Lord's dropped sheddings nurtured

into foul and corrupted maturity and dispatched

to spread ruin to the material plane. On its own,

an alkilith is terrible enough to kill by its mere

presence, but its true threat is in its ability to

soak into the bones of a building, corrupting an

arch or doorway and becoming a living conduit to the depths

of the Abyss.

Alkilith Lore
Arcana DC 15: An alkilith, if left unchecked, rapidly becomes

a full demonic incursion, as its innate ability to turn any

mundane portal into a planar one can run rapidly out of

control. Its ability to do so requires concentration, however,

and is limited by the wounds it has sustained.

Religion DC 20: Alkiliths are cast-off pieces of the demon

lord Juiblex, left to attain sentience and spread the madness

and chaos of the Abyss. They continue growing as long as

they are alive, some reportedly reaching the size of a lake.

Alkilith Tactics
An alkilith begins combat by attempting to summon a

Hezrou, Vrock, or Yochlol, and continues summoning as long

as it is allowed to undisturbed. It then tries to grapple as

many creatures as it can, using its Fume any time it is

available and the alkilith can catch at least three enemies in

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

wars between the great demon lords and spilling forth to

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.

Religion DC 15: Though as chaotic as any others of

demonkind, armanites seemed uniquely capable of focus

upon the task at hand once battle is joined, only occasionally


Armanite Headbreaker
attacking or otherwise sabotaging their wartime allies. Large fiend (demon), chaotic evil

Armor Class 15 (Natural Armor)


Hit Points 22 (3d10 + 6)
Speed 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 17 (+3) 15 (+2) 6 (-2) 12 (+1) 13 (+1)

Senses Darkvision 120 ft., Passive Perception 11


Languages Abyssal, Sylvan, Telepathy 120 ft.
Challenge M16 (1,500 XP)

Aerial Charge. If the armanite dashes, it gains a fly


speed equal to its movement speed until the end of
its next turn.
Minion. If the armanite takes damage from an attack
or as the result of a failed saving throw, its hit
points are reduced to 0. If the armanite takes
damage from another effect, it dies if the damage
equals or exceeds its hit point maximum, otherwise
it takes no damage.

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

Armor Class 16 (Natural Armor) Armor Class 18 (Demonic Chitin Plate)


Hit Points 157 (15d10 + 75) Hit Points 210 (20d10 + 100)
Speed 60 ft. Speed 60 ft.

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

nature of the Abyss, the root of chaos from which

that inexhaustable tide of demons flows. Even Babau


demons can exhibit subtlety and subterfuge; even Medium fiend (demon), chaotic evil
demons can make far-reaching plans; even demons

can keep faith.


Armor Class 16 (Natural Armor)
Hit Points 90 (12d8 + 36)
Speed 40 ft.
Babau Lore
Arcana DC 15: The shadow clones left behind in the wake of

a teleporting babau are agents of confusion and chaos,


STR DEX CON INT WIS CHA
sowing carnage before exploding in a shower of acid. 19 (+4) 16 (+3) 16 (+3) 11 (+0) 12 (+1) 13 (+1)
History DC 15: Babaus are said to have been birthed from

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.

Arcana DC 10: Those who dare to meet the gaze of a balor

spontaneously combust, causing even the most powerful of


Balor Scion of Brutality Tactics
fiends to avert their gaze when the thunderous footsteps of
Scions of Brutality fight somewhat more tactically, combining
one draw near. Upon death, the corpse of a balor explosively
their Meteor Stride and Inspire Bloodlust to help their armies
disgorges the inner flame that fuels them.
close with the enemy, then using Wrathful Devotion to
Arcana DC 15: Balors are among the most likely of demons
become the locus of as much violence as possible.
to treat with individual mortals, as they crave destruction

wherever it may be sown, not merely what they may

personally inflict. Cults or other groups that attempt to

summon balors often find their leadership promptly

devoured, however, as balors brook no potential challenges to

their dominion.

History DC 15: Though generally deployed as the

nominal leaders of their demonic detachments,

balors disdain the idea of coldly dispatching

orders from the rear, often charging ahead of

their cohort to be first to draw blood.

History DC 20: Balors are despised by mariliths

and nalfeshnees for their relative lack of tactical

acumen and preference for glory over victory,

and are often compared to manes in

temperament. Despite this, balors are

possessed of incredibly keen strategic

minds, albeit ones bent toward carnage

above any other aim.

Religion DC 20: Despite often being

the most powerful individual servants of

demon lords, balors are rarely in highest

favor or standing, as their brash

temperament and boundless ambition

makes them unreliable servants. In

time, each balor inevitably attempts

to kill any that claim rulership over

them, and as a result enlisting one

is a delicate game of distractions

and delays to extract as much use

from them before that

fated confrontation must occur.


Balor Warmonger Huge Stature. A creature adjacent to the balor may
spend half of its movement to attempt a DC 22
Huge fiend (demon), chaotic evil
Strength (Athletics) check. On a success, the creature
Armor Class 19 (Natural Armor) climbs onto the balor. While climbing on the balor, a
Hit Points 225 (18d12 + 108) creature has advantage on melee attacks against the
Speed 40 ft., fly 80 ft. balor, and the balor has disadvantage on melee attacks
against it.
Limited Magic Resistance. The balor has advantage on
STR DEX CON INT WIS CHA saving throws against spells and other magical effects.
26 (+8) 15 (+2) 22 (+6) 20 (+5) 16 (+3) 22 (+6) On Saving Throws against magical effects that would
Blind it, the balor has disadvantage, instead of
Saving Throws STR +14, CON +12, WIS +9, CHA +12 advantage.
Damage Resistances Cold, Lightning; Attacks made
without advantage Actions
Damage Immunities Fire, Poison; Bludgeoning, Piercing, Multiattack. The balor makes two attacks: one with its
and Slashing from Nonmagical Attacks lightning blade and one with its burning lash. It may
Condition Immunities Poisoned replace one of its attacks with a use of its Teleport.
Senses Truesight 120 ft., Passive Perception 13
Languages Abyssal, Telepathy 120 ft. Lightning Blade. Melee Weapon Attack: +14 to hit,
Challenge 19 (22,000 XP) reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing
damage plus 13 (3d8) lightning damage. On a critical
Death Throes. When the balor dies, it explodes, and hit with this attack, the balor rolls damage dice three
each creature within 30 feet of it must make a DC 20 times, instead of twice.
Dexterity saving throw, taking 70 (20d6) fire damage Each other creature within 5 feet of the target must
on a failed save, or half as much damage on a succeed on a DC 22 Dexterity saving throw or take half
successful one. the attack's damage.
Blazing Gaze. When a creature that the balor can see Burning Lash. Melee Weapon Attack: +14 to hit, reach
and that can see the balor's eyes starts its turn within 30 ft., one target. Hit: 43 (10d6 + 8) fire damage, and
15 feet of it, it catches fire. Until someone takes an the target must succeed on a DC 20 Strength saving
action to douse the fire, the creature takes 11 (2d10) throw or be pulled up to 25 feet toward the balor.
fire damage at the start of each of its turns. For each roll of 6 on the damage dice, this attack deals
Unless surprised, a creature can avert its eyes to avoid an additional 1d6 fire damage.
this effect at the start of its turn. If the creature does Teleport (7th Level Spell). The balor and each creature
so, it can't see the balor until the start of its next turn, climbing on it magically teleport up to 120 feet to an
when it can avert its eyes again. unoccupied space it can see.
Balor Scion of Brutality Headripper Bite. Melee Weapon Attack: +15 to hit,
reach 10 ft., one target. Hit: 27 (3d12 + 8) piercing
Huge fiend (demon), chaotic evil
damage. If this damage reduces the target to 0 hit
Armor Class 19 (Natural Armor) points, it must succeed on a DC 16 Constitution saving
Hit Points 325 (26d12 + 182) throw or be decapitated.
Speed 40 ft., fly 80 ft. Lightning Blade. Melee Weapon Attack: +15 to hit,
reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing
damage plus 13 (3d8) lightning damage. On a critical
STR DEX CON INT WIS CHA hit with this attack, the balor rolls damage dice three
27 (+8) 16 (+3) 24 (+7) 23 (+6) 16 (+3) 22 (+6) times, instead of twice.
Each other creature within 5 feet of the target must
Saving Throws STR +15, CON +14, WIS +10, CHA +13 succeed on a DC 23 Dexterity saving throw or take half
Damage Resistances Cold, Lightning; Attacks made the attack's damage.
without advantage
Damage Immunities Fire, Poison; Bludgeoning, Piercing, Burning Lash. Melee Weapon Attack: +15 to hit, reach
and Slashing from Nonmagical Attacks 30 ft., one target. Hit: 43 (10d6 + 8) fire damage, and
Condition Immunities Poisoned the target must succeed on a DC 20 Strength saving
Senses Truesight 120 ft., Passive Perception 13 throw or be pulled up to 25 feet toward the balor.
Languages Abyssal, Telepathy 120 ft. For each roll of 6 on the damage dice, this attack deals
Challenge 22 (41,000 XP) an additional 1d6 fire damage.
Teleport (7th Level Spell). The balor and each creature
Death Throes. When the balor dies, it explodes, and climbing on it magically teleport up to 120 feet to an
each creature within 30 feet of it must make a DC 20 unoccupied space it can see.
Dexterity saving throw, taking 70 (20d6) fire damage
on a failed save, or half as much damage on a Reactions
successful one.
Brutal Display. When a friendly creature within 30 feet
Blazing Gaze. When a creature that the balor can see misses with an attack, the balor can make an attack
and that can see the balor's eyes starts its turn within against it with its Burning Lash.
15 feet of it, it catches fire. Until someone takes an
action to douse the fire, the creature takes 11 (2d10) Each other demon within 30 feet gains advantage on
fire damage at the start of each of its turns. the first attack it makes on its following turn.
Unless surprised, a creature can avert its eyes to avoid Legendary Actions
this effect at the start of its turn. If the creature does
so, it can't see the balor until the start of its next turn, The balor can take 3 legendary actions, choosing from
when it can avert its eyes again. the options below.
Huge Stature. A creature adjacent to the balor may Meteor Stride. The balor moves up to half its fly speed,
spend half of its movement to attempt a DC 22 then drops to the ground. Each creature in the space
Strength (Athletics) check. On a success, the creature where it lands is pushed to the nearest unoccupied
climbs onto the balor. While climbing on the balor, a space and must succeed on a DC 23 Dexterity saving
creature has advantage on melee attacks against the throw or take 13 (3d8) bludgeoning damage.
balor, and the balor has disadvantage on melee attacks
against it. Wrathful Devotion (Costs 2 Actions). The balor lets out a
teeth-rattling roar of challenge. Each creature of the
Limited Magic Resistance. The balor has advantage on balor's choice within 30 feet of it must succeed on a
saving throws against spells and other magical effects. DC 21 Wisdom saving throw or be unable to target
On Saving Throws against magical effects that would creatures other than the balor with attacks or harmful
Blind it, the balor has disadvantage, instead of spells until the beginning of the balor's next turn.
advantage.
Inspire Bloodlust (Costs 2 Actions). The balor teleports
Legendary Resistances (3/Day). If the balor fails a saving up to 60 feet to an unoccupied space it can see and
throw, it can choose to succeed instead. makes an attack.

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

magical talent, certain barlguras seem to have an innate

knack for the magics of invisibility, often achieving a

permanent state of invisibility given enough time.

Religion DC 15: Barlguras are near-mindless

demonic brutes, favored by the demon lords

Baphomet and Yeenoghu for the unrestrained joy

they take in the carnage of battle.

Religion DC 20: Despite their impressive

physique, barlguras are most typically used in

demonic regiments as lone scouts and

guerrillas, due to their tendency to

intentionally crash into and flatten allies.

Barlgura Tactics
Barlguras approach from stealth, then leap

into the thickest concentration of enemies, grab

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,

hide, then reengage at the earliest opportunity. If acting as

scouts, they flee in earnest after being reduced below half hit

points to report on their observations.

Barlgura Spearbreaker Multiattack. The barlgura makes three attacks, one of


which may be with its Mauling Bite.
Large fiend (demon), chaotic evil
Mauling Bite. Melee Weapon Attack: +7 to hit, reach 5
Armor Class 15 (Natural Armor)
ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Hit Points 136 (16d10 + 48)
Speed 40 ft., climb 40 ft. On a critical hit, the target must succeed on a DC 15
Constitution saving throw or lose an eye, nose, lip, or
ear (target's choice).
STR DEX CON INT WIS CHA
Wild Fist. Melee Weapon Attack: +7 to hit, reach 5 ft.,
18 (+4) 15 (+2) 16 (+3) 7 (-2) 14 (+2) 9 (-1) one target. Hit: 9 (1d10 + 4) bludgeoning damage and
the target is grappled (escape DC 15).
Saving Throws DEX +5, CON +6 Slam. The barlgura slams a grappled creature into a wall
Skills Perception +5, Stealth +5 or floor. The creature must succeed on a DC 15
Damage Resistances Cold, Fire, Lightning Constitution saving throw or take 33 (6d10)
Damage Immunities Poison bludgeoning damage and be Stunned until the end of
Condition Immunities Poisoned the barlgura's next turn, or taking half as much damage
Senses Blindsight 30 ft., Darkvision 120 ft., Passive on a success.
Perception 15
Languages Abyssal, Telepathy 120 ft. Hurl. The barlgura hurls a grappled creature up to 40
Challenge 5 (1,800 XP) feet. The creature must succeed on a DC 15 Dexterity
Saving Throw or take 21 (6d6) bludgeoning damage
Juggernaut Leap. The barlgura's long jump is up to 40 and be knocked prone, or take half as much damage on
feet and its high jump is up to 20 feet when it has a a success.
running start. If the barlgura jumps at least 20 feet, it A creature whose space the thrown creature lands in
may land in the space of any medium or smaller must make the same saving throw, taking no damage
creature. and moving to the nearest unoccupied space on a
success.
A creature whose space the barlgura enters in this way
must must succeed on a DC 15 Dexterity saving throw Reactions
or be knocked prone and take 7 (2d6) bludgeoning
damage, or be pushed into the nearest unoccupied Reckless Tumble. When the barlgura misses with a
space on a success. melee attack, it can immediately make a Wild Fist
attack with advantage, then fall prone and end its turn.
Actions
Barlgura Terror Fiend Mauling Bite. Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 15 (3d6 + 5) piercing damage.
Large fiend (demon), chaotic evil
On a critical hit, the target must succeed on a DC 17
Armor Class 16 (Demonsteel Chain)
Constitution saving throw or lose an eye, nose, lip, or
Hit Points 175 (18d10 + 76)
ear (target's choice).
Speed 40 ft., climb 40 ft.
Studded Club. Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage
STR DEX CON INT WIS CHA and the target is pushed 10 feet away.
21 (+5) 18 (+4) 19 (+4) 7 (-2) 15 (+2) 9 (-1) Wild Fist. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 10 (1d10 + 5) bludgeoning damage
Saving Throws STR +9, DEX +8, CON +8 and the target is grappled (escape DC 17).
Skills Perception +6, Stealth +8, Survival +6 Slam. The barlgura slams a grappled creature into a wall
Damage Resistances Cold, Fire, Lightning or floor. The creature must succeed on a DC 17
Damage Immunities Poison Constitution saving throw or take 44 (8d10)
Condition Immunities Poisoned bludgeoning damage and be Stunned until the end of
Senses Blindsight 30 ft., Darkvision 120 ft., Passive the barlgura's next turn, or taking half as much damage
Perception 16 on a success.
Languages Abyssal, Telepathy 120 ft.
Challenge 10 (5,900 XP) Hurl. The barlgura hurls a grappled creature up to 40
feet. The creature must succeed on a DC 17 Dexterity
Invisible Terror. The barlgura is invisible. Whenever the Saving Throw or take 28 (8d6) bludgeoning damage
barlgura reduces a creature within 5 feet to 0 hit and be knocked prone, or take half as much damage on
points, it becomes splattered with blood and visible a success.
until it takes an action to clear the blood. A creature whose space the thrown creature lands in
must make the same saving throw, taking no damage
Juggernaut Leap. The barlgura's long jump is up to 40 and moving to the nearest unoccupied space on a
feet and its high jump is up to 20 feet when it has a success.
running start. If the barlgura jumps at least 20 feet, it
may land in the space of any medium or smaller Reactions
creature.
Reckless Tumble. When the barlgura misses with a
A creature whose space the barlgura enters in this way melee attack, it can immediately make a Wild Fist
must must succeed on a DC 17 Dexterity saving throw attack with advantage, then fall prone and end its turn.
or be knocked prone and take 7 (2d6) bludgeoning
damage, or be pushed into the nearest unoccupied Bloodthirsty Howl. When the barlgura reduces a
space on a success. creature to 0 hit points, it can let out a terrifying howl
and gain 15 temporary hit points.
Actions While it has any of these temporary hit points, a
Multiattack. The barlgura makes three attacks, one of creature that starts its turn within 15 feet of the
which may be with its Mauling Bite. barlgura that can see it must succeed on a DC 16
Wisdom saving throw or be Frightened of the barlgura
until the beginning of the creature's next turn.
Bulezaus
Bulezau Lore Bulezau Rot Sower Tactics
Bulezaus fight out of hatred of failure, rather than love of
Arcana DC 15: Bulezaus have the ability to magically rot the
victory, and get progressively more enraged when their
flesh away from each living creature around them, including
attacks fail to find their mark. They typically attack the
themselves, revealing the tough yet brittle bones that lie
nearest or weakest-looking creature in their reach, but never
beneath their withered flesh.
switch targets until their chosen foe is dead, even when
History DC 15: Despite their skeletal physique, bulezaus
presented with compelling reasons to. They always fight to
wield their oversized ranseurs with surprising dexterity, and
the death, and do not follow orders once combat has been
hordes of them are often used to break cavalry charges on
joined unless magically compelled to. Once they can catch
the bloodfields of Acheron.
three or more foes in it, they use Fiendish Rot whenever
History DC 20: Bulezau brawls quickly escalate into mass
available.
carnage that can last for weeks in the ranks of a demonic
They have a particular hatred of vrocks due to the demons'
army, so bulezaus suspected of discontent or bickering are
habit of swooping in and striking the final blow against foes
often summarily executed by their demonic commanders
that a bulezau has softened up, and always use their Fend Off
before the mood can spread. If allowed to work themselves
reaction against an allied vrock.
into a true heat of rage, bulezaus are often so resilient they

must be quarantined away from their objects of resentment

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.

Flitrot. A creature infected with flitrot sports


festering boils, coughs up flies, and sheds rotting
skin. The infected creature does not recover spent
hit dice on a long rest, and makes death saving
throws at disadvantage.
Bulezau Rot-Sower Bulezau Hatebrood
Medium fiend (demon), chaotic evil Medium fiend (demon), chaotic evil

Armor Class 12 Armor Class 14 (Natural Armor)


Hit Points 97 (13d8 + 39) Hit Points 153 (18d8 + 72)
Speed 30 ft. Speed 40 ft.

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

psionically empowered specialists deployed in demonic

cohorts to assassinate spellcasters and rival psions, utilizing

their extended brain to concentrate on multiple effects at

once.

Cerebrilith Tactics
Cerebriliths begin combat with all of their Multilobe Psionics

active, trading out the least currently useful of them for one of

their actions that require concentration each turn. If

engaging at range, they'll typically first swap Shadow in the

Weave for Desecration Stride, then drop Psionic Mirage for

Thought Mine, or for Searing Probe if supported by two or

more allies. They prioritize as a target any creature that can

do large burst damage, such as rogues and paladins.

Cerebrilith Searing Probe (Concentration). The cerebrilith viciously


delves into a creature's mind, telepathically relaying its
Large fiend (demon), chaotic evil
secret weaknesses to the cerebrilith's allies.
Armor Class 14 (Natural Armor) One creature the cerebrilith can see within 60 feet
Hit Points 220 (21d10 + 105) must make a DC 19 Intelligence saving throw. On a
Speed 30 ft., climb 30 ft. failed save, attacks made against the creature score a
critical on an 17-20 for the next minute.
STR DEX CON INT WIS CHA Thought Mine (Concentration). The cerebrilith sets a
bomb of psionic energy in the mind of a creature it can
21 (+4) 14 (+2) 20 (+5) 22 (+6) 18 (+4) 16 (+3) see within 120 feet, forcing it to make a DC 19
Intelligence saving throw. On a failure, the first time in
Saving Throws CON +9, INT +10, CHA +7 the next minute that the creature casts a spell of 1st
Skills History +10, Insight +12, Perception +8 level or above or uses a psionic ability, it takes 44
Damage Resistances Cold, Fire, Lightning; Bludgeoning, (8d10) psychic damage.
Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison Desecration Stride (6th Level Spell, Concentration). For
Condition Immunities Poisoned the next minute, whenever the cerebrilith takes
Senses Darkvision 120 ft., Passive Perception 18 damage it may teleport up to 30 feet to an unoccupied
Languages Abyssal, Telepathy 120 ft. space it can see. Each other creature within 10 feet of
Challenge 10 (5,900 XP) that space takes 9 (2d8) necrotic damage.
Plane Shift (7th level spell, 1/Day). The cerebrilith and up
Magic Resistance. The cerebrilith has advantage on to eight willing creatures within 10 feet of it teleport
saving throws against spells and other magical effects. to another plane of existence.

Thought-Taster. If the cerebrilith runs its tongue across Bonus Actions


a creature's exposed brain, it learns each of that
creature's deepest secrets. Multilobe Psionics. The cerebrilith gains one of the
following benefits for as long as it maintains
Independent Lobes. The cerebrilith can concentrate on concentration on it:
up to four separate effects simultaneously. If it fails a
saving throw to maintain concentration, it loses Thought Backup. The cerebrilith has advantage on
concentration on each effect it is concentrating on. saving throws to maintain concentration.
Shadow in the Weave. A creature other than the
Actions cerebrilith that casts a spell of 1st level or higher
while within 30 feet of the cerebrilith must succeed
Multiattack. The cerebrilith attacks four times with its on a DC 18 Charisma saving throw or take 3 (1d6)
Brainrake Claws, one of which it may replace with a use
psychic damage per level of the spell.
of its Searing Probe or Thought Mine. Mindslice. The cerebrilith's melee attacks have a
Brainrake Claws. Melee Weapon Attack: +8 to hit, reach reach of 60 feet and deal psychic damage instead of
10 ft., one target. Hit: 13 (2d8 + 4) slashing damage. A any other type.
creature killed by this damage has the upper part of its Psionic Mirage. Attacks made against the cerebrilith
skull removed. from more than 30 feet away are made at
disadvantage.
Chasmes
Chasme Lore Chasme Plague Drone Tactics
Chasme plague drones swarm over the nearest uninfected
Arcana DC 10: Chasmes are accomplished torturers,
creature in groups of of three to five, biting it until infected
combining the magically soporific drone of their wings and
and then moving on, with the intent of following from the air
their ability to induce agonizing nightmares, occasionally to
until the creature dies so they can feed on it. They make no
extract information from prisoners but most commonly for
efforts to work with other demons, and often bite creatures
their own amusement.
sleeping from a chasme tormentor's Drone to gain advantage
Medicine DC 15: Fly-like pests of the abyss, chasmes carry
on their attacks, despite being unable to benefit from the
numerous demonic diseases, though most commonly one
automatic critical.
known as Fading Ague, also called ghostplague, a fever which

sees a creature's very bodily essence wasting away until

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

start trying to use their Demonic Abduction each turn,

targeting Barlguras, Hezrous, and Bulezaus to take their

place in the battle.


Chasme Plague Drone Chasme Tormentor
Medium fiend (demon), chaotic evil Large fiend (demon), chaotic evil

Armor Class 14 (Natural Armor) Armor Class 15 (Natural Armor)


Hit Points 19 (3d8 + 6) Hit Points 110 (13d10 + 39)
Speed 20 ft., fly 60 ft. Speed 20 ft., fly 60 ft.

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.

History DC 10: Dretches are the core of any demonic force,


Armor Class 11 (Natural Armor)
as they are docile enough to be herded, vicious enough to be
Hit Points 9 (2d6 + 2)
useful, and dangerous even to be around, as any wounds
Speed 20 ft.
sustained in their presence quickly spawn gnawing dretch

larvae.
STR DEX CON INT WIS CHA
History DC 15: Though lacking the suicidal levels of

bloodlust seen in many demons, dretches are too stupid for


11 (+0) 11 (+0) 13 (+1) 5 (-3) 8 (-1) 3 (-4)
their sense of self-preservation to do them much good, and

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

Gaping Maw for its use in waterproofing.


Larvae Haze. The dretch is surrounded by a cursed
Religion DC 15: Dretches spawn spontaneously from the
aura in which wounds become infested with dretch
corpses of those slain in the abyss, particularly those that
larvae. A non-dretch creature that takes any damage
takes an additional 1 piercing damage for each
died in the presence of mature dretches. Some unfortunates,
dretch within 5 feet of it.
it is said, have birthed dretches from their festering wounds

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

harm or threaten them, and are herded en-masse toward

enemy lines by greater demons. Once battle is joined, they

attack whichever non-demon creatures are nearest.

They flee once wounded, but only specifically from the

creature that wounded them, often running into greater

danger. Likewise, they make no effort to avoid hazardous

terrain or ongoing spell effects.

Dretch Agitators use their Groveling Whinge whenever

attacked, and both agitators and hordes try to shove creatures

into each other to make them fight each other rather than the

dretches, most frequently targeting fellow demons.


Dretch Agitator Dretch Horde
Small fiend (demon), chaotic evil Large swarm of small fiends (demon), chaotic evil

Armor Class 12 (Natural Armor) Armor Class 11 (Natural Armor)


Hit Points 60 (11d6 + 22) Hit Points 78 (12d6 + 36)
Speed 20 ft. Speed 20 ft.

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

with flesh of living metal.


Armor Class 18 (Natural Armor)
Religion DC 20: The razor-sharp metal of a ferrolith's flesh
Hit Points 152 (16d8 + 80)
causes them constant pain, keeping them in a perpetual state
Speed 40 ft., fly 20 ft.
of brutal rage. Though sometimes still bound to the service of

Graz'zt through magical compulsion, ferroliths throughout


STR DEX CON INT WIS CHA
the Abyss despise their creator and will turn against him at

any opportunity.
19 (+4) 17 (+3) 21 (+5) 15 (+2) 15 (+2) 21 (+5)

Ferrolith Tactics Saving Throws STR +8, CON +9, CHA +9


Skills Deception +9, Insight +6, Perception +6,
Ferroliths largely disregard attacks of opportunity, beginning Persuasion +9, Stealth +7
combat from the air with their Razor Barrage, then landing to Damage Resistances Cold, Fire, Lightning, Poison;
race toward the most injured enemy and savage it with their Piercing and Slashing
Adamantine Claws. Senses Darkvision 60 ft., Passive Perception 16
They typically use their Enticing Charm only against a Languages Abyssal, Common, Infernal
creature that manages to repeatedly hit them with melee Challenge 10 (5,900 XP)
attacks that bypass their resistances, after which they use

their Compel each turn. Corrosion Weakness. If the ferrolith takes 10 or


more acid damage from a single source, it loses its
resistance to Bludgeoning, Piercing, and Slashing
damage until the beginning of its next turn.
Magic Resistance. The ferrolith has advantage on
saving throws against spells and other magical
effects.

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

greater demons to immediately try to kill you upon being

summoned, and are often even willing to bargain in good faith

without being magically compelled to do so.

Arcana DC 20: Summoned glabrezus spread corruption

through their very presence, even when tightly bound with

enchantments. Crops die, livestock sicken, and the sky

darkens in any area of the Prime Material in which a glabrezu

lingers too long.

History DC 25: Books of demonology featuring faulty or

corrupted rituals and spurious safety procedures for

conjuration are the scourge of librarians across the Prime

Material, as glabrezus and their thralls are forever trying to

sneak such traps into any collection they can manage.

Nature DC 15: The crustacean-like carapaces of glabrezus,

though sometimes reinforced with biomechanical

augmentations, are famously brittle, and have been known

to crack under heavy blunt force.

Religion DC 15: Glabrezus go to great efforts to lure

mortals into corruption, lavishing their quarry with boons of

whatever sort they can provide so long as it serves an evil aim

of the mortal's. Unlike devils, however, who do so as an

investment in the creature's soul as an asset to be harvested,

glabrezus do so for the sheer love of exerting that power and

the entertainment of seeing mortals work their own ruin.

This enthusiasm cuts both ways, however, as while

glabrezus are far more generous than devils with their gifts, a

glabrezu thinks very little of eviscerating a mortal companion

that has ceased to be entertaining.

Religion DC 20: Those who think themselves tremendously

clever in bargaining with demons rather than devils for

fiendish aid are often vindicated in their belief that they can

secure a more favorable contract by doing so, but dreadfully

mistaken if they believe the demon will hold to either the

letter or the spirit of such an agreement any longer than suits

them.

Glabrezu Tactics
Glabrezus are often first into the fray and first to flee, eager

for battle but unwilling to suffer serious injury for their

bloodlust. Persectors aim to incapacitate a creature and

abduct it for later bargaining, while corruptors dance around

the perimeter with their Flickerbolt, using their Chaos Revels

to jump into the edge of an Area of Effect spell and push its

area onto unintended casualties.

Glabrezu Sire of Woe Tactics


Sires of woe use their Crackling Frenzy targeting themselves

whenever possible just before attacking, preferring to use

their multiattack for it if they have a creature grappled, and

their legendary actions otherwise. If they fail a save against it,

they begin using it on hardy allies and weak enemies instead.

They use their Corrupted Offering only on a creature

Cursed by their Profane Fate to ensure it works, and target

Strength-based characters to ensure they are sufficiently

motivated to give in to bloodlust.


Glabrezu Persecutor Glabrezu Corruptor
Large fiend (demon), chaotic evil Large fiend (demon), chaotic evil

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

Abyss, able to climb or charge through walls at their pleasure

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

from atop their heads, accompanied by one or two

mind-magic specialists who keep the goristro charmed

and relatively under control.

They attempt to brush off any creature that does

50 or more damage to them in a turn, and

use their Earthbreaker Leap only when

provoked beyond the ability

of their handlers to control

them, typically alternating

between their Titanic Stride and

Crater Fist when engaged in melee.


Goristro Ram-Raider Actions
Huge fiend (demon), chaotic evil
Multiattack. The goristro makes three attacks, one of
which may be with its Ravenous Bite, and uses its
Armor Class 19 (Natural Armor)
Goring Charge, if available.
Hit Points 310 (23d12 + 161)
Speed 40 ft., climb 40 ft. Ravenous Bite. Melee Weapon Attack: +13 to hit, reach
5 ft., one target. Hit: 26 (3d12 + 7) piercing damage.
On a critical hit, the goristro gains resistance to all
STR DEX CON INT WIS CHA damage until the beginning of its next turn.
25 (+7) 11 (+0) 25 (+7) 13 (+1) 6 (-2) 14 (+2) Wrecking Fist. Melee Weapon Attack: +13 to hit, reach
10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning
Saving Throws STR +13, DEX +6, CON +13, WIS +4 damage and the target is pushed 10 feet away.
Skills Perception +4
Damage Resistances Cold, Fire, Lightning; Attacks made This attack deals double damage to objects and
without advantage structures.
Damage Immunities Poison Hoof Stomp. Melee Weapon Attack: +13 to hit, reach 5
Condition Immunities Poisoned ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage
Senses Darkvision 120 ft., Passive Perception 14 and the target must succeed on a DC 21 Strength
Languages Abyssal saving throw or be knocked prone.
Challenge 17 (18,000 XP)
Goring Charge (Recharge 5-6). The goristro moves up to
40 feet in a straight line and can move through the
Huge Stature. A creature adjacent to the goristro may space of any creature smaller than Large.
spend half of its movement to attempt a DC 15
Strength (Athletics) check. On a success, the creature The first time it enters a creature's space during this
climbs onto the goristro. While climbing on the move, the creature must succeed on a DC 21 Strength
goristro, a creature has advantage on melee attacks saving throw or take 33 (6d10) piercing damage and
against the goristro, and the goristro has disadvantage be pushed ahead of the goristro for the rest of this
on melee attacks against it. move, or move to the nearest unoccupied space
outside the goristro's path on a success.
Hard Faller. The goristro has vulnerability to damage
from falling. While the goristro is within 5 feet of a Reaction
precipice at least 10 feet high, it has disadvantage on
saving throws against effects that would Frighten it. Sadistic Stomp. When a prone creature within 5 feet of
it regains any hit points, the goristro can make a Hoof
Panicked Fury. While the goristro is Frightened, attacks Stomp attack against it.
against it are made with advantage and it cannot
distinguish friend from foe. See Red (1/Day). When the goristro is reduced below
156 hit points, the goristro can immediately recharge
Limited Magic Resistance. The goristro has advantage and use its Goring Charge.
on saving throws against spells and other magical
effects that deal non-psychic damage.

Encounter Groups
CR 24 Encounter 27,900 XP

1 Goristro Ram-Raider (CR 17)

3 Bulezau Rot-Sowers (CR 3)

10 Vrock Kettlers (CR M8)

CR 30+ Encounter 106,200 XP

1 Goristro Living Siege (CR 25)

1 Marilith Decimator (CR 16)

1 Solamith Dropshot (CR 8)

3 Chasme Tormentor (CR 6)

4 Spider Fiend Kakku (CR 2)

10 Chasme Plague Drone (CR M5)


Goristro Living Siege The Bigger They Are... If the goristro falls prone, it takes
70 (20d6) bludgeoning damage.
Gargantuan fiend (demon), chaotic evil
Panicked Fury. While the goristro is Frightened, attacks
Armor Class 30 (Natural Armor)
against it are made with advantage and it cannot
Hit Points 592 (32d20 + 256)
distinguish friend from foe.
Speed 0 ft.
Limited Magic Resistance. The goristro has advantage
on saving throws against spells and other magical
STR DEX CON INT WIS CHA effects that deal non-psychic damage.
30 (+10) 9 (-1) 26 (+8) 14 (+2) 9 (-1) 14 (+2)
Actions
Saving Throws STR +18, DEX +7, CON +16, WIS +7 Crater Fist. The goristro swings its armored fist, striking
Skills Athletics +26, Perception +7, Survival +7 a 10 foot radius centered on a point within 60 feet.
Damage Resistances Cold, Fire, Lightning Each creature in the area must make a DC 21 Dexterity
Damage Immunities Poison; Attacks made without saving throw, taking 65 (10d10 + 10) bludgeoning
advantage damage on a failure or moving to the nearest space
Condition Immunities Petrified, Poisoned outside the area on a success.
Senses Darkvision 120 ft., Passive Perception 17
Languages Abyssal A creature may use its reaction to gain advantage on
Challenge 25 (75,000 XP) this saving throw.
Mountain Hurl. The goristro hurls a Gargantuan building
Impossible Size. The goristro occupies a 60 foot square or similar object up to 300 feet at a point it can see. At
area of ground and is 200 feet tall. It can occupy the the beginning of the goristro's next turn, it lands.
space of any creature smaller than Gargantuan. Each creature within 15 feet of that point is knocked
Thick Skull. While the goristro is not prone, it is prone, and must succeed on a DC 26 Dexterity saving
immune to the effects of any mind-affecting spells or throw or take 49 (6d12 + 10) bludgeoning damage, or
abilities not controlled by a creature on its head. half as much on a success. A creature riding on the
object has advantage on this saving throw.
Living Siege. The goristro has palisaded fortifications
built into its back, shoulders, and head, sufficient to A creature with at least 15 Passive Perception knows
serve as a fighting platform for up to 40 medium precisely where the strike will land.
creatures. Titanic Stride. The goristro takes a single step, moving
A creature adjacent to the goristro may spend 30 feet up to 60 feet, or standing from prone and moving up
of movement to attempt a DC 18 Strength (Athletics) to 30 feet. Each creature within 10 feet of where it
check. On a success, the creature climbs onto the ends this movement that is not climbing on it must
goristro's legs. A creature may attempt the same check succeed on a DC 21 Dexterity saving throw or take 26
to climb from the goristro's legs to its back, or from its (3d10 + 10) bludgeoning damage and be knocked
back to its head. prone, or half as much on a success.
Legs. While climbing on the goristro's legs, a Earthbreaker Leap (Recharge 5-6). The goristro leaps
creature must succeed on a DC 16 Dexterity saving high into the sky. At the beginning of its next turn, it
throw whenever the goristro uses its Stride or fall lands prone in a space within 120 feet.
off. Each creature climbing on it must succeed on a DC 26
Strength saving throw or fall off, then each creature
Waist. While climbing on the goristro's waist, a within 30 feet of it that is not climbing on it must
creature has advantage on melee attacks against the succeed on a DC 26 Dexterity saving throw or take 34
goristro. (8d10) bludgeoning plus 35 (10d6) fire damage, be
Back. While climbing on the goristro's back, a pushed up to 30 feet away, and be knocked prone, or
creature has advantage on melee attacks against the take half as much damage on a success.
goristro and the goristro cannot target it.
Legendary Actions
Head. While climbing on the goristro's head, a The goristro can take 1 legendary action, choosing
creature has advantage on melee attacks against the from the options below.
goristro and on saving throws against its abilities. If a
creature on the goristro's head scores a critical hit Stride. The goristro uses its Titanic Stride.
against it, the goristro falls prone at the end of its
next turn. Brush Off. The goristro attempts to dislodge a creature
climbing on it. The creature must succeed on a DC 21
Dexterity saving throw or take 32 (5d12) bludgeoning
damage and be pushed up to 30 feet away.
Hezrous
Hezrou Lore
Hezrou Goon Nature DC 10: While the creatures smell foul enough as is,

Medium fiend (demon), chaotic evil certain hezrous have the ability to magically aerosolize their

spilt blood weaponizing it into a cloud of noxious gas that

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

armies, due to their rare predilection toward following

commands, though this capacity does not seem to extend to


STR DEX CON INT WIS CHA remembering those orders for more than a few seconds, nor

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

Damage Immunities Poison aberrant hezrou incapable of telepathy to train as their

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.

Languages Abyssal, Telepathy 120 ft.


Challenge M11 (720 XP) Hezrou Tactics
Lickspittle. The hezrou follows the most recent Hezrou tactics are largely dependent on initiative order, as

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

always deployed under the supervision of greater demons,

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

Armor Class 16 (Natural Armor) Armor Class 18 (Subdermal Armor)


Hit Points 115 (11d10 + 55) Hit Points 144 (14d10 + 70)
Speed 30 ft. Speed 30 ft.

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

methods and motivations diverge wildly. Where a succubus


STR DEX CON INT WIS CHA
seeks to guide mortals toward corruption and ruin as a

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.

Senses Darkvision 60 ft., Passive Perception 13


Incubus Atonian Tactics Languages Abyssal, Common
Challenge M15 (1,300 XP)
While incubi usually flee if confronted by a force that

outnumbers them, if forced to fight they use Sink into Earth


Minion. If the nightmare takes damage from an
on the nearest melee threat, then move into its space if it fails
attack or as the result of a failed saving throw, its
its save to apply their Crushing Terror trait, following it each hit points are reduced to 0. If the nightmare takes
turn if it tries to crawl away. In combat, they prefer to target damage from another effect, it dies if the damage
already weakened creatures with their Steal Dreams, equals or exceeds its hit point maximum, otherwise
otherwise using it mostly outside of combat. it takes no damage.
Fear-Born. The nightmare is immune to any damage
Incubus Ephialtes Tactics dealt by a Frightened creature.
Incubus ephialtes try first to gain control of powerful melee

foe with their Waking Dream, then target it whenever Actions


available with their Incubate Fears while trying to
Rend Psyche (Group Attack). Melee Weapon Attack:
incapacitate as many other enemies as possible with their
+10 to hit, reach 5 ft., one target. Hit: 8 psychic
Night's Caress. damage and the target must succeed on a DC 17
Wisdom saving throw or be Frightened until the
end of the nightmare's next turn.
If at least three nightmares contributed to this
attack, a creature that fails this saving throw is
instead Frightened for the next minute, and repeats
the saving throw at the end of each of its turns,
ending the effect on a success.
Incubus Atonian Incubus Ephialtes
Medium fiend (shapechanger), chaotic evil Medium fiend (shapechanger), chaotic evil

Armor Class 14 (Natural Armor) Armor Class 15 (Natural Armor)


Hit Points 71 (11d8 + 22) Hit Points 112 (15d8 + 45)
Speed 30 ft., fly 20 ft. (hover) Speed 30 ft., fly 20 ft. (hover)

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

shrines of blood and bone to their demonic

overlords in the hollowed-out husks of coral Small fiend, chaotic evil


reefs. Once a colony has taken up residence in a

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.

STR DEX CON INT WIS CHA


Ixitxachitl Lore 12 (+1) 16 (+3) 13 (+1) 12 (+1) 13 (+1) 7 (-2)
History DC 15: Legends tell of a race of rayfolk from the

seas of elemental chaos whose creator fell to the corruption


Skills Stealth +5
of the abyss, dragging them into its depths with him.
Senses Darkvision 60 ft., Passive Perception 11
Nature DC 15: Full grown ixitxachitl are known to acquire Languages Abyssal, Ixitxachitl
vampiric tendencies, draining the vital fluids of their prey Challenge 1/2 (100 XP)
before consuming it.

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

prioritize as a target any creature able to attack without


Whiptail Barb. Melee Weapon Attack: +5 to hit,
disadvantage.
reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing
If a creature casts any healing magic, each ixitxachitl
damage plus 3 (1d6) poison damage.
breaks off their current engagement to target it, regardless of

attacks of opportunity.
Vampiric Ixitxachitl
Small fiend, chaotic evil

Armor Class 16 (Natural Army)


Hit Points 66 (12d8 + 12)
Speed swim 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 18 (+4) 13 (+1) 12 (+1) 13 (+1) 7 (-2)

Skills Religion +3, Stealth +7


Senses Darkvision 60 ft., Passive Perception 11
Languages Abyssal, Ixitxachitl
Challenge 2 (450 XP)

Confounding Circling. While adjacent to two or


more ixitxachitl, a creature has disadvantage on
attacks of opportunity that target one of them.
Segmented Brain. The ixitxachitl may continue to
make attacks of opportunity with its whiptail barb
for up to a minute after being incapacitated or
killed.

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)

2 Kuo-Toa Drowner (CR 1)

Reactions 6 Juvenile Ixitxachitl (CR 1/2)

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

ancestor of a great many creatures of the

deepest darknesses of the world, the ixzan Ixzan


embody a primordial link to the earliest days of Medium aberration, chaotic evil
creation, a view of life in the chaos that

predated the material realm.


Armor Class 16 (Natural Armor)
Hit Points 104 (16d8 + 32)
Speed fly 10 ft. (hover), swim 40 ft.
Ixzan Lore
Nature DC 20: Multiple competing theories exist as to the

origin of the subterranean ixzan, but the most common


STR DEX CON INT WIS CHA
names them as some of the earliest denizens of elemental 16 (+3) 14 (+2) 14 (+2) 11 (+0) 13 (+1) 15 (+2)
chaos, the shared ancestor of numerous other modern

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

corruption by the abyss. Confounding Circling. While adjacent to two or


more ixzan, a creature has disadvantage on attacks
Ixzan Tactics of opportunity that target one of them.
Ixzans out of the water drift out of reach, using their pelagic Segmented Brain. The ixzan may continue to make
lance and rain of death whenever available. If their enemies attacks of opportunity with its whiptail barb for up
can effectively hit them while flying, they drop into the water to a minute after being incapacitated or killed.
for cover and use their whiptail

harpoon to try to drag their foes in with Actions


them, continuing to use their rain Multiattack. The ixzan makes two attacks, one of
of death whenever available. which may be with its Frenzied Bite.
Frenzied Bite. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing
damage and up to one other ixzan may use its
reaction to make a frenzied bite attack against the
same target.
Whiptail Harpoon. Melee Weapon Attack: +5 to hit,
reach 10 ft., one target. Hit: 7 (1d8 + 3) piercing
plus 7 (2d6) poison damage and the target is
pulled 5 feet toward the ixzan.
Pelagic Lance. Ranged Spell Attack: +4 to hit, range
60 ft., one target. Hit: 7 (1d10 + 2) bludgeoning
damage and the target is pushed 5 feet away.
Rain of Death (Recharge 5-6). The ixzan makes six
attacks with its pelagic lance.

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

spontaneously evolve into other forms, in large enough

Small fiend (demon), chaotic evil quantities the possibility becomes a near-inevitability, as the

constant scrabble for survival ensures that any loose scraps


Armor Class 9 of demonic energies are consumed rather than dissipating.
Hit Points 13 (3d6 + 3) History DC 15: Manes are moved by a bottomless well of
Speed 20 ft. indiscriminate hatred and sub-bestial intelligence, making

them often more of a liability than asset in combat. Those

STR DEX CON INT WIS CHA who have been successful deploying them in the wars of the

lower planes have done so by herding them like cattle into an


10 (+0) 9 (-1) 13 (+1) 3 (-4) 8 (-1) 4 (-3) opposing army so their mad squabbling can be the enemy's

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

of them continuously spawn from the ruined earth of the


Minion. If the manes takes damage from an attack Abyss, often immediately killing one another within minutes
or as the result of a failed saving throw, its hit
of birth.
points are reduced to 0. If the manes takes damage
Religion DC 20: It is said that Orcus himself began his
from another effect, it dies if the damage equals or
exceeds its hit point maximum, otherwise it takes existence in the Abyss as a manes, though his cults seem

no damage. divided on whether this is an inspiring tale of raw ambition

winning out, or blasphemous slander.

Acidic Cloud. When the manes dies, it dissolves into


a cloud of acrid vapor, dealing 3 acid damage to
each creature within 5 feet of it.

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

aimlessly, spitting and snarling at one another until violence

breaks out, at which point they attack the nearest creature

until no living creatures remain within 20 feet of them. If

goaded by a more powerful demon, they will attempt to

follow its directions, at least as far as their Mindless Hate

allows.

Vilespawn use their Panicked Charge whenever available

if they can hit at least four creatures (friend or foe) with it,

and both vilespawn and mobs attempt to consume any fiend

they manage to kill, often going out of their way to kill those

that look near death even if enemies are present.


Manes Vilespawn Manes Mob
Small fiend (demon), chaotic evil Huge swarm of small fiends (demon), chaotic evil

Armor Class 9 Armor Class 9


Hit Points 33 (6d6 + 12) Hit Points 77 (14d6 + 28)
Speed 20 ft. Speed 20 ft.

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

Summoning on it, then either kill it themself or command

Arcana DC 20: The most powerful mariliths are renowned another demon to kill it with Spur the Horde.

as accomplished battlefield summoners, able to fuel the

abduction of more fiends to the battle through the deaths of

those that fall in combat.

History DC 15: Though formidable warriors in their own

right, mariliths' quick thinking and ability to rapidly react to

changing circumstances often makes them even more

dangerous at the command of a horde than on its front line.

History DC 20: Like the constrictor snakes they resemble,

mariliths do not attempt to squeeze the air from their

grappled victims' lungs; rather, they wait for the creature to

exhale then tighten their coils so it cannot take in another

breath.

Religion DC 15: Mariliths often act as commanders of

abyssal armies due to the uniquely fearsome reputation

they hold among other demons. They are known for

cultivating collections of battle-trophies with great

care, and often carry blades of

unsurpassed quality.

Religion DC 20: Decapitation is a marilith's favored

method of execution, and they take great pride in

their ability to cleanly take a head, often carrying with

them the scoured skulls of the conquests

they remember most fondly.

Marilith Decimator Tactics


Marilith Decimators first go for a ranged combatant in

combat (ideally a spellcaster) and attack it with their

Constrict, then slither into the thickest concentration of

enemies to subject as many of them to its reactions as

possible. Initially they focus on displaying their battle

prowess by spreading their attacks around, but once reduced

below half hit points start trying to focus down enemies one

at a time, starting with the most formidable melee threats

and beheading a foe before moving on to the next one.


Marilith Decimator Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
Large fiend (demon), chaotic evil
Instead of dealing damage, the marilith can grapple the
Armor Class 17 (Natural Armor) target (escape DC 17).
Hit Points 273 (26d10 + 130)
Speed 40 ft. Trophytaker Blades. Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing
damage.
STR DEX CON INT WIS CHA A creature killed by this attack is beheaded.
18 (+4) 20 (+5) 20 (+5) 18 (+4) 16 (+3) 20 (+5) Constrict. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one creature. Hit: 15 (2d10 + 4) bludgeoning damage
Saving Throws STR +9, CON +10, WIS +8, CHA +10 and the target is grappled (escape DC 17).
Damage Resistances Cold, Fire, Lightning; Bludgeoning,
A creature grappled in this way is restrained.
Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Reactions
Senses Truesight 120 ft., Passive Perception 13 Deflect. When it is hit with a weapon attack, the
Languages Abyssal, Telepathy 120 ft. marilith can add +5 to its AC against the triggering
Challenge 16 (15,000 XP) attack.

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.

Rules Clarification. The marilith's Crush reaction


Encounter Groups
triggers after the triggering spell resolves. CR 23 Encounter 24,500 XP

1 Marilith Decimator (CR 16)

1 Vrock (CR 6)

4 Hezrou (CR 5)

Rules Reminder. A suffocating creature can survive


for a number of rounds equal to its Constitution CR 30 Encounter 44,000 XP
modifier (minimum of 1 round). At the start of its
next turn, it drops to 0 Hit Points and is dying, and 1 Marilith Battle Tyrant (CR 20)

it can’t regain Hit Points or be stabilized until it 2 Tanarukk Firespeaker (CR 10)
can breathe again. 2 Vrocks (CR 6)

8 Tanarukk Scarbearer (CR 5)


Marilith Battle Tyrant Trophytaker Blades. Melee Weapon Attack: +12 to hit,
reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing
Large fiend (demon), chaotic evil
damage.
Armor Class 18 (Natural Armor) A creature killed by this attack is beheaded.
Hit Points 357 (34d10 + 170)
Speed 50 ft. Constrict. Melee Weapon Attack: +12 to hit, reach 10
ft., one creature. Hit: 22 (3d10 + 6) bludgeoning
damage and the target is grappled (escape DC 20).
STR DEX CON INT WIS CHA A creature grappled in this way is restrained.
22 (+6) 21 (+5) 20 (+5) 19 (+4) 18 (+4) 23 (+6) Spur the Horde. Up to six demons of CR 10 or below
that the marilith can see each take 10 psychic damage,
Saving Throws STR +12, CON +11, WIS +10, CHA +12 then each may use its reaction to move up to half its
Skills Acrobatics +11, History +10, Intimidation +18, speed directly away from the marilith and make a
Perception +10 melee attack.
Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison; Bludgeoning, Piercing, and Bonus Actions
Slashing from Nonmagical Attacks
Heartless Summoning (6th Level Spell, Recharge 5-6).
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 20 One demon of CR 10 or below the marilith can see
must succeed on a DC 20 Charisma saving throw or be
Languages Abyssal, Telepathy 120 ft.
wreathed in runic magic. If the demon dies before the
Challenge 20 (25,000 XP)
beginning of the marilith's next turn, another demon of
equal or lesser CR is summoned in its space.
Reactive. The marilith regains its reaction at the
beginning of each turn.
Reactions
More Fearsome Than Death. If another demon within 60 Deflect. When it is hit with a weapon attack, the
feet would fail a Wisdom saving throw, the marilith can marilith can add +5 to its AC against the triggering
choose for it to succeed. If it does, the demon is attack.
Frightened of the marilith until the end of its next turn.
Magic Resistance. The marilith has advantage on saving Overwhelm. When the it misses a creature it is
throws against spells and other magical effects. grappling with a melee attack, the marilith can add +5
to its attack roll.
Actions Tail Lash. When a creature enters its reach, the marilith
Multiattack. The marilith makes seven attacks, one of can force the creature to succeed on a DC 20 Strength
which may be with its Constrict. saving throw or be pushed 10 feet away and knocked
prone.
Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., Crush. When a creature the marilith has grappled with
one target. Hit: 16 (3d6 + 6) slashing damage. its Constrict speaks or casts a spell with a verbal
Instead of dealing damage, the marilith can grapple the component, the marilith can crush the air out of its
target (escape DC 20). lungs, causit it to immediately begin Suffocating.
Flickering Charge. When the marilith succeeds on a
saving throw against a spell, the marilith can magically
teleport up to 30 feet directly toward the spell's caster.
Molydeus
Molydeus Lore
Arcana DC 20: The most fearsome ability of molydei is their Serpentine Overseer
power to evoke the abyssal might of their archdemonic Medium fiend (demon), chaotic evil
patron, though they are rarely able to sustain concentration

on such transformations for more than a few seconds.


Armor Class 19 (Natural Armor)
History DC 15: Molydei deprived of their demonic weapons
Hit Points 216 (16d12 + 112)
seem to go quite mad, erupting in a bestial cacaphony of
Speed 0 ft.
barks and screams as they ignore all else in relentless pursuit

of regaining their lost treasures. While theoretically


STR DEX CON INT WIS CHA
exploitable, few creatures relish the idea of suffering the

sustained attention of a molydeus.


21 (+5) 24 (+7) 17 (+3) 27 (+8) 24 (+7) 23 (+6)
Religion DC 10: Few creatures evoke such fear and hatred

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

master, and reports all it sees and hears. If its serpentine


Eyes of the Master. Anything the overseer sees or
head is slain, a molydeus soon follows it into death.
hears is known to the demon lord that created it.
Magic Resistance. The overseer has advantage on
saving throws against spells and other magical
effects.

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.

Bonded at Creation. A Serpentine Overseer is Attached Bonus Actions


to the molydeus, shares its space, and cannot be Manifest Archdemon (1/Day, 9th Level Spell,
removed while the overseer lives. Concentration). If the molydeus has fewer than half its
The molydeus cannot see or take hostile action against hit points, it partially transforms until the end of its
the overseer attached to it. If its overseer is killed, the next turn, taking on a rough likeness of its archdemon
molydeus must succeed on a DC 20 Constitution patron.
saving throw at the beginning of each of its turns or While transformed, the molydeus may take any action,
gain a level of Exhaustion. reaction, or legendary action listed on its patron's stat
Huge Stature. A creature adjacent to the molydeus may block.
spend half of its movement to attempt a DC 17
Strength (Athletics) check. On a success, the creature Legendary Actions
climbs onto the molydeus. While climbing on the The molydeus can take 3 legendary actions, choosing
molydeus, a creature has advantage on melee attacks from the options below.
against the molydeus, and the molydeus has
disadvantage on melee attacks against it. Voice of the Master. If the molydeus' serpentine
Magic Resistance. The molydeus has advantage on overseer is not dead or incapacitated, it may use its
saving throws against spells and other magical effects. Voice of the Master.

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.

Serpentine Overseer Tactics Molydeus Tactics


Molydei are aware of the overseers only as a disembodied
Serpentine overseers often speak for molydei in the voice of
voice, and become annoyed and agitated at the suggestion
their master when encountering powerful adverseries, but
that a snake might be growing out of their head. They
otherwise simply translate the abyssal growls of the molydei
generally make all of their attacks with their axe unless
for non-demonic listeners. With their action, they virtually
disarmed, though may use their grasp and bite to make a
always use their Serpent's Kiss if a creature is in their range.
show of cruelty. They use their Manifest Archdemon at the
When using Voice of the Master with the molydeus'
first opportunity, using the archdemon's multiattack or other
legendary actions, they generally first use Consuming Hatred
non-spell ability with their action, then on the following turn
then Power Overwhelming, saving Might of the Black
using a 1/Day or Recharge spell if they maintain
Heavens for breaking enemy concentration.
concentration.
W
Myrmyxicus
hile chaos is the order of the day within the

vast barrens of the Abyss, few regions are

truly masterless, instead ruled by a rotating

cast of petty warlords jockeying for

position. At sea, however, a crueler

chaos reigns. Citadel-ships,

built into the skeletal husks

of impossible leviathans and crewed by

twice-damned hordes of demonic

thralls, hunt ceaselessly both above and

below the acrid waters, driven by a

hatred that seeks the final annihilation

of all things, starting with others of its kind.

Myrmyxicus Lore
Arcana DC 10: Certain demonic blades are said to

carve through magical defenses without resistance, striking

directly at the essence of their target. These potent

enchantments are a little-studied area of magic, however, as

they rarely persist long after their original wielder's death.

History DC 15: Warlords of the abyssal seas, myrmyxicuses

rule floating citadels of detritus that they sail across their

territories, dominating great swathes of water while pitting

armies of magically dominated demonic thralls against one

another in endless skirmishes.

History DC 20: Myrmyxicus blood is occasionally traded

through black market avenues in the Prime Material, as it can

be distilled as a component of a pre-battle concoction that

prevents soldiers from retreating.

Nature DC 15: The lower mouth of the myrmyxicus serves

no role in sustaining them, existing rather as a delivery

mechanism for their mutagenic venom, which gruesomely

transforms affected creatures into wretched fiendish forms.

Nature DC 20: Somewhat unusually for creatures their size,

the flesh of the myrmyxicus is oddly pliable and jelly-like, and

slicing one in half is considered a rite of passage among

balors. While their demonic constitutions allow them to

survive such an injury, it does temporarily deprive

them of the use of their lower mouth.

Religion DC 20: Myrmyxicuses are thought to

be one of the earliest forms of Tanar'ri

spawned by the Abyss, their bizarre forms

shaped by the then-pervasive influence of Myrmyxicus Tactics


the obyriths.
Myrmyxicuses try to close to melee as quickly as possible,
Religion DC 15: Myrmyxicuses appear to
making their first attack with their Lamprey Bite, and
be mostly left alone by the greater lords of
directing their other attacks elsewhere if the bite hits. While
the Abyss, being both too powerful to
they have a creature grappled with their bite, they use
easily crush and too concerned with killing
Shredling Infusion each turn until the target counts as a
one another to be any threat to the grander designs
fiend, then use their Unholy Enthrallment on it to bring it
of the archdemons. However, this unspoken compact
under their control. Additionally while they have a creature
does mean that much of the aquatic reaches of the Abyss are
grappled, they use their Billowing Breath whenever available
claimed by no demon lord at all, and thus relative havens for
if they can catch at 3 foes in its area.
creatures too horrid and monstrous to be suffered among the
They use Chaos Immortal on an ally that makes three or
rest of demonkind.
more attacks and has not yet been seriously injured, or on

themselves if they are reduced below half health and still

have it available. While it is active, they use as many of their

legendary actions as possible on uses of their Blasphemous

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

developed traditions of gatewatching, setting

ceremonial guards at even abandoned Nabassu Fledgling


archways. Few remember why they do it. For Small fiend (demon), chaotic evil
those gateways lost to the memory of

civilization, one often finds stone effigies


Armor Class 16 (Natural Armor)
standing vigil, or occasionally even simple
Hit Points 170 (20d8 + 80)
animals instinctively guarding the gate. These efforts are not
Speed 40 ft., fly 60 ft.
in vain. There is something that waits on the other side.

STR DEX CON INT WIS CHA


Nabassu Lore 17 (+3) 14 (+2) 18 (+4) 11 (+0) 15 (+2) 14 (+2)
Arcana DC 15: The gaze of a nabassu drains the life force of

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.

Religion DC 25: Nabassus are regarded with hatred and


Draining Gaze. When a creature that can see the
disgust by other demons, due to their penchant for devouring
nabassu starts its turn within 30 feet of it, the
nabassu can force it to make a DC 15 Constitution
the souls of other fiends, a rare taboo in the pits of the Abyss.
saving throw. On a failed save, the creature
expends a hit die, or takes 5 (1d10) necrotic
Nabassu Fledgling Tactics damage if it cannot, and the nabassu gains 5
Nabassus preferentially attack those who avoid their
(1d10) temporary hit points.
Draining Gaze, grappling them into the air and dropping At the beginning of its turn, a creature that isn't
them, while trying to keep as many creatures affected by their Surprised can avert its gaze, treating the nabassu as
Draining Gaze as possible. Invisible until the beginning of its next turn.

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.

Nabassu Death-Stealer Tactics Encounter Groups


While Fledglings are typically found alone, stirges
The nabassu death-stealer uses its Unlife Exchange
occasionally congregate to feed on the remains of their
whenever available, directing the Shadows it summons to
victims. Death Stealers often have undead minions or
attack any spellcasters while keeping its own attentions
servants of Orcus in their thrall.
focused on the melee combatants.

When it uses its Baleful Displacement ability, it targets the

nearest melee threat. Rather than dropping the foes it CR 13 Encounter 4,375 XP

grapples, it uses its flight to isolate them from their melee


1 Nabassu Fledgling (CR 8)
allies, attacking them until reduced to 0 hit points and then
2 Stirge Skullpiercers (CR 1)
dropping them somewhere obscured from the rest of the
3 Stirges (CR 1/8)
party (like a rooftop) to prevent them from being healed

before selecting a new target.


CR 22 Encounter 19,700 XP

1 Nabassu Death-Stealer (CR 15)

1 Slaughter Wight (CR 8)

4 Wights (CR 3)

CR 23 Encounter 17,200 XP

1 Nabassu Death-Stealer (CR 15)

2 Deathlock Wight (CR 5)

12 Zombies (CR 1/4)


Nalfeshnees
Nalfeshnee Lore Nalfeshnee Courts. Demonic courts are, first and
Arcana DC 10: While all demons have a certain resistance to foremost, a spectacle for the entertainment of the
conventional magics, some such as nalfeshnees take this participants and audience, in which the presiding
principle still further, their durable hides blunting all but the nalfeshnee's judgement is likely to go to whichever
most powerful of magical workings. side delivers the most devastating insults, last-
Nature DC 15: As preposterous as it might seem, the tiny, minute surprise witnesses, and outlandishly
malformed wings of nalfeshnees do appear to play an integral
fabricated evidence.
role in their flight, making them vulnerable to falling if their
Violence between plaintiffs is allowed and
flight is disturbed.
encouraged, but only within the strictures of a
Religion DC 15: The porcine nalfeshnee are often described
vague etiquette determined by the crowd's and
judge's current level of interest and attention, and
by denizens of more lawful regions of the multiverse as
fights are expected to resolve or break up within a
judges and generals of the Abyss, but their role is much more
few seconds so the trial can continue.
nuanced than that might imply; while they are often sought to
While participants usually are present under
mediate disputes between demons, the plaintiffs are under
some form of duress, they are still expected to
no obligation to abide by their judgements, and the only
have fun with the process. Nalfeshnees are
enforcement mechanism of their courts is their own frequently known to deliver summary judgements
propensity to consume those they have judged against. against those whose moping brings down the
Relgion DC 20: Among all demonkind, nalfeshnees are often court's mood.
thought to be the most honest, as their full surface thoughts These trials are best run as skill challenges,
are on view for any they telepathically communicate with. where each piece of evidence, witness, or legal
Because of this, they are prized as powerful subordinates, as citation must be responded to by the party with a
their betrayals are trivialy easy to predict and subvert. relevant skill check, spell, or other action, with a set
Though some take the effort to learn to mask or subdue some number of successes being achieved before a set
of their surface thoughts, many nalfeshnees weaponize this number of failures leading to a favorable
open-mindedness, radiating raw hostility and ravenous judgement, and particularly high or low rolls
hunger toward any who meet their gaze.
opening opportunities for violence and other
skulduggery.
Nalfeshnee Glutton Multiattack. The nalfeshnee makes three attacks, one of
which may be with its Ravenous Bite.
Large fiend (demon), chaotic evil
Ravenous Bite. Melee Weapon Attack: +10 to hit, reach
Armor Class 18 (Natural Armor)
5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.
Hit Points 184 (16d10 + 96)
Speed 20 ft., fly 30 ft. This attack scores a critical on an 18-20 against a
prone creature.

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.

Spell-Resistant Hide. The nalfeshnee has resistance to Reactions


damage from spells of 4th level or below, and has Reckless Greed. When a creature fails a saving throw
advantage on saving throws against spells and other against the nalfeshnee's Hungry Gaze by 5 or more, the
magical effects. nalfeshnee can move up to 10 feet toward the creature
and make a Ravenous Bite attack against it.
Hungry Gaze. A creature that starts its turn within 15
feet of the nalfeshnee that can see it must succeed on If it does, attacks against the nalfeshnee have
a DC 15 Wisdom saving throw or be Frightened until advantage until the beginning of its next turn.
the beginning of its next turn.
Horrific Apparition. When the nalfeshnee is hit with a
While Frightened in this way, a creature can sense the ranged attack, it can teleport up to 120 feet directly
nalfeshnee's surface thoughts and emotions. toward the attacker to an unoccupied space it can see.

Actions Then, each creature within 15 feet of it must succeed


on a DC 15 Wisdom saving throw or fall prone.

Nalfeshnee Glutton Tactics


Nalfeshnee gluttons approach from the air, waiting until foes

are engaged in melee before swooping into the midst of them,

trying to affect as many non-demon creatures as possible

with their Hungry Gaze. If a Frightened target is available,

they use Consume Fear whenever possible. They usually

reserve their reaction for Reckless Greed, but will use

their Horrific Apparition either to escape a

melee that has turned against them, or to

teleport into Gaze range of at least two ranged

attackers.

Nalfeshnee Magistrate
Magistrates' primary role in combat is to shore up the

major weakness of larger demonic forces, their

tendency toward infighting, by killing and eating a weak

demon such as a Mane or Dretch each turn, thereby

frightening their subordinates into briefly following their

commands. They use their Horrific Apparition much more

aggressively than gorgers, both to corner vulnerable ranged

attackers that are separated from their allies and to drop out

from underneath any creatures attempting to climb on them.


Nalfeshnee Magistrate Actions
Huge fiend (demon), chaotic evil
Multiattack. The nalfeshnee makes three attacks, one of
which may be with its bite.
Armor Class 18 (Natural Armor)
Hit Points 230 (20d10 + 120) Ravenous Bite. Melee Weapon Attack: +13 to hit, reach
Speed 40 ft., fly 30 ft. 5 ft., one target. Hit: 40 (6d10 + 7) piercing damage.
This attack scores a critical on an 18-20 against a
prone creature.
STR DEX CON INT WIS CHA
Claw Smash. Melee Weapon Attack: +13 to hit, reach
25 (+7) 15 (+2) 23 (+6) 21 (+5) 12 (+1) 20 (+5) 10 ft., one target. Hit: 21 (4d6 + 7) slashing damage
and the target is pushed 10 feet away.
Saving Throws CON +12, INT +11, WIS +7, CHA +11
Damage Resistances Attacks made without advantage, Each other creature within 5 feet of the target must
Cold, Fire, Lightning succeed on a DC 21 Dexterity saving throw or take half
Damage Immunities Poison; Bludgeoning, Piercing, and the attack's damage.
Slashing from Nonmagical Attacks Consume Fear (Recharge 5-6). The nalfeshnee tears the
Condition Immunities Charmed, Frightened, Poisoned fear from a Frightened creature within 15 feet, forcing
Senses Senses Truesight 120 ft., Passive Perception 11 it to succeed on a DC 19 Wisdom saving throw or take
Languages Abyssal, Celestial, Draconic, Infernal, 93 (6d10 + 60) psychic damage and cease being
Telepathy 120 ft. Frightened, or take half as much damage on a success.
Challenge 17 (18,000 XP)
A creature that fails this saving throw by 5 or more has
its movement speed reduced by half and it can’t make
Spell Resistant Hide. The nalfeshnee has resistance to more than one attack until the end of its next turn.
damage from spells of sixth level or below. It has
advantage on saving throws against spells and other Reactions
magical effects.
Reckless Greed. When a creature fails a saving throw
Hungry Gaze. A creature that starts its turn within 15 against the nalfeshnee's Hungry Gaze by 5 or more, the
feet of the nalfeshnee that can see it must succeed on nalfeshnee can move up to 10 feet toward the creature
a DC 19 Wisdom saving throw or be Frightened until and make a Ravenous Bite attack against it.
the beginning of its next turn.
If it does, attacks against the nalfeshnee have
While Frightened in this way, a creature can sense the advantage until the beginning of its next turn.
nalfeshnee's surface thoughts and emotions.
Horrific Apparition. When the nalfeshnee is hit with a
Fate of the Faithless. Whenever the nalfeshnee kills a ranged attack, it can teleport up to 120 feet directly
demon, it may shout a magically empowered toward the attacker to an unoccupied space it can see.
command. Each other demon that can hear it must
succeed on a DC 19 Wisdom saving throw or follow Then, each creature within 15 feet of it must succeed
that command until the beginning of the nalfeshnee's on a DC 20 Wisdom saving throw or fall prone.
next turn. Judge Worthy. When a Frightened non-fiend creature
Huge Stature. A creature adjacent to the nalfeshnee the nalfeshnee can see within 60 feet dies, the
may spend half of its movement to attempt a DC 21 nalfeshnee can force it to succeed on a DC 19
Strength (Athletics) check. On a success, the creature Charisma saving throw or transform into a demon of
climbs onto the nalfeshnee. While climbing on the CR 5 or lower.
nalfeshnee, a creature has advantage on melee attacks
against the nalfeshnee, and the nalfeshnee has
disadvantage on melee attacks against it.
Quasits
Quasit Lore
Arcana DC 15: Quasits can be among the most useful of Quasit Bogey
familiars to those who manage to enlist them, with the Tiny fiend (demon, shapechanger), chaotic evil
strenuous caveats that they often undermine the desires of

their summoners and, though easily tricked into compacts,


Armor Class 13
freely subvert or outright disregard past agreements.
Hit Points 7 (3d4)
Keeping one as a familiar is a constant challenge to the
Speed 40 ft.
creativity of a mage, who must present each task as

ultimately in service of some convoluted, chaotic mischief or


STR DEX CON INT WIS CHA
else risk betrayal.
5 (-3) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 10 (+0)
Quasit Tactics
Skills Intimidation +2, Stealth +5
Quasit bogeys typically begin combat invisible, using their Damage Resistances Cold, Fire, Lightning;
Jump Scare on the first turn of combat, then alternating Bludgeoning, Piercing, and Slashing from
between attacks with their Sticky Claws and using their Nonmagical Attacks
Invisibility to escape the ire of their targets. Damage Immunities Poison
Quasit pests use their Irritating Toxin on the first turn of Condition Immunities Poisoned
combat, afterwards closing to melee and attacking until Senses Darkvision 120 ft., Passive Perception 10
targeted, then fleeing with their Verminous Skitter, after Languages Abyssal, Common
which they usually choose a new target. Challenge 1 (200 XP)
Quasit megalomaniacs typically ride upon their

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

Armor Class 13 Armor Class 13


Hit Points 7 (3d4) Hit Points 10 (3d4 + 3)
Speed 40 ft. Speed 40 ft.

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

the souls of those whose corpses they consume, preventing


STR DEX CON INT WIS CHA
any form of resurrection for their victims until the solamith is

torn asunder, explosively releasing the burning souls within.


17 (+3) 16 (+3) 20 (+5) 7 (-3) 13 (+1) 8 (-1)

Solamith Tactics Saving Throws CON +8, CHA +2


Damage Resistances Lightning; Bludgeoning,
Solamiths use their Lob Flesh each turn, targeting the Piercing, and Slashing from Nonmagical Attacks
densest cluster of enemies regardless of any allies in the Damage Immunities Fire, Poison
area. While they have more than half their hit points, they Condition Immunities Poisoned
spend their hit points as fast as possible, first prioritizing Senses Darkvision 120 ft., Passive Perception 11
increasing the radius to hit more enemies, then increasing Languages Abyssal, Telepathy 120 ft.
the damage. Once reduced below half hit points, solamith Challenge 8 (3,900 XP)
dropshots spend only the minimum amount of hit points 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

hunters, and are typically unwilling to accept aid or cooperate

in any way for fear their kill will be stolen by an ally.

Nature DC 10: The odd, humanlike arms of some spyder

fiends are made even odder by their ability to retract into

hidden pockets within their cephalothorax, where they also

often store hidden weapons.

Nature DC 15: The carapace of tougher spyder fiends is as

tough as steel, but noticeably more brittle, vulnerable to

being cracked by a heavy strike.

Religion DC 15: Spyder fiends are a rarer form of

demon, once seen only in the Steaming Fen of the

Abyss, where they toiled in service of Miska the

Wolf Spider, and later the Queen of Chaos.

Religion DC 20: In the years of his imprisonment

and her apparent dormancy, however, spyder fiends

have been encountered throughout the Abyss and

have even incurred upon the Prime Material at times,

prompting the question as to whether they have slipped her

leash, or if this is part of some deeper scheme.

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

dash to reach their prey first, and attempt to body-block

anyone from following them if possible by choking narrow

passageways with their large abdomens, and use their

Dominance Contest reaction at every opportunity.

If others reach their intended prey first, they climb up to a

high surface and attempt to pull their prey away with a

sticky globule. If they manage to Bind a creature, they

abscond with it to a hidden alcove away from the sight

of other fiends before attempting to kill and devour it.

If the fiend's allies do not outnumber its enemies, it

simply prioritizes unengaged foes as targets.

Spyder Fiend Spithriku Tactics


Spithrikus behave much as kakkus, though if each foe is

engaged before they reach combat they will attempt to

grapple a creature with their legs and drag it to seclusion.

Their preferred tactic is setting ambushes on cliff faces, using

their Web Blast to knock creatures to their death, then

leaping down with their silk dragline to finish them off before

other fiends can reach them.

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.

Actions On a hit, the target must use any remaining movement


to move directly away from the fiend, if possible.
Multiattack. The fiend makes two attacks, one of which
may be with its bite.
Spyder Fiend Phisarazu Tactics
Phisarazus behave much as kakkus do, though rather than

rushing to meet foes immediately they wait until combat is

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.

Spyder Fiend Lycosidilith Tactics


Lycosidiliths behave much as spithrikus do, but otherwise

tend to open with their Web Blast, then immediately scuttle

in in and try to Bind a creature and attach it to their back,

afterwards fending off any who try to take it with their

Greataxe and targeting the bound creature with their

Necrotizing Bite.

They never use their Predatory Shift to retreat, instead

using it to reach and attack the weakest and most vulnerable

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.

Necrotizing Fasciitis. A creature infected with


necrotizing fasciitis develops a festering sore at
the site of a wound.
At each dawn, an infected creature must
succeed on a DC 15 Constitution saving throw or
have its hit point maximum reduced by 11 (2d10),
or ending the effect on a success.
A creature that has its current hit point
maximum reduced by more than half in this way
loses the use of the limb closest to the wound.
Spyder Fiend Raklupis Tactics
Raklupises behave much as Phisarazus do, though after

using their Irredescent Web Blast they typically stay at range,

hurling venom globes into the melee and darting into the

fray only to Bind a fallen creature. If a foe drops to 0 hit

points, the raklupis tries quickly to snatch it away before

any other fiend can eat it, attacking friend and foe

alike to protect its meal.

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

the abyssal arts, discussing the origin of succubi is something

of a taboo, as for whatever reason passions on the topic run

extraordinarily high and it is common for the arguments it

provokes to come to blows.

Arcana DC 20: A multiplicity of theories as to the origin of

succubi prevail, each of which accompanied by treatises

declaring incontrovertible proof that they are corrupted yet

redeemable angels of love, nymphs of the Abyss, dreams

released from their dreamers by abyssal radiation, or any of a

dozen other theories.

History DC 15: Succubi craft every part of their presentation

and approach to the desires and weaknesses of their

intended prey, often taking by surprise those whose image of

the succubus is limited to a shapely female sex pest.

History DC 20: While the charms of most succubi can be

disrupted by a sudden shock to either the fiend or her victim,

some can require more arcane interventions.

Religion DC 10: Succubi are deeply insidious creatures,

with an astounding ability to suss out a mortal's weaknesses,

insecurities and pain points, offering an intoxicating cocktail

of validation, approval, and affection as they guide their prey

toward ruin, eating away at their higher selves until only the

most demonic of their attitudes and impulses remain.

Religion DC 15: The dream visitations of a succubus are no

easy thing to detect, and even more difficult to ward against.

The afflicted often are known to sleepwalk, present with

inexplicable scratches, and feel a vague reluctance to enter

consecrated grounds, yet none of these are definitive. In any

case, until such a fiend reveals itself, no better remedy is

known than pious and ascetic self-reflection.

Dream Visitations. Succubi are able to view and


sculpt the dreams of nearby sleeping creatures, and
can even do so across the Border Ethereal. They
will often do so to plant seeds of hubris and
recklessness in prospective prey, while drawing
forth faces and forms to later cloak themselves in
with their Shapechanger feature.

Succubus Visitor Tactics


Succubus visitors choose a particular target and approach

combat with the goal of charming it and then avoiding

reprisals with a combination of Etherealness and stealth,

using their Compel each turn to have the creature either fight

its allies or flee from them to a secluded location where the

succubus can use its Draining Kiss.

Succubus Castle-Toppler Tactics


Castle-Topplers travel always with a retinue of charmed

creatures, and use their Barbed Command each turn until

one of their companions falls, following up with their

Devouring Charm against whichever foe seems strongest to

replace her fallen thrall.


Succubus Visitor Succubus Castle-
Medium fiend (shapechanger), chaotic evil
Toppler
Armor Class 15 (Natural Armor) Medium fiend (shapechanger), chaotic evil
Hit Points 66 (12d8 + 12)
Speed 30 ft., fly 60 ft. Armor Class 16 (Natural Armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5) STR DEX CON INT WIS CHA
8 (-1) 19 (+4) 16 (+3) 19 (+4) 14 (+2) 23 (+6)
Skills Deception +9, Insight +5, Perception +5,
Persuasion +9, Stealth +7
Damage Resistances Cold, Fire, Lightning, Poison; Skills Deception +12, Insight +8, Perception +8,
Bludgeoning, Piercing, and Slashing from Performance +12, Persuasion +12
Nonmagical Attacks Damage Resistances Cold, Fire, Lightning, Poison;
Senses Darkvision 60 ft., Passive Perception 15 Bludgeoning, Piercing, and Slashing from
Languages Abyssal, Common, Telepathy 60 ft. Nonmagical Attacks
Challenge 4 (1,100 XP) Senses Darkvision 60 ft., Passive Perception 15
Languages Abyssal, Common, Telepathy 60 ft.
Shapechanger. As a bonus action, the succubus Challenge 8 (3,900 XP)
transforms into a Small or Medium humanoid
without a fly speed, or back to its true fiendish Shapechanger. As a bonus action, the succubus
form. Its statistics are otherwise the same in each transforms into a Small or Medium humanoid
form. without a fly speed, or back to its true fiendish
form. Its statistics are otherwise the same in each
Telepathic Bond. The fiend can communicate with a form.
creature Charmed by it over any distance.
Telepathic Bond. The fiend can communicate with a
Slink Away. While it has fewer than 34 hit points, creature Charmed by it over any distance.
the fiend can Disengage or Hide as a bonus action.
Untouchable Poise. Attacks made against the
Actions succubus do not add the attacker's proficiency
bonus.
Profane Claw (Fiend Form Only). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 Actions
+ 3) slashing damage and the target makes Wisdom
saving throws at disadvantage until the end of the Barbed Command. Up to two creatures Charmed by
succubus' next turn. the succubus each take 16 (3d10) psychic damage,
then must use their reaction to move up to their
Compel. One creature charmed by the succubus speed and take an Action.
must use its reaction to move up to half its speed
and make a weapon attack. Devouring Charm. One humanoid the succubus can
see within 30 feet must succeed on a DC 17
Enticing Charm (Concentration). One humanoid the Wisdom saving throw or be magically Dominated
succubus can see within 30 feet must succeed on a by the succubus.
DC 15 Wisdom saving throw or be magically
Dominated by the succubus. At the beginning of each of its turns, if the
Dominated creature has any unexpended hit dice it
When this effect ends, the creature takes 33 repeats this saving throw, losing three unexpended
(6d10) psychic damage and becomes immune to hit dice on a failure or ending the effect on a
this effect for the next 24 hours. success.
Draining Kiss. One Dominated or willing creature When this effect ends, the creature takes 33
within 5 feet of the succubus must succeed on a (6d10) psychic damage and becomes immune to
DC 15 Constitution saving throw or lose two this effect for the next 24 hours.
unexpended hit dice.
If it cannot, the creature falls fully under the Reactions
succubus's sway, and the succubus no longer Withering Glare. When a creature the succubus can
requires concentration to maintain its Enticing see targets it with an attack or harmful spell, the
Charm on the creature. succubus' eyes flash with power and disdain.
Etherealness. The succubus enters the Ethereal
Plane from the Material Plane, or vice versa. The attacker must succeed on a DC 17 Wisdom
saving throw or fall prone and have the triggering
attack or spell fail.
A
Vrocks
mong the already manic tapestry of demonkind,

vrocks stand out as particularly mercurial and

selfish to the point of self-destruction, the mad

cackling of their aerial assaults striking fear


Vrock Kettler
into the hearts of friend and foe alike. It is rare
Medium fiend (demon), chaotic evil
for any vrock to have fewer than three secret
Armor Class 13 (Natural Armor)
schemes or planned betrayals in the works at
Hit Points 22 (3d8 + 9)
any given time, and generals of the blood war are often
Speed 40 ft., fly 60 ft.
known to manufacture nested chains of conspiracies to enlist

their vrock soldiers in to temporarily satiate and redirect

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

accumulate in their matted feathers. Actions


Religion DC 10: Vrocks can be found all throughout the
Flocking Rake (Group Attack). Melee Weapon Attack:
infinite layers of the Abyss in service of each of the major +9 to hit, reach 5 ft., one target. Hit: 6 slashing
powers, often even serving masters beyond the realm of the damage.
pit, though never for long.
If at least two other vrocks added to this attack,
attacks of opportunity the target makes this turn
have disadvantage.

Vrock Kettler Tactics


Kettlers circle around fights between other creatures,

pushing them into melee with one another with their Winds

of conflict, and swooping down in groups of three to five to

swarm any who stray too far from the melee, or those who

seem to be severely injured, then taking wing to end their

turn out of reach of melee attackers.

When fewer than three of them remain, kettlers will

typically flee, or attempt to switch sides if their allies seem

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

Armor Class 14 (Natural Armor) Actions


Hit Points 104 (11d10 + 44) Multiattack. The vrock makes two attacks, one of which
Speed 40 ft., fly 60 ft. may be with its Serrated Beak.
Serrated Beak. Melee Weapon Attack: +6 to hit, reach 5
STR DEX CON INT WIS CHA ft., one target. Hit: 17 (4d6 + 3) piercing damage.
17 (+3) 15 (+2) 18 (+4) 8 (-1) 13 (+1) 8 (-1) This attack scores a critical on an 18-20.
Gnarled Talons. Melee Weapon Attack: +6 to hit, reach
Saving Throws DEX +5, WIS +4, CHA +2 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage
Damage Resistances Cold, Fire, Lightning; Bludgeoning, and the target must succeed on a DC 14 Constitution
Piercing, and Slashing from Nonmagical Attacks saving throw or be Blinded until the beginning of its
Damage Immunities Poison next turn.
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 11 Stunning Screech (1/Day). The vrock emits a horrific
Languages Abyssal, Telepathy 120 ft. screech. Each other creature within 20 feet of it that
Challenge 6 (2,300 XP) can hear it must succeed on a DC 14 Constitution
saving throw or be Stunned until the end of the vrock's
Fleshgorger Rampage. When the vrock reduces a next turn.
creature to 0 hit points with a melee attack on its turn,
the vrock gains 11 (2d10) temporary hit points. Reactions
Fiendripper Mites. When the vrock is hit with a melee
If the creature was a demon, the vrock instead gains attack, it can scatter a hail of venomous, biting
twice as many temporary hit points and can take a parasites from its feathers, covering the attacker.
bonus action to move up to half its speed and make an
attack with its Serrated Beak. Until a creature takes an action to remove them, the
Inevitable Betrayal. The vrock has advantage on the first creature must succeed on a DC 14 Constitution saving
attack it makes each turn against an allied creature. throw at the beginning of each of its turns or take 5
(1d10) poison damage and be Poisoned until the start
of its next turn.
Vrock Desecrator Gnarled Talons. Melee Weapon Attack: +8 to hit, reach
5 ft., one target. Hit: 15 (2d10 + 4) slashing damage
Large fiend (demon), chaotic evil
and the target must succeed on a DC 16 Constitution
Armor Class 16 (Natural Armor) saving throw or be Blinded until the beginning of its
Hit Points 199 (21d10 + 84) next turn.
Speed 40 ft., fly 60 ft. Felloil Rain (Recharge 5-6, 3rd level Spell). Each creature
in a 5 foot radius column extending beneath the vrock
is doused in a fine mist of glistening oil, and must
STR DEX CON INT WIS CHA succeed on a DC 16 Constitution saving throw or take
18 (+4) 17 (+3) 18 (+4) 13 (+1) 17 (+3) 8 (-1) 28 (8d6) poison damage, or half as much on a success.
If an affected creature takes any fire damage in the next
Saving Throws DEX +7, CON +8, WIS +7, CHA +3 minute, it ignites. Until a creature takes an action to
Damage Resistances Cold, Fire, Lightning; Bludgeoning, douse the fire, the target takes 5 (1d10) fire damage at
Piercing, and Slashing from Nonmagical Attacks the end of each of its turns.
Damage Immunities Poison
Condition Immunities Poisoned Wheel of Ruin (1/Day, 6th Level Spell, Concentration).
Senses Darkvision 120 ft., Passive Perception 13 The vrock conjures an abyssal storm that lasts for a
Languages Abyssal, Telepathy 120 ft. minute and follows its movement as it flies.
Challenge 10 (5,900 XP) On each of the vrock's turns, it may call down demonic
lightning as a bonus action. The vrock and each
Fleshgorger Rampage. When the vrock reduces a creature encircled by the movement the vrock took
creature to 0 hit points with a melee attack on its turn, this turn must succeed on a DC 16 Dexterity saving
the vrock gains 11 (2d10) temporary hit points. throw or take 21 (6d6) lightning plus 11 (2d10)
necrotic damage, or half as much on a success.
If the creature was a demon, the vrock instead gains
twice as many temporary hit points and can take a Reactions
bonus action to move up to half its speed and make an
attack with its Burning Beak. Fiendripper Mites. As a reaction to being hit with a
melee attack, the vrock scatters a hail of venomous,
Inevitable Betrayal. The vrock has advantage on the first biting parasites from its feathers, covering the attacker.
attack it makes each turn against an allied creature.
Until a creature takes an action to remove them, the
Magic Resistance. The vrock has advantage on saving
creature must succeed on a DC 16 Constitution saving
throws against spells and other magical effects.
throw and the beginning of each of its turns or take
1d10 poison damage and be Poisoned until the start of
Actions its next turn.
Multiattack. The vrock makes three attacks, one of
Stunning Screech (1/Day). As a reaction to being
which may be with its Burning Beak. reduced below 100 hit points, the vrock emits a
Burning Beak. Melee Weapon Attack: +8 to hit, reach 5 horrific screech. Each other creature within 20 feet of
ft., one target. Hit: 18 (4d6 + 4) piercing plus 7 (2d6) it that can hear it must succeed on a DC 16
fire damage. Constitution saving throw or be Stunned until the end
of the vrock's next turn.
This attack scores a critical on an 18-20.

Vrock Schemer Tactics Vrock Desecrator Tactics


Vrock desecrators behave much as schemers do, but prefer to
Vrock schemers attack with their Gnarled Talons unless they
keep to the air whenever possible, beginning combat with
have advantage, trying to Blind a target and prevent attacks of
their Wheel of Ruin, then either using their Felloil Rain or the
opportunity when they take to the air once more after
Dash action in conjunction with it each turn to affect as many
attacking. They preferentially target the most injured looking
foes as possible. They close to melee only when they think
creatures, and will often target allies if they think they can get
they can finish an enemy off that turn, preferentially targeting
the killing blow.
those doused in oil.
They use their Fiendripper Mites whenever available, and

their Stunning Screech typically only when reduced below 25

hit points, using it to make a window for them to escape


Rules Clarification: Encircling. A creature is encircled
without regard to any allies that may be affected by it.
by the vrock's movement if the ground the vrock
moved over that turn marks a contiguous path that
intersects itself, creating an enclosed shape that
contains the creature. The path of the vrock's
movement counts as part of the shape it encloses.
T
Yochlol
here is an etiquette to drow betrayal, an arcane

system of unspoken rules governing what

status, security, and social capital must be

wagered to enter into a given plot, who

benefits from whose rising star or fall from

grace. There must be, for no mortal could ever

truly parse the utter complexity of this

interlocking web of schemes well enough to function within it

without such guidance. The Handmaidens of Lolth, however,

are no mortals, and exist purely to sketch this web and pluck

at its strings, to guide and prune its shape into one that

pleases their dread queen.

Yochlol Lore
Nature DC 15: Somewhat unusually among shapeshifters,

yochlols are able to freely change their size and arrangement

of limbs when transforming, rapidly shifting in combat

between arachnid, demonic, and drow forms to make use of

the various benefits of each. Though rarely seen, it is said

that when under duress they can additionally transform into

a cloud of toxic gasses.

Religion DC 15: Known as "Handmaidens of Lolth", the

yochlol are a species of shapeshifting, ooze-like demon

created by Lolth to infiltrate drow societies, in particular to

provide an additional layer of surveillance to monitor her

network of mortal spies.

Yochlol Tactics
Unless directed to assassinate a particular creature,

yochlols usually use their abilities to create a

window for them to escape so that they may

re-engage on their own terms. If they must fight,

though, they typically begin by Charming the

most pressing melee threat, then using their

Compel to direct it to attack the most dangerous

ranged threat.

Once it is engaged, they Shift Form into their

spider form to either fight with their

multitattack or escape, shifting back to drow

form to Charm another creature whenever

their concentration drops if they think they

can maintain it for at least a round.

They take their demon form only if forced

to, or if directed by Lolth to express her

displeasure by turning a particular creature

into a Drider, in which case they try to engage

the target in relative seclusion, Charm it, and

use their Demonweb Metamorphosis on it each

turn until it is transformed or the yochlol is

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

form of psychosomatic swelling in those who observe them,

accompanied by the unshakeable belief that something is

growing within one's body and must be cut out.

Nature DC 15: Draudnus have the unsettling ability to tear

off and regrow their own heads, embedding the huge bone

hooks extending from their arm-like mandibles in earth and

stone to pin their victims. Worse still, the severed heads

seem to remain conscious and able to attack until

destroyed.

Religion DC 15: Draudus, sometimes called the

Children of Pale Night, are often found wandering the

twisting depths of the Endless Maze of Baphomet,

lending credence to the theory that that is where the Mother

of Demons' citadel of sculpted bone is embedded.

Draudnu Tactics
Draudnus scuttle into combat and attack with their flesh

hooks, typically tearing free their heads at every opportunity

and using their Mindfire Gaze each turn until the target dies

or escapes.

While its head is detached, it uses its 50 feet of movement

to stay out of range while using its Infested Birth each

turn, using its Regrow Head when a creature escapes

the shed one.

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.

Nature DC 15: Ekolids lack the ordinary demonic resistance

to fire, limiting which layers they can comfortably nest upon.

Nature DC 20: Mature ekolids can produce hundreds of

eggs an hour, and are limited only in how quickly they can

deposit them in hosts. Once hatched, however, ekolids

immediately cannibalize any of their siblings they can catch, a

fact which blessedly keeps their numbers in check.

Religion DC 20: Ekolids cluster in the hive cities of Zionyn,

the 633rd layer of the Abyss, building crazed towers out of

the amber-glazed corpses of their expended incubators.

When infesting the Prime Material, they build grisly facades

over infested buildings in a similar manner, sculpting them

into temples to the glory of the Prince of Vermin.

Ekolid Nymph Tactics


Ekolid nymphs choose targets indiscriminately with their

Lacerating Ram but always try to move at least 20 feet before

attacking. Once one uses its Cannibalize, particularly if no

enemies are nearby, they all begin using it, particularly

targeting those attempting to form cocoons.

If they emerge and see no other nymphs, the nymph

typically follows the host it emerged from around until it can

crawl back into the wound with its Wound Intrusion. If its

original host is dead and no other nymphs are nearby, the

nymph leaves in search of others of its kind to devour.

Ekolid Carnifex Tactics


Carnifexes often hunt in groups, attacking as many creatures

as possible with their Stinging Flurry until each is infected

with Ekolid Parasitism and then flying off, using their

Exultant Chitter just before leaving range.

If one or more is killed, or if attacking at the behest of Ob-

Oxob, as long as two or more foes are infected they use

their Exultant Chitter whenever available,

immediately attempting to reinfect any that fail

their save.

They typically use their Screeching Choir only

when a creature they can see that is affected by

their Form of Madness begins concentrating on a spell.


Ekolid Nymph Ekolid Carnifex
Small fiend (demon), chaotic evil
Tiny fiend (demon), chaotic evil
Armor Class 15 (Natural Armor)
Armor Class 12 Hit Points 77 (14d6 + 28)
Hit Points 9 (2d4 + 2) Speed 30 ft., climb 30 ft., fly 60 ft.
Speed 20 ft., climb 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 15 (+2) 10 (+0) 18 (+4) 13 (+1)
7 (-2) 14 (+2) 14 (+2) 7 (-2) 13 (+1) 10 (+0)
Damage Resistances Cold, Lightning
Senses Passive Perception 11 Damage Immunities Poison
Challenge M3 (140 XP) Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 14
Wound Intrusion A creature that starts its turn in the Languages Abyssal, Telepathy 120 ft.
space of one or more ekolid nymphs must make a Challenge 3 (700 XP)
DC 12 Constitution saving throw.
Form of Madness. A non-obyrith creature that starts
On a failed saving throw, the creature takes 3 (1d6)
its turn within 60 feet of the ekolid and can see it
piercing damage and is infected with Ekolid must succeed on a DC 12 Wisdom saving throw or
Parasitism, and one ekolid nymph in its space is
automatically fail Intelligence checks and saving
removed from play.
throws to maintain Concentration, as it feels
Minion. If the ekolid takes damage from an attack or parasites squirming within its flesh.
as the result of a failed saving throw, its hit points
are reduced to 0. If the ekolid takes damage from A creature may repeat this saving throw as an
another effect, it dies if the damage equals or Action, ending the effect and becoming immune to
exceeds its hit point maximum, otherwise it takes it for 24 hours on a success.
no damage. Magic Resistance. The ekolid has advantage on
saving throws against spells and other magical
Actions effects.
Lacerating Collision (Group Attack). Melee Weapon
Attack: +0 to hit, reach 5 ft., one target. Hit: 2 Actions
piercing damage. Multiattack. The ekolid makes five attacks with its
Stinging Flurry.
This attack is made with advantage if each creature
that contributed to it moved at least 20 feet this Stinging Flurry. Melee Weapon Attack: +1 to hit,
turn. reach 10 ft., one target. Hit: 5 (1d4 + 3) piercing
Cannibalize. The ekolid kills and devours a Small or damage.
smaller creature with the Minion trait in its space. Exultant Chitter (Recharge 5-6). Each creature within
Then, if the ekolid has killed two or more creatures 30 feet that can hear the ekolid and is infected with
this way in the last minute, it may form a cocoon Ekolid Parasitism takes 7 (2d6) piercing damage,
around itself, increasing its AC to 18 until the then must make a DC 12 Constitution saving
beginning of its next turn. throw.
At the beginning of its next turn, the ekolid On a failed save, the disease ends for the creature
emerges from its cocoon transformed as an Ekolid and it spawns an Ekolid Nymph in its space.
Carnifex with full hit points.
Bonus Actions
Implant Egg. One creature the ekolid hit with its
Stinging Flurry this turn must succeed on a DC 12
Constitution saving throw or be infected with
Ekolid Parasitism.
A target hit with three or more Stinging Flurry
attacks this turn makes this saving throw with
disadvantage.
Screeching Choir. The ekolid lets out a discordant
wail. Each creature within 30 feet that can hear it
and is Concentrating must succeed on a DC 10
Constitution saving throw or lose Concentration.
Golothoma
Golothoma Lore Golothoma Tactics
Golothomas use their Flatten Reality whenever available,
Arcana DC 15: The heavy, blunt tail of the golothoma drips
first using it to attack vulnerable backliners and then to
with raw, concentrated shadow, distilled into a tar-like
teleport to a position where it can corner them on its
substance that eats away at denizens of the light. This
following turn. They prioritize as a target any creature that
shadow additionally pools on the ground beneath them,
can deal radiant damage or that is carrying a source of Bright
seeming to take on a life of its own as it moves and distorts
Light. Hit or miss, they try to target a different creature each
independently of its progenitor.
turn with their corrosive tar strike, if one is available.
Nature DC 10: Dubbed "Mouthless Hungerers", golothomas

are demons driven by an insatiable and ravenous hunger

despite having no means of consumption or digestion, Worm-Shadow Tactics


instead nourished by proxy as they feed fresh corpses to their
Outside of its turn, the worm-shadow darts around the
living shadows.
golothoma so long as it is not illuminated by bright light,
Religion DC 15: Common in the lightless tunnels of the
always staying out of melee range of any pursuers
Writhing Realm, golothomas are a hideous form of worm-like
(particularly those capable of dealing radiant damage) and
obyrith that opportunistically feed upon the Squirming King's
avoiding provoking attacks of opportunity as much as
refuse, along with whatever other unfortunates happen to
possible. Typically, if the shadow is not taking any radiant
wander into that dread realm.
damage and has more than 50 hit points, it will take any

damage directed at it, otherwise shunting any damage it can

onto its golothoma.

It uses its Shadow Feeding any time it can catch two or

more foes in the area, otherwise attacking with its

Shadow Barbs. If its golothoma's Flatten Reality is

active, it first teleports to a point in the line

where it can affect the most foes, then

moves back to the golothoma's side

before the end of its turn. It uses

its Corpse Consumption

typically only if it can consume

two or more corpses with

it, or to consume its

golothoma if its

golothoma is killed.
Golothoma Worm-Shadow
Huge fiend (demon), chaotic evil Huge fiend (demon), chaotic evil

Armor Class 17 (Natural Armor) Armor Class 20 (Natural Armor)


Hit Points 275 (22d12 + 132) Hit Points 95 (10d12 + 30)
Speed 30 ft., burrow 50 ft., swim 50 ft. Speed 60 ft., climb 60 ft.

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)

Saving Throws STR +12, CON +11 Damage Vulnerabilities Radiant


Damage Resistances Cold, Fire, Lightning Condition Immunities Exhaustion, Grappled,
Damage Immunities Poison Paralyzed, Petrified, Poisoned, Prone, Restrained
Condition Immunities Poisoned Senses Darkvision 120 ft. (penetrates magical
Senses Truesight 120 ft., Passive Perception 18 darkness), Passive Perception 11
Challenge 14 (11,500 XP) Challenge 5 (included in Golothoma)

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.

Laghathti, in fact, seem to rely on this trait, as if they spend

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

night, the fear and disorientation as the spreading flames

from your shattered lantern illuminated the creeping

waters within the overturned hull of your ship. You recall

the faces of your crewmates as they clawed and fought to

stay away from the black waters, each going slack in turn

as the waters took them, then lying down and calmly

sinking.

You recall the blackening veins spreading from your

partner's wound, their panicked cries as you dig through

your pack for the antidote, discovering the shattered vial

leaking its contents over a loose gold piece.

You recall the heavy beat of wings across the night sky, the

rapidly fading screams of your horse, the dark shape

wheeling across the moon, the wave of pain as you tried to

stand.

Amnesiac Characters. A character losing their


memory can be an opportunity for the players to
re-introduce their characters, describing how their
appearance and affect have changed over the
journey so far.
Laghathti-induced amnesia can also be a good
way to introduce a future villain to your campaign
in a context where the party can interact with them
without hostility, or to facilitate an arc where a
former ally joins up with an enemy faction.
Laghathti Actions
Huge fiend (demon), chaotic evil
Multiattack. The laghathti makes four attacks with its
Spined Tentacles, one of which it may replace with
Armor Class 16 (Natural Armor)
either its Devour Memories or Regurgitate Memories.
Hit Points 210 (20d12 + 80)
Speed 20 ft., swim 50 ft. Spined Tentacles. Melee Weapon Attack: +9 to hit,
reach 15 ft., one target. Hit: 14 (2d6 + 7) piercing
damage and the target is grappled (escape DC 17).
STR DEX CON INT WIS CHA
Devour Memories. One creature grappled by the
20 (+5) 13 (+1) 19 (+4) 5 (-3) 17 (+3) 12 (+1) laghathti must succeed on a DC 16 Intelligence saving
throw or have its proficiency bonus reduced by 1d4
Skills Stealth +9, Perception +7, Survival +11 until it completes a Short or Long Rest.
Damage Resistances Cold, Fire, Lightning; Bludgeoning,
Piercing, and Slashing from Nonmagical Attacks A creature that has its proficiency bonus reduced to 0
Damage Immunities Poison in this way loses all biographical memories and can't
Condition Immunities Charmed, Poisoned benefit from any feat until restored by Greater
Senses Truesight 60 ft., Passive Perception 13 Restoration or similar magic.
Languages Abyssal, Telepathy 120 ft. Regurgitate Memories (Recharges when the laghathti
Challenge 10 (5,900 XP) uses its Devour Memories). One creature grappled by
the laghathti must succeed on a DC 16 Intelligence
Form of Madness. A non-obyrith creature that starts its saving throw or take 10 (3d6) psychic damage, be
turn within 120 feet of the laghathti and can see it Stunned until the end of the laghathti's next turn, and
must succeed on a DC 16 Wisdom saving throw or be gain disadvantage on Intelligence saving throws for the
convinced that is memories have been stolen and next minute.
replaced.
Reactions
An affected creature can't count as a willing or friendly
target for any spell or magical effect, and can repeat Screeching Wail (1/Day). As a reaction to being reduced
this save as an action, ending the effect on a success. below 106 hit points, the laghathti lets out an
agonized telepathic wail that is echoed by the voices of
Weight of Memory. If the laghathti starts its turn each creature grappled by it.
outside the waters of the Styx, it must succeed on a
DC 10 Wisdom saving throw or be Frightened until it Each creature grappled by the laghathti must succeed
returns to the waters. on a DC 16 Wisdom saving throw or lose
concentration and its breath, if it was holding either,
Magic Resistance. The laghathti has advantage on saving
and be Frightened until the end of its next turn.
throws against spells and other magical effects.
W
Sibriex
hat horrid corruption could look upon the
Sibriex Lore
infinite hordes of the Abyss and be driven to
Arcana DC 20: Sibriexes are capable of telekinetically
expand them, to breed and spread and diverge
animating the chain harnesses that they wear, using the
their mass into a still greater infinity,
chained hooks for anything from speeding their movement to
extending horizon beyond horizon of horror?
performing complex and delicate surgeries.
This compulsion, as best as demonologists
History DC 20: The flesh-grafting services of a sibriex can be
can tell, is what lies in the mind of the sibriex,
acquired for the proper price, but invariably the demon will
a creature whose individual existence might well precede
seek to undermine and subjugate any client or master who
that of any god, of the very notion of mortality, of the Abyss
has not taken the proper precautions.
itself.
History DC 25: Some sibriexes have been known to attempt
What is certain is that sibriexes are driven to create, and
to sculpt their own spilled blood and bile into living allies in
their medium is the unworked flesh of mortals and demons.
combat, though this process can be interrupted if they are not
They are often sought for this drive, but few can even look
allowed to concentrate upon it.
upon a sibriex without succumbing to madness, and fewer
Nature DC 15: Sibriexes are capable of warping flesh by
still can treat with it.
grafting the raw matter of the Abyss directly into it. The
In the great Fleshforges of the Abyss, the few remaining
process is said to be excruciating and irreversible if allowed
sibriexes do their dark work, sculpting seas of blood and
to run its course.
mountains of bone into creations ever more foul. None but
Nature DC 20: Like many other obyriths, the mere sight of a
the mad visit them there, yet what secrets such a creature
sibriex is sufficient to warp the mind of the beholder towards
might know, that has lived to see eons forgotten and forgotten
madness and corruption.
and forgotten.
Religion DC 15: Sibriexes are thought by many

demonologists to be obyriths or their descendants, ancient

creatures disgorged into the abyss upon its creation from

some alien plane.

Sibriex Tactics
Sibriexes open with their Black Bile Slick, then attempt to

Charm a creature and Graft it, or restrain and graft it if the

target resists. They usually stay 15 ft. above the ground to

take advantage of their reach, but may descend if they need to

move faster by dragging themselves with their chains. Once a

creature is grafted, they will repeatedly target it with Gaze of

Perfection and attack it whenever it regains consciousness to

speed its transformation.

Flesh Warp. The creature has a core of abyssal rot


implanted within it, and is beginning to take on a
demonic form determined by the DM.
The creature regains 1 hit point on any passed
death saving throw.
Whenever the creature fails a Wisdom saving
throw or is reduced to 0 hit points, its Charisma
score is reduced by one and a portion of its flesh
bubbles and twists, warping into a new demonic
form. A creature reduced to 0 Charisma in this way
becomes a demon under the sibriex's control, and
cannot be restored to its former self by any means
short of a Wish spell.
This disease resists any sort of effects that cure
disease, but can be ended with Dispel Good and
Evil, or with a DC 25 Medicine check to surgically
remove the core of rot over the course of an hour,
dealing 11 (2d10) slashing damage to the infected
creature on a success or failure.
The Charisma reduction and physical changes
wrought by the disease last until cured by Greater
Restoration or similar magic.
Sibriex Abyssal Graft. The sibriex attempts to surgically implant
a mass of abyssal matter in a willing or restrained
Huge fiend (demon), chaotic evil
creature within 15 feet, forcing it to make a DC 21
Armor Class 19 (Natural Armor) Constitution saving throw.
Hit Points 325 (26d12 + 156)
On a failed saving throw, a creature takes 55 (10d10)
Speed 30 ft. climb, fly 20 ft. (hover) piercing damage and is afflicted with Flesh Warp, or
takes half as much damage on a success.
STR DEX CON INT WIS CHA Black Bile Slick (Recharge 5-6). The sibriex spews black
10 (+0) 3 (-4) 23 (+6) 25 (+7) 24 (+7) 25 (+7) bile in a 30 foot cone, forceing each creature in the
area to succeed on a DC 20 Dexterity saving throw or
take 36 (8d8) poison damage and fall prone, or take
Saving Throws INT +13, CHA +13
half as much damage on a success. A grappled creature
Skills Arcana +13, History +13, Perception +13 makes this saving throw with disadvantage.
Damage Resistances Cold, Fire, Lightning; Bludgeoning,
Piercing, and Slashing from Nonmagical Attacks Reactions
Damage Immunities Poison
Condition Immunities Poisoned Breeder of Horrors (Concentration). When the sibreix is
Senses Truesight 120 ft., Passive Perception 23 reduced below 163 hit points, it can animate its own
Languages All, Telepathy 120 ft. spilled blood and bile, causing it to rise in the nearest
Challenge 18 (20,000 XP) unoccupied space as an Alkalith.
If the sibriex loses concentration within the next
Form of Corruption. A non-obyrith creature that starts
minute, the alkalith dies.
its turn within 120 feet of the sibriex and can see it
must succeed on a DC 21 Wisdom saving throw or
have its Wisdom score rediced by 2 (1d4), to a
Legendary Actions
minimum of 1, until it succeeds on this saving throw The sibriex can take 3 legendary actions, choosing
or leaves the affected area, as it begins to find its own from the options below.
body to be intolerably misshapen and corrupted.
Chain Lash. The sibriex makes a flailing chains attack or
On a successful saving throw, a creature becomes animates a new chain, to a maximum of three.
immune to this effect for 24 hours. Gaze of Perfection (Costs 2 Actions). One creature the
Magic Resistance. The sibriex has advantage on saving sibriex can see within 30 feet must succeed on a DC
throws against spells and other magical effects. 21 Wisdom saving throw or be Charmed by it until the
end of the creature's next turn.
Legendary Resistances (3/Day). If the sibriex fails a
saving throw, it can choose to succeed instead. While Charmed in this way, a creature believes that the
sibriex is the most perfect and beautiful form of life.
Actions Contaminate Wounds (Costs 2 Actions). One creature
Multiattack. The sibriex makes three attacks with its within 30 feet of the sibriex that does not have all of
Flailing Chains. its hit points must succeed on a DC 20 Constitution
save or be Poisoned until the end of the creature's next
Flailing Chains. Melee Weapon Attack: +13 to hit, reach turn.
10 ft., one target. Hit: 14 (2d6 + 7) slashing damage
and the target is grappled (escape DC 21). A creature A creature that has fewer than half of its hit points
grappled by two or more chains is additionally makes this saving throw with disadvantage.
restrained.
Each chain can be attacked (AC 20; 10 hit points;
immunity to psychic damage and damage not from
attacks). Destroying a chain deals no damage to the
sibriex.
T
Uzollru
he oceans of the Abyss are deep and vast, and
Uzollru Tactics
contain terrors yet unseen by the eyes of
Uzollrus attack creatures rendered insensate by their Form
mortals. That the mighty uzollru is not the
of Madness and Searing Gaze, first restraining with their
greatest of these terrors, that it is preyed upon
claws and then using their Feeding Tendrils until the target
by creatures still larger... it is not a
dies before moving on to the next.
comforting thought for those mad few who
They angle their armor plating to deflect incoming blows,
ply its waters. Not even the obscurity of
but otherwise totally disregard any attacks that deal less than
diminutive size is any protection; the uzollru does not feed for
30 damage, provoking attacks of opportunity without
sustenance, for it needs none. The uzollru feeds to soak in
hesitation. If the uzollru is reduced below 100 hit points or
the slow deaths of its prey. It feeds to hurt.
fails a saving throw against an incapacitating effect,

Uzollru Lore however, it flees upon regaining its faculties.

Arcana DC 20: Uzollrus have a primal fear of any magic

powerful enough to incapacitate them, and are liable to flee if

they can be Stunned, Banished, or otherwise debilitated, even

briefly.

History DC 20: The uzollru is thought to be a kind of obyrith,

an antediluvian denizen of the Abyss that

predates demonic life as we know it today, that

was old when the first intelligent life crawled

across the Prime Material. The mere presence

of an obyrith is known to drive mortals to

madness. Even the blind are

affected, so repellant is the

truly alien wrongness of the obyrith

to every mortal sense, mental and physical.

Nature DC 15: Uzollrus hunt

by burrowing their feeder

tendrils into a victim's body,

liquefying it from the inside with

digestive enzymes. Hole-riddled,

shriveled corpses are often

the first indicator that one

has strayed into an uzollru's hunting

grounds.

Religion DC 20: Though ordinarily

inclined toward animalistic behavior,

uzollrus have a strong connection

to the demon prince Dagon, and

can exhibit remarkable cunning

and understanding when acting on

his behalf.

Religion DC 25: In the deepest trenches

at the depths of the Shadowsea, abyssal

explorers have discovered the crumbling

ruins of gargantuan cities that conform

to the alien bodies of the uzollru,

prompting some to suggest that their

current animalistic state may be the

degraded form of some past civilization,

or perhaps a mask meant to hide

their true nature for some unknown

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.

Design Intent: Angles of Attack. The direction as


indicated by the Angle Armor Plating legendary
action behaves as a cone of arbitrary size extending
from the center of the uzollru's space.
The intent is that creatures trying to keep their
distance should have difficulty repositioning to
avoid it, but creatures that are close should be able
to see and play around it without issue.
Wastriliths
Wastrilith Lore Wastrilith Krasis Tactics
Wastrilith kraseis begin combat with their Oceanic Assault.
Arcana DC 15: Waters corrupted by the touch of a wastrilith,
While they maintain concentration, they use their swim
the favored servants of the obyrith lord Dagon, spontaneously
speed to avoid melee, summoning another water weird each
form whorling rifts to the deepest seas of the Abyss, spewing
turn. Once they lose concentration, they immediately drag a
forth a parade of horrors unknown to the sunlit realms until
backline combatant close to them, grapple it with their bite,
the foul creature is driven off or slain.
then use their boiling breath to deal extra damage to it as it is
History DC 20: Wastriliths are thought to represent an
pushed out of their grapple. They use their Rime Sphere to
evolutionary bridge, linking the primordial obyriths with the
divide enemy groups, typically leaving only one or two of their
modern tanar'ric masters of the Abyss. While in mortal
foes outside the sphere's area.
realms "krasis" is a term for wine adulterated with water,
If they have not yet used their Oceanic Assault, they may
among demonkind it is a pejorative term directed at
attempt to surround only themselves with the Rime Sphere,
wastriliths by both tanar'ri and obyriths, though one might
buying time to summon several water weirds.
presume the two take issue with different elements.

Nature DC 10: A wastrilith's mere presence upon the Prime

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

coordination, simply for the joy of drowning devils in the

mind-numbing waters of the Styx, the effects of which they

seem entirely immune to.

Religion DC 15: It is said within the crushing depths of the

bottomless trenches of Shadowsea, miles beneath the roiling

waves of the Gaping Maw, ancient and enormous wastriliths

still lair, preserved in their primordial obyrith state by the

freezing stasis of the sunless depths.

Dromomania. Communities whose water sources


are corrupted by a wastrilith often exhibit a sort of
mass hysteria characterized by a sort of reckless
wanderlust and kleptomania, often leading to
sudden and widespread outbreaks of piratical
behavior.
While this usually abates as the affected people
are driven outside the area of the wastrilith's
influence, those who remain for an extended
period gradual mutate into Sea Spawn.
Wastrilith Krasis Bonescraper Bite. Melee Weapon Attack: +9 to hit,
reach 10 ft., one target. Hit: 30 (4d12 + 4) piercing
Large fiend (demon), chaotic evil
damage, and the target is grappled (escape DC 17).
Armor Class 18 (Natural Armor)
Carcass Hooks. Melee Weapon Attack: +9 to hit, reach
Hit Points 220 (21d10 + 105)
10 ft., one target. Hit: 18 (4d6 + 4) slashing damage.
Speed 30 ft., swim 80 ft.
Grasping Spout (2nd Level Spell). The wastrilith launches
a spout of water at one creature it can see within 60
STR DEX CON INT WIS CHA feet, which must succeed on a DC 17 Strength saving
19 (+4) 18 (+4) 21 (+5) 19 (+4) 12 (+1) 14 (+2) throw or take 22 (4d8 + 4) acid damage and be pulled
up to 30 feet toward the wastrilith.
Saving Throws STR +9, CON +10 Boiling Breath (6th Level Spell, Recharge 5-6). The
Skills Arcana +9, Deception +7, Stealth +9 wastrilith exhales a torrent of boiling water in a 30-foot
Damage Resistances Cold, Fire, Lightning; Bludgeoning, cone. Each creature in the area must succeed on a DC
Piercing, and Slashing from Nonmagical Attacks 17 Constitution saving throw or take 42 (12d6) fire
Damage Immunities Poison damage, or half as much damage on a success.
Condition Immunities Poisoned Each Medium or smaller creature in the area is pushed
Senses Darkvision 120 ft., Passive Perception 11 up to 15 feet away.
Languages Abyssal, Telepathy 120 ft.
Challenge 13 (10,000 XP) Oceanic Assault (1/Day, 7th Level Spell, Concentration).
The wastrilith transforms an unoccupied 5 foot radius
Corrupt Water. At the start of each of the wastrilith's space filled with water that it can see within 30 feet
turns, exposed water within 30 feet of it is corrupted. into a Water Weird that lasts for a minute and acts on
Underwater, this effect lightly obscures the area until a the wastrilith's initiative and under its control.
current clears it away. On each of its turns for the next minute, the wastrilith
may repeat this action, summoning an additional Water
A creature that starts its turn in the area or enters it for Weird.
the first time on a turn must succeed on a DC 18
Constitution saving throw or be unable to distinguish While the wastrilith has three or more summoned
friend from foe until the beginning of its next turn. water weirds active at a time, it has disadvantage on
saving throws to maintain concentration.
On a success, a creature becomes immune to the
effect for 24 hours. Reactions
Villiform Teeth. The wastrilith does not automatically Rime Sphere (5th Level Spell). When the wastrilith is
release creatures grappled by its Bonescraper Bite reduced below 111 hit points, it can raise a 30 foot
when Incapacitated. radius spherical barrier of ice centered on a point it can
A creature grappled in this way that attempts to escape see within 60 feet, pushing each creature in the
takes 6 (1d12) piercing damage, and a creature freed barrier's space to a side of the creature's choice.
from this grapple by forced movement takes 13
(2d12) piercing damage. The barrier can be damaged and destroyed (AC 10,
100 hit points, vulnerability to fire damage), and
Magic Resistance. The wastrilith has advantage on whenever a creature deals 25 or more damage to the
saving throws against spells and other magical effects. barrier in a turn it may open a breach large enough for a
Medium creature to squeeze through at a point in the
Actions attack's reach or range.
Multiattack. The wastrilith uses its Grasping Spout and
makes three attacks, one of which may be with its
Bonescraper Bite.
Wastrilith Chthonian Implacable. If the wastrilith fails a saving throw, it can
choose to succeed instead. If it does, it loses 25 hit
Gargantuan fiend (demon), chaotic evil
points.
Armor Class 20 (Natural Armor)
Hit Points 462 (28d20 + 168) Actions
Speed 40 ft., swim 100 ft. Multiattack. The wastrilith makes three attacks, one of
which may be with its Bonescraper Bite. It may replace
any number of attacks with uses of its Gulp Down.
STR DEX CON INT WIS CHA
25 (+7) 19 (+4) 23 (+6) 8 (-1) 22 (+6) 14 (+2) Bonescraper Bite. Melee Weapon Attack: +14 to hit,
reach 20 ft., one target. Hit: 46 (6d12 + 7) piercing
damage, and the target is grappled (escape DC 22).
Saving Throws STR +14, DEX +11, CON +13
Damage Resistances Cold, Fire, Lightning Carcass Hooks. Melee Weapon Attack: +9 to hit, reach
Damage Immunities Poison; Bludgeoning, Piercing, and 15 ft., one target. Hit: 25 (4d8 + 7) slashing damage.
Slashing from Nonmagical Attacks Gulp Down. One creature grappled by the wastrilith
Condition Immunities Charmed, Frightened, Poisoned takes 13 (2d12) piercing damage and must succeed
Senses Blindsight 60 ft. (blind beyond this radius), on a DC 22 Strength saving throw or be restrained for
Passive Perception 16 as long as it remains grappled.
Languages Abyssal, Deep Speech, Telepathy 120 ft.
Challenge 22 (41,000 XP) A restrained creature that fails this saving throw
instead takes 26 (4d12) piercing damage and becomes
Form of Madness. A non-obyrith creature that starts its Swallowed for as long as it remains grappled.
turn within 120 feet of the wastrilith and can see it Polluted Breath (Recharge 5-6). The wastrilith breathes
must succeed on a DC 21 Wisdom saving throw or forth a torrent of black bile in a 60 foot cone, heavily
lose the ability to feel compassion or empathy. obscuring the area until the beginning of its next turn.
An affected creature cannot target a friendly creature Each creature swallowed by the wastrilith and each
with a spell or magical effect, and any friendly creature creature in the area when it appears must succeed on a
that attempts to cast healing magic within 10 feet of DC 21 Constitution saving throw or take 27 (6d8) acid
the affected creature must succeed on a Dexterity plus 21 (6d6) poison damage, or half as much on a
check contested by the affected creature or have the success.
affected creature become the magic's new target. Each creature that ends its turn in the area must
An affected creature can repeat this saving throw as an succeed on a DC 21 Constitution saving throw or be
Action, ending the effect and becoming immune to it Poisoned until the end of its next turn. While Poisoned
for 24 hours on a success. in this way, a creature is Stunned.
Villiform Teeth. The wastrilith does not automatically Legendary Actions
release creatures grappled by its Bonescraper Bite
when Incapacitated. Gulp Down. The wastrilith uses its Gulp Down.
A creature grappled in this way that attempts to escape Pressure Pulse. Each creature within 15 feet of the
takes 13 (2d12) piercing damage, and a creature freed wastrilith must succeed on a DC 21 Strength saving
from this grapple by forced movement takes 26 throw or be pushed up to 15 feet away.
(4d12) piercing damage.
Sinuous Slice (Costs 2 Actions). The wastrilith moves up
Magic Resistance. The wastrilith has advantage on to half its swim speed and makes two attacks with its
saving throws against spells and other magical effects. Carcass Hooks.
Caligrosto
Caligrosto Lore
History DC 10: Certain weapons of great power are known Blood Echo
to exert an evil influence upon their wielders, spurring them Medium fiend, chaotic evil
to ever greater acts of carnage. While such blades earn their

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

craftsmanship. These demons bind themselves to blades to


STR DEX CON INT WIS CHA
revel in the feeling of carving flesh from bone, fed by the

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

with its user may attempt to kill it and abandon it in favor of a


Echo Parasite. The blood echo uses the attack
bonus and saving throw bonuses of whichever
more powerful or bloodthirsty option, if one
creature it is mimicking with its Blood Mimic trait.
presents itself.

Whenever the blood echo takes damage of a type it


is resistant to, the creature it is mimicking takes the
same amount of damage.

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

Box is an artifact crafted to trap evil spirits too powerful,

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

parts to ash, thus forcing the luminous

demon within to emerge.


Dybbuk Deadite Tactics
When fighting as Deadites, dybbukim show no regard

for their own safety or even victory, instead taking

great pleasure in mocking foes and causing pain

or terror. They will often pretend to be dead

after the first time they are reduced to 0 hit

points, waiting minutes or hours to attack

once again. They abandon a possessed

corpse only if it is in immediate danger of

being completely destroyed, or if there

are no enemies around to capitalize on

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

Armor Class 12 Armor Class 14


Hit Points 71 (11d6 + 33) Hit Points 135 (18d8 + 54)
Speed fly 40 ft. (hover) Speed 50 ft., climb 50 ft., fly 15 ft. (hover)

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

invisible demonic spirits often lurk in abyssal metropolises, Armor Class 13


hoping to hitch a ride on a planar traveler, and are mostly Hit Points 93 (11d8 + 44)
harmless if ignored, though some find their intrusive Speed 30 ft.
whispers irritating.

Religion DC 10: Streaks of bizarre ritualistic murders in


STR DEX CON INT WIS CHA
densely populated areas often indicate the influence of a

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

they suspect harbors bitter resentments and remain silent

while they initially observe the creature, eventually beginning

to whisper to it when it is alone, imploring it to pursue its

cruelest impulses.

Once the creature has done enough evil on its own that it

would have difficulty seeking aid from authorities, the

guecubu begins committing grisly, ritualistic murders with

the sleeping creature's body, concealing all evidence if

possible and eventually turning it into a cackle-fiend and

taking it on a suicidal spree of carnage once it grows bored.


Guecubu Soul Haunt Incorporeal Movement. The guecubu can move through
other creatures and objects as if they were difficult
Medium fiend, chaotic evil
terrain. It takes 5 (1d10) force damage if it ends its
Armor Class 13 (Natural Armor) turn inside an object.
Hit Points 105 (14d8 + 42)
Speed 30 ft., fly 30 ft. (hover) Actions
Multiattack. The guecubu makes three attacks with its
STR DEX CON INT WIS CHA Frenetic Claw.
4 (-3) 15 (+2) 14 (+2) 10 (+0) 16 (+3) 18 (+4) Frenetic Claw. Melee Weapon Attack: +4 to hit, reach 5
ft., one creature that can see the guecubu. Hit: 6 (1d8
Skills Deception +6, Insight +7, Stealth +6 + 2) slashing damage.
Damage Resistances Acid, Cold, Fire, Lightning, On a critical hit, the target is Blinded until the end of
Thunder; Bludgeoning, Piercing, and Slashing from its next turn.
Nonmagical Attacks
Damage Immunities Poison Clutch Back. One humanoid creature in the guecubu's
Condition Immunities Charmed, Exhaustion, Frightened, space must succeed on a DC 14 Charisma saving
Grappled, Paralyzed, Petrified, Poisoned, Prone, throw or have the Guecubu become Attached to it. On
Restrained a successful save, the creature becomes immune to
Senses Darkvision 120 ft., Passive Perception 13 this ability for 24 hours.
Languages Abyssal, Common While the guecubu is Attached to a creature, it can
Challenge 4 (1,100 XP) mimic that creature's voice, and that creature can't see
the guecubu by any means. If a creature the guecubu is
Lurking Presence. Unless it is encircled with salt, the attached to teleports, the guecubu teleports with it.
guecubu is Invisible, immune to any damage dealt by a Profane Sleep. One Sleeping creature the guecubu is
creature that cannot see it, and can't be Grappled or attached to must make a DC 14 Wisdom saving throw.
forced to move. On a failed save, the creature ignores the effects of
Guecubu Weaknesses. The guecubu has the following being Incapacitated and acts under the Guecubu's
weaknesses. control for the next hour.
Salt-Warded. The guecubu cannot cross a line of salt When the creature wakes or on a successful save, the
unless it is Attached to or Possessing another creature becomes immune to this ability for 24 hours.
creature.
Blessing-Burned. When a creature the guecubu is Reactions
possessing is targeted by a spell with a divine Cruelty's Reward. As a reaction when a creature the
source, the creature and the guecubu each take 7 guecubu is attached to commits an act of cruelty, the
(2d6) radiant damage. guecubu increases the creature's Strength by 1, to a
Mirror-Trapped. A guecubu that is forced to move maximum of 25.
into the space of a Medium or larger mirror must
succeed on a DC 20 Charisma saving throw or be Then, if the creature has a Strength score higher than
imprisoned in the mirror until the mirror is broken. 22, it must succeed on a DC 14 Charisma saving throw
or become Possessed by the Guecubu and transform
into a Guecubu Cackle-Fiend until the guecubu is
expelled.

Click here for a version not obscured by the art.


Manitous
Manitou Lore
Religion DC 15: Manitous are a form of loumara,

or demonic spirit, that corrupts and destroys nature,

animating plants with foul demonic energies and even

possessing fey creatures, forming an unholy hybrid.

Arcana DC 20: The plants animated by a manitou remain

under its control only so long as it remains close to them, as

the spectral vines the manitou drags through the earth form

invisible tethers that sustain its thralls. While physically

dragging the spirit away is difficult or impossible, the link can

be dispelled or severed by spells such as Banishment.

Manitou Withergast Tactics


Manitous typically begin creating Gravesnags only during

combat or if they believe a fight is imminent, or if they intend

to immediately abandon them to deal indiscriminate harm to

a forest. Generally, they create Gravesnags to attack and

subdue fey for them to possess, then rampage in their

Befouled form until destroyed, then flee if outmatched to

repeat the process. When fleeing, they sink into the earth

with their Incorporeal Movement and take the force damage

each turn until out of visual range of their foes.

Withergasts attack as many different creatures with their

Terror Vines as possible, prioritizing those with poor physical

abilities, then use their Rend Nature each turn when they

have two or more creatures grappled.

Manitou Withergast Actions


Medium fiend, chaotic evil
Multitattack. The manitou makes three attacks with its
Terror Vines.
Armor Class 16 (Natural Armor)
Hit Points 165 (22d8 + 66) Terror Vines. Melee Weapon Attack: +5 to hit, reach 30
Speed 15 ft. ft., one target. Hit: 10 (2d8 + 1) piercing plus 9 (2d8)
necrotic damage and the target is restrained in place
(escape DC 13).
STR DEX CON INT WIS CHA
While restrained in this way, a creature levitates 15 feet
13 (+1) 8 (-1) 16 (+3) 7 (-2) 15 (+2) 18 (+4) off the ground and is Frightened.
Damage Resistances Acid, Cold, Fire, Lightning, Thunder Rend Nature. Each creature or plant restrained by the
Damage Immunities Poison; Bludgeoning, Piercing, and manitou must succeed on a DC 16 Constitution saving
Slashing from Nonmagical Attacks throw or take 27 (6d8) necrotic damage, or half as
Condition Immunities Charmed, Exhaustion, Frightened, much on a success.
Grappled, Paralyzed, Petrified, Poisoned, Prone, A beast, fey, or plant creature has vulnerability to this
Restrained damage.
Senses Darkvision 120 ft., Passive Perception 14
Languages Abyssal, Sylvan Sow Demonseed (Recharge 4-6). The manitou plants a
spectral seed in a Medium or Large plant within 5 feet,
Challenge 11 (7,200 XP)
transforming it into a Gravesnag that remains under the
manitou's control for the next hour.
Incorporeal Movement. The manitou can move through
other creatures and objects as if they were difficult Fey Possession (1/Day). The manitou forces a fey
terrain. It takes 5 (1d10) force damage if it ends its creature in its space to succeed on a DC 16 Charisma
turn inside an object. saving throw or be Possessed by the manitou,
transforming it into a Manitou Befouled until the
Spectral Weapons. The manitou's attacks treat all manitou is expelled.
creatures as unarmored (an unarmored creature's AC is
usually 10 plus its Dexterity modifier.) An Unconscious creature has disadvantage on this
saving throw.
Magic Resistance. The manitou has advantage on saving
throws against spells and other magical effects.
Manitou Befouled Terror Vines. Melee Weapon Attack: +12 to hit, reach
30 ft., one target. Hit: 15 (2d8 + 6) piercing plus 9
Large fey/fiend (demon), chaotic evil
(2d8) necrotic damage and the target is restrained in
Armor Class 16 place (escape DC 20).
Hit Points 199 (19d10 + 95) While restrained in this way, a creature levitates 15 feet
Speed 30 ft. off the ground and is Frightened.
Hurl Creature (Requires a grappled creature). Ranged
STR DEX CON INT WIS CHA Weapon Attack: +12 to hit, range 30/60 ft., one target.
Hit: 28 (4d10 + 6) bludgeoning damage. On a hit or
22 (+6) 17 (+2) 21 (+5) 7 (-2) 15 (+2) 17 (+3) miss, the thrown creature takes the attack's damage.
Saving Throws CON +11, WIS +8, CHA +9 Bonus Actions
Skills Perception +4, Stealth +5
Senses Darkvision 60 ft., Passive Perception 14 Spasmodic Growth (Recharge 4-6). Part of the manitou
Languages Abyssal, Sylvan bulges and distends, growing into a Living Weapon and
Challenge 18 (20,000 XP) pushing each other creature within 5 feet of the
manitou that isn't grappled by it 5 feet away.
Tree Stride. Once on its turn, the manitou can use 10 The manitou may have up to three of these weapons
feet of its movement to step magically into one Large active at any time. While it has two or more of these
or larger tree within 5 feet and emerge into an weapons active, the manitou’s size increases to Huge.
unoccupied space within 5 feet of a second tree within
60 feet. Legendary Actions
Brittle Growths. Whenever the manitou takes 15 or The manitou can take 3 legendary actions, choosing
more damage from a single source, it must succeed on from the options below.
a DC 20 Constitution saving throw or lose one of its
Living Weapons and release one creature grappled by Forced Growth. The manitou rolls to recharge its
it. Spasmodic Growth. If it succeeds, it may immediately
use its Spasmodic Growth as a reaction.
Magic Resistance. The manitou has advantage on saving
throws against spells and other magical effects. Terror Vines. The manitou makes an attack with its
Terror Vines.
Legendary Resistances (3/Day). If the manitou fails a
saving throw, he can choose to succeed instead. Murderous Drag. The manitou forces one creature
grappled by one of its Living Weapons to make a DC
Actions 20 Strength saving throw.
Multiattack. The manitou makes one Living Weapon On a failed save, the creature is knocked prone, then
attack for each Living weapon it has active, one of the manitou moves up to half its speed in a straight
which it may replace with a use of its Hurl Creature. line.
For each 5 feet the manitou moves in this way, the
Living Weapon. Melee Weapon Attack: +12 to hit, reach grappled creature takes 9 (2d8) bludgeoning damage.
10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning,
piercing, or slashing damage. Sow Demonseed (Costs 2 Legendary Actions). The
manitou plants a spectral seed in a Medium or Large
Instead of dealing damage, the manitou may grapple plant within 5 feet, transforming it into a Gravesnag
the target (escape DC 20) that remains under the manitou's control for the next
hour.

Manitou Befouled Tactics


Manitou befouled fight without any regard for self

preservation, typically attacking the creature to most recently

damage them, though they prioritize targets that have

associations with beasts, fey, or plants.

They begin fights typically with all three of their Living

Weapons active, and grapple with their first attack that hits so

they can follow up with repeated uses of their Murderous

Drag, ending by Hurling the creature on their following turn

at another of their foes. They use Sow Demonseed if they

have fewer than three Gravesnag Allies, Forced Growth if

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

them screaming away from any allies.


Armor Class 15 (Natural Armor)
Religion DC 15: Draegloths are the most numerous of half-
Hit Points 161 (17d10 + 68)
fiends, and perhaps the only ones that are commonly created
Speed 30 ft.
with intention and tolerated within mortal societies. Born

from profane rituals that mingle drow and demonic essences,


STR DEX CON INT WIS CHA
the successful conception of one inevitably heralds an era of

bloody conflict, as the drow house it is born into takes it as a


20 (+5) 15 (+2) 18 (+4) 13 (+1) 11 (+0) 11 (+0)
sign that Lolth's eye is upon them.

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

Demonweb Pits where they grow into some of the most


Brutal Grace. If the draegloth takes the Dash or
feared creatures to stalk those dark paths.
Dodge action, until the end of the turn it may make
a melee attack against any creature that makes an
Draegloth Heritor Tactics opportunity attack against it.
Heritors dodge and dash through enemy combatants, making
Light-Enraged. The first attack the draegloth makes
a beeline toward a vulnerable commander or spellcaster, then
each turn while in Bright Light has advantage.
grasp it with their Savage Claws and begin to retreat with it,

battering other creatures away as they go and using their


Actions
Flaying Scream on the grappled creature whenever available.

They use their Glyph of Light's Bane on any creature that


Multiattack. The draegloth makes three attacks with
they intend to release from their grapple, or that they
its Savage Claws.
expect to escape by some means.
Savage Claws. Melee Weapon Attack: +8 to hit,
reach 5 ft., one creature. Hit: 16 (2d10 + 5)
slashing damage.
If this attack was made with advantage, the target
suffers one additional effect:
The target is grappled (escape DC 16).
The target is pushed 5 feet away.
The target is knocked prone.
Glyph of Light's Bane (2nd Level Spell). One creature
grappled by the draegloth must succeed on a DC
15 Charisma saving throw or take 14 (4d6) fire
damage and be Cursed for the next minute.
While cursed in this way, the creature takes 7 (2d6)
fire plus 5 (1d10) necrotic damage whenever it
ends its turn illuminated by Bright Light
Flaying Scream (Recharge 5-6, 3rd Level Spell). The
draegloth's eyes blaze with abyssal flame as it holds
a grappled creature aloft and screams at it.
Each light the creature is carrying is doused, then
the creature must succeed on a DC 15 Constitution
saving throw or take 10 (3d6) fire plus 27 (6d8)
thunder damage, or half as much on a success.
A creature killed by this damage has its skin peeled
off and blown away in a spray of gore.
Draegloth Abomination The target is grappled (escape DC 18).
The target is pushed 10 feet away.
Large fiend (demon)/monstrosity, chaotic evil
The target is knocked prone.
Armor Class 16 (Natural Armor)
Snap Limb (Recharge 4-6). Melee Weapon Attack: +10
Hit Points 210 (20d10 + 100)
to hit, reach 5 ft., one grappled creature. Hit: 19 (3d8 +
Speed 40 ft., climb 40 ft. 6) bludgeoning damage and the target must make a DC
18 Constitution saving throw.
STR DEX CON INT WIS CHA On a failed save, the creature takes an additional 18
22 (+6) 15 (+2) 20 (+5) 16 (+3) 15 (+2) 17 (+3) (4d8) bludgeoning damage and loses the use of a limb
of its choice until it completes a Long Rest.
Skills Perception +6, Stealth +6, Survival +10 Flaying Scream (3rd Level Spell). The draegloth's eyes
Damage Resistances Cold, Fire, Lightning blaze with abyssal flame as it holds a grappled creature
Damage Immunities Poison aloft and screams at it.
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 16 Each light the creature is carrying is doused, then the
Languages Abyssal, Elvish, Undercommon creature must succeed on a DC 17 Constitution saving
Challenge 12 (8,400 XP) throw or take 10 (3d6) fire plus 27 (6d8) thunder
damage, or half as much on a success.
Web-Dweller. The draegloth can climb difficult surfaces, A creature killed by this damage has its skin peeled off
including upside down on ceilings and across webs, and blown away in a spray of gore.
without penalty. Maddening Shadows (4th Level Spell, Concentration).
While in contact with a web, the draegloth knows the Whispering darkness boils forth in a 20 foot radius
exact location of any other creature in contact with the from a point the draegloth can see within 60 feet,
same web. extinguishing all lights in the area.
Brutal Grace. If the draegloth takes the Dash or Dodge A creature other than the draegloth that starts its turn
action, until the end of the turn it may make a melee in the area must succeed on a DC 15 Wisdom saving
attack against any creature that makes an opportunity throw or take 21 (6d6) psychic damage and be
attack against it. Frightened until the beginning of its next turn.
Light-Enraged. The first attack the draegloth makes each A creature that fails this saving throw by 5 or more falls
turn while in Bright Light has advantage. prone, additionally.

Actions Bonus Actions


Multiattack. The draegloth makes four attacks with its Web Grab. One creature the draegloth can see within
Savage Claws, one of which it may replace with a use of 30 feet must succeed on a DC 18 Dexterity saving
its Flaying Scream or Snap Limb, if available. throw or be dragged up to 30 feet toward the
draegloth.
Savage Claws. Melee Weapon Attack: +10 to hit, reach
5 ft., one creature. Hit: 17 (2d10 + 6) slashing damage. Exultation of Blood (2nd Level Spell). The draegloth gains
5 temporary hit points for each creature it hit with an
If this attack was made with advantage, the target attack this turn. While it has any of these temporary hit
suffers one additional effect: points, the draegloth's attacks have advantage.

Draegloth Abomination Tactics


Draegloth abominations begin combat with their Maddening

Shadows if they can hit at least three creatures with it, then

leap into the area and attack as many different creatures as

they can each turn, using Exultation of Blood after hitting

with their first attack if they cannot otherwise gain

advantage, and after their last attack if they already

have a source of advantage.

They use Web Grab over Exultation of Blood whenever

they fear a creature might escape them, even if they have

other targets available or are in serious danger. If they

manage to disable one of a target's legs, they drop it and

choose a new target if one is nearby; otherwise, they

alternate between their Snap Limb and Flaying Scream

until their target is dead or too wounded to flee effectively.


P
Fey'ri
ure and ancient is the once-venerated line of the
Social Encounters
daemonfey, the strength of their blood and its
To celebrate the passage of The Wild Hunt in its cosmic
magic reinforced since time immemorial with
circuit, a fey'ri clan is holding a competition to see who
infusions of the raw and primal chaos of the
can collect the most ears in a single day; this year's twist is
Abyss. Though once masters of the most
that the ears' owners must survive and relinquish them
glorious of the elden kingdoms, the ancient
freely, though how stringently the judges will construe the
fey'ri fell to the treachery of their elven kin, and
"freely" part is a matter of some debate.
now their descendants are forced to scrape and scrounge as
A fey'ri clan believes that they have captured a marilith in
they build their numbers and prepare their vengeance.
a magic circle and have been trying to entice it to choose a

Fey'ri Lore partner from among them. Thus far, they have had little

luck, as the marilith insists on the completion of one

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.

spelling is an aesthetic choice with no underlying meaning.


Fey'ri Reveler Tactics
Fey'ri Reveler Fey'ri revelers generally attack at a distance with their

Contaminated Volley while more powerful allies close to

Medium fiend (demon)/humanoid, chaotic evil melee, backing up and scattering if enemies draw close. If

locked in to melee, they will fight with their Thorned


Armor Class 15 (Enameled Armor) Daggers, but if engaged with a powerful foe they are not likely
Hit Points 22 (3d8 + 9) to defeat other revelers will often execute the trapped one
Speed 30 ft. with their Ecstatic Cull, or on any other ally that seems likely

to die before its next turn.

STR DEX CON INT WIS CHA


13 (+1) 16 (+3) 16 (+3) 12 (+1) 11 (+0) 17 (+3)
Fey'ri Marauder Tactics
Fey'ri marauders swoop overhead, beginning combat with

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

unconscious, at which point they drop it in view of its allies

Dread Revels. The fey'ri has advantage on attack before repeating the sequence.

rolls against creatures that are Frightened.


Demonblooded. The fey'ri has advantage on saving
Fey'ri Skin Dancer Tactics
throws against effects that deal Cold, Fire, or Fey'ri skin dancers begin combat with their Skin Dance, then

Lightning damage. try to fill the creature they're imitating with as many spikes as

possible. They generally use their Disfigure only if they have


Minion. If the fe'ri takes damage from an attack or
advantage on the attack, and will often use it on an
as the result of a failed saving throw, its hit points
are reduced to 0. If the fe'ri takes damage from unconscious creature, as it can deal three failed death saves

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.

Walking Sepsis. An infected creature cannot benefit


from resistance or immunity to poison damage or
the Poisoned condition.
Whenever the infected creature takes poison
damage, it must succeed on a DC 16 Constitution
saving throw or be Poisoned until the end of its
next turn.
Fey'ri Marauder Fey'ri Skin Dancer
Medium fiend (demon)/humanoid, chaotic evil Medium fiend (demon)/humanoid, chaotic evil

Armor Class 14 (Enameled Armor) Armor Class 17 (Demonflesh Graft)


Hit Points 67 (9d8 + 27) Hit Points 127 (15d8 + 60)
Speed 30 ft., fly 40 ft. Speed 30 ft., fly 40 ft.

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

try to position themselves so as to push targets into the area


STR DEX CON INT WIS CHA of their Sanguine Cyclone, then backing up to avoid being

15 (+2) 16 (+3) 19 (+4) 16 (+3) 14 (+2) 21 (+5) caught in it themselves.

Skills Arcana +6, Deception +8, Perception +5 Daemonfey Progenitor Tactics


Senses Darkvision 60 ft., Passive Perception 15 Daemonfey progenitors begin combat with their Conjure
Languages Abyssal, Common, Elvish Hunt, and use their Gore Inversion at the earliest opportunity
Challenge 6 (2,300 XP) against an enemy, or on a fallen ally if they are otherwise

having difficulty frightening their foes.


Dread Revels. The fey'ri has advantage on attack They generally use their Flickering Advance whenever
rolls against creatures that are Frightened.
available, moving much more aggressively and freely

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

Blade Blossom reaction and closing them at the earliest

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.

use of its Bloodflame Spear, if available.


Encounter Groups
Demonic Lash (2nd Level Spell). Melee Spell Attack:
+8 to hit, reach 15 ft., one target. Hit: 5 (2d4) CR 16 Encounter 6,000 XP

slashing plus 7 (2d6) fire damage. 1 Fey'ri Bloodwright (CR 6)

A target hit by two or more of these attacks in a 2 Bloodrot Ooze (CR 3)

turn must succeed on a DC 16 Wisdom saving 5 Sun Elf Outriders (CR M6)

throw or be Frightened until the end of the fey'ri's


next turn. CR 17 Encounter 7,900 XP

Bloodflame Spear (3rd Level Spell, Recharge 5-6, 2 Fey'ri Marauders (CR 3)

Spell). The fey'ri dashes up to 15 feet in a straight 1 Skin Kite (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.

Backstabber. Attacks of opportunity made by the


Bonus Actions
daemonfey score a critical on an 18-20. Fan Blades. The daemonfey fans two additional blades
out from one of its Swordbreaker Cinquedas.
Dread Revels. The daemonfey has advantage on attack
rolls against creatures that are Frightened. Until it furls the blades as a bonus action, the
daemonfey adds 1 to its AC and has disadvantage with
Demonblooded. The fey'ri has advantage on saving
attacks made with that weapon.
throws against effects that deal Cold, Fire, or Lightning
damage. Flickering Advance (Recharge 5-6, 3rd Level Spell). The
daemonfey begins to move with magically empowered
Actions speed until the beginning of its next turn, or until it is
hit with an attack.
Multiattack. The daemonfey makes four attacks; two
with each of its Swordbreaker Cinquedas. The daemonfey's speed is doubled, attacks against it
are made at disadvantage, and whenever it is missed
Swordbreaker Cinquedas. Melee Spell Attack: +8 to hit, with an attack it may teleport up to 10 feet to an
reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing unoccupied space it can see.
damage.
If the weapon's blades are fanned out, instead of Reactions
dealing damage the daemonfey may force the target to Blade Blossom. As a reaction when the daemonfey
succeed on a DC 16 Strength saving throw or have one scores a critical hit with one of its Swordbreaker
object it is carrying flung 15 feet away. Cinquedas, it uses its Fan Blades bonus action, dealing
18 (4d8) additional slashing damage to the target.
Song of Defense (1/Day). As a reaction to taking
damage, the daemonfey reduces that damage by 25.
R
Rakshasas
akshasas live for the moment of glorious
Social Encounters
betrayal, the reveal that all struggle against
A rakshasa in the guise of a prominent aristocrat has
their plans has been in vain, that the game was
gained a piece of compromising information on one of the
rigged from the very start and everything their
party and offers to relinquish her evidence of the fact,
foes have done to thwart them unknowingly
along with a hefty reward, if one of them will serve as her
served their grand design.
body double at the signing of an important treaty at which
Above and beyond any external reward,
assassins are expected. While this is true, the more salient
rakshasas pursue evil ends to kindle hatred in the eyes of
fact is she needs to establish an alibi as part of her plan to
their victims, then watch it gradually turn to despair as the
steal the treasures of office belonging to the other
poor unfortunates are made to understand the true degree to
dignitaries in attendance.
which their intellect was unfit to contest that of a rakshasa.
The underworld of a city is at war, as two rival thieves'

Rakshasa Lore guilds engage in a brutal struggle for territory. The leaders

of each are alternate identities of the same rakshasa,

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.

with contingencies upon contingencies so that every apparent

setback in one corner of their grand plan ultimately

serves the aims of another, and any outcome afterwards

seems to be exactly as they intended.

History DC 15: Rakshasas indulge in ostentatious acts of

outright villainy, even above and beyond what their

natural demonic cruelty predisposes them toward,

both because they take a perverse sort of glee in

playing the role, and with the covert aim of cultivating

worthy foes they can test their wits against.

History DC 20: The current consensus among

demonologists is that this appearance of omnipotent

foresight is meticulously cultivated through brazen

confidence, telepathy-assisted cold reading, and intense

paranoia. In truth, the fact that rakshasas frequently are

distracted by three new schemes in the time it takes them to

resolve one frequently leads them to make disastrously

foolish mistakes.

Religion DC 15: A rakshasa's heart is its weak

point, a fact which the inexperienced dismiss as

obvious and trivial at their peril.

Unless its heart is pierced by a magical weapon

wielded by a creature pure of heart, any slain

rakshasa will inevitably return to life to seek its

vengeance. It is said that the demon lord

Fraz-Urb'luu carves the hearts from the rakshasas in

his service, both to guard them against this fate and

to bind them to his will.


Rakshasa Body Double Tactics Rakshasa Rajah Tactics
Rakshasa rajas behave much as Body Doubles early in a
Rakshasa body doubles are typically motivated by some
fight, retreating to avoid direct conflict as they direct minions
combination of excellent pay, assurances of resurrection if
and use their Prepared Traps. They use Mastermind's Insight
they are killed in the course of work, and compromising
whenever available, but reserve their Saw it Coming for
blackmail. Such assurances hold only if their true nature is
moments when they have an opportunity to use their Sudden
not discovered, however, so they try desperately to keep as
Spoiling. They generally prefer to use their Sneering
much distance between themselves and enemies as possible,
Command, but will switch to Wreath With Flame if forced
using their Shouted Command as they flee and their Sow
into melee.
Chaos only if cornered.
They use Displace Soul against the first creature that hits

Rakshasa Rukh Tactics them with a critical hit that deals piercing damage, otherwise

saving it for their final action before they try to escape,

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

will do, prioritizing their Poisoned Potion on any creature

Rakshasa Naztharune Tactics that ingests a consumable magic item, and their Tailored

Bane on any spellcaster whose actions they can reliably


Naztharunes seek to get close to and isolate an unsuspecting
predict, either through their Mastermind's Insight or through
target by impersonating one of its allies, then stabbing it in
observing the creature's habits.
the back with their Death-Reservoir Dagger.

They use their Saw it Coming to gain a second turn on the

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

Sneering Command to expend the target's

reaction in case it breaks free and the

rakshasa needs to flee from it.


'Rakshasa' Body Double Rakshasa Rukh
Medium humanoid, any evil alignment Medium fiend, lawful evil

Armor Class 14 (Cloth Armor) Armor Class 18 (Scale Mail, Shield)


Hit Points 52 (8d8 + 16) Hit Points 76 (9d8 + 36)
Speed 30 ft. Speed 40 ft.

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)

Skills Deception +7, Intimidation +5 Skills Athletics +7, Perception +4


Senses Passive Perception 13 Damage Resistances Bludgeoning, Piercing, and
Languages Common Slashing from Nonmagical Attacks
Challenge 3 (700 XP) Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Infernal
Double Deception. The 'rakshasa' is wearing a Challenge 5 (1,800 XP)
sophisticated yet mundane rakshasa disguise,
cloaked in an illusory humanoid appearance that it Limited Magic Immunity. The rakshasa can't be
may activate or deactivate as a Bonus Action. affected or detected by spells of 1st level or lower
unless it wishes to be. It has advantage on saving
A creature that can see through the illusion may throws against all other spells and magical effects.
discern this fact with a DC 18 Wisdom
(Perception) check. Sinister Heart. Any hit scored against the rakshasa
by a magical weapon that deals piercing damage
Incendiary Failsafe. If the 'rakshasa' is killed, its and is wielded by a Good-aligned creature becomes
corpse bursts into flames. Unless they are a critical.
extinguished, the corpse becomes unrecognizable
after 1d4 rounds. If the rakshasa is reduced to 0 hit points in this
way, it is permanently killed and can't reform in the
Actions Abyss.
Multiattack. The 'rakshasa' uses its Shouted Actions
Command twice, one of which it may replace with a
use of its Craven Retreat. Multiattack. The rakshasa makes three attacks with
its Curseblade Khanda.
Shouted Command. One creature the rakshasa can
see within 60 feet may use its reaction to move up Curseblade Khanda. Melee Weapon Attack: +7 to hit,
to half its speed and make a melee attack. reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing
damage, and the target is Cursed.
Craven Retreat. The 'rakshasa' drops Prone, then
may Dash or Disengage. A creature Cursed in this way that would add any
magical bonus to an attack, saving throw, or
Sow Chaos (1/Day). The 'rakshasa' hurls a container damage roll instead subtracts the same amount.
of volatile alchemical substances up to 30 feet to a
point it can see, where it bursts and fills a 20 foot Gathra-Horn War Bow. Ranged Weapon Attack: +7
radius with sickly yellow fumes. to hit, range:special, one target. Hit: 10 (2d8 + 4)
piercing plus 14 (4d6) lightning damage.
Each creature in the area must succeed on a DC 14
Constitution saving throw or be Poisoned for 1 This attack can target any creature the rakshasa can
minute (Save Ends at end of turn) see. On a hit, the target must succeed on a DC 15
Strength saving throw or be pushed 10 feet away
While Poisoned in this way, a creature can't and knocked prone.
distinguish friend from foe, and must use its
reaction to make a melee attack against any Bonus Actions
creature that enters its reach.
Master of Appearances. The rakshasa assumes the
Reactions illusory appearance and voice of any humanoid
creature it has seen.
Feign Death. When the 'rakshasa' takes any damage,
it can appear to die, falling prone and slowing its
heart rate. Reaction
Deceptive Feint.When the rakshasa misses with a
A creature may discern that it is still alive as an melee attack, it can make another melee attack
action with a successful DC 15 Wisdom (Medicine) against a different target in its reach.
check.
Rakshasa Social Encounters
A recently reincarnated rakshasa misidentifies a member

of the party as a descendant of a long-dead thief that

absconded with its collection of goblets made from the

skulls of famous mages, and attacks in a rage. Once it

realizes its mistake, the rakshasa apologizes and entreats

the party to help investigate the ancient crime, or

otherwise to help it start rebuilding its collection.

A vengeful rakshasa recently slain by the party has

attempted to reform its body too soon in its impatience,

and returned to life in a body too tiny to deal serious

harm to them. This three-inch rakshasa has infiltrated

their home, however, and is resolved to wreak as much

mayhem as possible despite the limitation.

A string of burglaries have plagued a nearby city, notable

both for being targeted at the already poor and

marginalized, and for the cryptic and fragmentary clues

left at each crime scene. The rakshasa responsible is

incensed at the apparent apathy of law enforcement at

solving his riddles, and has placed a bounty out for

himself under a false identity so the devious work he

spent devising them won't be wasted.

Rakshasa Naztharune Death-Reservoir Dagger (1/Day). Melee Weapon Attack:


+6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3)
Medium fiend, any evil alignment
slashing damage and the target must make a DC 15
Armor Class 14 (Natural Armor) Constitution saving throw.
Hit Points 110 (13d8 + 52)
On a failed save, the creature drops to 0 hit points and
Speed 40 ft.
makes all saving throws with disadvantage for the next
minute. On a success, the creature takes 35 (10d6)
STR DEX CON INT WIS CHA poison damage.
14 (+2) 17 (+3) 18 (+4) 13 (+1) 16 (+3) 20 (+5) Fiendish Insight. One player whose character the
rakshasa can see must declare what action the
character will take on their following turn, then that
Skills Deception +11, Insight +9, Stealth +6 character must succeed on a DC 17 Charisma
Damage Resistances Bludgeoning, Piercing, and (Deception) check or have the rakshasa learn that
Slashing from Nonmagical Attacks
information.
Senses Darkvision 60 ft., Passive Perception 13
Languages Abyssal, Common, Infernal, Telepathy 60 ft.
Challenge 7 (2,900 XP)
Bonus Actions
Master of Appearances. The rakshasa assumes the
Limited Magic Immunity. The rakshasa can't be affected illusory appearance and voice of any humanoid creature
or detected by spells of 2nd level or lower unless it it has seen.
wishes to be. It has advantage on saving throws against
Disappearing Act (Recharge 4-6). The rakshasa becomes
all other spells and magical effects.
Invisible until the beginning of its next turn, or until it
Sinister Heart. Any hit scored against the rakshasa by a takes any damage.
magical weapon that deals piercing damage and is
wielded by a Good-aligned creature becomes a critical. Reactions
If the rakshasa is reduced to 0 hit points in this way, it Saw it Coming (Recharges when the rakshasa uses its
is permanently killed and can't reform in the Abyss. Fiendish Insight). When a creature it can see begins to
take an action, the rakshasa can move up to its speed
Actions and take an action or a bonus action.
Multiattack. The rakshasa makes two attacks with its Alone (1/Day). When a creature ends its movement
Reversed Claws. within 5 feet of the rakshasa, the rakshasa can throw a
fistful of red powder in its eyes.
Reversed Claws. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 13 (3d6 + 3) slashing damage, The creature must succeed on a DC 15 Constitution
and the target is Cursed. saving throw or be Poisoned for the next minute (Save
Ends at end of turn). While Poisoned in this way, a
A creature Cursed in this way that would add any creature cannot distinguish friend from foe.
magical bonus to an attack, saving throw, or damage
roll instead subtracts the same amount.
Creating a Rakshasa
Rakshasas are created when a humanoid

creature's soul is destroyed or otherwise

expelled from its body, leaving a spiritual void

within their living husk that the fears and hatreds of

those around them are gradually drawn into.

While the exact duration depends on the cruelty and

density of the surrounding community, if such a husk is

sustained for sufficiently long (usually between 1-5 years), it

will eventually metamorphose into a rakshasa with no

recollection of its previous life.

Certain communities have even been known to

intentionally take advantage of this process, as it is

believed that these sacred vessels serve to purify a

community of its evils and bless it with good fortune.

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.

Saving Throws CON +12, WIS +9 Bonus Actions


Skills Arcana +12 Deception +18, Insight +16, Master of Appearances. The rakshasa assumes the
Perception +10 illusory appearance and voice of any humanoid creature
Damage Immunities Bludgeoning, Piercing, and it has seen.
Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 20 Wreath With Flame (3rd Level Spell). Until the end of the
Languages Abyssal, Common, Infernal, Telepathy 60 ft. rakshasa's turn, its melee attacks deal an additional 7
Challenge 19 (22,000 XP) (2d6) fire damage.
Sneering Command. Up to two creatures the rakshasa
Master of Treachery. The rakshasa can sense the can see within 60 feet may each use their reaction to
presence and nature of conflict between creatures it move up to half their speed and make a melee attack.
can see.
Limited Magic Immunity. The rakshasa can't be affected
Reactions
or detected by spells of 6th level or lower unless it Saw it Coming (Recharges when the rakshasa uses its
wishes to be. It has advantage on saving throws against Mastermind's Insight). When a creature it can see
all other spells and magical effects. begins to take an action, the rakshasa can move up to
its speed and takes an action or a bonus action.
Sinister Heart. Any hit scored against the rakshasa by a
magical weapon that deals piercing damage and is Deceptive Demise (4th Level Spell, 2/Day). When the
wielded by a Good-aligned creature becomes a critical. rakshasa takes any damage, it can teleport up to 30
If the rakshasa is reduced to 0 hit points in this way, it feet to a location it can see, turn Invisible until the
is permanently killed and can't reform in the Abyss. beginning of its next turn, and can attempt to Hide.
Legendary Resistances (1/Day). If the rakshasa fails a A corpse-like duplicate of the rakshasa is left in its
saving throw, it can choose to succeed instead. place, which dissolves into mist at the end of the
rakshasa's next turn, or if it takes any damage.
Actions
Legendary Actions
Multiattack. The rakshasa makes two attacks with its
Reversed Claws and uses its Mastermind's Insight, if The rakshasa can take 3 legendary actions, choosing
available. from the options below.

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

corporeally, fuming off of their skin in a

shimmering miasma that ignites when

touched by the slightest spark of magical

power. While some tanarukk are capable of

evoking this ignition on their own, most

simply attempt to provoke enemy

spellcasters into doing it for them.

History DC 10: Tanarukk are consummate

warriors that seem to be entirely without fear of

death or even failure, each consumed by the distilled

demonic fury that courses through them.

History DC 15: A tanarukk always accepts any invitation

to single combat, and in fact is liable to interpret perfectly

innocuous words and actions as coded insults or challenges.

Nature DC 10: Reminiscent of tieflings, tanarukk are orcs

that have been hybridized with fiends, though notably this

union seems to be the product of some hidden ritual, rather

than merely interbreeding.

Religion DC 15: Tanarukk are most often found in the

abyssal territories of Baphomet and Demogorgon, though

whether the tanarukk can be said to be in any creature's

"service" is questionable, as a typical tanarukk is too angry to

be concerned with anything approaching plans or hierarchy.

Tanarukk Scarbearer Tactics


Tanarukk scarbearers Dash toward the last enemy to draw

their attention with their Aggressive trait, attacking first with

their fists to grapple a creature, then with their Skullcleaver

Cragblade. If a foe is downed or prone, they'll often replace

one of their attacks with a Bite to disfigure it.

If spellcasters are present, each tanarukk attempts to goad

them into targeting it with a spell to activate their Fury

Unleashed.

Encounter Groups
CR 18 Encounter 6,900 XP

1 Orc Killaboss (CR 7)

2 Tanarukk Scarbearers (CR 5)

4 Orc Deadeyes (CR 1/2)

CR 23 Encounter 14,500 XP

1 Tanarukk Firespeaker (CR 10)

3 Tanarukk Scarbearers (CR 5)

2 Jovocs (CR 4)

5 Dretch Agitators (CR 1)


Tanarukk Scarbearer Tanarukk Firespeaker
Medium fiend (demon), chaotic evil Medium fiend (demon), chaotic evil

Armor Class 14 (Natural Armor) Armor Class 16 (Natural Armor)


Hit Points 114 (12d8 + 60) Hit Points 186 (16d12 + 96)
Speed 30 ft. Speed 40 ft.

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,

abyssal chickens are prized as pets and familiars by mages

Tiny fiend (demon), chaotic evil with a love for the grotesque, and occasionally even seem to

form bonds of affection over time. Abyssal chicken eggs are


Armor Class 13 (Natural Armor) prized by such mages, often fetching 100 gp per egg or more,
Hit Points 10 (3d4 + 3) though removing them intact often involves carving away the
Speed 30 ft., fly 30 ft. surrounding flesh.

Nature DC 15 Chicken trees are a form of fleshy abyssal

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

in their branches which nourish the chickens to adulthood,

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

Actions with their Razor Talons if the creature

Fanged Bite. Melee Weapon Attack: +4 to hit, reach looks severely wounded, and with

their Fanged Bites otherwise. Once a


5 ft., one creature. Hit: 5 (1d6 + 2) piercing
damage. chicken has laid an egg in a creature it

stops attacking it, but other chickens

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,

Action. abyssal chickens will often slash the tree

with their claws, hoping that the searing

Reactions blood that spurts forth will do what their

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.

Abyssal Chicken Eggs. Abyssal chicken eggs are


highly prized by those looking to keep them as
pets or familiars, often going for as much as 100
gp on the open market. Ordinarily removing one of
the barbed eggs from a wound is a relatively simple
matter, and can be accomplished with a successful
DC 12 Wisdom (Medicine) check, destroying the
egg in the process.
Retrieving the egg intact, however, is a much
more difficult process, and requires removing a
portion of the flesh the egg is embedded in with a
successful DC 20 Wisdom (Medicine) check,
dealing 10 (3d6) slashing damage to the host on a
success or failure.
Swarm of Abyssal Chicken Tree
Huge fiend (demon)/plant, chaotic evil
Chickens
Medium swarm of tiny fiends (demon), chaotic evil Armor Class 13 (Natural Armor)
Hit Points 189 (18d12 + 72)
Armor Class 13 (Natural Armor) Speed 0 ft.
Hit Points 88 (16d8 + 16)
Speed 30 ft., fly 30 ft. (see bad flier below)
STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 19 (+4) 1 (-5) 4 (-3) 9 (-1)
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 13 (+1) 9 (-1) 4 (-3) 5 (-3) Damage Resistance Cold, Fire, Lightning;
Bludgeoning and Piercing from Nonmagical
Damage Resistances Cold, Fire, Lightning; Damage Attacks
from Attacks Damage Immunities Poison
Damage Immunities Poison Condition Immunities Poisoned
Condition Immunities Charmed, Frightened, Senses Blindsight 60 ft. (blind beyond this radius),
Grappled, Paralyzed, Petrified, Poisoned, Prone, Passive Perception 7
Restrained, Stunned. Languages Abyssal, Telepathy 60 ft. (Works Only
Senses Darkvision 60 ft., Passive Perception 7 With Creatures That Understand Abyssal)
Languages Abyssal, Telepathy 60 ft. (Works Only Challenge 7 (2,900 XP)
With Creatures That Understand Abyssal)
Challenge 2 (450 XP) Boiling Blood. Whenever the tree takes any slashing
damage, the tree and one creature of its choice
Bad Flier. The swarm falls at the end of a turn if it's within 10 feet each take 5 (1d10) fire damage.
airborne and the only thing holding it aloft is its
flying speed. Actions
Swarm. The swarm can occupy another creature's Multiattack. The tree makes two attacks with its
space and vice versa, and the swarm can move Meaty Slam, each of which it may replace with a
through any opening large enough for a small use of its Spawn Chicken.
creature. The swarm can't regain hit points or gain
temporary hit points. Meaty Slam. Melee Weapon Attack: +6 to hit, reach
15 ft., one creature. Hit: 21 (4d8 + 3) bludgeoning
Actions damage and the target must succeed on a DC 14
Strength saving throw or be knocked prone.
Fanged Bites. Melee Weapon Attack: +4 to hit,
reach 0 ft., one creature. Hit: 16 (4d6 + 2) piercing A creature that fails by 5 or more is instead
damage, or 9 (2d6 + 2) piercing damage if the Stunned until the end of the tree's next turn.
swarm has half of its hit points or fewer. Spawn Chicken. The tree loses 5 hit points as one of
the fleshy sacs that hang from the its branches
Razor Talons. Melee Weapon Attack: +4 to hit, reach
tears open in a shower of blood and amniotic fluid,
0 ft., one target. Hit: 12 (4d4 + 2) slashing damage,
spawning an Abyssal Chicken in the tree's space that
or 7 (2d4 + 2) slashing damage if the swarm has
acts on initiative count 0.
half of its hit points or fewer.
Hurl Sac (Recharge 5-6). The tree hurls a sac of
Then, if the target is unconscious, the swarm can
putrefied demonflesh at a point within 60 feet,
lay a barbed egg in the wound this turn as a Bonus
where it showers the area in a 10 foot radius in foul
Action. gore.
Reactions Each creature in the area must succeed on a DC 14
Dexterity saving throw or take 17 (5d6) poison
Henpeck. When a creature in the swarm's space damage, or half as much on a success.
receives magical healing, the swarm can make a
Fanged Bites attack against it.
Reactions
Horrid Scream. When the chicken tree takes 15 or
more damage from a single source, a garbled,
Chicken Tree Tactics squawking scream issues forth from its wounds.
Chicken trees often are slow to recognize that combat is
Each abyssal chicken within 60 feet that can hear
happening at all, but once they do they focus on attacking the the tree may make a Razor Talon attack on its
creature that most recently killed an abyssal chicken with following turn as a Bonus Action.
their Meaty Slam and Hurl Sac, spawning chickens when

they can't reach a foe.


Abyssal Scavenger
Abyssal Scavenger Lore
Abyssal Scavenger Arcana DC 20: Abyssal scavengers each carry a tiny mote of

Medium fiend (demon), chaotic evil the raw essence of the Abyss within them. This can be

usefully extracted for certain rituals, but the greater concern

Armor Class 13 is that a critical mass of them concentrated in a single

Hit Points 36 (8d8) material location might tear a hole through the fabric of

Speed 40 ft. reality, opening a persistent gateway to the Abyss.

Nature DC 15: Pests endemic to the Abyss, abyssal

scavengers mature and breed rapidly. In their native


STR DEX CON INT WIS CHA environment, their numbers are kept in check by the endless

13 (+1) 16 (+3) 10 (+0) 3 (-4) 12 (+1) 11 (+0) variety of horrors that prowl the endless layers, but when

incursions into the material plane occur they can quickly

Skills Perception +3 grow beyond the ability of local forces to combat.

Damage Resistances Cold, Fire, Lightning


Condition Immunities Poisoned
Senses Passive Perception 13
Challenge 1/2 (100 XP)

Keen Hearing and Smell. The scavenger has


advantage on Wisdom (Perception) checks that rely
on hearing or smell.
Death Shriek. When the scavenger drops to 0 hit
points, each other scavenger within 15 ft. can make
a melee attack as a reaction.

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.

Abyssal Scavenger Tactics


Scavengers approach cautiously in widely scattered

groups, using their frenzied claw to cluster in once the

first ones make contact, then biting and worrying foes.


Abyssal Worms
Abyssal Worm Lore Abyssal Worm Tactics
Abyssal worms burst forth with their Terror From the Deep,
Arcana DC 15: Abyssal worms project a magical aura of pain
bite a creature that failed the save, then use their Slag Breath
and despair, known to completely overwhelm and subsume
if they can catch two or more enemies in it, or their
any sense of self-preservation in creatures nearby.
Unendurable Agony otherwise, then dive back down until
Nature DC 15: The great worms of the Abyss melt the earth
their Terror From the Deep recharges. They use their
they swallow into glowing slag, leaving glassy trails through
Implacable to avoid any fully incapacitating effect, but for
the tunnels they bore, and are able to regurgitate this slag in
more minor debilitations just burrow down on their turn to
great molten torrents.
wait it out.
Nature DC 20: Abyssal worms reproduce through a slow
They treat all other creatures as hostile, prioritizing the
and agonizing fission, in which over the course of centuries a
largest foes with their Bite and attempting to dispatch
second head sprouts forth and the worm gradually tears itself
smaller ones with their Slag Breath and Unendurable Agony.
in half. During this period, the worms are at their most

dangerous, avoided by even the great lords of the Abyss.

Religion DC 10: Though gates out of the Abyss are said to


Variant: Splitworm Fission. When reduced below
exist throughout its infinite layers, such gates are often
211 hit points or if dealt a critical hit that deals
guarded by enormous worms, set there by some malign force
slashing damage, at DM discretion an Abyssal
to prevent escape from the endless pit.
Splitworm may tear itself in half, becoming two
Religion DC 20: Though often assumed to be distant Abyssal Worms each with half the original
relatives of the material plane's purple worms, abyssal worms creature's hit points.
are the wretched offspring of the dragon queen Tiamat and The two new worms immediately regain the use
the two-headed demon lord Kothok. While most were of their Unendurable Agony and each of their
devoured by their mother at birth, some few were spared her recharge abilities.
hunger, hidden and set to guard deep gates within the Abyss

to the outer elemental chaos.


Abyssal Worm A creature Swallowed by the worm takes 11 (2d10)
fire damage at the start of each of the worm's turns.
Gargantuan fiend (demon), chaotic evil
If the worm is dealt 20 or more Piercing or Slashing
Armor Class 16 (Natural Armor) damage in a turn or if it is reduced to 0 hit points, a
Hit Points 186 (12d20 + 60) hole is cut in its gullet, allowing creatures to attempt to
Speed 40 ft., burrow 30 ft. escape through it as an action (escape DC 19).
Terror From the Deep (Recharge 5-6). The worm moves
STR DEX CON INT WIS CHA up to its burrow speed, then bursts from underground
thrashing, in a flurry of debris.
22 (+6) 13 (+1) 21 (+5) 9 (-1) 14 (+2) 8 (-1)
Each creature within 15 feet of the worm must
Saving Throws STR +11, WIS +7, CHA +4 succeed on a DC 19 Dexterity saving throw or take 21
Damage Resistances Weapon attacks not made from (6d6) bludgeoning damage and be knocked prone, or
inside it take half as much damage on a success.
Damage Immunities Fire, Poison As a bonus action this turn, the worm can make a
Condition Immunities Poisoned Shard-Ringed Maw attack against a creature that failed
Senses Blindsight 30 ft., Tremorsense 60 ft., Passive this saving throw.
Perception 12
Slag Breath (Recharges when the worm uses its Terror
Languages Abyssal, Wormscream, Telepathy 120 ft.
From the Deep). The worm spews forth a line of molten
Challenge 14 (11,500 XP)
slag in a 60 foot line that is 15 feet wide. Each creature
in the area must succeed on a DC 18 Dexterity saving
Tunneler. The worm can burrow through solid rock at throw or take 33 (6d10) fire damage, or half as much
half its burrow speed and leaves a 10-foot-diameter on a success.
tunnel in its wake.
For the next minute, a creature that starts its turn on
Earth Quaker. When the worm burrows 30 feet or fewer the ground in the area or enters it for the first time on
below the surface, 10 foot wide, 10 foot deep fissures a turn takes 11 (2d10) fire damage.
open at the surface above where it passes.
Unendurable Agony (1/Day, 8th Level Spell,
Creatures in a space where a fissure opens must Concentration). Each other creature within 20 feet of
succeed on a DC 19 Dexterity saving throw or fall the worm must succeed on a DC 18 Wisdom saving
prone in the trench, or move to the nearest throw or become hostile to itself and indifferent to all
unoccupied space outside the area on a success. other creatures for the next minute.
Implacable. If the worm fails a saving throw, it can An affected creature repeats this saving throw
choose to succeed instead. If it does, it loses 25 hit whenever it takes 10 or more damage from a single
points. source, ending the effect on a success.

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

last only a few hours before losing their potency.


Armor Class 13 (Natural Armor)
Alchemist's Tools DC 20: Certain alchemists have claimed
Hit Points 18 (4d8)
to be able to produce a generalized tincture of Stone To Flesh
Speed 20 ft., burrow 5 ft., climb 10 ft.
from these fluids, enabling a particularly grisly method of

tunneling through stone, though such claims thus far remain


STR DEX CON INT WIS CHA
unsubstantiated.

Animal Handling DC 20: Social animals that they are, it is


14 (+2) 8 (-1) 11 (+0) 2 (-4) 8 (-1) 7 (-2)
theoretically possible to tame a basilisk, though few are brave

or foolhardy enough to try. Damage Resistances Poison


History DC 15: While basilisks are never known to petrify Senses Darkvision 60 Ft., Passive Perception 9
one another in dominance contests, they seem particularly
Challenge M9 (500 XP)
aggravated by the sight of their own reflection, and can often

be goaded into petrifying themselves with a large mirror and


Venomous Gaze. A creature that starts its turn
the proper encouragement.
within 30 feet of one or more venom-eye basilisks
Nature DC 10: Basilisks use their petrifying gaze to
takes 1 poison damage for each of those basilisks it
immobilize any prey not intelligent enough to avert its gaze,
can see, then must succeed on a DC 15
Constitution saving throw or be Poisoned until the
crushing stone with their impossibly sturdy teeth and then
beginning of its next turn.
converting it back into flesh as they digest it.

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

Armor Class 15 (Natural Armor) Armor Class 16 (Natural Armor)


Hit Points 52 (8d8 + 16) Hit Points 90 (12d8 + 36)
Speed 20 ft., burrow 5 ft., climb 10 ft. Speed 20 ft., burrow 5 ft., climb 10 ft.

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)

Damage Resistances Poison Damage Resistances Poison


Senses Darkvision 60 Ft., Passive Perception 9 Senses Darkvision 60 Ft., Passive Perception 9
Challenge 3 (700 XP) Challenge 5 (700 XP)

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,

trying to lure an unsuspecting creature into looking at them. Encounter Groups


If a creature looks at them, they keep their distance, CR 12 Encounter 3,500 XP
repeatedly trying to use their Wither or Petrify as they kite it

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

the endless layers of the Abyss, considered by many to be

deadliest natural predators native to that most fearsome of

planes.

Nature DC 20: The best strategy for dealing with bebiliths is

never to be on the same plane of existence as one. They can

track a scent for miles, are intelligent enough to cooperate

and set complex traps, their bladed claws tear through armor

like it was tissue, their webs trap souls and burn flesh, and

their venom causes its victims to explode.

History DC 20: Though bebiliths hunt tanar'ri demons with

a single-minded ferocity that goes beyond the mere drive for

sustenance, slaying a bebilith or even risking its injury is

considered a great taboo amongst demonkind, with any who

slay one thought doomed to a lasting and ignominious

demise.

Bebilith Fusespawn
Medium fiend (demon), chaotic evil

Armor Class 14 (Natural Armor)


Hit Points 22 (3d8 + 9)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 17 (+3) 5 (-3) 14 (+2) 13 (+1)

Senses Blindsight 30 ft., Darkvision 60 ft., Passive


Perception 21
Languages Telepathy 30 ft.
Challenge M17 (1,800 XP)

Spider Climb. The bebilith can climb difficult


surfaces, including upside down on ceilings, Bebilith Fusespawn Tactics
without needing to make an ability check. Bebilith Fusespawn cautiously circle around foes, making

use of cover and alternately hiding and dodging as they take


Death Throes. When the bebilith is reduced to 0 hit
an opponent's measure. Once a creature shows any
points it explodes in a flash of uncontrolled energy.
Each creature within 5 feet it takes 5 force damage weakness or hostility they rush in and try to overwhelm it

and is pushed 5 feet away. with a crush of bodies, positioning themselves to damage as

many enemies as possible if they explode.


Minion. If the bebilith takes damage from an attack
or as the result of a failed saving throw, its hit
points are reduced to 0. If the bebilith takes Encounter Groups
damage from another effect, it dies if the damage CR 24 Encounter 27,200 XP

equals or exceeds its hit point maximum, otherwise


it takes no damage. 2 Bebilith Charbloods (CR 11)

1 Trap Haunt (CR 4)

Actions 15 Bebilith Fusespawn (CR M17)

Anchoring Bite (Group Attack). Melee Weapon


Attack: +10 to hit, reach 10 ft., one creature. Hit: 7
piercing damage.
For the next minute, if the target would teleport any
distance, it instead teleports half as far.
Bebilith Charblood Fusevenom Bite. Melee Weapon Attack: +10 to hit,
reach 10 ft., one creature. Hit: 12 (2d8 + 3) piercing
Huge fiend (demon), chaotic evil
damage and the target must succeed on a DC 18
Armor Class 14 (Natural Armor) Constitution saving throw or be Poisoned for 1 minute.
Hit Points 287 (23d12 + 138) The Poisoned creature repeats this saving throw at the
Speed 50 ft., climb 50 ft. end of each of its turns, ending the effect on a success,
or taking 5 (1d10) force damage on a failure.
STR DEX CON INT WIS CHA A creature that dies while Poisoned in this way
explodes. Each creature within 10 feet of it must
22 (+6) 18 (+4) 23 (+6) 10 (+0) 17 (+3) 13 (+1) succeed on a DC 18 Dexterity saving throw or take 16
(3d10) force damage, or half as much on a success.
Saving Throws DEX +8, CON +10, WIS +5
Skills Athletics +5, Perception +11, Stealth +8 Rending Forelegs. Melee Weapon Attack: +10 to hit,
Damage Resistances Acid, Lightning reach 15 ft., one target. Hit: 15 (2d8 + 6) slashing
Damage Immunities Fire, Poison damage, and the target must succeed on a DC 18
Condition Immunities Charmed, Frightened, Paralyzed, Strength saving throw or be knocked prone.
Poisoned, Stunned If the target is wearing nonmagical armor, it takes a
Senses Blindsight 120 ft., Darkvision 120 ft., Passive permanent and cumulative −1 penalty to the AC it
Perception 21 offers. Armor reduced to an AC of 10 is destroyed.
Languages Understands Abyssal but does not speak,
Soulchar Web (Recharge 5–6). The bebilith launches
Telepathy 120 ft.
Challenge 11 (7,200 XP) webbing in a 15 foot radius centered on a point it can
see within 60 feet, forcing each creature in the area to
succeed on a DC 17 Dexterity saving throw or be
Spider Climb. The bebilith can climb difficult surfaces, restrained by webbing (escape DC 17).
including upside down on ceilings, without needing to
make an ability check. A creature restrained in this way takes 3 (1d6) fire
damage at the start of each of its turns. A creature that
Scent Paragon. The bebilith can track the approximate teleports out of the web takes 22 (4d10) force damage
location, by scent, of each creature in a 5 mile radius. A and must succeed on a DC 18 Constitution saving
creature that does not mask its scent has disadvantage throw or be Stunned until the end of the bebilith's next
on Dexterity (Stealth) checks made to hide from the turn.
bebilith.
The webbing can be attacked and destroyed (AC 15;
Final Curse. A creature that reduces the bebilith to 0 hit 10 HP; immunity to bludgeoning, fire, poison, and
points must succeed on a DC 15 Charisma saving psychic damage)
throw or be cursed. While cursed in this way, the
creature is unaffected by any magic that would return it Bonus Actions
to life.
Soulchar Bind. One prone creature within 15 feet of the
Magic Resistance. The bebilith has advantage on saving bebilith must succeed on a DC 18 Strength saving
throws against spells and other magical effects. throw or be wrapped in its webbing and restrained.
(escape DC 18).
Actions
If the target is Large or smaller, the bebilith may then
Multiattack. The bebilith makes one attack with its attach the creature to its back as part of this action. A
Fusevenom Bite and two attacks with its Rending creature restrained in this way takes 3 (1d6) fire
Forelegs, one of which it may replace with a use of its damage at the start of each of its turns.
Soulchar Web, if available.

Bebilith Charblood Tactics Bebilith Ruinarch Tactics


Bebilith ruinarchs typically only fight with the intent of killing
Charbloods lurk in wrecks and ruins, placing salvaged

treasure and sealing passageways to funnel prey into a a specific powerful target, treating any other combatants as

nuisances to be batted aside with their Rending Forelegs,


vulnerable position before revealing themselves and
entangled with their Soulchar Web, trampled with their
beginning combat by launching their Soulchar Web. They
Titanic Shift, blinded with their Blinding Bristles, or
prioritize any target with demonic influence or association,
frightened away with their Rattling Hiss. They will, however,
otherwise attacking the least robust looking of their available
bind incidentally felled enemies and attach them to their back
foes with their Fusevenom Bite, then switching targets once a
for later consumption.
Poisoned creature is low on health.
A ruinarch's attention is usually attracted only by powerful,

well-guarded demons such as balors, mariliths, molydei, and

archdemons, and it will typically wait in hiding at a great

distance until it smells stress or injury to make its move.


Bebilith Ruinarch Rending Forelegs. Melee Weapon Attack: +15 to hit,
reach 20 ft., one target. Hit: 26 (4d8 + 8) slashing
Gargantuan fiend (demon), chaotic evil
damage, and the target and each other creature within
Armor Class 17 (Natural Armor) 5 feet of it must succeed on a DC 23 Strength saving
Hit Points 518 (28d20 + 224) throw or be knocked prone.
Speed 60 ft., climb 60 ft. If the target is wearing nonmagical armor, it takes a
permanent and cumulative −1 penalty to the AC it
offers. Armor reduced to an AC of 10 is destroyed.
STR DEX CON INT WIS CHA
Soulchar Web (Recharge 5–6). The bebilith launches
27 (+8) 18 (+4) 26 (+8) 14 (+2) 22 (+6) 23 (+6) webbing in a 20 foot radius centered on a point it can
see within 60 feet. Each creature in the area must
Saving Throws DEX +11, CON +14, WIS +13 succeed on a DC 17 Dexterity saving throw or be
Skills Athletics +15, Insight +13, Perception +20 restrained (escape DC 21).
Damage Resistances Acid, Lightning; Attacks made
without Advantage A creature restrained in this way takes 10 (3d6) fire
Damage Immunities Fire, Poison damage at the start of each of its turns. A creature that
Condition Immunities Charmed, Frightened, Paralyzed, teleports out of the web takes 22 (4d10) force damage
Poisoned and must succeed on a DC 21 Constitution saving
Senses Blindsight 120 ft., Darkvision 120 ft., Passive throw or be Stunned until the end of the bebilith's next
Perception 30 turn.
Languages Abyssal, Common, Telepathy 120 ft. The webbing can be attacked and destroyed (AC 15;
Challenge 22 (41,000 XP) 20 HP; immunity to bludgeoning, fire, poison, and
psychic damage)
Spider Climb. The bebilith can climb difficult surfaces,
including upside down on ceilings, without needing to Bonus Actions
make an ability check. Soulchar Bind. One prone creature within 15 feet of the
Scent Paragon. The bebilith can track the approximate bebilith must succeed on a DC 21 Strength saving
location, by scent, of each creature in a 5 mile radius. A throw or be wrapped in its webbing and restrained.
creature that does not mask its scent has disadvantage (escape DC 21).
on Dexterity (Stealth) checks made to hide from the If the target is Huge or smaller, the bebilith may then
bebilith. attach the creature to its back as part of this action. A
Final Curse. A creature that reduces the bebilith to 0 hit creature restrained in this way takes 10 (3d6) fire
points must succeed on a DC 21 Charisma saving damage at the start of each of its turns.
throw or be cursed. While cursed in this way, the Rattling Hiss. The bebilith lets out a fearsome hiss at a
creature is unaffected by any magic that would return it creature it can see within 30 feet. The target must
to life. succeed on DC 21 Wisdom saving throw or use its
Magic Resistance. The bebilith has advantage on saving reaction to move half its speed directly away from the
throws against spells and other magical effects. bebilith and be Frightened until the end of its next
turn.
Implacable. If the bebilith fails a saving throw, it can
choose to succeed instead. If it does, it loses 25 hit Legendary Actions
points.
The bebilith can take 3 legendary actions, choosing
Actions from the options below.
Multiattack. The bebilith makes four attacks, one of Titanic Shift. The bebilith moves up to half its speed.
which may be with its Fusevenom Bite, or makes one Each Medium or larger creature whose space it moves
attack and uses its Soulchar Web, if available. through with this movement must succeed on a DC 23
Strength saving throw or be knocked prone.
Fusevenom Bite. Melee Weapon Attack: +15 to hit,
reach 15 ft., one creature. Hit: 30 (4d10 + 8) piercing Sap and Sicken. One creature restrained in the bebilith's
damage and the target must succeed on a DC 21 webs must succeed on a DC 21 Constitution saving
Constitution saving throw or be Poisoned for 1 minute. throw or lose any resistance or immunity to Poison
damage or the Poisoned condition that it has for the
A creature Poisoned in this way repeats this saving
next minute.
throw at the end of each of its turns, ending the effect
on a success, or taking 11 (2d10) force damage on a Blinding Bristles. The bebilith ejects some of its barbed
failure. bristles, forcing one creature within 15 feet to succeed
on a DC 21 Constitution saving throw or take 14 (4d6)
A creature that dies while Poisoned in this way
piercing damage and be Blinded until it takes an action
explodes. Each creature within 15 feet of it must to clear its eyes.
succeed on a DC 21 Dexterity saving throw or take 22
(4d10) force damage, or half as much on a success. Leaping Strike (Costs 2 Actions). The bebilith jumps up
to 60 feet and makes a Rending Forelegs attack.
Gravesnag
Gravesnag Lore
Gravesnag Arcana DC 10: Gravesnags are a form of demonic plant life

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

Hit Points 95 (10d8 + 50) finished developing.

Speed 30 ft. Nature DC 15: Unlike most forms of demonic flora,

gravesnags have no inherent resiliency to flame.

Religion DC 10: Frequently found growing on the shores of


STR DEX CON INT WIS CHA the Dreaming Gulf in the depths of the abyss, gravesnags are

21 (+5) 8 (-1) 21 (+5) 12 (+1) 16 (+3) 12 (+1) a threat to any living creatures that stray that deep, tangling

unsuspecting travelers in a knotted embrace that slowly and

Damage Resistances Cold, Lightning agonizingly twists them apart.

Damage Vulnerabilities Fire


Senses Passive Perception 13 Gravesnag Tactics
Challenge 4 (1,100 XP)
Gravesnags lurch toward the nearest creature, attacking with

their Tangled Lunge if they don't have advantage, and their


Spirit Tether. The gravesnag begins life tied to the
Strangleroot Slam otherwise. They typically all gang up on a
manitou that created it with a faintly perceptible
single target, then use their Rending Twist each turn against
tether of spectral energy, which is Invisible to any
it until it is ripped in half before moving on to another.
creature with a Passive Perception of 19 or lower.
If the gravesnag begins its turn more than 30 feet
away from its creator or if the tether is targeted
with Dispel Magic or a similar effect, the tether
snaps and gravesnag is Incapacitated for 1 hour,
and is freed from the manitou's control.
Slithering Vines. The gravesnag may enter and move
through the space of any creature or any space
wide enough for a single vine without squeezing.

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

living creature to solid ice in seconds, allowing them to

shatter it like glass if its allies fail to thaw it in time.

Nature DC 20: The flesh of a jarrlak is so cold that water

freezes instantly on contact with it. While this helps them

develop the weapons of ice they wield, it can become

cumbersome if they are doused in water.

Religion DC 15: Jarrlaks are a rare form of fiercely territorial

abyssal wildlife. Though intelligent enough that they are

occasionally enlisted into the service of greater demons, they

are so deeply irritable and volatile that most typically their

"service" merely entails keeping whichever frozen waste they

had already claimed as their territory depopulated.

Jarrlak Tactics
Jarrlaks are intensely territorial and will always fight each

other for dominance before focusing on any potential prey.

They use their Frozen Death whenever available, targeting

the least injured of their foes. Early in the fight they focus

their attacks only on active combatants, but if a creature

escapes from their Frozen Death they begin to follow up

subsequent uses with their Frostshatter Bite to finish the

frozen creature off.

Jarrlak Multiattack. The jarrlak makes three attacks with its


Icicle Gore, one of which it may replace with a use of
Large fiend (demon), chaotic evil
its Frostshatter Bite or Frozen Death, if available.
Armor Class 17 (Natural Armor)
Frostshatter Bite. Melee Weapon Attack: +10 to hit,
Hit Points 220 (21d10 + 105)
reach 10 ft., one target. Hit: 32 (4d12 + 6) piercing
Speed 40 ft.
damage.
A target affected by the jarrlak's Frozen Death drops to
STR DEX CON INT WIS CHA 0 hit points, then must succeed on a DC 17
22 (+6) 12 (+1) 21 (+5) 14 (+2) 19 (+4) 13 (+1) Constitution saving throw or shatter into pieces and
die.
Saving Throws DEX +5, INT +6 Icicle Gore. Melee Weapon Attack: +10 to hit, reach 10
Damage Immunities Cold ft., one target. Hit: 20 (4d6 + 6) piercing plus 9 (2d8)
Condition Immunities Frightened, Poisoned cold damage.
Senses Darkvision 60 ft. Passive Perception 14 Frozen Death (Recharge 4-6). One creature the Jarrlak
Languages Abyssal can see within 15 feet must succeed on a DC 17
Challenge 11 (7,200 XP) Constitution saving throw or be Petrified as it freezes
solid (Save Ends at end of turn).
Bladed Berg. If the jarrlak takes 15 or more fire damage
from a single source, its Icicle Gore does half as much This effect ends early if the creature takes any fire
piercing damage until the end of its next turn. damage.

Freezing Flesh. If the jarrlak is doused in water, it gains Reactions


10 temporary hit points. While it has any of these Glacial Eruption (1/Day). When the jarrlak is reduced
temporary hit points, the jarrlak is restrained. below 111 hit points, it can raise a contiguous wall of
Magic Resistance. The jarrlak has advantage on saving ice composed of up to six 20 foot by 20 foot, 5 foot
throws against spells and other magical effects. thick panels, bursting forth from the earth within 100
feet of it.
Actions
When the wall appears, each creature in the wall's
space is pushed to a side of its choice. Each panel of
the wall is an object and can be attacked (AC 5, 50 HP,
vulnerability to fire damage).
Krenshar
Krenshar Lore
Krenshar Harrier
Nature DC 10: Krenshar are a form of big cat pack hunters,
Medium monstrosity, unaligned
notable for their ability to retract their faces to expose their

skull when hunting. Dominance contests between two


Armor Class 13 (Natural Armor)
krenshar rarely result in any blood shed, as their ability to Hit Points 11 (2d8 + 2)
endure attacks against the toughened bone of their skulls Speed 40 ft.
typically wins out against either challenger's endurance or

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.

Senses Darkvision 60 ft., Passive Perception 14


Krenshar Tactics Challenge M4 (220 XP)
Krenshar only ever attack groups that they outnumber,

advancing just after dusk with Bloodbrued and Gnawbones


Minion. If the krenshar takes damage from an attack
first spreading out, then closing in on prey from opposite
or as the result of a failed saving throw, its hit
sides, while Harriers dive into the center of the group and try
points are reduced to 0. If the krenshar takes
damage from another effect, it dies if the damage
to drive it apart.
equals or exceeds its hit point maximum, otherwise
A gnawbones may appear alone and feign injury, trying to
it takes no damage.
tempt the party into attack or pursuit while a hidden pack

moves into position surrounding them.


Actions
Snapping Throng (Group Attack). Melee Weapon
Attack: +4 to hit, reach 5 ft., one target. Hit: 4
piercing damage.
On a hit or miss, the target may move up to 5 feet
without provoking attacks of opportunity from
krenshar harriers.

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

Armor Class 14 (Natural Armor) Armor Class 15 (Natural Armor)


Hit Points 104 (16d8 + 32) Hit Points 190 (20d10 + 80)
Speed 40 ft. Speed 50 ft.

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)

4 Krenshar Bloodbrueds (CR 4)

10 Krenshar Harriers (CR M3)


Maw Demons
Maw Demon Lore Maw Demon Gnawer Tactics
Maw Demon Gnawers run full speed toward the most injured
Arcana DC 15: The digestive tracts of maw demons, rather
non-maw-demon creature to attack it, regardless of
than sustaining them, seem to function as unstable portals to
opportunity attacks or the downside of their Poor Balance
the Abyss, perhaps explaining the occasional blood tempests
trait. They attack until the creature is fully devoured before
of that realm.
moving on to another target.
While none are known to have attempted it, it is theorized

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

wildlife that seems to spring spontaneously from the earth in

certain layers, most particularly in the Death Dells and


Maw Demon Roving Void Tactics
Seeping Woods of Yeenoghu's realm. Maw Demon Roving Voids behave much as lesser maw

demons do, but will actively throw themselves prone to use

their lurching bite if they don't have advantage on their

Maw Demon Gnawer attacks, using it repeatedly until they get an opportunity to

gain advantage on a Scrabbling Claws attack, at which point


Small fiend (demon), chaotic evil they stand and try to grapple then swallow a creature.

Armor Class 13 (Natural Armor)


Hit Points 13 (3d6 + 3)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 8 (-1) 12 (+1) 3 (-4) 8 (-1) 5 (-3)

Damage Resistances Cold, Fire, Lightning


Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 9
Languages Understands Abyssal but can't speak
Challenge M6 (285 XP)

Poor Balance. If the maw demon moves more than


20 feet on its turn, at the end of the turn it must
succeed on a DC 13 Strength saving throw or fall
prone.
Minion. If the maw demon takes damage from an
attack or as the result of a failed saving throw, its
hit points are reduced to 0. If the maw demon
takes damage from another effect, it dies if the
damage equals or exceeds its hit point maximum,
otherwise it takes no damage.

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.

Slavering Bite. Melee Weapon Attack: +4 to hit, Actions


reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing Multiattack. The maw demon makes two melee
damage. attacks.
Scrabbling Claws. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing Lurching Bite. Melee Weapon Attack: +6 to hit,
damage. If this attack was made with advantage, the reach 15 ft., one target. Hit: 14 (2d10 + 3) piercing
target is additionally grappled (escape DC 12). damage and the demon moves up to 10 feet
toward the target.
Swallow Whole. The maw demon begins to swallow
a Medium or smaller creature within 5 feet that is The maw demon must be prone to target a creature
Incapacitated or grappled by it. that is not flying with this attack.
At the beginning of the maw demon's next turn, Scrabbling Claws. Melee Weapon Attack: +6 to hit,
the target is swallowed and lost to the depths of reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing
the Abyss, and the maw demon gains 18 (4d8) damage. If this attack was made with advantage, the
temporary hit points. This action is disrupted if the target is grappled (escape DC 14).
maw demon takes any poison damage, if it falls Swallow Whole. The maw demon begins to swallow
prone, or if the target escapes its grapple. a Medium or smaller creature within 5 feet that is
incapacitated or grappled by it.
At the beginning of the maw demon's next turn,
the target is swallowed and lost to the depths of
the Abyss, and the maw demon gains 18 (4d8)
temporary hit points. This action is disrupted if the
maw demon takes any poison damage, if it falls
prone, or if the target escapes its grapple.
N
Nashrou
ashrou are among the infinite foul progeny

of the Abyss, with just enough mind to hate

and bodies sculpted to rend and slice

tirelessly. Packs of these creatures roam


Nashrou Scout
the blasted plains, seeking out the
Large fiend (demon), chaotic evil
wounded and weary to shred. Any site of
Armor Class 14 (Natural Armor)
pitched battle is liable to attract one of
Hit Points 85 (10d6 + 50)
these, and where one is found, a great many more are sure to
Speed 50 ft.
follow.

STR DEX CON INT WIS CHA


Nashrou Lore
15 (+2) 14 (+2) 20 (+5) 2 (-4) 11 (+0) 8 (-1)
Arcana DC 15: Nashrou, due to their fragile anatomy, are

best summoned against hordes of lesser foes, as a single


Skills Perception +4, Stealth +4, Survival +2
mighty blow from a more formidable combatant is liable to
Damage Resistances Cold, Fire, Lightning;
instantly destroy them.
Bludgeoning, Piercing, and Slashing from
History DC 15: The nashrou's spindly forms allow them to
Nonmagical Attacks
crash into defensive lines without resistance, but also make
Damage Immunities Poison
them vulnerable to being killed in a single, well-struck blow
Condition Immunities Poisoned, Prone
to their central node.
Senses Darkvision 60 ft., Passive Perception 12
History DC 25 The military historian Zaguror the Challenge 2 (450 XP)
Hatefrosted reports that the legions of hell have had great

success setting caltrops in the path of a charging pack of


Carnage Stalker. The nashrou can detect, by scent,
nashrous. the number and direction of any dead or
Nature DC 15: Nashrou are predators that roam the abyss, unconscious creatures within 1000 feet.
filling the ecological niche of other pack hunters like wolves.

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,

unleashed upon the Abyss to perfect them in the crucible of Actions


eternal conflict.
Multiattack. The nashrou makes two attacks with its
Religion DC 20: Clerics of Malar the Beastlord and Garagos goring spikes, one of which it may replace with a
the Reaver each assert it was the other's god who created the use of its scything swipe.
nashrou.
Goring Spikes. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing
damage. On a critical hit, the target is grappled
(escape DC 12) and restrained.
Scything Swipe. The nashrou whirls its scything
limbs in a 10 foot cone, forcing each creature in
the area to succeed on a DC 12 Dexterity saving
throw or take 5 (2d4) slashing damage, or half as
much on a success.
Nashrou Stalker Nashrou Slayer
Large fiend (demon), chaotic evil Large fiend (demon), chaotic evil

Armor Class 15 (Natural Armor) Armor Class 16 (Natural Armor)


Hit Points 119 (14d6 + 70) Hit Points 152 (16d8 + 80)
Speed 50 ft. Speed 50 ft.

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

fauna, the rotroots feeds on the detritus of the blood war,

snaking its roots around and through the fallen fiends of both

sides and melding them into a shambling, unholy vehicle of

undeath that speeds their travel and feeds their growth.

Nature DC 20: The enormous, dripping flowers of the

rotroots display a magical, dancing pattern of enticing colors,

normally visible only to the fiends they prey upon. Those with

magically enhanced senses can also fall prey to this

indiscriminate lure, however, prompting fits of disgust and

rage from the confused plant that unwittingly tries to

consume them.

Rotroots Tactics
Rotroots charge with their Deathlurch whenever they detects

a fiendish presence within the range of their Blindsight. They

use their Hurl Flesh as they close, then use their Crawling

Root Snare if they can target two foes with it, following up

with their Corpse-Club Bash.

Rotroots Weaponized Cadavers. The rotroots can't make attacks


unless it has at least one corpse or creature grappled
Huge fiend/plant, unaligned
with its roots. A corpse used to make an attack is
Armor Class 13 (Natural Armor) destroyed on a roll of 1. A creature used to make an
Hit Points 189 (18d12 + 72) attack takes the attack's damage on a hit or miss.
Speed 5 ft.
Actions
Corpse-Club Bash (requires a corpse or grappled
STR DEX CON INT WIS CHA
creature). Melee Weapon Attack: +8 to hit, reach 15 ft.,
19 (+4) 6 (-2) 18 (+4) 1 (-5) 11 (+0) 8 (-1) one target. Hit: 30 (4d12 + 4) bludgeoning damage.
Hurl Flesh (requires a corpse or grappled creature).
Senses Blindsight 60 ft. (blind beyond this radius), Ranged Weapon Attack: +8 to hit, range 20/60 ft., one
Passive Perception 10
target. Hit: 20 (3d10 + 4) bludgeoning damage.
Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison A creature thrown with this attack falls prone in the
Condition Immunities Poisoned nearest unoccupied space to the target.
Challenge 10 (5,900 XP) Crawling Root Snare. One creature within 15 feet of the
rotroots must succeed on a DC 16 Strength saving
Fiendlight Pattern. The flowers of the rotroots display a throw or be knocked prone, dragged up to 10 feet
dancing pattern of colors visible only to fiends and toward the rotroots, and grappled (escape DC 16).
those under the effects of the Detect Magic spell.
While grappled in this way, a creature takes 5 (1d10)
A creature that starts its turn within 60 feet of the necrotic damage at the end of each of its turns.
rotroots that can see this pattern must succeed on a
DC 16 Wisdom saving throw or use all of its Bonus Actions
movement to approach the rotroots. Devour Corpse. The rotroots consumes one fiendish
Corpsebed Fertilizer. When first encountered, the roots corpse entwined in its roots, which immediately
of the rotroots are entwined among 4 (1d4 + 2) softens and liquefies, produceing one effect of its
grappled fiendish corpses. choice:
While it has at least two corpses remaining among its Nourishing Rot. The rotroots regains 10 hit points,
roots, the rotroots has advantage on saving throws and each other creature within 10 feet of it must
against spells and other magical effects. succeed on a DC 16 Constitution saving throw or
take an equal amount of necrotic damage.
Deathlurch. Each other corpse entwined in the roots
spasms and lurches, moving the rotroots up to 10
feet per remaining corpse.
Ruin Demons
Ruin Demon Lore Ruin Demon Skyblight Tactics
Ruin Demon Skyblights begin combat with their Song of
Religion DC 15: The skies of the Gaping Maw roil endlessly,
Ruin to cause as much chaos as possible, then use Split Off
thick with demonic vermin birthed from the bloated corpses
each turn if available, creating swarms that can latch onto
that choke its shores. These swarms are kept in check by the
creatures with their Vile Infestation, later melding back
flaying gales that regularly tear through the Abyss, though
together into a new ruin demon skyblight that is able to use
occasionally are carried to other layers by these evil winds.
Song of Ruin once again.
Nature DC 20: Ruin swarms seem to take no interest in

creatures that are neither fiendish nor humanoid, and often

form a sort of mutualistic relationship with skeletal undead

and evil treants, following them to feed off their kills.

Ruin Demon Caricature Tactics


Ruin demon caricatures preferentially attack weakened or

downed fiendish or humanoid foes, trying to spawn more

swarms with their Face of Ruin trait, and ignore any creature

that appears to be of a different creature type unless first

attacked by it. They use their Gleeful Gnashing on foes near

death, otherwise preferring their Vile Infestation.

If three or more ruin demons are present in a combat

together, they use their Ruinous Meld at each opportunity,

targeting a ruin demon lower in initiative than themselves, if

possible. Otherwise, they use it only to bolster a ruin demon

skyblight that is near death.

Ruin Demon Shredling


Tiny fiend (demon), chaotic evil

Armor Class 12
Hit Points 1 (1d4 - 1)
Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA


1 (-5) 14 (+2) 8 (-1) 1 (-5) 12 (+1) 4 (-3)

Damage Resistances Cold, Fire, Lightning; Damage


from Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 11
Challenge 0 (450 XP)

Face of Ruin. The shredling's face resembles the


creature it hatched from. A fiendish or humanoid
creature killed by the shredling spawns a new Ruin
Demon Shredling from its corpse after 1d4 rounds.

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.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 15 (+2) 2 (-4) 12 (+1) 4 (-3)
11 (+0) 17 (+3) 16 (+3) 4 (-3) 12 (+1) 4 (-3)
Damage Resistances Cold, Fire, Lightning; Damage
from Attacks Damage Resistances Cold, Fire, Lightning; Damage
Damage Immunities Poison from Attacks
Condition Immunities Charmed, Frightened, Damage Immunities Poison
Grappled, Paralyzed, Petrified, Poisoned, Prone, Condition Immunities Charmed, Frightened,
Restrained, Stunned. Grappled, Paralyzed, Petrified, Poisoned, Prone,
Senses Darkvision 60 ft., Passive Perception 11 Restrained, Stunned.
Challenge 2 (450 XP) Senses Darkvision 60 ft., Passive Perception 11
Challenge 7 (2,900 XP)
Face of Ruin. The caricature's faces resemble the
creatures its members hatched from. A fiendish or Face of Ruin. The skyblight's faces resemble the
humanoid creature killed by the caricature spawns a creatures its members hatched from. A fiendish or
new Ruin Demon Caricature from its corpse after humanoid creature killed by the skyblight spawns a
1d4 rounds. new Ruin Demon Caricature from its corpse after
1d4 rounds.
Swarm. The caricature can occupy another
creature's space and vice versa, and can move Swarm. The skyblight can occupy another creature's
through any opening large enough for a tiny ruin space and vice versa, and the skyblight can move
demon. The caricature can't gain temporary hit through any opening large enough for a tiny ruin
points. demon. The skyblight can't gain temporary hit
points.
Actions
Gleeful Gnashing. Melee Weapon Attack: +4 to hit,
Actions
reach 0 ft., one target. Hit: 12 (4d4 + 2) piercing Multiattack. The skyblight makes a Gleeful Gnashing
damage, or 7 (2d4 + 2) piercing damage if the attack against each non-ruin-demon creature in its
caricature has fewer than half its hit points. space.

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

exhaustion as they strive to delay the kill for as long as


Armor Class 13 possible.
Hit Points 75 (10d10 + 20) Arcana DC 20: While chasing after a harrying skulvyn can
Speed 20 ft., swim 50 ft. be difficult or impossible for those not adapted to aquatic

travel due to their slowing aura, they can be reliably lured

STR DEX CON INT WIS CHA closer by those who appear to attempt to flee from them.

Nature DC 10: Each of the four tendril-like tails that


18 (+4) 16 (+3) 15 (+2) 5 (-3) 8 (-1) 11 (+0) emerges from the skulvyn is tipped with a lacerating barb, the

wounds from which bleed profusely unless treated

Skills Perception +3, Stealth +5 immediately.

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

waters, however, skulvyn appear to have no natural resistance


Shallows Lurker. The skulvyn has advantage on
to their amnesiac effects, simply managing to hunt and kill in
attacks made against a partially or completely
spite of them.
submerged creature without a swim speed.
Slowing Aura. A non-skulvyn creature that starts its
turn within 20 feet of one or more skulvyn must
succeed on a DC 12 Constitution saving throw or
have its movement speed reduced by half until the
beginning of its next turn.
Magic Resistance. The skulvyn has advantage on
saving throws against spells and other magical
effects.

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

to herd or lure their intended prey into open water. Once


This attack deals an additional 7 (2d6) slashing their prey grows annoyed or distressed, they begin to make a
damage to a creature that is already Bleeding. single attack against it each turn with their Razor Lash

Flurry, ending each of their turns at least 20 feet away from

the target if it is trying to chase them, and 10 feet away if it

seems to be trying to flee. They close to melee and use their

full multiattack only against a target that is able to

consistently reach and hit them with attacks.


Stirges
Stirge Lore
Nature DC 10: Stirges are an invasive pest species that have Stirge Harrier
become established in nearly every corner of the known Tiny monstrosity, unaligned
realms, an unholy fusion of mosquito and bat that spread

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

advised to mask their scent by any means and take short,


STR DEX CON INT WIS CHA
shallow breaths to avoid attracting their notice.

Nature DC 20: Stirges exhibit wide variation among their


4 (-3) 16 (+3) 11 (+0) 2 (-4) 8 (-1) 6 (-2)
subspecies, with some appearing almost bird-like and others

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

Flesh Forges of the Abyss, one horrifically overgrown variety


Breath Sight. A creature that does not need to
of stirge is known to puppeteer the creatures from which it
breathe is Invisible to the stirge, and a creature that
feeds, eventually fusing with them into rotting abominations
holds its breath has advantage on checks made to
which tend to its hives.
hide from the stirge.
Weakness Seeker. The stirge's attacks have
advantage against creatures afflicted with a disease.
Redding Ague. A creature infected with Redding
Ague does not recover points of Exhaustion upon Minion. If the stirge takes damage from an attack or
completing a Long Rest. Whenever an infected as the result of a failed saving throw, its hit points
creature fails a Constitution saving throw by 5 or are reduced to 0. If the stirge takes damage from
more, it acquires a point of Exhaustion. another effect, it dies if the damage equals or
exceeds its hit point maximum, otherwise it takes
no damage.

Stirge Harrier Tactics Actions


Stirge harriers prioritize any creature afflicted with a disease, Pierce Vein (Group Attack). Melee Weapon Attack:
often clustering around a single creature. Once a harrier has +5 to hit, reach 5 ft., one creature. Hit: 2 piercing
fed successfully twice with its Draw Blood, it typically flies off damage and the stirge becomes Attached to the
to digest in safety. target (remove DC 13).
If supporting a stirge queen, a harrier instead flies to its
Draw Blood. One creature the stirge is Attached to
queen after feeding to be consumed with her Feed Your
loses 2 hit points. Then, if the creature has lost 6 or
Queen ability.
more hit points in this way this turn, it must
succeed on a DC 10 Constitution saving throw or
be infected with Redding Ague.
Stirge Skullpiercer Stirge Hive Tender
Small monstrosity, unaligned Medium monstrosity/undead, unaligned

Armor Class 15 (Natural Armor) Armor Class 10 (Natural Armor)


Hit Points 40 (8d6 + 12) Hit Points 90 (12d8 + 36)
Speed 10 ft., fly 40 ft. Speed 20 ft.

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)

Damage Vulnerabilities Fire Damage Vulnerabilities Fire


Senses Darkvision 60 ft., Passive Perception 9 Senses Darkvision 60 ft., Passive Perception 9
Challenge 1 (200 XP) Challenge 2 (450 XP)

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

to grasp the nearest creature. They use their Extend

Stirge Skullpiercer Tactics Proboscis the turn they grapple a creature, then retract it as a

bonus action on the following turn after using their Needle's


Stirge skullpiercers prioritize injured or diseased targets,
Kiss, extending it again only once it has recharged.
swarming a single creature until one of them can use their

Pierce Skull, at which point the others move on to another

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

unfortunate traveler and planting a cursed kiss upon it.


Armor Class 12 (Natural Armor)
Over the next hours or days, the victim grows progressively
Hit Points 13 (3d4 + 6)
more agitated and manic, until their head sprouts batlike
Speed 5 ft., 30 ft.
wings and tears itself free of their body, typically making a

meal of its former body.


STR DEX CON INT WIS CHA
Arcana DC 20: A vargouille curse can be held at bay with the

constant presence of light, though the logistical difficulties of


6 (-2) 14 (+2) 14 (+2) 4 (-3) 7 (-2) 2 (-4)
doing so make finding more permanent, magical means of

relief still of the utmost imperative. Damage Resistances Cold, Lightning


History DC 15: Despite their vicious temperament, Senses Darkvision 60 ft., Passive Perception 8
vargouilles are primarily scavengers and prefer to eat food
Languages Understands Abyssal, Common and
that doesn't fight back, though they grow ever more
Infernal, but is unable to speak
aggressive if their appetites are not sated.
Challenge 1 (200 XP)
Religion DC 10: The great roaming fhorge herds of the

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,

though they will retaliate viciously if any hostile action is Actions


taken toward one of them. In combat, they begin with their
Locking Bite. Melee Weapon Attack: +4 to hit, reach
Manic Shrieking, hoping to stun a creature, then use their
5 ft., one target. Hit 5 (1d6 + 2) plus 10 (3d6)
locking bite against whichever creature seems most
poison damage and the vargouille becomes
frightened of them, mechanically or otherwise.
Attached to the target (remove DC 12).
Once they lock on, they continue biting the same creature

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

sky, they typically make their burrows deep underground to

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

Darkness as a boon to a favored servant.

Damage Immunities Bludgeoning, Piercing, and


Slashing from Nonmagical Attacks not made Yeth Hound Tactics
with Silvered Weapons
Yeth hounds use their Ghastly Baying from cover, high in
Condition Immunities Charmed, Frightened
trees or deep in underbrush, staying out of sight whenever
Senses Darkvision 60 ft., Passive Perception 11
possible, until they have a Frightened target to close with and
Languages understands Common, Elvish and Sylvan
but can't speak use their Heel Snap. Savoring their prey's fear is the whole

Challenge 4 (1,100 XP) point of the hunt for Yeth Hounds, so unless ordered

otherwise by their master they fight very defensively, using

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

capable of wielding sunlight.


A creature affected by this ability that Dashes must
succeed on a DC 13 Dexterity saving throw or fall
prone.
Banished by Sunlight. If the hound ends its turn in
sunlight, it dissolves into smoke and dies.

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.

STR DEX CON INT WIS CHA


Blood Fiend Tactics 18 (+4) 17 (+3) 16 (+3) 2 (-4) 6 (-2) 6 (-2)
Blood fiends never employ stealth or subterfuge, running full-

tilt from battle to battle from the moment of their creation.


Damage Immunities Poison
They are hostile to all creatures other than their own Abyssal Condition Immunities Exhaustion, Poisoned
Thralls, but prefer demonic targets, trying always to get the Senses Darkvision 60 ft., Passive Perception 8
finishing blow on one with their Blood Drain so they can Languages Understands Abyssal but can't speak it
raise it as a thrall. Challenge M16 (1,500 XP)
They typically use their Terror Gaze only if they cannot

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.

Abyssal Thrall Tactics


If not currently Charmed, abyssal thralls always immediately

attack their creator if nearby, though while Charmed through

their Bound Thrall trait become mostly manageable outside

of combat, only rarely attacking their creator's allies.

Once blood is shed, abyssal thralls attack whichever

creature they can reach that was most recently dealt piercing

or slashing damage, and always use their Blood-Crazed

Advance whenever available, even if already engaged with a

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)

Bloodmist Rebirth. When it drops to 0 hit points, the Reactions


fiend bursts into a 30 foot radius of crimson mist that Raise Abyssal Thrall (4th Level Spell). When the fiend
heavily obscures the area for 1d4 rounds, after which reduces a Medium or Large demon of CR 10 or below
the fiend may consume a demonic corpse in the area to 0 hit points with its Blood Drain, it can immediately
to gain a new body with 1 hit point and take on the raise the demon as a Abyssal Thrall.
corpse's appearance.
Fiendish Glare (1/Day). When the fiend is reduced
Legendary Resistance (3/Day). If the fiend fails a saving below 137 hit points, it can immediately recharge and
throw, it can choose to succeed instead. use its Terror Gaze.

Actions Legendary Actions


Multiattack. The fiend makes three attacks, one of Bowl Over. The fiend moves up to its speed directly
which may be with its Blood Drain. toward a creature it can see. If it ends this movement
within 5 feet of the creature, the creature must
Blood Drain. Melee Weapon Attack: +10 to hit, reach 5 succeed on a DC 18 Strength saving throw or be
ft., one grappled, incapacitated, restrained, or willing knocked prone.
creature. Hit: 12 (2d6 + 5) piercing damage plus 21
(6d6) necrotic damage and the target must succeed on Hurl. The fiend hurls a Medium or smaller creature that
a DC 18 Constitution saving throw or lose three is grappled by it up to 30 feet. The creature must
unexpended hit dice, or drop to 0 hit points if it succeed on a DC 18 Dexterity saving throw or take 21
cannot. The fiend gains 10 hit points for each hit die (6d6) bludgeoning damage and be knocked prone, or
lost this way by a demon. take half as much damage on a success.
Razor Claws. Melee Weapon Attack: +10 to hit. reach Savage (Costs 2 Actions). The fiend makes two Razor
10 ft., one target. Hit: 12 (2d6 + 5) slashing damage Claw attacks against a creature within 5 feet, or three
and the target is grappled (escape DC 18). Razor Claw attacks if the target is prone.

Creating a Blood Fiend Encounter Groups


CR 20 Encounter 12,300 XP
Blood fiends don't create more of their kind intentionally, but

may do so by accident. When a demon of CR 11 or higher


1 Ghoul Adept of Orcus (CR 6)
begins its turn in a space affected by the blood fiend's
5 Abyssal Thralls (CR M11)
Bloodmist Rebirth, it must succeed on a DC 16 Constitution
4 Abyssal Ghouls (CR 3)
saving throw or be infected with Blood Madness.

An infected demon becomes hostile to all other creatures, CR 26 Encounter 30,200 XP

gains the Bloodmist Rebirth trait, and transforms into a


1 Blood Fiend (CR 16)
Blood Fiend if it gains a new body with the trait.
10 Abyssal Thralls (CR M11)

4 Skullpiercer Stirges (CR 1)


A
Ghouls
ll undead are driven by a hunger of some kind,
Horde Ghoul Tactics
some desire typically perverted from a purer
Horde ghouls rush a single target en masse, ideally one
one they had in life; one who craved
scouting or alone on watch. They use their Clawed Grip to
companionship might have that twisted into a
snatch at it until it is grappled by at least three of them, then
grip that crushes those they reach for, one who
use their Ravenous Bites on it as they drag it away. If
yearned for spiritual awakening might find itself
presented with a corpse, roughly one third of them will peel
compulsively draining the spirits of the living.
off the main group to bite it for a turn.
The need motivating the ghoul, however, is the desire to

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

speed. If they start their turn with a creature grappled, they

Ghoul Lore use their Fleshripper Bite on it.

Arcana DC 15: Rather than being created by ritual or

ambient magic, ghouls often arise spontaneously from those

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.

History DC 15: The insatiable hunger of ghouls often drives

them to feast upon flesh even in the midst of combat, a

feature often exploited by experienced ghoul-slayers.

Nature DC 10: Ghoulblood is loaded with pathogens that

infect those who contact it with a wasting

disease. Though curable, if left

untreated it is usually fatal within

a tenday.
Horde Ghoul Fleshseeker Ghoul
Medium undead, chaotic evil Medium undead, chaotic evil

Armor Class 12 Armor Class 12


Hit Points 13 (3d8) Hit Points 63 (14d8)
Speed 40 ft. Speed 40 ft.

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)

Damage Immunities Poison Damage Immunities Poison


Condition Immunities Charmed, Exhaustion, Condition Immunities Charmed, Exhaustion,
Poisoned Poisoned
Senses Darkvision 60 ft., Passive Perception 10 Senses Darkvision 60 ft., Passive Perception 10
Languages Common Languages Common
Challenge M5 (225 XP) Challenge 1 (200 XP)

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

demonic hunger trait is not active, and they preferentially

Armor Class 14 (Natural Armor) target spellcasters.

Hit Points 99 (13d8 + 39)


Speed 40 ft. Ghoul Adept of Orcus Tactics
Adepts of Orcus use their Call to Feast whenever they can

STR DEX CON INT WIS CHA trigger at least three attacks with it (including their own), or

two attacks if the target is Paralyzed. Once at least one foe is


17 (+3) 14 (+2) 16 (+3) 9 (-1) 10 (+0) 6 (-2)
infected with Ghoul Fever, the adept begins to use its Litany

of Flesh Devoured each turn, trying to position itself to hit at


Saving Throws WIS +2 least three enemies with it.
Damage Resistances Cold, Fire, Lightning The adept typically doesn't make attacks of opportunity,
Damage Immunities Poison
instead reserving its reaction for Uneasy Grave or Thrash.
Condition Immunities Charmed, Exhaustion,
Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Common
Challenge 3 (700 XP)

Demonic Hunger. If the ghoul uses its Ghoulish Bite


on a corpse, it gains resistance to all damage and
advantage on attack rolls until the end of its next
turn.
Snatcher. If the ghoul has a creature grappled, it can
Dash as a Bonus Action.
Diseased Blood. A creature that deals piercing or
slashing damage to the ghoul with a melee attack
must succeed on a DC 13 Constitution saving
throw or contract Ghoul Fever.

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

them something to keep themselves entertained with while

no enemies are near and prevent them from rampaging

through the rest of their allies.


Haures Magic Resistance. The haures has advantage on saving
throws against spells and other magical effects.
Huge fiend/undead (demon), chaotic evil

Armor Class 19 (Natural Armor) Actions


Hit Points 351 (26d12 + 182) Multiattack. The haures makes three attacks, one of
Speed 40 ft., climb 40 ft. which may be with its Ravenous Bite. It may replace
one of its attacks with either a use of its Web Grab or
its Goring Charge, if available.
STR DEX CON INT WIS CHA
25 (+7) 15 (+2) 25 (+7) 13 (+1) 11 (+0) 14 (+2) Ravenous Bite. Melee Weapon Attack: +13 to hit, reach
5 ft., one target. Hit: 26 (3d12 + 7) piercing damage.
On a critical hit, the haures gains resistance to all
Saving Throws STR +13, DEX +8, CON +13, WIS +6
damage until the beginning of its next turn.
Skills Perception +7
Damage Resistances Cold, Fire, Lightning; Bludgeoning, War Pick. Melee Weapon Attack: +13 to hit, reach 10
Piercing, and Slashing from nonmagical attacks ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Damage Immunities Poison Creatures within 5 feet of the target must make a DC
Condition Immunities Poisoned 21 Dexterity saving throw, taking half the attack's
Senses Darkvision 120 ft., Passive Perception 17 damage on a failed save.
Languages Abyssal Web Grab. Each creature in a 10 ft. radius centered on a
Challenge 18 (20,000 XP) point within 30 ft. must succeed on a DC 21 Dexterity
saving throw or be dragged up to 30 ft. toward the
Web-Dweller. The haures can climb difficult surfaces, haures.
including upside down on ceilings and across webs,
without penalty. Goring Charge (Recharge 5-6). The haures moves up to
30 feet in a straight line and can move through the
While in contact with a web, the haures knows the space of any Large or smaller creature.
exact location of any other creature in contact with the The first time it enters a creature's space during this
same web. move, the creature must succeed on a DC 21 Strength
Gleeful Carnage. While adjacent to three or more hostile saving throw or take 33 (6d10) piercing damage and
creatures, the haures has advantage on attack rolls. If be pushed ahead of the haures for the rest of this
the haures takes or deals any damage, it treats all move.
adjacent creatures as hostile until the end of its next Quick Pick. When a creature enters the haurus' reach,
turn. the haures can make a War Pick attack against it.
Standing Leap. The haures' long jump is up to 40 feet
and its high jump is up to 20 feet, with or without a
running start.
Immolith
Immolith
Large fiend (demon)/undead, chaotic evil

Armor Class 15 (Natural Armor)


Hit Points 144 (17d10 + 51)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 16 (+4) 17 (+3) 8 (-1) 15 (+2) 19 (+4)

Damage Resistances Bludgeoning, Piercing, and


Slashing from Nonmagical Attacks
Damage Immunities Fire, Necrotic, Poison
Condition Immunities Exhaustion, Grappled,
Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 60 ft., Passive Perception 12
Challenge 9 (5,000 XP)

Unstable Fusion. If the immolith takes 20 or more


damage from a single source, it must make a DC 10
Constitution saving throw.
On a failure, it dies and explodes. Each creature
within 15 feet of it must succeed on a DC 16
Dexterity saving throw or take 21 (6d6) fire
damage, or half as much on a success. Immolith Lore
Actions Arcana DC 10: The degraded and decrepit forms of the

undead demons known as immoliths seem to deprive them of


Multiattack. The immolith makes four attacks with the usual demonic resistance to magic and the elements.
its Searing Slash, one of which it may replace with a Nature DC 15: Immoliths are burning creatures of elemental
use of its Manifest Soul or Cursed Flare, if available. violence native to the Abyss. Drawn to sites of demonic

Searing Slash. Melee Weapon Attack: +8 to hit, carnage, the arrival of one always adds further chaos to any

reach 10 ft., one creature. Hit: 7 (2d6) fire plus 7 conflict.

(2d6) necrotic damage. Religion DC 15: While ordinarily demons slain outside their

home plane of the Abyss are dragged back there to be


Manifest Soul. The immolith manifests a charred
returned to life, this passage is violent and physical, and these
appendage from its body, mirroring that of a
spirits do not always arrive intact. In rare cases, they can be
creature consumed by its Fuel for the Fire in the
fused as iron in a crucible, coalescing into a foul entity known
last minute, and makes a melee attack using that
creature's statistics. as an immolith.

Religion DC 20: These unliving conflagrations can burn


Cursed Flare (Recharges when the immolith uses its even demons with their cursed fire, and grow ever larger and
Fuel for the Fire). Each creature within 15 feet of the hotter as they draw the spirits of the demonic dead into
immolith must succeed on a DC 16 Charisma themselves.
saving throw or be Cursed. A creature cursed in this
The innate chaos of their fused essence ever seeks to tear
way loses any Resistance to fire damage, and takes
itself apart however, and is prone to violent dissolution when
an additional 3 (1d6) fire damage whenever it takes
shaken by a mighty blow.
fire damage.

Reactions Immolith Tactics


Fuel for the Fire. When a demon within 30 feet is Immoliths attack indiscriminately and change targets each

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

ritual, consuming their spirits utterly. Such

lilitus are left brimming with demonic


Exorcising a Lilitu. A creature aware of the lilitu's
power yet empty and purposeless,
presence may cast the Ceremony or Remove Curse
making them incredibly prized as
spell to expel the spirit of a destroyed lilitu from a
demonic lieutenants both for their
community or child. If it does, the creature must
fearless and dispassionate intellect, succeed on a DC 19 Charisma saving throw, taking
and for their rare lack of demonic 11 (2d10) psychic damage on a failure or
ambition. permanently destroying the lilitu on a success.

Encounter Groups
CR 22 Encounter 16,550 XP

1 Lilitu (CR 16)

2 Angry Mobs (CR 2)

1 Zealot Flagellant (CR 2)

4 Zealot Acolytes (CR 1/4)


Lilitu If it does not, the creature instead takes 10 (3d6)
psychic damage.
Medium fiend/undead (shapechanger), chaotic evil
Heretical Brand. One creature within 5 feet that is
Armor Class 18 (Natural Armor) Charmed by the lilitu takes 10 (3d6) fire damage, then
Hit Points 238 (28d8 + 112) must succeed on a DC 19 Charisma saving throw or be
Speed 30 ft. Cursed.
While Cursed in this way, a creature's alignment
STR DEX CON INT WIS CHA becomes Chaotic Evil, it is Dominated by the lilitu, and
it has resistance to bludgeoning, piercing, and slashing
19 (+4) 21 (+5) 18 (+4) 16 (+3) 14 (+2) 22 (+6) damage dealt by nonmagical weapons.

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.

STR DEX CON INT WIS CHA


Shadow Demons 1 (-5) 14 (+2) 12 (+1) 6 (-2) 13 (+1) 11 (+0)

Shadow Demon Lore Damage Vulnerabilities Radiant


Arcana DC 10: Shadow demons are highly regarded as
Damage Immunities Cold, Lightning, Poison
demonic servants, less for their abilities than for the ease of
Senses Darkvision 120 ft. (penetrates Magical
defending against them when they slip their leash, as simple
Darkness), Passive Perception 11
Languages Abyssal, Telepathy 120 ft.
light will typically suffice to cow or even destroy them.
Challenge M3 (140 XP)
The secrets of their creation are carefully guarded,

however, as one given a ready source of demonic essence


Minion. If the demon takes damage from an attack
could in theory spawn legions of its own kind at terrifying
or as the result of a failed saving throw, its hit
speed.
points are reduced to 0. If the demon takes damage
Arcana DC 25: When demons are destroyed outside their
from another effect, it dies if the damage equals or
home plane, in the normal course of things their raw essence
exceeds its hit point maximum, otherwise it takes
spills forth from their ruptured forms and drains through the
no damage.
sieve of the planar barrier, first to the Astral Sea and

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

eventually culminates with its metamorphosis into a shadow

demon. Lightsbane Assault (Group Attack). Melee Weapon


Attack: +6 to hit, reach 5 ft., one creature. Hit: 3
Shadow Demon Scrabbler Tactics necrotic damage.
Shadow demon scrabblers retreat and take immediate cover This attack can target an area of Bright Light in the
if forced into an area of bright light, then begin to carve away demon's reach (AC 10, or equal to the spell caster's
at it, first using their Group Attack at full force. Save DC if the light is produced by a spell).
If they are reliably successful in this, they split into
An area of light hit with this attack has the radius it
successively smaller groups to try to cut away at the light
projects from its source reduced by 5 feet.
faster. Once an area of bright light is reduced to a 15 foot

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.

Shadow Demon Soulcarver


Tactics
Soulcarvers use their Shredding Swoop whenever

available, passing through as many creatures as

possible but prioritizing those carrying light, and

attempting to grapple and drag creatures not

carrying light away from their allies while it

recharges. If fighting without any demonic allies,

they use their Sudden Disappearance whenever

available, otherwise reserving their reaction for

Shifting Shadows once allies start to fall.

Creating a Shadow Demon


A demon that is destroyed outside its home plane

while within 10 feet of a mass of shadowstuff must

make a DC 20 Charisma saving throw. On a failed

save, the shadowstuff molds into a translucent,

ephemeral egg that hatches into a Shadow

Demon Soulcarver after 1d4 months. While

it lives, the bound demon can't be revived.


Y
Witherlings
eenoghu feels the hunger of each of his progeny
Witherling Rabble Tactics
as though it were his own, and in times of
Witherling rabble advance ahead of gnoll forces, attempting
famine sends the curative lash of war to thin
to cluster around enemies and lock them in melee so allied
their numbers, providing meat for the survivors
living gnolls can fire over them with ranged weapons. They
and bones to be raised into a tireless scourge
use their vengeful lunge whenever available, and stay to
upon the land, free from death or hunger.
guard the rear and delay pursuers if their living allies need to

Witherling Lore retreat.

Arcana DC 10: Gnoll necromancers seem to employ a


Witherling Gnawbones Tactics
unique and closely guarded ritual to raise their war-dead after
Witherling gnawbones fight much as rabble do, but with a
a conflict, invoking abyssal spirits to raise skeletal servants
greater sense of target priority, pushing deep into enemy lines
that seem practically pro-social, free of the usual sullen and
to reach ranged combatants regardless of attacks of
intractable temperament of most undead.
opportunity. If knocked prone with their Withered Bones
Arcana DC 15: Some such witherlings seem even mentally
trait, they try to shove an enemy prone and grapple it before
capable of wielding primitive magics, though their desiccated
attacking further, or crawl toward the nearest Death Shrieker
bodies often crumble under the strain.
if one is visible.

Witherling Rabble
Medium fiend/undead, chaotic evil

Armor Class 12 (Natural Armor)


Hit Points 22 (4d8 + 4)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 8 (-1) 12 (+1) 5 (-3) 5 (-3) 5 (-3)

Damage Vulnerabilities Bludgeoning


Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 7
Languages Understands Gnoll but can't speak
Challenge M10 (590 XP)

Minion. If the witherling takes damage from an


attack or as the result of a failed saving throw, its
hit points are reduced to 0. If the witherling takes
damage from another effect, it dies if the damage
equals or exceeds its hit point maximum, otherwise
it takes no damage.

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

Armor Class 14 (Natural Armor) Armor Class 15 (Natural Armor)


Hit Points 52 (8d8 + 16) Hit Points 111 (14d8 + 48)
Speed 40 ft. Speed 30 ft.

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)

Damage Vulnerabilities Bludgeoning Damage Vulnerabilities Bludgeoning


Damage Immunities Poison Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 7 Senses Darkvision 60 ft., Passive Perception 7
Languages Understands Gnoll but can't speak Languages Understands Gnoll but can't speak
Challenge 2 (450 XP) Challenge 5 (1,800 XP)

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.

Witherling Death Shrieker Tactics Reactions


Clattering Dodge. As a reaction when the witherling
Witherling Death Shriekers wait to use their Death Shriek
or a space it is in is targeted with an attack or
until the can affect at least one ally and two enemies with it.
harmful spell, the witherling moves up to half its
They are careful not to catch any gnoll allies in its radius, but
speed without provoking attacks of opportunity.
take no such efforts for other allied creatures.

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

Heartcleaver, using Reckless Follow Through each turn,


Arcana DC 15: Despite being famed for their physical
though they will avoid using it for a turn after missing with an
prowess, Baphomet's greatest talent is their innate aptitude
attack. After being bloodied, Baphomet tosses Heartcleaver
for conjuration; able to raise great constructions of stone with
aside and focuses on raw damage with their Gore and
a mere thought. Those who find their passage impeded by
Stomp.
such constructions are often doomed to wander these
Baphomet preferentially targets anyone who forces them to
fiendish labyrinths to exhaustion.
make an Intelligence, Wisdom, or Charisma saving throw.
Arcana DC 20: Baphomet's affinity for earth and

stone allows them to bind others to it, making flying

out of their labyrinths an exercise in futility.

History DC 15: When surrounded by lesser foes, the

Lord of Beasts is known to thrash their horns viciously,

dealing grievous wounds to those unlucky enough to receive

them.

History DC 20: Baphomet is known to share a bitter enmity

with Yeenoghu, who encroaches on their role as lord of

savagery, and with Orcus, who once imprisoned them.

Nature DC 15: The breath of Baphomet is known to foul the

earth it touches, desecrating and sterilizing it.

Nature DC 20: Though they do not share a true beast's

weakness to mind-affecting magics, Baphomet is known

to lose all caution and restraint when subjected to such

effects.

Religion DC 10: Worshippers of Baphomet often take as

their sigil the image of a blood-soaked maze or

convoluted knot. Their favored cultists are occasionally

transformed into minotaurs.

Religion DC 15: A prolific creator, Baphomet is

thought to be the progenitor of minotaurs, along

with ghours, bulezaus, goristroi, and haures.

Religion DC 20: Baphomet makes their lair in

the 600th layer of the Abyss. Called The Endless

Maze, this is thought to be the largest layer of The

Abyss, if not entirely infinite. At the center of this

expanse is the Lykiton, Baphomets shifting palace.

Encounter Groups
CR 30 Encounter 56,500 XP

1 Baphomet (CR 23)

1 Minotaur Exemplar (CR 6)

2 Bulezau (CR 3)

4 Minotaur Charger (CR 3)


Baphomet 1. Curse of Brutality. The target must succeed on a
DC 22 Charisma saving throw or be cursed. While
Huge fiend (demon), chaotic evil
cursed, a creature's appearance becomes partialy
Armor Class 22 (Natural Armor) bestial, and the creature cannot cast spells of 5th
Hit Points 522 (36d12 + 288) level or above.
Speed 40 ft. 2. Crush Bones. The target must succeed on a DC 25
Constitution saving throw or suffer disadvantage on
attack rolls and saving throws that use Strength until
STR DEX CON INT WIS CHA it completes a long rest.
3. Cleave Limb. The target must succeed on a DC 25
30 (+10) 14 (+2) 26 (+8) 18 (+4) 24 (+7) 16 (+3)
Constitution saving throw or lose a limb (target's
choice).
Saving Throws DEX +9, CON +15, WIS +14 4. Bisect. The target must succeed on a DC 25
Skills Intimidation +17, Perception +14 Constitution saving throw or die.
Damage Resistances Cold, Fire, Lightning; Attacks made
mithout advantage Desecration Breath (Recharge 5-6). Baphomet disgorges
Damage Immunities Poison; Bludgeoning, Piercing, and a torrent of unholy, bilious water in a 90 foot cone.
Slashing from Nonmagical Attacks Each creature in the area must make a DC 23
Condition Immunities Charmed, Exhaustion, Frightened, Constitution saving throw, taking 45 (10d8) poison
Poisoned plus 45 (10d8) necrotic damage on a failed save, or
Senses Truesight 120 ft., Passive Perception 24 half as much damage on a successful one.
Languages All, Telepathy 120 ft.
Challenge 23 (50,000 XP) The area becomes desecrated for the next hour. A non-
fiend creature that starts its turn in the area takes 7
Reckless Follow-Through. At the beginning of (2d6) psychic damage.
Baphomet's turn, they can gain advantage on all melee
attacks until the beginning of their next turn. Reactions
Gouging Toss. When a creature moves within 10 feet of
If one of these attacks misses, Baphomet falls prone them, Baphomet forces the creature to succeed on a
and is Stunned until the beginning of their next turn. DC 25 Strength saving throw or take 9 (2d8) piercing
Giant Stature. A creature within 5 feet of Baphomet may damage and be knocked prone.
spend half of its movement to attempt to climb onto
Bloodied Bellow (1/Day). When Baphomet is reduced
them with a successful DC 18 Strength (Athletics)
check. Attacks made against Baphomet by a creature below 262 hit points for the first time, they let out an
climbing on them have advantage. anguished bellow.

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.

The prince of demons has made war for


Demogorgon Lore
eons, in turn, upon all things that walk or History DC 15: Despite his prodigious physical ability,

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

multiverse and a scientific apparatus of the same tactic twice.

warmaking beyond the comprehension of material denizens. Religion DC 10: Temples to Demogorgon often reflect the

demon's dual nature, with respective sides of the temple

Demogorgon Tactics
being devoted to his two heads, and petitioners gravitating to

the aspect of Demogorgon that best fits their personality.

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.

tentacle attacks against the same target until it is dead before

switching to another, using his Unshackled Brutality each

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

saving throws, he becomes more aggressive, jumping around

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

demon-summoner known, said to be able to not only magics.

summon but in truth create demons out of the pure stuff of

the Abyss, to decieve those he summons into believing

another called upon them, and even to call forth the other

great lords of the Abyss at a whim.

History DC 20: For long centuries, Fraz-Urb'luu was

imprisoned by a mortal mage on the material plane, during

which time his realm fell to ruin and his foes shattered and

scattered the pieces of the great staff through which he

controlled his realm and armies in their rush to each claim it

for themselves.

Though each individual piece retains a great deal of power,

any who could recover and reassemble them all would in an

instant be granted all the lost powers of he who once stood

mightiest among all demonkind, able to sculpt and shape

truth as they saw fit.

Religion DC 10: Fraz-Urb'luu's Cults

of Deception pose as worshipers of a

divine power, infiltrating or founding

congregations and precipitating

crises, pushing worshipers to

make ever-escalating moral

compromises in the supposed

pursuit of an ever out-of-reach greater

good. Such cults are often led or supported by one of the

succubi or rakshasas that form the core of the Great

Deceiver's cohort.

Religion DC 15: Fraz-Urb'luu reigns over Hollow's Heart, the

176th layer of the Abyss. Though once an ever-shifting

phantasmagoria, with Fraz-Urb'luu's staff shattered and

his power scattered it has largely reverted to a featureless

plain of white dust beneath an inky black sky, its only

terrain those parts of it which particularly powerful

denizens have willed into being.


Fraz-Urb'luu Deceptive Charm. One creature Fraz-Urb'luu can see
within 60 feet must succeed on a DC 22 Wisdom
Large fiend (demon), chaotic evil
saving throw or be Charmed by him for the next
Armor Class 18 (Natural Armor) minute, or until it takes any damage.
Hit Points 200 (16d10 + 112) Twisting Havoc (Recharge 5-6). Each creature of Fraz-
Speed 40 ft., fly 40 ft. Urb'luu's choice affected by his Lying Eyes trait must
succeed on a DC 22 Wisdom saving throw or become
Charmed by Fraz-Urb'luu and hostile to each other
STR DEX CON INT WIS CHA creature that failed this save until the end of his next
29 (+9) 12 (+1) 25 (+7) 26 (+8) 24 (+7) 26 (+8) turn.

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

they might preserve the possibility of resurrecting their fallen

History DC 15: While undoubtedly capable of astounding ally.

feats of magic, Graz'zt prefers to rely on his natural charms He often uses his Gift of Writhing

and swordsmanship in combat, wielding an acid-dripping Pain on a creature charmed by his

blade called Bitter Bastard. Seductive Guile if no better

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.

Religion DC 10: Cults to Graz'zt traffic in the extremes of

emotion and experience, offering terrors and delights that

forever dull the mundane world for those who experience

them, inculcating desires that can never be satiated without

the Prince of Pleasure's aid.

Religion DC 15: Graz'zt rules over three layers of the Abyss,

collectively known as Azzagrat, each of them spanned and

pierced by his capital city of Zelatar, and crowned by

his Argent Palace within it.

It is said that Graz'zt was once an archdevil

that invaded these realms before ultimately

being corrupted by their chaotic influence,

though this is often accompanied by the

seemingly contradictory claim that he

was a willing defector from Asmodeus'

court.

Religion DC 20: As the demon prince

of decadence, obsession, and reckless

pleasures, Graz'zt seems to be one of

the few figures in the Abyss capable of

inspiring a semblance of genuine loyalty in

demonkind, able as he is to provide them with

heights of experience unattainable without

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

infinite fractal intricacies, its malign and alien

intelligence. To gaze upon it is to peer through a

window into the true nature of the festering

heart of the multiverse, the instability and

chaos that lurks in every corner.

Juiblex fosters no cults, raises no armies,

forms no alliances. It takes no apparent offense at its

domain being invaded, its worshippers slaughtered. It

merely persists, and its tendrils spread and creep into the

deep crevasses of the multiverse, and none may divine its

aim.

The Lord of Nothing seems to lose every battle, to be

defeated at every turn, and yet ever its influence

grows, and ever events fall in its favor.

Juiblex Lore
Arcana DC 15: As with many extraplanar

entities, Juiblex is not killed if defeated on the

Prima Material, merely banished back to its own

little corner of the Abyss, and seems to possess a

remarkable aptitude for reforming itself without

delay or diminishment. Perhaps for this reason, Juiblex

seems more inclined than its rivals to manifest itself in

mortal realms.

Arcana DC 20: Juiblex has some means of wresting

knowledge from a mage's mind, and has been known

to use that ability to turn a sage's spells against them.

History DC 15: Juiblex is thought by many to be an ancient

and fallen obyrith, shattered and unable to reclaim its true

form as its former powers and mental faculties slowly slip

away from it.

Said by its followers to predate the creation of the Abyss

and to know the deepest secrets of its purpose and creation,

one trembles at the thought of what terrors Juiblex might

wreak if ever such lost powers were restored to it.

Nature DC 15: It is remarkably difficult to strike true against

the Formless One, possessing all the resilience of demonkind

and that granted by its oozelike nature, seeming to lack any

vital points identifiable from the outside.

Nature DC 20: Juiblex is known to corrode metal or organic

weapons and armor by its very presence; those seeking to

oppose the Great Mass are advised to bring glass arms, or

else several backups.

Nature DC 25: Juiblex, contrary to popular belief, shows few

signs of true obyrith descent. Rather, it seems to be

something more like a sentient infection spreading through

tiny wounds in the fabric of creation, entropy embodied in

physical space.

Religion DC 10: Cults of Juiblex are typically small and

ineffectual, composed of the mad and perverse, and rarely

seem to be granted any boons beyond limited mastery over

lesser oozes.

Religion DC 15: Learned demonologists typically rank

Juiblex among the least of demon lords, worthy of the title

only by technicality as none of its rivals seem motivated to

properly oust it.


Juiblex Tactics
Juiblex begins combat with its Caustic Jet, then moves toward Ooze Scion
the greatest concentration of enemies and collapses into a Medium ooze, unaligned
Fetid Pool. On its following turn it centers itself on the

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

Slime. Otherwise, it alternates between Fetid Pool and


STR DEX CON INT WIS CHA
Flowing Prison to try to trap more creatures.

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)

Amorphous. The ooze scion can move through a


space as narrow as 1 inch wide without squeezing.
Formless Grace. If the ooze scion would take half
damage due to succeeding on a saving throw while
within 120 feet of Juiblex, it takes no damage
instead.
Acrimony of the Faceless Lord. A creature that takes
acid damage while within 5 feet of one or more
ooze scions takes an additional 4 (1d8) acid
damage for each ooze scion within 5 feet of it.

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

Armor Class 16 (Natural Armor) Actions


Hit Points 607 (38d20 + 208) Multiattack. Juiblex makes three melee attacks.
Speed 30 ft., climb 30 ft.
Corrosive Grasp. Melee Weapon Attack: +14 to hit,
reach 20 ft., one creature. Hit: 18 (2d10 + 7)
STR DEX CON INT WIS CHA bludgeoning plus 27 (6d8) acid damage and the
24 (+7) 10 (+0) 23 (+6) 20 (+5) 20 (+5) 16 (+3) creature is dragged up to 10 feet toward Juiblex's
center, or is grappled (escape DC 22) if it can't be.
Saving Throws DEX +7, CON +13, WIS +12 Heaving Mass. Melee Weapon Attack: +14 to hit, reach
Skills Perception +12, Stealth +7 10 ft., one creature. Hit: 40 (6d10 + 7) bludgeoning
Damage Resistances Cold, Fire, Lightning; Bludgeoning, damage and the target must succeed on a DC 22
Piercing and Slashing Strength saving throw or be knocked prone.
Damage Immunities Acid, Poison Caustic Jet (Recharge 5-6). Juiblex expels a jet of slime
Condition Immunities Blinded, Charmed, Deafened, in a 90 foot long, 10 foot wide line. Each creature in
Exhaustion, Frightened, Grappled, Paralyzed, the area is pushed 15 feet away and must succeed on a
Petrified, Poisoned, Prone, Restrained, Stunned, DC 21 Constitution saving throw or take 95 (10d8 +
Unconscious 50) acid damage, or half as much on a success.
Senses Truesight 120 ft., Passive Perception 22
Languages All, Telepathy 120 ft. Reactions
Challenge 24 (62,000 XP)
Blinding Excretion. When Juiblex is hit with a melee
Spider Climb. Juiblex can climb difficult surfaces, attack, it can force the attacker to succeed on a DC 21
including upside down on ceilings, without needing to Constitution saving throw or be Blinded until the end
make an ability check. of Juiblex's next turn.

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.

Kerzit Lore If he is grappling a creature not yet afflicted with an

Abyssal Wound, he always uses his Rending Flurry with his

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

measure. his remaining Legendary Action for his Ignite Dweomer if he

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.

blood-seal laid upon the tome was intended by the archmage

as a trap for any future thieves, as the sacrifice required to

unseal it at once sustained and rejuvinated the tome's

guardian.

Religion DC 20: The dread towers of Abysm contain

laboratories in which the maddest of sciences are pursued,

chief among the creation, infusion, and culivation of still

more bizarre and chaotic forms of tanar'ric life. It is said that

most prized among the creations of Ameul is the demon

Kerzit, a being of unlimited patience and malice born to

guard the Deep Father's most treasured secrets.

The Tome of the Black Heart


Wondrous Item, artifact

The ragged pages of this book contain unique spells and

rituals of the Prince of Demons' own device, the true names

and natures of hundreds of powerful entities of various types,

and blueprints for arcane instruments by which demonic

essence may be carved and shaped.

The book may be opened by a ritual involving the sacrifice

of 10,000 gp worth of black opals and a humanoid creature,

after which the book stays open for 24 hours before closing.

Aldinach's Vile Wasting. An infected creature shows


no symptoms initially, but must succeed on a DC
20 Constitution saving throw at each dawn or have
the disease progress, at which point the creature
begins to rapidly lose weight, their complexion
gradually fading to an ashen grey.
Once the disease progresses, it is incurable by
any means other than death and resurrection. The
creature loses half its current hit points at each
dawn, and can't regain hit points by any means.
Kerzit Halving Draw (Recharge 5-6). One creature grappled by
both of Kerzit's Wormlashes must succeed on a DC 20
Large fiend (demon), chaotic evil
Constitution saving throw or take 65 (10d12)
Armor Class 19 (Natural Armor) bludgeoning damage, or half as much on a success.
Hit Points 333 (29d10 + 174) A creature reduced to 0 hit points by this damage dies
Speed 30 ft., burrow 15 ft. and is ripped in two.

STR DEX CON INT WIS CHA


Bonus Actions
Rending Flurry. Kerzit makes two attacks with his
23 (+6) 17 (+3) 22 (+6) 14 (+2) 18 (+4) 19 (+4) Chitinous Blades against a creature grappled by him. If
both attacks hit, the creature begins Bleeding (2d10).
Saving Throws DEX +9, CON +12, WIS +10
Skills Perception +16 Blightning Strike (3rd Level Spell). One creature Kerzit
Damage Resistances Cold, Fire, Lightning can see within 120 feet must succeed on a DC 18
Damage Immunities Poison; Bludgeoning, Piercing, and Dexterity saving throw or take 14 (4d6) lightning plus
Slashing from Nonmagical Attacks 11 (2d10) necrotic damage, or half as much on a
Condition Immunities Charmed, Exhaustion, Frightened, success.
Poisoned A creature reduced to 0 hit points by this damage is
Senses Truesight 120 ft., Passive Perception 26 unaffected by the first source of healing it recives
Languages Abyssal, Telepathy 120 ft. before the beginning of its next turn.
Challenge 18 (20,000 XP)
Reactions
Keeper of the Black Lore. Kerzit's spirit is bound to the
Tome of the Black Heart. If he is destroyed, whenever a Maddened Slaver. When Kerzit ends his turn without
creature dies within 30 feet of the tome he may make reducing a creature to 0 hit points, he can work himself
a DC 20 Charisma saving throw. into a fury, building up a frothing, foul smelling slaver
around his jaws.
On a success, a rift forms in the creature's body and
Kerzit tears forth from it in a new body with half his hit Until the end of his next turn, Kerzit's melee attacks
points. For the next minute, Kerzit can't use Legendary have advantage and his speed is doubled.
Resistances or Legendary Actions.
Legendary Actions
Quick Squeeze. Kerzit may move through any space
larger than his skull without squeezing. Kerzit can take 3 legendary actions, choosing from the
options below.
Magic Resistance. Kerzit has advantage on saving
throws against spells and other magical effects. Weirding Glint (Concentration). Kerzit creates an illusory
terrain feature that fits within a 15 foot radius centered
Legendary Resistances (3/Day). If Kerzit fails a saving
on a point he can see within 60 feet.
throw, he can choose to succeed instead.
The terrain lasts for a minute, and Kerzit may interact
Actions with the illusion as though it were real. A creature
other than Kerzit physically interacting with the terrain
Multiattack. Kerzit makes three attacks, one of which
reveals it to be an illusion.
may be with his Black-Toothed Bite.
Ignite Dweomer. One creature kerzit can see that is
Black-Toothed Bite. Melee Weapon Attack: +12 to hit, concentrating on a spell must succeed on a DC 18
reach 5 ft., one creature. Hit: 19 (3d8 + 6) piercing Charisma saving throw or burst into flames and begin
damage and the target must succeed on a DC 20 Burning (1d10).
Constitution saving throw or be infecting with
Aldinach's Vile Wasting. Brutal Charge (Cost 2 Actions). Kerzit moves up to his
speed in a straight line, and may move through the
Wormlash. Melee Weapon Attack: +12 to hit, reach 10 space of any Medium or smaller creature.
ft., one creature. Hit: 15 (2d8 + 6) bludgeoning
damage and the target must succeed on a DC 20 A creature whose space Kerzit enters for the first time
Strengh saving throw or be pulled up to 5 feet towards on a turn in this way must succeed on a DC 20
Kerzit and grappled (escape DC 20). Dexterity saving throw or take 13 (3d8) bludgeoning
damage and be pushed up to 15 feet away and
Chitinous Blades. Melee Weapon Attack: +12 to hit, knocked prone.
reach 5 ft., one creature. Hit: 13 (2d6 + 6) slashing
damage.
I
Lolth
t is a truism among Lolthites that all the

spiders of the realms whisper their secrets

back to their Dark Mother, and thus a secret may

be kept only so long as it is not spoken. The

schemes of the cunning and mighty are as

glass to her, and thus is her ambition often

thwarted not by her contemptible rivals but by her

own capricious whim, as Lolth's attention is often divided

between setting deviously inexorable schemes into motion

and working to untangle past plots of hers set towards ends

now deemed unworthy of her ambition.

Lolth Lore
Nature DC 15: A single drop of the venom that drips from

the fangs of Lolth is said to spell certain death to any it

touches, even those immune to conventional poisons. The

truth of this assertion is a matter of some debate, but it has

been observed that though commonplace for the lords of the

Abyss to lead their hosts into battle, when marching against

Lolth they seem always to find reason to be elsewhere.

Religion DC 10: Lolth, Queen of Spiders and divine patron

of the drow, is a jealous and demanding god, exhorting her

followers not only to great sacrifices of blood and treasure in

her name, but to ever greater tests of their loyalty and

devotion. Paradoxically, Lolth is bored terribly by both of

these traits, and her greatest and most treasured servants are

often those whose plotting against her she finds most

deviously entertaining.

Religion DC 15: Those worshipers who fail in the tasks

Lolth assigns them are often punished with transformation

into grotesque and monstrous forms, collectively called the

Shunned. Capricious as the will of Lolth is, however, she has

occasionally been known to bestow these same

mutations as rewards to those who serve her faithfully.

Religion DC 20: Uniquely among the deities of the Dark

Seldarine, and perhaps among the Powers as a whole, Lolth

is both a greater deity unbound in time and space, and an

archdemon embodied in her form as Queen of the

Demonweb Pits. The archdemon Lolth is therefore the

goddess Lolth, but the reverse is not true, as the archdemon

is merely the perfect incarnation of Lolth's demonic aspect.

Lolth Tactics
Lolth begins combat by observing her foes as she uses her

Bide Time repeatedly to weather their attacks and chooses

her first target based on who has the strongest turn. She then

goes last in initiative, attacking that creature with her

multiattack, allowing one creature to take a turn, then using

Spider's Embrace and taking her turn directly after that to

attack the same creature again, ideally killing it.

Thereafter she alternates between Lolth's Fickle Favor and

her Bounding Strikes with her legendary actions so long

as she has followers on hand to grant her favor to, preferring

to target those who are injured, and uses her Darkfire Abyss

whenever available if she can hit at least three enemies with

it. With her multiattack, she uses Kiss of Lolth on any target

with Extra Attack, and Insidious Embrace otherwise.


Lolth, Queen of the Insidious Embrace. One creature within 15 feet of Lolth
must succeed on a DC 23 Strength saving throw or be
Demonweb restrained (escape DC 23) in a cocoon of silk.
Huge fiend (demon), chaotic evil While restrained in this way, a creature is Blinded and
has its Charisma score reduced by 5 (2d4) at the end
Armor Class 18 (Natural Armor) of each of its turns, which lasts until it escapes. A
Hit Points 542 (35d12 + 315) creature that has its Charisma score reduced to 0 in
Speed 40 ft., climb 40 ft. this way immediately emerges as a Chwidencha under
Lolth's control.
STR DEX CON INT WIS CHA Darkfire Abyss (9th Level Spell, Recharge 5-6). A burst of
black fire erupts in a 15 foot radius centered on a point
25 (+7) 27 (+8) 29 (+9) 25 (+7) 17 (+3) 25 (+7)
Lolth can see within 120 feet, leaving behind an area of
magical darkness that lasts until dispelled.
Saving Throws DEX +16, CON +17, WIS +11
Skills Deception +23, History +15, Perception +11 Each light in the area is extinguished, and each creature
Damage Resistances Cold, Fire, Lightning in the area must succeed on a DC 23 Dexterity saving
Damage Immunities Poison; Bludgeoning, Piercing, and throw or take 70 (20d6) fire damage, or half as much
Slashing from Nonmagical Attacks on a success.
Condition Immunities Blinded, Charmed, Deafened, At the beginning of each of Lolth's turns, if a source of
Exhaustion, Frightened, Grappled, Paralyzed, Bright Light is within 15 feet of the area its radius
Petrified, Poisoned, Prone, Restrained, Stunned, expands by 5 feet, then each light in the area is
Unconscious extinguished and creature in the area takes 17 (5d6)
Senses Truesight 120 ft., Passive Perception 22 fire damage.
Languages All, Telepathy 120 ft.
Challenge 27 (105,000 XP) Reactions
Strands of the Demonweave (5th Level Spell). When a
Nexus of the Great Web. Lolth knows the location,
creature she can see within 60 feet casts a spell, Lolth
identity, and current hit points of any creature in
contact with a spider's web, and cannot be Surprised. can weave a portion of the expended magic into
threads of binding silk.
She can climb difficult surfaces, including upside down
Any damage dealt by the spell is reduced by half, and
on ceilings, without needing to make an ability check.
the spell's caster must succeed on a DC 23 Strength
By the Dark Mother's Design. Lolth does not roll saving throw or be restrained (escape DC 23) until it
initiative. Instead, if she has not yet taken a turn this takes any damage.
round, Lolth may take her turn directly after any other
Compelled Betrayal. When Lolth is targeted with a
creature's turn.
ranged attack, she causes the attack to swerve and
Magic Resistance. Lolth has advantage on saving throws instead target a creature in the attack's range affected
against spells and other magical effects. by her Kiss of Lolth.
Legendary Resistances (5/Day). If Lolth fails a saving
throw, she can choose to succeed instead. Legendary Actions
Lolth can take 4 legendary actions, choosing from the
Actions options below.
Multiattack. Lolth makes three attacks with her Impaling Bounding Strike. Lolth leaps up to 20 feet to an
Legs, one of which she may replace with a use of her unoccupied space, then makes a Impaling Legs attack.
Kiss of Lolth or Insidious Embrace.
Bide Time. Lolth moves up to half her speed and gains
Kiss of Lolth. Melee Weapon Attack: +15 to hit, reach 20 temporary hit points.
15 ft., one creature. Hit: 26 (3d12 + 7) piercing
Lolth's Fickle Favor (Costs 2 Actions). One friendly
damage and the target is Cursed.
creature Lolth can see can use its reaction to move up
While Cursed in this way, a creature is Poisoned, loses to its speed and make an attack. If the attack misses,
any immunity to the Poisoned condition or poison the creature explodes in a torrent of venomous spiders.
damage, and takes 5 (1d10) poison damage at the end
Each creature within 15 feet of it must succeed on a
of each of its turns.
DC 23 Constitution saving throw or take 10 (3d6)
This curse is suppressed for 24 hours by any effect piercing plus 14 (4d6) poison damage, or half as much
that cures the Poisoned condition. on a success.
Impaling Legs. Melee Weapon Attack: +15 to hit, reach Spider's Embrace (Costs 3 Actions). Lolth teleports up to
15 ft., one creature. Hit: 20 (3d8 + 7) piercing damage 40 feet to an unoccupied space she can see, then
and Lolth may either grapple the target (escape DC 23) forces one creature within 5 feet to make a DC 23
or push it 10 feet away. Strength saving throw.
A creature reduced to 0 hit points by this damage On a failed save, the creature is grappled (escape DC
immediately fails a death saving throw. 23) and Lolth makes an attack against it with her Kiss
of Lolth.
T
Orcus
he skull of Anarchocles, set within the great Once his mythic trait is active, he uses The Final Word

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.

the true power of apotheosis, and all the

wretched and loathsome detritus of this Orcus Lore


universe will fall before him, only to rise once
Arcana DC 15: Orcus wields a great wand of black iron
more in service.
whose touch is death to the living, though it has been known

to find its way into mortal hands for brief periods before

Orcus Tactics being reclaimed.

Arcana DC 20: The Corpsevaults of Thanatos are said to


Orcus rushes ahead of his allies, diving into melee and laying
contain bodies in their millions, preserved in undeath in
about with the Wand of Orcus, preferring to use Curse of
preparation for an apocalyptic flood of all the realms of the
Living Bones against Dexterity-based melee threats, Vile
Great Wheel. While most see only the looming horror of this
Rupture against spellcasters, and Black Iron Bloodwell
dread cache, few necromancers can help but dream of what
against all others. He reserves his Legendary Resistances for
they might accomplish with such a host.
debilitating effects, never using them to prevent damage
History DC 20: Orcus was reportedly slain some years ago
unless he is near death.
by a rival to his throne of undeath, and for a time wandered
For his other attack, he uses Bloodlord's Contempt
as a foul shade of himself, wreaking havoc upon the mortal
whenever available, otherwise using his Soulshredder Claws
and divine with the terrible powers he discovered in death
against whichever creature in his reach seems closest to
before eventually being restored to life by a faithful servant.
death. If a creature is cursed with his Curse of Living Bones,
Religion DC 15: Orcus is known as the Lord of Undeath,
he commands his weaker allies to swarm it and attack it until
and worshiped by those that live in death or seek to. He
dead to provoke his Waste Not reaction, but makes no special
reigns from his palace Everlost in Thanatos, the Tomb of the
effort to target it with his own attacks, instead preferring to
Abyss, a layer where death and undeath hunt the living
sow terror and mayhem with varied uses of the wand.
without rest or mercy, even those of demonic nature
He uses Spectral Call whenever available until his foes
themselves.
demonstrate the ability to deal with it, afterwards preferring
Religion DC 20: While Orcus is locked in eternal warfare
to use his Spiteful Command, though if the balance of power
with his rivals Graz'zt and Demogorgon, rumors abound that
shifts he might try again.
he has set his ambitions higher; at the very throne of the

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

by the winds of chaos, and of hearts and winds

both the great Pazuzu is master. The good and

the great are corruptible most of all, as they are

ever willing to sacrifice for a cause, and ever

blind to the extent which the evil they call upon

themselves carries beyond them.

Aid and comfort are near at hand, after all, to any who

would invite the skylord's chaotic designs to rest upon their

fate, and what champion of light can bear a plunge into

certain catastrophe when weighed against a leap into the true

unknown?

Pazuzu Lore
History DC 15: Pazuzu's aid always presages ruin, though

not always to the one who received it, leading many

desperate, selfish, or foolhardy supplicants to seek it despite

the peril.

Religion DC 10: Pazunia, first layer of the Abyss and home

to the Plain of Infinite Portals, is ruled over by the dread lord

Pazuzu. All who traverse the Abyss do so beneath his

watchful eye, and it is rare than any successfully navigate the

vagaries of those shifting portals but by his design.

Religion DC 15: Pazuzu holds sway over all winged

creatures of the Abyss, and even creatures not inclined

toward evil often pay homage to the dark angel of the four

winds, furtively calling out his name thrice in hopes of

mollifying his capricious ire.

Religion DC 20: The once-obyrith prince of skies takes on

many guises in his pursuit of ultimate corruption, most often

those of spirits and exarchs of healing, aid, and mercy to the

wretched, offering protections against plague and pestilence

and curatives to children bearing ill fates. Among his favored

names are Pazrael, Imdugud and Typhon, though he gains

and sheds identities as easily as drawing breath.

Pazuzu Tactics
Pazuzu begins combat with his Devouring Rain, using his

Evangel of the Four Winds to stay mobile and out of any

dogpiles. He uses Traveling Storm whenever he can move the

rain from an area with no enemies to one with at least two,

otherwise using Wind of Folly to push creatures into the area,

triggering it immediately.

He uses Feign Weakness whenever hit with a big enough

effect to plausibly have been knocked prone by it. Early in the

fight, he uses his Heartrot Tail Sting, targeting creatures with

good Constitution saves to tempt them into accepting his

Perfidious Aid, though mostly abandons it once his mythic

trait is active.

With his spear, if attacking a ground-bound opponent, he

will use his Wind of Dreams to juggle them into the air,

chasing them through the sky, then following up with an

attack by using his Favorable Currents on himself to hit them

with Wind of Awakening. If facing a flying opponent, he will

often strike them first with Wind of Awakening, then replace

his next attack with a Shove to knock them prone if they are

smaller than Gargantuan.


Pazuzu Heartrot Tail Sting. One creature within 10 feet of
Pazuzu must succeed on a DC 24 Constitution saving
Large fiend (demon), chaotic evil
throw or take 54 (12d8) necrotic plus 42 (12d6)
Armor Class 20 poison damage, or half as much on a success.
Hit Points 291 (29d10 + 232)
Pestilent Breath (Recharge 5-6). Pazuzu exhales a plague
Speed 30 ft., fly 90 ft. of abyssal locusts in a 60-foot cone. Each creature in
the area loses concentration, if it was holding it, and
STR DEX CON INT WIS CHA must succeed on a DC 22 Constitution saving throw or
take 36 (8d8) piercing plus 28 (8d6) poison damage,
23 (+6) 30 (+10) 27 (+8) 23 (+6) 18 (+4) 27 (+8) or half as much damage on a success.
Devouring Rain (Recharges when Pazuzu uses his
Saving Throws DEX +18, CON +16, CHA +16
Pestilent Breath, 9th Level Spell, Concentration). An acrid
Skills Perception +12, Persuasion +16 rain begins to fall in a 15 foot radius, 300 foot tall
Damage Resistances Acid, Cold, Fire cylinder centered on a point Pazuzu can see within
Damage Immunities Lightning, Poison; Bludgeoning, 300 feet.
Piercing, and Slashing from Nonmagical Attacks,
Damage from falling A creature that starts its turn in the area, or that enters
Condition Immunities Charmed, Exhaustion, Frightened, it for the first time on a turn, must succeed on a DC 22
Poisoned Constitution saving throw or take 44 (8d10) acid
Senses Truesight 120 ft., Passive Perception 22 damage, or half as much on a success. A creature killed
Languages All, Telepathy 120 ft. by this damage melts and is disintegrated.
Challenge 25 (75,000 XP)
Reactions
Evangel of the Four Winds. Creatures with a fly speed Feign Weakness (Recharges when Pazuzu voluntarily fails
within 300 feet of Pazuzu may Dash or Disengage as a a saving throw). When Pazuzu fails a saving throw, he
Bonus Action, and have disadvantage on attacks made can fall prone.
against him.
If a creature enters his reach before the beginning of
Perfidious Aid. When another creature that Pazuzu can his next turn, Pazuzu may immediately stand from
see fails a saving throw, he may allow it to reroll the prone and make a melee attack against it.
save, taking the second result.
Bloodied Corruption (1/Day, 6th Level Spell). When
If it does, the creature takes 5 (1d10) fire damage as a Pazuzu's mythic trait becomes active, he can force one
Mark of Corruption sears itself into the creature's flesh. creature he can see with a Mark of Corruption to
Magic Resistance. Pazuzu has advantage on saving succeed on a DC 22 Wisdom saving throw or be
throws against spells and other magical effects. Dominated by him.
Madness of the Lower Aerie (Mythic Trait, 1/Day). When The Dominated creature repeats this saving throw
Pazuzu is reduced to 0 hit points, he doesn't die or fall whenever it takes damage, ending the effect on a
unconscious. Instead, he resets to 291 hit points and success.
each creature with a Mark of Corruption explosively
sprouts a number of ragged, bloody wings, losing half Legendary Actions
its current hit points and gaining a fly speed equal to its Pazuzu can take 3 legendary actions, choosing from
movement speed. the options below.
Legendary Resistances (5/Day). If Pazuzu fails a saving
Favorable Currents. One creature with a fly speed that
throw, he can choose to succeed instead.
Pazuzu can see can use its reaction to move up to half
its speed and make a melee attack.
Actions
Traveling Storm. Pazuzu moves the effect of his
Multiattack. Pazuzu makes three attacks with his Spear
Devouring Rain up to 30 feet.
of the Stolen Winds.
Wind of Folly. One creature Pazuzu can see must
Spear of the Stolen Winds. Melee Weapon Attack: +14 succeed on a DC 22 Strength saving throw or be
to hit, reach 15 ft., one creature. Hit: 17 (2d10 + 6) pushed up to 30 feet in any direction.
piercing damage and the target suffers one of the
following effects: A creature with a Mark of Corruption has disadvantage
on this saving throw.
Wind of Dreams. The target must succeed on a DC
22 Strength saving throw or be launched up to 30 Mythic Actions
feet in any direction, and be magically unaffected by
gravity until the beginning of its next turn. Wind of the Amorites (Costs 2 Actions). Pazuzu moves
Wind of Awakening. The target must succeed on a DC up to his speed and uses his multiattack.
22 Charisma saving throw or gain vulnerability to
damage from falling until the end of the turn and
have each spell and magical effect on it end.
A
Yeenoghu
mong the great rulers of the Abyss, Yeenoghu is

a creature both pitied and feared, and for the


Yeenoghu Tactics
same reason. His raw power rivals that of any of Yeenoghu's allies never rush into combat ahead of him,

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

flesh craze to get as many gnolls in range of that character as

Yeenoghu Lore
possible. He uses Wake Bones only on an already injured

gnoll, unless all available targets are marked with his Blood

Arcana DC 10: As with many extraplanar entities, Yeenoghu Feast.

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

Material, therefore, typically rely upon more esoteric banishment.

methods.

History DC 15: Yeenoghu's spilled blood and rent flesh is

known to nourish ordinary beasts into powerful and vicious

monsters.

History DC 20: Though capable of cunning and deceit

in the rare cases where he feels it is warranted, Yeenoghu

is known for his terrifyingly direct approach to

combat, compulsively eating his defeated foes,

even to his own detriment. This can theoretically be

exploited, though few other than devils are so

willing to abandon allies to his ravening.

Nature DC 20: The engine of hunger and rage that

fuels Yeenoghu burns hotter when he is kept from

killing, leading to explosive results when he is freed

from his confines.

Religion DC 10: Yeenoghu is an abyssal entity that acts

as a sort of patron deity to gnolls, working his savagery

upon the Prime Material with them as his couriers of ruin.

Religion DC 15: Considered among the least jealous of

patrons, Yeenoghu is said to freely grant power to any who

would further his goals, even to those in the service of his

mortal enemies.

Religion DC 20: According to gnoll tradition, gnolls (along

with leucrottas and shoosuvas) were birthed from scavengers

that fed upon the kills of Yeenoghu in one of his earliest

forays into the material plane.

Religion DC 25: Yeenoghu ranges through several layers of

the Abyss with his great roaming city, a region collectively

called the Realm of Ruin. Atop enormous stone wheels, the

mobile citadel is dragged agonizingly through the Abyss by a

cohort of hundreds of shackled demons.


Yeenoghu The Butcherflail. Melee Weapon Attack: +16 to hit,
reach 15 ft., one creature. Hit: 27 (4d8 + 9)
Huge fiend (demon), chaotic evil
bludgeoning damage and the target suffers one
Armor Class 20 (Natural Armor) additional effect of Yeenoghu's choice:
Hit Points 575 (46d12 + 276)
Hunger. The target must succeed on a DC 22
Speed 50 ft., climb 50 ft. Constitution saving throw or lose three unexpended
hit dice. If the target cannot, it instead takes a level
STR DEX CON INT WIS CHA of exhaustion.
Pain. The target takes an additional 11 (2d10)
29 (+9) 16 (+3) 23 (+6) 15 (+2) 24 (+7) 15 (+2) psychic damage.
Terror. The target must succeed on a DC 22 Wisdom
Saving Throws DEX +10, CON +13, WIS +14 saving throw or be Frightened until the end of its
Skills Intimidation +9, Perception +14 next turn. A creature that fails by 5 or more is
Damage Resistances Cold, Fire, Lightning. Attacks made instead Paralyzed until the end of its next turn.
without advantage Decay. If the target is wearing nonmagical armor, it
Damage Immunities Poison; Bludgeoning, Piercing, and suffers a permanent and cumulative -1 to the AC it
Slashing from Nonmagical Attacks offers.
Condition Immunities Charmed, Exhaustion, Frightened,
Poisoned Path of The Lord of Ruin (Recharge 5-6). Yeenoghu
Senses Truesight 60 ft., Passive Perception 24 moves up to his speed in a straight line and can move
Languages All, Telepathy 120 ft. through the space of any construct of force and of any
Challenge 24 (62,000 XP) creature smaller than Huge.
Each creature whose space he moves through in this
Seething Fury. When Yeenoghu has the Incapacitated way must succeed on a DC 22 Strength saving throw
condition end for him, he can immediately move up to or and take 52 (8d12) bludgeoning damage and be
his speed and take an action. knocked prone, or take half as much damage on a
Ravenous Beyond Reckoning. When Yeenoghu reduces a success.
creature to 0 hit points with his Unhinged Jaws, he A creature that succeeds by 5 or more stops this
gains 20 temporary hit points and can begin to swallow movement from continuing past it.
the creature whole.
Until the beginning of Yeenoghu's next turn, attacks
Reactions
against him have advantage, and regurgitates the Gorecall. When Yeenoghu is hit with a ranged attack, he
creature if a critical hit is struck against him. can force the attacker to succeed on a DC 22 Strength
At the beginning of Yeenoghu's next turn, the target saving throw or be pulled 20 feet toward him and
dies and is Swallowed, and cannot be retrieved while knocked prone.
Yeenoghu lives. Deiphage Spawning (1/Day). When Yeenoghu is reduced
Giant Stature. A creature within 5 feet of Yeenoghu may below 283 hit points, create six Gnoll Deathpleged
spend half of its movement to attempt to climb onto within his body, which immediately chew their way out
him with a successful DC 17 Strength (Athletics) of his wounds and fall prone in the nearest unoccupied
check. Attacks made against Yeenoghu by a creature spaces. If he does, Yeenoghu loses 27 (6d8) hit points.
climbing on them have advantage.
Magic Resistance. Yeenoghu has advantage on saving
Legendary Actions
throws against spells and other magical effects. Yeenoghu can take 3 legendary actions, choosing from
the options below.
Legendary Resistances (3/Day). If Yeenoghu fails a
saving throw, he can choose to succeed instead. Blood Feast. One creature within 30 feet that has fewer
than half of its hit points must succeed on a DC 22
Actions Constitution saving throw or be marked as prey.
Multiattack. Yeenoghu makes three melee attacks, one For the next minute, or until the creature regains any
of which may be with his Unhinged Jaws. hit points, gnolls may use their Bonus action to make a
Bite attack against it.
Unhinged Jaws. Melee Weapon Attack: +16 to hit, reach
5 ft., one creature. Hit: 31 (4d10 + 9) piercing damage Flesh Craze. Up to three gnolls within 60 feet may each
and the creature is grappled (escape DC 24). use their reaction to move up to their speed toward a
creature of Yeenoghu's choice without provoking
A creature already grappled in this way takes an attacks of opportunity.
additional 5 (1d10) piercing damage.
Wake Bones. One friendly gnoll within 60 feet becomes
suffused with negative energy, taking 14 (4d6)
necrotic damage. If the target dies in the next minute,
its flesh sloughs off and it immediately rises as a
Witherling Death Shrieker.
F
Zuggtmoy
lesh is the cradle of the demon queen of rot, and
Zuggtmoy Tactics
each of the living is mother to her brood. Her
Zuggtmoy begins combat heavily favoring her Sprouting
pallid roots spread through every dark corner of
Doom, using it whenever she can hit a hostile creature with it
the Prime Material, spurring ever onward the
without crowding more than two of the areas within the
wheel of life and death. Every corpse is an altar
reach of a single fireball (20 ft. radius). Once she has at least
in her name, and all decay worship to her glory.
four areas of Sprouting Doom established, she uses her
Those in her service shy not from their own
Garden of Rot and Ruin.
mortality, but embrace it as a blessing they bestow upon their
Afterwards, she replaces one of her attacks with her Rotted
fellows, as from their death new and greater life shall spring
Regenesis whenever she can affect at least two creatures
in an ascending spiral of blessed fecundity.
with it, or if she is locked in melee with a creature that

Zuggtmoy Lore passed its save against her Creeping Mycelia.

She typically waits until one or two enemies are affected by

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.

to fire and light exhibited by many of her fungal creations.

Nature DC 25: Zuggtmoy's mycelia extend far beneath the

ground around her regardless of where she manifests a body,


Brittle Lung. Whenever an infected creature speaks
fusing all the fungus around her into a single superorganism;
or performs the verbal components of a spell, it
if her creeping growths are left unchecked in an area her
must succeed on a DC 21 Constitution saving
power grows with them.
throw or begin Choking until it uses an Action to
Religion DC 20: Zuggtmoy is greatly feared across the
catch its breath. A creature that fails this saving
throw by 5 or more instead begins Choking for the
Abyss, often not directly for her raw power but for her ability
next 2d4 minutes, and can use its action to repeat
to craft toxins and diseases targeting even those usually
this saving throw, catching its breath on a success.
immune to such effects.
Zuggtmoy Rotted Regenesis. Zuggtmoy's body rapidly blackens
and withers, then explodes in a cloud of spores. Each
Large fiend (demon)/plant, chaotic evil
nonplant creature within 10 feet of her must succeed
Armor Class 18 (Natural Armor) on a DC 21 Constitution saving throw or take 18 (4d8)
Hit Points 451 (47d10 + 192) poison damage, or half as much on a success.
Speed 30 ft., climb 30 ft. Zuggtmoy reappears in an unoccupied space affected
by Sprouting Doom, forming a new body from the
fungi there.
STR DEX CON INT WIS CHA
Burrowing Sporeflood (Recharge 5-6). Zuggtmoy's torso
22 (+6) 15 (+2) 18 (+4) 20 (+5) 19 (+4) 24 (+7) distends and splits, expelling a torrent of flesh-
burrowing spores in a 60 foot cone. Each nonplant
Saving Throws DEX +9, CON +11, WIS +11 creature in the area must make a DC 21 Constitution
Skills Perception +11 saving throw.
Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison; Bludgeoning, Piercing, and On a failed save, the creature takes 35 (10d6) piercing
Slashing from Nonmagical Attacks plus 27 (6d8) poison damage and is infected with
Condition Immunities Charmed, Exhaustion, Frightened, Brittle Lung, or takes half as much damage on a
Poisoned, Stunned successful save.
Senses Blindsight 30 ft., Truesight 120 ft., Passive Garden of Rot and Ruin (1/Day, 9th Level Spell,
Perception 21 Concentration). Each area affected by Sprouting Doom
Languages All, Telepathy 120 ft. within 120 feet of Zuggtmoy releases a cloud of
Challenge 23 (50,000 XP) hallucinogenic spores in a 30 foot radius centered on
itself that lasts until the area is destroyed or Zuggtmoy
Creeping Mycelia. When a creature ends its turn within loses concentration.
10 feet of Zuggtmoy, she can extend a tendril of The area is heavily obscured, and each nonplant
mycelia from the ground, forcing the creature to creature that starts its turn in the area must succeed on
succeed on a DC 21 Dexterity saving throw or be a DC 21 Constitution saving throw or be Poisoned
grappled in place (escape DC 21). until the start of its next turn. While Poisoned in this
While grappled in this way, a creature is Charmed by way, a creature treats all creatures it is not Charmed by
Zuggtmoy and takes 11 (2d10) poison damage at the as hostile.
beginning of each of its turns.
Reactions
Demonrot Toxin. A creature that starts its turn within
60 feet of Zuggtmoy must succeed on a DC 21 Rot Mother's Rebirth. When one or more creatures die
Constitution saving throw or lose any Resistance or within 30 feet of Zuggtmoy, she can raise each of
Immunity to poison or disease that it has for the next them under her control with 20 hit points. The
24 hours and be unable to gain Resistance or Immunity creatures' type becomes plant/undead.
to poison or disease until the beginning of its next Consumptive Bloom. When Zuggtmoy is targeted with
turn. an attack or spell, she can kill one friendly plant
Magic Resistance. Zuggtmoy has advantage on saving creature within 30 feet of her. If she does, she can
throws against spells and other magical effects. immediately use her Rotted Regenesis.
Legendary Resistances (5/Day). If Zuggtmoy fails a
saving throw, she can choose to succeed instead.
Legendary Actions
Zuggtmoy can take 3 legendary actions, choosing from
Actions the options below.
Multiattack. Zuggtmoy makes two attacks with her Sprouting Doom. Zuggtmoy uses her Sprouting Doom.
Queen's Caress, one of which she may replace with her
Sprouting Doom or Rotted Regenesis. Feast on the Fallen. A carpet of fungal growths spreads
over one prone creature Zuggtmoy can see within 30
Queen's Caress. Melee Weapon Attack: +13 to hit, feet and takes root in its flesh.
reach 10 ft., one creature. Hit: 22 (4d10) necrotic plus Until a creature removes the growths as an Action,
18 (4d8) poison damage and the target has whenever the affected creature would receive any
disadvantage on Constitution saving throws until the amount magical healing it instead receives half as
end of Zuggtmoy's next turn. much.
Sprouting Doom. A roiling growth of multifarious Cultivator's Reap. Zuggtmoy moves up to half her
fungus that lasts for a minute bursts forth in a 5 foot speed. If she ends this movement within 10 feet of a
radius centered on a point Zuggtmoy can see within friendly plant creature, it loses half its current hit points
120 feet. and Zuggtmoy gains temporary hit points equal to the
The area is difficult terrain for nonplant creatures, and a hit points lost.
nonplant creature that starts its turn in the area takes Breed Ruin (Costs 2 Actions). Zuggtmoy creates a
20 poison damage. This effect ends if the area is dealt Deathbloom Sporocyte in an unoccupied space within
20 or more fire or radiant damage from a single source. 60 feet affected by Sprouting Doom.
Cults of the Bloodlord
Knights of the Rise
Religion DC 15: The Knights of the Rise are a secretive Cultist of the
social club that has established itself within many institutes

of arcane learning, dedicated to sharing knowledge of magics


Bloodlord
forbidden by local law and custom.
Medium humanoid (any), chaotic evil
Religion DC 20: Though for most members, The Knights of
Armor Class 11
the Rise represents little more than a youthful indiscretion on
Hit Points 15 (2d8 + 6)
the path to arcane greatness, some take the organization's
Speed 30 ft.
mission of forever conquering death quite seriously, and it is

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.

The Eternal Servants


Religion DC 10: Quite an odd sect of open anti-theists, The

Eternal Servants can often be found ranting in the streets

about the cruelty and caprice of the gods, accusing all who

pay homage to any divinity as being an accomplice to that

power's evils, and proclaiming the imminent arrival of the

final days of the gods' dominion.


Cult Fanatic of the Devoted of the
Bloodlord Bloodlord
Medium humanoid (any), chaotic evil Medium humanoid (any), chaotic evil

Armor Class 12 Armor Class 15 (Knitflesh Armor)


Hit Points 60 (8d8 + 24) Hit Points 127 (15d8 + 60)
Speed 30 ft. Speed 30 ft.

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)

Saving Throws CON +5 Saving Throws CON +6, CHA +5


Skills Arcana +4, History +4 Skills Arcana +6, History +6
Senses Passive Perception 10 Senses Passive Perception 11
Languages Abyssal, Common Languages Abyssal, Common
Challenge 2 (450 XP) Challenge 4 (1,100 XP)

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.

While it has any of these temporary hit points, a Actions


creature may make one melee weapon attack as a
bonus action on each of its turns. Multiattack. The devoted makes two attacks with its
Death's Beckon, one of which it may replace with
Actions its Breath of Thanatos, if available.
Multiattack. The fanatic makes two attacks with its Death's Beckon (1st Level Spell). Ranged Spell
Black Iron scepter, one of which it may replace with Attack: +6 to hit, reach 60 ft., one target. Hit: 11
a use of its Necroserum Syringe. (2d10) necrotic damage.
Black Iron Scepter. Melee Weapon Attack: +5 to hit, If this damage reduces a humanoid target to 0 hit
reach 5 ft., one target. Hit: 12 (2d8 + 3) points, a rift to Thanatos appears in the earth
bludgeoning damage. beneath it, disgorging a Horde Ghoul in the nearest
unoccupied space that acts on the devoted's
Necroserum Syringe (3/Day). The fanatic injects a initiative and under its control.
baleful concoction into a grappled, restrained, or
Incapacitated creature within 5 feet. Breath of Thanatos (Recharge 5-6, 3rd Level Spell).
The ground beneath a creature the devoted can see
The target must succeed on a DC 13 Constitution within 60 feet cracks, spewing forth a hissing jet of
saving throw or be Poisoned for the next minute putrid fumes.
(Save Ends at end of turn).
The creature must succeed on a DC 14
While Poisoned in this way, a creature takes 5 Constitution saving throw or take 16 (3d10)
(1d10) necrotic damage at the beginning of each necrotic plus 10 (3d6) poison damage, or take half
of its turns, and upon dying immediately arises as a as much on a success.
Horde Ghoul under the fanatic's control.
A creature killed by this damage is dragged through
Dedication of Blood (Recharge 5-6, 3rd Level Spell). a planar rift to Thanatos.
The fanatic makes a melee weapon attack, dealing
an additional 16 (3d10) necrotic damage on a hit. Reactions
If this damage kills a creature, up to one friendly Beacon of Hunger. When a creature the devoted can
fiend or undead creature within 30 feet may use its see within 60 feet takes any necrotic damage, the
reaction to gain 15 temporary hit points or make a devoted can suffuse it in seething negative
melee weapon attack. energies.
Until the beginning of the devoted's next turn,
attacks made by undead creatures against the
target have advantage.
Chosen of the Breath of Thanatos (3rd Level Spell). The ground beneath
a creature the chosen can see within 60 feet cracks,
Bloodlord spewing forth a hissing jet of putrid fumes.
Medium humanoid (any), chaotic evil The creature must succeed on a DC 17 Constitution
saving throw or take 16 (3d10) necrotic plus 10 (3d6)
Armor Class 15 (Mage Armor) poison damage, or take half as much on a success.
Hit Points 229 (27d8 + 108)
Speed 30 ft. A creature killed by this damage is dragged through a
planar rift to Thanatos.
Drown in Blood (Recharge 5-6, 4th Level Spell,
STR DEX CON INT WIS CHA
Concentration). One creature the chosen can see within
16 (+3) 14 (+2) 19 (+4) 20 (+5) 14 (+2) 18 (+4) 60 feet must succeed on a DC 17 Constitution saving
throw or take 18 (4d8) necrotic damage and begin
Saving Throws CON +8, INT +9, CHA +8 Choking as blood wells up in its mouth and lungs (Save
Skills Arcana +9, History +13, Perception +6 Ends at end of turn).
Damage Resistances Necrotic Sanguine Cyclone (1/Day, 5th Level Spell, Concentration).
Senses Truesight 60 ft., Passive Perception 16 The chosen conjures forth a raging whirlwind of blood
Languages Abyssal, Common in a 15 foot radius centered on a point it can see
Challenge 12 (8,400 XP) within 150 feet that lasts for a minute.
The area is difficult terrain, and a living creature that
Ward of the White Kingdom. The chosen adds 1 to its
AC for each undead creature under its control within 5 starts its turn in the area must succeed on a DC 17
Constitution saving throw or lose one unexpended hit
feet.
die, or drop to 0 hit points if it cannot.
Whenever an attack misses the chosen, the attacker Whenever a creature loses a hit die in this way, the
may choose for the attack to instead target an undead whirlwind's radius grows by 5 feet, then each creature
creature in its reach. in its area takes 3 (1d6) slashing damage.
Eternal Tide. At the beginning of the chosen's turn, it
can return 1d4 ghouls or ghasts within 60 feet that Reactions
died since the end of the chosen's last turn to undeath Open the Corpsevaults (1/Day). When the chosen is
with 1 hit point. reduced below 115 hit points, it carves a planar rift
Reclaim Anima (2/Day). If the chosen fails a saving into the earth at its feet, dragging forth 5 Horde
throw, it can drain the animating force from one Ghouls, which appear in the nearest unoccupied spaces
undead creature it controls to succeed instead, and act on the chosen's initiative.
reducing the creature to 0 hit points.
Legendary Actions
Actions The chosen can take 2 legendary actions, choosing
Multiattack. The chosen makes two attacks with its from the options below.
Death's Beckon and uses its Breath of Thanatos or
Drown in Blood, if available. Death's Beckon. The chosen makes an attack with its
Death's Beckon.
Death's Beckon (1st Level Spell). Ranged Spell Attack:
Impel the Horde. Each undead creature within 30 feet
+9 to hit, reach 60 ft., one target. Hit: 11 (2d10)
of the chosen may use its reaction to move up to half
necrotic damage.
its speed.
If this damage reduces a humanoid target to 0 hit
points, a rift to Thanatos appears in the earth beneath Call the Blood. One creature the chosen can see within
120 feet must succeed on a DC 17 Strength saving
it, disgorging a Horde Ghoul in the nearest unoccupied
space that acts on the chosen's initiative and under its throw or be dragged up to 30 feet directly toward a
spell effect the chosen is concentrating on.
control.
Exarch of the Bloodlord Drown in Blood (4th Level Spell, Concentration). One
creature the exarch can see within 60 feet must
Medium humanoid (any), chaotic evil
succeed on a DC 20 Constitution saving throw or take
Armor Class 17 (Knitflesh Armor) 18 (4d8) necrotic damage and begin Choking as blood
Hit Points 180 (19d8 + 95) 340 wells up in its mouth and lungs (Save Ends at end of
Speed 30 ft. turn).
Doomed Sleep of Moil (Recharge 5-6, 7th Level Spell,
Concentration). One creature the exarch can see within
STR DEX CON INT WIS CHA 30 feet must succeed on a DC 20 Constitution saving
16 (+3) 14 (+2) 20 (+5) 23 (+6) 15 (+2) 19 (+4) throw or fall asleep for the next minute.
While asleep in this way, the creature takes 22 (4d10)
Saving Throws CON +11, INT +12, CHA +10 necrotic damage at the beginning of each of its turns,
Skills Arcana +12, History +18, Perception +8 and may repeat this saving throw whenever it takes
Senses Truesight 60 ft., Passive Perception 18 damage or when a creature attempts to wake it as an
Languages Abyssal, Common action.
Challenge 19 (22,000 XP)
A creature illuminated by Bright Light has advantage on
this saving throw.
Ascended Flesh (Mythic Trait, 1/Day). When the exarch
is reduced to 0 hit points, up to four ghouls within 20 Curse of Living Bones (1/Day, 8th Level Spell). One
feet of it may move up to 15 feet toward it and take a creature the exarch can see must succeed on a DC 20
bite of its flesh, then each ghoul that did so transforms Charisma saving throw or be Cursed.
into an Abyssal Ghoul with full hit points. A creature Cursed in this way has its skeleton animated
At the beginning of the exarch's next turn it returns to within it, and must succeed on a DC 20 Strength
life with 180 hit points, its creature type becomes saving throw at the start of each of its turns or have its
undead, and it gains vulnerability to radiant damage. movement controlled by its skeleton until the
beginning of its next turn.
Ward of the White Kingdom. The exarch adds 1 to its AC
for each undead creature under its control within 5 If the creature dies while cursed in this way, a Skeletal
feet. Liberator tears free of its flesh at the beginning of its
next turn.
Whenever an attack misses the exarch, the attacker
may choose for the attack to instead target an undead Reactions
creature in its reach.
Open the Corpsevaults (2/Day). When the exarch is
Eternal Tide. At the beginning of the exarch's turn, it reduced below 91 hit points, it carves a planar rift into
can return 2d4 ghouls or ghasts within 60 feet that the earth at its feet, dragging forth 5 Horde Ghouls,
died since the end of the exarch's last turn to undeath which appear in the nearest unoccupied spaces and act
with 1 hit point. on the exarch's initiative.
Reclaim Anima (3/Day). If the exarch fails a saving
throw, it can drain the animating force from one Legendary Actions
undead creature it controls to succeed instead,
The exarch can take 3 legendary actions, choosing
reducing the creature to 0 hit points.
from the options below.
Actions Death's Beckon. The exarch makes an attack with its
Multiattack. The exarch makes 3 attacks with its Death's Beckon.
Death's Beckon, one of which it may replace with a use Impel the Horde. Each undead creature within 40 feet
of its Breath of Thanatos or Drown in Blood. of the exarch may use its reaction to move up to half
its speed.
Death's Beckon (2nd Level Spell). Ranged Spell Attack:
+12 to hit, reach 60 ft., one target. Hit: 16 (3d10) Into the Graveways (Costs 2 Actions). The exarch sinks
necrotic damage. into the ground and disappears, emerging from an area
of loose dirt within 60 feet of the space it departed at
If this damage reduces a humanoid target to 0 hit
the beginning of its next turn.
points, a rift appears in the earth beneath it, disgorging
a Horde Ghoul in the nearest unoccupied space that
acts on the exarch's initiative and under its control.
Mythic Actions
Death-Scent Bestowal. One creature the exarch can see
Breath of Thanatos (3rd Level Spell). The ground beneath
within 60 feet must succeed on a DC 20 Charisma
a creature the exarch can see within 60 feet cracks,
saving throw or be Cursed.
spewing forth a hissing jet of putrid fumes.
The creature must succeed on a DC 20 Constitution Whenever the Cursed creature takes 15 or more
saving throw or take 16 (3d10) necrotic plus 10 (3d6) necrotic damage from a single source, attacks made
poison damage, or take half as much on a success. against it by undead creatures have advantage until the
beginning of its next turn.
A creature killed by this damage is dragged through a
planar rift to Thanatos.
Cults of the Grand Indulger
The New Romantics Book Club
History DC 15: The New Romantics Book Club is a social

club with chapters in nearly every major city, centered upon


Cultist of the Grand
reading and writing risque fiction. It is rumored that many of
Indulger
the great and the good are counted within their membership
Medium humanoid (any), chaotic evil
rolls, though such affiliations are kept strictly confidential.

History DC 20: Induction into the upper echelons of


Armor Class 12
membership within the New Romantics is marked with
Hit Points 16 (3d8 + 3)
elaborate ritual and ceremony, intended to open the Speed 30 ft.
ascendent member's mind to the greater mysteries of fiction-

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

upon the epicurean delights their unique physiology and


Senses Passive Perception 12
sensory organs grant them the opportunity to pursue, along
Languages Common
with those that their faculties exclude them from. Such is the
Challenge M10 (590 XP)
motivating principle of the secret society known as Beyond

Flesh, gathering to strain against the limits shackled to them


Painfog Censer. Whenever a creature within 15 feet
by the circumstances of their creation.
of three or more creatures with this trait takes any
non-psychic damage, it takes an additional 2
psychic damage.
The Gravechasers
Minion. If the cultist takes damage from an attack or
Religion DC 10: Though usually brief-lived, the loose
as the result of a failed saving throw, its hit points
coalition of sensation-gorging goblins, kobolds, and halflings
are reduced to 0. If the cultist takes damage from
known as The Gravechasers are said to experience more in a
another effect, it dies if the damage equals or
month than most elves do in a century, leading death a merry
exceeds its hit point maximum, otherwise it takes
chase through the outer reaches of mortal experience.
no damage.

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

Armor Class 16 (Fiendleather Cassock) Armor Class 16 (Mage Armor)


Hit Points 78 (12d8 + 24) Hit Points 142 (19d8 + 57)
Speed 30 ft. Speed 30 ft.

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)

Saving Throws CHA +5 Saving Throws CON +6, CHA +7


Skills Deception +5, Persuasion +5 Skills Perception +5, Persuasion +7
Senses Passive Perception 12 Senses Passive Perception 15
Languages Abyssal, Common Languages Abyssal, Common
Challenge 3 (700 XP) Challenge 8 (3,900 XP)

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.

Reactions Bonus Actions


Desperate Appetites. When the fanatic takes any Erode Will. One creature Charmed by the devoted
psychic damage, it can regain a use of its Glyph of must succeed on a DC 15 Wisdom saving throw or
Unshackled Sensation. use its reaction to move up to half its speed and
make an attack or cast a cantrip under the
The True Face of Pain. When a creature within 30 devoted's control.
feet of the fanatic destroys a bloodglyph created
with its Painter's Flail by entering its space, the Needling Imperative. The chosen moves up to half
fanatic can force the creature to make a DC 13 its speed, then whispers a command to a Charmed
Constitution saving throw. creature within 5 feet.
On a failed save, the creature takes 9 (2d8) psychic For the next minute or until the creature is reduced
damage and is Stunned until the end of the to 0 hit points, it takes 11 (2d10) psychic damage
fanatic's next turn. the first time each turn that it disobeys the
command.
Chosen of the Grand A target hit by two or more of these attacks in a turn
must succeed on a DC 17 Wisdom saving throw or be
Indulger Frightened until the end of the chosen's next turn.
Medium humanoid (any), chaotic evil Psychic Lance (3rd Level Spell). Ranged Spell Attack: +9
to hit, reach 90 ft., one target. Hit: 28 (8d6) psychic
Armor Class 16 (Mage Armor) damage and the target is pushed up to 10 feet away.
Hit Points 178 (21d8 + 84)
Speed 30 ft. The chosen may have this attack originate from a
creature Charmed by it, using that creature's senses.
Gift of Transcendent Pleasure (Recharge 5-6, 5th Level
STR DEX CON INT WIS CHA
Spell). One creature the chosen can see within 60 feet
11 (+0) 16 (+3) 19 (+4) 14 (+2) 15 (+2) 21 (+5) cannot take reactions and is suffused in an aura of pure
rapturous delight for the next minute.
Saving Throws CON +9, INT +7, CHA +10 At the beginning of each of the creature's turns, it
Skills Insight +7, Perception +7, Persuasion +10 must succeed on a DC 17 Wisdom saving throw or
Senses Passive Perception 17 voluntarily fail all other saving throws until the
Languages Abyssal, Common beginning of its next turn. On a success, the effect
Challenge 15 (13,000 XP) ends.

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.

Called by Desire. The exarch learns the deepest Bonus Actions


unfulfilled wish of any creature that affects it with a Erode Will. One creature that is Charmed by the exarch
spell or magical effect, and can telepathically must succeed on a DC 21 Wisdom saving throw or use
communicate with those creatures over any distance. its reaction to move up to half its speed and make an
attack or cast a cantrip under the exarch's control.
The exarch learns the deepest unfulfilled wish of any
creature that contacts it with divination magic. Agonizing Inversion. One creature that the exarch can
Cruel Mercy. Once on each of its turns when the exarch see within 60 feet loses any temporary hit points that
deals damage to a creature, after dealing damage it can it has, then it and each other creature within 15 feet of
grant the creature gain temporary hit points equal to it must succeed on a DC 21 Intelligence saving throw
the damage dealt. or take psychic damage equal to the temporary hit
points lost.
While a creature has any of these temporary hit points,
it is Charmed by the exarch. Legendary Actions
Hedonic Resilience (3/Day). When the exarch fails a The exarch can take 3 legendary actions, choosing
saving throw, it can gain 25 temporary hit points. from the options below.
While it has any of these temporary hit points, the Needling Imperative. The exarch moves up to half its
exarch has advantage on all saving throws and
speed, then whispers a command to a Charmed
resistance to all damage. creature within 5 feet.
Actions For the next minute or until the creature is reduced to
0 hit points, it takes 11 (2d10) psychic damage the
Multiattack. The exarch two attacks with its Psychic first time each turn that it disobeys the command.
Lance, one of which it can replace with a use of its Gift
of Writhing Pain or Gift of Transcendent Pleasure, if Soulbound Swap (2nd Level Spell). The exarch and up to
available. one Medium creature that is Charmed by or friendly to
it teleport to trade places with one another.
Psychic Lance (3rd Level Spell). Ranged Spell Attack:
+13 to hit, reach 90 ft., one target. Hit: 28 (8d6) Psychic Lance (Costs 2 Actions). The exarch makes an
psychic damage and the target is pushed up to 10 feet attack with its Psychic Lance.
away. Revel in Sensation (Costs 2 Actions). The exarch makes a
The exarch may have this attack originate from a saving throw to end one ongoing effect on it that ends
creature Charmed by it, using that creature's senses. on a successful saving throw.
Cults of the Lord of Beasts
Church of the Broken Hammer
Religion DC 10: The Church of the Broken Hammer Cultist of the Lord of
establishes itself in slums and ghettos, in besieged cities and

moldering dungeons, recruiting those whose unrequited


Beasts
yearning for justice and freedom has matured into a deep
Medium humanoid (any), chaotic evil
bitter hatred for the architects of their restraints.

Religion DC 20: The fundamental truth promulgated by the


Armor Class 11
Church of the Broken Hammer is that "I had no choice" is a
Hit Points 13 (2d8 + 4)
Speed 30 ft.
cowardly lie; glorious and defiant death is always an option,

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.

Feed the Pack. Attacks made by beasts or


The Endless Knot monstrosities against a creature grappled by the
cultist are made with advantage
Religion DC 15: A favorite fixation of the conspiracy-minded,

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

Armor Class 15 (Ghourhide Regalia) Armor Class 15 (Natural Armor)


Hit Points 52 (8d8 + 16) Hit Points 162 (25d8 + 50)
Speed 30 ft. Speed 30 ft.

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.

STR DEX CON INT WIS CHA Bonus Actions


20 (+5) 16 (+3) 18 (+4) 10 (+0) 15 (+2) 16 (+3) Exultation of Blood (2nd Level Spell). The chosen gains 5
temporary hit points for each creature it hit with an
attack this turn. While it has any of these temporary hit
Saving Throws DEX +8, WIS +7, CHA +8 points, the chosen's attacks are made with advantage.
Skills Athletics +15, Perception +12, Survival +7
Senses Truesight 60 ft., Passive Perception 22
Languages Abyssal, Common Reactions
Challenge 15 (13,000 XP) Smash Through Reality (1/Day, 8th Level Spell,
Concentration). When the chosen scores a critical hit, it
Fear-Scent Tracker. The chosen can detect, by smell, the can banish the target to a blood-drenched arena in a
number and direction of each creature within 1000 labyrinthine demiplane facing a Bulezau Rot-Sower that
feet of them that is not immune to the Frightened acts directly after it in combat.
condition, and cannot be surprised by such creatures.
The target may escape either by Incapacitating the
Juggernaut Rampage. If the chosen first moves 10 feet bulezau, or by navigating the labyrinth as an action with
directly toward it, they may move through any a successful DC 18 Intelligence check. When the
nonmagical wall or object as though it were difficult creature escapes, it reappears in the nearest space to
terrain, shattering a 5 foot section of it in a spray of where it departed.
shrapnel.
Then, each creature within 5 feet of where the chosen
Legendary Actions
emerges takes 4 (1d8) bludgeoning damage and is The chosen can take 2 legendary actions, choosing
pushed up to 5 feet away. from the options below.
Unbridled Fury (3/Day). If the chosen fails a saving Relentless Pursuit. The chosen moves up to half its
throw while it is not grappled, it can choose to succeed speed toward the nearest enemy and makes a melee
instead. attack against it.
Then, if the chosen is concentrating on a spell, it can Winding Slam. The chosen smashes a grappled creature
roll a D6, regaining a use of this ability on a 5-6. into the ground, forcing it to make a DC 18 Strength
saving throw.
Actions On a failed save, the creature takes 18 (4d8)
Multiattack. The chosen makes two attacks with its bludgeoning damage, is knocked prone, and its space
Spellfury Fist, one of which it may replace with a use of becomes difficult terrain.
its Spontaneous Combustion, if available.
A creature that fails this save by 10 or more can't speak
Spellfury Fist. Melee Spell Attack: +10 to hit, reach 5 ft., or breathe until the end of the chosen's next turn.
one target. Hit: 10 (1d10 + 5) force damage plus one Roar of Challenge. One creature the chosen can see
additional effect of the chosen's choice: within 60 feet must succeed on a DC 18 Wisdom
Bestial Grip. The target is grappled (escape DC 18). saving throw or use its reaction to move its speed
Wound Spirit. The target takes an additional 11 directly toward the chosen.
(2d10) necrotic damage. If it ends this movement within 5 feet of the chosen,
Impact Vice. The target is pushed up to 10 feet away, the creature may immediately make a melee attack
then takes an additional 13 (3d8) bludgeoning against it.
damage if this movement was stopped by a solid
surface.
Shake Earth. The chosen and each creature within 10
feet of it take 9 (2d8) thunder damage.
Exarch of the Lord of Flaying Scream (3rd Level Spell). The exarch's eyes blaze
with abyssal flame as it holds a grappled creature aloft
Beasts and screams at it.
Medium humanoid (any), chaotic evil
Each light the creature is carrying is extinguished, then
Armor Class 17 (Natural Armor) the creature must succeed on a DC 21 Constitution
Hit Points 195 (23d8 + 92) saving throw or take 10 (3d6) fire plus 27 (6d8)
Speed 40 ft., climb 40 ft. thunder damage, or half as much on a success.
A creature killed by this damage has its skin peeled off
and blown away in a spray of gore.
STR DEX CON INT WIS CHA
Spontaneous Combustion (4th Level Spell,
22 (+6) 16 (+3) 18 (+4) 11 (+0) 15 (+2) 16 (+3) Concentration). The exarch forces a creature they can
see within 40 feet to succeed on a DC 21 Dexterity
Saving Throws DEX +9, WIS +9, CHA +10 saving throw or take 21 (6d6) fire damage and ignite.
Skills Athletics +20, Perception +16, Survival +9
Until a creature takes an action to douse the fire, the
Senses Truesight 60 ft., Passive Perception 26
target has disadvantage on attack rolls and takes 7
Languages Abyssal, Common
(2d6) fire damage at the beginning of each of its turns.
Challenge 21 (33,000 XP)
Reactions
Fear-Scent Tracker. The exarch can detect, by smell, the
number and direction of each creature within 1000 Smash Through Reality (Recharges when the exarch's
feet of them that is not immune to the Frightened mythic trait becomes active, 8th Level Spell,
condition, and cannot be surprised by such creatures. Concentration). When the exarch scores a critical hit, it
can banish the target to a blood-drenched arena in a
Juggernaut Rampage. If the exarch first moves 10 feet labyrinthine demiplane, facing a Bulezau Rot-Sower that
directly toward it, it can move through any nonmagical acts directly after it in combat.
wall or object as though it were difficult terrain,
shattering a 5 foot section of it in a spray of shrapnel. The target may escape either by Incapacitating the
bulezau, or by navigating the labyrinth as an action with
Then, each creature within 5 feet of where the exarch a successful DC 21 Intelligence check. When the
emerges takes 9 (2d8) bludgeoning damage and is creature escapes, it reappears in the nearest space to
pushed up to 5 feet away. where it departed.
Defiance at the Gates (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 195 hit points. The exarch can take 3 legendary actions, choosing
The exarch gains resistance to Bludgeoning, Piercing, from the options below.
and Slashing damage, and its attacks score a critical on
a 19-20. After 1 minute, the exarch dies. Relentless Pursuit. The exarch moves up to half its
speed toward the nearest enemy and makes a melee
Unbridled Fury (3/Day). If the exarch fails a saving throw attack against it.
while it is not grappled, it can choose to succeed
instead. Winding Slam. The exarch smashes a grappled creature
into the ground, forcing it to make a DC 21 Strength
Then, if the exarch is concentrating on a spell, it can saving throw.
roll a D6, regaining a use of this ability on a 5-6.
On a failed save, the creature takes 27 (6d8)
Actions bludgeoning damage, is knocked prone, and its space
becomes difficult terrain.
Multiattack. The exarch makes two attacks with its
Spellfury Fist, one of which it may replace with a use of A creature that fails this save by 10 or more can't speak
its Flaying Scream or Spontaneous Combustion. or breathe until the end of the exarch's next turn.
Roar of Challenge. One creature the exarch can see
Spellfury Fist. Melee Spell Attack: +13 to hit, reach 5 ft., within 60 feet must succeed on a DC 21 Wisdom
one target. Hit: 17 (2d10 + 6) force damage plus one saving throw or use its reaction to move its speed
additional effect of the exarch's choice: directly toward the exarch.
Bestial Grip. The target is grappled (escape DC 21). If it ends this movement within 5 feet of the exarch,
Wound Spirit. The target takes an additional 11 the creature may immediately make a melee attack
(2d10) necrotic damage. against it.
Impact Vice. The target is pushed up to 10 feet away,
then takes an additional 13 (3d8) bludgeoning Mythic Actions
damage if this movement was stopped by a solid
surface. Frothing Charge (Costs 2 Actions). The exarch moves up
Shake Earth. The exarch and each creature within 10 to its speed and makes one melee attack with
feet of it take 9 (2d8) thunder damage. advantage for each expended use of its Unbridled Fury.
Attacks of Opportunity provoked by this movement are
made with advantage.
Cults of the Rot Mother
Cultist of the Rot
Mother
Medium humanoid (any), chaotic evil

Armor Class 11
Hit Points 15 (2d8 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 13 (+1) 16 (+3) 10 (+0) 14 (+2) 12 (+1)

Skills Nature +2
Senses Passive Perception 12
Languages Common
Challenge M11 (720 XP)

Strength from Sickness. While it is Poisoned, the


cultist's attacks have advantage instead of
disadvantage.
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
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.

The Fruiting Feast The Wholeness Society


Religion DC 10: The Fruiting Feast is a wandering Religion DC 15: The Wholeness Society is a fringe group of

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

Armor Class 12 Armor Class 12


Hit Points 60 (8d8 + 24) Hit Points 127 (15d8 + 60)
Speed 30 ft. Speed 30 ft.

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)

Saving Throws WIS +4 Saving Throws WIS +6, CHA +5


Skills Nature +4, Perception +4 Skills Nature +4, Perception +6
Senses Passive Perception 14 Damage Immunities Poison
Languages Abyssal, Common Senses Passive Perception 16
Challenge 1 (200 XP) Languages Abyssal, Common
Challenge 4 (1,100 XP)
Strength from Sickness. While it is Poisoned, the
fanatic's attacks have advantage instead of Strength from Sickness. While it is Poisoned, the
disadvantage. devoted's attacks have advantage instead of
disadvantage.
Actions Rot-Carrier. A creature that fails a saving throw by 5
Spore Censer Flail. Melee Weapon Attack: +4 to hit, or more against an effect the devoted controls
reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing cannot benefit from resistance or immunity to
damage. poison damage or from immunity to the Poisoned
condition for the next hour.
On a hit or miss, the target takes 3 (1d6) poison
damage. Actions
Corrupted Cleansing. One creature the fanatic can Multiattack. The devoted makes two attacks with its
see within 30 feet must succeed on a DC 13 Cultivator's Touch, each of which it may replace
Wisdom saving throw or use its reaction to with a use of its Spore Wind.
consume the most toxic substance it can reach.
Cultivator's Touch. Melee Spell Attack: +6 to hit,
Bonus Actions reach 5 ft., one target. Hit: 11 (2d6 + 4) poison
damage.
Draught of Blooming Life. The fanatic administers a
fetid concoction to a willing, restrained or A Poisoned creature hit with this attack becomes
Incapacitated creature within 5 feet. Paralyzed until the beginning of its next turn.

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

as a support group for the recently widowed, the group


Cultist of the Spider
known as Relicts of the Loom has been rumored to
Queen
disseminate deadly poisons to those in unhappy marriages.
Medium humanoid (any), chaotic evil
The Second Harmony Armor Class 13 (Leather Armor)
Religion DC 15: The Second Harmony are an evangelical
Hit Points 11 (2d8 + 2)
Speed 30 ft.
group that has taken root in some of the elven greenholds,

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

peoples of the elves.


12 (+1) 15 (+2) 13 (+1) 11 (+0) 14 (+2) 14 (+2)
Religion DC 15: While ostensibly their aim is to unite the

two pantheons, it has been claimed that the leaders of the


Skills Deception +5, Stealth +5
Second Harmony privately believe that the elven gods are
Senses Darkvision 60 ft., Passive Perception 12
incapable of peaceful coexistence and one
Languages Common
must rise to kill the others for there to be
Challenge M5 (225 XP)
peace among elves.
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
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

group where the greatest minds of this generation gather to

test their wits against one another in ever-escalating

games of subterfuge and diplomacy where the stakes are writ

in the fates of nations.

So they assert, at least; it has been observed that those

who claim to be members often have few other notable public

accomplishments.
Cult Fanatic of the Devoted of the Spider
Spider Queen Queen
Medium humanoid (any), chaotic evil Medium humanoid (any), chaotic evil

Armor Class 15 (Studded Leather Armor) Armor Class 16 (Mage Armor)


Hit Points 60 (8d8 + 24) Hit Points 153 (18d8 + 54)
Speed 30 ft. Speed 30 ft., climb 30 ft.

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)

Saving Throws DEX +5 Saving Throws DEX +6, CON +5 CHA +7


Skills Deception +5, Insight +4, Stealth +5 Skills Deception +7, Insight +6, Stealth +6
Senses Darkvision 60 ft., Passive Perception 12 Senses Passive Perception 14
Languages Abyssal, Common Languages Abyssal, Common, Undercommon
Challenge 4 (1,100 XP) Challenge 6 (2,300 XP)

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.

Betrayer's Blessing (Recharge 5-6, 2nd Level Spell, Actions


Concentration). One creature the fanatic can see
within 60 feet gains advantage on the first attack or Multiattack. The devoted makes two attacks with its
saving throw it makes each turn for the next Darkfire Bolt, each of which it may replace with a
minute. use of its Envenomed Touch.

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

number of demonic entities may enter into such a pact, the


2nd graveway travel, invocation of the bloodlord
following options are here made available to you when 3rd animate dead, grasping grave
making that choice: the Bloodlord, the Deep Father, the
4th drown in blood, litany of flesh devoured
Formless One, the Grand Indulger, the Lord of Beasts, the

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.

Custodian of the Horde


The Bloodlord 1st-level Bloodlord feature

Your patron has granted you leave to call an undead horde


You have made a pact with Orcus, the Shadow Who Was,
to serve you from the Corpsevaults of Thanatos. As an action,
Lord of the Dead. Whatever your own aims, death is sure to
you can carve a planar rift in the earth at your feet, dragging
stalk your footsteps, though so long as you remain in his good
forth a number of Horde Ghouls equal to the level of your
graces it shall fall upon your foes rather than yourself.
warlock spell slots that appear in unoccupied spaces within
Perhaps you sought his power to defy death, his mastery of
10 feet of you.
the legions of the dead, or vengeance against the cruel and
The horde ghouls remain for 1 hour, or until you use this
distant gods. Whatever the case, the Corpsevaults have been
ability again, before crumbling to ash. Once you use this
opened to you, and from them you shall call forth a tide of
ability, you can't do so again until you finish a long rest or
undeath that will grind your foes to dust beneath its advance.
until you expend a warlock spell slot to do so again.

The Horde Ghouls do not take their own turns in combat.


Expanded Spell List Instead, on each of your turns, you can take a bonus action to
1st-level Bloodlord feature
mentally activate each of these ghouls within 60 feet of you,
The Bloodlord lets you choose from an expanded list of spells
causing each of them to move up to their speed and take an
when you learn a warlock spell. The following spells are
action.
added to the warlock spell list for you.

Eternal Tide
6th-level Bloodlord feature

At the beginning of each of your turns, one Horde Ghoul you

can see within 60 feet that died since the end of your last turn

returns to undeath with full hit points.

Scent of Death
10th-level Bloodlord feature

You gain resistance to necrotic damage. Undead with an

Intelligence score of 3 or lower become indifferent to your

presence until you take hostile action against them or their

allies.

Beacon of Hunger
14th-level Bloodlord feature

Once per turn, when you deal damage to a creature, you may

suffuse it in an aura of negative energies until the beginning

of your next turn.

Attacks by undead creatures against the affected creature

are made with advantage.


The Deep Father
You have made a pact with Demogorgon, Master of the Chimeric Horror
Spiraling Depths. In his name, you shall push the limits of Medium fiend/monstrosity, chaotic evil
scientific, magical, and artistic understanding, visiting

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.

STR DEX CON INT WIS CHA


Expanded Spell List
1st-level Deep Father feature
15 (+2) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 5 (-3)
The Deep Father lets you choose from an expanded list of

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

remains of your fallen foes. It's friendly to you and your

companions, and it obeys your commands. See its game


Greater Horror
statistics in the Chimeric Horror stat block, which uses your
6th-level Deep Father feature
proficiency bonus (PB) in several places.
Your chimeric horror becomes size Large, and its melee
Creating a Chimeric Horror At the end of a long rest, you
attacks deal one additional die of their damage type.
can create a chimeric horror using parts harvested from the

corpses of aberrations, beasts, fiends, or monstrosities that


Biorhythm Alteration
died in the last 24 hours, graft additional parts to your
10th-level Deep Father feature
chimeric horror from such a creature, or remove existing
When you complete a Long Rest, you can choose one of your
parts from your chimeric horror. If you already have a
Saving Throw proficiencies and replace it with a different
chimeric horror from this feature and create a new one, the
one.
first one immediately perishes. The chimeric horror also

perishes if you die.

Flesh Grafts The chimeric horror gains features


Spark of Life
appropriate to the corpse-parts used in its construction, as 10th-level Deep Father feature

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

takes no actions or reactions on its own. Whenever you Unshackled Form


would make an attack on your turn, you may forgo that attack; 14th-level Deep Father feature

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

Flesh Grafts may be used in the creation of a new chimeric

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

Your flesh begins to adapt itself to hostile conditions.


You have made a pact with Juiblex, the Formless One, the
Whenever you take 10 or more damage from a single source,
shattered obyrith whose ancient designs predate the birth of
after taking damage you may gain resistance to one of that
the Abyss. Its malign consciousness is alien and
damage's types until you complete a long rest or use this
incomprehensible to you, and yet it sees the destruction you
ability again.
crave, and has graced you with the power to enact it. All may

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

end of all things.

Your feelings on the matter are of no concern to the


Corrosive Rebuke
10th-level Formless One feature
Faceless Lord, so long as you remain relentless in your
As a reaction when you are hit with a melee attack with a
pursuit of destruction, eating away at the foundations of that
nonmagical metal weapon, after taking damage you cause the
which resists the march of chaos.
weapon to rapidly corrode, partially disintegrating it. Until

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

spells when you learn a warlock spell. The following spells

are added to the warlock spell list for you.


Abandon Forms
14th-level Formless One feature

Formless One Spells Your body gains the ability to achieve a fluidity and resilience

Spell Level Spells uncommon among complex life.

As an action, you can cause your flesh to flow and meld at


1st grease, caustic coating your direction for the next minute. On each of your turns

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

4th blight, death ward rest.

5th ooze deluge, spawn blood echo

Boneless Movement
1st-level Formless One feature

Your joints soften and stretch, granting you magically

enhanced flexibility. You can squeeze through any space at

least 1 foot wide, and as a bonus action on each of your turns

you may Disengage, stand from prone, or attempt to escape a

grapple or restraint.
The Grand Indulger
You have made a pact with Graz'zt, the Lord of Forbidden

Pleasures and Limitless Indulgence. In his name you have

sworn to wring forth every ounce of enjoyment that the

panoply of life and death have to offer, and to be yourself

wrung; to die used up and burned through, having gorged

yourself upon every feast life could provide you.

When the covetous eye of the Six-Fingered Prince is upon

you, all else fades by comparison, and no earthly pleasure can

compare to the hint of his approval, no pain to the sting of his

disdain. Through faithful and unquestioning service to him

you shall discover his vision of your most perfect self, and

perhaps even rise to achieve it if he finds your ambition equal

to the task.

Cruel Mercy
1st-level Grand Indulger feature

When you deal damage to a creature with a spell, after

dealing damage you may have the creature gain temporary

hit points equal to the damage dealt. These temporary hit

points last for 1 minute, and while a creature has any of them

it is Charmed by you.

You can use this ability a number of times equal to your

proficiency bonus, and you regain all expended uses when

you finish a long rest.

Erode Will
1st-level Grand Indulger feature

As a bonus action on your turn, you may force a creature

Charmed by you to make a Wisdom saving throw. On a failed

save, the creature uses its reaction to move up to half its

speed and make an attack under your control. A creature

Dominated by you (by an effect such as Dominate Person)

fails this saving throw automatically.

Passing Dream
6th-level Grand Indulger feature

When a creature ceases to be Charmed by you, it must make


Expanded Spell List a Wisdom saving throw. On a failed save, the creature forgets
1st-level Grand Indulger feature
that it was Charmed, and your presence is erased from any
The Great Indulger lets you choose from an expanded list of
memories from the time it was Charmed by you.
spells when you learn a warlock spell. The following spells

are added to the warlock spell list for you.


Lingering Fixation
Grand Indulger Spells 10th-level Grand Indulger feature

The temporary hit points granted by your Cruel Mercy last for
Spell Level Spells
up to an hour.

1st command, harmless gift


2nd demand offering, demonic lash Indoctrination
14th-level Grand Indulger feature
3rd night's caress, thunderous touch While within 30 feet of you, a creature Charmed by you has

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 gain a +2 bonus to melee spell attack rolls you make.

Whenever you cast a spell that makes a ranged spell attack,

you may choose for it to make a melee spell attack with a

range of Touch instead.


The Lord of Beasts Whenever you would make a melee spell attack, you may

You have made a pact with Baphomet, the Lord of Beasts. replace it with an attempt to grapple or shove a creature.

Through strength and savagery you have gained the favor of

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

proficiency bonus, and you regain all expended uses when

Expanded Spell List you finish a long rest.

1st-level Lord of Beasts feature

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

Spell Level Spells destroyed by mundane means as though it were difficult

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

planes, briefly banishing your target to the Endless Maze of


1st-level Lord of Beasts feature
Baphomet. When you score a critical hit against a creature,
You have been graced with the means to wield great magics
as part of the attack you may cast Maze targeting it without
through strength alone. When you cast warlock spells, you

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

The winds lighten your steps toward any locus of mayhem. As

a bonus action, you can Dash or gain a fly speed equal to your

movement speed until the end of your turn.

While flying, you have advantage on the first melee weapon

attack you make each turn against a creature that is not

flying.

Fate Transfer
1st-level Master of the Lower Aerie feature

You gain the ability to harness and channel the power of the

fortunes you steal. Whenever a spell or magical effect you

control forces a creature within 30 feet of you to subtract

from an attack roll or saving throw it makes, one other

creature you can see within 30 feet of you gains temporary


The Master of the Lower Aerie hit points equal to your Charisma modifier.

You have made a pact with Pazuzu, Master of the Lower

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

perfidious aid. You ease a creature's wounds while covertly stealing a

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.

owed him on the tipped scales of fate, but the fountheads of

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

As a reaction when a creature succeeds on a saving throw to

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

incomprehensible. As a bonus action, you can transform into


2nd gust of wind, profane fate a many-winged avatar of chaos for the next hour.

3rd flickering advance, felloil rain While transformed, you have an 80 foot fly speed, ranged

weapon attacks and attacks of opportunity made against you


4th plague chant, steal dreams
are made at disadvantage, and whenever a creature misses

5th delay spell, insect plague you with a melee attack you may force it to succeed on a

Strength saving throw or be knocked prone.


The Prince of Deception Phantasmal Assault
1st-level Prince of Deception feature

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.

because you found your own talents of duplicity insufficient

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

the illusory appearance of another affected creature.

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

finish a short or long rest.


Prince of Deception Spells
Spell Level Spells Flawless Illusion
1st disguise self, silent image 10th-level Prince of Deception feature

Whenever a creature makes an Intelligence (Investigation)


2nd disfigure, lay bare
check to discern the nature of an illusion you control, 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.

5th incubate fears, modify memory Subtlety


14th-level Prince of Deception feature

When you cast an illusion spell, you

may cast it without any verbal or

somatic components.

Affected Innocence
1st-level Prince of Deception feature

Whenever you cast a spell, you may choose for the spell's

effect to visually appear to originate from a source other than

yourself.

This apparent source may be either a friendly creature that

is proficient in Deception or Performance, or from an illusory

or summoned creature under your control.

The first spell attack you make in this way each turn is

made with advantage.


The Rot Mother
You have made a pact with Zuggtmoy, The Demon Queen of

Decay and turner of the wheel of life and death, friend and

comfort to the low and wretched. The gifts bestowed by her

upon the living and the dead are great and many, but as her

faithful servant you have been blessed with the singular

honor of spreading the spores of sacred ruin, those which

shall rot away every blasphemous edifice of delusional hubris

and pretended immortality.

Your queen graciously requests that you convey her

blessings and goodwill upon those most desperately in need

of them; those for whom sickness and infirmity are yet

strangers, who shy from the scent of rot in cruel and willful

ignorance of their kinship to it, of the nascent death they

carry already within themselves. Plant within them the seeds

of wisdom and courage, that they may rejoice rather than

recoil at their approaching death.

Expanded Spell List


1st-level Rot Mother feature

The Rot Mother lets you choose from an expanded list of

spells when you learn a warlock spell. The following

spells are added to the warlock spell list for you.

Rot Mother Spells


Spell Level Spells
1st corpseleech, entrench
2nd call to feast, lesser restoration
3rd sporeflight, sprouting doom
4th eye of rot, sow demonseed
5th filth harvest, pallid rooting

Befouled Magic
1st-level Rot Mother feature

You may add your Charisma modifier to the damage dealt by

any spell you cast that deals poison damage.

Embrace Decay Fungal Delirium


1st-level Rot Mother feature
10th-level Rot Mother feature
While you are not incapacitated, you may choose to ignore
As a bonus action, choose one creature you can see within 30
the effects of the Poisoned condition or any Disease you are
feet of you. If the creature is Poisoned or infected with a
infected with. You have Immunity to any poison damage dealt
disease, you may force it to make a Wisdom saving throw. On
by spells and magical effects you control.
a failed save, the creature uses its reaction to move up to half

its speed in a direction of your choice.


Overwhelm Tolerance
6th-level Rot Mother feature

As a reaction when a creature ends its turn within 10 feet of


Inexorable Growths
14th-level Rot Mother feature
you, you may force it to succeed on a Constitution saving
As a reaction when a creature you can see within 120 feet of
throw or be infected with Mycotic Glut for the next hour.
you dies, you may cast Sprouting Doom at 3rd level targeting

an area centered on the creature without using a spell slot.

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

from immunity to the Poisoned condition. you finish a long rest.


The Ruler of Ruin Crazed Consumption
1st-level Ruler of Ruin feature
You have made a pact with Yeenoghu, the Great Hungerer
You must consume three pounds of food per day, rather than
and Forger of the Path of Ruin. For his glory you shall rip and
one, to stave off exhaustion, and begin to suffer levels of
tear at all around you, racing to devour what you can before
exhaustion after a single day without food.
you are yourself consumed by a still greater force of
When you devour the flesh of a creature over the course of
annihilation. Though your own doom may already be sealed,
a short rest that had an Intelligence score of 7 or higher and
the Destroyer has granted you the power to take a piece of
was killed in the last 24 hours, you regain an expended hit
the world with you in your frantic march toward ruin.
die. You can use this ability a number of times equal to your
Perhaps you were led to this crossroads by a seething,
proficiency bonus, and you regain all expended uses when
indiscriminate hatred toward the world you were unwittingly
you finish a long rest.
born into, or perhaps razing the path before you is merely a

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

Expanded Spell List resistance to damage dealt by spells you control.

When you cast a damaging spell that affects an area and


1st-level Ruler of Ruin feature
center it on yourself, it deals one additional die of damage.
The Ruler of Ruin lets you choose from an expanded list of

spells when you learn a warlock spell. The following spells

are added to the warlock spell list for you.


Fueled By Flesh
10th-level Ruler of Ruin feature

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

Constitution modifier, and regain a number of hit points


1st screaming flame, shield of bones
equal to the total (minimum of 1).

2nd rain of fire, spike growth


3rd rend magic, wreath with flame Seething Fury
14th-level Ruler of Ruin feature
4th litany of flesh devoured, song of ruin When you cease being incapacitated, you may immediately

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

As a bonus action on each of your turns, you may make an

unarmed attack using your bite, using either Dexterity or

Strength. If you hit with it, you deal piercing damage equal to

1d4 + your Dexterity or Strength modifier, instead of the

bludgeoning damage normal for an unarmed strike.


The Spider Queen Kiss of Lolth
You have made a pact with Lolth, Queen of the Demonweb 1st-level Spider Queen feature

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

servants. damage, and immunity to the Poisoned condition.

You might have been raised in a sect of Lolthite

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

If you are not illuminated by bright light and are at least 15

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.

spells when you learn a warlock spell. The following spells

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,

without needing to make an ability check.


2nd envenomed touch, web
3rd conjure animals, lolth's favor Body's Betrayal
14th-level Spider Queen feature
4th creeping ruin, maddening shadows
Your poisons contain an insidious second stage that might

5th toxic aura, strands of the demonweave activate at any instant. At any time (no action required), you

can force a creature Poisoned by you to take 10d6 poison

damage and fall prone, then the creature must succeed on a

Constitution save or be Stunned until the end of your next

turn. Once you use this feature, you can't use it again until

you finish a short or long rest.


Abyssal Abduction
3rd-level conjuration

Casting Time: 1 bonus action

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

disadvantage. increases by 1d10 for each slot level above 3rd.

An affected creature repeats this saving throw at the end of

each of its turns, ending the effect on a success. Bloodflame Spear


3rd-level necromancy

Baleful Displacement Casting Time: 1 action


7th-level conjuration
Range: self (15 ft. line)

Casting Time: 1 reaction, which you take when you are Components: V, S

targeted with a spell Duration: instantaneous

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

each slot level above 7th. throw.

At Higher Levels: When you cast this spell using a spell

slot of 4th level or higher, the distance of your dash and

length of the line increase by 5 feet for each slot level above

3rd.
Boiling Breath Caustic Coating
6th-level evocation 1st-level transmutation

Casting Time: 1 action Casting Time: 1 action

Range: self (30 ft. cone) Range: touch

Components: V, S Components: S

Duration: instantaneous Duration: Instantaneous

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

Constitution saving throw or take 12d6 fire damage, or half points.

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

to 15 feet away. and cumulative −1 penalty to the AC it offers.


At Higher Levels: When you cast this spell using a spell Natural armor used by the target suffers the same penalty,

slot of 7th level or higher, the fire damage increases by 2d6 but recovers when the target completes a short or long rest.

for each slot level above 6th.

Chaos Immortal
Breath of Thanatos 9th-level Transmutation

3rd level conjuration


Casting Time: 1 Action

Casting Time: 1 action Range: 120 ft.

Range: 60 ft. Components: V, S

Components: V, S Duration: 1 minute

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

much damage on a success. unconscious when reduced to 0 hit points.

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

level above 3rd. Chaos Revels


3rd-level conjuration

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.

Casting Time: 1 bonus action Range: 60 ft.

Range: 60 ft. (15 ft. cone) Components: V, S

Components: V, S Duration: instantaneous

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.

fire plus 10 (3d6) poison damage, or half as much on a

success. Conjure Hunt


7th-level conjuration

Call to Feast Casting Time: 1 action


2nd-level enchantment
Range: 60 ft.

Casting Time: 1 action Components: V, S

Range: 30 ft. Duration: 1 minute (concentration)

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.

At Higher Levels: When you cast this spell using a spell

slot of 8th level or higher, you summon one additional yeth

hound for each slot level above 7th.


Corpseleech Corruptive Emblem
8th-level enchantment
1st-level necromancy

Casting Time: 1 action Casting Time: 1 action

Range: touch (30 ft. radius)


Range: touch
Components: V, S
Components: S, M (The corpse of a Medium or larger

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.

A creature with a Wisdom score of 13 or lower that starts


You touch the corpse of a Medium or larger creature that
its turn in the area and can see the object is Charmed by you
died in the last minute and consume its lingering vitality,

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).

Unless surprised, a creature can avert its eyes to avoid this


slot of 2nd level or higher and targeting a Large or larger
effect. If it does, it treats each creature within 10 feet of the
corpse, you gain 2d8 additional temporary hit points for each

slot level above 1st. object as Invisible.

Corpus Potency Covetous Intercession


3rd-level conjuration
1st-level necromancy

Casting Time: 1 reaction, which you take when you or a Casting Time: 1 reaction, which you take when a creature

friendly to or charmed by you is targeted with an attack.


friendly undead creature within 30 ft. makes a Constitution
Range: 120 ft.
saving throw
Components: V, S
Range: 30 ft.

Components: S, M (A small piece of the target's flesh) Duration: instantaneous

Duration: instantaneous You teleport to switch places with a creature friendly to or

charmed by you, intercepting an attack meant for it. You


As a reaction when you or one undead creature friendly to
become the attack's new target.
you within range makes a Constitution saving throw, you

attempt to dampen the effect by magically wresting control of

the target's bodily functions, granting it advantage on the Crackling Frenzy


save. If the saving throw was against a damaging effect, the 2nd-level evocation

target takes no damage on a successful save. Casting Time: 1 action

Range: 5 feet

Corrupt Marrow Components: V, S

4th-level necromancy Duration: 10 minutes

Casting Time: 1 action An energizing spark of electricity crackles across your

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

14 (4d6) temporary hit points that last for up to 10 minutes.


Each creature in a 15 foot radius centered on a point you

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

slot of 3rd level or higher, the damage and temporary hit

Corrupted Offering points increase by 3 (1d6) for each slot level above 2nd.

9th-level enchantment

Casting Time: 1 action

Range: 10 ft.

Components: V, S

Duration: 1 minute

You force one nonfiend creature within range to succeed

on a Wisdom saving throw or be Charmed by you and hostile

to each other nonfiend creature it can see for the next

minute.

While Charmed in this way, the creature's Strength score

permanently increases by 1, to a maximum of 22, whenever it

reduces a humanoid former ally to 0 hit points.

The charmed creature repeats this saving throw at the end

of each of its turns, ending the effect on a success.


Creeping Ruin Darkfire Abyss
5th-level conjuration 9th-level conjuration

Casting Time: 1 action Casting Time: 1 action

Range: self (15 ft. radius) Range: 120 ft.

Components: V, S, M (a cluster of living spider eggs worth 1 Components: V, S

cp, which the spell consumes) Duration: until dispelled

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.

and the maximum damage it can deal increases by 100 for

each slot level above 5th. Darting Duplicate


1st-level illusion

Crushing Pulse Casting Time: 1 bonus action


2nd-level evocation
Range: Touch

Casting Time: 1 action Components: V, S

Range: self Duration: Instantaneous

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.

At Higher Levels: When you cast this spell using a spell

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

Casting Time: 1 action


Curse of Living Bones Range: 60 ft.
8th-level necromancy
Components: S

Casting Time: 1 action Duration: Instantaneous

Range: 120 ft.


You call a fragment of abyssal energy down to strike a
Components: V, S
creature within range, using its suffering to forge a
Duration: until dispelled
momentary rift to the Corpsevaults. Make a ranged spell

One creature you can see within range must succeed on a attack against the target. On a hit, the target takes 3d10

Charisma saving throw or be Cursed. necrotic damage.

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 humanoid creature that dies while cursed in this way has

a Skeletal Liberator tear free of its flesh at the beginning of Deceptive Demise
its next turn. 4th-level illusion

The skeletal liberator is charmed by you for 1 hour, or until


Casting Time: 1 reaction, which you take when you take
you or your companions do anything harmful to it. When the
damage
charmed condition ends, the skeletal liberator becomes
Range: self (30 ft.)
hostile to all living creatures.
Components: V, S

Duration: 1 round

You feign being wounded more grievously than you actually

are, teleporting up to 30 feet to a location you can see and

turning Invisible until the beginning of your next turn, and

may immediately attempt to Hide.

A corpse-like duplicate of your body crumples to the

ground in the space you vacated, which dissolves into mist at

the end of your next turn, or if it takes any damage.


Dedication of BLood Demonic Lash
3rd-level necromancy 2nd-level conjuration

Casting Time: 1 action Casting Time: 1 action

Range: self Range: 15 ft.

Components: S, M (a melee weapon worth at least 1 sp) Components: V, S

Duration: instantaneous Duration: instantaneous

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)

necrotic damage. slashing plus 7 (2d6) fire damage.

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.

At Higher Levels: When you cast this spell using a spell

Delay Spell slot of 3rd level or higher, you make an additional attack for

5th-level abjuration each slot level above 2nd.

Casting Time: 1 reaction, which you take when you see a

creature within 60 feet of you casting a spell


Desecration Stride
6th-level conjuration
Range: 60 ft.

Components: V Casting Time: 1 action

Duration: 1 round Range: self ft.

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

space you can see.

Demand Offering Nonmagical plants within 10 feet of that space blacken,

2nd-level enchantment and each other creature within 10 feet of that space takes 9

(2d8) necrotic damage.


Casting Time: 1 action

Range: 5 ft.

Components: V, S
Devouring Rain
9th-level conjuration
Duration: instantaneous

Casting Time: 1 action


You choose an item that a humanoid creature within range
Range: 300 ft. (15 ft. radius cylinder)
is wearing, wielding, or carrying. The creature must make a
Components: V, S
Wisdom saving throw or use its reaction to hand you the
Duration: 1 minute, concentration
chosen item. If the item could not be removed as an action,

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

cylinder centered on a point you can see within range. A

creature that starts its turn in the area, or that enters it for

the first time on a turn, must succeed on a Constitution

saving throw or take 44 (8d10) acid damage, or half as much

on a success. A creature killed by this damage melts and is

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

on a saving throw against a spell Range: 30 ft.

Range: 60 ft. Components: V, S, M (a finger from a humanoid creature

Components: S that died in their sleep)

Duration: instantaneous Duration: 1 minute, concentration

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

may repeat this saving throw whenever it takes damage or

Disfigure when a creature attempts to wake it as an action, ending the

2nd-level necromancy effect on a success.

A creature illuminated by Bright Light has advantage on


Casting Time: 1 action
this saving throw.
Range: touch

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.

At Higher Levels: When you cast this spell using a spell

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

may choose the same target multiple times.


Casting Time: 1 action

Range: 5 ft.

Components: V, S
Drown in Blood
4th-level necromancy
Duration: 1 minute (concentration)

Casting Time: 1 action


You force a creature within range to succeed on a
Range: 60 ft.
Charisma saving throw or fall Unconscious as its soul is
Components: V, S
forced out of its body and into the Border Ethereal.
Duration: 1 minute (concentration)
While its soul is in the Border Ethereal, the creature can

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

success. take 4d8 necrotic damage and be unable to speak or breathe

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

Ethereal until returned by a Wish spell or similar magic, and success.

does not make any further saving throws to end the effect. At Higher Levels: When you cast this spell using a spell

slot of 5th level or higher, the necrotic damage increases by

2d8 for each slot level above 4th.


Endurance of the Mother's Faithful Exultation of Blood
6th-level necromancy 2nd-level necromancy

Casting Time: 1 action Casting Time: 1 bonus action

Range: 150 ft. (30 ft. radius) Range: self

Components: V, S Components: V, S

Duration: instantaneous Duration: 1 hour

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.

range, you may create an additional burst of reanimating

spores, centered on a point in that area. Eye of Rot


4th-level enchantment

Entrench Casting Time: 1 action


1st-level conjuration
Range: 120 ft.

Casting Time: 1 bonus action Components: V, M (the eye of a creature killed within the

Range: self (5 ft. radius) past 24 hours)

Components: V, S Duration: 1 minute, concentration

Duration: 1 minute, concentration


You attempt to curse a creature you can see within range,

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.

Envenomed Touch Eye of Veiling


2nd-level transmutation 2nd-level illusion

Casting Time: 1 action Casting Time: 1 action

Range: Touch Range: 60 feet

Components: S, M (a vial of poison worth 200 gp) Components: S, M (a pin that has pierced an eye)

Duration: 1 minute Duration: 1 minute

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

Constitution saving throw. On a success, the spell ends on the success.

target.

At Higher Levels: When you cast this spell using a spell

slot of 3rd level or higher, it deals 3 (1d6) additional poison

damage for each slot level above 2nd.


Felloil Rain Flatten Reality
3rd-level conjuration 3rd-level transmutation

Casting Time: 1 action Casting Time: 1 bonus action

Range: self (5 ft. radius) Range: self (150 ft. line)

Components: V, S Components: V, S

Duration: 1 minute Duration: 1 round, concentration

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.

feet for each slot level above 3rd.

Flaying Scream
Ferocity of the Fleshforges 3rd-level evocation

5th-level transmutation
Casting Time: 1 action

Casting Time: 1 action Range: touch

Range: 5 feet Components: V, S

Components: V, S Duration: instantaneous

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

any damage to it, then becomes hostile to all creatures. success.

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.

Handling) check against your Spell Save DC.

Flickerbolt
Filth Harvest 6th-level conjuration

5th-level necromancy
Casting Time: 1 action

Casting Time: 1 action Range: 90 ft.

Range: 30 ft. Components: V, S

Components: V, S Duration: instantaneous

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

each slot level above 6th.


Flickering Advance Gift of Writhing Pain
3rd-level transmutation 5th-level illusion

Casting Time: 1 bonus action Casting Time: 1 action

Range: self Range: 60 ft.

Components: V, S Components: V, S

Duration: 1 round Duration: 1 minute, concentration

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.

At Higher Levels: When you cast this spell using a spell

Garden of Rot and Ruin slot of 6th level or higher, you can target one additional

9th-level conjuration creature for each slot level above 5th.

Casting Time: 1 action

Range: 120 ft. (30 ft. radius)


Glyph of Light's Bane
2nd-level enchantment
Components: V, S

Duration: special, concentration Casting Time: 1 action

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

a Constitution saving throw or be Poisoned until the start of next minute.

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

creature it is not Charmed by. by Bright Light

Each of the affected areas lasts for as long as you maintain

concentration, or until dealt 20 or more fire or radiant Gore Inversion


damage from a single source. 6th-level necromancy

Casting Time: 1 action


Gift of Transcendent Pleasure Range: 60 ft.
5th-level illusion
Components: V, S

Casting Time: 1 action Duration: 1 round

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

ability to take reactions. end of your next turn.

At the beginning of each of the creature's turns, it must

succeed on a Wisdom saving throw or voluntarily fail all Grasping Grave


other saving throws until the beginning of its next turn. On a 3rd-level necromancy

success, the effect ends.


Casting Time: 1 action

Range: 15 ft.

Components: V, S

Duration: instantaneous

You call forth a skeletal hand from the earth to grasp at a

creature. Make a melee spell attack with a reach of 15 feet.

On a hit, the target takes 6d10 necrotic damage and must

succeed on a Strength saving throw or fall prone.


Grasping Spout Heartless Summoning
2nd-level transmutation 6th-level conjuration

Casting Time: 1 action Casting Time: 1 action

Range: 60 ft. Range: 60 ft.

Components: V, S Components: V, S

Duration: instantaneous Duration: 1 round

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

toward you. CR is summoned in its space.

Graveway Travel Incubate Fears


2nd-level conjuration 5th-level illusion

Casting Time: 1 bonus action Casting Time: 1 action

Range: self Range: touch

Components: S Components: V, S

Duration: instantaneous Duration: 1 minute

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.

within 5 feet of any Large or large area of loose earth within

60 feet. Into the Spiraling Depths


At Higher Levels: When you cast this spell using a spell 8th-level conjuration

slot of 5th level or higher, the duration becomes 1 minute


Casting Time: 1 action
(concentration), and you may repeat this transportation ability
Range: 120 ft. (15 ft. radius)
as a bonus action on each of your turns for the duration.
Components: V, S

Duration: 1 minute, concentration


Harmless Gift
1st-level enchantment An enormous spectral maw breaches forth in a 15 ft.

radius through a planar rift centered on a point you can see


Casting Time: 1 action
within range. Each creature in the area must succeed on a
Range: 5 ft.
Dexterity saving throw or take 36 (8d8) piercing damage and
Components: V, S, M (a giftwrapped trinket worth at least 1
be abducted to the depths of Abysm.
gp)
An abducted creature makes a Charisma saving throw at
Duration: instantaneous
the end of each of its turns returning to the nearest

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.

throw or accept the gift. A target automatically succeeds on

this saving throw if it can't be Charmed. Invocation of the Bloodlord


While it carries the gift, the creature has disadvantage on 2nd-level necromancy

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

Casting Time: 1 action Casting Time: 1 action

Range: 60 ft. Range: 60 feet (15 foot radius)

Components: V, S, M (a preserved nerve) Components: V, S, M (a living widow spider worth 2 sp,

Duration: 1 round, concentration which the spell consumes)

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

Constitution saving throw or take 14 (4d6) piercing plus 14

Lightning Burst (4d6) poison damage, or half as much on a success.

3rd-level evocation If the target is a drow, shunned, or spiderkind creature, you

may cast this spell with a casting time of 1 bonus action.


Casting Time: 1 action
At Higher Levels: When you cast this spell using a spell
Range: 120 ft. (20 ft. radius)
slot of 4th level or higher, it may additionally target the corpse
Components: V, S, M (A shard of blackened glass)
of any friendly creature that died
Duration: instantaneous
in the last minute.
A sphere of lightning crackles to life at a point you can see,

then bursts, expanding in searing arcs to fill a 20 foot radius.


Maddening Shadows
Each creature in the area must make a Dexterity saving 4th-level illusion
throw. A target takes 6d6 lightning damage on a failed save,
Casting Time: 1 action
or half as much damage on a successful one.
Range: 60 ft.
At Higher Levels: When you cast this spell using a spell
Components: V, S
slot of 4th level or higher, the radius of the spell's area
Duration: 1 minute, concentration
increases by 10 feet for each slot level above 3rd.

Whispering darkness boils forth in a 20 foot radius from a

Litany of Flesh Devoured point you can see within range, extinguishing all lights in the

4th-level enchantment area.

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

creature of your choice within 30 feet of you that can hear it


Manifest Archdemon
must make a Charisma saving throw.
9th-level transmutation
On a failed save, the next time that creature takes damage
Casting Time: 1 bonus action
before the end of your next turn, it takes the same amount of
Range: self
psychic damage. A creature that fails this save by 5 or more
Components: V, S
takes a point of Exhaustion, additionally.
Duration: 1 round, concentration

You partially transform until the end of your next

turn, taking on a rough likeness of your archdemon

patron.

While transformed, you may take any action,

reaction, or legendary action listed on your

patron's stat block, and gain its Legendary Actions.


Night's Caress Pallid Rooting
3rd-level enchantment 4th-level conjuration

Casting Time: 1 action Casting Time: 1 action

Range: Touch Range: 60 ft.

Components: S Components: V, S

Duration: 1 minute Duration: 1 minute, concentration

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

A sleeping creature wakes early if a creature takes minute.

an action to shake it awake, or if it takes any damage. A creature Poisoned in this way repeats this saving throw

at the end of each of its turns, ending the effect on a success

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

your save DC.


Casting Time: 1 action
At Higher Levels: When you cast this spell using a spell
Range: 30 ft.
slot of 5th level or higher, the damage increases by 2d6 for
Components: V, S
each slot level above 4th.
Duration: 1 minute, concentration

You transform an unoccupied 5 foot radius space filled


Panickfog
with water that you can see within range into a Water Weird 4th-level conjuration
acts on your initiative and under your mental control.
Casting Time: 1 action
On each of your turns for the next minute, you may repeat
Range: 60 ft.
this action, creating an additional Water Weird.
Components: V, S, M (a drop of condensation collected from
When the spell ends, each Water Weird created by it de-
a sleeping stranger's window)
animates, becoming inert water. While you have three or
Duration: 1 minute, concentration
more Water Weirds created by this spell active, you have

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,

obscuring the area for the spell's duration with frightening

Ooze Deluge apparitions and distorted sounds.

5th-level conjuration A creature hostile to you that starts its turn in the fog, or

enters it for the first time on a turn, must succeed on a


Casting Time: 1 action
Wisdom saving throw or be Frightened of you until the end of
Range: 60 feet
your next turn. A creature that fails this save by 5 or more
Components: V, S, M (a bezoar worth 100 gp)
uses all of its remaining movement to move in a random
Duration: instantaneous
direction.
Flesh-melting ooze cascades down in a 20 foot radius, 100

foot high cylinder centered on a point you can see within


Plague Chant
range. 4th-level necromancy
Each creature in the area must succeed on a Constitution
Casting Time: 1 action
saving throw or take 8d8 acid damage and be knocked prone,
Range: 90 ft.
or take half as much damage and not be knocked prone on a
Components: V, M (Dust collected from an ancient corpse's
success.
lungs worth 20 gp, which the spell consumes)
A creature that is flying makes this saving throw with
Duration: instantaneous
disadvantage.

You begin an ancient chant which spews forth a slithering

cloud of foul, miasmatic vapors that travels between your

foes, leaving death in its wake. Make a ranged spell attack

against a creature in range. On a hit, the target takes 6d6

necrotic damage.

If this attack hits, you may have the plague chant leap to

another creature within 15 feet of the previous target that you

have not yet targeted with this spell this turn. Make a new

attack roll against the new target, which could cause this

ability to leap again.

At Higher Levels: When you cast this spell using a spell

slot of 5th level or higher, each attack deals an additional 1d6

necrotic damage for each slot level above 4th.


Poison Edge Psychic Lance
1st-level transmutation 3rd-level enchantment

Casting Time: 1 action Casting Time: 1 action

Range: Touch Range: 60 ft.

Components: V, S Components: V, S

Duration: 1 minute, concentration Duration: instantaneous

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

doesn't require Concentration. Quicken Heart


At Higher Levels: When you cast this spell using a spell 1st-level enchantment

slot of 2nd level or higher, you may have it affect one


Casting Time: 1 action
additional weapon or piece of ammunition in range for each
Range: 15 ft.
two slot levels above 1st.
Components: V, S

Duration: instantaneous
Poison Thoughts
6th-level enchantment You trigger an overwhelming fight or flight response in a

creature you can see within range, forcing it to make a


Casting Time: 1 action
Wisdom saving throw.
Range: 60 ft.
On a failure, the creature is Frightened until the end of
Components: V
your next turn and must use its reaction, if available, to move
Duration: 1 minute, concentration
half its speed directly away from you.

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

verbal commands. for each slot level above 1st.

The target can repeat this saving throw at the end of each

of its turns, ending the effect on a success. Rain of Fire


2nd-level evocation

Profane Fate Casting Time: 1 action


2nd-level enchantment
Range: 90 ft. (5 ft. radius)

Casting Time: 1 action Components: V, S

Range: 60 ft. Duration: instantaneous

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

slot of 3rd level or higher, the fire damage increases by 1d6

for each slot level above 2nd.


Raise the Horde Rouse Blood
5th-level necromancy 5th-level transmutation

Casting Time: 1 action Casting Time: 1 action

Range: 60 ft. Range: 30 ft.

Components: V, S, M (an iron bell) Components: V

Duration: 1 hour Duration: 1 minute

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.

slot of 6th level or higher, it may animate 5 additional Horde

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

Horde Ghouls from corpses within range.


Casting Time: 1 action

Range: 150 ft. (15 foot radius)


Rend Magic Components: V, S
3rd-level abjuration
Duration: 1 minute (concentration)

Casting Time: 1 action


You conjure forth a raging whirlwind of blood in a 15 foot
Range: 60 ft.
radius centered on a point you can see within range.
Components: V, S
The area is difficult terrain, and a living creature that starts
Duration: instantaneous
its turn in the area must succeed on a Constitution saving

The controller of one spell or magical effect you can see throw or lose one unexpended hit die, or drop to 0 hit points

within 60 feet must succeed on a Constitution saving throw if it cannot.

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.

At Higher Levels: If you cast this spell using a spell slot of

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

slot of 7th level or higher grants a Duration that doesn't


Casting Time: 1 action
require Concentration.
Range: 60 ft. (30 foot radius)

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

Casting Time: 1 action Casting Time: 1 action

Range: 120 ft. (20 ft. radius) Range: 60 ft.

Components: V, S Components: V, S

Duration: 1 hour Duration: 1 hour

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.

Incapacitated, the effect ends.

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

undead ally within 60 feet is targeted with a ranged attack. Components: V

Range: 60 ft. Duration: 8 hours

Components: S, M (a pinch of bone dust)


You cause your own skin to peel off your body and animate
Duration: 1 round
as a construct under your mental control. You may project

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

turn. to your skin, or dismissing the spell).

Your possessed skin is identical to you in all ways, except

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

this maximum, it is immune to bludgeoning damage, and it


Casting Time: 1 action
can move through spaces as small as 1 inch without
Range: 30 ft.
squeezing. Your skin can take any actions you could normally
Components: V
take in your own body (such as to fight or cast spells).
Duration: 1 minute, concentration
When your skin leaves your body, your body’s hit points
You assail the senses of a creature you can see within
drop to 0 and you are stable. Your body cannot recover hit
range, making it feel as though the earth has ceased to
points until your skin returns; only effects that can regrow
support them and they are falling into it. The creature must
body parts can heal you, such as the Regenerate spell.
succeed on an Intelligence saving throw or fall prone and be
If your body regains any hit points before your skin returns
Blinded for the next minute. to it, the skin dies and your consciousness returns
When the target stands from prone, the effect ends and the
automatically to your body.
creature takes 4d10 psychic damage, feeling as though its
When your skin returns to your body, you regain hit points
spirit has smashed into its body after a long fall.
equal to your skin’s remaining hit points. If the spell ends
At Higher Levels: When you cast this spell using a spell
before you reunite with your skin or if your skin is killed
slot of 5th level or higher, the target must repeat this saving while you are in your body, you remain Incapacitated and at 0
throw whenever it attempts to stand, taking 2d10 psychic
hit points until your skin is restored to you (requiring
damage and failing to stand on a failed save.
powerful magic, as described above). If your body dies while

you are possessing your skin, you die when the spell ends,

regardless of how many hit points the skin has left. If your

skin is slain with your consciousness in it, your

consciousness returns automatically to your body.

This spell leaves long scars on your skin where it split

apart, although these fade normally with the use of healing

magic.
Slaying Smite Sow Demonseed
5th-level evocation 4th-level transmutation

Casting Time: 1 bonus action Casting Time: 1 action

Range: self Range: touch

Components: V Components: V, S

Duration: 1 minute, concentration Duration: 1 hour

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

Additionally, if this attack reduces the target to 20 hit creatures.

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

Song of Ruin ends.

4th-level enchantment

Casting Time: 1 action


Spawn Blood Echo
5th-level necromancy
Range: 60 ft.

Components: V Casting Time: 1 action

Duration: 1 minute Range: Self

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

its fury. not require concentration.

Soulbound Swap Spontaneous Combustion


2nd-level conjuration 5th-level evocation

Casting Time: 1 bonus action Casting Time: 1 action

Range: Self (60 ft. range) Range: 60 ft.

Components: V, S Components: S, M (ash from a funeral pyre worth 1 sp,

Duration: Instantaneous which the spell consumes)

Duration: 1 minute, concentration


You and one friendly or charmed creature of the same size

category within range teleport to trade places with one You cause a creature you can see within range to

another. burst suddenly and dramatically into flame. The

creature must succeed on a Dexterity saving throw or

Sow Chaos take 6d6 fire damage and ignite for the spell's duration.

7th-level enchantment Until the spell ends or a creature takes an action

to douse the fire,


Casting Time: 1 action
the target has disadvantage on attack rolls and
Range: 60 ft. (15 foot radius)
takes 2d6 fire damage at the end of each of
Components: V, S
its turns.
Duration: 1 minute

You unleash a disorienting burst of chaotic psychic force in

a 15 foot radius centered on a point you can see within range.

Each creature in the area must succeed on a Wisdom

saving throw or become Charmed by each other creature that

failed this saving throw and hostile to each creature that did

not for the spell's duration.

An affected creature repeats this saving throw at the end of

each of its turns, ending the effect on a success.

This saving throw cannot be failed voluntarily.


Sporeflight
3rd-level transmutation

Casting Time: 1 bonus action


Steal Dreams
Range: self 4th-level enchantment
Components: S
Casting Time: 1 action
Duration: instantaneous
Range: touch
You transform into a cloud of spores and move up to your Components: V, S
speed without provoking attacks of opportunity before
Duration: instantaneous
reverting to your normal form.
You touch an unconscious or blinded creature, attempting
You may pass through other creatures and move through a
to tear out a portion of its dreams and ambitions. The
space as small as 1 inch with this movement, and each
creature must make an Intelligence saving throw.
creature whose space you move through in this way for the
On a failed save, you learn one closely held secret of the
first time on a turn must succeed on a Constitution saving
creature's, and the creature takes 33 (6d10) nonlethal psychic
throw or be Poisoned until the end of your next turn.
damage.

Sprouting Doom A creature reduced to 0 hit points in this way is Cursed. A

creature cursed in this way cannot gain levels or otherwise


3rd-level conjuration
advance through experience. When this curse ends, the
Casting Time: 1 action
creature gains any levels prevented by the curse.
Range: 120 ft. (5 ft. radius)

Components: S, M (a satchet of exotic spores worth 1 gp,


Strands of the Demonweave
which the spell consumes) 5th-level conjuration
Duration: 1 minute
Casting Time: 1 reaction, which you take when you see a
A roiling growth of multifarious fungus that lasts for a creature within 60 feet of you casting a spell
minute bursts forth in a 5 foot radius centered on a point you Range: 60 ft.
can see within range, exuding toxic spores.
Components: V, S
The area is difficult terrain for nonplant creatures other Duration: instantaneous
than you, and a nonplant creature that starts its turn in the
You weave a portion of the expended magic from a
area takes 20 poison damage. This effect ends early if the
creature's spell into threads of prismatic silk that envelop and
area is dealt 20 or more fire or radiant damage from a single
bind it.
source.
Any damage dealt by the spell is reduced by half, and the
At Higher Levels: When you cast this spell using a spell
spell's caster must succeed on a Strength saving throw or be
slot of 4th level or higher, you may create an additional area
restrained until it takes any damage. The escape DC is equal
of fungal growth centered on a point you can see within
to your save DC.
range for every two slot levels above the 3rd.
Sudden Spoiling Toxic Aura
6th-level necromancy 5th-level conjuration

Casting Time: 1 action Casting Time: 1 action

Range: 15 ft. Range: self (30 ft. radius)

Components: V, S Components: V, S

Duration: instantaneous Duration: 1 hour

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

half as much on a success. your foes.

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

your next turn. additional poison damage to it.

Tailored Bane Twist the Heart


3rd-level abjuration 7th-level enchantment

Casting Time: 1 action Casting Time: 1 action

Range: 60 ft. Range: touch

Components: V, S Components: V, S, M (a spool of golden thread worth 10 gp)

Duration: 10 minutes Duration: 1 hour, concentration

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

targets for it. saving throw.

On a failure, the creature is Dominated by you for the next

The Queen's Will hour, and repeats this saving throw whenever it takes

1st-level enchantment damage, ending the effect on a success.

While Dominated in this way, the creature takes 5 (1d10)


Casting Time: 1 reaction, which you take when you see a
psychic damage whenever it deals damage to or is dealt
friendly creature within range miss with an attack or fail a
damage by a former ally.
saving throw

Range: 60 ft.

Components: V
Unendurable Agony
8th-level enchantment
Duration: instantaneous

Casting Time: 1 action


You call out an imperious command with all the authority
Range: 20 ft.
of your dread patron, dealing 1d10 psychic damage to your
Components: V
target and allowing it to reroll the triggering attack or saving
Duration: 1 minute, concentration
throw, taking the second result.

You wail forth an discordant melody that distorts

Thunderous Touch perception, wracking creatures with unendurable physical

3rd-level evocation and mental agony.

Each other creature within range must make a Wisdom


Casting Time: 1 action
saving throw. On a failed save, a creature becomes hostile to
Range: Touch
itself and indifferent to all other creatures for the next
Components: S
minute.
Duration: 1 minute
An affected creature repeats this saving throw whenever it
Make a melee spell attack. On a hit, the target takes 5d10
takes 10 or more damage from a single source, ending the
thunder damage and is pushed 15 feet away from you. A effect on a success.
creature pushed into a wood or plaster wall or object less
At Higher Levels: When you cast this spell using a spell
than a foot thick is pushed through it.
slot of 9th level, the range increases to 40 feet.
At Higher Levels: When you cast this spell using a spell

slot of 4th level or higher, the damage increases by 1d10 for

each slot level above 3rd.


Unholy Enthrallment Wheel of Ruin
4th-level enchantment 6th-level evocation

Casting Time: 1 action Casting Time: 1 action

Range: touch Range: self

Components: V, S Components: V, S

Duration: 24 hours Duration: 1 minute, concentration

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

necrotic damage, or half as much on a success.

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

control. The creature must Wisdom saving throw or rise

under your control for the next hour, or until it regains


Wreath With Flame
consciousness, and can perceive and take actions as though
3rd-level evocation
conscious for the duration.
Casting Time: 1 bonus action
Whenever the creature would wake, you may make a DC
Range: touch
10 Constitution saving throw. On a success, the creature
Components: V, S
remains Unconscious.
Duration: 1 round

You touch a willing creature and envelop it in empowering

flames. Until the end of your next turn, its melee attacks deal

an additional 2d6 fire damage.


CR Creature
Monsters by CR
1-4 Fleshseeker Ghoul
CR Creature
1-4 Gravesnag
M2 Stirge Harrier
1-4 Guecubu Cackle-Fiend
M3 Cultist of the Bloodlord
1-4 Guecubu Soul Haunt
M3 Dretch Fodder
1-4 Incubus Atonian
M3 Ekolid Nymph
1-4 Krenshar Bloodbrued
M3 Shadow Demon Scrabbler
1-4 Manes Vilespawn
M4 Krenshar Harrier
1-4 Manes Mob
M5 Cultist of the Spider Queen
1-4 Maw Demon Gorger
M5 Horde Ghoul
1-4 Nashrou Scout
M5 Manes Wretch
1-4 Nashrou Stalker
M6 Cultist of the Lord of Beasts
1-4 Quasit Bogey
M6 Maw Demon Gnawer
1-4 Quasit Pest
M9 Venom-Eye Basilisk
1-4 Quasit Megalomaniac
M10 Witherling Rabble
1-4 'Rakshasa' Body Double
M11 Cultist of the Grand Indulger
1-4 Ruin Demon Caricature
M11 Cultist of the Rot Mother
1-4 Shadow Demon Soulcarver
M11 Hezrou Goon
1-4 Skulvyn
M12 Chasme Plague Drone
1-4 Spyder Fiend Kakku
M14 Fey'ri Reveler
1-4 Spyder Fiend Spithriku
M15 Living Nightmare
1-4 Spyder Fiend Phisarazu
M16 Abyssal Thrall
1-4 Stirge Hive Tender
M16 Armanite Headbreaker
1-4 Stirge Skullpiercer
M17 Bebilith Fusespawn
1-4 Succubus Visitor
M17 Vrock Kettler
1-4 Swarm of Abyssal Chickens
0 Ruin Demon Shredling
1-4 Vampiric Ixitxachitl
1/4 Abyssal Chicken
1-4 Vargouille
1/2 Abyssal Scavenger
1-4 Wilt-Eye Basilisk
1/2 Juvenile Ixitxachitl
1-4 Witherling Clatterbones
1/2 Ooze Scion
1-4 Yeth Hound
1-4 Abyssal Ghoul
5-8 Adaru
1-4 Babau
5-8 Armanite Bloodwether
1-4 Bulezau Rot-Sower
5-8 Barlgura Spearbreaker
1-4 Cult Fanatic of the Bloodlord
5-8 Blood Echo
1-4 Cult Fanatic of the Grand Indulger
5-8 Bulezau Hatebrood
1-4 Cult Fanatic of the Lord of Beasts
5-8 Caligrosto
1-4 Cult Fanatic of the Rot Mother
5-8 Chasme Tormentor
1-4 Cult Fanatic of the Spider Queen
5-8 Chicken Tree
1-4 Devoted of the Bloodlord
5-8 Devoted of the Grand Indulger
1-4 Devoted of the Rot Mother
5-8 Devoted of the Lord of Beasts
1-4 Dretch Agitator
5-8 Devoted of the Spider Queen
1-4 Dybbuk (Unbound)
5-8 Draegloth Heritor
1-4 Ekolid Carnifex
5-8 Draudnu
1-4 Fey'ri Marauder
5-8 Dretch Horde
CR Creature 13-16 Blood Fiend
5-8 Fey'ri Bloodwright 13-16 Chosen of the Grand Indulger
5-8 Fey'ri Skin Dancer 13-16 Chosen of the Lord of Beasts
5-8 Hezrou Toady 13-16 Chosen of the Rot Mother
5-8 Hezrou Hollerer 13-16 Daemonfey Progenitor
5-8 Incubus Ephialtes 13-16 Glabrezu Sire of Woe
5-8 Krenshar Gnawbones 13-16 Golothoma
5-8 Maw Demon Roving Void 13-16 Lilitu
5-8 Nabassu Fledgling 13-16 Marilith Decimator
5-8 Nashrou Slayer 13-16 Nalfeshnee Gorger
5-8 Rakshasa Naztharune 13-16 Rakshasa Ak'Chazar
5-8 Rakshasa Rukh 13-16 Solamith Redgaffer
5-8 Ruin Demon Skyblight 13-16 Uzollru
5-8 Solamith Dropshot 13-16 Wastrilith Krasis
5-8 Spyder Fiend Lycosidilith 17-20 Balor Warmonger
5-8 Spyder Fiend Raklupis 17-20 Exarch of the Rot Mother
5-8 Stirge Queen 17-20 Goristro Ram-Raider
5-8 Succubus Castle-Toppler 17-20 Haures
5-8 Tanarukk Scarbearer 17-20 Manitou Befouled
5-8 True Basilisk 17-20 Marilith Battle Tyrant
5-8 Vargouille Swarm 17-20 Myrmyxicus
5-8 Vrock Schemer 17-20 Nabassu Death Stealer
5-8 Witherling Death Shrieker 17-20 Nalfeshnee Magistrate
5-8 Worm-Shadow 17-20 Rakshasa Rajah
9-12 Abyssal Basilisk 17-20 Sibriex
9-12 Alkalith 21+ Abyssal Splitworm
9-12 Armanite Lancer 21+ Balor Scion of Brutality
9-12 Barlgura Terror Fiend 21+ Baphomet
9-12 Bebilith Charblood 21+ Bebilith Ruinarch
9-12 Cerebrelith 21+ Demogorgon
9-12 Chosen of the Bloodlord 21+ Fraz-Urb'luu
9-12 Chosen of the Spider Queen 21+ Exarch of the Bloodlord
9-12 Draegloth Abomination 21+ Exarch of the Grand Indulger
9-12 Dybbuk Deadite 21+ Exarch of the Lord of Beasts
9-12 Ferrolith 21+ Exarch of the Spider Queen
9-12 Glabrezu Persecutor 21+ Goristro Living Siege
9-12 Glabrezu Corruptor 21+ Graz'zt
9-12 Immolith 21+ Juiblex
9-12 Jarrlak 21+ Kerzit
9-12 Laghathti 21+ Lolth
9-12 Manitou Withergast 21+ Orcus
9-12 Tanarukk Firespeaker 21+ Molydeus
9-12 Vrock Desecrator 21+ Wastrilith Chthonian
9-12 Yochlol 21+ Yeenoghu
13-16 Abyssal Worm 21+ Zuggtmoy
Spells By Level
Level Spell School Conc. Ritual Class
1st Caustic Coating Transmutation No No Druid, Ranger
1st Corpseleech Necromancy No No Druid
1st Corpus Potency Necromancy No No Cleric, Druid, Paladin
1st Darting Duplicate Illusion No No Bard, Sorcerer, Wizard
1st Discharge Evocation No No Artificer
1st Entrench Conjuration Yes No Druid, Paladin, Ranger
1st Harmless Gift Enchantment Yes No Bard
1st Poison Edge Transmutation No No Druid, Ranger
1st Quicken Heart Enchantment No No Druid, Ranger, Warlock
1st Screaming Flame Evocation No No Sorcerer, Wizard
1st Shield of Bones Conjuration No No Sorcerer, Wizard
1st The Queen's Will Enchantment No No Bard, Cleric, Paladin
2nd Breath of the Abyss Conjuration No No Warlock
2nd Call to Feast Enchantment No No Bard, Druid, Ranger
2nd Crackling Frenzy Evocation No No Artificer
2nd Crushing Pulse Evocation No No Artificer, Druid, Ranger
2nd Death's Beckon Necromancy No No Warlock, Wizard
2nd Demand Offering Enchantment No No Cleric, Paladin
2nd Demonic Lash Conjuration No No Cleric, Paladin
2nd Disfigure Necromancy No No Cleric, Paladin, Sorcerer, Wizard
2nd Envenomed Touch Transmutation No No Druid, Ranger
2nd Exultation of Blood Necromancy No No Bard, Paladin
2nd Eye of Veiling Illusion No No Bard, Sorcerer
2nd Glyph of Light's Bane Enchantment Yes No Cleric, Paladin
2nd Grasping Spout Transmutation No No Cleric, Druid, Ranger, Warlock
2nd Graveway Travel Necromancy No No Druid, Ranger, Sorcerer, Cleric
2nd Invocation of The Bloodlord Necromancy No No Cleric, Paladin, Sorcerer, Wizard
2nd Lay Bare Enchantment Yes No Bard, Druid, Ranger
2nd Profane Fate Enchantment No No Cleric, Paladin
2nd Rain of Fire Evocation No No Sorcerer, Wizard
2nd Soulbound Swap Conjuration No No Bard
3rd Abyssal Abduction Conjuration No No Ranger
3rd Awaken Fury Enchantment Yes No Bard, Druid, Ranger
3rd Blightning Strike Conjuration No No Cleric, Paladin
3rd Bloodflame Spear Necromancy No No Druid, Sorcerer
3rd Breath of Thanatos Conjuration No No Warlock
3rd Chaos Revels Conjuration No No Sorcerer
3rd Covetous Intercession Conjuration No No Bard
3rd Dedication of Blood Necromancy No No Cleric, Paladin, Warlock
3rd Felloil Rain Conjuration No No Druid, Ranger
3rd Flatten Reality Transmutation Yes No Sorcerer, Warlock, Wizard
3rd Flaying Scream Evocation No No Bard, Paladin, Sorcerer
3rd Flickering Advance Transmutation No No Sorcerer, Wizard
Level Spell School Conc. Ritual Class
3rd Grasping Grave Necromancy No No Sorcerer, Warlock, Wizard
3rd Lightning Burst Evocation No No Artificer, Sorcerer, Wizard
3rd Lolth's Favor Conjuration No No Cleric, Druid, Ranger
3rd Night's Caress Enchantment Yes No Bard, Sorcerer, Wizard
3rd Psychic Lance Enchantment No No Bard, Sorcerer
3rd Rend Magic Abjuration No No Artificer, Cleric, Paladin
3rd Sink Into Earth Illusion Yes No Bard, Sorcerer, Wizard
3rd Sporeflight Transmutation No No Druid, Ranger
3rd Sprouting Doom Conjuration No No Druid, Ranger
3rd Tailored Bane Abjuration No No Artificer, Sorcerer
3rd Thunderous Touch Evocation No No Druid, Ranger
3rd Wreath With Flame Evocation No No Cleric, Druid, Paladin, Ranger
4th Corrupt Marrow Necromancy No No Sorcerer, Wizard
4th Deceptive Demise Illusion No No Bard, Sorcerer, Wizard
4th Drown in Blood Necromancy Yes No Sorcerer, Wizard
4th Eye of Rot Enchantment Yes No Bard, Sorcerer, Wizard
4th Litany of Flesh Devoured Enchantment Yes No Bard
4th Maddening Shadows Illusion Yes No Druid, Ranger, Sorcerer
4th Pallid Rooting Conjuration Yes No Druid, Ranger
4th Panickfog Conjuration Yes No Bard, Druid, Ranger
4th Plague Chant Necromancy No No Cleric
4th Skin Dance Illusion No No Sorcerer
4th Skinsend Necromancy No No Druid, Sorcerer
4th Song of Ruin Enchantment No No Bard
4th Sow Demonseed Transmutation No No Druid, Ranger
4th Steal Dreams Enchantment No No Bard, Cleric
4th Unholy Enthrallment Enchantment No No Bard, Paladin
4th Waking Dream Enchantment Yes No Bard, Cleric
5th Creeping Ruin Conjuration No No Druid, Cleric, Paladin, Ranger
5th Delay Spell Abjuration No No Artificer, Wizard
5th Ferocity of the Fleshforges Transmutation No No Druid, Ranger
5th Filth Harvest Necromancy No No Druid, Ranger
5th Gift of Transcendent Pleasure Illusion Yes No Bard
5th Gift of Writhing Pain Illusion Yes No Bard
5th Incubate Fears Illusion No No Bard, Cleric
5th Ooze Deluge Conjuration No No Druid, Ranger
5th Raise the Horde Necromancy No No Cleric, Wizard
5th Rime Sphere Conjuration No No Druid, Ranger
5th Rouse Blood Transmutation No No Bard
5th Sanguine Cyclone Necromancy Yes No Druid, Sorcerer
5th Slaying Smite Evocation Yes No Paladin
5th Spawn Blood Echo Necromancy Yes No Bard, Sorcerer
5th Spontaneous Combustion Evocation Yes No Sorcerer, Wizard
5th Strands of the Demonweave Conjuration No No Cleric, Druid
5th Toxic Aura Conjuration No No Druid, Ranger
Level Spell School Conc. Ritual Class
6th Boiling Breath Evocation No No Druid, Sorcerer
6th Desecration Stride Conjuration Yes No Cleric, Warlock
6th Endurance of the Mother's Faithful Necromancy No No Druid, Warlock (The Rot Mother)
6th Flickerbolt Conjuration No No Sorcerer, Warlock
6th Gore Inversion Necromancy No No Warlock, Wizard
6th Heartless Summoning Conjuration No No Bard, Sorcerer, Wizard
6th Poison Thoughts Enchantment Yes No Druid, Warlock
6th Sudden Spoiling Necromancy No No Druid, Sorcerer, Warlock
6th Wheel of Ruin Evocation Yes No Druid, Warlock
7th Baleful Displacement Conjuration No No Sorcerer, Wizard, Warlock
7th Conjure Hunt Conjuration Yes No Druid, Warlock
7th Doomed Sleep of Moil Enchantment Yes No Warlock
7th Oceanic Assault Transmutation Yes No Cleric, Sorcerer
7th Seal of Misery Enchantment No No Warlock, Wizard
7th Sow Chaos Enchantment Yes No Sorcerer
7th Twist the Heart Enchantment Yes No Bard, Cleric, Sorcerer
8th Corruptive Emblem Enchantment No No Sorcerer, Warlock, Wizard
8th Curse of Living Bones Necromancy No No Cleric, Wizard
8th Into the Spiraling Depths Conjuration Yes No Warlock
8th Unendurable Agony Enchantment Yes No Wizard, Warlock
9th Chaos Immortal Transmutation No No Bard, Cleric, Druid
9th Corrupted Offering Enchantment No No Cleric
9th Darkfire Abyss Conjuration No No Cleric, Sorcerer, Warlock, Wizard
9th Devouring Rain Conjuration Yes No Druid, Cleric
9th Displace Soul Enchantment No No Bard, Sorcerer, Warlock
9th Garden of Rot and Ruin Conjuration Yes No Druid (Circle of Spores), Warlock
9th Manifest Archdemon Transmutation Yes No Warlock (Any Demonic Patron)
I
Art Credits
would like to extend my deepest thanks to all the Sibriex by Steve Ellis

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

artwork confers to these book an unearned halo of Soulflayer by Seb McKinnon

legitimacy. His comissions are usually open, but only Geistflame by Scott Chou

if you want a nasty goblin. Custodi Lich by Bastien L. Deharme

Horobi, Death's Whisper by Aleksi Briclot


Cover by Rae Elderidge
Ecstatic Awakener by Tuan Duong Chu
Blood Pact by Sam White
Demonic Tutor by Zack Stella
Priest of Urabrask by Clint Cearly
Strangleroot Geist
Adaru by Carl Critchlow
Gnarlwood Dryad by Raymond Swanland
Alkilith by Claudio Pozas
Draegloth by Ben Wooten
Armanite copyright Wizards of the Coast
Jeggred Baenre by Brom
Babau by Ben Wooten
Eyeblight Cullers by Randy Vargas
Balor by Arnie Swekel
Gilt-Leaf Winnower by Viktor Titov
Blood War by Max Dunbar, Sebastian Cheng, David Cruz
Briarblade Adept by Uriah Voth
Barlgura copyright Wizards of the Coast
Farthest Reach cover by Adam Rex
Bulezau by Carl Critchlow
Villainous Wealth by Erica Yang
Cerebrilith by Sam Wood
Rakshasa Vizier by Nils Hamm
Chasme by Anne Stokes
Rakshasa's Secret by Magali Villeneuve
Dretch by Chippy
Rakshasa Gravecaller by Jakub Casper
Ferrolith by Steve Ellis
Tanarukk by John-Paul Balmet
A glabrezu being summoned by Tyler Jacobson
Abyssal Chicken by Christopher Burdett
Goristro by Conceptopolis
Abyssal Scavenger copyright Wizards of the Coast
Goristro by Sam Wood
Embermaw Hellion by James Paick
Hezrou by Brent Hollowell
Volcano Hellion by Wayne Reynolds
Thirsting Nightmare by Igor Kieryluk
Hellion Crucible by Trevor Claxton
Ixatxachitl by Ben Wootten
Basilisk by Ilya Shkipinz
Vampiric Ixatxachitl copyright Wizards of the Coast
Turntimber Basilisk by Goran Josic
Ixzan copyright Wizards of the Coast
Bebilith by Chippy
Mane by Arnie Swekel
Golgari Germination by Svetlin Velinov
Marilith by Conceptopolis
Jarrlak by Arnie Swekel
Driz'zt fighting a Marilith by Todd Lockwood
Krenshar by Adam Gillespie
Molydeus by Arnie Swekel
Maw Demon by Tom Baxa
Myrmyxicus by Tom Baxa
Nashrou by Sam Wood
Nabassu by Claudio Pozas
Rotroots by Jimmy Nijs
Nalfeshnee by Sam White
Ruin Demon by Ben Wooten
Nalfeshnee by Conceptopolis
Skulvyn by Tom Baxa
The Lords of Woe by Arnie Swekel
Stirge by Gary Jamroz
Quasit by Autumn Rain Turkel
Sliver Hivelord by Aleksi Briclot
Solamith by James Zhang
Vargouilles copyright Wizards of the Coast
Magmaquake by Sam Burley
Yeth Hound copyright Wizards of the Coast
Spyder Fiend Kakku copyright Wizard of the Coast
Shadowgrange Archfiend by Oleksandr Kozachenko
Spyder Fiend Spithriku copyright Wizard of the Coast
Sepulcher Ghoul by Jason Engle
Spyder Fiend Phisarazu copyright Wizard of the Coast
Grave Scrabbler by Livia Prima
Spyder Fiend Lycosidilith copyright Wizard of the Coast
Rotted Ones Lay Siege by Steve Prescott
Spyder Fiend Raklupis copyright Wizard of the Coast
Lotleth Troll by Vincent Proce
Succubus copyright Wizard of the Coast
Haures by Ben Wooten
Vrock by Sam Wood
Soul Snuffers by Izzy
Vrock by Dave Kendall
Accursed Witch by Wesley Burt
Yochlol by Chippy
Infectious Curse by Wesley Burt
Yochlol Transformation copyright Wizards of the Coast
Shadow's Verdict by Lius Lasahido
Draudnu by James Zhang
Thirsting Shade by Igor Kieryluk
Ekolid by Ted Pendergraft
Witherling by Filip Burburan
Phyrexian Tower by Dimitar Marinski

Golothoma by Skan Srisuwan

Nightmare Horror by Aaron Miller

Whispers of Emrakul by Jason Rainville


Baphomet by Richard Whitters

Demogorgon by Claudio Pozas

Fraz-Urb'luu by Richard Whitters

Knight of Swords by by Rae Elderidge

Juiblex by Craig J. Spearing

Juiblex by Arnie Swekel

Kerzit by James Ryman

Lolth, Spider Queen by Jesper Ejsing

Lolth, Spider Queen by Tyler Jacobsen

Orcus by Andrew Mar

Yeenoghu by Richard Whitters

Abyssal Wedding by Tyler Jacobson

Magus of the Will by Vincent Proce

Prismaris Veteran by Konstantin Porubov

Blind Zealot by Jana Schirmer & Johannes Voss

Ruination Rioter by Dmitry Burmak

Deathcap Cultivator by Karla Ortiz

Darkwater Catacombs by Cliff Childs

Izoni, Thousand Eyed by Winonan Nelson

Magus of the Bridge by Bryan Sola

Experiment One by Chase Stone

Glistening Deluge by Anastasia Balakchina

Lullmage's Domination by Zezhou Chen

Unleash Fury by Izzy

Soaring Thought Thief by Lie Setiawan

Dig Through Time by Ryan Yee

Nightshade Peddler by John Stanko

Devour Flesh by Kev Walker

Severed Strands by Zack Stella

Searing Spear by Chris Rahn

Toxic Deluge by Svetlin Velinov

Awoken Demon by Tuan Duong Chu

Desert's Hold by Sara Winters

Ashiok's Erasure by Zezhou Chen

Jeska, Thrice Reborn by by Chris Rallis

License
Howl to Ruin is unofficial Fan Content permitted under the

Fan Content Policy. Not approved/endorsed by Wizards.

Portions of the materials used are property of Wizards of the

Coast. ©Wizards of the Coast LLC.

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