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Diabolical Designs v1.1

Diabolical Designs: Demons and Devils for 5E is a comprehensive manual exploring the dark realms of Hell and the Abyss, offering new character options, magic items, and monsters for enriching gameplay. It distinguishes between chaotic demons and lawful devils, providing tools for Game Masters and players to create engaging narratives filled with moral dilemmas and infernal intrigue. This guide aims to enhance storytelling by introducing diverse challenges and deepening the lore surrounding these iconic antagonists in fantasy settings.

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0% found this document useful (0 votes)
277 views303 pages

Diabolical Designs v1.1

Diabolical Designs: Demons and Devils for 5E is a comprehensive manual exploring the dark realms of Hell and the Abyss, offering new character options, magic items, and monsters for enriching gameplay. It distinguishes between chaotic demons and lawful devils, providing tools for Game Masters and players to create engaging narratives filled with moral dilemmas and infernal intrigue. This guide aims to enhance storytelling by introducing diverse challenges and deepening the lore surrounding these iconic antagonists in fantasy settings.

Uploaded by

Jackduculte
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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DIABOLICAL DESIGNS

Demons and Devils for 5E

Dive in a Myriad of Fiendish Character Options Magic Items


, ,

Monsters Special Mechanics in a manual full of Demons and Devils


,
2

CREDITS ABOUT THIS BOOK

Created by JonnyDM Diabolical Designs: Demons and Devils for 5E is a

comprehensive manual that delves deep into the


Writing, Editing, Design: JonnyDM dark planes of Hell and the Abyssal Realm,

bringing to life the malevolent entities that have


Graphic Design, Layout, Illustrations: JonnyDM
haunted human imagination for centuries. Born

from the author’s extensive studies of Dante and


Artists: Alderdoodle, Anderson Maia, Dean
other classical writers, this work reflects a
Spencer, Dren Productions, Fat Goblin Games,
profound engagement with themes of demons and
Filippo Bardoscia, Gustave Doré, lileonidp, Jacob
devils that permeate religious and cultural
E. Blackmon, Matt Morrow, pikisuperstar, Purple
narratives - even for those who might not actively
Duck Games, Rick Hershey, Sandro Botticelli, Udo
seek them out.
Keppler
Designed for both veteran Game Masters and

newcomers eager to enrich their storytelling,


Proofreading: JonnyDM, William Hill

Diabolical Designs offers an expansive array of

Playtesting: Anna “Elysia” Mancini, Joaquín “El content to elevate your campaigns. Within these

Fuego” García, Roberto “Garrick” Bernardi, Silvia pages, you’ll discover new character options,

“Lyra” Martini, Simone “Torin” Ricci devious monsters, and immersive ideas that

breathe new life into the classic antagonists of

fantasy lore. Each entry is meticulously crafted to

reflect the nuanced distinctions between demons -

chaotic evil beings of destruction - and devils -

lawful evil entities of order and manipulation -

addressing a gap in the 5E universe where these

iconic foes deserve more prominence.

Whether your adventures lead you through the

twisted layers of the Abyssal Realm or the

structured hierarchies of Hell, this book provides

the tools and inspiration to weave tales of

temptation, corruption, and moral dilemmas.

Diabolical Designs invites you to explore themes

deeply embedded in our cultural and literary

heritage, challenging players with adversaries that

are as intellectually engaging as they are

formidable.

Let this compendium be your gateway into the

depths of darkness, where every choice tests the

boundaries between good and evil, chaos and

order. With Diabolical Designs: Demons and Devils

for 5E, the timeless struggle against the forces of

evil becomes the centerpiece of your most

unforgettable adventures.

Publisher’s Choice Quality Stock Art © Rick

Hershey / Fat Goblin Games. All rights reserved.

Diabolical Designs is published under the OGL rules for 5E. A special thanks to all the artists involved in this

project, which helped me bringing to life the entries in this manual!

Diabolical Designs and all content herein © JonnyDM 2024


3

Table of Contents

About This Book 2 Feats 47

Introduction 5 Classes and Subclases 51

The Felheart Class 51


Demons and Devils 6
Demonic Ravager 56
Fiends 6
Infernal Arbiter 57
Devils 6
Dreadwarden 58
Demons 6
Nethermancer 59

The Infernal Realm: Hell 7


Subclasses 60
Dante Alighieri and the Nine Circles of Hell 7
Barbarian: Path of the Demon 60
Dante’s Hell: An Overview 8
Barbarian: Path of the Devil 62
Themes of Dante’s Hell 8
Bard: College of the Malefic Minstrels 64
Different Variants of Hell 8
Cleric Divine Domain: Fiendish 66
The Nine Circles of Hell 9
Druid: Circle of Hell 69
A Proposed Version of Hell and Its Hierarchy 12
Druid: Circle of the Abyss 71
How Souls End Up in Hell 12
Fighter: Darkblade 73
Becoming a Devil 12
Monk: Way of the Fiendish Self 75
Hierarchy of Devils 13
Paladin: Oath of Infernal Command 77
Promotion and Advancement 13
Paladin: Oath of Chaos and Carnage 79
Enemies of Devils 13
Ranger: Fiendstalker 81
Running the Game in Hell 14
Ranger: Hellwalker 83
Devilish Traits 17
Rogue: Soulthief 85

The Abyssal Realm 19 Sorcerer: Fiendish Bloodline 87

Life in the Abyssal Realm 20 Warlock Patron: The Archdevil 90

Creation and Existence of Demons 20 Warlock Patron: Demon Lord 92

Running the Game in the Abyssal Realms 21 Wizard: School of Malefic Arcana 94

Demonic Traits 23
Spells 96
Fiendish Transformation 25
Cantrips 96

1st-Level Spells 99
Character Options 28
2nd-Level Spells 102

Backgrounds 29 3rd-Level Spells 104

Abyssal Cultist 29 4th-Level Spells 105

Abyssal Scholar 30 5th-Level Spells 106


Branded 31 6th-Level Spells 107

Chaos War Survivor 32 7th-Level Spells 108

Fiendslayer 33 8th-Level Spells 109

Hellbound Witness 34 9th-Level Spells 110


Infernal Scholar 35

Raised by a Demon 36 Magic Items 112

Raised by a Devil 37 Common 112


Soulbound 38
Uncommon 114

Rare 124
Races 39

Half-Demon 39 Very Rare 129

Half-Devil 41 Legendary 136

Malcari 43 Artifacts 144


4

Demons and Abyssal Devils and Infernal

Creatures 148 Creatures 222

Abyssal Demon’s Lair 150 Infernal Devil’s Lair 224

Wretchling 151 Lemure 225

Dretch 152 Fiendish Scout 226

Variant: Dire Dretch 153 Infernal Rat 227

Umbrath 154 Infernal Minion 228

Greater Umbrath 155 Infernal Hound 229

Bonefiend 156 Fiendish Brute 231

Gnashling 157 Imp 232

Thronuk 158 Imp Variant: Trickster 233

Abyssal Aberration 159 Defiant Devils 234

Abyssal Vessel 160 Gaunt Devil 236

Quasit 163 Infernal Chain Warden 237

Variant: Shadow Quasit 164 Infernal Champion 238

Abyssal Raptor 165 Phantasmal Devil 241

Grimhorn 166 Bearded Devil 243

Skullrummager 167 Variant: Anti-Magic Bearded Devil 244

Abyssal Champion 168 Hellish Sorcerer 245

Abyssal Hound 171 Abyssal Blade 248

Abyssal Sorcerer 172 Green Devil 249

Brakthar 177 Infernal Dragon 250

Abyssal Beast 179 Infernal Executioner 257

Abyssal Dragon 180 Infernal Steed 258

Abyssal Steed 187 Barbed Devil 260

Succubus / Incubus 189 Variant: Ice Barbed Devil 261

Variant: Dreamstalker Succubus / Incubus 190 Velkash 263

Necrothrax 191 Chain Devil 264

Obsidian Gargoyle 192 Variant: Icebound Chain Devil 265

Zhorvith 193 Soulwraith 266

Gazorakth 194 Cerberus 267

Vrock 196 The Gates of Hell 269

Variant: Blight Vrock 197 The Gates of Hades 269

Abyssal Chimera 198 Grim Reaper 271

Hezrou 200 Infernal Judge 272

Variant: Adhesive Hezrou 201 Horned Devil 274

Glabrezu 202 Variant: Soulreaper Horned Devil 275

Variant: Rampaging Glabrezu 203 Infernal Golems 276

Ophrym, the Many-Eyed Fiend 204 Erinyes 278

Nalfeshnee 205 Variant: Commander Erinyes 279

Variant: Hulking Nalfeshnee 206 Feraxar 280

Shadowspawn 207 Ice Devil 281

Marilith 208 Variant: Frostpiercer Ice Devil 282

Variant: Venomblade Marilith 209 Pit Fiend 283

Balor 211 Variant: Pit Fiend Lord 284

Variant: Balor Sovereign 211 Vorgath the Merciless 285

The Eternal Wanderer 212 Sarathiel, the Ancient 287

Orvelyn, the Blightmother 214 Lilithar, the Crimson Queen 290

Vaelorax, the Golden Terror 216 The King of Hell 293

Kalaroth, the Destroyer 218


Appendix A: Plot Hooks 296

Appendix B: Demon Names Table 299

Appendix C: Devil Names Table 300

Appendix D: 5.5E 301


5

Introduction

Step into a world of infernal dread and chaotic malevolence with Diabolical Designs: Demons and Devils for

5E. This manual delves into the fiery depths of Hell and the chaotic Abyssal Realm, unveiling fiendish

secrets, malevolent entities, and tools to challenge your players. Explore the interplay between mortals and

fiends, and create unforgettable encounters that test courage and cunning.

What’s in this Manual Magic Items

This guide is packed with fiendish-themed content Equip your adventurers with infernal artifacts

to enrich your campaigns, whether you’re a Game forged in Hell and the Abyssal Realm. Legendary

Master weaving devilish schemes or a player artifacts like the Nihil Blade and the Aegis of the

embracing the power of the lower realms. Fallen Seraph bring potent abilities and rich lore,

adding depth to your campaigns.


Hell and the Abyssal Realm

Journey through Hell’s nine structured circles, Monsters

inspired by Dante’s vision of eternal torment, Encounter a host of fiends, from cunning devils to

where devils maintain a hierarchy of law and order. savage demons, each imbued with unique abilities

Contrast this with the chaotic Abyssal Realm, a and rich lore. This manual expands the evil ranks

boundless expanse of infinite layers where demons by introducing a variety of low and hight CR devils

revel in destruction and slaughter. These realms and demons, enabling challenges for players early

are rich with thematic depth, offering players and in their adventures.

Game Masters diverse challenges and storytelling To enhance encounters further, the manual

opportunities. includes variants of existing demons and devils

from the 5E bestiary. These versions come with


Fiendish Traits
custom and new traits that you can add, offering
Corrupt creatures and characters with the
fresh twists on familiar foes and ensuring that each
malevolent essence of devils and demons. Fiendish
encounter feels unique.
traits enhance power, malice, and chaotic energy,

making familiar fiends feel fresh and terrifying

while enabling the creation of entirely new horrors.

Fiendish Transformation

Introduce dramatic narrative shifts as mortals or

celestials succumb to infernal corruption. Fiendish

transformation blends moral dilemmas and

mechanical changes to create rich character arcs

and memorable storylines.

Character Options

Unleash dark potential with a wealth of new

subclasses, spells, backgrounds, and races.

Harness the power of devils and demons as a

Warlock bound by an Infernal Pact with an

Archdevil or Demon Lord, a Cleric devoted to

fiendish domains, or a survivor of a fiendish war

like the Chaos War Survivor. Explore new races

like the Half-Demon, Half-Devil, or the Malcari.


Dive into Diabolical Designs to elevate your
New spells expand your arsenal with fiery infernal
campaigns with infernal intrigue, chaotic
magic, chaotic curses, and powers to manipulate
destruction, and fiendish power. Embrace the
and dominate foes, ensuring your character is
darkness, confront chaos, and weave unforgettable
equipped for any dark encounter.
stories in the realms of devils and demons.
6

Demons and Devils

Fiends

Fiends are malevolent creatures from the lower planes, representing the darkest and most destructive

aspects of existence. These beings thrive on spreading corruption and suffering across all realms, each

embodying a different form of evil. The two most prominent types of fiends are Devils and Demons, both

terrifying but distinct in their nature and goals.

Devils Demons

Devils are Lawful Evil fiends who rule over the Demons, by contrast, are fiends of Chaotic Evil

infernal plane of Hell. They are organized, alignement, originating from the chaotic and

disciplined, and driven by an insatiable lust for volatile Abyssal Realm. Where Devils value

power and control. Devils operate within a strict structure and order, Demons exist purely to

hierarchy, where advancement comes through destroy, spread chaos, and indulge in their violent

cunning, manipulation, and ruthless ambition. At desires. They have no interest in contracts or

the bottom are the mindless Lemures, while the hierarchy; instead, they are driven by their primal

most powerful Archdukes control vast regions of urge to annihilate everything in their path,

Hell. Devils are master schemers, using contracts, embodying chaos in its purest form.

pacts, and deception to bind souls into eternal Demons are unpredictable and thrive on mayhem,

servitude. They are known for tempting mortals constantly fighting among themselves and against

with promises of power or wealth, only to trap them anything that crosses their path. Though powerful

in deals that deliver their souls to Hell. While Demons may temporarily gain followers through

Demons thrive on raw destruction, Devils prefer to brute strength, their rule is tenuous, as Demons

rule through order and domination, seeing care only for power and slaughter. Unlike Devils,

themselves as the rightful rulers of all creation. who plot carefully, Demons act impulsively, driven

Their ultimate goal is to subjugate the multiverse by their endless thirst for destruction and ruin.

under their tyrannical rule, using law and fear to Their only goal is to tear down the fabric of

control everything in their path. existence, leaving nothing but chaos and carnage in

their wake.
7

The Infernal Realm: Hell

The concept of Hell is a powerful and evocative element in many cultures and mythologies, serving as a place

of punishment, torment, and retribution for the wicked. In the context of 5E, Hell is often depicted as a plane

of existence where souls are punished for their sins, suffering for eternity under the rule of malevolent

beings. One of the most famous and influential descriptions of Hell comes from the medieval Italian poet

Dante Alighieri, in his epic poem, The Divine Comedy.

In this manual, the creatures and environments are heavily inspired by Dante’s Hell, but with devils having

free reigns in Hell and without religious connotations.

Dante Alighieri and the Nine Circles of Hell


Dante Alighieri (1265 1321) was an Italian poet, writer, and philosopher, best known for his Divine Comedy,

a three-part epic poem describing the journey of a pilgrim (Dante himself) through Hell (Inferno), Purgatory

(Purgatorio), and Heaven (Paradiso). The Inferno, the first part of the poem, provides a detailed depiction of

Hell, which is structured into nine concentric circles, each circle dedicated to a particular sin and its

corresponding punishment. Dante’s vision of Hell is filled with vivid imagery and symbolic retribution,

making each circle a distinct realm of suffering that mirrors the nature of the sin committed.

Dante’s Hell has had a significant impact on Western perceptions of the afterlife, influencing literature, art,

and theology for centuries. In 5E, this vision of Hell is often used as a template for infernal planes, where

souls are judged and punished for their misdeeds in a manner that is fitting to their earthly actions.

By incorporating the concept of Dante’s Nine Circles into their campaign, Game Masters can create a richly

detailed infernal setting that challenges players to confront the moral and ethical dimensions of their actions.

Each circle offers a unique environment, populated by tormented souls, fearsome guardians, and the

looming presence of devilish overseers, making Hell a compelling and multifaceted realm to explore.
8

Dante’s Hell: An Overview grim reminder of the consequences of evil actions.

Alternatively, Hell can be portrayed as a place of


Dante’s Hell is structured as a vast, funnel-shaped
dominion and power, where devils seek to control
pit, descending in nine increasingly torturous
souls, using them as a source of power. Souls may
circles, each representing a different sin. The sins
be collected, traded, or consumed, each one adding
punished in Hell are categorized according to the
to the strength of Hell’s rulers. This approach
severity of the offense against the divine order:
focuses on Hell as a corrupting force, aiming to

expand its influence over the mortal world and


1. Limbo: The first circle, where virtuous non-
beyond.
Christians and unbaptized infants reside. They
In this manual, Hell is a blend of both: a realm
are not punished but are denied the presence of
where powerful devils seek to dominate souls and
God.
increase their power through contracts, pacts, and
2. Lust: The second circle, where souls who were
punishment. As a Game Master, you can decide
overcome by lust are punished by being blown
whether your campaign’s Hell is a place where the
about by strong winds.
morally wrong are condemned, or where devils
3. Gluttony: The third circle, where the gluttonous
actively seek to ensnare and trade souls - or both!
are forced to lie in a vile slush produced by

ceaseless rain. Different Variants of Hell


4. Greed: The fourth circle, where the greedy and
While Dante’s depiction is the most commonly
the wasteful are made to joust with heavy
used version of Hell in 5E campaigns, it is by no
weights, crashing into each other.
means the only interpretation. Different cultures
5. Wrath: The fifth circle, a muddy swamp where
offer diverse visions of infernal realms, each with
the wrathful fight each other on the surface,
its own unique characteristics:
while the sullen lie beneath the water, gurgling

in their own anger.


Norse Mythology: In Norse mythology, Helheim
6. Heresy: The sixth circle, where heretics are
is the realm of the dead, ruled by the goddess
trapped in flaming tombs.
Hel. It is a cold, dark place where those who die
7. Violence: The seventh circle, divided into three
of old age or illness reside, in contrast to the
rings, punishing those who commit violence
heroic afterlife of Valhalla.
against others, themselves, or God and nature.
Eastern Mythologies: In Buddhist and Hindu
8. Fraud: The eighth circle, known as Malebolge,
traditions, Hell is known as Naraka or Yama’s
is divided into ten ditches, each holding different
Realm. It is a place of purification, where souls
types of fraudulent souls, from seducers to
are subjected to various torments until they are
hypocrites to false counselors.
cleansed of their sins, after which they can be
9. Treachery: The ninth circle, where traitors are
reborn.
frozen in a lake of ice, with the most severe
Mesopotamian Beliefs: The ancient
traitors, such as Judas Iscariot, being chewed in
Mesopotamians believed in an underworld
one of the three mouths of Lucifer himself.
called Kur or Irkalla, a dark and dreary place

where souls wander for eternity. The goddess


Themes of Dante’s Hell
Ereshkigal rules over this realm, and it is a

Dante’s Hell is a realm of divine retribution, where place of shadows and silence, rather than fiery

souls are punished for their sins according to the torment.

medieval belief in a just and moral universe. In this Abrahamic Traditions: In Jewish, Christian, and

Hell, each punishment is symbolic of the sin Islamic traditions, Hell is often depicted as a

committed, using the concept of contrapasso, place of fire and brimstone, where sinners are

which means the punishment either resembles or eternally tormented. Dante’s version of Hell,

contrasts with the sin itself. described in The Divine Comedy, is a Christian

As a Game Master, you can draw upon these conception influenced by medieval theology and

themes of punishment and retribution when philosophy. Dante imagined a detailed structure

incorporating Hell into your campaign. The of Hell based on his understanding of sin and

Infernal Realm can serve as a place where souls divine justice.

are eternally tormented for their sins, serving as a


9

The Nine Circles of Hell

First Circle: Limbo Second Circle: Lust

The First Circle of Hell is Limbo, a serene yet The Second Circle of Hell is where the souls of the

sorrowful place reserved for virtuous non-believers, lustful are punished. It is a place of dark, stormy

unbaptized infants, and those who lived before the winds, eternally buffeting the spirits of those who

coming of Christianity. Limbo is not a place of allowed their carnal desires to control them. This

active torment but rather a realm of eternal unending storm symbolizes the power of

longing, where souls reside in a state of uncontrolled passion and the chaos it brings.

melancholic awareness, forever denied the


Punishments: Souls here are caught in an
presence of the divine.
endless tempest, whipped around by violent

Punishments: Inhabitants of Limbo do not winds and unable to find rest or solace. The

suffer physical torment but endure the pain of constant motion reflects their lack of control

absence and unfulfilled potential. They live in over their lustful urges in life.

beautiful yet barren fields, experiencing a Notable Creatures: Minos, the judge of the

constant, vague sense of loss and yearning. damned, stands at the entrance to this circle,

Notable Creatures: The guardians of Limbo are coiling his tail around himself to indicate the

peaceful and wise, including scholarly souls and sinner’s place in Hell. The shrieking winds

the spectral forms of ancient philosophers and themselves are filled with the voices of past

poets, such as Homer and Virgil, who guide lost lovers, eternally lamenting their fate.

souls within this gentle yet poignant realm.


Third Circle: Gluttony

The Third Circle of Hell is a realm of cold, filthy

rain and fetid mud, punishing the gluttonous. Here,

those who indulged in excessive consumption are

condemned to live like beasts, wallowing in a vile

slush under a heavy, foul-smelling rain. The

gluttons are reduced to animalistic states,

reflecting the baseness of their desires.

Punishments: Souls are forced to lie on the

ground, covered in filth, pelted by a ceaseless,

putrid rain. They grovel like animals, howling in

pain, and try to shield themselves from the

elements by using each other as cover,

resembling worms writhing in the mud. Their

senses are assaulted by the stench of the earth,

contrasting sharply with their pursuit of refined

pleasures in life. Stripped of their fleshly

desires, they exist only as miserable, shadowy

forms.

Notable Creatures: The circle is guarded by

Cerberus, the monstrous three-headed dog, who

torments the gluttons by clawing and tearing at

them. His presence ensures that the gluttonous

remain in their degraded state, continually

suffering the indignity of their condition.


10

Fourth Circle: Greed Sixth Circle: Heresy

The Fourth Circle of Hell is dedicated to the greedy The Sixth Circle of Hell is found within the fiery

and the avaricious, including both the hoarders and city of Dis (Dite in Italian), a fortress of iron walls

the squanderers. These souls are condemned to and towers that separates the upper circles of Hell

push enormous weights in an eternal circle, from the lower. This circle is reserved for heretics,

symbolizing the futility and obsession of their those who denied or defied the divine truths. These

earthly greed. souls are trapped in flaming tombs, suffering the

agony of eternal fire, symbolizing their rejection of


Punishments: Souls are divided into two
spiritual enlightenment.
groups: those who hoarded wealth and those

who spent it recklessly. They are forced to roll Punishments: Heretics are confined within

massive boulders against each other, clashing burning coffins, each soul enduring the searing

endlessly in a futile struggle that reflects their heat of the flames. These tombs are sealed until

greed and waste. the final judgment, representing the eternal

Notable Creatures: Plutus, the mythological god damnation of those who rejected faith. The

associated with wealth, presides over this circle. oppressive heat and flames reflect their refusal

His presence embodies the destructive power of to see the light of truth.

greed, as he goads the souls into their endless, Notable Creatures: The circle is guarded by the

pointless struggle, relishing their frustration and Furies (Erinyes), terrifying winged women with

despair. serpent hair, who torment the heretics and

ensure they remain confined. Giants and


Fifth Circle: Wrath and Sullenness
towering infernal statues stand guard along the
The Fifth Circle of Hell is a swampy, murky walls of Dite, enforcing the torment and
expanse that represents the Styx, a river of filth and
protecting the city from any who might attempt
slime. This circle punishes the wrathful and the to escape.
sullen, those who succumbed to uncontrollable

anger and those who wallowed in a gloomy, sullen

state.

Punishments: The wrathful are immersed in the

muddy waters of the Styx, where they eternally

fight, striking and tearing at one another in a

desperate attempt to free themselves, just as

they were submerged in the mud of their anger

in life. The sullen, on the other hand, are

submerged entirely beneath the surface,

suffocated and silenced by the mire. They are

deprived of air and speech, reflecting how they

isolated themselves and refused to act in

life, wasting away in inaction and despair.

Notable Creatures: The swamp is a chaotic

battleground overseen by demons who

incite the wrathful to greater rage.

Phlegyas, the infernal ferryman, also

navigates these waters, transporting the

souls of the damned across the Styx, while

malevolent spirits hover above, encouraging

the perpetual conflict.


11

Seventh Circle: Violence Eighth Circle: Fraud

The Seventh Circle is divided into three rings, each The Eighth Circle, known as Malebolge, is divided

punishing different forms of violence: against into ten ditches, each punishing a different type of

others, against oneself, and against God and fraud, including seducers, flatterers, sorcerers,

nature. This circle is a place of brutal, unending hypocrites, thieves, and false counselors. This

torment, reflecting the nature of violent acts. circle is characterized by deceit and lies.

Punishments in Outer Ring (Violence Against Punishments: Each ditch holds a different form

Others): Souls are submerged in a river of of punishment, such as being whipped by

boiling blood, symbolizing the bloodshed they demons, immersed in excrement, buried head-

caused in life. Centaurs patrol the banks, down in pits of fire, or bound in flames. The

shooting arrows at any soul attempting to punishments reflect the deceptive and

escape. treacherous nature of fraud.

Punishments in Middle Ring (Violence Against Notable Creatures: Malebranche demons,

Oneself ): Those who committed suicide are grotesque and sadistic, patrol the ditches,

transformed into twisted trees and bushes, their enforcing the punishments with vicious glee.

agony represented by the harpies who tear at Various monstrous entities, such as serpents

their leaves and branches. and grotesque hybrids, add to the suffering of

Punishments in Inner Ring (Violence Against the damned.

God and Nature): Blasphemers and sodomites


Ninth Circle: Treachery
stand in a desert of burning sand under a rain of
The Ninth Circle is the deepest and most terrible of
fire, suffering the double agony of scorching

heat and fiery hail. all, reserved for traitors. It is a frozen lake, with

souls encased in ice, reflecting the coldness of their


Notable Creatures: The Minotaur guards the

entrance, while Centaurs patrol the river of betrayal. The circle is divided into four rounds,

each dedicated to different types of treachery:


blood. Harpies infest the forest of suicides, and

demonic creatures enforce punishment on the against family, country, guests, and benefactors.

blasphemers and usurers.


Punishments: Souls are frozen in the ice,

contorted in agonizing positions, their tears

forming the ice that traps them. The deeper the

betrayal, the deeper and colder the ice.

Notable Creatures: Lucifer himself resides here,

a monstrous figure with three faces,

eternally chewing on the greatest

traitors: Judas, Brutus, and Cassius.

Other demonic ice spirits and frost

devils torment the traitors, ensuring

their suffering is as cold as their hearts.


12

A Proposed Version of Hell and Its Hierarchy

In this manual, Hell is envisioned as a structured, law-bound realm, where devils reign supreme over

tormented souls. This version of Hell draws inspiration from Dante’s Nine Circles but emphasizes the role of

devils as the overlords of their infernal domains. Souls end up in Hell not just for generic sinfulness but

because they have fallen to dark powers or have willingly signed contracts with devils during their lives. The

devils themselves are embodiments of Lawful Evil, seeking to spread malevolence while maintaining order,

especially against the forces of chaos represented by demons.

How Souls End Up in Hell Becoming a Devil

1. Falling to Dark Powers: Souls that have 1. Transformation After Death: Souls that were

committed acts of extreme evil during their particularly evil and lawful in life often

lives, especially those that were lawful in nature, transform into the lowest form of devil, known

are drawn into Hell upon death. These as a Lemure, upon their arrival in Hell. From

individuals, through their actions, have aligned this weak, mindless state, they must prove

themselves with the principles of Hell, making themselves to ascend the ranks of the infernal

them natural candidates for becoming devils hierarchy.

after death. 2. Pacts and Contracts: Those who made

2. Contracts with Devils: Many souls end up in contracts with devils or greater devils are reborn

Hell because they made a pact with a devil as devils after death, starting at various levels of

during their lifetime. These contracts might power depending on the nature of their contract

promise power, wealth, or forbidden knowledge and the power of the devil they serve. They are

in exchange for the soul. Upon death, these bound to their infernal masters, serving the devil

souls are claimed by the devils as per the who claimed their soul.

agreement, bound to serve the infernal 3. Judgment-Based Transformation: In campaign

hierarchy. settings where divine judgment is enforced,

3. Judgment by Higher Powers: In campaigns souls deemed deserving of punishment may be

where Hell serves as a place of punishment for transformed into devils after serving their time

all evil, souls might be judged by a god or a in torment. These souls are then conscripted

council of gods. If deemed sinful and into Hell’s armies, starting at the bottom of the

malevolent, they are sent to Hell to endure hierarchy and working their way up based on

punishment and possibly to serve the devils. their actions and merit.
13

Hierarchy of Devils Promotion and Advancement

The infernal hierarchy is strictly structured, with Merit, Deeds, and Favor: Achievements in battle

each devil’s position determined by power, against angels, demons, or rebellious devils can

influence, and loyalty to higher-ranking devils. The earn them promotion, especially when these

hierarchy ensures that Hell operates efficiently and deeds catch the attention of higher-ranking

that the spread of evil is organized and strategic. devils. Such recognition and favor from

powerful devils can lead directly to


1. Lemures: These are the lowest form of devils,
advancement within the infernal hierarchy.
mindless, writhing blobs of flesh that serve as
Contracts and Souls: Securing and harvesting
cannon fodder and menial laborers in Hell.
souls through contracts is a key path to power.
Lemures are the first step in the infernal
Devils craft intricate pacts that offer mortals
progression, representing those who are new to
power, wealth, or forbidden knowledge in
Hell or who have failed to distinguish
exchange for their souls. A devil that excels in
themselves.
forging contracts can gain significant power, as
2. Lesser Devils: Ranging from Imps, small and
each soul harvested increases their strength and
cunning, to Bone Devils, who act as enforcers
standing. Those who manage to gather souls
and overseers. These devils have earned a step
independently may even bypass the need for
up from their Lemure state through cunning,
approval from higher-ranking devils, allowing
service, or by having made favorable pacts.
them to rapidly ascend the ranks of power.
3. Greater Devils: These powerful beings range

from Horned Devils, known for their strength Enemies of Devils


and martial prowess, to the formidable Pit
While the following are the primary enemies of
Fiends. Greater devils often command legions of
devils, in your campaign you may introduce
lesser devils and oversee entire regions within
additional foes. Anyone who embodies goodness or
Hell.
chaos is likely to be in conflict with devils, as their
4. Counts of Hell: Powerful devils who have
very nature opposes the devils’ goals of spreading
proven themselves through exceptional service
evil and maintaining strict order.
or deeds, often leading major campaigns against

Hell’s enemies or managing significant infernal


Angels and Celestials: As beings of pure good,
operations. They serve directly under the Dukes
angels and other celestials are the natural
of Hell.
enemies of devils. They oppose the spread of
5. Archdevils: This group includes both Dukes of
evil and work to protect mortals from infernal
Hell and Archdukes. Dukes are powerful devils
influence. The conflict between angels and
who oversee large regions, commanding vast
devils is a cosmic struggle between good and
armies and managing the affairs of specific
evil, light and darkness.
circles of Hell. Archdukes hold even greater
Demons: While both devils and demons are
power, ruling over entire circles and exerting
malevolent, their philosophies are
considerable influence within the infernal
fundamentally opposed. Devils embody lawful
hierarchy. Above them are the Princes of Hell,
evil, aiming to spread evil while upholding order
the highest rank among devilkind. Princes have
and control. Demons, in contrast, are chaotic
the authority to rule over all of Hell, with some
evil, driven by a desire for destruction and
holding sway over multiple circles. The most
mayhem. The eternal conflict between them is
powerful of the Princes is often regarded as the
one of order versus chaos, as devils strive to
King of Hell, such as Lucifer or Satan. In many
contain and destroy the chaotic forces of the
campaign settings, the King of Hell is said to
Abyssal Realm.
possess the power of a god or even be a god,
Other Devils: Within Hell, power struggles and
wielding divine influence and commanding fear
betrayals are common. Devils constantly vie for
and respect across planes. Despite this, power
power, influence, and favor, making enemies
struggles among the Princes are common, as
even among their own kind. Ambition drives
each seeks to assert their dominance and claim
many devils to plot against rivals, leading to an
the throne.
endless cycle of schemes and conflicts.
14

Running the Game in Hell

Hell is a realm of immense structure, bound by iron Desolate and Cruel Landscapes

laws, contracts, and the rule of powerful devils. Hell’s terrain is designed to evoke a sense of

Unlike other planes of existence, Hell operates with oppression and suffering. Every part of the
strict hierarchies, where every devil knows its place landscape reflects the malice and power that

and every soul is subject to the harsh order of governs the plane.
infernal law. As a Game Master, running a

campaign set in Hell allows you to delve into Iron Cities and Blackened Towers: The cities of

themes of corruption, domination, and eternal Hell are vast, oppressive fortresses made of

punishment. The environment, encounters, and black iron, volcanic stone, and burning sulfur.

overarching narrative should reflect the controlled, These infernal metropolises are heavily fortified,

manipulative nature of this plane. with towering spires that pierce the ash-filled

sky. Devils patrol these streets, enforcing the


Infernal Cities and Bureaucracy
laws with brutal efficiency, while the screams of
Hell is not just a place of punishment; it is a realm
the tormented echo in the distance. Major cities
of intricate contracts and infernal bureaucracy. may be the strongholds of Archdevils or the
Devils maintain a strict legal structure, with rules
centers of infernal administration, where deals
governing everything from the collection of souls to are struck, souls are bartered, and rebellions are
the hierarchy of power.
crushed.

Rivers of Fire and Blood: Hell is crisscrossed


Infernal Courts: Legal proceedings in Hell are
with rivers of molten lava and blood, flowing
not uncommon. Devils delight in binding
through jagged landscapes of obsidian rock.
mortals and even each other to contracts, with
These rivers are often patrolled by fiendish
the fine print often being the key to eternal
ferrymen or overseen by cruel overseers who
damnation or servitude. In these courts,
delight in punishing those who attempt to cross
presided over by powerful infernal judges, souls
without permission. The rivers may serve as
are condemned, disputes are settled, and devils
natural barriers, preventing escape from certain
climb the ranks of power through cunning
regions or acting as borders between the
manipulation and legal mastery. Game Masters
different circles of Hell.
can use these courts as a setting for players to
Fields of Eternal Punishment: In Hell,
negotiate or contest their fate, offering high-
punishment is eternal. Some landscapes might
stakes scenarios where the wording of contracts
be vast, scorched plains where the souls of the
could mean life or eternal damnation.
damned are chained to burning posts, suffering
Devilish Diplomacy and Contracts: Devils are
eternally under the heat of Hell’s fires. Others
masters of manipulation, constantly seeking to
may be frozen wastelands, where traitors are
trap mortals and even rival devils in contracts
encased in ice, trapped forever in a state of
that bind them forever. These contracts are
frozen agony. These fields are overseen by
often filled with hidden clauses, tricks, and
devils who ensure that the suffering never
terms that favor the devil while leading the
ceases.
unwitting signer into ruin. Players may find
Fiery Skies and Constant Ash: The very air in
themselves negotiating for their lives, their
Hell feels thick with ash and sulfur, making it
souls, or even greater powers. Such deals
difficult for mortals to breathe. The sky is often
should always come with a cost, forcing players
ablaze with infernal fire, casting everything in an
to carefully consider the price of their desires.
ominous red glow. Sometimes the air is filled

with the sounds of battle as devils engage in

skirmishes or chase down fleeing souls. Other

times, the silence is equally terrifying, broken

only by the crackling of flames or distant cries of

agony.
15

Hierarchy and Power Struggles Infernal Contracts: The signing of contracts is a

Hell is a place of constant power struggles, but key part of life in Hell. Players might be offered

unlike the chaotic nature of demons, these deals that promise great power, wealth, or

struggles are calculated and often play out over knowledge in exchange for their soul or a

long periods. Devils climb the infernal hierarchy service to a powerful devil. These contracts are

through careful plotting, betrayal, and displays of never straightforward, often including hidden

loyalty to their infernal superiors. clauses or long-term consequences that players

may not fully understand until it’s too late.


Rising Through the Ranks: Promotion in Hell is
Encounters and Challenges
hard-earned and often involves outmaneuvering

rivals. Devils compete for the favor of their Encounters in Hell should be carefully constructed

masters, with each act of cruelty, manipulation, to reflect the realm’s harsh, punishing nature and

or soul collection adding to their standing. the cunning intellect of its inhabitants. Devils are

Players may find themselves caught in the not mindless beasts but shrewd tacticians who use

middle of these schemes, either as pawns in a their environment and knowledge of the infernal

devil’s plan or as agents seeking to manipulate laws to their advantage.

the devils themselves. The intricate politics of


Devilish Temptations: Devils thrive on
Hell provide fertile ground for intrigue,
temptation, and players may be faced with
espionage, and betrayal, where alliances shift
moral and ethical dilemmas. A devil might offer
and loyalty is fleeting.
a character great power in exchange for a minor
Rebellions and Insurrections: Even in a place as
favor, only to reveal that the favor has dire
tightly controlled as Hell, rebellion is possible.
consequences. These encounters are not about
Some devils grow tired of their subjugation and
combat but about manipulating the players’
seek to overthrow their masters, while others
desires and weaknesses. How far are they
may challenge the very structure of Hell itself.
willing to go for power? How much of
Players might find themselves recruited by
themselves are they willing to sacrifice?
rebellious devils looking for allies, or they may
Inescapable Contracts: Once bound by a
need to quell such uprisings to curry favor with
contract in Hell, breaking it is no easy task.
more powerful infernal lords. These rebellions
Players may find themselves forced to honor
are dangerous, as the consequences for failure
agreements with devils or face severe
in Hell are often eternal suffering or worse.
consequences. These contracts can be a source

Soul Trade and Infernal Economy of tension throughout the campaign, where each

Souls are the currency of Hell. The more souls a mission or decision made by the players pushes

devil controls, the more powerful they become. As a them closer to their fate. Alternatively, they

Game Master, you can create opportunities for might seek to find loopholes or powerful allies

players to witness, participate in, or disrupt this to help them escape the terms.

infernal economy. Guardians of Hell: Devils serve as both wardens

and tormentors in Hell. Encounters with devils

Soul Markets: In the depths of Hell, devils such as Erinyes, Horned Devils, or Pit Fiends

gather in sprawling markets to trade souls. should highlight their tactical acumen, ruthless

These markets are filled with infernal brokers, enforcement of order, and mastery over magic.

each one offering deals that range from simple Devils will always fight to maintain control and

pacts to complex soul exchanges. Players might rarely engage in mindless combat. They’ll use

need to navigate these treacherous markets to the environment, psychological manipulation,

retrieve a stolen soul, bargain for a powerful and cunning plans to trap and defeat their

artifact, or secure their own salvation. Every enemies.

transaction in these markets is dangerous, as

devils will always try to gain the upper hand.


16

Themes of Corruption and Power

Hell’s ultimate goal is to corrupt and control,

turning mortals into tools for its infernal purposes.

Game Masters can build campaigns that explore

these themes of corruption, forcing players to make

choices that gradually draw them deeper into the

infernal grasp.

Moral Decay: Over time, players may find their

morals tested. In Hell, power often comes at a

price, and players may be tempted to

compromise their values to survive or gain an

edge. These choices can be subtle at first - a

small lie, a minor betrayal - but over time, they

may lead to greater and more damning

decisions. Watching the slow descent of a

character into corruption can be a powerful

narrative arc.

The Weight of Power: In Hell, power is

everything, and it is often offered in tantalizing

ways. Players may find opportunities to seize

power, but every gain comes with a cost.

Perhaps a powerful devil offers them a position

of influence, but in return, they must betray a

comrade or agree to eternal servitude. These

moments force players to weigh the value of

power against the price they must pay.

By emphasizing the rigid structure, constant

manipulation, and relentless oppression of Hell,

you can create a setting that challenges not just the

physical abilities of your players, but also their

moral compass and understanding of power.


17

Devilish Traits Hellfire Blast. The creature can use an action to

unleash a wave of hellfire in a 30-foot cone. Each


The following list presents a compilation of traits
creature in the area must make a Dexterity saving
fitting for corrupted beings and those allied with
throw (DC = 8 + the creature’s proficiency bonus +
infernal forces. These traits are intended for
the creature’s Charisma modifier), taking 16 (3d10)
individuals who have undergone a transformation
fire damage on a failed save, or half as much on a
into a devilish entity, gaining destructive, lawful,
successful one. The creature can use this feature a
and calculated powers. Any radiant damage they
number of times equal to its proficiency bonus per
normally deal turns to necrotic or fire damage, and
long rest.
they may lose some of their original traits while
Infernal Transformation. As an action, the creature
gaining these devilish ones. When you assign one
can transform into a devilish form for 1 minute.
or two of these traits to a creature, its Challenge
While transformed, it gains a +1 bonus to AC,
Rating (CR) and difficulty in combat generally
resistance to all damage except force and psychic,
remain unchanged. However, if you grant a
and its melee attacks deal an additional 5 (1d10)
creature more than two traits, consider the balance
fire damage.
of your encounters and the overall difficulty for the
Diabolic Regeneration. The creature regains 10 hit
players. As a Game Master, it’s important to weigh
points at the start of its turn if it has at least 1 hit
these enhancements to maintain a fair and
point. If the creature takes radiant damage, this
engaging gameplay experience.
trait doesn’t function at the start of the creature’s
These traits symbolize the disciplined power and
next turn.
malevolent influence bestowed upon corrupted
Soul Steal. When the creature reduces a target to 0
beings, transforming them into devilish entities.
hit points with an attack, it regains hit points equal
Whether a creature is a fallen hero or a mortal
to half the damage dealt with the attack.
corrupted by dark forces, these traits can represent
Infernal Step. As a bonus action, the creature can
their new destructive nature and abilities. Consider
teleport up to 30 feet to an unoccupied space it can
increasing the damage, radius, or number of uses
see.
of these abilities if you assign these traits to

powerful devils or powerful creatures. Infernal Darkness. As an action, the creature can

cause each creature of its choice within 30 feet of it

Devilish Fortitude. If damage reduces the creature to make a Constitution saving throw (DC = 8 + the

to 0 hit points, it must make a Constitution saving creature’s proficiency bonus + the creature’s

throw with a DC of 3 + the damage taken, unless Charisma modifier). On a failed save, the target is

the damage is from a critical hit. On a success, the blinded for 1 minute. A blinded target can repeat

creature drops to 1 hit point instead. the saving throw at the end of each of its turns,

Devil’s Sight. The creature gains darkvision out to a ending the effect on itself on a success.

range of 60 feet and can see in magical darkness as Hellish Endurance. The creature has advantage on

if it were normal darkness. Constitution saving throws.

Infernal Resilience. The creature gains resistance Devilish Knowledge. The creature has advantage

to fire and cold damage and immunity to poison on Intelligence checks to recall information about

damage and the poisoned condition. devils and their lore.

Hellish Rebuke. When the creature takes damage Infernal Insight. The creature can use its action to

from a creature within 30 feet of it, it can use its peer into the mind of a creature it can see within 30

reaction to unleash a burst of hellfire, dealing 11 feet. The target must succeed on a Wisdom saving

(2d10) fire damage to the attacker. throw (DC = 8 + the creature’s proficiency bonus +

Infernal Command. The creature can cast the the creature’s Charisma modifier) or be stunned

command spell three times per day without until the end of its next turn.

expending a spell slot. The spell save DC equals 8 + Unholy Resilience. The creature gains advantage

the creature’s proficiency bonus + the creature’s on saving throws against spells and other magical

Charisma modifier. effects.

Fiendish Aura. Enemies within 10 feet of the

creature have disadvantage on saving throws

against being charmed or frightened.


18

Infernal Summoning. The creature can use an Infernal Bolt. The creature can use an action to

action to perform a dark ritual, summoning a hurl a bolt of infernal energy at a target within 60

devilish ally (such as an imp or another devil feet. The target must make a Dexterity saving

determined by the Game Master) that remains for 1 throw (DC = 8 + the creature’s proficiency bonus +

hour. The creature can use this feature once per the creature’s Charisma modifier), taking 22 (4d10)

long rest. fire damage on a failed save, or half as much on a

Fiendish Escape. When the creature is hit by an successful one.

attack, it can use its reaction to momentarily turn Wings of Hellfire. The creature sprouts wings made

into a shadow and move up to 30 feet without of fire, granting it a flying speed equal to its walking

provoking opportunity attacks. speed.

Hellfire Rage. When the creature drops to half its Infernal Legacy. The creature can cast the hellish

hit points or less, it gains advantage on attack rolls rebuke spell at will without expending a spell slot.

and deals an extra 3 (1d6) fire damage with all The spell save DC equals 8 + the creature’s

melee attacks. proficiency bonus + the creature’s Charisma

Aura of Terror. Enemies within 20 feet of the modifier.

creature must succeed on a Wisdom saving throw Diabolic Pact. The creature can use an action to

(DC = 8 + the creature’s proficiency bonus + the make a dark pact with a willing creature. The target

creature’s Charisma modifier) or be frightened for gains advantage on attack rolls and saving throws

1 minute. A creature frightened this way can repeat for 24 hours, but if it dies while the pact is in effect,

the saving throw at the end of its turn, ending the its soul is forfeit to the creature or to a devil. The

effect on itself on a success. creature can use this feature once per long rest.

Infernal Strike. Once per turn, the creature can Hellish Recuperation. The creature can use a

deal an additional 7 (2d6) fire damage when it hits bonus action to regain hit points equal to its

with a melee weapon attack. Charisma modifier. It can use this feature a

Fiendish Strength. The creature has advantage on number of times equal to its proficiency bonus per

Strength (Athletics) checks and Strength saving long rest.

throws. Imposing Stature. The creature’s size increases by

Necrotic Touch. The creature’s melee attacks deal one category, granting it advantage on Intimidation

an additional 4 (1d8) necrotic damage. checks and increasing the reach of its melee

attacks by 5 feet.
Diabolic Frenzy. When the creature scores a

critical hit, it can make one additional melee attack Devil’s Diplomacy. The creature has advantage on

as a bonus action. Charisma (Deception) and Charisma (Persuasion)

checks.
Infernal Howl. The creature can use an action to

emit a terrifying howl. Each creature within 30 feet Hellfire Lash. The creature can use a bonus action

that can hear it must make a Wisdom saving throw to create a whip of fire. It can use it to attack using

(DC = 8 + the creature’s proficiency bonus + the its Dexterity modifier for the attack roll. It has a

creature’s Charisma modifier) or be frightened for reach of 10 feet and deals 11 (2d10) fire damage

1 minute. A frightened target can repeat the saving plus its Dexterity modifier on a hit.

throw at the end of each of its turns, ending the Infernal Grit. The creature gains temporary hit

effect on itself on a success. points equal to its level or its CR at the start of each

Devilish Roar (Recharge 6). The creature can use combat encounter when rolling for initiative.

an action to unleash a roar imbued with infernal Infernal Chains. The creature can use an action to

energy. Each creature within 30 feet must make a conjure chains of infernal energy. Each creature

Wisdom saving throw (DC = 8 + the creature’s within 10 feet must make a Dexterity saving throw

proficiency bonus + the creature’s Charisma (DC = 8 + the creature’s proficiency bonus + the

modifier) or be stunned until the end of its next creature’s Charisma modifier) or be restrained for

turn. 1 minute. A restrained creature can make a

Hellfire Arrow. The creature can use a bonus Strength check against the same DC at the end of

action to imbue its next ranged weapon attack each of its turns, freeing itself on a success.

during this turn with hellfire, dealing an additional

10 (3d6) fire damage on a hit.


19

The Abyssal Realm

The Abyssal Realm is a plane of infinite chaos and malevolence, a boundless expanse filled with ever-shifting

landscapes and the raw essence of chaotic energy. Unlike the structured and law-bound realms of Hell, the

Abyssal Realm is a place where order and creation are nonexistent, replaced by endless destruction and

entropy. It is a desolate and dangerous place, bathed in neverending slaughter, where demons constantly vie

for power and dominance. This realm is said to have infinite layers, each one unique in its own chaotic way,

filled with nightmarish terrains and creatures. The structure, form, and connections between these layers are

as chaotic and irregular as the chaos that the Abyssal Realm embodies. Some scholars believe there might

be a finite number of layers, but no one has ever survived long enough to explore them all, and no accurate

count has ever been made.

Every layer is different, yet a pervasive dark energy permeates them all, lending a sense of foreboding and

malevolence to every corner of the realm. Some adventurers have reported seeing moons in certain layers,

suggesting that these might be glimpses of higher layers viewed from below, hinting at the complex and

twisted nature of this chaotic plane.

The Abyssal Realm is inhabited by demons, chaotic evil creatures that live in a state of constant slaughter

and destruction. Demons are enemies of all creation, as they innately seek to destroy and slay everything in

their path, making almost every creature their enemy. Devils and Celestials, such as Angels, particularly

strive to contain the neverending numbers of demons. At times, even ancient enemies like devils and angels

will form temporary truces when faced with the threat of demons seeping into and overrunning the material

plane and other realms.


20

Life in the Abyssal Realm Demon Gods: Occasionally, a demon will rise to

such great power that they transcend even the


In the Abyssal Realm, there is no stable hierarchy.
might of the Demon Lords, becoming a Demon
Demons establish their rank purely through
God. These beings are rare and embody the
displays of power and violence. The strongest
purest essence of chaos and destruction,
survive by slaughtering their way up the ranks,
wielding godlike power and commanding
while the weak are quickly consumed or enslaved.
legions of demons in their name. Demon Gods
These groupings are loose and ever-changing, as
are capable of reshaping entire layers of the
true hierarchy is virtually nonexistent. A demon’s
Abyssal Realm to reflect their will, becoming a
power and standing are determined solely by its
force that even other powerful entities must
strength and ability to dominate others. The
reckon with.
stronger a demon, the higher it rises in the

hierarchy, with its Challenge Rating (CR) often Creation and Existence of
serving as a good indicator of its power.
Demons
However, when demons are engaged in large-scale

conflicts, such as battles against devils or other Demons are born from the chaotic energy of the

creatures, some semblance of military structure Abyssal Realm itself, spontaneously forming from

emerges. In these cases, Demon Gods and Demon the raw, untamed power that permeates every

Lords attempt to impose a crude form of order, layer. This gives each demon its unpredictable

organizing their forces to maximize their nature and insatiable drive for destruction. Demons

destructive potential. This temporary hierarchy is also originate from the material plane. When a

often held together by sheer force and intimidation, chaotic evil creature dies in the material world, its

breaking down as soon as the immediate need for soul may be drawn into the Abyssal Realm, reborn

cooperation ends. as a Dretch, one of the weakest forms of demon, or

an even weaker demon. From there, these souls


Lesser Demons: These are the weakest must claw, fight, and slaughter their way up the

demons, serving as fodder for greater powers. ranks, hoping to gain power and survive in this
They are often enslaved by stronger demons or brutal and unforgiving environment.

used as disposable troops in battles. They claw Demons gain power primarily through killing. It is
and fight for every scrap of power, hoping to said that a demon’s preferred prey leaves a lasting

ascend to higher ranks through cunning and imprint on its form. Demons who have spent their
brutality. existence slaughtering specific types of creatures

Greater Demons: These demons have amassed often show physical traits or abilities that mirror
significant power and influence, rising above the their victims. This constant evolution through

endless carnage to dominate lesser demons. slaughter makes each demon a unique and
They are formidable beings, capable of bending unpredictable force, perfectly suited to the endless

the chaotic energies of the Abyssal Realm to chaos of the Abyssal Realm.
their will. Their strength makes them Their path of evolution is shaped by their conquests

formidable opponents, and they often command and their absorption of the Abyssal Realm’s chaotic
hordes of lesser demons. energy. As they slay, their forms may morph to

Demon Lords: At the pinnacle of demonic reflect the nature of their victories. For example,
power are the Demon Lords, entities of demons that kill many flying creatures might

immense strength and malice. Each rules over develop wings, gaining the ability to soar through
their domain with an iron fist, often seeking to the chaotic skies. Those that slay numerous

expand their influence by consuming or humanoids might evolve to possess more muscular
subjugating other demons. Their ambition bodies, enhanced combat abilities, or even the

knows no bounds, and their power can rival that intelligence needed to wield weapons effectively.
of gods. Demon Lords are often in a state of The Abyssal Realm is a place of infinite possibility

constant war, battling each other for supremacy and infinite terror, a never-ending battleground
within the Abyssal Realm. where only the strongest and most ruthless can

thrive. Here, chaos reigns supreme, and the only

law is power.
21

Running the Game in the Abyssal Realms

The Abyssal Realm is a place of constant chaos, Demonic Societies and Settlements

danger, and unpredictability. When running a game Despite the chaos, demons often form groups and

set in the Abyssal Realm, Game Masters should societies, ruled by the strongest among them.
emphasize its desolate and malevolent nature, These social structures are based on power,

where every step could lead to a new threat or a violence, and fear, with lesser demons serving the
horrifying discovery. Here are some suggestions on whims of greater ones.

how to create a compelling and immersive

experience for your players: Demonic Tribes and Bands: Large bands of

demons might roam the lands, following a


Desolate and Chaotic Landscapes
powerful Greater Demon who has established
The Abyssal Realm is filled with landscapes that dominance. These groups are constantly
are as varied as they are hostile. These terrains
moving, raiding, and fighting, living in a brutal,
should be as chaotic and ever-changing as the nomadic existence. They might form temporary
nature of the realm itself. Some suggestions for
camps or lairs in caves, ruined buildings, or
creating these landscapes include: other defensible locations.

Villages and Cities: In some layers, especially


Endless W astelands: Imagine vast plains of
those controlled by powerful Greater Demons or
cracked earth, devoid of life, stretching as far as
Demon Lords, there may be more permanent
the eye can see. These areas might be covered
settlements. These might resemble twisted
in ash, with bones and remnants of past battles
versions of cities from the material plane, with
scattered about. The air is thick with the scent
buildings made from dark stone, bone, and
of decay, and a sense of doom hangs over
otherworldly materials. Such places could serve
everything.
as hubs for demonic trade, war planning, or
Hostile Environments: Different layers of the
places of dark worship. These settlements may
Abyssal Realm can have unique environmental
be influenced by the experiences of their rulers,
properties. Some layers might be unbearably
especially if those rulers have spent time in the
hot, with rivers of lava and geysers spewing
material plane and brought back ideas and
molten rock. Others might be freezing cold,
designs.
covered in ice and snow, with blizzards that can

tear flesh from bone. Tempests and storms can

rage across the sky, filled with acidic rain or

lightning that strikes indiscriminately.

Darkness and Shadow: The Abyssal Realm is a

place of perpetual darkness, where shadows

creep and shift, giving the unsettling impression

of malevolent eyes watching from the gloom.

Daylight never reaches this realm, and the rare

sources of light are dim, with shadows that

seem to take on a life of their own. This

oppressive darkness conceals countless

dangers, making every journey through the

Abyssal Realm fraught with peril.

Gravity and Terrain Anomalies: Some regions

might have altered gravity, where objects and

creatures float or are pulled towards strange

angles. Cliffs could rise at impossible angles,

and the ground could shift and move, creating

natural traps and hazards.


22

Rogue Demons Ideas for Campaigns and Encounters

Most demons are forced to follow a hierarchy or Exploration of Unknown Layers: The infinite

serve stronger demons due to their own nature of the Abyssal Realm allows for endless

weaknesses or circumstances, even if this goes possibilities. Each layer can have its own unique

against their chaotic nature. However, rogue challenges, environments, and inhabitants.

demons are ferocious beings that refuse to submit Game Masters can create layers that reflect the

to anyone’s will. They live solitary lives or fears, desires, or histories of the players, making

constantly move from place to place, relying on the exploration personal and meaningful.

unique traits that set them apart. These demons Power Struggles: Power is everything in the

are dangerous and unpredictable, driven by a fierce Abyssal Realm, and demons are constantly

will to survive. Despite their independence, rogue fighting for dominance. Players might find

demons always face the risk of being overpowered themselves caught in the middle of a struggle

or subjugated by stronger demons or organized between rival demons, needing to choose sides

demon tribes, forcing them to remain ever vigilant. or find a way to manipulate the situation to their

Encounters with rogue demons can add an element advantage.

of unpredictability to a game. These demons might Portals and Rifts: Portals to the material plane

attack out of nowhere, ambushing the party or or other realms might appear randomly, leading

disrupting larger battles. Alternatively, they might to new threats or opportunities. Players might

be seeking something specific, leading to strange need to find or close these portals to prevent the

alliances or unexpected challenges. spread of chaos into other worlds.

Rogue demons are either exceptionally strong, Dark Temples and Shrines: The Abyssal Realm

capable of fending off other demons, or incredibly is a place of dark power, and ancient temples or

cunning, using their wits to avoid capture and shrines dedicated to Demon Gods might hold

control, and sometimes both. Some might even be forbidden knowledge, powerful artifacts, or the

very fast, able to escape when confronted by means to summon or control demons. Exploring

stronger foes, making them elusive targets. these places could offer great rewards, but at

great risk.

Survival Challenges: The hostile environment

itself can be a challenge. Players might need to

find food, water, and shelter while navigating

the dangerous landscapes, all while avoiding or

fighting off the many threats that lurk in the

shadows.
23

Demonic Traits Abyssal Step. As a bonus action, the creature can

teleport up to 60 feet to an unoccupied space it can


The following list presents a compilation of traits
see that is in dim light or darkness.
fitting for corrupted beings and those allied with
Aura of Madness. Enemies within 10 feet of the
demonic forces. These traits are intended for
creature have disadvantage on saving throws
individuals who have undergone a transformation
against being charmed or frightened.
into a demonic entity, gaining destructive, chaotic,
Destructive Aura. The creature emits an aura of
and necrotic powers. Any radiant damage they
destruction in a 10-foot radius. Any creature that
normally deal turns to necrotic damage, and they
starts its turn within this aura takes 5 (1d10)
may lose some of their original traits while gaining
necrotic damage.
these demonic ones. When you assign one or two
Chaotic Command. The creature can cast the
of these traits to a creature, its Challenge Rating
confusion spell twice per day without expending a
(CR) and difficulty in combat generally remain
spell slot. The spell save DC equals 8 + the
unchanged. However, if you grant a creature more
creature’s proficiency bonus + the creature’s
than two traits, consider the balance of your
Charisma modifier.
encounters and the overall difficulty for the players.
Demonic Transformation. As an action, the
As a Game Master, it’s important to weigh these
creature can transform into a demonic form for 1
enhancements to maintain a fair and engaging
minute. While transformed, it gains a +2 bonus to
gameplay experience.
AC, resistance to all damage except force and
These traits symbolize the chaotic power and
psychic, and its melee attacks deal an additional 4
malevolent influence bestowed upon corrupted
(1d8) necrotic damage.
beings, transforming them into demonic entities.

Whether a creature is a fallen hero or a mortal Chaotic Blast. The creature can use an action to

corrupted by dark forces, these traits can represent unleash a wave of chaotic energy in a 30-foot cone.

their new destructive nature and abilities. Consider Each creature in the area must make a Dexterity

increasing the damage, radius, or number of uses saving throw (DC = 8 + the creature’s proficiency

of these abilities if you assign these traits to bonus + the creature’s Charisma modifier), taking

powerful demons or powerful creatures. 16 (3d10) necrotic damage on a failed save, or half

as much on a successful one. The creature can use

Abyssal Resilience. The creature gains resistance this feature a number of times equal to its

to one from cold, fire, or lightning damage and proficiency bonus per long rest.

immunity to poison damage and the poisoned Abyssal Recovery. The creature regains 10 hit

condition. points at the start of its turn if it has at least 1 hit

Chaotic Rebuke. When the creature takes damage point. If the creature takes radiant damage, this

from a creature within 30 feet of it, it can use its trait doesn’t function at the start of the creature’s

reaction to unleash a burst of chaotic energy, next turn.

dealing 11 (2d10) necrotic damage to the attacker. Life Drain. When the creature reduces a target to 0

Terrifying Presence. As an action, the creature can hit points with an attack, it regains hit points equal

cause each creature of its choice within 30 feet of it to half the damage dealt with the attack.

to make a Wisdom saving throw (DC = 8 + the Shroud of Darkness. The creature can use a bonus

creature’s proficiency bonus + the creature’s action to become invisible until the start of its next
Charisma modifier). On a failed save, the target is turn. It can use this feature a number of times

frightened for 1 minute. A frightened target can equal to its proficiency bonus per long rest.
repeat the saving throw at the end of each of its
Chaotic Strength. The creature has advantage on
turns, ending the effect on itself on a success.
Strength (Athletics) checks and Strength saving
Corrupting Touch. The creature can use its action throws.

to make a melee spell attack using Charisma as its


Abyssal Knowledge. The creature has advantage
spellcasting ability against a creature within 5 feet.
on Intelligence checks to recall information about
On a hit, the target takes 13 (3d8) necrotic damage
demons and their lore.
and cannot regain hit points until the start of the

creature’s next turn.


24

Malevolent Insight. The creature can use its action Abyssal Howl. The creature can use an action to

to peer into the mind of a creature it can see within emit a terrifying howl. Each creature within 30 feet

30 feet. The target must succeed on a Wisdom that can hear it must make a Wisdom saving throw

saving throw (DC = 8 + the creature’s proficiency (DC = 8 + the creature’s proficiency bonus + the

bonus + the creature’s Charisma modifier) or be creature’s Charisma modifier) or be frightened for

stunned until the end of its next turn. 1 minute. A frightened target can repeat the saving

Abyssal Resilience. The creature gains advantage throw at the end of each of its turns, ending the

on saving throws against spells and other magical effect on itself on a success.

effects. Chaotic Whirlwind. As an action, the creature can

Dark Summoning. The creature can use an action create a whirlwind of chaotic energy in a 10-foot

to perform a dark ritual, summoning a demonic ally radius around itself. Each creature in the area must

(such as a quasit or another demon determined by make a Dexterity saving throw (DC = 8 + the

the Game Master) that remains for 1 hour. The creature’s proficiency bonus + the creature’s

creature can use this feature once per long rest. Strenght or Dexterity modifier), taking 14 (4d6)

necrotic damage on a failed save, or half as much


Shadowy Escape. When the creature is hit by an

on a successful one.
attack, it can use its reaction to momentarily turn

into a shadow and move up to 30 feet without Terrorizing Roar (Recharge 6). The creature can

provoking opportunity attacks. use an action to unleash a roar imbued with chaotic

energy. Each creature within 30 feet must make a


Abyssal Rage. When the creature drops to half its

Wisdom saving throw (DC = 8 + the creature’s


hit points or less, it gains advantage on attack rolls
proficiency bonus + the creature’s Charisma
and deals an extra 3 (1d6) necrotic damage with all
modifier) or be stunned until the end of its next
melee attacks.
turn.
Demonic Speed. The creature can take the Dash

Abyssal Fury. The creature can enter a state of


action as a bonus action.
heightened aggression for 1 minute. During this
Aura of Terror. Enemies within 20 feet of the
time, it gains advantage on all melee attack rolls,
creature must succeed on a Wisdom saving throw
but attack rolls against it also have advantage.
(DC = 8 + the creature’s proficiency bonus + the
Abyssal Chains. The creature can use an action to
creature’s Charisma modifier) or be frightened for
conjure chains of shadowy energy. Each creature
1 minute. A creature frightened this way can repeat
within 10 feet must make a Dexterity saving throw
the saving throw at the end of its turn, ending the
(DC = 8 + the creature’s proficiency bonus + the
effect on itself on a success.
creature’s Charisma modifier) or be restrained for
Abyssal Strike. Once per turn, the creature can
1 minute. A restrained creature can make a
deal an additional 7 (2d6) necrotic damage when it
Strength check against the same DC at the end of
hits with a melee weapon attack.
each of its turns, freeing itself on a success.
Chaotic Endurance. The creature has advantage on
Dark Vision. The creature gains darkvision out to a
Constitution saving throws.
range of 60 feet.
Necrotic Touch. The creature’s melee attacks deal
Chaos Bolt. The creature can use an action to hurl
an additional 4 (1d8) necrotic damage.
a bolt of chaotic energy at a target within 60 feet.
Demonic Frenzy. When the creature scores a
The target must make a Dexterity saving throw (DC
critical hit, it can make one additional melee attack
= 8 + the creature’s proficiency bonus + the
as a bonus action.
creature’s Charisma modifier), taking 22 (4d10)
Soul Shredder. When the creature scores a critical
necrotic damage on a failed save, or half as much
hit with a melee attack, the target must succeed on
on a successful one.
a Constitution saving throw (DC = 8 + the
Wings of Shadow. The creature sprouts wings
creature’s proficiency bonus + the creature’s
made of shadow, granting it a flying speed equal to
Charisma modifier) or suffer a level of exhaustion.
its walking speed.
Demonic Leap. The creature can jump twice the
Corrupt Ground. The creature can use an action to
normal distance, both for long jumps and high
corrupt the ground in a 30-foot radius around it.
jumps, and does not require a running start.
The area becomes difficult terrain for creatures

other than itself for 1 minute.


25

Fiendish Transformation

In the manual Celestial Realms: Divine Forces and Devil Transformation

Heavenly Beasts, we explored the concept of a Devils originate from the infernal realms,

Fiendish Transformation, focusing on celestials embodying lawful evil. They operate within a strict
and celestial champions undergoing this dark hierarchy and pursue clear objectives with

change. However, this transformation can happen calculated precision. A transformation into a devil
to anyone, regardless of their origin. Both devils is often tied to pacts, corruption through power,

and demons have unique characteristics, and the lure of order in malevolence.
motivations, and hierarchies that influence the

transformation process. This chapter provides a Narrative Justification:

detailed examination of these transformations,


Ensure a compelling story reason for the
including the profound narrative and mechanical
transformation, such as a pact with a powerful
implications they hold for your campaign.
devil, a curse, or a fall from grace due to the
Impact on Party Dynamics temptation of power and control.

A Fiendish Transformation represents a dramatic Emphasize the internal struggle and the

shift not only in abilities but in the essence and calculated influence of infernal forces on the

morality of the affected character. Such a character.

transformation can deeply impact party dynamics,


Gradual Transformation:
introducing conflict and opportunities for rich role-

playing growth. When one of the party’s allies falls


Consider a gradual transformation where the
into corruption, other characters are faced with
individual exhibits infernal traits over time,
difficult choices: do they attempt to save their
creating suspense and role-playing
comrade, seek a cure, or adapt to the new reality?
opportunities.
The transformation can also introduce external
Start with minor physical and behavioral
pressures, such as quests to find a remedy,
changes, such as increased cunning or a
confrontations with celestial beings, or new
darkening of their aura, before moving to more
alliances with fiendish entities. The transformed
dramatic alterations.
character may become a target for enemies seeking

to exploit their new powers or a rallying point for


Mechanical Changes:
those opposing fiendish forces. The transformation

serves as a catalyst for exploring themes like Gradually replace existing traits with infernal

temptation, redemption, and the nature of good and traits, beginning with one or two minor traits

evil within your campaign. and escalating to more significant ones.

Adjust the creature’s damage types, changing


Guidelines for Fiendish
radiant damage to necrotic or fire damage as

Transformation appropriate.

Monitor the balance of encounters to avoid


Effectively managing a Fiendish Transformation
making the transformed character overly
involves considering both narrative and mechanical
challenging.
aspects. We will now explore the specific

guidelines for transforming into devils and demons,


Player Involvement:
each with unique traits and implications. A well-

managed Fiendish Transformation can add depth, If the transformed is a player character, make

conflict, and rich narrative possibilities to your sure that the player is comfortable with the

campaign. By considering both narrative and narrative shift and understands the implications

mechanical aspects and involving the players in the for their character.

process, you can create a memorable and impactful Encourage the player to role-play the internal

storyline that enhances the overall game conflict and explore how their character copes

experience. with the loss of their original qualities and the

gain of infernal powers.


26

Demon Transformation In-Game Suggestions


Demons come from the Abyssal Realm and
Implementing the transformation in-game can be
embody chaotic evil. They are beings of destruction
done through various plot devices and scenarios,
and chaos, seeking to unravel order and wreak
seamlessly integrating the transformation into the
havoc. A transformation into a demon is often tied
campaign.
to exposure to abyssal forces, curses, or desperate

pacts made in moments of weakness.


Cursed Artifact:

Narrative Justification:
Introduce a cursed artifact that corrupts the

individual over time. The artifact could be a


Ensure a compelling story reason for the
weapon, an amulet, or a book of dark magic.
transformation, such as exposure to a powerful
The party may have to find a way to destroy or
demon, a cursed artifact, or a fall from grace
purify the artifact to halt the transformation.
due to uncontrolled rage and chaos.

Highlight the emotional and psychological


Dark Pact:
impact on the character, emphasizing their

internal struggle and the chaotic influence of The individual might make a desperate pact

abyssal forces. with a fiendish entity to gain power or save

someone they care about. This pact gradually


Gradual Transformation:
corrupts them.

The party could seek out ways to break the pact


Consider a gradual transformation where the
and redeem their ally.
individual exhibits demonic traits over time,

creating suspense and role-playing


Corrupted Encounter:
opportunities.

Start with minor physical and behavioral The transformation could be triggered by

changes, such as increased aggression or a exposure to a powerful fiend or a corrupted

darkening of their aura, before moving to more location, such as a desecrated temple or a

dramatic alterations. hellish portal.

The party could work to cleanse the location or


Mechanical Changes:
defeat the fiend to reverse the transformation.

Gradually replace existing traits with demonic


Moral Dilemma:
traits, beginning with one or two minor traits

and escalating to more significant ones. Present the character with a moral dilemma

Adjust the creature’s damage types, changing where the only apparent solution involves using

radiant damage to necrotic damage as dark powers. This can lead to the first steps of

appropriate. their corruption.

Monitor the balance of encounters to avoid The party may need to find alternative solutions

making the transformed character overly to avoid further corruption.

challenging.
Redemption Arc:

Player Involvement:
Allow the transformed character a path to

If the transformed is a player character, make redemption. This could involve quests to purify

sure that the player is comfortable with the themselves, seeking forgiveness from celestial

narrative shift and understands the implications beings, or performing acts of great heroism.

for their character. Redemption can be a powerful narrative arc,

Encourage the player to role-play the internal providing emotional depth and growth for the

conflict and explore how their character copes character and the party.

with the loss of their original qualities and the

gain of demonic powers.


27

Example Transformation Demon Transformation Progression

Progression
Initial Stage:

Breaking down the transformation into stages


Minor physical changes: eyes become wild, aura
helps manage its progression and impact. Here is a
flickers with chaotic energy.
suggested progression for a Fiendish
Gain one minor demonic trait, such as Necrotic
Transformation.
Grasp.

Devil Transformation Progression


Mid-Stage:

Initial Stage:
More pronounced physical changes: claws or

Minor physical changes: eyes darken, slight aura talons begin to form, skin may take on a bluish

of corruption. or sickly hue.

Gain one minor infernal trait, such as Infernal Gain an additional trait, such as Shroud of

Resilience. Darkness, and start replacing any radiant

damage with necrotic damage.


Mid-Stage:

Final Stage:
More pronounced physical changes: small horns

begin to grow, skin may take on a reddish hue. Complete physical transformation: fully

Gain an additional trait, such as Hellish Rebuke, demonic appearance, chaotic aura.

and start replacing any radiant damage with fire Gain a major trait, such as Demonic

or necrotic damage. Transformation, and fully replace original traits

with demonic ones.


Final Stage:

By carefully managing the transformation and


Complete physical transformation: fully infernal
involving the players in the narrative, you can
appearance, dark aura.
create a memorable and impactful storyline that
Gain a major trait, such as Infernal Command,
adds depth and challenge to your campaign.
and fully replace original traits with infernal
In the previous chapters, we delved into
ones.
specific traits for devils and demons,

detailing the unique abilities and powers

that these fiendish transformations

bestow. These traits can also be used

by Game Masters to create a custom

Demon of a Devil for their games.


28

Character Options

This section delves into the dark realms of demons magic drawn from the evil within. The Felheart’s

and devils, offering new avenues for character journey is one of constant balance - harnessing

development that bring depth and intrigue to your immense power while resisting the ever-present

campaigns. Discover ten new backgrounds that tie pull towards corruption. Additionally, discover new

your character’s history to abyssal and infernal subclasses and spells that channel the raw power

influences. Whether your character was raised in a of the infernal and the abyssal.

cult dedicated to a dark deity, made a desperate Even though this section (like this manual) is

pact to save a loved one, or carries a cursed legacy themed around demons and devils, the options

they cannot escape, these backgrounds provide rich within are versatile and adaptable. They can fit into

storytelling foundations and complex motivations. any campaign world, enriching your storytelling

Explore three new races - the Half-Demon, the with themes of temptation, power, and the eternal

Half-Devil, and the Malcari - that grapple with their struggle between good and evil. Embrace the

unique heritages. Embrace new feats that reflect possibilities that the evil and darkness offer, and let

demonic or devilish powers, and consider the path these new options add a thrilling new dimension to

of the Felheart, a new class wielding forbidden your adventures.


29

d8 Personality Trait
Abyssal Cultist
1 I am calm and collected, even in the face of chaos and
You were once a follower of a demon lord, a destruction.
member of a cult devoted to spreading the chaotic 2 I still feel drawn to the allure of power, even though I know
and destructive influence of the Abyssal Realm. it’s dangerous.
Whether you joined willingly, were coerced, or
3 I speak in riddles or cryptic phrases, a habit from my time in
were born into the cult, your life was steeped in
the cult.
4 I am suspicious of everyone, always expecting betrayal.
darkness and violence. Though you have since
5 I am endlessly curious about forbidden knowledge and dark
turned away - or perhaps narrowly escaped - the
secrets.
cult’s grasp, the knowledge you gained and the
6 I mask my past with humor, rarely letting others see my true
rituals you participated in have left a permanent
feelings.
mark on you. 7 I feel a constant tension between my desire for chaos and
The chaotic energy of the Abyssal Realm may still my need for control.
course through your veins, and whispers of your 8 I am fiercely protective of those who have given me a
past might attract others who seek to manipulate or second chance.
destroy you. Whether you work to atone for your

involvement or still draw on the power you once


d6 Ideal
wielded, your connection to the Abyssal Realm
1 Redemption. I will atone for my sins and undo the damage I
shapes who you are.
caused. (Good)
2 Knowledge. Understanding the Abyssal Realm is the key to
Skill Proficiencies: Arcana, Deception
defeating its influence. (Neutral)
Tool Proficiencies: Alchemist’s supplies or
3 Power. The Abyssal Realm’s chaos can be a tool for my own

herbalism kit ambitions. (Evil)


Languages: Abyssal 4 Freedom. I escaped the cult, and I will never be controlled

Equipment: A set of dark robes from your time in again. (Chaotic)


the cult, a sinister token or relic tied to your former 5 Protection. I will shield others from the horrors I have seen.

master (such as a cracked idol or a jagged shard of (Good)

obsidian), and a pouch containing 10 gp.


6 Anarchy. Order is an illusion; chaos is the true nature of
existence. (Chaotic)
Feature: Shadow of the Abyssal Realm

Your past as an Abyssal Cultist grants you insight


d6 Bond
into demonic rituals and lore. You have advantage
1 I seek to destroy the cult that enslaved me and its demon
on Intelligence (Arcana) checks related to
lord master.
demonology, Abyssal glyphs, and rituals.
2 I protect the innocent to atone for the suffering I caused.
Additionally, your familiarity with the chaotic 3 I carry a relic of my former life that I cannot bring myself to
energy of the Abyssal Realm makes it easier for you destroy.
to blend in among cultists or demonic servants. 4 I seek to understand the Abyssal Realm to ensure its power
When interacting with such creatures, you have cannot corrupt others.
advantage on Charisma (Deception) checks to pass 5 I am haunted by a demon’s voice, whispering promises of
yourself off as a willing participant or ally.
power and ruin.
6 I owe my life to someone who helped me escape the cult,
Suggested Characteristics and I will do anything to repay them.
A character with this background is deeply

influenced by their time in the cult. Whether they


d6 Flaw
reject or embrace their past, it manifests in their
1 I am tempted by the same power that once enslaved me.
personality, ideals, and flaws, leaving an indelible
2 I struggle to trust anyone, fearing betrayal at every turn.
mark on their identity. 3 I am reckless, often throwing myself into danger to prove I
am free from my past.
4 I am secretive about my past, even when it would be better
to tell the truth.
5 I am prone to violent outbursts when I feel cornered or
threatened.
6 I am obsessed with learning more about the Abyssal Realm,
even if it risks corruption.
30

d8 Personality Trait
Abyssal Scholar
1 I am endlessly curious, always seeking to uncover new
You have dedicated your life to studying the chaotic truths about the Abyssal Realm.
and destructive forces of the Abyssal Realm. 2 I am methodical and precise, recording every detail of my
Whether you seek to understand these dark powers research.
to combat them, harness them for your own ends,
3 I find beauty in chaos and destruction, even as I try to
or simply out of a fascination with the unknown,
understand it.
4 I am secretive about my studies, fearing judgment.
your pursuit of knowledge has led you to dangerous
5 I approach everything with a detached academic interest,
places. You have pored over forbidden texts, braved
even the most horrific events.
the ruins of cult strongholds, and perhaps even
6 I need to prove myself to other scholars who doubted me.
gazed into the Abyssal Realm itself. This exposure
7 I am skeptical of authority, believing that knowledge is the
has granted you unparalleled insight into demonic only true power.
forces but has also marked you with their taint. 8 I feel a deep connection to the Abyssal Realm, as though it
calls to me.
Skill Proficiencies: Arcana, Religion

Tool Proficiencies: Calligrapher’s supplies

d6 Ideal
Languages: Abyssal

Equipment: A journal filled with your notes on the


1 Knowledge. Understanding the Abyssal Realm is the key to
unlocking ultimate truths. (Neutral)
Abyssal Realm, a set of dark robes, a strange
2 Protection. I study demons to shield others from their
artifact or fragment tied to the Abyssal Realm (such
horrors. (Good)
as a jagged rune-inscribed shard or a warped
3 Power. The chaos of the Abyssal Realm is a resource to be
gemstone), and a pouch containing 15 gp.
harnessed. (Evil)
Feature: Forbidden Knowledge
4 Curiosity. The Abyssal Realm is fascinating, and I must

uncover all its secrets. (Neutral)


Your studies of the Abyssal Realm grant you a
5 Control. Only by mastering the forces of the Abyssal Realm
unique understanding of demonic forces. You have
can we prevent their spread. (Lawful)
advantage on Intelligence (Arcana) and Intelligence 6 Change. Chaos is the natural state of existence, and it

(History) checks related to the Abyssal Realm, should be embraced. (Chaotic)


demons, and their rituals.

Additionally, you are able to recognize demonic


d6 Bond
glyphs, sigils, and symbols with ease, and can often
1 My journal of Abyssal studies is my most treasured
determine their purpose without the need for a roll.
possession, and I guard it fiercely.
Your knowledge may also attract those who seek
2 I owe my knowledge to a mentor.
your expertise - whether for help or for nefarious
3 I seek to uncover a lost text or artifact said to hold the key to
purposes. controlling demons.
Suggested Characteristics
4 I am driven to prove my theories about the Abyssal Realm to
a skeptical academic community.
An Abyssal Scholar’s obsession with their studies
5 I seek to protect others from the horrors I have studied,
shapes their personality, driving them toward a mix even at great personal risk.
of curiosity, ambition, and a willingness to cross 6 I am haunted by a demonic encounter, and my studies are
dangerous boundaries. the only way I can make sense of it.

d6 Flaw

1 I am obsessed with my research, often neglecting other


important matters.
2 I am tempted to use the dark knowledge I have uncovered,
despite knowing the risks.
3 I struggle to trust others, fearing they will steal my research
or sabotage me.
4 I am reckless, willing to delve into dangerous places or
summonings for the sake of knowledge.
5 I see people as subjects for study.
6 I am drawn to the chaos of the Abyssal Realm, even as it
threatens to consume me.
31

d6 Ideal
Branded
1 Justice.I survived to bring justice to those who prey on the
You bear the physical and emotional scars of a innocent. (Good)
harrowing ordeal: you were chosen as a sacrifice, 2 Survival. Life is a fragile thing; I will do anything to preserve

marked for death to summon a demon or offered as it. (Neutral)


tribute to devils. Whether the ritual was
3 Vengeance. Those who tried to sacrifice me will pay for what

interrupted, you escaped, or the fiends themselves


they did. (Chaotic)
4 Knowledge. Understanding fiends is the key to fighting
rejected you, your survival came at a great cost.
them. (Neutral)
The brand that marked you as an offering may still
5 Protection. I will ensure that no one else suffers as I have.
burn on your flesh, a constant reminder of your
(Good)
brush with fiendish forces. This experience has left
6 Freedom. I reject any force that seeks to control or destroy
you wary, resourceful, and deeply shaped by your others. (Chaotic)
confrontation with the darkest aspects of existence.

Skill Proficiencies: Survival, Stealth


d6 Bond
Tool Proficiencies: Herbalism kit or forgery kit
1 I carry the relic that saved me as a constant reminder of my
Languages: One fiendish language of your choice
survival.
(Abyssal, Infernal, or another fiendish language) 2 I owe my life to someone who intervened to stop the ritual.
Equipment: A set of plain clothes, a relic or charm 3 I seek to destroy the cult or fiends who tried to sacrifice me.
you believe helped save you, a map or notes 4 I protect others who are marked for death or corruption.
detailing the site of your near-sacrifice, and a pouch 5 I am driven to uncover the truth about why I was chosen as
containing 10 gp. a sacrifice.
6 I am haunted by visions of the ritual and seek to banish
Feature: Survivor’s Mark them forever.
The brand or mark left by the ritual grants you an

instinctive awareness of fiendish presence. You can

sense when a fiend is within 60 feet of you, though d6 Flaw

you do not know its exact location. Additionally, 1 I am deeply paranoid, trusting no one after my ordeal.
once per long rest, as an action, you can focus this
2 I am reckless, often throwing myself into danger to prove
awareness to know the precise location of fiends
I’ve overcome my fear.
3 I struggle with survivor’s guilt, questioning why I lived when
within 60 feet of you, provided they are not behind
others did not.
total cover.
4 I am obsessed with learning about fiends, even at great
Suggested Characteristics personal risk.
5 I am haunted by nightmares of the ritual and can become
The Branded carry the weight of their survival
withdrawn or irritable.
differently - some see it as a second chance, while
6 I feel marked for death, sometimes taking unnecessary risks
others struggle with guilt, anger, or obsession. This
because of it.
ordeal has made them stronger, but it has also left

its mark on their soul.

d8 Personality Trait

1 I flinch at sudden noises, always expecting danger.


2 I approach every situation with caution, planning for the
worst.
3 I have a morbid curiosity about fiendish rituals and
sacrifices.
4 I feel a sense of dread whenever I see fire or hear chanting.
5 I am fiercely protective of others who might be in danger.
6 I am stoic, believing I’ve already faced the worst life can
offer.
7 I have an intense hatred for cultists and fiends.
8 I am determined to use my survival to make the world safer
for others.
32

d8 Personality Trait
Chaos War Survivor
1 I am slow to trust, having seen how easily mortals are
You are one of the few who survived the manipulated by fiends.
devastation wrought by the endless war between 2 I find solace in small, simple joys that remind me of life
demons and devils, a conflict so destructive it before the war.
spilled over from the lower planes into your home
3 I am always vigilant, scanning for signs of danger or
in the mortal plane. Whether you were an orphaned
corruption.
4 I am driven to protect others from the horrors I witnessed.
child, a desperate refugee, or a defender of your
5 I am haunted by memories of the destruction and loss I
land, you bore witness to horrors that left your
endured.
world shattered. The calculated ruthlessness of
6 I believe in taking decisive action, refusing to wait for others
devils and the chaotic slaughter of demons taught
to act.
you that fiends care nothing for mortal lives. Your 7 I hold an intense hatred for all fiends, regardless of their
survival in the aftermath has left you with scars, alignment.
skills, and a grim determination to prevent others 8 I am determined to rebuild and create something lasting
from suffering the same fate. from the ruins of my past.

Skill Proficiencies: Insight, Survival


d6 Ideal
Tool Proficiencies: Herbalism kit or carpenter’s
1 Hope.Even in the darkest times, there is a chance for
tools
renewal. (Good)
Languages: One fiendish language of your choice
2 Resilience. The strong survive, and I will never break.
(Abyssal, Infernal, or another fiendish language)
(Neutral)
Equipment: A token from your lost home (such as a
3 Vengeance.I will destroy the fiends that devastated my
charred keepsake or a faded drawing), a set of home. (Chaotic)
traveler’s clothes, a crude map of the devastated 4 Order. Only by establishing strong laws and leadership can
area, and a pouch containing 10 gp. we resist chaos. (Lawful)
5 Freedom. I survived by my own strength, and I owe nothing
Feature: Scarred Witness
to anyone. (Chaotic)
Your experience surviving the chaos of the war 6 Knowledge. Understanding fiends is the key to stopping
between demons and devils grants you a unique their destruction. (Neutral)
perspective. You have advantage on Wisdom

(Survival) checks to navigate areas corrupted or


d6 Bond
damaged by fiendish influence. Additionally, your
1 I honor the memory of those I lost by protecting others.
resilience and knowledge of fiendish tactics allow
2 I carry a keepsake from my home, a constant reminder of
you to spot the signs of demonic or infernal activity
what I fight for.
more quickly than others, such as lingering 3 I owe my survival to a person or group that I am determined
corruption, strange magical auras, or scorched to repay.
landscapes. 4 I am driven to rebuild the town or community that was
destroyed.
Suggested Characteristics
5 I am searching for a loved one I was separated from during
Chaos War Survivors carry the weight of their the chaos.
experiences differently. Some are hardened and 6 I have sworn to hunt down the specific fiends responsible
grim, while others cling to hope or embrace their for the destruction I witnessed.
scars as a call to action. All bear the mark of

survival in a world torn apart by fiendish conflict.


d6 Flaw

1 I am deeply mistrustful, even of those who try to help me.


2 I am prone to reckless decisions, driven by anger or despair.
3 I have a hard time connecting with others, fearing I’ll lose
them too.
4 I see signs of fiendish influence everywhere, even where
there are none.
5 I am obsessed with revenge, often to the detriment of my
own well-being.
6 I struggle with survivor’s guilt, questioning why I lived when
so many others died.
33

d8 Personality Trait
Fiendslayer
1 I am always vigilant, watching for signs of fiendish
You have devoted your life to understanding and influence.
destroying fiends, whether demons, devils, or other 2 I am meticulous, recording every encounter to better
malevolent entities from the lower planes. This prepare for the next.
dedication may stem from a personal tragedy, a
3 I see fiends in every shadow and trust few people
sacred oath, or a burning hatred for their
completely.
4 I am calm under pressure, knowing panic only serves the
corrupting influence. Your studies and battles have
enemy.
taught you to recognize their tricks, uncover their
5 I have a deep respect for others who stand against fiends.
weaknesses, and follow the traces they leave
6 I use humor to mask the horrors I’ve witnessed in my hunt.
behind. Whether you act as a lone hunter, a
7 I am driven by a personal vendetta against fiends.
member of an order, or a freelancer, your expertise 8 I see knowledge as the greatest weapon against darkness.
makes you a formidable adversary to any fiend that

dares cross your path.


d6 Ideal

Skill Proficiencies: Arcana, Survival 1 Justice. Fiends must be destroyed to protect the innocent.
(Good)
Tool Proficiencies: Herbalism kit or alchemist’s

supplies
2 Knowledge. Understanding fiends is the key to defeating
them. (Neutral)
Languages: One fiendish language of your choice
3 Vengeance. I hunt fiends to avenge a great wrong. (Chaotic)
(Abyssal, Infernal, or another fiendish language)
4 Discipline. Hunting fiends requires focus and preparation.
Equipment: A journal filled with notes on fiends’
(Lawful)
strengths and weaknesses, a symbol or token of
5 Freedom. I fight to rid the world of fiendish tyranny.
your resolve (such as a broken devil’s horn or a (Chaotic)

charred holy symbol), a set of traveler’s clothes, 6 Survival.I hunt fiends because it is necessary to survive in a
and a pouch containing 15 gp. hostile world. (Neutral)

Feature: Slayer’s Insight

Your expertise in studying fiends allows you to d6 Bond

identify their traits with uncanny accuracy. With a


1 I lost someone I loved to a fiend, and I will not rest until I
successful Intelligence (Arcana) or Wisdom
destroy their kind.
2 I protect those who cannot defend themselves from fiends.
(Survival) check, you can determine some of a
3 I belong to an order or group dedicated to hunting fiends,
fiend’s resistances, immunities, and vulnerabilities
and I am loyal to them.
(at the GM’s discretion).
4 I keep a journal of fiendish lore, hoping it will aid future
Additionally, you have advantage on Wisdom
generations.
(Survival) checks to track fiends or find signs of 5 I am searching for a legendary fiend known only in whispers.
their presence, such as lingering corruption, planar 6 I carry a relic or weapon tied to my mission, and I would die
disturbances, or infernal glyphs. You can also recall to protect it.
basic information about fiendish hierarchies,

tactics, and common tricks without requiring a


d6 Flaw
check.
1 I am obsessed with my hunt, often neglecting other aspects
Suggested Characteristics of my life.
2 I have little patience for those who do not understand the
Fiendslayers are defined by their drive to confront
dangers of fiends.
the forces of darkness. Whether they are grim and
3 I struggle to trust anyone, fearing they might be corrupted.
relentless or driven by a thirst for vengeance, they
4 I am reckless, often taking unnecessary risks to strike at
possess a deep knowledge of the enemy they face.
fiends.
5 I am haunted by nightmares of my past encounters with
fiends.
6 I am so focused on slaying fiends that I sometimes overlook
other evils.
34

d8 Personality Trait
Hellbound Witness
1 I am always on guard, expecting danger to strike at any
You were taken to Hell, not as a condemned soul moment.
but as a pawn in a greater scheme. Whether 2 I am fascinated by infernal law and its endless complexities.
dragged into the infernal plane as collateral in a 3 I speak cautiously, always weighing the consequences of my
devil’s bargain, caught in a fiendish deal gone
words.
wrong, or summoned as a witness for interrogation
4 I have a dark sense of humor, laughing in the face of grim
situations.
in an infernal court, you found yourself standing
5 I am deeply curious about devils, despite the terror they
amidst the horrors of the damned. The experience
inspire in me.
left its mark on you, whether it’s a lingering fear, a
6 I find solace in order and structure.
fascination with the infernal, or a grim resolve to
7 I am haunted by nightmares of my time in Hell, but I refuse
avoid such a fate again. Though you survived and to show weakness.
returned to the mortal plane, you are forever 8 I see every situation as a negotiation and look for
changed by what you saw. opportunities to strike a deal.

Skill Proficiencies: Insight, Survival

d6 Ideal
Tool Proficiencies: Forgery kit or calligrapher’s

supplies
1 The innocent must be protected from the schemes
Justice.

of Hell. (Good)
Languages: Infernal
2 Knowledge. Understanding devils is the only way to resist
Equipment: A set of plain clothes, a memento of
them. (Neutral)
your time in Hell (such as a burned coin, a
3 Survival. I will do whatever it takes to ensure I never return
fragment of an infernal contract, or a cursed shard
to Hell. (Neutral)
of obsidian), and a pouch containing 15 gp. 4 Freedom. Hell’s tyranny is a blight that must be fought.
(Chaotic)
Feature: Infernal Insight
5 Control. Devils respect strength, and I aim to wield it.
Your brief time in Hell taught you to recognize the
(Lawful)

signs of devilish schemes and infernal 6 Power. I see Hell’s methods as a means to achieve
manipulation. You have advantage on checks to greatness. (Evil)
identify infernal contracts, glyphs, or magical

effects related to devils.


d6 Bond
Additionally, your exposure to infernal courts and
1 I seek to destroy the devil or contract that caused my
their machinations has sharpened your perception
descent into Hell.
of lies and motives. You have advantage on Wisdom
2 I protect those who might become pawns in infernal
(Insight) checks to discern when someone is lying.
schemes.
Suggested Characteristics
3 I owe my life to someone who helped me escape Hell.
4 I keep a record of everything I saw in Hell, hoping it will
Hellbound Witnesses are marked by their time in
warn others.
the infernal plane. Whether they were terrified,
5 I am determined to expose the workings of infernal courts
inspired, or emboldened by their experience, it and their manipulations.
continues to shape their perspective on the world 6 I am obsessed with finding out why I was chosen to be
and its dangers. brought to Hell.

d6 Flaw

1 I am overly suspicious, seeing infernal plots everywhere.


2 I struggle with guilt, believing I did something to deserve my
time in Hell.
3 I am reckless, believing nothing I face can be worse than
what I’ve endured.
4 I am tempted by the promises of power and security that
devils offer.
5 I am haunted by nightmares of Hell, which leave me irritable
and paranoid.
6 I distrust authority figures, seeing them as potential agents
of infernal schemes.
35

d8 Personality Trait
Infernal Scholar
1 I am meticulous, noting every detail of my studies with
You have spent your life studying the intricacies of precision.
Hell and its layers, delving into infernal hierarchies, 2 I am fascinated by the structure and order of Hell.
pacts, and the machinations of devils. Whether you 3 I view every interaction as a negotiation, looking for angles
seek to wield their power, unravel their secrets, or
and leverage.
simply survive their schemes, your knowledge of
4 I am wary of others, seeing potential traps in every word and
action.
the infernal is unparalleled among mortals. Your
5 I am confident in my knowledge and enjoy demonstrating
studies may have brought you into contact with
my expertise.
devils themselves, who recognize your intellect and
6 I approach problems with a cold, analytical mindset.
may seek to manipulate you or fear your
7 I enjoy uncovering the flaws and weaknesses in plans,
understanding of their weaknesses. systems, and people.
8 I am deeply curious about mortal and fiendish power
Skill Proficiencies: Arcana, Insight
dynamics.
Tool Proficiencies: Calligrapher’s supplies

Languages: Infernal

d6 Ideal
Equipment: A leather-bound tome filled with notes

and diagrams about infernal lore, a set of fine robes


1 Knowledge. Understanding is the first step to defeating the
powers of Hell. (Neutral)
embroidered with subtle infernal motifs, a quill
2 Power. The secrets of Hell are tools to be wielded. (Evil)
tipped with silver, and a pouch containing 15 gp.
3 Control. The order of Hell must be understood to be

Feature: Master of Infernal Lore resisted. (Lawful)


4 Freedom. Only by understanding Hell can mortals escape its
Your exhaustive study of Hell grants you insight
grasp. (Chaotic)
into the schemes and workings of devils. You have
5 Protection. I study the circles of Hell to protect others from
advantage on Intelligence (Arcana) and Intelligence
its schemes. (Good)
(History) checks related to Hell, devils, infernal
6 Ambition. Knowledge of the circles of Hell will secure my

magic, and pacts. place among the powerful. (Neutral)


Additionally, you can identify the rank or role of a

devil within its hierarchy with a successful


d6 Bond
Intelligence (Arcana) check. Devils who recognize
1 I have dedicated my life to exposing the lies and
your expertise may approach you with a little bit
manipulations of devils.
more respect - or with plans to undermine you
2 I protect my infernal research, knowing it is both dangerous
before you become a threat.
and valuable.
Suggested Characteristics 3 I owe my life to a mentor who taught me to outwit devils.
4 I am driven to uncover the truth about a specific devil or
An Infernal Scholar is shaped by their intellectual
pact.
curiosity and their experience with the
5 I seek to understand the hidden purpose of Hells’ strict
manipulative powers of Hell. Their obsession with
order.
infernal knowledge drives them to great heights or 6 I aim to create a record of infernal lore to aid future
to dangerous extremes. generations.

d6 Flaw

1 I am obsessed with infernal power and risk going too far to


uncover its secrets.
2 I am paranoid, always fearing manipulation or betrayal.
3 I struggle to trust others, seeing them as pawns or rivals.
4 I am overly cautious, hesitating when action is required.
5 I am tempted by the very pacts and powers I study.
6 I am arrogant, believing my knowledge makes me superior
to others.
36

d8 Personality Trait
Raised by a Demon
1 I am wild and untamed, living in the moment without
You were raised not in the warm embrace of concern for consequences.
civilization, but in the chaotic clutches of demons. 2 I revel in destruction, finding beauty in the collapse of order.
Whether stolen as a child, born into a cult, or 3 I am impulsive, rarely thinking before I act.
shaped by demonic energy, your upbringing was a
4 I am fiercely independent, rejecting authority and control.
maelstrom of violence, survival, and raw power.
5 I am drawn to chaos and conflict, thriving in the midst of
disorder.
Demons do not nurture; they dominate, teaching
6 I have a dark sense of humor, laughing in the face of danger
through slaughter, chaos, and strength. Whether
or despair.
they saw you as an experiment, a plaything, or a
7 I am unpredictable, often acting against expectations for my
weapon, you learned to thrive amidst unbridled
own amusement.
destruction and disorder. Your behavior reflects the 8 I am ruthless, willing to do whatever it takes to survive or
anarchic nature of your guardians, marked by win.
impulsivity, ferocity, and an unpredictable edge.

Skill Proficiencies: Intimidation, Survival d6 Ideal

Tool Proficiencies: One type of artisan’s tools or


1 Freedom.I value my independence and reject all forms of
gaming set
control. (Chaotic)
2 Power. Strength and destruction are the ultimate truths.
Languages: Abyssal
(Evil)
Equipment: A set of rugged clothes marked by
3 Survival. In a world of chaos, only the strong endure.
burns or tears, a memento of your chaotic
(Neutral)
upbringing (such as a jagged shard of obsidian or a
4 I live to defy authority and disrupt order. (Chaotic)
Rebellion.

clawed token), and a pouch containing 10 gp. 5 Passion.Life is fleeting; I embrace every moment with
Feature: Mark of Chaos
intensity. (Any)
6 Change. Destruction is a necessary force for transformation.
Your demonic upbringing has left you attuned to
(Neutral)

the raw chaos of the Abyssal Realm. You have

advantage on Wisdom (Survival) checks when you


d6 Bond
are in the Abyssal Realm.

Additionally, your chaotic presence unnerves


1 I feel a connection to the chaos of the Abyssal Realm and its
primal energy.
others, granting you advantage on Charisma
2 I am loyal to those who accept and respect my wild nature.
(Intimidation) checks against creatures who who
3 I seek to prove my strength, showing I am no one’s tool or
are not demons. Since you have lived most of your
pawn.
life surrounded by chaos and slaughter, demons
4 I am searching for a way to control the chaos within me.
instinctively recognize you as one of their own and 5 I am driven to destroy those who attempt to impose order
may hesitate to attack unless provoked. on the world.
6 I feel an obligation to protect the weak, though I struggle to
Suggested Characteristics
control my violent tendencies.
A character raised by demons carries the scars -

both physical and emotional - of a chaotic and


d6 Flaw
brutal upbringing. Whether they embrace or reject

their origins, they are marked by the untamed fury


1 I am prone to fits of rage or destructive impulses.
2 I have a hard time trusting anyone, expecting betrayal at
of the Abyssal Realm.
every turn.
3 I am reckless, throwing myself into danger without a second
thought.
4 I am unpredictable, often acting against my own best
interests.
5 I enjoy destruction and chaos, even when it harms those I
care about.
6 I struggle to resist the violent urges instilled in me by my
demonic upbringing.
37

d8 Personality Trait
Raised by a Devil
1 I value order and structure above all else, despising chaos
You were not raised by mortal hands but by the and unpredictability.
cold, calculating influence of a devil or a cadre of 2 I am always calculating, weighing every action for its
devils. Whether you were taken as a child, born into potential benefit.
a pact, or created for a purpose, your upbringing
3 I have a knack for manipulation, preferring words over
was steeped in infernal discipline and cunning. You
weapons to solve problems.
4 I exude confidence, convinced of my superiority over others.
may have been trained as a tool for your infernal
5 I approach life like a contract, looking for loopholes and fine
guardians, molded to serve their plans - or you may
print.
have been treated as a rare curiosity. The infernal
6 I am ruthless in pursuing my goals, seeing hesitation as a
lessons you absorbed have shaped your personality,
weakness.
instilling an appreciation for structure, 7 I respect those who display cunning and disdain those who
manipulation, and ambition, alongside a deep act impulsively.
understanding of infernal law and power. 8 I am meticulous and disciplined. I plan for every eventuality.

Skill Proficiencies: Deception, Insight

d6 Ideal
Tool Proficiencies: One type of artisan’s tools or

gaming set
1 Order. Structure and hierarchy are the foundations of power.
(Lawful)
Languages: Infernal
2 Ambition. I strive to rise above others and achieve greatness.
Equipment: A set of fine clothes with infernal
(Neutral)
motifs, a small trinket from your infernal
3 Strength and control are all that matter in life. (Evil)
Power.
upbringing (such as a scorched quill or an iron
4 I uphold my word, no matter the cost. (Lawful)
Loyalty.

seal), and a pouch containing 15 gp. 5 Pragmatism. Sentiment has no place in a world of deals and

Feature: Infernal Upbringing


bargains. (Neutral)
6 Redemption. I seek to escape the shadow of my upbringing
Your time among devils has imbued you with an
and do good in the world. (Good)
instinctive understanding of their nature. You have

advantage on Intelligence (History) checks related


d6 Bond
to infernal lore and Wisdom (Insight) checks to

discern lies or motives in social interactions.


1 I was raised for a purpose, and I am determined to fulfill it -
whether I like it or not.
Additionally, you are treated with wary respect by
2 I owe everything to my infernal guardians, and I will not
devils, who recognize your connection to the
betray their trust.
infernal and may be reluctant to harm or deceive
3 I am searching for a way to escape the infernal influence
you outright unless ordered by a superior.
that shaped me.
Suggested Characteristics
4 I am fascinated by mortal life, longing to understand what I
missed growing up.
A character raised by devils embodies many traits
5 I feel a strong connection to devils and see them as my true
of infernal culture: cunning, ambition, and a strict
family.
sense of hierarchy. Whether you embrace or reject 6 I seek to use the lessons of my upbringing to shape the
this upbringing, it has left an indelible mark on your world in my image.
identity.

d6 Flaw

1 I am overly controlling, trying to impose order on everything


around me.
2 I struggle to trust others, seeing every relationship as a
potential scheme.
3 I am arrogant, convinced that my upbringing makes me
superior to mortals.
4 I am ruthless, often disregarding the feelings or well-being
of others.
5 I have a deep fear of failure, haunted by the expectations
placed upon me.
6 I am tempted to emulate the devils who raised me, even
when I know it’s wrong.
38

d8 Personality Trait
Soulbound
1 I hide my pact, fearing judgment or exploitation.
You made a pact with a devil, offering your soul in 2 I am always seeking ways to twist or circumvent the terms
exchange for something you deemed worth the of my pact.
cost. Whether it was power, wealth, knowledge, or 3 I exude confidence, believing the pact has made me
the fulfillment of a desperate wish, you are now
untouchable.
bound to the infernal terms of your agreement. The
4 I am haunted by my patron’s presence, though I rarely
speak of it.
details of the pact may be your deepest secret or a
5 I focus on living in the moment, ignoring what may come
haunting shadow you carry. While your soul is no
after death.
longer your own, the contract affords you certain
6 I am deeply fascinated by infernal magic and contracts.
protections - other devils cannot claim you, and you
7 I am fiercely pragmatic, always weighing the costs and
may even possess a fragment of infernal power benefits of my actions.
depending on the content of your contract. 8 I am meticulous and wary, always watching for traps and
schemes.
Skill Proficiencies: Arcana, Deception

Tool Proficiencies: One type of gaming set or

forgery kit
d6 Ideal

Languages: Infernal 1 My pact is a means to achieve greatness, no matter


Power.

Equipment: A set of traveler’s clothes, a token or the cost. (Evil)


mark symbolizing your pact (such as a branded 2 Freedom. I will find a way to outwit my patron and reclaim
seal, infernal coin, or crimson gemstone), a my soul. (Chaotic)
contract written in Infernal detailing your pact, and 3 Knowledge. What I gained from my pact is worth any price.
(Neutral)
a pouch containing 10 gp.
4 I made the pact to right a wrong, and I won’t waste
Justice.

Feature: Bound by Contract what I’ve gained. (Good)


Your infernal pact shields you from other devils 5 Pragmatism. A deal is a deal, and I accept the consequences.
(Lawful)
seeking to ensnare you; they know your soul is

already claimed. You cannot be targeted by offers,


6 Hope. I believe there’s a way to find redemption. (Good)
contracts, or bargains from other infernal entities,

though they may still attempt to manipulate you in d6 Bond

other ways. 1 I made the pact to save someone I love, and I would do it
Additionally, your familiarity with infernal contracts again.
gives you advantage on Intelligence (Arcana) or 2 I am driven to protect what I gained from my pact at all
Wisdom (Insight) checks to identify or understand costs.
devilish pacts, runes, or magical glyphs.
3 I owe everything to the pact, and I fear losing what it has
given me.
Suggested Characteristics 4 I seek to understand more about the infernal forces I’ve
Soulbound individuals are defined by their pact and entangled myself with.
the consequences it brings. Whether they embrace
5 I feel an obligation to use my infernal gift to help others.
the infernal deal or seek to escape it, they carry the
6 I am determined to ensure no one else suffers the same fate
as me.
weight of their choices, often struggling with their

morality, ambition, or regrets.

d6 Flaw

1 I am reckless, believing my soul is already lost and nothing


worse can happen.
2 I struggle with guilt, questioning whether the pact was truly
worth it.
3 I am paranoid, constantly fearing my patron’s interference.
4 I am overly ambitious, always pushing for more, even at
great risk.
5 I am haunted by memories of the moment I sealed my pact.
6 I have a tendency to manipulate others, rationalizing it as a
survival tactic.
39

Half-Demon Habitat

Half-Demons are rare and mysterious beings, born Half-Demons can be found wherever their mortal

from the unlikely union between a mortal and a parents reside, but their abyssal heritage often

denizen of the Abyssal Realm. These offspring are draws them to places where the boundaries

exceedingly uncommon, as the chaotic nature of between worlds are thin. Abandoned temples, dark

demons typically prevents them from forming forests, or ancient ruins may become havens for

stable bonds with the mortal races. However, in these beings, who feel the pull of the chaotic

instances where a mortal possesses a strong energies that swirl in such locations. Despite this,

affinity for the Abyssal Realm or through dark many Half-Demons strive to find a place among

rituals and pacts, conception may occur. Half- mortals, seeking to blend in and live a life beyond

Demons inherit both the physical and mystical the shadow of their abyssal origins.

traits of their Abyssal parent, blending them with


Physical Traits
the traits of their mortal lineage. This unique

heritage often marks them as outsiders in both the Half-Demons typically bear a blend of features from

mortal world and the demonic realms, forcing them their mortal and abyssal parentage. They may have

to navigate a complex identity. horns, claws, or tails, and their skin might show

hues not found among other mortals, such as


Birth and Origins
shades of red, blue, or black. Their eyes often glow

Half-Demons are not born of love or chance but with an inner fire, betraying their connection to

through the rare convergence of chaos and mortal demons. Half-Demons are naturally stronger and

life. They can be the result of difficult and intricate more resilient than most mortals, and many

rituals. Alternatively, a mortal with a latent abyssal possess an innate ability to wield dark magic.

affinity might attract the attention of a demon, Despite these demonic traits, Half-Demons also

leading to the birth of a Half-Demon. These beings retain a strong sense of their mortal lineage. Their

are often viewed with suspicion or fear, as their appearance and personality might closely resemble

very existence suggests a connection to the chaotic their mortal parent, making them capable of living

and destructive forces of the Abyssal Realm. among mortals undetected - at least until their

abyssal nature is revealed.

Society and Culture

Half-Demons rarely have a society of their own.

Given their rarity, they are often solitary or find

themselves in the company of outcasts, those who

understand what it means to be different. They

might find a place among secretive cults,

mercenary bands, or within the underworld of

cities, where their unique skills and abilities are

valued. Despite this, many Half-Demons yearn for

acceptance and strive to forge connections with

others.

Inner Conflict

The life of a Half-Demon is one of constant struggle

between the chaotic urges of their abyssal blood

and the desire to live a life beyond their origins.

Many face an internal battle against their darker

impulses, striving to forge their own path rather

than succumbing to the lure of chaos and

destruction. This inner conflict shapes many Half-

Demons into beings of intense willpower and

determination, as they fight to define their identity.


40

Half-Demon Traits Playing a Half-Demon

Half-Demons are imbued with the essence of the Half-Demons are beings of contradiction, torn

Abyssal Realm, granting them unique abilities and between the allure of their abyssal heritage and the

traits that reflect their dual nature. When playing as desire to find a place in the mortal world. They

a Half-Demon, you gain the following racial traits: make excellent anti-heroes, characters who must

Ability Score Increase. Your Strength score navigate the fine line between darkness and light,

increases by 2, and your Constitution score chaos and order. Whether they embrace their

increases by 1. demonic nature or fight against it, Half-Demons are

powerful and unpredictable forces in any story.


Age. Half-Demons mature at the same rate as
Their unique traits and abilities make them
humans but can live up to 200 years, their lifespan
formidable allies or dangerous enemies, capable of
extended by their demonic heritage.
shifting the balance of power in any conflict.
Alignment. Half-Demons tend towards chaotic

alignments, influenced by their demonic heritage.

However, their mortal side allows them the


Additional Traits
freedom to choose their own path, leading some to
Half-Demons are as diverse as the Abyssal Realm
defy their nature.
itself, with some inheriting more ferocious, feral, or
Size. Half-Demons are as varied in height and build
brutal characteristics from their demonic ancestors.
as their mortal parents. Your size is Medium.
If you wish for your Half-Demon character to reflect
Speed. Your base walking speed is 30 feet. a more savage and less magical lineage, you can
Darkvision. Thanks to your demonic heritage, you replace the Abyssal Legacy trait with one of the
have superior vision in dark and dim conditions. following options:
You can see in dim light within 60 feet of you as if it

were bright light, and in darkness as if it were dim


Abyssal Resilience. Your connection to the raw power
of the Abyss grants you an unnatural toughness.
light. You can’t discern color in darkness, only
You gain additional maximum hit points equal to
shades of gray.
half your Constitution modifier (minimum of 1) per
Abyssal Resistance. You have resistance to fire
level.
Demonic Fury. When pushed to the brink of survival,
damage or poison damage (your choice when

choosing this race), reflecting your connection to


your demonic blood fuels a terrifying rage. When
the chaotic energy of the Abyssal Realm. you are reduced to half your maximum hit points or
Abyssal Legacy. You know the abyssal grasp lower, you can choose to unleash this fury, gaining
cantrip. When you reach 3rd level, you can cast the advantage on all attack rolls and saving throws for 1
darkness spell once with this trait and regain the minute. Once you use this trait, you must finish a
ability to do so when you finish a long rest. When long rest before you can use it again.
you reach 5th level, you can cast the abyssal howl Fiendish Wings. Some Half-Demons manifest their

spell once with this trait and regain the ability to do heritage with wings that allow them to take to the
so when you finish a long rest. Constitution is your skies. As a bonus action, you can sprout or retract
spellcasting ability for these spells.
leathery wings, granting you a flying speed of 30
Demonic Mind. You have advantage on saving
feet. You can fly for a number of minutes equal to
your Constitution modifier (minimum of 1 minute).
throws against being frightened, as your chaotic
After using this trait, you must finish a short or long
nature makes you difficult to scare.
rest before you can use it again.
Languages. You can speak, read, and write

Common and Abyssal. Abyssal is a harsh, guttural

language filled with growls and hisses, reflecting

the chaotic nature of the Abyssal Realm.

Abyssal Presence. You have proficiency in the

Intimidation skill, as your presence often exudes an

unsettling aura that can easily cow those around

you.
41

Half-Devil Society and Culture

Half-Devils are rare and powerful beings, the result Half-Devils rarely form communities of their own,

of a direct union between a mortal and a denizen of instead integrating into existing societies where

the Infernal Realm. Unlike Tieflings, who have they can leverage their natural talents. They are

distant infernal ancestry, Half-Devils possess a drawn to positions of influence, be it in politics,

much stronger connection to the infernal bloodline, business, or academia, where their cunning and

being either half or, at most, a quarter devil. This strategic minds can excel. Half-Devils often feel a

closer descent grants them abilities and features sense of superiority due to their infernal lineage,

far beyond those of typical Tieflings, marking them leading them to pursue power and respect.

as both feared and respected in the mortal realm. However, the stigma of their heritage means they

Half-Devils walk the line between two worlds, often must often work in the shadows, manipulating

struggling to reconcile their infernal instincts with events to their advantage. Despite their infernal

the values and emotions of mortals. nature, Half-Devils are capable of genuine loyalty

and affection, though often these are reserved for


Birth and Origins
those who prove themselves worthy. Many struggle

Half-Devils are born under extraordinary with the expectations placed upon them by their

circumstances, often resulting from rare instances infernal parent, choosing either to embrace their

where a devil forms a deep bond or fascination with devilish destiny or rebel against it.

a mortal. Unlike the majority of devils, who value


Inner Conflict
the purity of their race and disdain the dilution of

their infernal blood, these rare unions lead to the The life of a Half-Devil is one of constant tension

birth of Half-Devils. These beings are marked by a between the lure of power and the desire for

direct and powerful connection to their devilish acceptance. Many face an internal struggle against

parentage, setting them apart from Tieflings, whose their infernal urges, striving to balance their

infernal traits have been diluted over many devilish instincts with their mortal emotions. This

generations. duality shapes many Half-Devils into master

tacticians and charismatic leaders, as they seek to


Habitat
carve out a place for themselves in a world that

Half-Devils are found wherever their mortal often fears and misunderstands them.

parents reside, but their infernal nature often

draws them to places of power and ambition.

Thriving in cities where wealth and influence are

paramount, Half-Devils feel at home in the halls of

power, where their cunning and charisma can be

best utilized

Physical Traits

Half-Devils typically exhibit a striking blend of

mortal and infernal features. They may have horns,

pointed tails, and skin tones ranging from deep

reds to smoky grays. Their eyes often glow with a

hellish light, and their voices carry a hint of

otherworldly power. Half-Devils are known for their

physical beauty, enhanced by their infernal

heritage, which grants them a seductive allure.

They possess a formidable strength and resilience,

making them dangerous foes both in battle and in

the political arena. Though their infernal traits are

prominent, Half-Devils also retain the looks and

personality traits of their mortal side, allowing

them to blend in with mortal society.


42

Half-Devil Traits Playing a Half-Devil

Half-Devils are marked by their infernal heritage, Half-Devils are beings of ambition, torn between

granting them powerful abilities that reflect their their desire for power and their need for

dual nature. When playing as a Half-Devil, you gain acceptance. They are natural leaders and

the following racial traits: manipulators, using their infernal charisma and

Ability Score Increase. Your Charisma score intelligence to influence events to their favor.

increases by 2, and you can increase one other Whether they seek to dominate or protect, to rule

ability score of your choosing by 1. or guide, Half-Devils are formidable forces in any

story. Their powerful traits and abilities make them


Age. Half-Devils mature at the same rate as
invaluable allies or cunning adversaries, capable of
humans but can live up to 300 years, their lifespan
shaping the world around them with a single word
extended by their infernal blood.
or a decisive action.
Alignment. Half-Devils often lean towards lawful

alignments, influenced by the structured and

hierarchical nature of their infernal parentage.


Additional Traits
However, their mortal side allows for flexibility,
Half-Devils are as diverse as the Infernal Realm
leading some to choose their own path.
itself, with some inheriting more martial, cunning,
Size. Half-Devils are similar in build to their mortal
or brutal characteristics from their devilish
parents. Your size is Medium.
ancestors. If you wish for your Half-Devil character
Speed. Your base walking speed is 30 feet. to reflect a more physically imposing, or tactically
Darkvision. Your infernal heritage grants you oriented, or seductive lineage, you can replace the
superior vision in dark and dim conditions. You can Infernal Legacy trait with one of the following
see in dim light within 60 feet of you as if it were options:
bright light, and in darkness as if it were dim light.
Devil’s Speed. Your reflexes and agility are enhanced
You can’t discern color in darkness, only shades of
by your infernal blood. Your base walking speed
gray.
increases by 5 feet, and you can take the Dash
Infernal Resistance. You have resistance to fire
action as a bonus action on your turn.
Fiendish Charm. Your infernal heritage makes you
damage or cold damage (your choice wher

choosing this race), reflecting your connection to


exceptionally persuasive. You gain proficiency in the
Hell. Persuasion skill, and you can cast the charm person
Infernal Legacy. You know the infernal rebuke spell twice per long rest without using a spell slot.
cantrip. You can cast the hellish chains spell once Charisma is your spellcasting ability for this spell.
with this trait and regain the ability to do so when Infernal Fortitude. Your infernal heritage grants you

you finish a long rest. When you reach 3rd level, extraordinary resilience. You gain additional
you can cast the infernal command spell once with maximum hit points equal to half your Constitution
this trait and regain the ability to do so when you modifier (minimum of 1) per level.
finish a long rest. Charisma is your spellcasting Infernal Wings. You possess wings that allow you to

ability for these spells.


fly. As a bonus action, you can sprout or retract
Silver Tongue. You have advantage on Charisma
leathery wings, granting you a flying speed of 30
feet. You can fly for a number of minutes equal to
(Persuasion) checks, as your infernal charm can
your Charisma modifier (minimum of 1 minute).
sway the hearts and minds of those around you.
After using this trait, you must finish a short or long
Languages. You can speak, read, and write
rest before you can use it again.
Common and Infernal. Infernal is a language of

power, filled with complex nuances and

commanding tones, suitable for the negotiation of

pacts and the issuing of commands.

Devil’s Insight. You have proficiency in the

Deception skill, as your heritage grants you an

innate understanding of lies and manipulation.


43

Malcari
The Malcari are a mysterious race, shrouded in

legends and whispers that speak of origins steeped

in darkness. They are humanoid in appearance,

with distinctive greyish skin that sets them apart

from other races. The Malcari are known for their

rich shamanic culture, intricate face paintings, and

the bone masks they don during rituals and

ceremonies. Practitioners of dark magic, they

navigate the delicate balance between the material

and spiritual realms. Their society is predominantly

matriarchal, valuing the wisdom and spiritual

connections often attributed to their female

leaders, though this structure is more tradition than

strict rule. While they are often perceived as evil

due to their rumored descent, the Malcari are not

bound by this heritage, and many forge their own

paths beyond the shadows of their past.

Legends of Origin

The true genesis of the Malcari remains an enigma,

even to themselves. Multiple legends circulate

within their communities, each offering a different

explanation for their existence and connection to

darkness.

One prevalent legend tells of a time when the world

was young, and a powerful entity of pure evil

sought to corrupt all life. A group of humans,

striving to protect their kin, confronted this entity.

In a desperate act, they absorbed its dark essence

into themselves, sealing it away but forever altering

their own nature. Thus, the Malcari were born,

carrying both the burden and the power of the

sealed evil within.

Another tale speaks of the Malcari as descendants

of a fallen celestial being who defied the heavens.


Habitat
Cast down to the mortal realm, this being’s

mingling with humanity gave rise to a race imbued Malcari settlements are often found in remote and

with both celestial knowledge and a cursed secluded areas where the veil between the physical

connection to darkness. world and the spiritual plane is thin. Dense, mist-

A third story recounts how an ancient tribe delved laden forests, shadowed valleys, and ancient ruins

too deeply into forbidden magics, attempting to are favored locales. Their villages are constructed

harness the power of death itself. Their to blend seamlessly with the environment, using

experiments backfired, intertwining their souls natural materials and camouflage to remain hidden

with the shadow realm and transforming them into from prying eyes.

the first Malcari. Their homes are adorned with symbols and totems

These stories, passed down through generations, that reflect their reverence for the spirits and the

serve as moral lessons and reflections on the natural world. Central to each community is a

duality of their nature. Yet, the Malcari accept that grand hall or shrine where rituals, gatherings, and

the true origin of their people may be lost to time. important decisions take place.
44

Physical Traits Community bonds are strong, and cooperation is

essential for survival in their often harsh


Malcari bear a close resemblance to humans in
environments. Decisions are typically made
terms of height and build, but their greyish skin
through consensus, with input from all members,
immediately marks them as different. The shades
though the final say may rest with the spiritual
of their skin can range from pale silver to deep
leaders.
charcoal, sometimes with subtle patterns or

markings that emerge naturally or are enhanced


Use of Dark Magic

through rituals.
To the Malcari, magic is a tool - a neutral force that
Their eyes are striking, often in shades of silver,
can be wielded for various purposes. Their affinity
grey, or black, occasionally exhibiting an
for dark magic stems from their desire to
otherworldly glow in low light. Hair colors are
understand and manipulate the unseen forces of
typically dark-black, deep brown, or occasionally
the world. They use it to heal, protect, and
white - and are often styled with beads, feathers, or
commune with spirits, as well as to defend against
small bone ornaments.
threats. Outsiders often misunderstand this
Face painting is an integral part of Malcari culture.
practice, conflating it with malevolence, but for the
The designs are intricate and symbolic,
Malcari, it’s an integral part of their identity and
representing personal achievements, spiritual
way of life.
affiliations, or protective sigils. Masks made of

bone are worn during ceremonies, serving as Relations with Other Races
conduits to the spirit world and as a means of
Due to their secretive nature and the ominous
honoring their ancestors.
rumors surrounding them, the Malcari are often
Attire is practical but richly decorated. They favor
viewed with suspicion or fear by other races.
clothing made from leather, furs, and woven
Misunderstandings about their use of dark magic
fabrics, adorned with embroidery, beads, and
and shamanic practices can lead to prejudice and
carvings that tell stories of their heritage and
conflict. As a result, the Malcari are cautious in
personal journeys.
their dealings with outsiders, preferring to remain

Society and Culture hidden or engage only when necessary.

However, they are not inherently hostile and can


Malcari society is woven tightly with spiritualism
form strong alliances when mutual respect is
and a deep connection to the unseen world. Their
established. Those who take the time to understand
communities are guided by shamans and spiritual
the Malcari often find them to be wise, loyal, and
leaders who interpret the will of the spirits and
formidable allies.
ancestors. While the society is predominantly

matriarchal, this structure is upheld out of tradition Personal Alignment


rather than strict enforcement. Women are often
While the Malcari have a reputation for evil due to
seen as having a stronger innate connection to the
their rumored origins and use of dark magic, they
spiritual realm, but men who demonstrate
are not bound by this perception. Individual Malcari
significant spiritual aptitude are equally respected
have the same capacity for good or evil as any other
and can attain positions of leadership.
race. Many strive to break free from the shadows of
The Malcari value wisdom, introspection, and the
their past, choosing paths that reflect their personal
pursuit of knowledge - especially in the realms of
values and aspirations.
magic and spirituality. Education is communal,

with elders passing down lore, rituals, and practical Legends and Oral Traditions
skills to the younger generations.
Storytelling is a revered art among the Malcari.
Rituals and ceremonies are central to Malcari life.
Legends, myths, and histories are passed down
They celebrate the cycles of nature, honor their
orally, preserving the knowledge and experiences
ancestors, and seek guidance from the spirits.
of their ancestors. These stories often contain
These events often involve music, dance, and the
moral lessons, warnings, and guidance for future
use of dark magic - not as an expression of evil, but
generations. Through these narratives, the Malcari
as a means to maintain balance and protect their
maintain a strong sense of identity and continuity
people.
with their past.
45

The Matriarchal Tradition Names

The matriarchal aspect of Malcari society is rooted Malcari names often have a melodic yet haunting

in the belief that women possess a deeper spiritual quality, reflecting the sounds of their language and

connection, particularly to the forces that govern the importance of meaning in their culture. Names

life and death. Female leaders, known as High are typically given based on significant events,

Shamans or Matriarchs, often oversee spiritual traits, or omens observed at birth.

matters, rituals, and the education of the young. Male Names: Daruk, Malen, Korvus, Tharek, Zarek

However, this tradition is not rigid. Male Malcari Female Names: Seraya, Valena, Morika, Thalara,

who demonstrate exceptional abilities or wisdom Zeria

are recognized and can attain positions of Surnames: Shadowborn, Nightwhisper,

influence. The society values capability and Bonecarver, Spiritwalker, Duskhunter

contribution over strict adherence to gender roles,


Roleplaying a Malcari
and leadership is often shared among those best

suited to guide the community. Embrace the Mystery: Your character comes

from a culture steeped in legends and secrecy.


Face Painting and Bone Masks
Use this to add depth to your interactions.

The practice of face painting and wearing bone Cultural Pride: Despite misunderstandings, you

masks is both a cultural expression and a spiritual take pride in your heritage and traditions.

one. The designs used in face painting are highly Spiritual Connection: Your bond with the spirit

personal, reflecting an individual’s journey, world influences your decisions and actions.

aspirations, and connections to particular spirits or Breaking Stereotypes: Challenge the

ancestors. Bone masks are crafted with great care, perceptions others have of your race through

often incorporating the remains of revered animals your deeds.

or ancestors, symbolizing the wearer’s connection

to the cycle of life and death.

These practices are misunderstood by outsiders,

who may see them as ominous or threatening. For

the Malcari, they are profound expressions of

identity, spirituality, and respect for the natural

world.

Playing a Malcari

Choosing to play a Malcari character offers rich

opportunities for storytelling and character

development. As a Malcari, you navigate the

complexities of a race misunderstood by others,

with a heritage steeped in mystery and legend.

Your character may grapple with the perceptions of

evil associated with your people, striving to prove

themselves or embracing their unique path.

Your connection to the spiritual realm and

proficiency with dark magic can make you a

valuable asset to any adventuring party. Whether

you serve as a wise shaman, a fierce protector, or a

seeker of hidden knowledge, your Malcari heritage

provides a depth of background to draw upon.

Consider how your character views their culture

and the legends of their origins. Do they seek to

uncover the truth of their people’s past? Are they

striving to change the perceptions of others?


46

Malcari Traits Additional Traits

Malcari are diverse, with some exhibiting unique


Malcari are a race deeply connected to the spiritual
abilities that reflect their individual connections to
realm, wielding dark magic and shamanic
the spirit world or specializations within their
traditions passed down through generations. As a
culture. If you’re playing in a high magic or epic
Malcari, you have the following racial traits:
setting, you can choose one of the following traits if
Ability Score Increase. Your Wisdom score
your GM permits it:
increases by 2, and your Constitution score

increases by 1. Ancestral Guidance. When you make an Intelligence


Age. Malcari reach adulthood in their late teens (History) or Wisdom (Insight) check, you can add
and can live up to 150 years, their lifespans slightly double your proficiency bonus to the check. You can
extended by their spiritual practices.
use this trait before or after making the roll but
before the GM declares it as a success or not. Once
Alignment. Malcari tend towards neutral
you use this trait, you can’t use it again until you
alignments, seeking balance between the physical
finish a short or long rest.
and spiritual worlds. Individual Malcari can be of

any alignment.
Necromantic Resistance. You have resistance to
Size. Malcari are similar in height and build to necrotic damage, reflecting your familiarity and
humans. Your size is Medium. resilience against dark energies.
Speed. Your base walking speed is 30 feet.

Darkvision. Accustomed to shadowed forests and


Spirit Walker. You can communicate simple ideas
with spirits of nature and the ethereal plane. This
dimly lit rituals, you have superior vision in dark
doesn’t grant you the ability to speak with undead or
and dim conditions. You can see in dim light within
elementals but allows for basic communication with
60 feet of you as if it were bright light, and in
natural spirits, such as those of plants or animals.
darkness as if it were dim light. You can’t discern

color in darkness, only shades of gray.

Spiritual Awareness. You have proficiency in the

Religion skill, reflecting your deep connection to

the spiritual realm.

Shamanic Magic. You know one cantrip of your

choice from the druid spell list and the malefic

shroud cantrip. Wisdom is your spellcasting ability

for these cantrips.

When you reach 3rd level, you can cast the

darkness spell once with this trait and regain the

ability to do so when you finish a long rest.

When you reach 5th level, you can cast the cursed

ground spell twice with this trait and regain the

ability to do so when you finish a long rest.

Wisdom is your spellcasting ability for these spells.

Mask of the Spirits. As an action, you can don a

bone mask or apply face paint that connects you to

the spirit world. For the next hour, you have

advantage on Wisdom (Perception) checks and

saving throws against being frightened. Once you

use this trait, you can’t use it again until you finish a

short or long rest.

Languages. You can speak, read, and write

Common and Malcari.

Cultural Artisan. You have proficiency with one

type of artisan’s tools of your choice: herbalism kit,

woodcarver’s tools, or painter’s supplies.


47

Feats

Abyssal Retaliation Hellfire Adept

Prerequisite: Half-Demon Race Prerequisite: Spellcasting feature

Your connection to the Abyssal Realm fuels your You have learned to channel the burning flames of

rage and makes you more dangerous in combat. Hell into your magic. You gain the following

You gain the following benefits: benefits:

Increase your Strength or Constitution score by Increase your Intelligence, Wisdom, or

1, to a maximum of 20. Charisma score by 1, to a maximum of 20.

When you take damage in combat, you can use When you cast a spell that deals fire damage,

your reaction to unleash a burst of fiendish you can choose to have it deal additional

energy. Each creature within 10 feet of you must damage equal to your spellcasting ability

make a Dexterity saving throw (DC equal to 8 + modifier. This additional damage can only be

your proficiency bonus + your Constitution applied once per casting of a spell. You can use

modifier). On a failed save, a creature takes this feature a number of times equal to your

necrotic damage equal to 1d6 plus half your proficiency modifier and you cannot use it again

character level. You can use this feature a until you finish a long rest.

number of times equal to your proficiency

bonus, regaining all expended uses when you


Diabolical Charm

finish a long rest.


Your gain a fiendish aura that gives you a natural

charisma and charm that can be hard to resist. You


Infernal Command
gain the following benefits:

Prerequisite: Tiefling or Half-Devil Race


Increase your Charisma score by 1, to a
Your infernal lineage grants you the ability to
maximum of 20.
compel lesser fiends. You gain the following
You have advantage on Charisma (Deception) or
benefits:
Charisma (Persuasion) checks (choose one

Increase your Charisma score by 1, to a when selecting this feat).

maximum of 20.

As an action, you can target one fiend of CR 2 or


Abyssal Vitality

lower within 30 feet of you. The target must


The chaotic essence of the Abyssal Realm grants
succeed on a Charisma saving throw (DC = 8 +
you resilience beyond the mortal realm. You gain
your proficiency bonus + your Charisma
the following benefits:
modifier) or be charmed by you for 1 hour, as if

under the effect of the charm person spell. This Increase your Constitution score by 1, to a

feature works even if creature is a fiend and is maximum of 20.

normally immune to being charmed. You can You gain temporary hit points equal to your

use this feature once per long rest. Constitution modifier whenever you finish a

short rest.

Abyssal Resistance If you are reduced to 0 hit points but not killed

outright, you can drop to 1 hit point instead.


Your exposure to the chaotic energies of the
Once you use this feature, you cannot use it
Abyssal Realm has granted you some resilience.
again until you finish a long rest.
You gain the following benefits:

Increase your Constitution score by 1, to a

maximum of 20.

You gain resistance to poison and acid damage

and immunity to the poisoned condition.


48

Infernal Legacy Demonic Transformation

Prerequisite: Tiefling or Half-Devil Race Prerequisite: Level 8 or Half-Demon Race

Your devilish bloodline grants you power and You have learned to tap into the chaotic energies of

insight. You gain the following benefits: the Abyssal Realm to transform your body. You

gain the following benefits:


Increase your Intelligence or Charisma score by

1, to a maximum of 20. Increase your Strength or Dexterity score by 1,

You learn the infernal rebuke cantrip. If you to a maximum of 20.

already know this cantrip, you learn a different As a bonus action, you can transform your body,

cantrip from the warlock spell list. The gaining one of the following benefits for 1

spellcasting ability for this spell is the one you minute: you sprout fiendish wings, giving you a

increased with this feat. flying speed equal to your walking speed. Your

You can cast hellish rebuke once without skin becomes tougher, granting you a +1 bonus

expending a spell slot. You regain the ability to to AC. You grow claws, fangs, or other natural

cast this spell in this way when you finish a long weapons, allowing you to make unarmed strikes

rest. The spellcasting ability for this spell is the that deal 1d8 slashing damage plus your

one you increased with this feat. You can also Strength modifier. Once you use this feature,

cast the spell using any spell slots you have. you cannot use it again until you finish a long

rest.

Diabolical Knowledge
Hellish Resistance
You have delved into forbidden lore and gained

knowledge of fiends and their ways. You gain the Your nature resembles that of devils, grants you

following benefits: resistance to the dangers of the Hellish Realms.

You gain the following benefits:


Increase your Intelligence score by 1, to a

maximum of 20. Increase your Constitution score by 1, to a

You gain proficiency in the Arcana and Religion maximum of 20.

skills. If you are already proficient in these You gain resistance to fire or cold damage (your

skills, you gain expertise instead. choice when selecting this feat).

You can read, write, and speak Abyssal and You have advantage on saving throws against

Infernal. being charmed or frightened (your choice when

selecting this feat).

Demonic Speed

Prerequisite: Level 4 or Half-Demon Race

You draw speed and agility from the chaotic energy

of the Abyssal Realm. You gain the following

benefits:

Increase your Dexterity score by 1, to a

maximum of 20.

Your walking speed increases by 5 feet.

When you use the Dash action, you can move

across vertical surfaces and liquids without

falling during the move.


49

Infernal Insight Sinister Whisperer

Prerequisite: Wisdom 13 or higher Prerequisite: Charisma 13 or higher

Your exposure to the cunning and scheming nature You have learned to influence the thoughts of

of devils has sharpened your instincts. You gain the others with a mere whisper, echoing the subtle

following benefits: manipulations of fiends. You gain the following

benefits:
Increase your Wisdom score by 1, to a

maximum of 20. Increase your Charisma score by 1, to a

You can cast the detect magic spell twice per maximum of 20.

long rest, without expending a spell slot. You can cast the suggestion spell once without

You gain proficiency in Insight or Investigation expending a spell slot. When you use this

(your choice when selecting this feat). If you are feature, the spell’s target does not need to

already proficient in it, you gain expertise understand your language, as your words reach

instead. them on a subconscious level. You regain the

ability to cast this spell in this way when you

Voice of Damnation finish a long rest. The spellcasting ability for this

spell is Charisma. You can also cast the spell


Prerequisite: Charisma 13 or higher
using any spell slots you have.
Your voice carries the weight of the Hellish Realm,
Additionally, you have advantage on Wisdom
able to curse and intimidate your foes. You gain the
(Insight) checks made to discern a creature’s
following benefits:
desires or fears.

Increase your Charisma score by 1, to a


Dark Pact
maximum of 20.

As an action, you can utter a curse targeting a Prerequisite: Half-Devil or Tiefling Race, Warlock,
creature you can see within 60 feet. The target
or Charisma 13 or higher
must succeed on a Wisdom saving throw (DC
You have made a pact with a fiendish entity,
equal to 8 + your proficiency bonus + your
gaining powers that others can only dream of. You
Charisma modifier) or be cursed for 1 minute.
gain the following benefits:
While cursed, the target has disadvantage on

attack rolls and saving throws. The curse ends Increase your Charisma score by 1, to a

early if you lose concentration (as if maximum of 20.

concentrating on a spell). You can use this Choose one of the following cantrips: devil’s

feature once per long rest. whip, fire bolt, hellish gaze, infernal flame, or

You have advantage on Charisma (Intimidation) vile blood. You can cast this cantrip at will. The

checks. spellcasting ability for this cantrip is Charisma.

Once per day, when you make a saving throw


Hellish Reflexes and fail, you can reroll the saving throw. You

Your connection to Hell has heightened your must use the new roll. You regain the ability to

reflexes, allowing you to react with uncanny speed. use this feature when you finish a long rest.

When a creature you can see targets you with an

attack, harmful spell, or damaging effect, you can

use your reaction to impose disadvantage on the

attack roll or gain advantage on the saving throw. If

the attack hits or you fail the saving throw, you take

only half damage. If you succeed on the saving

throw, you take only a quarter of the damage

instead.

You can use this feature a number of times equal to

half your proficiency bonus (rounded up) and

regain all expended uses when you finish a long

rest.
50

Bone Mask Mastery Spirit Channeler

Prerequisite: Malcari Race Prerequisite: Malcari Race

You have mastered the art of crafting and using Your deep connection with the spirit world

bone masks to channel spiritual energy. You gain enhances your magical abilities. You gain the

the following benefits: following benefits:

Increase your Wisdom or Intelligence score by Increase your Wisdom score by 1, to a

1, to a maximum of 20. maximum of 20.

You gain proficiency with artisan’s tools You learn one 1st-level spell and one 2nd-level

(woodcarver’s tools or painter’s supplies) if you spell of your choice from the druid spell list. You

don’t already have it. can cast these spells once each without

While wearing a bone mask or face paint, you expending a spell slot, and you regain the ability

gain a +1 bonus to all saving throws. to do so when you finish a long rest. Wisdom is

You can use your bonus action to imbue your your spellcasting ability for these spells. You can

bone mask with protective magic. You gain also cast these spells using any spell slots you

resistance to all damage until the start of your have.

next turn. Once you use this feature, you can’t You have advantage on ability checks made to

use it again until you finish a long rest. interact with spirits or undead.

Ancestral Guardian Spirit Walker

Prerequisite: Malcari Race Prerequisite: Level 8, Malcari Race

Your ancestors watch over you, guiding and You can traverse the boundaries between the

protecting you. You gain the following benefits: physical and spiritual realms. You gain the

following benefits:
Increase your Wisdom or Constitution score by

1, to a maximum of 20. Increase your Wisdom score by 1, to a

When you or an ally within 10 feet of you is hit maximum of 20.

by an attack, you can use your reaction to You can see into the Ethereal Plane up to a

impose disadvantage on the attack roll. You can range of 30 feet.

use this feature a number of times equal to your As an action, you can enter the Ethereal Plane

proficiency bonus, regaining all expended uses as per the etherealness spell, but the effect lasts

when you finish a long rest. for 1 minute. Once you use this feature, you

You are immune to being frightened. can’t use it again until you finish a long rest.

You have advantage on Charisma (Persuasion)


Will of the Warrior checks made to interact with spirits and other

ethereal beings.
Prerequisite: Proficiency with martial weapons

Your unwavering determination fuels your combat

prowess. You gain the following benefits:

Increase your Strength or Constitution score by

1, to a maximum of 20.

When you reduce a creature to 0 hit points, you

gain temporary hit points equal to your

proficiency bonus.

When you make a melee weapon attack and

miss, you can use your reaction to reroll the

attack. You must use the new roll. Once you use

this feature, you can’t use it again until you

finish a short or long rest.


51

The Felheart

Felhearts draw their power from the darkness Paths of the Felheart
within their own hearts, channeling fiendish energy
At 3rd level, a Felheart must choose a path
from it. This dark essence fuels their magic and
(subclass) that defines their fiendish approach.
martial prowess, empowering them with
Each path offers unique powers that further
destructive necrotic damage. By embracing this
develop at higher levels:
evil, the Felheart unlocks the ability to connect with

the fiendish energies of the Abyssal and Infernal Demonic Ravager: These Felhearts channel the

planes, tapping into raw, chaotic, or controlled chaotic and destructive power of the Abyssal

malevolent power. Realm, becoming engines of chaos and

Each Felheart must decide how they confront this destruction, excelling at unleashing raw

darkness. Some may choose to fully embrace the devastation on the battlefield.

malice, allowing it to course through them Infernal Arbiter: On this path, Felhearts

unchecked, giving rise to wild, chaotic power. channel infernal power and authority, gaining

Others may impose discipline over their inner evil, abilities that enhance their command and

organizing the fiendish influence into a controlled control over others.

and orderly force. Still others may merely channel Dreadwarden: Dreadwardens embrace their

the evil as a means to an end, suppressing it just dark heritage as a bulwark against greater evils.

enough to harness its energy without succumbing Rather than succumbing to their malevolent

to the malevolence within. Depending on how a nature, they harness the power within to guard

Felheart grapples with the darkness in their heart, others, channeling their inner evil into

they develop unique abilities and powers aligned protective wards and terrifying defenses.

with their chosen path. Nethermancer: Nethermancers dive deep into

Many refer to Felhearts as fiends, as those who fiendish sorcery, mastering dark magics, curses,

follow this path often develop physical and and necromancy, making them devastating

behavioral traits reminiscent of fiendish creatures. spellcasters with a versatile toolkit of magic.

The Felheart

— Spell Slots Per Spell Level —

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th

1st +2 Heart of Darkness, Spellcasting 2 2 — — — —


2nd +2 Corruption Surge, Fel Infusion 2 3 — — — —
3rd +2 Felheart Path 2 3 — — — —
4th +2 Ability Score Improvement 3 3 — — — —
5th +3 Fel Empowerment 3 4 2 — — —
6th +3 Path Feature 3 4 2 — — —
7th +3 Fiendish Communication 3 4 3 — — —
8th +3 Ability Score Improvement 3 4 3 — — —
9th +4 Fiendish Nature 3 4 3 2 — —
10th +4 — 4 4 3 2 — —
11th +4 Path Feature 4 4 3 3 — —
12th +4 Ability Score Improvement 4 4 3 3 — —
13th +5 — 4 4 3 3 1 —
14th +5 Fiendish Endurance 4 4 3 3 1 —
15th +5 Path Feature 4 4 3 3 2 —
16th +5 Ability Score Improvement 4 4 3 3 2 —
17th +6 — 4 4 3 3 3 1
18th +6 Necrotic Absorption 5 4 3 3 3 1
19th +6 Ability Score Improvement 5 4 3 3 3 2
20th +6 Fel Reign 5 4 3 3 3 2
52

Hit Points Class Features

Hit Dice: 1d8 per Felheart level As a Felheart, you gain the following class features:

Hit Points at 1st Level: 8 + your Constitution


Heart of Darkness
modifier
At 1st level, your evil heart and fiendish nature
Hit Points at Higher Levels: 1d8 (or 5) + your
grants you resistance to necrotic damage. You also
Constitution modifier per Felheart level after 1st
gain immunity to being frightened and can cast the

Proficiencies detect evil and good spell a number of times equal

to your proficiency bonus per long rest without


Armor: Light armor
expending a spell slot.
Weapons: Simple weapons
Spellcasting
Tools: None

By 1st level, you have learned to tap into your evil


Saving Throws: Constitution, Charisma
heart to cast spells.
Skills: Choose two from Intimidation, Arcana,

Athletics, Insight, Perception, and Survival


Cantrips (0-Level Spells): At 1st level, you know

Equipment two cantrips of your choice from the Felheart spell

list. You learn additional cantrips as shown in the


You start with the following equipment, in addition
Felheart table.
to the equipment granted by your background:
When you gain a level, you can replace one of the

Felheart cantrips you know with another cantrip


(a) a greatclub, (b) a mace, (c) or a sickle
from the Felheart spell list.
(a) a component pouch or (b) an arcane focus

(a) an explorer’s pack or (b) a dungeoneer’s

pack

Leather armor and two daggers


53

Preparing and Casting Spells: The Felheart table

shows how many spell slots you have to cast your

Felheart spells. To cast one of your Felheart spells

of 1st level or higher, you must expend a slot of the

spell’s level or higher. You regain all expended

spell slots when you finish a long rest.

You prepare the list of Felheart spells available to

cast by choosing from the Felheart spell list. The

Felheart spell list consists of every spell from any

class spell list that deals necrotic damage or

includes the word “necrotic” in its description, as

well as additional Felheart-specific spells from this

manual. The number of spells you can prepare

equals your Constitution modifier + half your

Felheart level (rounded down). The spells must be

of a level for which you have spell slots.

For example, if you are a 5th-level Felheart, you

have four 1st-level and two 2nd-level spell slots.

With a Constitution of 16, your list of prepared

spells can include five spells of 1st or 2nd level, in

any combination. If you prepare the 1st-level spell

lesser soul absorption, you can cast it using a 1st-

level or a 2nd-level slot. Casting the spell doesn’t

remove it from your list of prepared spells.

You can change your list of prepared spells when

you finish a long rest. Preparing a new list of

Felheart spells requires time spent channeling

power from your evil heart: at least 1 minute per

spell level for each prepared spell.

Spellcasting Ability: Constitution is your

spellcasting ability for your Felheart spells, as your

power comes from your fiendish will. You use

Constitution whenever a spell refers to your

spellcasting ability.

Spell save DC = 8 + your proficiency bonus + your

Constitution modifier

Spell attack modifier = your proficiency bonus +

your Constitution modifier

Ritual Casting: You can cast a Felheart spell as a

ritual if it has the ritual tag and you have it

prepared.

Spellcasting Focus: You can use an arcane focus as

a spellcasting focus for your Felheart spells.


54

Corruption Surge Fel Infusion

At 2nd level, you can overexert yourself and Also 2nd level, you learn to channel your evil (fel)

channel evil into your body to gain temporary energy into your attacks and spells. When you

benefits. As a bonus action, you gain one of the make a weapon attack or cast a spell that deals

following effects (your choice) for 1 minute: damage, you can choose to deal an additional 1d4

necrotic damage. This extra damage increases as


You gain advantage on Strength, Dexterity, and
you gain levels in this class: 1d6 at 5th level, 1d8 at
Constitution saving throws.
11th level, and 1d10 at 17th level.
You gain an additional 10 feet of movement
For spells that deal damage multiple times (such as
speed.
eldritch blast, magic missile, or scorching ray), this
You deal extra necrotic damage equal to your
extra damage can only be applied to one instance of
proficiency bonus with your weapon attacks.
damage per casting of the spell.
You spells deal extra necrotic damage equal to

your proficiency bonus (this extra damage can


Felheart Path

only be applied to one instance of damage per At 3rd level, you choose a special path between

casting of a spell). Demonic Ravager, Infernal Arbiter, Nethermancer,

and Grimblade. Your choice grants you additional


After the effect ends, you suffer one level of path features at 6th level and again at 11th and
exhaustion. This exhaustion accumulates with
15th level
other levels of exhaustion you may have. However,

this specific level of exhaustion can be removed by

resting for 10 minutes without doing anything, or

by taking a short or long rest.

You can use this feature once per long rest.


55

Ability Score Improvement Fel Reign

When you reach 4th level, and again at 8th, 12th, At 20th level, you master the evil in your heart. As

16th, and 19th level, you can increase one ability an action, you can unleash the full power of your fel

score of your choice by 2, or you can increase two energy for 1 minute, gaining the following benefits:

ability scores of your choice by 1. As normal, you


Fel Command: You can cast fel explosion once
can’t increase an ability score above 20 using this
without expending a spell slot during the
feature.
duration.
Fel Empowerment Unholy Fury: You deal an extra 1d8 necrotic

At 5th level, you can briefly channel extra evil damage with all weapon attacks and spells (only

power into your attacks and spells. When you deal once per spell cast).

necrotic damage from Fel Infusion, you can add Aura of Evil: Each creature of the your choice

your Constitution modifier to the damage roll. You that starts its turn within 30 feet of you or enters

can use this feature a number of times equal to the area for the first time during its turn must

your proficiency bonus per long rest. succeed on a Wisdom saving throw against your

Felheart spell save DC or become frightened for


Fiendish Communication
1 minute. A frightened creature can repeat the
At 7th level, your fiendish nature allows you to
saving throw at the end of each of its turns,
communicate telepathically. You can telepathically
ending the effect on itself on a success. If a
speak to any creature you can see within 60 feet of
creature’s saving throw is successful or the
you, though this doesn’t allow the creature to
effect ends for it, the creature is immune to your
respond telepathically. Additionally, any fiend you
Aura of Evil for the next 24 hours.
communicate with in this way fully understands

you, as though you share a common language. Once you use this feature, you cannot use it again

until you finish a long rest.


Fiendish Nature

At 9th level, your fiendish energies enhance your

durability. When you are about to take damage, you

can use your reaction to gain resistance to all

damage types (except radiant) until the start of your

next turn. You can use this feature a number of

times equal to your proficiency bonus, and you

regain all expended uses after a long rest.

Fiendish Endurance

At 14th level, your evil and fiendish nature

strengthens your resilience in combat. When you

drop to 0 hit points but are not killed outright, you

can choose to drop to 1 hit point instead. You can

use this feature once per long rest. Additionally,

you gain a +1 bonus to your death saving throws.

Necrotic Absorption

At 18th level, your mastery over necrotic energy

renders you immune to its effects. You are immune

to necrotic damage. Whenever you are subjected to

necrotic damage, you take no damage and you can

use a reaction to regain a number of hit points

equal to the necrotic damage dealt.


56

Felheart Paths

Demonic Ravager Chaos Wave

At 15th level, your connection to raw chaotic


A Felheart can feel the pull of raw destruction deep
energy allows you to project waves of destruction.
within their evil heart. Those who embrace this pull
When you take the Attack action on your turn, you
become Demonic Ravagers, entities of chaos and
can replace one of your attacks with a wave of
destruction who draw strength from their inner
chaos in a 30-foot cone. Each creature in the cone
malice and the chaotic energy of demonic realms.
must make a Constitution saving throw against
Their desire is to sow devastation, unleashing wild
your Felheart spell save DC. On a failed save, the
power to break enemies and disrupt order. As a
creature takes 6d8 necrotic damage and suffers a
Demonic Ravager, you become something close to
random effect, rolled from the table below, until the
a demon, embodying the fury and chaos of
end of its next turn.
destruction.

d4 Roll Condition
Chaotic Power
1 Charmed
At 3rd level, your evil heart aligns with the chaotic
2 Frightened
power of demonic forces. You gain proficiency with 3 Paralyzed
medium armor, shields, and martial weapons. 4 Stunned
Once per turn, when you hit with an attack made On a successful save, the creature takes half
with a melee weapon, you can choose to double damage and does not suffer any additional effect.

your Fel Infusion necrotic damage. Once you use this feature, you can’t use it again

until you finish a long rest.


Extra Attack

At 6th level, your destructive impulses fuel your

combat abilities. You can attack twice, instead of

once, whenever you take the Attack action on your

turn.

Demonic Fury

At 11th level, you can channel chaotic energy to

unleash a burst of destruction. As a bonus action,

you can enter a state of Demonic Fury for 1 minute.

While in this state, you gain the following benefits:

Your melee attacks deal extra necrotic damage

equal to half your Constitution modifier.

When you hit a creature with a melee weapon

attack, you can force it to make a Strength

saving throw (DC = 8 + your proficiency bonus +

your Constitution modifier). On a failed save, the

creature is knocked prone.

Once you use this feature, you can’t use it again

until you finish a long rest.


57

Infernal Arbiter Commanding Strike

At 6th level, your presence on the battlefield allows


As an Infernal Arbiter, you embrace your evil, but
you to direct your allies with authority. When you
unlike the chaotic ravagers of destruction, you
take the Attack action, you can command another
wield your dark power with control and precision,
creature within 30 feet of you to make a weapon
much like devils. You find order in the malevolent
attack as a reaction. The creature can use its
energies within you, imposing your will with
reaction to make a weapon attack and adds your
focused intent. Your path brings you closer to the
Constitution modifier to the attack roll. If the attack
infernal legions, and you feel at home among their
hits, the target takes extra necrotic damage equal
ranks, scheming and commanding in Hell’s grand
to 1d6 plus your Constitution modifier.
design. An Infernal Arbiter thrives on command,

dominion, and control, using their dark powers to Aura of Dominion

enforce order, no matter the cost. At 11th level, your presence radiates with infernal

authority, commanding obedience from those


Infernal Authority
around you. As a bonus, you can activate an aura of
At 3rd level, your disciplined connection to infernal
dominion for 1 minute. While this aura is active,
power grants you proficiency with medium armor,
creatures of your choice within 10 feet of you must
shields, and martial weapons.
succeed on a Wisdom saving throw against your
Additionally, you can use your commanding
Felheart spell save DC at the start of their turns or
presence to impose your will on others. As a bonus
be unable to attack you until the start of their next
action, you can choose one creature you can see
turn. Additionally, when a creature fails the saving
within 30 feet. The target must succeed on a
throw, you can use a reaction to force it to either
Wisdom saving throw against your Felheart spell
kneel (become prone) or flee up to 30 feet away in a
save DC or become charmed or frightened (your
direction of your choice. You can use this feature
choice) for 1 minute. The creature can repeat the
once per short or long rest.
saving throw at the end of each of its turns, ending

the effect on itself on a success. You can use this Infernal Decree

feature a number of times equal to your proficiency At 15th level, your command over fiendish forces is

bonus modifier and regain all expended uses when absolute. As an action, you can issue an Infernal

you finish a short or long rest. Decree, compelling creatures within 5 feet of you to

obey. Each creature of your choice within range

must make a Wisdom saving throw against your

Felheart spell save DC. On a failed save, the target

falls under your control for 1 minute. A controlled

creature is charmed and can only take the actions

you dictate on its turn. It will follow any order, even

if harmful to itself, but for such orders, the creature

makes another saving throw with advantage,

ending the effect on itself on a success.

A charmed creature repeats the saving throw at the

end of each of its turns, ending the effect on a

success.

Once you use this feature, you can’t use it again

until you finish a long rest.


58

Dreadwarden Guardian’s Resolve

At 11th level, your mastery of protective power


Dreadwardens embrace their dark heritage not as a
allows you to shield your allies from harm. When a
source of destruction but as a bulwark against
creature you can see within 30 feet of you takes
greater evils. Rather than succumbing to their
damage, you can use your reaction to reduce the
malevolent nature, they harness the power within
damage by an amount equal to your Felheart level
to protect others, channeling their inner evil into
+ your Constitution modifier.
protective wards and terrifying defenses. A
You can use this feature a number of times equal to
Dreadwarden stands as an unshakable sentinel,
your proficiency bonus per long rest.
using the evil within their heart as both a weapon

and a shield. Their sheer force of will allows them Dark Aegis

to resist their inner malevolence, becoming At 15th level, you become a paragon of dark

protectors who tread the line between light and protection, channeling the power within your heart

shadow. to shield yourself and those around you. As an

action, you can create an aura of protective


Dark Sentinel
shadows that lasts until the end of your next turn.
At 3rd level, you gain proficiency with medium and
While this aura is active, you and creatures of your
heavy armor, shields, and martial weapons.
choice within 30 feet of you gain resistance to all
Additionally, you can channel the evil within to
damage (except radiant) and advantage on saving
protect yourself and those around you. When a
throws against spells and other magical effects.
creature you can see within 30 feet of you is
If you choose to take on one level of exhaustion
targeted by an attack, you can use your reaction to
when activating this aura, you and creatures of your
summon a burst of fel energy that surrounds the
choice withing 30 feet of you instead gain immunity
creature, imposing disadvantage on the attack roll.
to all damage (except radiant) for its duration.

Ward of Shadows Once you use this feature, you can’t use it again

until you finish a long rest.


At 6th level, you learn to be a better defender and to

summon a protective ward that channels the

darkness within you to shield an ally.

You gain a +2 bonus to your AC if you are holding a

shield.

As a bonus action, you can create a ward of

shadows around another creature within 30 feet of

you. The ward lasts for 1 minute and grants

temporary hit points equal to your Felheart level +

your Constitution modifier. While the ward is

active, the creature has resistance to necrotic

damage and advantage on all saving throws.

Additionally, while the ward is active and you are

within 60 feet of the warded creature, when the

creature takes damage, you can use your reaction

to teleport to an unoccupied space within 5 feet of

it and take the damage in its place.

Once you use this feature, you can’t use it again,

unless you spend an action to focus, regaining its

use.

You can have only one Ward of Shadows active at a

time; creating a new ward replaces the previous

one.
59

Nethermancer Nether Curse

At 11th level, your dark magic allows you to curse


Nethermancers dive deep into dark and evil magic.
your enemies with debilitating power. When you
Their connection to the dark forces within their
deal necrotic damage to a creature with a spell, you
heart grants them a vast array of powerful spells,
can choose to curse one of the targets. The cursed
making them devastating spellcasters who can
creature has disadvantage on attack rolls and
drain life, curse their enemies, and call forth
saving throws until the end of its next turn. You can
necrotic energy. Nethermancers are feared for their
use this feature a number of times equal to your
versatile toolkit of magic, able to influence life and
Constitution modifier per long rest.
death with their spellcasting.

Nether Mastery
Nether Sorcery
At 15th level, your mastery of dark energy
At 3rd level, you gain the ability to cast spells as a
enhances your offensive power. You gain a +1
full spellcaster. You replace the normal Felheart
bonus to your spell attack rolls and your spell save
spell slots with the Nethermancer spell slots as
DC for spells that deal necrotic damage.
shown in the table below. Your connection to the

darkness enhances your spellcasting, allowing you

to access more spells as you grow in power. You

can prepare an extra number of spells equal to your

proficiency bonus. Additionally, you gain

proficiency in Arcana.

Necrotic Mastery

At 6th level, your control over necrotic energy

allows you to overcome enemies’ defenses. Your

spells and abilities ignore resistance to necrotic

damage. Additionally, once per long rest, you can

focus your evil to ignore immunity to necrotic

damage and treat it as resistance instead.

The Felheart: Nethermancer

— Spell Slots Per Spell Level —

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 Heart of Darkness, Spellcasting 2 2 — — — — — — — —


2nd +2 Corruption Surge, Fel Infusion 2 2 — — — — — — — —
3rd +2 Nether Sorcery 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 3 4 3 — — — — — — —
5th +3 Fel Empowerment 3 4 3 2 — — — — — —
6th +3 Necrotic Mastery 3 4 3 3 — — — — — —
7th +3 — 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 Fiendish Nature 4 4 3 3 3 1 — — — —
10th +4 — 4 4 3 3 3 2 — — — —
11th +4 Nether Curse 4 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 2 1 — —
14th +5 Fiendish Endurance 5 4 3 3 3 2 1 1 — —
15th +5 Path Feature 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 — 5 4 3 3 3 2 1 1 1 1
18th +6 Necrotic Absorption 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 4 3 3 3 3 2 1 1 1
20th +6 Fel Mastery 6 4 3 3 3 3 2 2 1 1
60

Barbarian: Path of the Demon

Barbarians who walk the Path of the Demon draw Masters of Destruction

their power from the chaotic and destructive Path of the Demon barbarians are relentless in

essence of demons. When these barbarians rage, combat, using their fury to crush their enemies and

they tap into the primal fury and raw power of the revel in the chaos of battle. They can channel the

Abyssal Realm, becoming engines of destruction on destructive energies of the Abyssal Realm,

the battlefield. The call of chaos resonates deep unleashing devastating attacks that leave their foes

within them, urging them to unleash havoc and shattered. Their bodies are marked by chaotic

destruction wherever they go. This path is not for power, granting them resilience and strength

the faint of heart, as it demands a surrender to the beyond that of ordinary mortals. Whether they fight

chaotic impulses and dark desires that dwell for a cause or simply to sate their lust for

within. destruction, these barbarians are a force to be

reckoned with, embodying the raw power and fury


Emissaries of Chaos
of demons.
Barbarians of the Path of the Demon are often seen

as harbingers of ruin, spreading chaos and fear in The Call of the Abyss

their wake. They revel in the mayhem of battle, The Abyssal Realm calls to these barbarians,
drawing strength from the destruction they cause. whispering promises of power and destruction.

Their connection to the Abyssal Realm is not one of They feel the pull of its chaotic energy, and when
servitude but of kindred spirit, a mutual embrace of they rage, they lose themselves in the storm of their

the chaos that defines their existence. They may own fury. This connection to it is both a blessing
not worship demons, but they are certainly inspired and a curse, granting them power but also drawing

by them, embodying the same insatiable hunger for them ever closer to the edge of madness. They walk
power and disorder. a fine line between control and chaos, ever

teetering on the brink of the abyss.

Barbarian: Path of the Demon

Level Proficiency Bonus Features Rages Rage Damage

1st +2 Rage, Unarmored Defense 2 +2


2nd +2 Reckless Attack, Danger Sense 2 +2
3rd +2 Abyssal Fury, Chaotic Strike 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Fast Movement 3 +2
6th +3 Demonic Resilience 4 +2
7th +3 Feral Instinct 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Brutal Critical (1 die) 4 +3
10th +4 Abyssal Strike 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Brutal Critical (2 dice) 5 +3
14th +5 Raging Abyss 5 +3
15th +5 Persistent Rage 5 +3
16th +5 Ability Score Improvement 5 +4
17th +6 Brutal Critical (3 dice) 6 +4
18th +6 Indomitable Might 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Champion Unlimited +4
61

Abyssal Fury use this feature a number of times equal to your

Constitution modifier per long rest.


At 3rd level, an abyssal fury fuels your rage,

granting you the power to overwhelm your foes.


Raging Abyss

While raging, you gain a +1 bonus to damage rolls


At 14th level, your rage draws upon the endless
with melee weapon attacks, and your attacks deal
chaos of the Abyss, empowering you with unearthly
additional necrotic damage equal to your
resilience and strength. While raging, you gain the
Constitution modifier (minimum of 1). This
following benefits:
additional necrotic damage increases by 1 at 10th

level and by 1 (2 total) at 17th level. When you reduce a creature to 0 hit points, you

can use your reaction to immediately move up to


Chaotic Strike
your speed and make one melee weapon attack.

Also at 3rd level, your connection to the chaos of If this attack hits, it deals additional necrotic

the Abyssal Realm allows you to infuse your attacks damage equal to your Barbarian level.

with unpredictable effects. Once per turn, when you Once per turn, when you hit a creature with a

hit a creature with a melee weapon attack while melee weapon attack, you can choose to regain

raging, you can choose to roll a d4 and apply the hit points equal to half the necrotic damage you

corresponding effect to the target. The effects last dealt (minimum of 1).

until the end of your next turn:

1. Acid: The target’s armor begins to corrode. It

takes a -1 penalty to AC.

2. Cold: The target’s movements are slowed. Its

speed is reduced by 10 feet.

3. Fire: The target catches on fire. It takes 1d6 fire

damage at the start of its next turn.

4. Lightning: The target’s is slightly shocked. It has

disadvantage on its next attack roll.

You can use this feature a number of times equal to

your Constitution modifier (minimum of once), and

you regain all expended uses when you finish a

long rest.

Demonic Resilience

At 6th level, your body has become attuned

to the destructive energies of the Abyssal

Realm. You gain resistance to necrotic

damage, and while raging, when you are the

target of a spell or effect that requires you to make

a saving throw, you can use your reaction to gain

advantage on the roll.

Abyssal Strike

At 10th level, you can channel the dark power of

the Abyssal Realm into a devastating strike. Once

per turn, when you hit a creature with a melee

attack while raging, you can force the target to

make a Constitution saving throw (DC 8 + your

proficiency bonus + your Constitution modifier). On

a failed save, the target takes an additional 1d6

necrotic damage and makes attacks with

disadvantage until the end of its next turn. You can


62

Barbarian: Path of the Devil

Barbarians who follow the Path of the Devil draw Cunning and Power
their power from a deep connection to Hell. Their
Devilish barbarians do not merely rely on brute
rage is not a wild, uncontrolled frenzy but a
strength; they are also cunning and strategic. Their
focused, systematic onslaught aimed at imposing
infernal connection grants them an understanding
order through sheer force. These barbarians feel a
of manipulation and control, making them adept at
pull towards the Hellish Realm, reveling in the dark
finding and exploiting weaknesses in their foes.
power and cunning that devils possess. Their rage
This combination of strength and strategy makes
is a disciplined, relentless drive to eradicate chaos,
them formidable opponents, capable of turning the
bending everything to their will. Path of the Devil
tide of battle in their favor. They often use their
barbarians often struggle with their morality,
intelligence to plan attacks, setting traps and
feeling the pull of their infernal connection to
ambushes that maximize their advantage.
commit acts of evil and domination.
These barbarians are known for their ruthless
Order from Chaos efficiency in combat, their ability to instill fear, and

their unyielding pursuit of their goals. Whether


Barbarians on the Path of the Devil believe in the
serving a dark master or following their own
rule of law through strength and domination. They
ambitions, they bring the order of the Hell to the
see themselves as enforcers of a greater order,
chaotic world, one brutal conquest at a time.
where the weak are subjugated and the strong rise

to power. In their view, chaos is a disease to be

eradicated, and their infernal rage provides the

necessary tools to do so. These barbarians are

often drawn to positions of leadership, using their

power to impose their will on others and bring

about their vision of order.

Barbarian: Path of the Devil

Level Proficiency Bonus Features Rages Rage Damage

1st +2 Rage, Unarmored Defense 2 +2


2nd +2 Reckless Attack, Danger Sense 2 +2
3rd +2 Aura of Authority, Infernal Precision 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Fast Movement 3 +2
6th +3 Devil’s Toughness 4 +2
7th +3 Feral Instinct 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Brutal Critical (1 die) 4 +3
10th +4 Infernal Strike 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Brutal Critical (2 dice) 5 +3
14th +5 Overwhelming Presence 5 +3
15th +5 Persistent Rage 5 +3
16th +5 Ability Score Improvement 5 +4
17th +6 Brutal Critical (3 dice) 6 +4
18th +6 Indomitable Might 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Champion Unlimited +4
63

Infernal Precision

At 3rd level, your rage grants you the ability to

strike with unnerving accuracy. While raging, when

you make an attack roll, you can choose to add an

extra bonus equal to half your proficiency bonus to

the attack roll, even if you already have proficiency

with the weapon.

Aura of Authority

Also at 3rd level, your presence becomes a beacon

of fear and control. While raging, you exude an

aura that affects enemies within 10 feet. Creatures

of your choice that start their turn in this aura must

succeed on a Wisdom saving throw (DC equal to 8

+ your proficiency bonus + your Strength modifier)

or have disadvantage on attack rolls against

creatures other than you until the end of their next

turn.

Devil’s Toughness

At 6th level, the infernal power within you grants

greater resilience. While raging, you gain

resistance to fire and cold damage. Additionally,

your hit point maximum increases by an amount

equal to your level in this class, and whenever you

gain a level thereafter, your hit point maximum

increases by an additional 1 hit point.

Infernal Strike

At 10th level, your weapon attacks are infused with

infernal energy. While raging, your melee weapon

attacks deal an extra 1d6 fire damage on a hit. This

fire damage increases to 2d6 at 17th level.

Overwhelming Presence

At 14th level, your infernal nature allows you to

dominate the battlefield through sheer force of will.

When you reduce a creature to 0 hit points while

raging, you can use your reaction to let out a

terrifying roar. Each hostile creature within 30 feet

of you that can hear you must succeed on a

Wisdom saving throw (DC equal to 8 + your

proficiency bonus + your Strength modifier) or

become frightened of you for 1 minute. A frightened

creature can repeat the saving throw at the end of

each of its turns, ending the effect on itself on a

success.

Additionally, while you are raging, creatures that

are frightened of you have disadvantage on saving

throws against being grappled, restrained, or

shoved by you.
64

Bard: College of the Malefic Minstrels

Bards of the College of the Malefic Minstrels are Voices of the Void
masters of dark melodies and twisted tales,
Malefic Minstrels are adept at tapping into the dark
channeling their magic through songs of
energies of the cosmos, using their voices as
malevolence and despair. These bards harness the
conduits for sinister power. Their songs can evoke
power of the shadow, using their music to
terror, sap the strength of their enemies, and instill
manipulate, harm, and control. With every note,
a creeping sense of dread in all who hear them.
they weave a tapestry of dread, invoking fear and
With a mastery of words and music, they can
suffering in their foes while delighting in the chaos
manipulate the minds of their listeners, bending
they create. They are often found on the edges of
them to their will. Their repertoire is filled with
society, where their sinister performances and
dark ballads and lamentations, each with the power
foreboding presence create an atmosphere of
to influence the hearts and minds of those who
unease.
listen.
Malefic Minstrels are often found in the presence of

dark patrons, fiendish lords, or ancient curses that


Masters of Malevolence
bestow upon them the power to sing songs of
These bards thrive on the darker aspects of the
doom. Their performances are haunting and
human psyche, finding beauty in despair and power
hypnotic, filled with forbidden knowledge and
in fear. Their performances are as much about
sinister secrets. These bards may be driven by a
invoking emotion as they are about causing harm.
desire for power, revenge, or simply the thrill of
Whether leading an army of enchanted followers,
sowing discord. Their music resonates with the
turning allies against each other, or sowing fear
dark energy of the abyss, turning the emotions and
among their enemies, Malefic Minstrels use their
wills of their listeners against them. To many, they
art to command and conquer. To them, the world is
are figures of fear and fascination, blending the
a stage, and they are the maestros of its darkest
allure of the unknown with the raw power of the
performances.
arcane.

Bard: College of the Malefic Minstrels

— Spell Slots Per Spell Level —

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2 — — — — — — — —


2nd +2 Jack of All Trades, Song of Rest (d6) 2 5 3 — — — — — — — —
3rd +2 Dreadful Performance, Song of Sorrow 2 6 4 2 — — — — — — —
4th +2 Ability Score Improvement 3 7 4 3 — — — — — — —
5th +3 Bardic Inspiration (d8), Font of Inspiration 3 8 4 3 2 — — — — — —
6th +3 Countercharm, Dark Echo 3 9 4 3 3 — — — — — —
7th +3 –– 3 10 4 3 3 1 — — — — –-
8th +3 Ability Score Improvement 3 11 4 3 3 2 — — — — —
9th +4 Song of Rest (d8) 3 12 4 3 3 3 1 — — — —
10th +4 Bardic Inspiration (d10), Expertise 4 13 4 3 3 3 2 — — — —
11th +4 –– 4 14 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 14 4 3 3 3 2 1 — — —
13th +5 Song of Rest (d10) 4 15 4 3 3 3 2 2 1 — —
14th +5 Dirge of Dread, Magical Secrets 4 15 4 3 3 3 2 1 1 — —
15th +5 Bardic Inspiration (d12) 4 16 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 16 4 3 3 3 2 1 1 1 —
17th +6 Song of Rest (d12) 4 17 4 3 3 3 2 1 1 1 1
18th +6 Magical Secrets 4 18 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 18 4 3 3 3 3 2 1 1 1
20th +6 Superior Inspiration 4 18 4 3 3 3 3 2 2 1 1
65

Dreadful Performance

Starting at 3rd level, you can use your

performances to instill fear and unease in those

around you. As an action you can perform an

unsettling music or speech. Each creature of your

choice that is within 30 feet of you and can hear

you must succeed on a Wisdom saving throw

against your spell save DC or become frightened of

you for 1 minute. A frightened creature can repeat

the saving throw at the end of each of its turns,

ending the effect on itself on a success. Once you

use this feature, you can’t use it again until you

finish a short or long rest.

Song of Sorrow

At 3rd level, you learn to channel sorrow and

despair into your performances. When you use your

Bardic Inspiration on a creature, the sorrowful

melody also drains vitality from nearby enemies.

Each creature of your choice within 30 feet of the

inspired creature must make a Wisdom saving

throw against your spell save DC. On a failed save,

they take psychic damage equal to a roll of your

Bardic Inspiration die.

Dark Echo

At 6th level, your voice carries an echo of dark

power. When you cast a spell that deals damage,

you can choose to deal extra necrotic damage equal

to your Charisma modifier. Additionally, if you wish

so, while a creature is charmed or frightened by

one of your spells or features, it takes necrotic

damage equal to your Charisma modifier

(minimum of 1) at the start of each of its turns.

Dirge of Dread

At 14th level, your mastery of dark music reaches

its peak. When you perform a Song of Sorrow or

use your Dreadful Performance feature, you can

extend their range to 60 feet. If a creature fails its

saving throw against these features, it also takes

additional necrotic damage equal to a roll of your

Bardic Inspiration die.

Additionally, as a bonus action, you can perform a

Dirge of Dread that lasts for up to 10 minutes. This

effect ends at the end of your turn if you don’t use

your bonus action to keep performing it. While

performing this dirge, whenever a creature

becomes frightened of you, you can choose to

reduce its speed to 0, and it cannot benefit from

any bonuses to its speed.


66

Cleric Divine Domain: Fiendish

In the depths of darkness, where devils scheme and masters. Their presence alone can inspire fear, and

demons rage, the Clerics of the Fiendish Domain their words carry the weight of their dark powers.

find their calling. They worship powerful demonic With a mere touch, they can invoke the fires of Hell

or devilish deities, drawing strength from the or the chaotic energies of the Abyssal Realm. Their

infernal fires or chaotic abyss to spread their magic reflects the nature of their fiendish patrons -

influence across the mortal plane. These clerics are whether it is the calculated malice of devils or the

the enforcers of their fiendish masters’ will, uncontrollable fury of demons. In the name of their

wielding the powers of the infernal or abyssal dark gods, they sow chaos and domination across

realms to subjugate, corrupt, and dominate. the realms.

Servants of Fiendish Lords Fiendish Duality

Clerics who follow this path are devoted to fiendish Clerics of the Fiendish Domain draw their power

gods, embracing the malevolent power that courses from one of two sources: Hellish (Devil) or Abyssal

through their veins. These deities, whether a (Demon). This choice defines their abilities and the

Demon God or the King of Hell, grant their clerics type of fiendish energy they command. Depending

the ability to harness the destructive and on your campaign setting, Hellish and Abyssal may

manipulative forces of their respective planes. To be treated as distinct domains, or they may

these clerics, power is both a tool and a gift, and represent the broader influence of related gods and

they wield it with ruthless precision. fiendish powers. In such cases, clerics can serve

specific gods or patrons associated with the


Instruments of Corruption
infernal Hell or the chaotic Abyssal Realm,
Fiendish Domain clerics are often agents of
adapting their abilities to the nature of their chosen
corruption, spreading the influence of their fiendish
fiendish master. Regardless of their allegiance,
patrons wherever they go. They may act as
these clerics are bound by the principles of their
emissaries, tempting mortals into dark pacts, or as
fiendish patrons and bear the mark of the infernal
enforcers, crushing those who oppose their dark
or abyssal realms in all they do.

Cleric: Fiendish Divine Domain

Level Proficiency Features Cantrips — Spell Slots Per Spell Level —

1st +2 ,
Dark Powers Fiendish Domain , Spellcasting 3 2 — — — — — — — —
2nd +2 Channel Divinity (x1), Channel Divinity: Fiendish Presence 3 3 — — — — — — — —
3rd +2 — 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 Destroy Undead (CR 1/2) 4 4 3 2 — — — — — —
6th +3 Channel Divinity (x2), Dark Empowerment 4 4 3 3 — — — — — —
7th +3 — 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement, Fiendish Strike 4 4 3 3 2 — — — — —
9th +4 — 5 4 3 3 3 1 — — — —
10th +4 Divine Intervention 5 4 3 3 3 2 — — — —
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 2 1 — —
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 — —
15th +5 — 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 Destroy Undead (CR 4), Fiendish Aurhority 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (x3) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention improvement 5 4 3 3 3 3 2 2 1 1
67

Fiendish Domain Channel Divinity: Fiendish

At 1st level, you must choose one of the following


Presence

domains: Hellish (Devil) or Abyssal (Demon):


Starting at 2nd level, you can use your Channel

Divinity to exude an aura of fear and dominance.


Hellish (Devil): Your powers draw from the
As an action, you present your holy symbol and
organized, ruthless hierarchy of Hell.
unleash a wave of malevolent energy. Each
Abyssal (Demon): Your powers draw from the
creature of your choice within 30 feet of you must
chaotic, destructive forces of the Abyssal Realm.
succeed on a Wisdom saving throw or be

frightened for 1 minute. A frightened creature can


Fiendish Divine Domain Spells
repeat the saving throw at the end of each of its

The Fiendish Domain grants you spells at the cleric turns, ending the effect on itself on a success.
levels listed. These spells reflect the nature of your While frightened in this way, creatures have

chosen fiendish domain. Once you gain a domain disadvantage on saving throws against being
spell, you always have it prepared, and it doesn’t charmed.

count against the number of spells you can prepare

each day. If you have a domain spell that doesn’t

appear on the cleric spell list, it is nonetheless a

cleric spell for you.

Fiendish Divine Domain Spells

Cleric

Level Hellish (Devil) Spells Abyssal (Demon) Spells

1st command, hellish rebuke abyssal blast, abyssal

mark

3rd hold person, scorching ray abyssal burst, darkness

5th fear, hellfire storm abyssal howl, fear

7th dominate beast, wall of fire abyssal eruption, blight

9th devil’s mark, dominate abyssal maw, cloudkill

person

Dark Powers

Also at 1st level, you gain abilities that reflect the

nature of your chosen domain.

Hellish (Devil): You gain resistance to fire

damage, and your spells that deal fire damage

are more potent. When you cast a spell that

deals fire damage, you add your Wisdom

modifier to the damage dealt. Additionally, when

you cast a spell that deals radiant damage you

can choose to deal fire damage instead.

Abyssal (Demon): You gain resistance to

necrotic damage, and your spells that deal

necrotic damage sap vitality. When you cast a

spell that deals necrotic damage, you regain hit

points equal to your Wisdom modifier.

Additionally, when you cast a spell that deals

radiant damage you can choose to deal necrotic

damage instead.
68

Dark Empowerment

At 6th level, your connection to your chosen

domain deepens, granting you further power. You

gain a specific benefit based on your choice of

Hellish or Abyssal domain:

Hellish (Devil): You can cast hellish rebuke at

will, without expending a spell slot. Additionally,

you gain proficiency in the Persuasion or

Deception skill (your choice).

Abyssal (Demon): You can cast darkness at will,

without expending a spell slot. Additionally, you

gain proficiency in the Intimidation or Survival

skill (your choice).

Fiendish Strike

At 8th level, you can infuse your weapon attacks

with infernal or abyssal energy. Your weapon

attacks deal an extra 1d8 damage of a type based

on your chosen domain:

Hellish (Devil): Fire damage.

Abyssal (Demon): Necrotic damage.

When you reach 14th level, the extra damage

increases to 2d8.

Fiendish Authority

At 17th level, your mastery over fiendish powers

grants you the ability to command and terrify your

foes effortlessly. You gain the following benefits:

Domination. You learn to dominate the wills of

others, bending them to your command with a

single word. You can cast the command spell at

will, without expending a spell slot.

Terror. You instill a deep, paralyzing fear in your

enemies, driving them to flee in panic from your

terrifying presence. You can cast the fear spell a

number of times equal to your Wisdom modifier

(minimum of once) without expending a spell slot

per long rest.


69

Druid: Circle of Hell

Druids of the Circle of Hell draw their power from The Fire Within

the infernal realm of Hell, where devils rule The flames of Hell burn in the hearts of these

through strength, fire, and unbreakable will. These druids, granting them strength not only to endure

druids understand that nature can be cruel and that but to wield fire as a tool of dominion. Fire is their

power must be seized and controlled. With hellfire ally, symbolizing both destruction and purification.

at their command and a body as resilient as the Druids of the Circle of Hell learn to manipulate

devils themselves, these druids impose their infernal flames to cleanse the weak from the world

infernal order upon the world, enforcing their and forge a new order where only the powerful

vision of strength and survival through domination thrive. Their magic is not subtle or gentle; it is an

of the weak. inferno, consuming all that stands in their way.

The Philosophy of Strength and Power Masters of Hellfire

For druids of the Circle of Hell, nature is not meant Druids of this circle wield the burning power of

to be chaotic, but rather a force to be conquered Hell’s flames, scorching their foes with relentless
and controlled. They believe that only the strongest hellfire. In combat, they are an unyielding force,

survive and that Hell’s rigid order of dominance is able to resist fire and bend it to their will. Their
the true reflection of nature’s primal laws. Through bodies are hardened by infernal energy, making

their connection to Hell, these druids embody the them resilient to damage and granting them the
fiery strength and unyielding resilience of devils. power to endure. These druids are not subtle in

Their philosophy revolves around the idea that their methods; they are the embodiment of Hell’s
those with power are destined to rule, and those destructive force, crushing those who stand against

without are destined to be subjugated or consumed. them with overwhelming power.

Druid: Circle of Hell

— Spell Slots Per Spell Level —

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 Druidic, Spellcasting 2 2 — — — — — — — —


2nd +2 Infernal Resilience, Circle of Hell Spells, Wild Shape 2 3 — — — — — — — —
3rd +2 — 2 4 2 — — — — — — —
4th +2 Wild Shape improvement, Ability Score Improvement 3 4 3 — — — — — — —
5th +3 — 3 4 3 2 — — — — — —
6th +3 Hellfire Aura 3 4 3 3 — — — — — —
7th +3 — 3 4 3 3 1 — — — — —
8th +3 Wild Shape improvement, Ability Score Improvement 3 4 3 3 2 — — — — —
9th +4 — 3 4 3 3 3 1 — — — —
10th +4 Hellish Fortitude 4 4 3 3 3 2 — — — —
11th +4 — 4 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 4 3 3 3 2 1 — — —
13th +5 — 4 4 3 3 3 2 2 1 — —
14th +5 Infernal Wrath 4 4 3 3 3 2 1 1 — —
15th +5 — 4 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 —
17th +6 — 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1
70

Circle of Hell Spells instead. Once you use this feature, you must finish

a long rest before you can use it again.


Druids of the Circle of Hell gain access to spells

infused with the infernal energy of devils. These


Infernal Wrath

spells are always prepared and do not count


Starting at 14th level, when you are pushed to your
against the number of spells you can prepare each
limits, you can release a devastating burst of
day. If you gain access to a spell that doesn’t appear
hellfire. When you are reduced to half your hit
on the druid spell list, it is still treated as a druid
points or fewer, you can use your reaction to
spell for you. Additionally, you can add to the druid
unleash a wave of infernal energy. Creatures of
spell list any spell that contains the words “Devil”,
your choice within 30 feet must make a Dexterity
“Hell”, or any derivative of these words in its name.
saving throw, taking fire damage equal to 1d6 for

every two druid levels you have on a failed save, or


Circle of Hell Spells
half as much on a successful one.
Druid Level Spells
After using this ability, you immediately gain
2nd hellish rebuke, infernal shield
temporary hit points equal to half your druid level +
3rd infernal command, summon infernal hound
your Wisdom modifier.
5th fear, hellfire storm
Once you use this feature, you cannot use it again
7th dominate beast, wall of fire

9th devil’s mark, hold monster until you finish a long rest.

Infernal Resilience

Starting at 2nd level, you gain the ability to

withstand heat and fire with the same endurance as

devils. You gain resistance to fire damage, and

when you take fire damage, you can use your

reaction to gain temporary hit points that last for

one minute equal to half your druid level + your

Wisdom modifier (minumum of 1). You can use this

feature a number of times equal to your Wisdom

modifier (minimum of once), regaining all uses

after a long rest.

Hellfire Aura

At 6th level, you can surround yourself with an aura

of blazing hellfire. As a bonus action, you can

activate your Hellfire Aura for 1 minute. While the

aura is active, creatures that end their turn within

20 feet of you take fire damage equal to your

Wisdom modifier (minimum of 1). Additionally,

when a creature hits you with a melee attack while

the aura is active, the attacker takes fire damage

equal to your Wisdom modifier (minimum of 1).

Once you use this feature, you must finish a short

or long rest before you can use it again.

Hellish Fortitude

By 10th level, your connection to Hell grants you

incredible toughness and resilience. You gain

advantage on saving throws against being

poisoned, frightened, or charmed. Additionally,

when you are reduced to 0 hit points but not killed

outright, you can choose to drop to 1 hit point


71

Druid: Circle of the Abyss

Druids of the Circle of the Abyss channel their a place where survival requires embracing the

power from the Abyssal Realm, a chaotic and unpredictable and the violent, becoming one with

twisted dimension where demons thrive. These the very forces that seek to consume everything.

druids have either been born within the Abyssal


Masters of Abyssal Power
Realm, trained under its relentless conditions, or
These druids wield the chaotic magic of the
found themselves lost in its depths, only to emerge
Abyssal Realm with devastating effect. In moments
as survivors who have harnessed the raw,
of peace, they use their dark connection to reshape
destructive forces of the plane. Over time, they have
landscapes, turning lush forests into barren
become in tune with its chaotic energies, using
wastelands or spawning strange and dangerous
them to wreak havoc upon their enemies and
fauna. In battle, they summon the very essence of
protect themselves and their allies with
the Abyssal Realm to corrupt the battlefield,
unpredictable and terrifying power.
warping reality and overwhelming their foes with
The Philosophy of Chaos demonic might. They are feared not only for their

For the druids of the Circle of the Abyss, chaos is power but for their unpredictable nature, as their

not something to be feared but something to be spells can twist the very fabric of existence around

embraced. The Abyssal Realm is the ultimate them.

expression of nature’s wild, untamable side - a Their connection to the Abyssal Realm is a double-

reflection of the primal forces of destruction and edged sword, for while it grants them great power,

renewal. They believe that life and death are part of it also slowly chips away at their connection to the

a never-ending cycle of creation and destruction, material world. This bond drives them to walk the

and that only by accepting chaos can one truly line between mortal and demon, constantly

understand the nature of the universe. To these teetering on the edge of madness.

druids, the Abyssal Realm is a teacher,

Druid: Circle of the Abyss

— Spell Slots Per Spell Level —

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 Druidic, Spellcasting 2 2 — — — — — — — —


2nd +2 Abyssal Bond, Circle of the Abyss Spells, Wild Shape 2 3 — — — — — — — —
3rd +2 — 2 4 2 — — — — — — —
4th +2 Wild Shape improvement, Ability Score Improvement 3 4 3 — — — — — — —
5th +3 — 3 4 3 2 — — — — — —
6th +3 Abyssal Form 3 4 3 3 — — — — — —
7th +3 — 3 4 3 3 1 — — — — —
8th +3 Wild Shape improvement, Ability Score Improvement 3 4 3 3 2 — — — — —
9th +4 — 3 4 3 3 3 1 — — — —
10th +4 Abyssal Voice 4 4 3 3 3 2 — — — —
11th +4 — 4 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 4 3 3 3 2 1 — — —
13th +5 — 4 4 3 3 3 2 2 1 — —
14th +5 Abyssal Rupture 4 4 3 3 3 2 1 1 — —
15th +5 — 4 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 —
17th +6 — 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1
72

Circle of the Abyss Spells Abyssal Form

Druids of this circle gain access to spells infused At 6th level, you can temporarily transform into a

with the chaotic energies of the Abyssal Realm. twisted reflection of nature’s chaos. As a bonus

These spells are always prepared and do not count action, you can enter your Abyssal Form, taking on

against the number of spells you can prepare each demonic features and gaining the following benefits

day. If you gain access to a spell that doesn’t appear for 1 minute:

on the druid spell list, the spell is nonetheless a


You gain 10 temporary hit points.
druid spell for you. Additionally, you can add to the
You gain resistance to necrotic and psychic
druid spell list any spell that contains the word
damage.
“Abyssal” or any derivative of this word in its name.
Your melee attacks deal an additional 1d6

Circle of the Abyss Spells necrotic damage.

You have advantage on saving throws against


Druid Level Spells

2nd abyssal blast, abyssal mark being charmed or frightened.

3rd abyssal burst, blightfire

5th abyssal howl, blight aura Once you use this feature, you must finish a short

7th abyssal eruption, fiendish miasma or long rest before you can use it again.

9th abyssal maw, contagion


Abyssal Voice

Abyssal Bond At 10th level, your connection to the Abyssal Realm

allows you to communicate with its denizens. You


Starting at 2nd level, you learn the abyssal grasp
can speak Abyssal and communicate telepathically
cantrip. This cantrip counts as a druid cantrip for
with any creature within 120 feet of you that
you and it doesn’t count against the number of
understands this language.
druid cantrips you know. Additionally, you can
Additionally, you can cast dominate monster on a
harness the chaotic forces of the Abyssal Realm to
demon without expending a spell slot. Once you
protect yourself or an ally within 30 feet. As a
use this feature, you cannot use it again until you
bonus action, you grant a target a number of
finish a long rest.
temporary hit points equal to half your druid level

(rounded down, minimum of 1) + your Wisdom Abyssal Rupture


modifier. Additionally, the target gains resistance to
At 14th level, you can tear a temporary rift that
necrotic damage while the temporary it points last.
connects to the Abyssal Realm. As an action, you
This feature can be used a number of times equal
create a 30-foot radius zone of chaotic energy
to your Wisdom modifier (minimum of once),
centered on a point you can see within 60 feet. For
replenishing after a long rest.
the next minute, creatures of your choice that start

their turn within the zone must succeed on a

Wisdom saving throw or be restrained for 1 minute.

A restrained creature can repeat the saving throw

at the end of its turn, ending the effect on itself on a

success. On each of your turns, you can use a

bonus action to cause one restrained creature

within the zone to take 5d6 necrotic damage.

Once you use this feature, you must complete a

long rest before you can use it again.


73

Fighter: Darkblade

Fighters who walk the path of the Darkblade draw Shadowed Combat

upon the malevolent energies of fiendish realms, Darkblades excel in combat, using their fiendish

infusing their combat prowess with dark, necrotic powers to gain an edge over their enemies. They

power. These warriors have forged a bond with the can imbue their weapons with necrotic energy,

shadows, channeling the might of fiends to causing their strikes to sap the vitality from their

enhance their weapon strikes and shield foes. They also possess an uncanny resilience,

themselves from harm. Some Darkblades serve enabling them to withstand blows that would fell a

fiendish lords willingly, while others exploit these lesser warrior. These fighters are as cunning as

dark energies for their own purposes, ever wary of they are powerful, blending martial skill with the

the seductive power that lies within. art of the shadow to devastating effect.

The Darkblade is a master of dark powers and


The Path of the Darkblade
martial skill, combining the two into a deadly art.

They are feared on the battlefield, not only for their Choosing the path of the Darkblade is not without

martial prowess but also for the shadowy aura that its costs. Those who embrace this dark power often

surrounds them. find themselves walking a fine line between control

and corruption. The necrotic energies they wield


Bound by Darkness
can take a toll on their soul, making them

Darkblades are known for their ability to weave susceptible to the influence of the fiendish realms.
shadows and necrotic energy into their combat Many Darkblades adopt a code of discipline to keep

style. They are capable of striking fear into the these dark urges in check, while others may
hearts of their foes with their grim presence and embrace the chaos, letting the darkness guide their

can endure harsh wounds by drawing strength every move. Despite the risks, the power gained
from the same fiendish power that fuels their from this path is undeniable, granting the

attacks. Whether bound by a pact with a dark Darkblade abilities that set them apart from other
power or wielding their abilities through sheer will, warriors. They are masters of shadow, and their

Darkblades are warriors to be reckoned with. presence alone is enough to turn the tide of battle.

Fighter: Darkblade

Level Proficiency Bonus Features

1st +2 Fighting Style, Second Wind


2nd +2 Action Surge (x1)
3rd +2 Darkblade’s Strike, Shadow Affinity

4th +2 Ability Score Improvement


5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Fiendish Resilience

8th +3 Ability Score Improvement


9th +4 Indomitable (x1)
10th +4 Aura of Despair

11th +4 Extra Attack (x2)


12th +4 Ability Score Improvement
13th +5 Indomitable (x2)
14th +5 Ability Score Improvement
15th +5 Soul Drain

16th +5 Ability Score Improvement


17th +6 Action Surge (x2), Indomitable (x3)
18th +6 Dark Ascension

19th +6 Ability Score Improvement


20th +6 Extra Attack (x3)
74

Darkblade’s Strike temporary hit points equal to half your Fighter

level.
At 3rd level, you learn to channel necrotic energy

into your weapon attacks. When you hit a creature


Dark Ascension

with a melee weapon attack, you can choose to deal


At 18th level, your mastery of fiendish energy
an additional 1d6 necrotic damage. This damage
allows you to move through the air with ease. You
increases to 2d6 at 9th level and 3d6 at 17th level.
gain a flying speed equal to your walking speed,

Shadow Affinity and you can hover. Additionally, you can cast the

circle of death spell (DC equal to 8 + your


Also at 3rd level, your connection to dark powers
proficiency bonus + your Constitution modifier)
grants you enhanced senses and stealth. You gain
once without expending a spell slot. Once you use
proficiency in the Stealth skill if you don’t already
this feature to cast circle of death, you can’t cast it
have it. Additionally, you can see in dim light as if it
again until you finish a short or long rest.
were bright light and in darkness as if it were dim
Furthermore, you gain resistance to fire damage,
light, to a distance of 90 feet. You can also use a
reflecting your fiendish nature.
bonus action to become invisible until the start of

your next turn. Once you use this feature, you can’t

use it again until you finish a short or long rest.

Fiendish Resilience

At 7th level, your exposure to fiendish energy has

hardened your body. You gain resistance to

necrotic damage. Additionally, when you use your

Second Wind feature, you can choose to gain

temporary hit points instead of healing hit points.

Aura of Despair

At 10th level, you emanate an aura that fills your

enemies with dread. Creatures of your choice

within 10 feet of you have disadvantage on saving

throws against being frightened. Additionally, once

per turn, when you deal necrotic damage to a

creature, that creature must make a Wisdom saving

throw (DC equal to 8 + your proficiency bonus +

your Constitution modifier) or be frightened of you

for 1 minute. A frightened creature can repeat the

saving throw at the end of its turn, ending the effect

on itself on a success. Once a creature has been

affected by this ability, it cannot be affected by it

again for 24 hours.

Soul Drain

At 15th level, your attacks can siphon the life force

from your enemies. When you deal necrotic

damage to a creature, you regain hit points equal to

half the necrotic damage dealt (rounded up). You

can use this feature a number of times equal to

your Constitution modifier (minimum of once), and

you regain all expended uses when you finish a

long rest.

Additionally, if you reduce a creature to 0 hit points

with a melee attack, you can choose to gain


75

Monk: Way of the Fiendish Self

Monks of the Way of the Fiendish Self draw upon Masters of Chaos and Law
the dark energies of fiends to empower their
Way of the Fiendish Self monks are adept at
martial arts. Through rigorous training and
channeling both the chaotic energy of demons and
meditation, they have learned to channel the feral
the methodical power of devils. They understand
and chaotic essence of demons, as well as the
that power comes not just from strength, but from
cunning and malevolence of devils. These monks
control and cunning. These monks are equally
embrace the raw, untamed power of the fiendish
comfortable unleashing a whirlwind of attacks or
realms, using it to enhance their physical abilities
waiting patiently for the perfect moment to strike.
and unleash devastating attacks. Their fighting
Their combat style is a dance of destruction,
style mimics the brutal and unpredictable nature of
blending the primal ferocity of demons with the
fiends, making them formidable and fearsome
calculated malice of devils.
warriors.

The Fiend Within Feral Strength, Cunning Mind

By mimicking the traits of fiends, these monks gain


Monks who follow this path believe that every being
both feral strength and a cunning mind. They learn
has a primal, fiendish side that can be harnessed
to attack with savage precision, using their entire
and controlled. They tap into their inner darkness,
body as a weapon. Their movements are
using it to fuel their strength and speed. By
unpredictable, their strikes devastating. They can
embracing their fiendish instincts, these monks
move with the speed of a hunting demon, striking
become more than just fighters; they become
fear into the hearts of their enemies. At the same
embodiments of the ferocity and cunning that
time, they possess the strategic mind of a devil,
define the fiendish realms. They learn to walk the
always planning their next move and manipulating
line between control and chaos, mastering their
the battlefield to their advantage.
inner fiend without being consumed by it.

Monk: Way of the Fiendish Self

Level Proficiency Bonus Martial Arts Ki Points Unarmored Movement Features

1st +2 1d4 — — Unarmored Defense, Martial Arts


2nd +2 1d4 2 +10 ft. Ki, Unarmored Movement
3rd +2 1d4 3 +10 ft. Deflect Missiles, Fiendish Senses, Fiendish Strike
4th +2 1d4 4 +10 ft. Ability Score Improvement, Slow Fall
5th +3 1d6 5 +10 ft. Extra Attack, Stunning Strike, Focused Aim (Optional)
6th +3 1d6 6 +15 ft. Fiendish Body, Ki-Empowered Strikes

7th +3 1d6 7 +15 ft. Evasion, Stillness of Mind


8th +3 1d6 8 +15 ft. Ability Score Improvement
9th +4 1d6 9 +15 ft. Unarmored Movement improvement
10th +4 1d6 10 +20 ft. Purity of Body
11th +4 1d8 11 +20 ft. Fiendish Self

12th +4 1d8 12 +20 ft. Ability Score Improvement


13th +5 1d8 13 +20 ft. Tongue of the Sun and Moon
14th +5 1d8 14 +25 ft. Diamond Soul
15th +5 1d8 15 +25 ft. Timeless Body
16th +5 1d8 16 +25 ft. Ability Score Improvement
17th +6 1d10 17 +25 ft. One with the Fiend

18th +6 1d10 18 +30 ft. Empty Body


19th +6 1d10 19 +30 ft. Ability Score Improvement
20th +6 1d10 20 +30 ft. Perfect Self
76

Fiendish Strike One with the Fiend

At 3rd level, you learn to strike with the unrelenting At 17th level, you have mastered the fiendish

power of fiends. When you hit a creature with an powers within you, gaining the following benefits:

unarmed strike, you can spend 1 ki point to cause


Fiendish Mind. You have advantage on saving
the target to take additional necrotic damage equal
throws against being charmed or frightened. If you
to your Martial Arts die and force it to make a
are under the effect of either condition, you can use
Constitution saving throw against your ki save DC.
your bonus action end one effect on yourself that is
On a failed save, the target is poisoned until the end
causing you to be charmed or frightened.
of its next turn.
Terrifying Presence. As an action, you can unleash

Fiendish Senses a fiendish roar or display that terrifies your foes.

Each creature of your choice that can see or hear


Starting at 3rd level, your senses become similar to
you within 30 feet must succeed on a Wisdom
those of a fiend. You gain darkvision out to a range
saving throw against your ki save DC or be
of 60 feet. If you already have darkvision, its range
frightened of you for 1 minute. A creature can
increases by 30 feet. Additionally, you gain
repeat the saving throw at the end of each of its
blindsight out to a range of 5 feet.
turns, ending the effect on itself on a success. Once

Fiendish Body you use this feature, you can’t use it again until you

complete a long rest, unless you spend 3 ki points


At 6th level, you gain the resilience of the fiends
to use it again.
you emulate. You gain resistance to fire or cold
Unholy Speed. Your movement speed increases by
damage (your choice). You can change between
5 feet while you are not wearing armor or wielding
these two types of damage resistance by focusing
a shield.
for 1 minute after you complete a long rest.

Additionally, when you use your Patient Defense

feature, you gain temporary hit points equal to your

Wisdom modifier (minimum of 1) until the start of

your next turn.

Fiendish Self

At 11th level, you can unleash a burst of fiendish

ferocity in combat. When you use your Flurry of

Blows, you can choose to make two additional

unarmed strikes. Each of these attacks deals

necrotic damage instead of the normal damage.

Once you use this feature, you can’t use it again

until you complete a long rest, unless you spend 2

ki points to use it again.


77

Paladin: Oath of Infernal Command

In Hell, where devils scheme and darkness reigns,

the Oath of Infernal Command calls to those who

dedicate themselves to the service of the infernal

lords. Paladins who take this oath vow to uphold

the strict hierarchies of the infernal realms, enforce

the will of their devilish masters, and spread order

through dominance and fear. They are the

enforcers of infernal law, the champions of the dark

hierarchy, and the relentless pursuers of power and

control.

Tenets of Infernal Command

Paladins sworn to the Oath of Infernal Command

commit to principles that help them harness

infernal power and enforce the devils’ will.

Dominate the Weak: I shall use my strength to

control those beneath me. Power is to be wielded

without mercy.

Enforce Order: I shall maintain the order and laws

of the infernal realms. Chaos is the enemy of order.

Spread Fear: I shall use fear as a tool to maintain

control and command respect. Let my enemies

tremble before me!

Serve the Infernal: I shall act as a loyal servant to

the infernal lords. I shall carry out their will and

further their plans.

Paladin: Oath of Infernal Command

Proficiency — Spell Slots Per Spell Level —

Level Bonus Features 1st 2nd 3rd 4th 5th

1st +2 Divine Sense, Lay on Hands — — — — —


2nd +2 Fighting Style, Spellcasting, Divine Smite 2 — — — —
3rd +2 Channel Divinity: Infernal Command, Fiery Smite, Hellfire Strikes, Divine Health, 3 — — — —
Oath of Infernal Command

4th +2 Ability Score Improvement 3 — — — —


5th +3 Extra Attack 4 2 — — —
6th +3 Aura of Protection 4 2 — — —
7th +3 Aura of Dominance 4 3 — — —
8th +3 Ability Score Improvement 4 3 — — —
9th +4 — 4 3 2 — —
10th +4 Aura of Courage 4 3 2 — —
11th +4 Improved Divine Smite 4 3 3 — —
12th +4 Ability Score Improvement 4 3 3 — —
13th +5 — 4 3 3 1 —
14th +5 Cleansing Touch 4 3 3 1 —
15th +5 Infernal Resilience 4 3 3 2 —
16th +5 Ability Score Improvement 4 3 3 2 —
17th +6 — 4 3 3 3 1
18th +6 Aura improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Hellish Overlord 4 3 3 3 2
78

Oath Spells have advantage on saving throws against being

charmed.
You gain oath spells at the paladin levels listed.
Hellish Overlord
Oath of Infernal Command Spells
At 20th level, you gain the ability to transform into
Paladin Level Spells
a fiendish overlord. Once per long rest, as an
3rd command, hellish rebuke
action, you can assume the form of a Hellish
5th hold person, silence
Overlord for 10 minutes. During this time, you gain
9th fear, hellfire storm
the following benefits:
13th dominate beast, wall of fire

17th dominate person, hold monster


You have resistance to all damage.

You gain a flying speed equal to your walking


Fiery Smite
speed.

At 3rd level, your Divine Smite deals fire damage You emanate an aura of dread in a 30-foot

instead of radiant damage. Divine Smite damage radius. Creatures of your choice within this aura

ignores resistance to fire damage, and treats have disadvantage on saving throws.

immunity to fire damage as if it were resistance. Creatures of your choice that start their turn

within this aura take 1d6 + your Charisma


Channel Divinity
modifier fire damage.

When you take this oath at 3rd level, you gain the

following two Channel Divinity options:

Infernal Command: As an action, you can invoke

the authority of Hell. Choose one creature within

30 feet that can hear you. That creature must

succeed on a Wisdom saving throw or be charmed

by you for 1 minute. While charmed in this way, the

creature is also frightened. A creature can repeat

the saving throw at the end of each of its turns,

ending the effects on itself on a success.

Hellfire Strikes: As an action, you can channel the

flames of Hell into your weapon. For 1 minute, your

weapon attacks deal an additional 1d6 fire damage

on a hit. Additionally, your weapon emits bright

light in a 20-foot radius and dim light for an

additional 20 feet.

Aura of Dominance

Starting at 7th level, you and friendly creatures

within 10 feet of you gain a bonus to Intimidation

checks equal to your Charisma modifier (minimum

of 1). Additionally, creatures of your choice within

this aura have disadvantage on saving throws

against spells and effects that would frighten or

charm them. At 18th level, the range of this aura

increases to 30 feet.

Infernal Resilience

At 15th level, you gain the ability to withstand the

harsh conditions of the infernal realms. You gain

resistance to fire and necrotic damage, and you


79

Paladin: Oath of Chaos and Carnage

In the Abyssal Realm, where demons reign and

anarchy prevails, the Oath of Chaos and Carnage

calls to those who revel in destruction and disorder.

Paladins who take this oath pledge to spread

chaos, embrace their primal instincts, and unleash

devastation upon their foes. They are the

harbingers of chaos, the enforcers of anarchy, and

the relentless bringers of carnage.

Tenets of Chaos and Carnage

Paladins sworn to the Oath of Chaos and Carnage

commit to principles that help them harness

demonic power and spread disorder and

destruction.

Embrace Anarchy: I shall reject order and

structure. I embrace the chaos within and around

me.

Sow Destruction: I shall use your power to cause

devastation. Let no structure or order stand in my

path.

Indulge in Bloodlust: I shall revel in the thrill of

combat. Let my fury guide me and show no mercy.

Serve the Abyss: I shall act as an agent of the

abyssal realms. I shall spread the influence of

chaos and further the goals of demonic lords.

Paladin: Oath of Chaos and Carnage

Proficiency — Spell Slots Per Spell Level —

Level Bonus Features 1st 2nd 3rd 4th 5th

1st +2 Divine Sense, Lay on Hands — — — — —


2nd +2 Fighting Style, Spellcasting, Divine Smite 2 — — — —
3rd +2 , Divine Health, Necrotic Smite,
Channel Divinity: Chaos Infusion, Carnage Strike 3 — — — —
Oath of Chaos and Carnage

4th +2 Ability Score Improvement 3 — — — —


5th +3 Extra Attack 4 2 — — —
6th +3 Aura of Protection 4 2 — — —
7th +3 Aura of Destruction 4 3 — — —
8th +3 Ability Score Improvement 4 3 — — —
9th +4 — 4 3 2 — —
10th +4 Aura of Courage 4 3 2 — —
11th +4 Improved Divine Smite 4 3 3 — —
12th +4 Ability Score Improvement 4 3 3 — —
13th +5 — 4 3 3 1 —
14th +5 Cleansing Touch 4 3 3 1 —
15th +5 Demonic Resilience 4 3 3 2 —
16th +5 Ability Score Improvement 4 3 3 2 —
17th +6 — 4 3 3 3 1
18th +6 Aura improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Avatar of Carnage 4 3 3 3 2
80

Oath Spells Aura of Destruction

You gain oath spells at the paladin levels listed. Starting at 7th level, you and friendly creatures

within 10 feet of you gain a bonus to damage rolls


Oath of Chaos and Carnage Spells
equal to half your Charisma modifier (minimum of

Paladin Level Spells 1) while within 10 feet of you. This bonus applies
3rd abyssal blast, bane only once per ability, spell, or effect, even if it
5th blightfire, ray of enfeeblement
involves multiple rolls or instances of damage. At
9th abyssal howl, fear
18th level, the range of this aura increases to 30
13th confusion, death ward
feet.
17th abyssal maw, contagion

Demonic Resilience
Necrotic Smite
At 15th level, you gain the ability to endure the

At 3rd level, your Divine Smite deals necrotic chaotic energy of the Abyssal Realm. You gain

damage instead of radiant damage. Divine Smite resistance to necrotic and psychic damage, and you

damage ignores resistance to necrotic damage. have advantage on saving throws against being

poisoned or stunned.
Channel Divinity
Avatar of Carnage
When you take this oath at 3rd level, you gain the

following two Channel Divinity options: At 20th level, you gain the ability to transform into

a demon of pure chaos and destruction. Once per


Chaos Infusion: As an action, you can imbue
long rest, as an action, you can assume the form of
yourself with chaotic energy. For 1 minute, you can
an Avatar of Carnage for 10 minutes. During this
roll a d6 whenever you hit a creature with a melee
time, you gain the following benefits:
attack. On a 1-2, the attack deals an extra 1d6 acid

damage. On a 3-4, the attack deals an extra 1d6 You have resistance to all damage.

lightning damage. On a 5-6, the attack deals an You gain a flying speed equal to your walking

extra 1d6 necrotic damage. speed.

Carnage Strike: As an action, you can channel the Your weapon attacks deal an additional 1d10

fury of the abyss into your weapon. For 1 minute, necrotic damage on a hit.

your weapon attacks score a critical hit on a roll of

19 or 20 and deal an additional 1d4 damage of your

weapon’s type.
81

Ranger: Fiendstalker

Hunters of Demons and Devils Exorcists of the Land

Fiendstalkers are rangers who have dedicated their Not only do Fiendstalkers track and kill fiends, but

lives to the relentless pursuit of fiends, specializing they also rid the world of their corrupting influence.

in tracking and eliminating these dangerous and Their abilities allow them to banish fiends back to

malevolent creatures. With a deep understanding their infernal homes and disrupt their dark powers.

of the Abyssal and Hellish realms, Fiendstalkers Whether by slaying a fiend or banishing them from

have honed their skills to detect, hunt, and the material plane, Fiendstalkers are committed to

eradicate fiends wherever they may be found, keeping the world safe from the threat of fiendish

whether on the material plane or in the dark corruption.

corners of the fiendish realms.


Master Tacticians

Relentless Pursuit In combat, Fiendstalkers are deadly, striking with

Fiendstalkers excel at hunting their chosen prey - precision and fury against their fiendish foes. They

demons, devils, and other fiendish beings. They have learned to exploit the weaknesses of their

have an unparalleled ability to track their quarry enemies, dealing significant damage and disabling

through any terrain, even into the dark dimensions them with expert tactics. Fiendstalkers are resilient

where fiends dwell. Their magical attunement warriors who can endure the physical and mental

allows them to sense the presence of fiends and challenges of their hunts, making them a force to

strike with devastating force against these unholy be reckoned with.

creatures.

Ranger: Fiendstalker

— Spell Slots Per Spell Level —

Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th

1st +2 Favored Enemy, Natural Explorer — — — — — —


2nd +2 Fighting Style, Spellcasting 2 2 — — — —
3rd +2 Dark Tracker, Fiend’s Bane, Primeval Awareness, 3 3 — — — —
4th +2 Ability Score Improvement 3 3 — — — —
5th +3 Extra Attack 4 4 2 — — —
6th +3 Favored Enemy Improvement, Natural Explorer Improvement 4 4 2 — — —
7th +3 Fiendslayer Strike 5 4 3 — — —
8th +3 Ability Score Improvement, Land’s Stride 5 4 3 — — —
9th +4 — 6 4 3 2 — —
10th +4 Natural Explorer Improvement, Hide in Plain Sight 6 4 3 2 — —
11th +4 Banish the Damned 7 4 3 3 — —
12th +4 Ability Score Improvement 7 4 3 3 — —
13th +5 — 8 4 3 3 1 —
14th +5 Favored Enemy Improvement, Vanish 8 4 3 3 1 —
15th +5 Fiend Hunter 9 4 3 3 2 —
16th +5 Ability Score Improvement 9 4 3 3 2 —
17th +6 — 10 4 3 3 3 1
18th +6 Feral Senses 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Foe Slayer 11 4 3 3 3 2
82

Fiend’s Bane Banish the Damned

At 3rd level, your attacks are especially potent At 11th level, you can temporarily banish fiends

against fiends. You gain a +2 bonus to attack rolls back to their home planes. As an action, you can

made against fiends, and when you deal damage to force a fiend you can see within 30 feet of you to

a fiend with a weapon attack roll, you deal an extra make a Charisma saving throw against your spell

1d6 radiant damage on a hit. save DC. On a failed save, the fiend is banished to

its home plane for 1 minute. At the end of each of


Dark Tracker
its turns, the fiend can make another Charisma

Also at 3rd level, you gain proficiency in the Arcana saving throw, returning to the plane it was

and Religion skills if you don’t already have it. You banished from on a success. Once you use this

can also use Primeval Awareness to detect fiends feature twice, you cannot use it again until you

within 1 mile of you, regardless of terrain, and gain finish a short or long rest.

advantage on Wisdom (Survival) checks made to


Fiend Hunter
track fiends.

At 15th level, you have honed your ability to track


Fiendslayer Strike
and defeat fiends in any environment. You have

At 7th level, your strikes become even more deadly advantage on saving throws against spells and

against fiendish creatures. When you hit a fiend abilities used by fiends. Additionally, when you

with a melee weapon attack, you can choose to make a weapon attack against a fiend, your attacks

mark it with divine energy. The target must make a are considered magical for the purpose of

Wisdom saving throw against your spell save DC. overcoming resistance and immunity to

On a failed save, the fiend is paralyzed until the end nonmagical attacks and damage. Furthermore, if

of your next turn. Once you use this feature, you you reduce a fiend to 0 hit points, you regain hit

cannot use it again until you finish a short or long points equal to your Wisdom modifier (minimum of

rest. 1).
83

Ranger: Hellwalker

Guardians of the Hellish Realms Tactical Fiendslayers

Hellwalkers are rangers who have forged a bond Trained to fight in the burning plains of Hell,

with the infernal powers of the Hell. Whether born Hellwalkers are expert hunters of demons and

in these fiery domains, trained by infernal masters, celestial creatures. Their knowledge of the Hellish

or having sworn allegiance to a devil, these rangers Realms gives them a tactical edge in combat,

embody the strength, discipline, and terrifying allowing them to slay their foes across realms and

might of Hell. They walk the line between mortal exploit their weaknesses with precision. Whether

and fiend, gaining powers that reflect their on the material plane or in Hell itself, Hellwalkers

connection to the dark, fiery underworld. excel in delivering swift, deadly strikes.

Hellwalkers possess a unique mastery of both


Fiendish Resilience
wilderness survival and infernal magic, making
In addition to their combat prowess, Hellwalkers
them formidable hunters of both mortal and fiend
develop resistance to the harsh elements of Hell,
alike.
especially fire, and can call upon infernal energies
Infernal Affinity to shield themselves from harm. Their connection

Hellwalkers are deeply attuned to the forces of to the infernal powers grants them abilities to

Hell, granting them access to infernal magic and survive and thrive in the harshest conditions, be it

abilities. This affinity makes them more resistant to the scorching deserts of Hell or a battlefield

fire and more proficient in dealing with fiendish covered in infernal flames.

creatures. As they grow in power, they unlock new

infernal abilities, including the power to summon

hellish flames and call upon the strength of the

devils themselves.

Ranger: Hellwalker

— Spell Slots Per Spell Level —

Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th

1st +2 Favored Enemy, Natural Explorer — — — — — —


2nd +2 Fighting Style, Spellcasting 2 2 — — — —
3rd +2 Hellish Blessing, Infernal Affinity, Primeval Awareness 3 3 — — —
4th +2 Ability Score Improvement 3 3 — — — —
5th +3 Extra Attack 4 4 2 — — —
6th +3 Favored Enemy Improvement, Natural Explorer Improvement 4 4 2 — —
7th +3 Infernal Endurance 5 4 3 — — —
8th +3 Ability Score Improvement, Land’s Stride 5 4 3 — —
9th +4 — 6 4 3 2 — —
10th +4 Natural Explorer Improvement, Hide in Plain Sight 6 4 3 2 —
11th +4 Hellfire Strike 7 4 3 3 — —
12th +4 Ability Score Improvement 7 4 3 3 — —
13th +5 — 8 4 3 3 1 —
14th +5 Favored Enemy Improvement, Vanish 8 4 3 3 1 —
15th +5 Infernal Resilience 9 4 3 3 2 —
16th +5 Ability Score Improvement 9 4 3 3 2 —
17th +6 — 10 4 3 3 3 1
18th +6 Feral Senses 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Foe Slayer 11 4 3 3 3 2
84

Hellish Blessing Infernal Resilience

At 3rd level, your connection to Hell grants you At 15th level, your infernal bond strengthens your

infernal powers. You learn an additional spell when resistance to harm. When you fail a saving throw,

you reach certain levels in this class, as shown in you can choose to succeed instead. Once you use

the Hellwalker Ranger Spells table. Each spell this feature, you can’t use it again until you finish a

counts as a ranger spell for you, but it doesn’t count long rest.

against the number of ranger spells you know.

Additionally, twice per long rest, you can cast one

of these additional spells without expending a spell

slot.

Hellwalker Ranger Spells

Ranger Level Spells

3rd hellish chains

5th summon infernal hound

9th hellfire storm

13th shadow walk

17th devil’s mark

Infernal Affinity

Also at 3rd level, you gain resistance to fire

damage. Additionally, when you deal damage to a

demon or a celestial, you can deal an extra 1d6 fire

damage.

Infernal Endurance

At 7th level, your time spent in the Hell and effects

grants you advantage against spell and effects that

deal fire or necrotic damage. Additionally, when

you are targeted by a spell that deals necrotic

damage, you can use your reaction to gain

resistance to necrotic damage until the start

of your next turn.

Hellfire Strike

At 11th level, you can channel the power

of Hell into your strikes. When you hit

a creature with a melee or ranged

weapon attack, you can choose to

deal an additional 2d6 fire damage.

If the target is a celestial or a demon,

the additional damage is doubled.

You can use this feature a number

of times equal to your proficiency

bonus, regaining all expended

uses after a long rest.


85

Rogue: Soulthief

Rogues of the Soulthief archetype are masters of themselves as not only the executioners of the

manipulating the life force of their enemies, tapping weak but also the inheritors of their enemies’

into dark powers to steal vitality from the souls of strength. They take pride in their ability to strip life

their foes. These rogues are feared not only for force from their foes, seeing it as the ultimate mark

their deadly precision but for their ability to sap the of superiority. Each soul they drain fuels their own

very essence of their victims. Said to emulate the vitality, making them harder to kill with every

infernal power of devils and the ancient energies victory.

that bind souls, Soulthieves use their dark arts to


Dark Manipulators of Vitality
control and dominate through fear and death. They
Soulthieves possess the unique ability to
often walk the line between life and death, wielding
manipulate the soul and drain life energy. They are
soul-stealing powers that allow them to drain the
skilled in inflicting necrotic damage that targets the
energy of those they fight and use it to enhance
very essence of a creature, weakening them from
their own survival. Their presence is a constant
the inside. In combat, they not only deal damage
reminder of the fragility of life, as they take not only
but replenish their own vitality by siphoning the life
their victims’ breath but their very soul.
force of their enemies. This dark power makes
The Art of Soul Theft them both dangerous and difficult to kill, as they

For Soulthieves, the soul is a source of untapped grow stronger with each soul they drain. However,

power. They believe that life and death are two their powers are focused on living creatures with

sides of the same coin, and through mastering souls, and their abilities are less effective against

both, they can dominate and thrive. By stealing the constructs and soulless entities, forcing them to

essence of their enemies, Soulthieves view carefully choose their prey.

Rogue: Soulthief

Level Proficiency Bonus Sneak Attack Features

1st +2 1d6 Expertise, Sneak Attack, Thieves’ Cant


2nd +2 1d6 Cunning Action
3rd +2 2d6 Soul Knowledge, Soul Tap

4th +2 2d6 Ability Score Improvement


5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Soul Paralyze

10th +4 5d6 Ability Score Improvement


11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Aura of Souls

14th +5 7d6 Blindsense


15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Soul Mastery

18th +6 9d6 Elusive


19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck
86

Soul Tap Soul Mastery

Starting at 3rd level, you can tap into the soul of At 17th level, you have mastered the art of stealing

your enemies, draining their life force. When you life force. Your necrotic damage from Soul Tap

hit a creature with your Sneak Attack, you can deal increases to 1d10. Additionally, when you deal

an additional 1d6 necrotic damage, and you regain necrotic damage to a creature, you ignore

hit points equal to the necrotic damage dealt. This resistance to necrotic damage, and if the creature is

necrotic damage increases to 1d8 at 11th level. You immune to necrotic damage, you treat the

do not regain hit points when targeting constructs immunity as resistance instead.

or undead.

Soul Knowledge

Also at 3rd level, you gain proficiency in the Arcana

or Religion skill, representing your knowledge of

soul magic and dark energies. If you’re already

proficient in it, you gain expertise instead.

Soul Paralyze

At 9th level, you can manipulate the soul of a

creature to paralyze it with fear. When you hit a

creature that has a soul with your Sneak Attack,

you can force it to make a Constitution saving

throw (DC equal to 8 + your Dexterity modifier +

your proficiency bonus). On a failed save, the

creature is paralyzed for 1 minute. The creature

can repeat the saving throw at the end of each of its

turns, ending the effect on a success.

You can use this feature twice per short or long

rest. This feature does not work on constructs, or

undeads, or creatures without a soul.

Aura of Souls

At 13th level, the souls and life force you have

absorbed grant you the power to exude a

frightening aura. As a bonus action, you can project

a 10-foot aura of fear for 1 minute. Creatures of

your choice that start their turn within the aura

must make a Wisdom saving throw (DC equal to 8

+ your Dexterity modifier + your proficiency bonus)

or be frightened of you for 1 minute. A creature can

repeat the saving throw at the end of each of its

turns, ending the effect on a success.

Once you use this feature, you cannot use it

again until you finish a short or long rest.


87

Sorcerer: Fiendish Bloodline

Sorcerers of the Fiendish Bloodline are forever Origins of Power

marked by the infernal or abyssal taint that pulses There are many ways a sorcerer might come to

through their veins - a dark heritage that sets them possess the fiendish bloodline, each unique to their

apart from other mortals. This bloodline is a bond own dark heritage. These origins shape the nature

forged in fire and chaos, granting these sorcerers a of their powers and the path they are destined to

natural affinity for dark magic, manipulation, and follow. Below are a few examples of how a

destruction. They are the offspring of an ancient Fiendish Bloodline Sorcerer might gain their

pact or the remnants of a cursed lineage, bearing sinister abilities:

the gifts - and curses - of their fiendish ancestry. A

Fiendish Bloodline Sorcerer can trace their Infernal Contract: Some Fiendish Bloodline

heritage to one of two distinct ancestries: the sorcerers inherit their powers from a contract

cunning, lawful evil devils of Hell or the chaotic made by an ancestor with a powerful devil.

evil, malevolent demons of the Abyssal Realm, These pacts often promise power in exchange

drawing from the unique abilities and personalities for service, binding the sorcerer to the laws and

of their fiendish progenitors. whims of Hell.

Fiendish Bloodline Sorcerers are often conflicted Abyssal Legacy: Others trace their lineage back

individuals, balancing their own desires with the to a demon, either through bloodshed,

inherent pull of their dark heritage. Some embrace corruption, or dark rituals. These sorcerers are

their fiendish powers, seeing themselves as agents marked by the chaos of the Abyss, wielding raw

of fate, while others resist the call of the abyss, destructive power and a penchant for mayhem.

striving to use their powers for good. Regardless of Tainted Blood: Some sorcerers gain their

their intentions, these sorcerers cannot escape the powers from exposure to a fiendish relic, curse,

influence of their fiendish ancestry, which colors or event, permanently altering their essence.

their magic and marks them as beings of both This taint awakens sorcerous abilities and ties

mortal and infernal worlds. their fate to the realms of fiends.

The Fiendish Bloodline Sorcerer

Proficiency Sorcery Cantrips Spells — Spell Slots Per Spell Level —

Level Bonus Points Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 – Spellcasting, Fiendish Heritage, 4 2 2 — — — — — — — —


Infernal/Abyssal Spells

2nd +2 2 Font of Magic 4 3 3 — — — — — — — —


3rd +2 3 Metamagic 4 4 4 2 — — — — — — —
4th +2 4 Ability Score Improvement 5 5 4 3 — — — — — — —
5th +3 5 — 5 6 4 3 2 — — — — — —
6th +3 6 Fiendish Regeneration 5 7 4 3 3 — — — — — —
7th +3 7 – 5 8 4 3 3 1 — — — — —
8th +3 8 Ability Score Improvement 5 9 4 3 3 2 — — — — —
9th +4 9 — 5 10 4 3 3 3 1 — — — —
10th +4 10 Metamagic 6 11 4 3 3 3 2 — — — —
11th +4 11 — 6 12 4 3 3 3 2 1 — — —
12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1 — — —
13th +5 13 — 6 13 4 3 3 3 2 2 1 — —
14th +5 14 Fiendish Power Surge 6 13 4 3 3 3 2 1 1 — —
15th +5 15 — 6 14 4 3 3 3 2 1 1 1 —
16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 —
17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Fiendish Ascendancy 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1
88

Abyssal (Demon) Heritage Options


Fiendish Heritage
1. Abyssal Rage. Your connection to the chaotic
At 1st level, you must choose one of the following
nature of demons grants you explosive bursts of
as your fiendish ancestor: Infernal (Devil) or
power. When you take damage, you can use
Abyssal (Demon). This choice shapes your initial
your reaction to lash out in a burst of abyssal
powers and grants you specific abilities that reflect
energy. Creatures of your choice within 30 feet
the nature of your fiendish bloodline.
of you take 1d6 force damage + your Charisma

Infernal (Devil): Your bloodline is tied to the modifier. This damage increases to 2d6 at 6th

organized and cunning hierarchy of Hell. You level, 3d6 at 14th level, and 4d6 at 18th level.

gain abilities that reflect the control and You can use this feature a number of times

manipulation of devils. equal to your Charisma modifier (minimum of

Abyssal (Demon): Your heritage connects you to 1), and you regain all expended uses when you

the chaotic and destructive forces of the Abyssal finish a long rest.

Realm. You gain abilities that reflect the raw 2. Unholy Resilience. Demons are notoriously

power and resilience of demons. difficult to kill, and you share this trait. When

you are reduced to 0 hit points but not killed

Upon choosing your fiendish ancestor, you can outright, you can use your reaction to drop to 1

select one heritage feature from the list associated hit point instead. Additionally, you gain

with your chosen ancestor. You can change to temporary hit points equal to your Charisma

another feature of your chosen heritage by focusing modifier (minimum of 1) whenever you use this

for 10 minutes after completing a long rest. feature. Once you use this feature, you can’t use

it again until you finish a long rest.


Infernal (Devil) Heritage Options

1. Pact of Binding. Your lineage is tied to the

lawful and binding nature of devils. You have the

ability to bind creatures into temporary service.

As an action, you can target a creature within

30 feet that you can see. The target must

succeed on a Wisdom saving throw against

your spell save DC or be charmed by you

for 1 minute. While charmed, the creature

must follow simple commands you issue

(the command cannot be harmful to the

target creature, otherwise it’s ignored)

to the best of its ability. If you or your

allies harm the creature, the charm ends.

You can use this feature a number of times

equal to your Charisma modifier (minimum of

1), and you regain all expended uses when you

finish a long rest.

2. Infernal Tactician. Your devilish nature grants

you a keen mind for strategy and command. As

a bonus action, you can choose one ally within

30 feet who can hear you. That ally gains

advantage on their next attack roll, ability check,

or saving throw made before the start of your

next turn. You can use this feature a number

of times equal to your Charisma modifier

(minimum of 1), and you regain all

expended uses when you finish a long

rest.
89

Infernal / Abyssal Spells Fiendish Ascendancy

Starting at 1st level, you learn additional spells that At 18th level, your connection to your fiendish

reflect your infernal or abyssal heritage. These ancestry reaches its peak, granting you the power

spells are considered sorcerer spells for you and do to fully embody the traits of your chosen fiendish

not count against the number of sorcerer spells you lineage. You gain one of the following abilities

know. based on your fiendish heritage:

Infernal/Abyssal Spells Table Infernal (Devil): Infernal Majesty. You can invoke

Sorcerer the commanding and ruthless power of your

Level Infernal (Devil) Spells Abyssal (Demon) Spells devilish heritage. As an action, you can transform

1st infernal shield, hellish abysal blast, abyssal into a fiendish form for 1 hour. While in this form,

chains mark you gain the following benefits:


3rd infernal command, abtssal burst, blightfire

summon infernal hound Wings of the Overlord: You sprout majestic,

5th fireball, hellfire storm abyssal howl, blight aura leathery infernal wings, granting you a flying
7th dominate beast, wall of abyssal eruption, shadow speed of 60 feet.
fire walk
Infernal Chains: You can summon chains of
9th devil’s mark, dominate abyssal maw, cloudkill
hellfire to restrain your enemies. As an action,
person
choose up to three creatures within 60 feet of

you. A targeted creature must succeed on a


Fiendish Regeneration
Strength saving throw against your spell save

At 6th level, your fiendish blood grants you the DC or be restrained by fiery chains until the end

ability to recover from wounds quickly. At the start of its next turn. While restrained in this way, a

of your turn, if you have less than half of your creature takes 4d6 force damage at the start of

maximum hit points and at least 1 hit point, you its turn.

regain hit points equal to your Charisma modifier

(minimum of 1). Once you use this feature, you can’t use it again

until you finish a long rest.


Fiendish Power Surge
Abyssal (Demon): Abyssal Onslaught. You can
At 14th level, you can channel the raw power of
channel the unbridled ferocity and destructive
your fiendish bloodline to enhance your magical
power of your demonic heritage. As an action, you
abilities. As a bonus action, you can enter a
can transform into a fiendish form for 1 hour.
Fiendish Power Surge for 1 minute, gaining the
While in this form, you gain the following benefits:
following benefits:

Wings of Chaos: You sprout powerful, chaotic


Fiendish Might: Your spells deal extra damage
wings, granting you a flying speed of 60 feet.
equal to your Charisma modifier (minimum of
Rending Claws: Your hands transform into
1). This bonus applies to one damage roll per
vicious claws. You can use your action to make a
spell only.
melee spell attack with a reach of 30 feet. On a
Aura of Dread: You emit an aura of dread in a
hit, you deal 4d8 slashing damage + your
10-foot radius. Creatures of your choice in this
Charisma modifier, and the target is “rended”.
area must succeed on a Wisdom saving throw
At the start of each of its turns, a rended target
against your spell save DC at the start of their
takes 2d8 force damage until it or another
turn or be frightened until the end of their next
creature spends an action to staunch the
turn.
wounds. Once during the duration, when a

creature moves out of the Rending Claws’ reach,


You can use this feature a number of times equal to
you can use your reaction to make a Rending
your Charisma modifier (minimum of 1), and you
Claws attack against it.
regain all expended uses when you finish a long

rest.
Once you use this feature, you can’t use it again

until you finish a long rest.


90

Warlock Patron: The Archdevil

Archdevils are the rulers of Hell, beings of Patron Relationships

immense power and malevolence who command Archdevils are in constant conflict with the chaotic

legions of devils and oversee vast dominions of forces of the Abyssal Realm and are eternal

torment. Each Archdevil is a master of enemies of celestials and divine beings. They

manipulation, a cunning strategist, and a relentless maintain strict hierarchies and enforce laws within

enforcer of infernal law. Warlocks who enter into their realms, expecting the same order and

pacts with Archdevils are given power in exchange discipline from their followers. Their allies are

for their unwavering loyalty and service. those who share their vision of order through

tyranny and control, including other devils, dark


Patron Personality and Quests
wizards, and mortal tyrants.
Archdevils are ambitious and ruthless, constantly

scheming to increase their power and influence. Roleplaying Tips

They view their warlocks as valuable assets and Embrace the cunning and strategic nature of

expect them to be cunning, ruthless, and efficient. your patron, always looking for ways to gain the
Communication with an Archdevil often comes in upper hand.

the form of dark whispers, fiery visions, or direct Show a strong disdain for chaos and disorder,
commands. Their demands are precise, aiming to valuing structure and control.

corrupt, dominate, and control. Use your abilities to manipulate and dominate,
Quests from an Archdevil might include: reflecting the authoritarian nature of your

patron.
Corrupting a virtuous soul and leading them to
Seek to corrupt and tempt others, turning them
damnation.
towards the path of power and dominance.
Securing a powerful artifact that can bolster the
Be relentless in your pursuit of power, willing to
patron’s Hell’s circle.
make sacrifices and take risks to achieve your
Establishing cults or networks to spread the
goals.
influence of Hell.

Warlock Patron: The Archdevil

Proficiency Cantrips Spells Spell Slot Invocations

Level Bonus Features Known Known Slots Level Known

1st +2 , , Pact
Infernal Knowledge Hellish Influence 2 2 1 1st —
Magic
2nd +2 Eldritch Invocations 2 3 2 1st 2
3rd +2 Pact Boon 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 — 3 6 2 3rd 3
6th +3 Tyrant’s Command 3 7 2 3rd 3
7th +3 — 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 — 3 10 2 5th 5
10th +4 Infernal Dominion 4 10 2 5th 5
11th +4 Mystic Arcanum (6th level) 4 11 3 5th 5
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 Mystic Arcanum (7th level) 4 12 3 5th 6
14th +5 Hellfire Aura 4 12 3 5th 6
15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7
16th +5 Ability Score Improvement 4 13 3 5th 7
17th +6 Mystic Arcanum (9th level) 4 14 4 5th 7
18th +6 — 4 14 4 5th 8
19th +6 Ability Score Improvement 4 15 4 5th 8
20th +6 Eldritch Master 4 15 4 5th 8
91

Infernal Knowledge Hellfire Aura

At 1st level, your pact with an Archdevil grants you At 14th level, you can unleash the devastating

knowledge of forbidden and powerful magic. You flames of Hell around you. As an action, you can

learn the infernal rebuke cantrip, which does not emit an aura of hellfire in a 30-foot radius centered

count against your number of cantrips known. on you that lasts for 1 minute. Creatures of your

When you cast infernal rebuke and hellish rebuke, choice that start their turn in the area must make a

they deal additional damage of the spell’s type Dexterity saving throw against your spell save DC.

equal to your Charisma modifer (minimum of 1). On a failed save, a creature takes 3d6 fire damage

Additionally, you can cast the hellish chains spell and 3d6 necrotic damage and is pushed 10 feet

once per day without expending a spell slot. away from you. On a successful save, the creature

Starting at 3rd level, you can cast the summon takes half damage and is not pushed. Once you use

infernal hound spell once per day without using a this feature, you can’t use it again until you finish

spell slot. At 5th level, you can also cast the hellfire long rest.

storm spell once per day without expending a spell

slot. These spells are always prepared for you, and


Variant: Hellfrost Aura
they do not count against the number of spells you

can prepare each day. You can also cast them using
If your Archdevil patron comes from a glacial region
your Warlock spell slots.
of Hell or has an affinity with cold, you can replace
the Hellfire Aura with a Hellfrost Aura. This aura
Hellish Influence deals cold damage instead of fire, reflecting the icy
nature of the glacial depths of Hell.
Also at 1st level, the influence of Hell strengthens

your resolve and your ability to manipulate others.

You gain proficiency in either the Deception or

Intimidation skill (your choice). Additionally, when

you make a Charisma (Deception) or Charisma

(Intimidation) check, you can add an extra bonus to

the roll equal to your Charisma modifier (minimum

of 1).

Tyrant’s Command

At 6th level, your mastery over others increases.

When you cast spells that charm or frighten a

creatures, you can target an additional creature

within 30 feet of one the original targets. If the spell

requires concentration, this additional target is tied

to the spell’s concentration, meaning if you lose

concentration on the spell, the effect ends on that

creature as well.

Infernal Dominion

At 10th level, the power of your Archdevil patron

allows you to exert greater control over others. You

gain immunity to being charmed or frightened.

Additionally, when a creature succeeds on a saving

throw against being charmed or frightened by one

of your spells, you can use your reaction to force

them to reroll the saving throw. They must use the

new result. You can use this feature a number of

times equal to your Charisma modifier (minimum

of once), and you regain all expended uses when

you finish a long rest.


92

Warlock Patron: Demon Lord

Demon Lords are powerful and chaotic beings from Patron Relationships

the Abyssal Realm, embodying the essence of Demon Lords are often in conflict with other

destruction, mayhem, and unbridled power. These powerful entities, including other demons and

malevolent entities rule over vast domains, each beings of the Hells. They have a deep hatred for

reflecting their twisted and vile nature. Warlocks celestial beings and anyone who stands for order or

who form pacts with Demon Lords become agents peace. Their allies are those who embrace chaos

of chaos, sowing discord and reveling in the and destruction, including other warlocks, cultists,

destruction they cause. and chaotic creatures. Warlocks serving a Demon

Lord may find themselves involved in the eternal


Patron Personality and Quests
battles of the Abyssal Realm or pitted against rival
Demon Lords are unpredictable and often demand
demon cults.
acts of chaos and destruction from their followers.

They delight in watching the world burn and revel Roleplaying Tips

in the suffering of mortals. Communication with a Embrace the chaotic and destructive nature of
Demon Lord is often a terrifying experience, filled your patron, finding joy in chaos and upheaval.

with visions of carnage and whispers of Show a disdain for order and structure, always
malevolence. Their demands can be arbitrary, looking for ways to subvert or disrupt

serving only to further their chaotic nature. established systems.


Quests from a Demon Lord might include: Use dark and foreboding language, reflecting

the malevolent influence of your patron.


Destroying temples or strongholds of lawful
Revel in the power granted to you, and do not
deities.
hesitate to use it to instill fear and enforce your
Sacrificing powerful individuals or creatures to
will.
the Demon Lord.
Be unpredictable in your actions, reflecting the
Unleashing ancient evils or artifacts that sow
capricious nature of your Demon Lord.
discord and chaos.

Warlock Patron: Demon Lord

Proficiency Cantrips Spells Spell Slot Invocations

Level Bonus Features Known Known Slots Level Known

1st +2 ,
Dark Magic Mark of Chaos . Pact 2 2 1 1st —
Magic
2nd +2 Eldritch Invocations 2 3 2 1st 2
3rd +2 Pact Boon 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 — 3 6 2 3rd 3
6th +3 Abyssal Resilience 3 7 2 3rd 3
7th +3 — 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 — 3 10 2 5th 5
10th +4 Chaotic Surge 4 10 2 5th 5
11th +4 Mystic Arcanum (6th level) 4 11 3 5th 5
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 Mystic Arcanum (7th level) 4 12 3 5th 6
14th +5 Emissary of Chaos 4 12 3 5th 6
15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7
16th +5 Ability Score Improvement 4 13 3 5th 7
17th +6 Mystic Arcanum (9th level) 4 14 4 5th 7
18th +6 — 4 14 4 5th 8
19th +6 Ability Score Improvement 4 15 4 5th 8
20th +6 Eldritch Master 4 15 4 5th 8
93

Abyssal Resilience

At 6th level, your connection to the Abyssal Realm

grants you increased durability. You gain resistance

to fire and necrotic damage. Additionally, when you

take damage that would reduce you to 0 hit points,

you can use your reaction to instead be reduced to

1 hit point. Once you use this feature, you can’t use

it again until you finish a long rest.

Chaotic Surge

At 10th level, the chaos within you bursts forth,

empowering your abilities. When you cast a spell of

1st level or higher, you can invoke a Chaotic Surge

to gain temporary hit points equal to the spell’s

level. Additionally, choose one creature you can see

within 30 feet. That creature must make a Wisdom

saving throw against your spell save DC. On a

failure, roll a d6 to determine the chaotic effect:

Chaotic Surge Table

d6 Effect

1 The creature is deafened until the end of its next turn.

2-3 The creature is blinded until the end of its next turn.
Dark Magic 4-5 The creature is frightened of you until the end of its next
turn.
At 1st level, the Demon Lord grants you access to
6 The creature is restrained until the end of its next turn.
potent and malevolent magic. You learn the abyssal

grasp cantrip, which does not count against your


You can use this feature a number of times equal to
number of cantrips known. When you cast abyssal
your proficiency bonus, and you regain all
grasp, its damage die becomes 1d12 instead of the
expended uses when you finish a long rest.
standard die. Additionally, you can cast the abyssal

blast spell once per day without expending a spell


Emissary of Chaos

slot. Starting at 3rd level, you can cast the abyssal


At 14th level, your patron bestows upon you a
burst spell once per day without using a spell slot.
portion of its chaotic power. As an action, you can
At 5th level, you can also cast the abyssal howl
transform into a fiendish emissary for 1 minute.
spell once per day without expending a spell slot.
While transformed, you gain the following benefits:
These spells are always prepared for you, and they

do not count against the number of spells you can You have advantage on attack rolls and your

prepare each day. You can also cast them using spell save DC increaes by 2 against creatures

your Warlock spell slots. that are frightened or charmed.

Creatures of your choice that start their turn


Mark of Chaos
within 30 feet of you must succeed on a Wisdom

Also at 1st level, the chaotic energy of your patron saving throw against your spell save DC or

flows through you. When you roll a 1 on any become frightened until the start of their next

damage die for a spell that deals necrotic damage, turn.

you can reroll a number of those dice equal to your Your weapon attacks and spells deal an

proficiency bonus. You must use the new rolls. additional 1d6 necrotic damage (this bonus

applies only once per spell).

Once you use this feature, you can’t use it again

until you finish a long rest.


94

Wizard: School of Malefic Arcana

Wizards of the School of Malefic Arcana delve into Masters of Forbidden Magic

the dark and forbidden arts of magic, seeking to Wizards who choose this school are often seen as

harness the power of evil for their own purposes. dangerous and unpredictable. Their willingness to

Unlike necromancers, who focus on manipulating explore the darkest aspects of magic makes them

the undead, these wizards are drawn to the raw, formidable foes and valuable allies. They possess a

destructive forces of dark magic. They study spells deep understanding of the nature of evil and the

that deal necrotic damage, tap into the abyssal or ways in which it can be harnessed. They are adept

hellish realms, and explore the sinister aspects of at manipulating necrotic energy, casting curses,

arcane knowledge. For them, the pursuit of power and invoking spells that drain life and vitality. Their

often involves walking a fine line between mastery magic is a reflection of their inner strength and

and corruption. determination to wield power at any cost.

These wizards are feared and respected for their


Seekers of Dark Power
knowledge of malevolent spells and their ability to

wield the energies of darkness. Some are The School of Malefic Arcana attracts those who

motivated by a desire to dominate and control, are not afraid to embrace the darkness within

while others seek to understand the deeper themselves. These wizards often possess a fierce

mysteries of magic, no matter the cost. Their independence and a willingness to challenge

studies lead them to ancient tomes, forbidden conventional norms. They seek out the secrets of

rituals, and hidden secrets, all in the pursuit of malefic magic, unlocking new spells and abilities

greater power. Whether they follow dark gods, seek that set them apart from other wizards. Their

revenge, or pursue personal ambition, wizards of journey is one of constant discovery and

the School of Malefic Arcana are always aware of transformation, as they push the boundaries of

the risks and rewards of their path. what is possible with dark magic. To them, power

is the ultimate goal, and they will stop at nothing to

achieve it.

Wizard: School of Malefic Arcana

— Spell Slots Per Spell Level —

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 Spellcasting, Arcane Recovery 3 2 — — — — — — — —


2nd +2 Dark Magic Adept, Forbidden Knowledge 3 3 — — — — — — — —
3rd +2 — 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 — 4 4 3 2 — — — — — —
6th +3 Dark Empowerment 4 4 3 3 — — — — — —
7th +3 — 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 — 4 4 3 3 3 1 — — — —
10th +4 Curse Mastery 5 4 3 3 3 2 — — — —
11th +4 — 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 2 1 — —
14th +5 Dark Infusion 5 4 3 3 3 2 1 1 — —
15th +5 — 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 — 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Spells 5 4 3 3 3 3 2 2 1 1
95

Dark Magic Adept Dark Infusion

Starting at 2nd level, your study of forbidden spells At 14th level, you can channel the dark powers to

allows you to expand your spell list. You can add strengthen your magic. When you cast a spell that

any spell that deals necrotic damage from any spell deals necrotic damage, you can choose to sacrifice

list to your spellbook, treating it as a wizard spell some of your own life force to enhance its potency.

for you. When you cast a spell that deals necrotic As part of casting the spell, you take 2d8 necrotic

damage, you can add your Intelligence modifier to damage that ignores resistance and immunity. This

one necrotic damage roll of that spell. self-inflicted damage cannot be reduced or

prevented in any way. Your enhanced spell deals


Forbidden Knowledge
additional necrotic damage equal to twice the

Also at 2nd level, your knowledge of dark magic damage taken, and necrotic damage dealt by your

gives you unique insights. You have advantage on spell ignores resistance and treats immunity as

Intelligence (Arcana) checks related to necrotic resistance. You can use this feature a number of

magic and dark rituals. Additionally, you learn one times equal to your proficiency bonus (minimum of

cantrip that deals necrotic damage of your choice. once), and you regain all expended uses after

This cantrip does not count against your number of finishing a long rest.

cantrips known.

Dark Empowerment

At 6th level, your mastery of necrotic energy allows

you to draw strength from the death and suffering

of others. When a creature you can see within 60

feet of you is reduced to 0 hit points, you can use

your reaction to gain temporary hit points equal to

half your wizard level + your Intelligence modifier

(minimum of 1).

Curse Mastery

At 10th level, you gain mastery over curses and

hexes. When you cast a spell that imposes a

condition on a creature, you can increase the

saving throw DC for that spell by 2. You can use

this feature a number of times equal to your

proficiency bonus per long rest.


96

Spells

Cantrips

Infernal Flame

Cantrip evocation

Casting Time: 1 action

Range: 30 feet

Target: One creature within range

Components: V, S

Duration: Instantaneous

Classes: Sorcerer, Warlock, Wizard

You conjure a flickering flame of hellfire, hurling it

towards a creature within range. Make a ranged

spell attack against the target. On a hit, the target

takes 1d6 fire damage and has disadvantage on the

next saving throw it makes against a spell until the

end of your next turn. The spell’s damage increases

by 1d6 when you reach 5th level (2d6), 11th level

(3d6), and 17th level (4d6).

Abyssal Grasp

Cantrip necromancy

Casting Time: 1 action

Range: 90 feet

Target: One creature within range

Components: V, S

Duration: Instantaneous

Classes: Sorcerer, Warlock, Wizard

You extend your hand, summoning a spectral claw


Devil’s Whip
from the Abyssal Realm that reaches out to grasp a
Cantrip conjuration
creature. The target must succeed on a Strength

saving throw or take 1d6 necrotic damage and be Casting Time: 1 bonus action

pulled up to 10 feet torwards to you. The spell’s Range: Self

damage increases by 1d6 when you reach 5th level Target: Self

(2d6), 11th level (3d6), and 17th level (4d6). Components: V, S

Duration: 1 minute

Hellish Gaze Classes: Sorcerer, Warlock

Cantrip illusion
You conjure a whip of hellish flames in your hand.

Casting Time: 1 action For the duration, you can use an action to make a

Range: 120 feet melee spell attack with the whip against a creature

Target: One creature within range within 10 feet of you. On a hit, the target takes 1d6

Components: V, S slashing damage plus fire damage equal to your

Duration: 1 round spellcasting modifier. The whip counts as a magical

Classes: Bard, Sorcerer, Warlock weapon for overcoming resistances and

immunities. This spell’s damage increases by 1d6


You project an illusory image of infernal eyes into
when you reach 5th level (2d6), 11th level (3d6),
the mind of a creature within range. The target
and 17th level (4d6).
must succeed on an Intelligence saving throw or

have disadvantage on the next attack roll it makes

before the end of its next turn.


97

Demonic Cackle Malefic Shroud

Cantrip enchantment Cantrip illusion

Casting Time: 1 action Casting Time: 1 action

Range: 30 feet Range: Self

Target: One creature within range Target: Self

Components: V Components: V, S

Duration: Instantaneous Duration: 1 round

Classes: Cleric, Bard, Warlock Classes: Bard, Cleric, Felheart, Sorcerer, Warlock,

Wizard
You release a spine-chilling cackle that echoes

unnaturally, causing dread to settle in a creature You shroud yourself in an illusory veil of darkness

within range. The target must succeed on a and malevolence. Until the start of your next turn,

Wisdom saving throw or become frightened of you any creature that attacks you must succeed on a

until the start of your next turn. While frightened in Wisdom saving throw or have disadvantage on the

this way, the creature cannot take reactions. This attack roll. If a creature misses you with an attack

spell’s effects end early if the creature takes while you are under the effects of this spell, it takes

damage. psychic damage equal to your spellcasting ability

modifier. The spell ends early if you make an attack


Infernal Rebuke or cast another spell.

Cantrip abjuration

Casting Time: 1 reaction (when you take damage)

Range: —

Target: The creature that damaged you

Components: V, S

Duration: Instantaneous

Classes: Warlock

As a reaction to taking damage, you utter a fiendish

curse. The creature that dealt damage to you

must make a Dexterity saving throw. On a

failed save, the creature takes fire damage

equal to you spellcasting ability modifier.

Channel Evil

Cantrip transmutation

Casting Time: 1 bonus action

Range: Self

Target: Self

Components: V, S

Duration: 1 round

Classes: Cleric, Felheart, Warlock

You channel dark energy through your body,

enhancing your physical form. Until the start

of your next turn, you have advantage on

Strength and Dexterity saving throws,

and your unarmed strikes deal an additional

1d4 necrotic damage. This damage increases by

1d4 when you reach 5th level (2d4), 11th level

(3d4), and 17th level (4d4).


98

Abyssal Spines Demonic Touch

Cantrip conjuration Cantrip necromancy

Casting Time: 1 action Casting Time: 1 action

Range: 60 feet Range: Touch

Target: One creature within range Target: One creature

Components: V, S Components: V, S

Duration: Instantaneous Duration: Instantaneous

Classes: Sorcerer, Warlock, Wizard Classes: Cleric, Sorcerer, Warlock, Wizard

You conjure sharp spines made of abyssal energy Your hand radiates with the foul energy of the

and hurl them toward a creature within range. Abyssal Realm. Make a melee spell attack against a

Make a ranged spell attack against the target. On a creature within your reach. On a hit, the target

hit, the target takes 1d4 piercing damage and 1d6 takes 1d6 necrotic damage and must succeed on a

necrotic damage. This spell’s damage increases by Constitution saving throw or be poisoned until the

1d4 piercing and 1d6 necrotic when you reach 5th end of its next turn. This spell’s damage increases

level (2d4 + 2d6), 11th level (3d4 + 3d6), and 17th by 1d6 when you reach 5th level (2d6), 11th level

level (4d4 + 4d6). (3d6), and 17th level (4d6).

Vile Blood

Cantrip necromancy

Casting Time: 1 action

Range: Self

Target: Self

Components: V, S

Duration: 1 minute

Classes: Cleric, Druid, Felheart, Sorcerer,

Warlock, Wizard

You suffuse your blood with vile energy. Until the

start of your next turn, whenever a creature within

5 feet of you hits you with a melee attack, it takes

necrotic damage equal to your spellcasting ability

modifier. This damage increases by 1d4 when you

reach 5th level (1d4 + modifier), 11th level (2d4 +

modifier), and 17th level (3d4 + modifier).


99

1st-Level Spells

Abyssal Blast Lesser Soul Absorption

1st-level evocation 1st-level enchantment

Casting Time: 1 action Casting Time: 1 bonus action

Range: Self (15-foot cone) Range: Self

Target: All creatures in a 15-foot cone Target: Self

Components: V, S Components: V, S

Duration: Instantaneous Duration: Concentration, up to 1 minute

Classes: Sorcerer, Warlock, Wizard Classes: Felheart, Paladin, Warlock

You unleash a wave of chaotic abyssal energy in a You call upon dark, malevolent forces to siphon the

15-foot cone. Each creature in that area must make life essence from your foes. The next time you hit a

a Dexterity saving throw. On a failed save, a creature with a melee weapon attack before this

creature takes 2d6 necrotic damage and is pushed spell ends, the attack deals an additional 1d10

up to 10 feet away from you. On a successful save, necrotic damage. If the target is reduced to 0 hit

a creature takes half as much damage and is not points by this attack, you absorb a fragment of its

pushed. The wave also extinguishes any soul, gaining temporary hit points equal to the

nonmagical flames in the area. necrotic damage dealt by this spell. This dark

At Higher Levels: When you cast this spell using a energy fuels you, making you feel invigorated and

spell slot of 2nd level or higher, the damage empowered.

increases by 1d6 for each slot level above 1st. At Higher Levels: When you cast this spell using a

spell slot of 2nd level or higher, the necrotic


Hellish Chains damage increases by 1d10 for each slot level above

1st-level conjuration 1st.

Casting Time: 1 action

Range: 30 feet

Target: One creature within range

Components: V, S

Duration: Concentration, up to 1 minute

Classes: Sorcerer, Warlock, Wizard

You summon chains forged in the depths of Hell to

ensnare a creature within range. The target must

succeed on a Strength saving throw or be

restrained by the chains for the duration. A

restrained creature takes 1d6 fire damage at the

start of each of its turns. A restrained creature can

use its action to make a Strength saving throw

against your spell save DC, freeing itself on a

success.

At Higher Levels: When you cast this spell using a

spell slot of 2nd level or higher, the fire damage

increases by 1d6 for each slot level above 1st.


100

Curse of Weakness Dark Bargain

1st-level necromancy 1st-level necromancy

Casting Time: 1 action Casting Time: 1 action

Range: 30 feet Range: 30 feet

Target: One creature within range Target: One other creature within range

Components: V, S Components: V, S, M (a drop of blood)

Duration: Concentration, up to 1 minute Duration: Instantaneous

Classes: Bard, Druid, Felheart, Sorcerer, Warlock Classes: Bard, Cleric, Druid, Felheart, Sorcerer,

Warlock, Wizard
You curse a creature with debilitating weakness.

The target must make a Wisdom saving throw. On You propose a sinister deal, offering power at a

a failed save, the creature has disadvantage on cost. Choose a creature other than yourself within

Strength-based attack rolls and Strength saving range. The target must make a Constitution saving

throws for the duration. The target can make throw. On a failed save, it takes 2d8 necrotic

another Wisdom saving throw at the end of each of damage, and it gains temporary hit points equal to

its turns, ending the effect on itself on a success. the damage taken. Additionally, the next time the

target makes an attack roll or saving throw before

the end of its next turn, it must roll 1d8 and add the

result from the attack roll or saving throw.

At Higher Levels: When you cast this spell using a

spell slot of 2nd level or higher, the necrotic

damage increases by 1d8 for each slot level above

1st.

Fiendish Smite

1st-level evocation

Casting Time: 1 bonus action

Range: Self

Target: Self

Components: V, S

Duration: Concentration, up to 1 minute

Classes: Cleric, Felheart, Paladin, Ranger, Warlock

You channel fiendish energy into your weapon. The

next time you hit a creature with a melee weapon

attack before this spell ends, the attack deals an

extra 2d6 necrotic damage on a hit. If the target is a

celestial, this damage ignores resistance to necrotic

damage and the attack deals an extra 1d6 necrotic

damage on a hit.

At Higher Levels: When you cast this spell using a

spell slot of 2nd level or higher, the necrotic

damage increases by 1d6 for each slot level above

1st.
101

Infernal Shield Abyssal Mark

1st-level abjuration 1st-level transmutation

Casting Time: 1 reaction (which you take when you Casting Time: 1 action

are hit by an attack) Range: Touch

Range: Self Target: One creature

Target: Self Components: V, S, M (a drop of demon blood)

Components: V, S Duration: Concentration, up to 1 hour

Duration: 1 round Classes: Cleric, Felheart, Sorcerer, Warlock

Classes: Cleric, Sorcerer, Warlock, Wizard


You touch a creature and brand it with a fiendish

You create a fiery shield that surrounds you, mark, channeling abyssal power into it. For the

granting you a +2 bonus to AC, including against duration, the target gains darkvision out to a range

the triggering attack. If a creature within 5 feet of of 60 feet, and its melee weapon attacks deal an

you hits you with a melee attack while this shield is additional 1d4 necrotic damage on a hit. If the

active, it takes 1d6 fire damage. target already has darkvision, the range increases

by 30 feet. The mark can be hidden under clothing

but glows faintly if visible.

Dreadful Visage

1st-level illusion

Casting Time: 1 action

Range: Self

Target: Self

Components: V, S

Duration: 1 minute

Classes: Bard, Cleric, Warlock, Wizard

You alter your appearance to become more

terrifying. Until the spell ends, you have advantage

on Charisma (Intimidation) checks made against

creatures that can see you. Additionally, the first

time you hit a creature with an attack while under

this spell’s effects, that creature must make a

Wisdom saving throw against your spell save DC or

be frightened of you until the end of its next turn.


102

2nd-Level Spells

Abyssal Burst Blightfire

2nd-level evocation 2nd-level necromancy

Casting Time: 1 action Casting Time: 1 action

Range: 90 feet Range: 60 feet

Target: A 10-foot radius centered on a point within Target: One creature within range

range Components: V, S

Components: V, S, M (a pinch of brimstone) Duration: Instantaneous

Duration: Instantaneous Classes: Felheart, Sorcerer, Warlock, Wizard

Classes: Felheart, Sorcerer, Warlock, Wizard


You summon a ball of sickly green flames and hurl

You channel chaotic energy from the Abyssal it at a creature within range. The target must

Realm, hurling it toward a point within range. Each succeed on a Dexterity saving throw or take 3d10

creature in a 10-foot radius centered on that point plus your spellcasting modifier necrotic damage.

must make a Constitution saving throw. On a failed On a failed save, the target is also poisoned for 1

save, a creature takes 4d6 necrotic damage. On a minute. A poisoned creature can repeat the saving

successful save, it takes half as much damage. throw at the end of each of its turn, ending the

At Higher Levels: When you cast this spell using a effect on itself on a success.

spell slot of 3rd level or higher, the necrotic At Higher Levels: When you cast this spell using a

damage increases by 1d6 for each slot level above spell slot of 3rd level or higher, the necrotic

2nd. damage increases by 1d10 for each slot level above

2nd.
Summon Infernal Hound

2nd-level conjuration

Casting Time: 1 action

Range: 60 feet

Target: An unoccupied space within range

Components: V, S, M (a tiny vial of brimstone)

Duration: Concentration, up to 1 hour

Classes: Cleric, Sorcerer, Warlock, Wizard

You summon a loyal infernal hound from the

Hellish Realm to serve you. The hound appears

in an unoccupied space within range and acts

immediately, taking its turn on your initiative

count. It obeys any verbal commands that you

issue to it (no action required by you). If you

don’t issue any commands, the hound defends

itself from hostile creatures but otherwise

takes no actions. The hound remains for the

duration, until it drops to 0 hit points, or

until you dismiss it as a bonus action. If the

hound drops to 0 hit points, it disappears in a

puff of sulfurous smoke, leaving no physical form.


103

Infernal Command Fiendish Vigor

2nd-level enchantment 2nd-level transmutation

Casting Time: 1 action Casting Time: 1 action

Range: 60 feet Range: Touch

Target: One creature within range Target: One willing creature

Components: V, S Components: V, S

Duration: Concentration, up to 1 minute Duration: 1 hour

Classes: Bard, Cleric, Felheart, Sorcerer, Warlock Classes: Cleric, Druid, Felheart, Paladin, Ranger,

Warlock
You issue a command infused with infernal

authority. Choose one creature within range. The You touch a creature, infusing it with fiendish

target must succeed on a Wisdom saving throw or strength. For the duration, the target gains 2d6

be charmed by you for the duration. While temporary hit points. While these hit points last,

charmed, the target must follow simple commands the creature has advantage on Constitution saving

you give it (such as “come here”, “drop that”, throws.

“attack that creature”, “flee”). A command cannot At Higher Levels: When you cast this spell using a

be harmful to the target, otherwise, it ignores it. spell slot of 3rd level or higher, the temporary hit

The spell ends early if the target receives damage. points increase by 5 for each slot level above 2nd.

Cursed Ground Lesser Soul Leech

2nd-level transmutation 2nd-level necromancy

Casting Time: 1 action Casting Time: 1 action

Range: 30 feet Range: 30 feet

Target: A 10-foot radius centered on a point within Target: One creature within range

range Components: V, S

Components: V, S, M (a handful of graveyard dirt) Duration: Instantaneous

Duration: Concentration, up to 1 minute Classes: Sorcerer, Felheart, Warlock, Wizard

Classes: Druid, Felheart, Sorcerer, Warlock


You extend a hand toward a creature, drawing out

You curse a patch of ground, causing it to become its life force. The target must succeed on a

difficult terrain. Any creature that starts its turn on Constitution saving throw or take 2d10 necrotic

this ground must succeed on a Constitution saving damage, and you regain hit points equal to half the

throw or take 2d6 necrotic damage and have damage dealt. On a successful save, the creature

disadvantage on attack rolls until the end of its next takes half as much damage, and you don’t regain

turn. any hit points.

At Higher Levels: When you cast this spell using a At Higher Levels: When you cast this spell using a

spell slot of 3rd level or higher, the necrotic spell slot of 3rd level or higher, the necrotic

damage increases by 1d6 for each slot level above damage increases by 1d10 for each slot level above

2nd. 2nd.
104

3rd-Level Spells

Abyssal Howl Blight Aura

3rd-level evocation 3rd-level necromancy

Casting Time: 1 action Casting Time: 1 action

Range: Self (30-foot radius) Range: Self (10-foot radius)

Target: All creatures within a 30-foot radius Target: All creatures in a 10-foot radius

Components: V, S Components: V, S, M (a withered flower)

Duration: Instantaneous Duration: Concentration, up to 1 minute

Classes: Bard, Felheart, Sorcerer, Warlock Classes: Cleric, Druid, Felheart, Paladin, Sorcerer,

Warlock
You unleash a terrifying howl filled with the power

of the Abyssal Realm. Each creature within 30 feet You emit a deadly aura of blight that saps the life

of you must make a Wisdom saving throw. On a from those around you. Each creature that starts its

failed save, a creature takes 4d8 psychic damage turn within 10 feet of you must make a Constitution

and is frightened of you until the end of its next saving throw. On a failed save, a creature takes 3d6

turn. On a successful save, a creature takes half as necrotic damage. On a successful save, it takes half

much damage and is not frightened. as much damage. Plants and plant creatures have

At Higher Levels: When you cast this spell using a disadvantage on the saving throw.

spell slot of 4th level or higher, the psychic damage At Higher Levels: When you cast this spell using a

increases by 1d8 for each slot level above 3rd. spell slot of 4th level or higher, the necrotic damage

increases by 1d6 for each slot level above 3rd.


Hellfire Storm

3rd-level evocation

Casting Time: 1 action

Range: 120 feet

Target: A 20-foot radius centered on a point within

range

Components: V, S, M (a pinch of sulfur and a

drop of oil)

Duration: Instantaneous

Classes: Felheart, Sorcerer, Wizard

You call down a storm of hellfire, scorching

the area in a 20-foot radius. Each creature

in the area must make a Dexterity saving throw.

On a failed save, a creature takes 5d6 fire

damage and 2d6 necrotic damage. On a

successful save, it takes half as much

damage. This spell ignores resistance

to fire damage.

At Higher Levels: When you cast this spell

using a spell slot of 4th level or higher,

the fire or necrotic damage (your choice)

increases by 1d6 for each slot level above

3rd.
105

4th-Level Spells

Shadow Walk

4th-level conjuration

Casting Time: 1 bonus action

Range: 90 feet

Target: Self

Components: V, S

Duration: Instantaneous

Classes: Bard, Cleric, Felheart, Paladin, Sorcerer,

Warlock

You step into one shadow and emerge from

another. You teleport up to 60 feet to an

unoccupied space that is in dim light or darkness.

Immediately after you reappear, you can make one

melee weapon attack with advantage.

At Higher Levels: When you cast this spell using a

spell slot of 5th level or higher, you can teleport an

additional 20 feet for each slot level above 4th.

Abyssal Eruption

4th-level evocation

Casting Time: 1 action

Range: 60 feet

Target: A 10-foot radius centered on a point within

range

Components: V, S, M (a pinch of volcanic ash)

Duration: Instantaneous

Classes: Felheart, Sorcerer, Warlock, Wizard

You call forth a violent eruption of energy from the Fiendish Miasma

Abyssal Realm at a point you choose within range. 4th-level conjuration

Each creature in a 10-foot radius centered on that


Casting Time: 1 action
point must make a Dexterity saving throw. On a
Range: 90 feet
failed save, a creature takes 8d8 necrotic damage
Target: A 20-foot cube centered on a point within
and is knocked prone. On a successful save, it takes
range
half as much damage and isn’t knocked prone.
Components: V, S, M (a vial of black smoke)
At Higher Levels: When you cast this spell using a
Duration: Concentration, up to 10 minutes
spell slot of 5th level or higher, the necrotic damage
Classes: Druid, Sorcerer, Warlock, Wizard
increases by 1d8 for each slot level above 4th.
You conjure a thick, toxic miasma that fills a 20-

foot cube. The area is heavily obscured, and any

creature that starts its turn in the miasma must

make a Constitution saving throw. On a failed save,

the creature takes 4d8 poison damage and is

poisoned until the end of its next turn. On a

successful save, the creature takes half as much

damage and is not poisoned.

At Higher Levels: When you cast this spell using a

spell slot of 5th level or higher, the poison damage

increases by 1d8 for each slot level above 4th.


106

5th-Level Spells

Abyssal Maw Greater Soul Absorption

5th-level conjuration 5th-level enchantment

Casting Time: 1 action Casting Time: 1 bonus action

Range: 60 feet Range: Self

Target: A point you choose within range Target: Self

Components: V, S, M (a tooth of a fiend) Components: V, S

Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes

Classes: Sorcerer, Warlock, Wizard Classes: Felheart, Paladin, Warlock

You tear open a portal to the Abyssal Realm, You channel potent, dark forces to drain the life

summoning a gaping ethereal maw filled with essence of your enemies. The next time you hit a

teeth. The maw appears at a point you choose creature with a melee weapon attack before this

within range, creating a 10-foot radius area of spell ends, the attack deals an additional 5d10

writhing jaws. Each creature that starts its turn in necrotic damage. If the target is reduced to 0 hit

the area or enters it for the first time during their points by this attack, you absorb a portion of its

turn must make a Dexterity saving throw. On a soul, gaining temporary hit points equal to the

failed save, the creature takes 5d8 piercing damage necrotic damage dealt by this spell.

and is grappled by the maw (escape DC equals your Additionally, while you have these temporary hit

spell save DC). On a successful save, the creature points and keep being concentrated on this spell,

takes half as much damage and is not grappled. you have advantage on saving throws against spells

As a bonus action on your turn, you can move the and other magical effects, and your melee weapon

maw up to 20 feet in any direction. attacks deal an additional 1d6 necrotic damage.

At Higher Levels: When you cast this spell using a At Higher Levels: When you cast this spell using a

spell slot of 6th level or higher, the piercing spell slot of 6th level or higher, the additional

damage increases by 1d8 for each slot level above necrotic damage from the initial attack increases by

5th. 1d10 for each slot level above 5th.

Devil’s Mark

5th-level enchantment

Casting Time: 1 action

Range: 60 feet

Target: One creature within range

Components: V, S, M (a vial of fiendish ichor)

Duration: Concentration, up to 1 minute

Classes: Cleric, Sorcerer, Warlock, Wizard

You brand a creature with a devil’s mark, cursing it

with infernal power. The target must succeed on a

Wisdom saving throw or be marked for the

duration. While marked, the creature has

disadvantage on ability checks and saving throws,

and whenever it takes damage, it takes an

additional 1d6 fire damage.


107

6th-Level Spells

Greater Soul Leech Unholy Beacon

6th-level necromancy 6th-level necromancy

Casting Time: 1 action Casting Time: 1 action

Range: 60 feet Range: 150 feet

Target: One creature within range Target: A point you choose within range

Components: V, S Components: V, S, M (a shard of bone)

Duration: Instantaneous Duration: Concentration, up to 10 minutes

Classes: Sorcerer, Warlock, Wizard Classes: Cleric, Warlock

You reach out with dark magic, siphoning a large You create a beacon of unholy energy at a point

portion of life force from a creature. The target within range. The beacon radiates dark energy in a

must make a Constitution saving throw. On a failed 30-foot radius, causing undead creatures within the

save, the creature takes 6d10 necrotic damage, and area to gain advantage on attack rolls and saving

you regain hit points equal to the necrotic damage throws. Creatures other than undead that start

dealt by this spell. Additionally, the target is unable their turn in the area must succeed on a Wisdom

to regain hit points and its speed is reduced by 10 saving throw or be frightened until they leave the

feet until the end of its next turn, as its vitality is area. A creature that succeeds on its saving throw

sapped. On a successful save, the creature takes is immune to this effect for 24 hours.

half as much damage, and you regain hit points

equal to the damage dealt, but the additional effects

do not occur.

At Higher Levels: When you cast this spell

using a spell slot of 7th level or higher, the

necrotic damage increases by 1d10 for each

slot level above 6th.


108

7th-Level Spells

Abyssal Transformation Diabolic Pact

7th-level transmutation 7th-level enchantment

Casting Time: 1 action Casting Time: 1 action

Range: Self Range: 30 feet

Target: Self Target: One willing creature other than you

Components: V, S, M (a drop of demon blood) Components: V, S, M (a contract written in blood)

Duration: Concentration, up to 1 minute Duration: 1 hour

Classes: Cleric, Sorcerer, Warlock, Wizard Classes: Cleric, Sorcerer, Warlock

You channel the chaotic power of the Abyssal You forge a powerful pact with a willing creature,

Realm, transforming into a demonic form. For the bestowing it with infernal power at a significant

duration, you gain the following benefits: cost. The target gains 10 temporary hit points and a

+3 bonus to attack rolls, saving throws, and ability


You gain 25 temporary hit points. If any of these
checks for the duration. However, at the end of the
remain when the spell ends, they are lost.
duration, the target takes 12d10 psychic damage
Your hands transform into vicious claws. You
and is stunned for 1 minute. Psychic damage taken
can use your action to make a melee spell attack
in this way cannot be resisted or reduced by any
with these claws. On a hit, the claws deal 3d8
means, If the target is reduced to 0 hit points by
slashing damage plus your spellcasting ability
this damage, its soul is sent to Hell, and it can only
modifier, and an additional 1d8 necrotic
be revived by a true resurrection, or wish spell.
damage. If you take the Attack action on your
At Higher Levels: When you cast this spell using a
turn, you can make one additional melee attack
spell slot of 8th level or higher, the duration
with the claws as a bonus action.
extends to 4 hours for an 8th-level slot, and 8 hours
You have resistance to necrotic and fire damage.
for a 9th-level slot. Additionally, the psychic
You have advantadge on Constitution saving
damage taken increases by 2d10 for each slot level
throws. If you fail a Constitution saving throw,
above 7th.
you can use your reaction to reroll it, taking the

new result.

Your AC increases by 2 if you are not wearing

armor.

Once during the duration of this spell, when you

hit a creature with your claws, you can unleash

a demonic roar. Each creature of your choice

within 60 feet that can hear you must make a

Wisdom saving throw against your spell save

DC or be frightened of you until the end of

their next turn.


109

8th-Level Spells

Fel Explosion Unholy Dominion

8th-level evocation 8th-level necromancy

Casting Time: 1 action Casting Time: 1 action

Range: 150 feet Range: 60 feet

Target: A point you choose within range Target: A point you choose within range

Components: V, S, M (a shard of bone from a Components: V, S, M (a vial of fiendish blood and a

fiend) small obsidian idol)

Duration: Instantaneous Duration: Concentration, up to 1 minute

Classes: Cleric, Druid, Sorcerer, Warlock, Wizard Classes: Cleric, Sorcerer, Warlock

You unleash a devastating burst of dark evil energy, You release a surge of fiendish power, corrupting

causing a massive explosion of dark power. Choose the area within a 120-foot radius centered on a

a point within range; a sphere of chaotic energy point of your choice within range. This area is

erupts in a 40-foot radius centered on that point. suffused with a malevolent aura for the duration of

Each creature in the area must make a Constitution the spell. At the start of each of their turns,

saving throw. On a failed save, a creature takes creatures of your choice within this area must

10d10 necrotic damage and is deafened for 1 make a Wisdom saving throw against your spell

minute. On a successful save, the creature takes save DC. On a failed save, a creature has

half as much damage and is not deafened. disadvantage on all saving throws and attack rolls

Additionally, if a creature fails the saving throw by until the start of its next turn.

10 or more, it takes on a level of exhaustion. When casting this spell choose one additional

Furthermore, all non-magical plant life within the effect from the list below:

area withers and dies instantly. Creatures reduced


Hellfire Wreath: Infernal flames engulf the
to 0 hit points by this spell cannot be resurrected by
entire area, searing anything within its reach.
any means short of a true resurrection or wish
Creatures of your choice that start their turn
spell.
within the area take 4d6 fire damage.
At Higher Levels: When you cast this spell using a
Abyssal Terror: A terrifying aura fills the area.
spell slot of 9th level, the necrotic damage
Creatures of your choice that starts their turn in
increases by 2d10, and the radius of the sphere
the area must succeed on a Wisdom saving
increases to 50 feet.
throw or become frightened for 1 minute. A

frightened creature can repeat the saving throw

at the end of each of its turns, ending the effect

on a success.

Soul Drain: The area drains the vitality of

creatures. Creatures of your choice that start

their turn in the area must make a Constitution

saving throw. On a failed save, a creature takes

4d6 necrotic damage and cannot regain hit

points until the start of its next turn. On a

successful save, a creature takes half as much

damage and suffers no additional effects.

Chains of Despair: Ethereal chains manifest in

the area, hindering movement. Creatures of

your choice that start their turn in the area must

succeed on a Dexterity saving throw at the start

of their turn or be restrained until the start of

their next turn.

At Higher Levels: When you cast this spell using a

spell slot of 9th level, you can choose one

additional effect.
110

9th-Level Spells

Abyssal Maelstrom

9th-level conjuration

Casting Time: 1 action

Range: 150 feet

Target: A point you choose within range

Components: V, S, M (a vial of black water from

the Abyssal Realm)

Duration: Concentration, up to 1 minute

Spell Lists: Sorcerer, Warlock, Wizard

You conjure a raging maelstrom that opens a direct

connection to the Abyssal Realm, creating a

swirling vortex of chaos and destruction. The

maelstrom appears at a point within range, forming

a 60-foot radius swirling vortex. Creatures that

start their turn within the maelstrom must make a

Strength saving throw. On a failed save, a creature

is pulled 30 feet toward the center, taking 10d10

necrotic damage and 6d10 force damage as the

chaotic energies rip at their flesh and spirit. On a

successful save, a creature takes half as much

damage and is not pulled.

If a creature starts its turn within 10 feet of the

center of the maelstrom or enter this area for

the first time on a turn, it must make a Wisdom

saving throw. On a failed save, the creature

is pulled into the rift and teleported to a

random location within the Abyssal

Realm.
111

Hellscape Frozen Hell: The ground turns to ice, and the air is

9th-level transmutation filled with an unnatural cold that saps the warmth

Casting Time: 1 action from living beings. The area is covered in thick

Range: 500 feet frost, and chilling winds howl through the

Target: A point you choose within range landscape. At the start of each of their turns,

Components: V, S, M (a lump of soil from Hell) creatures within this area must make a

Duration: Concentration, up to 1 hour Constitution saving throw. On a failed save, they

Classes: Cleric, Sorcerer, Warlock, Wizard take 10d6 cold damage and are slowed, reducing

their movement speed by half until the start of their


You warp the terrain around a point of your choice,
next turn. On a successful save, they take half
transforming it into a reflection of Hell. The area
damage and are not slowed. The affected area is
affected is a 120-foot radius centered on the chosen
difficult terrain and visibility is reduced to 10 feet
point, turning it into a twisted version of Hell itself.
due to blowing snow and ice.
The environment shifts to one of three infernal
Poisonous Hell: The ground bubbles with pools of
landscapes, which you choose when you cast the
corrosive, toxic sludge, and the air is thick with
spell. The chosen hellscape remains in place for
noxious, green fumes. The area is saturated with a
the duration. This spell ignores resistance to acid,
deadly combination of acid and poison, burning
cold, fire, and poison damage.
through flesh and corroding metal. At the start of
Burning Hell: The ground erupts with molten lava
each of their turns, creatures within this area must
and roaring flames, filling the air with acrid smoke.
make a Constitution saving throw. On a failed save,
Lava flows through cracks in the earth, creating an
they take 4d6 acid damage and 6d6 poison
environment of intense, searing heat. At the start of
damage, and are poisoned for 1 minute. On a
each of their turns, creatures within this area must
successful save, they take half as much damage and
make a Constitution saving throw. On a failed save,
are not poisoned.
a creature takes 12d6 fire damage. On a successful
The acidic pools hiss and sizzle, gradually
save, a creature takes half as much damage.
deteriorating any objects that aren’t being worn or
Flammable objects that aren’t being worn or
carried. The poisonous atmosphere corrodes non-
carried are instantly incinerated. The affected area
magical metal, causing any metal items exposed to
is difficult terrain and visibility is reduced to 10 feet
it for the full duration to take a permanent -2
due to the thick smoke.
penalty to AC or damage rolls. The affected area is

difficult terrain and visibility is reduced to 10 feet

due to the dense fog.


112

Magic Items

Common

Devil’s Dice Abyssal Ink

Wondrous item, common Wondrous item, common

A pair of red dice with intricate symbols carved into A small vial containing a dark, swirling ink that

each face, exuding a faint smell of brimstone. seems to pulse with an eerie light. The ink within

When you roll these dice, you can make a Charisma appears infinite, but its use is limited by an unseen

(Deception) check with advantage to convince force.

creatures of your extraordinary “luck” in games of Abyssal Ink can only be used to write in the Abyssal

chance. Creatures deceived in this way have a -2 language. Any attempt to write words not in

penalty to their rolls in games that rely on luck, Abyssal will result in the ink refusing to flow,

such as dice or card games, for 1 hour. Once you leaving the surface untouched. The ink can mark

use this effect, the dice become warm to the touch any surface, regardless of its resistance to

for 1 minute and cannot be used in this manner conventional writing tools, and the resulting script

again until the next dawn. cannot be scrubbed or removed by non-magical

means. The only way to erase writing made with


Fiendish Candle
Abyssal Ink is through the use of dispel magic or
Wondrous item, common
similar magic.
A dark, red candle made from wax that emits a dull
The ink has a peculiar property: it can only sustain
red light when lit. The flame dances with a sinister
the existence of 10 words at any given time. When
flicker.
a new word is written, the oldest word vanishes, as
While lit, the candle creates dim light in a 10-foot
if absorbed back into the vial. The writing glows
radius. Shadows cast by the light are unnaturally
with a sinister, ominous light that can be seen even
long and seem to shift on their own. The candle
in complete darkness, making it unmistakably
lasts for 1 hour, and while it burns, creatures
visible in any environment.
within the light’s radius have disadvantage on

saving throws against being charmed or frightened.

Ritual Dagger

Weapon (dagger), common (requires attunement)

This elegant dagger has a blade that tapers to a

sharp point, stained with a faint crimson hue as if

permanently tainted by blood. The hilt is adorned

with intricate filigree and a glowing red gem set

into the crossguard, which pulses with a faint,

otherworldly light. The handle is wrapped in deep

purple leather, offering a firm yet comfortable grip.

While attuned to this dagger, the casting time and

the ritual casting time for ritual spells of 3rd level

or lower are both halved. Additionally, once per

day, when casting ritual spells up to 6th level, you

can attempt to make the ritual casting time

instantaneous (though the spell’s normal casting

time still applies) by making a Constitution saving

throw with a DC equal to 10 + the spell’s level. On a

failed save, the ritual casting time of the spell

doubles for the next hour, and you take one level of

exhaustion as the dagger drains some of your

vitality.
113

Hellish Hand Mirror

Wondrous item, common

A beautifully crafted hand mirror with an intricate

frame made of dark metal, adorned with elegant,

curling motifs and inlaid with small crimson gems.

The handle and edges are decorated with demonic

symbols, and the entire mirror gives off a faint,

eerie warmth to the touch.

When you look into this mirror, you can see a brief,

fleeting glimpse of your own reflection as if in a

hellish landscape. Twice per day, while holding this

mirror, you can use an action to speak a command

word to cast the hellish gaze cantrip (DC 10). The

mirror regains both uses at dawn.

Shadow Silk Gloves

Wondrous item, common

A pair of black gloves made from a strange,

shadowy silk that seems to absorb light.

While wearing these gloves, you can use an action

to cast the minor illusion cantrip (DC 10), creating

an illusion of a shadowy figure or object. This

ability can be used twice per day, recharging at

dawn.

Abyssal Bone Ring

Wondrous item, common (requires attunement)

A ring crafted from the bone of a demon, its surface


Hellhound Collar
covered in tiny, unreadable runes.
Wondrous item, common
While wearing this ring, you have advantage on
A collar made from blackened leather, studded with
saving throws against being frightened.
small, sharp spikes and glowing slightly with
Additionally, this ring also grants you the ability to
infernal energy.
understand Abyssal, though you cannot speak it.
When placed on a small or medium beast, this
Abyssal Band collar grants the beast a menacing aura. The beast

Wondrous item, common (requires attunement) gains advantage on Charisma (Intimidation)

A thin iron band engraved with twisting runes and checks, and its eyes glow red. The collar has no

symbols of the Abyssal Realm, cool to the touch. effect on creatures that are not beasts.

While wearing this band, you have a faint


Demon’s Whisper
connection to the chaotic energies of the Abyssal
Wondrous item, common
Realm. You can use an action to cast the abyssal
A small, black stone with a smooth surface, etched
grasp cantrip (DC 10) at will.
with faint demonic runes.
Demon’s Fang Pendant While holding this stone, you can use an action to

Wondrous item, common (requires attunement) cast the message cantrip, but only to communicate

A necklace bearing a fang taken from a lesser with demons. The target demon must be within

demon, hanging from a chain of black iron. 120 feet and be able to see the stone. When using

This pendant grants the wearer a faint aura of this stone, the target understands your message as

intimidation. You gain a +1 bonus to Charisma if you shared a common language, even if you do

(Intimidation) checks made against creatures that not. Once used, this stone becomes inert until the

are not fiends. next dawn.


114

Uncommon

Infernal Pocket Watch Flask of Demonic Ichors

Wondrous item, uncommon (requires attunement) Wondrous item, uncommon (requires attunement)

An ornate pocket watch made from blackened A glass vial filled with a swirling, dark liquid that

steel, its cover engraved with infernal symbols. seems to move of its own accord, even when the

While attuned to this watch, you instinctively know flask is still. The liquid pulses with a faint,

the exact time, even without looking at it. You gain malevolent energy, hinting at its abyssal origin.

+2 on initiative rolls. Once per day, as an action, Upon attuning to this flask, it continuously fills with

you can focus on the watch to briefly attune dark liquid, always ready to be used. While attuned,

yourself to the flow of time, gaining advantage on you can use an action to pour the contents of the

initiative rolls for the next 10 minutes. During this flask onto a weapon, coating it with demonic ichor.

time, the watch feels hot to the touch. This ability For the next minute, attacks made with that

recharges at dawn. weapon deal an additional 1d6 poison damage.

Once the ichor has been used, the flask replenishes


Infernal Chain Whip
itself after 1 minute.
Weapon (whip), uncommon (requires attunement)
Fiendish Claw Bracers
A whip made from a chain that glows faintly with

red heat, forged in the fires of Hell. Wondrous item, uncommon (requires attunement)

You gain a +1 bonus to attack and damage rolls Bracers made from dark metal, shaped like

made with this magic weapon. On a hit, the whip demonic claws that extend over the wearer’s

deals an additional 1d4 fire damage. hands.

Additionally, while holding this whip, you can use While wearing these bracers, your unarmed strikes

an action to cause the whip to emit a burst of flame, have a +1 bonus to attack and damage rolls.

forcing all creatures within 5 feet of you to make a Additionally, once per day, you can cast the

DC 13 Dexterity saving throw or take 1d4 fire enlarge/reduce spell on yourself, only using the

damage. Once per day, you can use this ability as a enlarge option.

bonus action.
Abyssal Tattoo Ink

Wondrous item, uncommon

A small vial of dark ink that moves and writhes on

its own, as if alive. The ink is rumored to be crafted

from the essence of demons, giving it a sinister

allure.

When this ink is used to create a tattoo on a

creature, the tattoo grants the wearer resistance to

poison damage for 24 hours. The ink has enough

for one use, and once the tattoo is applied, its

effects last only for the duration before fading away,

leaving no trace.

Demonhide Cloak

Wondrous item, uncommon (requires attunement)

A cloak made from the tanned hide of a demon,

dark and supple, granting the wearer some of its

fiendish resilience.

While wearing this cloak, you have resistance to

fire damage. Additionally, you can use a bonus

action to make the cloak shimmer with illusory

flames, giving you advantage on Charisma

(Intimidation) checks for 1 minute. Once used, this

ability can’t be used again until the next dawn.


115

Pactmaker’s Seal Hellish Gloves

Wondrous item, uncommon (requires attunement Wondrous item, uncommon (requires attunement

by a spellcaster) by a spellcaster)

A silver medallion inscribed with ancient symbols A pair of sleek, dark leather gloves, faintly glowing

of binding, favored by those who make deals with with embers along their seams, and adorned with

devils. small, metallic studs that feel warm to the touch.

While attuned to this seal, you gain advantage on While wearing these gloves, you gain a +1 bonus to

Charisma (Persuasion) checks. Additionally, you spell attack rolls and a +1 bonus to your spell save

can cast the comprehend languages spell at will DC. The gloves have 3 charges, which are restored

without expending a spell slot. at dawn. You can expend charges to cast the

following spells using your spell save DC and


Hellish Reaver
spellcasting modifier:
Weapon (longsword), uncommon (requires

attunement) hellish chains (1 charge)

A longsword with a blade that seems to glow with a infernal shield (1 charge)

dark crimson light, whispering dark promises to its infernal command (2 charges)

wielder. summon infernal hound (2 charges)

You gain a +1 bonus to attack and damage rolls


Abyssal Sigil Ring
made with this magic weapon. When you hit a
Ring, uncommon (requires attunement)
celestial or a fiend (demon) with this weapon, it

deals an additional 1d6 fire damage. Once per day, This ominous ring is crafted from a dark, obsidian-

you can use an action to call upon the sword’s like metal and is lined with sharp, jagged spikes.

infernal power, casting summon infernal hound Molten lava seems to flow through cracks in the

with it. metal, giving it a fiery, otherworldly glow. The ring

pulses with a sinister energy, radiating heat.


Hellhound’s Fang Dagger
While wearing this ring, you gain a +1 bonus to

Weapon (dagger), uncommon (requires damage rolls. Additionally, when you hit a creature
attunement) with a melee attack, you can use your reaction to

A dagger with a blade made from the fang of a deal an extra 1d6 fire damage to the target. This

hellhound, warm to the touch and glowing faintly ability can be used a number of times equal to your

with red light. proficiency bonus, and all expended uses are

You gain a +1 bonus to attack and damage rolls regained at dawn.

made with this magic weapon. On a hit, the dagger

deals an additional 1d4 fire damage. Once per day,

as a bonus action, you can cause the dagger to

ignite, shedding bright light in a 10-foot radius and

dim light for an additional 10 feet for 1 minute.

While ignited, the dagger deals an extra 1d4 fire

damage on a hit. This ability recharges at dawn.

Infernal Warhorn

Wondrous item, uncommon

A blackened horn carved with infernal runes and

adorned with twisted metal, it emits a deep,

resonating sound that echoes the cries of Hell’s

legions when blown.

Once per week, as an action, you can blow the

horn. Each creature of your choice within 30 feet

that can hear the horn’s call gains a +1 bonus to

attack rolls and a +1 bonus to all saving throws for

1 minute.
116

Hellforged Buckler

Armor (shield), uncommon (requires attunement)

This menacing, round shield is forged from dark

iron and emblazoned with a large, crimson gem at

its center, surrounded by intricate, spiked metal

designs. The entire shield is painted in a deep red,

with a blackened rim studded with sharp spikes

and reinforced edges. Two curved horns jut out

from either side, giving the shield a fierce,

intimidating appearance. The shield feels warm to

the touch, as if it holds a dormant infernal power.

You gain a +1 bonus to AC while wielding this

shield. Twice per day, when you are hit by a melee

attack, you can use your reaction to cause the

shield to emit a burst of hellfire. The attacker must

make a DC 13 Dexterity saving throw, taking 2d8

fire damage on a failed save, or half as much on a

successful one. This ability recharges at dawn.

Demonic Vambraces

Wondrous item, uncommon (requires attunement)

A pair of vambraces forged from blackened steel,

etched with infernal symbols that glow faintly with

a red hue.

While wearing these vambraces, you gain a +1


Fiendish Horn
bonus to your AC if you are wearing no armor.

Additionally, once per day, when you are hit by a Wondrous item, uncommon

melee attack, you can use your reaction to attempt A horn made from the twisted, blackened horn of a

to parry it, adding a +4 bonus to your AC against fiend. The horn is adorned with small, sharp spikes

that attack, potentially causing it to miss. This and emits a low, eerie hum when held.

ability recharges at dawn. Once per day, you can use an action to blow the

horn, causing all creatures of your choice within 30

feet to make a DC 13 Wisdom saving throw. On a

failed save, a creature becomes frightened for 1

minute. A frightened creature can repeat the saving

throw at the end of its turn, ending the effect on

itself on a success. This ability recharges at dawn.

Demon’s Blood Vial

Potion, uncommon

A round, glass vial filled with a thick, dark red

liquid that seems to pulse with a faint inner light.

The vial is sealed with a wooden stopper, and the

liquid inside looks almost alive, swirling slowly as if

moved by an unseen force.

You can use an action to drink the contents of this

vial. For the next 10 minutes, you gain immunity to

the poisoned condition and resistance to poison

damage. Additionally, during this time, you can cast

the vile blood cantrip (using +3 as your spellcasting

ability modifier).
117

Infernal Elixir

Potion, uncommon

A small, blackened glass bottle containing a

swirling, fiery liquid that glows with a vibrant,

molten orange-red light. The elixir bubbles and

emits a faint heat, giving off the smell of brimstone.

When you drink this potion, you feel a surge of

infernal energy coursing through your veins. For

the next 10 minutes, you gain resistance to fire

damage, and your melee attacks deal an additional

1d4 fire damage. The heat from the elixir makes

your skin appear to shimmer with an inner glow,

and your eyes take on a fiery hue during the effect’s

duration.

Demonic Chainmail

Armor (chainmail), uncommon (requires

attunement)

A suit of chainmail made from dark iron, each link

carved with infernal runes that glow faintly in the

dark. The armor emits a low, menacing hum, as if

whispering the secrets of the Abyssal Realm.

While wearing this armor, you gain resistance to

Wand of Abyssal Fury necrotic damage. Additionally, you have advantage

Wand, uncommon on saving throws against being poisoned.

A wand carved from a demon’s horn, radiating a

malevolent aura that can be felt by those nearby.

The horn is blackened and adorned with black

runes that seem to shift when viewed from different

angles.

The wand has 3 charges. You can use an action to

expend 1 charge to cast the abyssal blast spell

(spell save DC 13). The wand regains all expended

charges at dawn.

Blightfire Wand

Wand, uncommon (requires attunement by a

spellcaster)

A twisted wand made from dark green wood,

encased in gnarled vines and crowned with a

glowing emerald orb. The orb pulses with a baleful

light, giving off an eerie, otherworldly aura.

While holding this wand, your spell save DC for the

blightfire spell increases by 1.

This wand has 5 charges. While holding it, you can

use an action to expend one of its charges to cast

the blightfire spell, using your spellcasting ability

modifier and spell save DC. You can expend

additional charges to cast blightfire at a higher

level, using one extra charge per spell level

increase. The wand regains 1d4 + 1 expended

charges daily at dawn.


118

Blade of Bone and Wrath

Weapon (any sword), uncommon (requires

attunement)

A crude yet menacing sword, crafted from the

twisted bones of a fiendish creature. The blade is

jagged, resembling a monstrous fang, and the hilt is

wrapped in dark leather strips, adorned with the

bones of fallen enemies. Each strike seems to

resonate with a deep, primal rage, as if the weapon

itself thirsts for blood.

You gain a +1 bonus to attack and damage rolls

made with this magic weapon. When you score a

critical hit with this sword, the target takes an extra

2d8 necrotic damage and you gain temporary hit

points equal to the necrotic damage dealt, as the

bone blade siphons the life force from the wound.

Additionally, Once per day, you can use an action to

mark a creature you can see within 60 feet as your

prey. For the next hour, you have advantage on

attack rolls against that creature made with this

sword, and your movement speed increases by 10

feet when moving towards the marked target. This

ability can be used again after the next dawn.

Infernal Blade

Weapon (longsword), uncommon (requires

attunement)

A long, slender blade made from blackened steel,

its edge glowing with a faint red light. The hilt is

wrapped in dark leather, and the guard is adorned

with small, demonic skulls.

You gain a +1 bonus to attack and damage rolls

made with this magic weapon. On a hit, the blade

deals an additional 1d4 necrotic damage. Once per

day, you can use a bonus action to speak a


Demon’s Gaze Amulet
command word, causing the blade to exude an aura
Wondrous item, uncommon (requires attunement
of fear. Creatures within 10 feet of you must
by a spellcaster)
succeed on a DC 13 Wisdom saving throw or
A small amulet crafted from polished black stone,
become frightened of you until the end of their next
set in an ornate silver frame. The stone bears the
turn. This ability recharges at dawn.
carving of a single, staring eye, which emits a faint,

Demonhide Armor unsettling red glow.

Armor (studded leather), uncommon (requires While wearing this amulet, you gain a +1 bonus to

attunement) spell attack rolls, enhancing the precision of your

Armor made from the tanned hide of a powerful magical attacks. Additionally, once per day, you can

demon, reinforced with small, blackened metal use an action to activate the amulet, gaining the

studs. The hide is tough yet flexible, offering both effects of the detect magic spell with an enhanced

protection and ease of movement. ability: you can also see invisible creatures and

While wearing this armor, you have advantage on objects within 30 feet as if they were visible. This

saving throws against being charmed or frightened. effect lasts for 10 minutes. The amulet recharges

Additionally, you gain a +1 bonus to AC. this ability at dawn.


119

helm grant you advantage on saving throws against

being charmed or frightened.

Infernal Skull

Wondrous item, uncommon (requires attunement)

A small skull made from blackened bone, with

glowing red eyes that seem to follow you wherever

you go. The skull is warm to the touch and gives off

a faint, sulfurous smell.

While attuned to this skull, you gain a +1 to your

Charisma ability score, up to a maximum of 20.

Additionally, you can cast the infernal rebuke

cantrip at will (DC 13).

Fiendish Flail
Hellish Spear
Weapon (flail), uncommon (requires attunement)
Weapon (spear), uncommon (requires attunement)
A heavy flail with a spiked ball made of blackened
A spear with a long, blackened shaft and a jagged,
metal, its surface etched with symbols of fiendish
barbed head that glows faintly with red light. The
power. The handle is wrapped in dark leather,
spear is warm to the touch and hums with fiendish
providing a firm grip.
energy.
You gain a +1 bonus to attack and damage rolls
You gain a +1 bonus to attack and damage rolls
made with this magic weapon. On a hit, the flail
made with this magic weapon. On a hit, the spear
deals an additional 1d4 bludgeoning damage.
deals an additional 1d4 fire damage. Additionally,
Additionally, once per day, you can use a bonus
once per day, you can use a bonus action to speak a
action to cause the flail to release a burst of dark
command word, causing the spear to ignite with
energy. Each creature of your choice within 10 feet
hellfire. The spear sheds bright light in a 10-foot
must make a DC 13 Dexterity saving throw or take
radius and deals an additional 1d6 fire damage on
1d10 necrotic damage. This ability recharges at
a hit for 1 minute. This ability recharges at dawn.
dawn.
Cloak of Shadows

Wondrous item, uncommon (requires attunement)

A dark, hooded cloak that seems to be made from

pure shadow, its fabric absorbing light and shifting

with an otherworldly grace. The cloak feels cool to

the touch and blends seamlessly into darkness.

While wearing this cloak, you gain a +3 bonus to

Dexterity (Stealth) checks. Additionally, you can

use a bonus action to cloak yourself in deep

shadows, granting you advantage on Dexterity

(Stealth) checks for 1 minute. Once this ability is

used, it cannot be used again until the next dawn.

Helm of the Devil

Wondrous Item, uncommon (requires attunement)

This fearsome helm is crafted from dark, blood-red

metal and adorned with two large, curling horns.

Inside, it is lined with smooth, blackened leather,

offering both comfort and a sense of sinister power.

While wearing this helm, you gain darkvision out to

a range of 60 feet. If you already have darkvision,

its range is increased by 30 feet. Additionally, the


120

Demonhide Belt

Wondrous item, uncommon (requires attunement)

A belt made from the tough hide of a demon,

granting the wearer enhanced strength.

While wearing this belt, your Strength score

increases by 2, up to a maximum of 20.

Additionally, you have advantage on Strength

(Athletics) checks made to grapple or break free

from restraints.

Infernal Spyglass

Wondrous item, uncommon

A spyglass made of dark, blackened metal, with

intricate infernal runes etched along its surface.

The lens at the end of the spyglass glows faintly

with a deep red light, hinting at the dark power

within.

The infernal spyglass functions as a normal

spyglass, allowing you to see distant objects as if

they were closer. However, if you speak its

command word and look through it as an action,

the spyglass taps into its true power, absorbing

some of your vitality. You take 1d8 + 1 necrotic

damage (this damage cannot be resisted or negated

in any way). For the next minute, while looking


Fiendish Skin Oil

through the spyglass, you can see up to 1,000 feet Wondrous item, uncommon

away and you can see invisible creatures and A vial of thick, black oil that smells of sulfur and

objects within that range as if they were visible. brimstone, used to coat the skin for protection

This ability recharges at dawn. against fiendish magic.

Applying this oil to your skin takes 10 minutes. For

the next 8 hours, you have resistance to fire

damage.

Soulcatcher Pendant

Wondrous item, uncommon (requires attunement)

This ornate pendant features a black, star-shaped

frame embedded with colorful gemstones, each

radiating with faint magical energy. At the center, a

large, radiant red gem is surrounded by smaller

purple gems, resembling a blossoming flower, with

intricate golden and black metalwork supporting

the entire structure.

While attuned to this pendant, you gain a +1 bonus

to all saving throws.

When a humanoid within 30 feet of you dies, you

can use your reaction to capture its soul in the

pendant. The pendant can hold one soul at a time.

While it holds a soul, you can use an action to ask

the soul one question, receiving a truthful answer.

The soul is released when the question is answered

or at the next dawn, at which point the pendant’s

central gem dims until it captures another soul.


121

Fiendish Bracer of Flames Hellbound Breastplate

Wondrous item, uncommon (requires attunement) Armor (medium), uncommon (requires attunement)

A single bracer made of blackened steel, engraved A breastplate forged from dark steel, inlaid with

with runes that glow faintly. glowing red symbols of binding. The metal feels

While wearing this bracer, you can use a bonus warm to the touch, and an aura of menace

action to ignite your hands, causing them to shed surrounds it.

bright light in a 5-foot radius and dim light for an While wearing this armor, you gain resistance to

additional 10 feet. Your unarmed strikes deal an fire damage. Additionally, you can use an action to

additional 1d4 fire damage on a hit while your cause the armor to flare with hellish energy,

hands are lit. This effect lasts for 1 minute or until creating a barrier that grants you temporary hit

you end it as a bonus action. points equal to your character level + your

Constitution modifier. This barrier lasts for 1 hour


Fiendish Focus Rod
or until it is depleted. Once used, this ability
Wand, uncommon (requires attunement by a
recharges at dawn.
spellcaster)
Demonhide Armor
A rod made of dark metal, topped with a small ruby

that glows faintly with infernal energy. Armor (any light or medium), uncommon (requires

While holding this rod, you gain a +1 bonus to spell attunement)

attack rolls and to the spell save DC of your spells. This armor is made from the blackened hide of a

Additionally, when you cast a spell that deals slayed demon, painstakingly repurposed by the

necrotic damage, it deals extra damage equal to infernal artisans of Hell. The hide is infused with

twice the spell’s level (minimum of 1; cantrips deal dark, unholy power, and its surface is marked by

an extra 1 damage). This extra damage applies only faint red veins that pulse with malevolent energy,

once per spell cast. offering both protection and a sinister

enhancement to the wearer’s agility.


Hellish Amulet of Protection
While wearing this armor, you have a +1 bonus to
Wondrous item, uncommon (requires attunement)
AC and advantage on saving throws against being
An amulet made of dark iron, engraved with the
charmed. Additionally, once per day, you can use a
symbol of a devil’s face, providing magical
bonus action to invoke the demon’s power,
protection.
allowing you to add your Charisma modifier to your

While wearing this amulet, when you take damage, AC for 1 minute. This ability recharges at dawn.

you can use your reaction to reduce it by 2.


Hellish Boots

Wondrous item, uncommon (requires attunement)

These striking red leather boots are adorned with

intricate black metal accents that curl like flames

around the cuffs and laces. The leather appears to

have a faint, dark sheen, and faint images of skulls

and flames can be seen shifting within the patterns.

The soles are unusually thick and emit a faint smell

of sulfur, hinting at their infernal origin.

While wearing these boots, you gain an extra 5 feet

of movement speed, allowing you to move swiftly

and nimbly. Additionally, once per day, you can use

a bonus action to stomp the ground, causing a

small burst of hellfire to erupt around you. Each

creature other than you within 10 feet must

succeed on a DC 13 Dexterity saving throw or take

2d6 fire damage and be knocked prone. On a

successful save, a creature takes half damage and

isn’t knocked prone. The boots recharge this ability

at dawn.
122

Eye of the Hellbound

Wondrous item, uncommon (requires attunement)

This strange, floating eye resembles a demonic,

clawed creature with leathery wings sprouting from

its sides. The crimson, slitted pupil within the eye

seems to stare into your very soul, and it glows

faintly in dim light.

While attuned to it, you gain darkvision out to a

range of 60 feet, or an additional 30 feet if you

already have darkvision, and magical darkness

doesn’t impede your sight. Once per day, as a

bonus action, you can detect invisible creatures

within 60 feet, allowing you to see them for 1

minute as if you had truesight. This ability

recharges at dawn.

Mask of the Infernal Actor

Wondrous item, uncommon (requires attunement) Devil’s Gambit Coin

This red mask, adorned with devilish features, Wondrous item, uncommon

seems to change slightly depending on who is A heavy gold coin etched with a fiendish face on

looking at it. one side and a flaming skull on the other.

While wearing this mask, you gain advantage on Once per day, as a bonus action, you can flip this

Charisma (Deception) checks. Twice per day, you coin. On heads, your next attack roll made within

can cast disguise self (DC 13), allowing you to one minute has advantage and deals an additional

adopt any fiendish or humanoid appearance. This 1d4 fire damage on a hit. On tails, you take 1d4 fire

ability recharges at dawn. damage, and your next attack roll has

disadvantage. This ability recharges at dawn.


Hellfire Candle

Wondrous item, uncommon Infernal Hunter’s Quiver

A black candle that burns with a deep crimson Wondrous item, uncommon

flame and gives off the faint smell of sulfur. A quiver made from the hide of a fiend, faintly

When lit, the candle provides dim light in a 10-foot glowing with dark energy.

radius. Once per day, while the candle is lit, as an While holding this quiver, once per day you can

action, you can focus on the flame to cast detect imbue up to three arrows with infernal energy.

magic without expending a spell slot. The candle These arrows deal an additional 1d4 fire damage

lasts 1 hour when lit and recharges at dawn. on a hit. The effect lasts for 1 hour or until you

shoot the arrows. This ability recharges at dawn.

Dagger of Ash

Weapon (dagger), uncommon (requires

attunement)

This dagger is entwined with thorned, crimson

vines, while flakes of ash fall from its blade with

each movement.

You gain a +1 bonus to attack and damage rolls

made with this magic weapon. Twice per day, when

you hit a creature with this dagger, you can cause it

to emit a cloud of ash in a 5-foot radius, forcing

creatures other than yourself in the area to make a

DC 13 Dexterity saving throw or be blinded until

the end of their next turn. This ability recharges at

dawn.
123

Minor Infernal Amulet Amulet of Sloth

Wondrous item, uncommon (requires attunement) A dull, dark gem that seems to weigh heavily upon

the wearer, set in a simple iron chain.


These amulets, forged in the deepest, most
When you complete a short or long rest, you gain
treacherous pits of Hell, are each linked to one of
temporary hit points equal to twice your proficiency
the Seven Deadly Sins. Crafted from blackened
bonus. Once per day, you can use an action to cast
metal and adorned with a glowing, infernal gem,
the sleep spell. When casting sleep in this way, you
each amulet pulses with a malevolent, otherworldly
can add a number equal to your character level to
energy. When worn, each amulet bestows a unique
the total total number rolled for this spell. This
boon upon its wearer, reflecting the dark and
ability recharges at dawn.
twisted nature of the sin it represents.

Amulet of Gluttony
Amulet of Pride
A swirling, orange gem set in an amulet that
A brilliant crimson gem set in a gold filigree
resembles a mouth, constantly yearning for more.
amulet, exuding an aura of arrogance and
While wearing this amulet, you need to consume
confidence.
double your normal amount of food and drink each
You gain a +1 bonus to Charisma (Persuasion)
day to avoid exhaustion. You gain a +5 bonus on
checks and Charisma saving throws. Additionally,
checks made to identify or recognize food,
twice per day, you can gain advantage on one
beverages, or culinary ingredients. Twice per day,
Charisma-based ability check of your choice. This
you can use an action to consume a small amount
ability recharges at dawn.
of food or drink, healing yourself for 1d8 + half your

Amulet of Envy character level (rounded down) hit points. This

An emerald green gem that flickers with envy, set ability recharges at dawn.

into a tarnished silver amulet.


Amulet of Lust
When wearing this amulet, twice per day, as a
A deep, violet gem that glimmers with a seductive
bonus action, you can target one creature within 60
light, set in an ornate amulet.
feet that you can see and learn one of its ability
While wearing this amulet, your Charisma score
scores. This ability recharges at dawn.
increases by 1, up to a maximum of 20.
Additionally, once per day, when a creature you can
Once per day, you can use an action to attempt to
see within 60 feet makes an ability check, attack
charm a humanoid within 30 feet of you. The target
roll, or saving throw, you can use your reaction to
must succeed on a DC 13 Wisdom saving throw or
copy the bonuses that creature has for that type of
be charmed by you for 1 hour. While charmed, the
roll (ability check, attack roll, or saving throw). For
target regards you as a trusted friend. Harming the
the next minute, you use the same bonuses on your
target ends the effect immediately. When the
next roll of the same type. This ability recharges at
charm effect ends, the target does not realize it was
dawn.
charmed and may rationalize its behavior in a way

Amulet of Greed that makes sense to it (subject to the Game

A golden gem that sparkles with an alluring light, Master’s discretion). This ability recharges at dawn.

set in an amulet shaped like a coin.


Amulet of Wrath
You gain a +2 bonus to ability checks made to
A blood-red gem that seems to seethe with barely
evaluate or identify valuable objects. Additionally,
contained fury, set in a spiked iron amulet.
once per day, you can use an action to cast detect
You gain a +1 bonus to attack rolls. Once per day,
magic, focusing on the magical items and
when you deal damage with a melee attack, you can
possessions of others. While the spell is active, you
use your reaction to deal an additional 1d10
can discern the exact properties of one magical
damage of the weapon’s type. This ability recharges
item you see. Once used, this ability can’t be used
at dawn.
again until the next dawn.

Influence of the Seven Deadly Amulets

While these amulets are not cursed, wearing and attuning to them may subtly influence the wearer’s behavior,
making them more prone to actions and desires related to the amulet’s associated sin. Over time, the wearer’s
personality may begin to reflect the nature of the sin, enhancing certain traits or tendencies connected to it.
124

Rare

Soulreaver Blade

Weapon (any sword), rare (requires attunement)

This ominous sword is forged entirely from the

bones of fallen fiends, with a hilt shaped like a

menacing skull and a blade made of sharpened

bone. Dark energy pulses through its marrow,

radiating an aura of dread that can be felt by those

nearby.

You gain a +1 bonus to attack and damage rolls

made with this magic weapon. When you hit a

creature with this sword, it deals an extra 1d4

necrotic damage. You regain hit points equal to half

the necrotic damage dealt in this way (rounded

down). The absorbed life force briefly manifests as

dark tendrils that flow from the blade to your

wounds, knitting them together with unholy energy.

Once per day, you can use an action to activate the

blade’s greater power, causing it to glow with dark

energy for 1 minute. During this time, the necrotic

damage dealt by the sword is doubled. This ability

recharges at dawn.

Rod of Fire

Rod, rare (requires attunement by a spellcaster)

A rod made of dark iron, topped with a small

flaming skull that whispers infernal secrets to its

wielder.

While holding this rod, you gain a +1 bonus to spell

attack rolls and a +1 bonus to your spell save DC.

The rod has 5 charges. You can use expend 1 or

more charges to cast the following spells, using

your spellcasting ability modifier and spell save DC:

hellish rebuke (1 charge), fireball (2 charges), or

wall of fire (3 charges). The rod regains 1d4 + 1

expended charges daily at dawn.

Chain of Damnation
Hellish Mantle of Resistance
Wondrous item, rare (requires attunement)
Wondrous item, rare (requires attunement)
A chain necklace adorned with a single black iron
A dark red mantle lined with the scales of a
link, representing the unbreakable bonds of the
hellhound, offering protection against infernal fire.
damned.
While wearing this mantle, you gain resistance to
While wearing this chain, you gain advantage on
fire damage. Additionally, when you take fire
saving throws against being charmed or frightened,
damage, you can use your reaction to absorb the
and your are immune to being charmed or
flames. If you do, you don’t take the damage and
frightened by spell or effects from fiends.
instead gain temporary hit points equal to the fire
Additionally, twice per day, you can use an action to
damage that would have been dealt (after
cast the hold person spell (DC 15) as a 3rd-level
resistance is applied). Once this property is used, it
spell. This ability recharges at dawn.
can’t be used again until the next dawn.
125

Cloak of the Infernal Stalker

Wondrous item, rare (requires attunement)

A red cloak woven from shadows and flames, it

shimmers with a faint, eerie light.

While wearing this cloak, you have advantage on

Dexterity (Stealth) checks.

Twice per day, you can use a bonus action to

become invisible for 1 minute. If you take damage

while invisible, you must make a DC 15

Constitution saving throw to maintain invisibility.

This ability recharges at dawn.

Sigil of the Unholy

Wondrous item (holy symbol), rare (requires

attunement by a cleric or paladin)

A dark iron amulet in the shape of an inverted

cross, with a blood-red gem at its center. The sigil

radiates an aura of malevolence.

While wearing this unholy symbol, you gain a +1

bonus to spell attack rolls and spell save DCs for

your cleric and paladin spells. The sigil has 9

charges and regains 1d6 + 3 expended charges

daily at dawn. You can expend charges to cast one

of the following spells (spells are cast using your

spellcasting ability modifier and spell save DC):

curse of weakness (1 charge)

dreadful visage (1 charge)

lesser soul absorption (1 charge)

blightfire (2 charges)

cursed ground (2 charges)

fiendish vigor (2 charges)

Horn of the Inferno lesser soul leech (2 charges)

blight aura (3 charges)


Wondrous item, rare

A horn made from the horn of a devil, its surface

etched with infernal runes.

As an action, you can blow this horn to summon a

wave of fire. Each creature in a 30-foot cone must

make a DC 15 Dexterity saving throw, taking 4d6

fire damage on a failed save, or half as much on a

successful one. After using this horn, it cannot be

used again until the next dawn.

Ring of Hellfire

Wondrous item, rare (requires attunement by a

spellcaster)

A ring made of black iron, set with a ruby that

burns with an inner fire.

This ring has 5 charges. You can expend a charge

to cast the hellfire storm using your spell save DC.

The ring regains 1d4 + 1 expended charges daily at

dawn.
126

Devilish Flail Armor of Fiendish Might

Weapon (flail), rare (requires attunement) Armor (plate), rare (requires attunement)

A chain weapon with barbed links and a spiked Heavy armor made from dark metal, it radiates an

head, it crackles with infernal energy. aura of power and malevolence.

You gain a +1 bonus to attack and damage rolls You gain a +1 bonus to AC while wearing this

made with this magic weapon. On a hit, the chain armor. Additionally, you have resistance to fire

deals an additional 1d6 fire damage. Twice per day, damage. Once per day, you can use a bonus action

when you hit a creature with the flail, you can force to gain a +1 bonus to all attack rolls, saving throws,

them to make a DC 15 Dexterity saving throw or be and AC for 1 minute. This ability recharges at

restrained by the flail until the end of their next dawn.

turn. While you are restraining a target in this way,


Demon’s Maw
you can’t make attacks against other creatures with
Weapon (mace), rare (requires attunement)
the flail, other than the restrained one. This ability
A heavy mace with a head shaped like a fiend’s
recharges at dawn.
gaping maw, it is said to devour the souls of its
Helm of the Abyss
victims.

Wondrous item, rare (requires attunement) You gain a +1 bonus to attack and damage rolls

A helmet made of blackened steel, inscribed with made with this magic weapon. On a critical hit, the

runes of protection and conquest. target must make a DC 15 Constitution saving

While wearing this helmet, you gain a +1 bonus to throw or be restrained and unable to use reactions

AC and immunity to being charmed. Once per day, until the end of its next turn.

you can use an action gain truesight out to a range Additionally, when you reduce a creature to zero hit

of 60 feet for 10 minutes. This ability recharges at points with this weapon, you gain temporary hit

dawn. points equal to 1d4 + your Constitution modifer.

Chain of Infernal Command Tome of Abyssal Secrets

Wondrous item, rare Wondrous item, rare (requires attunement by a

A chain necklace with a pendant resembling a spellcaster)

small, barbed devil’s face, capable of commanding A heavy book bound in dark leather, with demonic

lesser fiends. figure etched on its cover. The pages are filled with

Once per week, while wearing this chain, you can cryptic incantations and descriptions of fiendish

use an action to cast the dominate monster spell creatures, written in an ancient, Abyssal script.

(DC 15). While attuned to this tome, you gain advantage on

Intelligence (Arcana) checks related to demons,

devils, and the Abyssal Realm, and you gain a +1

bonus on all saving throws. The tome has 9

charges and regains 1d6 + 3 expended charges

daily at dawn. You can expend charges to cast one

of the following spells (spells are cast using your

spellcasting ability modifier and spell save DC):

abyssal blast (1 charge)

abyssal mark (1 charge)

curse of weakness (1 charge)

lesser soul absorption (1 charge)

abyssal burst (2 charges)

blightfire (2 charges)

fiendish vigor (2 charges)

lesser sould leech (2 charges)

abyssal howl (3 charges)

blight aura (3 charges)


127

Abyssal Warding Shield

Armor (shield), rare (requires attunement)

This imposing shield is crafted from dark, fiendish

metal, and prominently features a demonic visage

with glowing red eyes and curved, menacing horns.

The face on the shield seems almost alive, its eyes

tracking those around it with a sinister intelligence.

The shield’s surface is marred with battle scars,

giving it an aura of ancient, malevolent power. Dark

energy emanates from it, forming a faint, ominous

glow around the bearer.

While holding this shield, you gain a +2 bonus to

AC and you are immune to being blinded.

Additionally, you can use a reaction when you are

hit by an attack to activate the shield’s dark

warding power. The attacker must make a DC 15

Wisdom saving throw or become blinded until the

end of its next turn. This ability can be used three

times per day, and all expended uses are regained

at dawn.
Ring of Infernal Dominion
Demonblood Bow
Wondrous item (ring), rarity varies (requires
Weapon (longbow), rare (requires attunement)
attunement)

This longbow is crafted from dark wood, with veins


This sinister ring is crafted from a dark metal and
of glowing red running through its limbs, as if it
adorned with the skull of a fiendish creature,
were alive with demonic energy. Its string hums
complete with ruby eyes that glow with a
with power, awaiting its next victim.
malevolent light. The band is decorated with small
You gain a +1 bonus to attack and damage rolls
spikes and intricate, infernal designs. The skull’s
made with this magic weapon. Arrows fired from
sharp fangs seem ready to bite, and the ring
this bow deal an additional 1d6 necrotic damage.
emanates a faint heat.
Twice per day, when you hit a creature with an
While wearing this ring, you gain the following
arrow, you can deal an additional 3d6 necrotic
benefits (the rare abilities are included in the very
damage to the target. You regain hit points equal to
rare version):
half the necrotic damage dealt in this way. This

ability recharges at dawn. Infernal Protection (Rare). When you take fire or

necrotic damage, reduce it by 2.

Dominion over Fiends (Rare). You gain advantage

on Charisma (Intimidation) checks against fiends

and can understand and speak Infernal.

Soulfire Aura (Very Rare). As a bonus action, you

can activate the ring, causing the skull’s eyes to

blaze with fiery light and cloaking you in an aura of

hellfire for 1 minute. While this aura is active, any

creature that hits you with a melee attack takes 1d6

fire damage, and your own melee attacks deal an

extra 1d6 necrotic damage. This ability can be used

once per day and recharges at dawn.

Fiendish Command (Very Rare). Once per day, you

can use an action to cast the dominate monster

spell (DC 18). The target has disadvantage on the

saving throw if it has a CR of 5 or lower. This

ability recharges at dawn.


128

Wand of Fiend’s Reach

Wand, rare (requires attunement by a spellcaster)

This sinister wand is crafted from dark, gnarled

wood, with a handle wrapped in aged, crimson

leather strips. The top of the wand is shaped like a

fiendish skull with burning eyes, seemingly frozen

in a perpetual scream. Dark energy seems to pulse

from the skull, filling the air with a sense of dread

and power.

While holding this wand, you gain a +1 bonus to

spell attack rolls and a +1 to the spell save DC of

your spells. The wand has 8 charges and regains

1d6 + 2 expended charges daily at dawn. You can

expend one or more charges to cast the following

spells, using your spellcasting ability modifier and

spell save DC:

abyssal blast (1 charge)

dreadful visage (1 charge)

hellish chains (1 charge)

blightfire (2 charges)

cursed ground (2 charges)

infernal command (2 charges)

blight aura (3 charges) Darkhunter’s Blade


fiendish miasma (4 charges)
Weapon (shortsword), rare (requires attunement)

A sleek shortsword with a blade that absorbs light,


When casting these spells, you may expend an
making it appear almost invisible in darkness. The
additional charge for each spell level above the
hilt is wrapped in dark leather, and the crossguard
base level to cast the spell at a higher level.
is shaped like bat wings.
Robe of Abyssal Flames
You gain a +1 bonus to attack and damage rolls

Wondrous item (robe), rare (requires attunement) made with this magic weapon. While holding the

This robe is made of deep black fabric that seems blade, you have advantage on attack rolls against

to absorb all light around it, giving it an eerie, creatures that rely on darkvision to see you.

shadowy appearance. Dark red runes are


Scales of the Infernal Drake
embroidered along the edges, occasionally
Armor (studded leather), rare (requires
flickering with a dim, ominous light. The robe feels
attunement)
cold to the touch, and wearing it makes you feel a
This armor is crafted from the tough leather of a
chill down your spine. However, when the robe’s
young infernal dragon, interspersed with patches of
powers shift, its appearance changes: it becomes
scales that offer additional protection. The hide is a
woven from dark, ashen fabric, warm to the touch,
deep, smoldering red with blackened scales that
with fiery red and orange patterns resembling
reflect a faint, fiery glow, making the wearer look as
flames etched into it, flickering as if real fire dances
if they are wrapped in embers.
across the material. The robe then emits a faint
You gain a +1 bonus to AC while wearing this
scent of sulfur and smoke.
armor, and resistance to fire and necrotic damage.
While wearing this robe, you gain a +1 bonus to
Additionally, once per day, you can use an action to
AC, advantadge on Constitution saving throws, and
unleash a breath of hellfire in a 30-foot cone,
resistance to necrotic damage or fire damage
dealing 2d10 fire damage and 2d10 necrotic
(choose when you attune to it). Additionally, once
damage to all creatures in the area. Creatures in
per day you can swap your resistance between fire
the area must make a DC 15 Dexterity saving
damage and necrotic damage as an action.
throw, taking half damage on a successful save.

This ability recharges at dawn.


129

Very Rare

Chalice of Eternal Ambition Hellforged Greatsword

Wondrous item, very rare (requires attunement) Weapon (greatsword), very rare (requires

This magnificent golden chalice is adorned with attunement)

shimmering gemstones of red, blue, and purple, This massive sword is forged from the molten core

each glinting with a faint, otherworldly glow. The of a destroyed hellforge. Its blade is a glowing

craftsmanship of the chalice is flawless, with crimson, and it hums with barely contained infernal

intricate carvings subtly etched into its surface. It energy. The crossguard is shaped like demonic

radiates an aura of power and temptation, as if wings, and the pommel is a screaming skull.

urging its bearer to fulfill their deepest desires. You gain a +3 bonus to attack and damage rolls

The Chalice of Eternal Ambition holds ancient, made with this magic weapon. On a hit, the sword

infernal magic designed to corrupt the hearts of deals an additional 2d6 fire damage.

those who drink from it, but also to grant them Additionally, when you reduce a creature to 0 hit

unparalleled power. While attuned to the chalice, points with this sword, you can use a bonus action

you gain a +2 bonus to your Charisma score, up to to unleash a wave of fire, causing all creatures

a maximum of 22. within 10 feet of you to make a DC 18 Dexterity

Once per day, you can fill it with any liquid and saving throw, taking 4d6 fire damage on a failed

drink from it as an action. When you do, the chalice save, or half as much on a successful one.

empowers you, granting the following benefits for 1


Fiendish War Drum
hour:
Wondrous item, very rare

You gain a +2 bonus to your Charisma score, up This ancient war drum is crafted from a strange,

to a maximum of 24. toughened hide stretched over a frame of dark,

You gain advantage on all Charisma weathered metal. Its surface is etched with cryptic

(Persuasion) checks. symbols, and the drumsticks are made from

Once during this time, you can use an action to polished bone, carved with intricate patterns. When

cast geas (DC 18) once without expending a struck, the drum produces a deep, resonating

spell slot. The target of the spell has sound that seems to shake the very air, invoking a

disadvantage on their saving throw if you primal fear in those who hear it.

succeeded on a Charisma-based check against Once per day, as an action, you can play this drum

them in the last 24 hours. to cast the fear (DC 18) spell. Additionally, once per

day, you can use an action to cast mass suggestion


Each time you drink from the chalice, roll a d20.
(DC 18). Both abilities recharge at dawn.
On a result of 1, the chalice’s infernal magic begins

to corrupt you.

Upon succumbing to the chalice’s influence, your

mind becomes consumed by an overwhelming

desire for power, control, and wealth. You may

grow distrustful of allies, viewing them as rivals or

obstacles, and struggle to resist using manipulation

or deception, even in trivial matters. Hoarding

wealth and magical items becomes second nature,

and you feel an insatiable need to dominate and

control others.

This corrupting urge intensifies over time, driving

you to greater extremes, and can only be dispelled

by a remove curse spell or similar magic.


130

Shield of the Infernal Knight

Armor (shield), very rare (requires attunement)

This imposing shield is crafted from dark metal

and crimson, with a deep red, cracked surface

reminiscent of searing flames trapped beneath. The

black, jagged edges form the leering outline of a

fiendish face, and two large, twisted horns protrude

from its sides, giving it an even more menacing

appearance. The shield radiates a faint heat, and its

aura seems to whisper with dark power.

While holding this shield, you gain a +3 bonus to

AC. Additionally, you gain a +1 bonus on Wisdom

saving throws, as the infernal energies within the

shield strengthen your resolve and sharpen your

mind.

Once per day, as a reaction to being hit by an

attack, you can raise the shield to reflect the

damage back at the attacker. The attacker must

make a DC 18 Dexterity saving throw, taking the

full damage of their attack on a failed save, or half

as much on a successful one. You take no damage

from the attack when using this ability. This ability

recharges at dawn.

Boots of the Dread Warlord

Wondrous item, very rare (requires attunement)

These menacing black boots are adorned with

fiendish skulls, their horns curling menacingly

around the tops of the boots. The dark leather

seems to pulse faintly, and the metalwork is

covered in sharp spikes and cruel designs. Wearing

these boots makes you feel as though an ancient

and terrible force of war and destruction fuels your

every step.

While wearing the Boots of the Dread Warlord,

your movement speed increases by 10 feet, you

gain a +2 bonus to Charisma (Intimidation) checks,

and you gain the following abilities:

Fearful Stride: When you move more than 20

feet towards a creature, you can use a bonus

action to cast fear (DC 18). This ability can be

used once per day and recharges at dawn.

Crushing Stomp: Once per day, as an action,

you can stomp the ground, releasing a wave of

destructive force. Each creature other than you

within 20 feet must succeed on a DC 18

Strength saving throw or take 4d8 bludgeoning

damage and be knocked prone. On a successful

save, they take half damage and aren’t knocked

prone. This ability recharges at dawn.


131

Axe of the Infernal Ravager

Weapon (greataxe), very rare (requires attunement)

This fearsome greataxe is forged from dark metal,

with sharp, jagged blades that resemble wings of

flame. A menacing fiendish skull rests at the center,

with glowing red eyes that seem to follow its

wielder’s every move. The haft is wrapped in dark

leather, and the entire weapon hums with latent

destructive energy. The axe is imbued with dark

magic, granting its wielder immense power in

battle.

While wielding the Axe of the Infernal Ravager, you

gain the following benefits:

Infernal Strikes: You gain a +3 bonus to attack

and damage rolls made with this weapon. When

you hit a creature, the axe deals an additional

2d6 fire damage.

Ravaging Cleave: Once per day, as an action,

you can swing the axe in a wide arc, releasing a

burst of infernal energy. Each creature in a 30-

foot cone in front of you must make a DC 18

Dexterity saving throw or take 5d6 fire damage

and 5d6 slashing damage. On a successful save,

a creature takes half as much damage. This

ability recharges at dawn.

Fiendish Fury: When you score a critical hit

with this weapon, you can choose to unleash a

devastating roar from the fiendish skull. The

creature hit by the critical strike must make a

DC 18 Wisdom saving throw or be frightened of

you for 1 minute. A frightened creature can

repeat the saving throw at the end of each of its

turns, ending the effect on a success.

Bracers of the Fiend Horn of the Pit

Wondrous item, very rare (requires attunement) Wondrous item, very rare

A pair of bracers made from fiendish scales, with A large, twisted horn made from the horn of a pit

sharp, claw-like protrusions. fiend, etched with runes that glow a sinister red

While wearing these bracers, you gain a +2 bonus when in use.

to AC if you are not wearing armor. Your unarmed Once per week, as an action, you can blow this

strikes gain a +3 bonus to attack rolls, deal 2d8 horn to summon a legion of fiendish creatures.

slashing damage (not including any modifiers from Choose one of the following effects:

your ability score), and count as magical for the


Summon 1d4 + 2 barbed devils.
purpose of overcoming resistance and immunity to
Summon 2d6 + 3 imps.
nonmagical attacks. Twice per day, when you hit a
Summon 1 erinyes.
creature with an unarmed strike, you can choose to

force the creature to make a DC 18 Constitution


The summoned creatures appear within 60 feet of
saving throw or be paralyzed until the end of its
you, obey your commands, and remain for 1 hour
next turn. This ability recharge at dawn.
or until they are dismissed or slain.
132

Infernal Flame Staff

Staff, very rare (requires attunement by a Sorcerer

or Wizard)

This dark, twisted staff is crowned with a blazing

red flame, seemingly suspended in a menacing

claw-like design. The flame pulses with infernal

energy, radiating a faint heat even when the staff is

not in use. The shaft is wrapped in dark leather and

reinforced with black metal, its surface etched with

fiery runes that glow faintly when the staff is

wielded in combat or spellcasting.

While attuned to this staff, you gain a +2 bonus to

spell attack rolls and your spell save DC. Once per

day, as an action, you can release a devastating

explosion of infernal flames in a 20-foot radius

centered on yourself. Creatures within the radius

other than you must make a DC 18 Dexterity

saving throw, taking 6d6 fire damage and 6d6

necrotic damage on a failed save, or half as much

on a successful one. This ability recharges at dawn.

The staff holds 12 charges. You can expend

charges to cast the following spells, using your

spell save DC and your spellcasting modifier:

fireball (2 charges)

hellfire storm (2 charges)

fire shield (3 charges)

wall of fire (3 charges)

delayed blast fireball (6 charges)

The staff regains 1d10 + 2 charges daily at dawn.

Amulet of the Dark Pact

Wondrous item, very rare (requires attunement by

a Cleric, Felheart, Paladin, or Warlock)

This ominous amulet, forged from blackened steel,

bears a glowing red gem in its center that seems to


Soulthief Dagger
pulse with dark energy. The gem casts a faint,
Weapon (dagger), very rare (requires attunement)
unsettling light as if it harbors a forbidden power,
A wickedly curved dagger with a blade that seems
and its chain feels unnaturally cold against the skin.
to absorb light. The hilt is wrapped in dark leather,
While attuned to the amulet, your magical abilities
and the pommel is a small skull with ruby eyes.
are enhanced, granting you a +2 bonus to spell
You gain a +3 bonus to attack and damage rolls
attack rolls and to your spell save DCs. You also
made with this magic weapon. On a hit, the dagger
gain a +1 bonus to all saving throws.
deals an additional 2d8 necrotic damage. You
Twice per day, you can invoke the amulet’s power
regain hit points equal to half the necrotic damage
to cast dominate monster (DC 18) without
dealt.
expending a spell slot. If the target is already
Once per day, when you hit a creature with this
frightened or charmed by you or an ally, they have
dagger, you can force them to make a DC 18
disadvantage on their saving throw. The amulet
Wisdom saving throw or be paralyzed for 1 minute.
recharges its magic at dawn, the red gem glowing
The creature can repeat the saving throw at the end
brighter as its dark energies replenish.
of each of its turns, ending the effect on a success.

This ability recharge at dawn.


133

Crown of the Demon Lord

Wondrous item (crown), very rare (requires

attunement)

This fearsome crown is forged from dark, black

iron, with jagged, claw-like spikes that curve

outward like the talons of a great fiend. The central

spire towers above the rest, and a large, blood-red

gem sits embedded at the heart of the crown, its

glow faint but ominous. The entire crown seems to

hum with latent dark power, and it clings tightly to

the head of its wearer, as though seeking to bond

with their very essence.

While wearing this crown, your physical form is

strengthened, granting you a +2 bonus to both your

Strength and Constitution scores, up to a

maximum of 22.

Once per day, you can use an action to cast the

abyssal transformation spell (DC 18, +4

spellcasting modifier). When casting the spell from

the crown, the spell requires no concentration, it

lasts 1 minute, and you can end it as a bonus

action. This ability recharges at dawn, with the

crown’s red gem glowing more fiercely as it gathers

the power needed for the next transformation.

Infernal Scythe

Weapon (glaive), very rare (requires attunement)

A large, menacing scythe with a long, blackened

handle and a blade that seems to flicker with dark

energy.

You gain a +3 bonus to attack and damage rolls

made with this magic weapon. On a hit, the scythe

deals an additional 1d10 necrotic damage. When

you reduce a creature to 0 hit points with this

scythe, you can choose to absorb part of its soul,

gaining temporary hit points equal to double the

necrotic damage dealt.

Fiend’s Hunger

Weapon (longsword), very rare (requires

attunement)

This red and black blade is etched with ancient,

dark runes that pulse faintly with a malevolent

energy. The hilt is shaped like a fiend’s skull. The

sword exudes an unsettling aura, and in the

presence of fiends, it vibrates with anticipation

You gain a +3 bonus to attack and damage rolls

with this magic weapon. The sword deals an

additional 1d8 necrotic damage on a hit. When you

hit a fiend with this sword, you deal an extra 2d8

force damage.
134

Infernal Warlord’s Plate

Armor (plate), very rare (requires attunement)

This fearsome set of dark red plate armor is forged

from an unholy metal, its surface marred with

blackened scars and spikes that radiate a subtle

malevolence. The armor’s design is brutal and

intimidating, with jagged edges and horns that

evoke the image of a tyrant from the infernal

planes. When worn, the armor seems to pulse with

a dark energy, enhancing the wearer’s connection

to powerful, destructive forces.

You gain a +3 bonus to AC while wearing this

armor. The armor also grants you resistance to

both fire and necrotic damage.

Once per day, you can use a bonus action to

activate the armor’s latent power, enveloping

yourself in a protective aura of infernal might. For

the next 10 minutes, you gain advantage on all

saving throws against spells and magical effects,

your armor gleaming with an unholy glow as it


Doomcall
deflects hostile magic. This ability recharges at

dawn, the armor’s infernal power slowly building as Weapon (staff), very rare (requires attunement by a

it rests. spellcaster)

This sinister staff is forged from dark wood

intertwined with veins of red metal, twisted and

warped as though shaped by dark forces. At its top

rests a large, glowing crystal, which hums with an

ominous, low vibration. The crystal pulses with raw

arcane energy, eagerly awaiting the command of its

wielder. Mages who seek to channel the

overwhelming powers of both the Abyssal Realm

and Hell use this staff to harness destructive magic

that few dare to wield.

You gain a +2 bonus to spell attack rolls and a +1 to

your spell save DC while wielding this staff.

Additionally, once per day, as a bonus, you can use

the staff’s latent power to shroud yourself in an

aura of dark energy. For 1 minute, all attacks

against you are made at disadvantage. This ability

recharges at dawn.

The staff has 10 charges and regains 1d6 + 4

expended charges daily at dawn. You can expend

one or more charges to cast the following spells,

using your spellcasting ability modifier and spell

save DC:

blightfire (1 charges)

infernal rebuke (1 charge)

hellfire storm (2 charges)

abyssal maw (3 charges)

unholy beacon (4 charges)

fel explosion (6 charges)


135

Ring of Fiendish Binding Infernal Amulet of Blood Pact

Wondrous item (ring), very rare (requires Wondrous item, very rare (requires attunement)

attunement) This amulet is made of blackened metal, set with a

A dark iron ring set with a glowing red gem that ruby that glows faintly like a beating heart. The

pulses like a heartbeat. The ring exudes a sense of wearer feels the weight of an infernal contract

domination and control. bound to their soul.

While wearing this ring, you can cast hold person While wearing this amulet, you gain a +2 bonus and

at will (DC 18). advantage on all Charisma checks.

Once per day, you can use an action to make a pact


Amulet of Demonic Power
with a willing creature within 60 feet of you. For
Wondrous item, very rare (requires attunement by
the next hour, both you and the creature gain a +2
a spellcaster)
bonus to all attack rolls and saving throws, but at
An amulet forged from the bones of a demon lord,
the end of the hour, both creatures take 4d10 + 10
with a large black gemstone set in the center. The
force damage. This damage cannot be resisted or
gem pulses with dark energy. While wearing it, you
negated in any way. This ability recharges at dawn.
feel a faint connection to the Abyssal Realm.
Wings of the Hellspawn
While wearing this amulet, you gain a +2 bonus to

spell attack rolls and a +2 to your spell save DC. Wondrous item, very rare (requires attunement)

Once per day, you can use an action to cast abyssal This dark red cloak is adorned with fiendish

maelstrom (DC 18). This ability recharges at dawn. designs, and when activated, unfolds into large,

leathery wings.
Elixir of Infernal Might
While wearing this cloak, you can use a bonus
Potion, very rare
action to sprout or dismiss a pair of red wings,
This dark, heart-shaped vial is filled with a thick,
granting you a flying speed of 40 feet.
blood-red liquid that swirls ominously when
Once per day, while flying, you can use an action to
shaken. The vial is encased in a black metal frame,
move up to 10 feet and release a wave of infernal
with thorn-like veins spiraling around the glass. A
energy. Each other creature within a 15-foot radius
ruby-red gemstone hangs from the chain around
of you must make a DC 18 Dexterity saving throw
the bottle’s neck, and it pulses faintly, as if in
or take 5d6 fire damage and 3d6 necrotic damage,
rhythm with a heartbeat.
or half as much on a successful save. This ability
When you drink the Elixir of Infernal Might, you are
recharges at dawn.
flooded with raw, infernal energy, temporarily

granting you powerful enhancements. For the next

10 minutes, you gain the following benefits:

Infernal Strength: Your Strength score

increases to 23, unless it is already higher, and

your hit point maximum increase by 20.

Unholy Resilience: You gain resistance to fire

and necrotic damage.

Wrath of the Dark: When you hit with a melee

weapon attack, you deal an extra 2d6 necrotic

damage.

Fiendish Recovery: Once during this duration,

you can use a bonus action to heal yourself for

4d10 hit points as the elixir’s infernal power

surges through you, mending your wounds.

When the effect ends, any hit points you have above

your hit point maximum become temporary hit

points.
136

Legendary

Abyssal Heart

Wondrous item, legendary (requires attunement)

Encased in a twisted, black, bat-like structure with

large, leathery wings, the Abyssal Heart pulses with

dark energy. The heart itself is a cracked, blood-red

crystal, veined with molten fissures that glow

faintly with chaotic power. Droplets of what seems

like blood continuously drip from its base,

vanishing before they hit the ground. The heart

beats with the rhythm of the Abyssal Realm’s

infinite rage, and holding it fills the user with the

overwhelming hatred and chaos of demonkind.

While attuned to the Abyssal Heart, you gain

resistance to bludgeoning, piercing, and slashing

damage from non-magical attacks, and immunity to

poison damage.

You can use an action to invoke the heart’s power,

granting you advantage on attack rolls and saving

throws, and dealing an additional 2d6 necrotic

damage on all melee attacks for 1 minute. Once

you use this feature, you can’t use it again until the

next dawn.

Once per day you can invoke the heart to unleash a

Fel Explosion: as an action, you unleash a pulse of

chaotic energy from the heart. Each creature of


Gatekeeper’s Amulet
your choice within 30 feet must make a DC 20
Wondrous item, legendary (requires attunement)
Wisdom saving throw or be driven mad for 1

minute. A creature driven mad is forced to attack This amulet is forged from the remnants of a

destroyed portal, the metal twisted and imbued


the nearest creature it can see. It can repeat the

saving throw at the end of each of its turns, ending with planar energy. Intricate runes line its surface,

binding it with the magic of planar travel. It glows


the effect on itself on a success. This ability

recharges at dawn. faintly with a ghostly light and hums with the

residual energy of both the Abyssal Realm and

Hell, resonating with other planes of existence.

While wearing the Gatekeeper’s Amulet, you gain

resistance to all damage dealt by fiends and are

immune to the charmed and frightened conditions.

You can use an action to open a portal to another

plane of your choice within 10 feet of you. The

portal is 15 feet in diameter and remains open for

10 minutes and can be used to travel to and from

the chosen plane. Once you use this feature, it

cannot be used again until 7 days have passed.

As an action, you can use the amulet to banish up

to three creatures within 60 feet of your choice to a

plane of your choosing. Each creature must make a

DC 20 Charisma saving throw or be banished to a

random point in the plane you chose. The

banishment lasts for 1 hour. Once you use this

feature, you can’t use it again until next dawn.


137

Twinscourge Cleaver

Weapon (greataxe), legendary (requires

attunement)

A massive greataxe with two distinct sides, forged

in the depths of both the Abyssal Realm and Hell.

The weapon hums with unrelenting power,

embodying the chaotic forces of destruction from

two opposing realms. One blade is forged from

abyssal essence, radiating cold, dark energy, while

the other burns with the relentless flames of Hell.

The weapon’s surface is etched with runes that

pulse with the shifting energy of both domains, and

holding it fills the wielder with the conflicting

forces of ruin and flame.

You gain a +3 bonus to attack and damage rolls

made with this magic weapon. The greataxe deals

an additional 2d12 damage of fire or necrotic

damage on a hit, with one side dealing necrotic

damage and the other side dealing fire damage.

When you make an attack, you can choose which

side to strike with.

Additionally, the Twinscourge Cleaver has the

following abilities:

Abyssal Strike. When you make an attack with the

necrotic side, you can use a bonus action to release

a pulse of abyssal energy. Each creature in a 15-

foot cone must make a DC 20 Constitution saving

throw, taking 5d12 necrotic damage on a failed

save or half as much on a success. This ability can

be used twice per day and recharges at dawn.

Infernal Cleave. You can cleave through your

enemies with a sweep of infernal flame. As an

action, you can make a separate attack roll with the

greataxe’s infernal side against all creatures in a 5-

foot-wide, 30-foot-long line. Additionally, each

creature in the area must make a DC 20 Dexterity

saving throw, taking 4d12 fire damage on a failed


Infernal Handguards
save, or half as much damage on a successful one.
Wondrous item, legendary (requires attunement)
This ability can be used twice per day and

recharges at dawn. Crafted in the depths of Hell, these blackened

gauntlets grant the wearer control over infernal


Dual Dominion. Once per day, as a bonus action,

you can invoke the combined power of both the flames and the ability to manipulate the essence of

fire itself. A pair of dark metal gauntlets with


Abyssal Realm and Hell. For the next minute, all of

your attacks with the greataxe deal both additional glowing runes etched into the surface.

While wearing these gauntlets, you have immunity


necrotic and fire damage (instead of choosing one

type). During this time, you also gain resistance to to fire damage and can cast hellish rebuke (DC 20)

at will without expending a spell slot.


necrotic and fire damage. Additionally, when you

score a critical hit with the greataxe, the target is Once per day, as a bonus action, you can cause

flames to wreathe your fists for 1 minute. While


knocked prone if they fail a DC 20 Strength saving

throw. This ability can be used once per day and your fists are wreathed in flame, your melee attacks

deal an additional 2d8 fire damage. This ability


recharges at dawn.
recharges at dawn.
138

Infernal Eye of Oblivion Cloak of the Abyssal Sovereign

Wondrous item, legendary (requires attunement) Wondrous item, legendary (requires attunement)

This orb pulses with dark, swirling energy, its This elegant, dark cloak is woven from the essence

surface etched with infernal runes. The Infernal of the Abyssal Realm. Its fabric is constantly

Eye gazes into the heart of all things, revealing shifting, as though made from the void, and it

their deepest vulnerabilities. grants its wearer an aura of absolute power.

While attuned to this orb, you gain truesight out to You gain a +1 bonus to AC and saving throws.

a range of 60 feet. Once per day, you can use an Additionally, you have advantage on attack rolls

action to unleash a devastating beam of against demons and demons have disadvantage on

annihilation. Each creature in a 10-foot-wide, 60- attack rolls against you.

foot line originating from you must make a DC 20


Blade of the Abyssal Tyrant
Dexterity saving throw or take 10d10 necrotic
Weapon (any sword), legendary (requires
damage and be frightened by you for 1 minute. On
attunement)
a successful save, they take half damage and are
This towering sword, known as the Blade of the
not frightened. A creature can repeat the saving
Abyssal Tyrant, is a symbol of conquest and
throw at the end of its turn, ending the effect on
absolute power. Forged from the darkest abyssal
itself on a success. This ability recharges at dawn.
iron, its surface is adorned with glowing demonic

runes that pulse with sinister energy. The edges of

the blade are etched with deep purple hues,

resembling the ever-present dusk of the Abyssal

Realm, while bat-like wings flare out from the hilt,

giving the weapon an ominous, regal presence.

You gain a +3 bonus to attack and damage rolls

made with this magic weapon. On a hit, the sword

deals an additional 3d6 necrotic damage. If you

score a critical hit with this weapon, the target

must make a DC 20 Constitution saving throw or

be frightened of you and restrained for 1 minute.

The target can repeat the saving throw at the end of

each of its turns, ending the effects on itself on a

success.

Additionally, once per day, as a bonus action, you

can channel the sword’s abyssal power to weaken

your enemies. For the next minute, you ignore

resistance to necrotic damage and treat immunity

to necrotic damage as resistance when attacking

with this sword. Furthermore, during this time,

creatures frightened of you take an additional 1d6

necrotic damage when struck by the sword. This

ability recharges at dawn.

Once per week, as an action, you can invoke the

ultimate power of the Abyssal Tyrant, sending a

shockwave of dark energy in a 60-foot radius

around you. Each creature of your choice within

this radius must make a DC 20 Wisdom saving

throw or be paralyzed for 1 minute. While

paralyzed in this way, a creature takes 4d6 necrotic

damage at the start of each of its turns. Creatures

can repeat the saving throw at the end of each of

their turns, ending the paralysis on a success.


139

Grimoire of Fiendish Power Hellish Chains

Wondrous item (spellbook), legendary (requires Wondrous item, legendary (requires attunement)

attunement by a spellcaster) These cursed chains are forged in the infernal

This ancient, leather-bound grimoire was once in forges of Hell. They are adorned with infernal

the possession of a powerful archfiend. Its pages runes that glow faintly with a red hue.

are filled with powerful infernal and abyssal spells, While attuned to the Fiendbinder’s Chains, you

granting any who wield it access to dark, forbidden gain immunity to fire damage and resistance to

magic. A dark, heavy spellbook bound in demon- necrotic damage.

hide, with pages that seem to writhe when opened. Once per day, you can use an action to summon a

While attuned to this grimoire, you gain a +2 bonus devil from Hell of CR 8 or lower on an unoccupied

to your spell attack rolls and spell save DC and a +1 point within 30 feet of you. The devil serves you for

to your saving throws. 1 hour before returning to its plane. When

The grimoire holds the following spells, which you summoned outside of Hell, the devil obeys your

can cast once per day each without expending a every command, even those that would result in its

spell slot using your spellcasting ability modifier harm, as it knows it cannot truly die while outside

and your spell save DC: its home plane. However, if summoned while in

Hell, the devil still follows your orders but will


fel explosion
refuse commands that would risk its permanent
fiendish maelstrom
destruction. In combat, the summoned devil rolls
hellfire storm (cast at 5th-level)
its own initiative and acts on its own turn. It will
hellscape
follow your commands to the best of its ability,

prioritizing your safety and the completion of any


Additionally, the grimoire has the following
tasks you give it. This ability recharges at dawn.
abilities:

Fiendish Conduit. As a bonus action, you can use

the grimoire to temporarily open a conduit to the

lower planes. For the next minute, when you cast a

spell that deals damage, you can change the

damage type to fire or necrotic (your choice). This

ability recharges at dawn.

Soulbinding Curse. You can use the grimoire to

place a dark curse on a creature within 60 feet. As

an action, choose a creature you can see within

range, forcing it to make a DC 20 Constitution

saving throw. On a failed save, the creature is

cursed for 1 minute. While cursed, the creature

cannot regain hit points and takes 1d6 necrotic

damage at the start of each of its turns. This curse

can only be removed only by remove curse, greater

restoration, or similar more powerful magic. This

ability recharges at dawn.

Fiendish Knowledge. The grimoire is a repository

of ancient secrets. While attuned to the grimoire,

you can cast legend lore once per day without

expending a spell slot or requiring material

components. If you cast the spell to learn

information specifically related to fiends, demons,

or devils, the information you uncover is more

detailed and accurate, potentially revealing deeper

or hidden truths (at the Game Master’s discretion).

This ability recharges at dawn.


140

Crown of Eternal Dominion

Wondrous item, legendary (requires attunement)

This menacing crown is forged from twisted black

iron, its jagged spires erupting like flames from the

brow of its wearer. The red gems embedded in the

crown’s base glow with a sinister light, pulsing like

a heartbeat. A faint, fiery aura surrounds the crown,

and the very air around it seems to crackle with

dark, commanding power. Upon placing the crown

on your head, you feel an intoxicating surge of

dominance and authority over others.

While wearing this crown, you gain a +2 bonus to

your Charisma score, up to a maximum of 22, and

gain proficiency in Charisma (Persuasion) and

Charisma (Intimidation) checks if you don’t already

have it, or expertise if you’re already proficient in it.

Once per day, as an action, you can cast dominate

monster (DC 20) without expending a spell slot. If

the target is a fiend, it has disadvantage on the

saving throw. If the fiend is of a CR lower than your

character level, the fiend’s immunity to the

charmed condition is ignored, allowing you to


Infernal Juggernaut Plate
charm it regardless. This ability recharges at dawn.
Armor (plate), legendary (requires attunement)
Additionally, as a bonus action, you can exude an
This terrifying armor is forged from infernal metals
aura of authority in a 30-foot radius around you.
deep in the pits of Hell, inscribed with intricate
Creatures of your choice in the area must succeed
fiery runes that seem to glow from within. Its helm
on a DC 20 Wisdom saving throw or be charmed
is adorned with curved, menacing horns, and the
for 1 minute. This effect ends on a creature if it
chest plate pulses with the molten glow of its dark
takes damage. This ability recharges at dawn.
magic, marking the wearer as a conqueror of the

lower planes.

While wearing this armor, you gain a +3 bonus to

AC, and you are immune to fire and necrotic

damage. The armor bonds to you once attuned,

making it weightless to the wearer, though it still

maintains its formidable presence.

Infernal Dominance. As an action, you can activate

the armor’s power, wreathing yourself in an aura of

hellish flames for 1 minute. While this ability is

active, any creature that hits you with a melee

attack takes 1d10 fire damage, and your melee

attacks deal an additional 2d6 fire damage. This

ability can be used once per day and recharges at

dawn.

Hellish Fury. Once per day, as a bonus action, you

can enter a state of hellish rage for 1 minute. While

in this state, your Strength score increases by 4 (up

to a maximum of 24), and you gain advantage on all

melee attack rolls. You also gain temporary hit

points equal to twice your level when this ability is

activated. At the end of the duration, you suffer one

level of exhaustion. This ability recharges at dawn.


141

Bow of the Netherbound

Weapon (longbow), legendary (requires

attunement)

This massive longbow, known as the Bow of the

Netherbound, is a creation unlike any other, forged

from the hide of a fallen demon and reinforced with

the bones of a devil. Its dark wood is veined with

pulsating energy that carries both the chaotic

essence of the Abyssal Realm and the burning fury

of Hell, merged into a single weapon. The

bowstring hums with raw power, drawing from

both opposing forces to unleash devastating

attacks.

You gain a +3 bonus to attack and damage rolls

made with this magic weapon. When you fire an

arrow from the bow, it crackles with an energy of

dual origin. You can choose for the arrow to deal an

additional 2d8 fire or necrotic damage on a hit,

reflecting one of the energies within the bow.

Once per day, you can use an action to channel

both forces within the bow. For the next minute,

every arrow fired from the Bow of the Netherbound

strikes with the combined fury of its creation. Each

attack deals both 2d8 fire damage and 2d8 necrotic

damage, and once per turn, you can force a

creature hit by an arrow from this bow to succeed

on a DC 20 Strength saving throw or be knocked

prone. This ability recharges at dawn.

Additionally, while attuned to the bow, you gain

resistance to both fire and necrotic damage, as the

energies within the bow protect you from harm.

Fiendforged Armor

Armor (any), legendary (requires attunement)

This fearsome armor is forged from the bones and

hide of fiends, tempered in the infernal forges of

the lower planes. The dark red plates are

reinforced with jagged black spikes, and intricate

demonic runes are etched into the surface,

constantly glowing with a faint ember-like light.

While wearing this armor, you gain a +3 bonus to

your AC. Additionally, you have resistance to fire

and necrotic damage. The armor’s fiendish origins

also grant you immunity to being frightened and

charmed.

When you are reduced to 0 hit points while wearing

this armor, you can use a reaction to regain hit

points equal to half of your maximum hit points.

Once you use this ability, you can’t use it again until

the next dawn.


142

Infernal Lash Horn of the Balor

Weapon (whip), legendary (requires attunement) Wondrous item, legendary

This wicked whip is forged from the hide of a A massive horn carved from the horn of a balor,

powerful fiend, its length glowing faintly with decorated with mystical runes and etched with the

embers. The handle is wrapped in infernal runes blood of fallen demons. When blown, it releases a

that pulse with heat when wielded. sound that echoes across the planes.

You gain a +3 bonus to attack and damage rolls Once per week, as an action, you can blow the

made with this magic weapon. The whip deals an horn. Creatures of your choice within 30 feet gain

additional 2d10 fire damage on a hit. the following effects for 10 minutes:

Three times per day, as a bonus action, you can


Their Constitution score increases by 4, to a
crack the whip to summon a fiery chain from the

ground. Choose a creature within 30 feet of you; maximum of 24.

They gain resistance to cold and lightning


the target must succeed on a DC 20 Dexterity

saving throw or be restrained by the chain. The damage, and bludgeoning, piercing, and

slashing damage from non-magical attacks.


chain lasts for 1 minute or until the creature

escapes using its action to make a successful DC They gain immunity to fire and poison damage,

and immunity to the poisoned condition.


20 Strength check. While restrained, the creature

takes 3d6 fire damage at the start of each of its They gain truesight out to a range of 60 feet.

They have advantage on saving throws against


turns. This ability recharges at dawn.
spells and other magical effects.
Abyssal Draught

Potion, legendary Once the effect ends, the horn grows paler, its dark

glow fading. Over the next 7 days, the horn slowly


This dark potion swirls with purple and crimson

energy, contained within an ornate, obsidian bottle builds up its powers once more, regaining its full

potency by the dawn of the seventh day.


that glows faintly with a sinister light. The liquid

inside feels unnaturally heavy, and its mere

presence seems to pull at the very essence of those

nearby.

When you drink the Abyssal Draught, you are

temporarily infused with the power of the Abyss.

For the next 8 hours, you gain the following effects:

Your Strength score increases to 25, unless it is

already higher.

At the end of your turn, you gain temporary hit

points equal to your proficiency bonus modifier.

You gain truesight out to a range of 90 feet.

Your melee attacks deal an additional 2d10

necrotic damage on a hit, and you regain hit

points equal to half of the necrotic damage

dealt.

You have advantage on saving throws against

being frightened or charmed.

Your movement speed increases by 10 feet.

You have advatadge on attack rolls against

celestials and devils.

Once the effects of the potion end, you must make a

DC 20 Constitution saving throw. On a failed save,

you gain one level of exhaustion as the

overwhelming power of the Abyssal Realm leaves

you weakened.
143

Major Infernal Amulets Amulet of Sloth

Wondrous items, legendary (requires attunement) A dull, dark gem that feels unnervingly heavy, set in

a simple iron chain


These powerful amulets, forged in the deepest,
While wearing this amulet, your Constitution score
most treacherous pits of Hell, embody the essence
increases by 2, up to a maximum of 24. When you
of the Seven Deadly Sins. Each amulet is crafted
complete a short or long rest, you gain temporary
from the bones, blood, and soul essence of
hit points equal to five times your proficiency
powerful fiends, amplifying the wearer’s strength,
bonus. Once per day, you can use an action to cast
abilities, and desires. Their infernal energy pulses
hold person at 6th level (DC 20), and creatures
through the wearer, providing immense power but
restrained by this spell have disadvantage on their
also whispering temptations into the mind of the
saving throws to break free. This ability recharges
bearer.
at dawn.

Amulet of Pride
Amulet of Gluttony
A brilliant crimson gem set in a gold filigree
A swirling, orange gem set in an amulet that
amulet, its glow exuding an aura of superiority.
resembles a bottomless maw
While attuned to this amulet, your Charisma score
While wearing this amulet, you need to consume
increases by 2, up to a maximum of 22.
triple your normal food and drink to avoid
Additionally, you gain a +3 bonus to Charisma
exhaustion. You gain a +10 bonus on all Wisdom
(Persuasion) checks and Charisma saving throws.
(Perception) and Wisdom (Survival) checks related
Twice per day, you can grant yourself advantage on
to food and drink. Three times per day, as an
any Charisma-based ability check. This amulet also
action, you can consume food or drink to heal
allows you to cast dominate person (DC 20) once
yourself for 4d10 + your character level hit points.
per day without expending a spell slot. The target
Additionally, you only need to consume half of a
has disadvantage on the saving throw if it has a
magical potion to gain its effects.
lower Charisma score than you. This ability

recharges at dawn.
Amulet of Lust

A deep, violet gem that glimmers with a seductive


Amulet of Envy
light, set in an ornate silver amulet.
An emerald gem that flickers with jealousy, set into
While attuned to this amulet, your Charisma score
a tarnished silver amulet.
increases by 2, up to a maximum of 24, and you
While wearing this amulet, you can sense the most
gain advantage on all Charisma (Deception)
coveted item within 60 feet of you. As a bonus
checks. Once per day, you can use an action to cast
action, you can learn one of a target’s ability scores.
mass suggestion (DC 20) affecting up to six
Additionally, once per day, when a creature you can
creatures of your choice within 60 feet. Creatures
see within 60 feet makes an ability check, attack
charmed in this way are unaware of the magic
roll, or saving throw, you can use your reaction to
influencing them and may rationalize their behavior
copy the bonuses that creature has for that type of
afterward (at the Game Master’s discretion). This
roll (ability check, attack roll, or saving throw). For
ability recharges at dawn.
the next minute, you use the same bonuses on your

rolls of the same type. This ability recharges at


Amulet of Wrath
dawn.
A blood-red gem that seethes with barely-contained

fury, set in a jagged iron amulet.


Amulet of Greed
While wearing this amulet, your Strength score
A golden gem that sparkles with an alluring light,
increases by 2, up to a maximum of 24, and you
set in an amulet shaped like a coin.
gain a +2 bonus to attack and damage rolls. Twice
While wearing this amulet, you have advantage on
per day, when you deal damage with a melee
checks to evaluate or identify valuable objects, and
attack, you can choose to deal an additional 4d10
you can automatically detect the magic on items
damage of the weapon’s type and force the target to
within 30 feet of you. Once per day, you can use an
make a DC 20 Strength saving throw or be
action to cast legend lore without expending a spell
knocked prone. This ability recharges at dawn.
slot or needing material components. Additionally,

you can cast locate object at will without expending

a spell slot.
144

Artifacts

Abyssal Crown of the Demon Lord Aegis of the Fallen Seraph

Wondrous item, artifact (requires attunement) Armor (shield), artifact (requires attunement)

The Abyssal Crown is a dark and foreboding helm, This shield is fashioned from the shattered bones

forged in the deepest pits of the Abyssal Realm by a and tattered wings of a fallen seraph, one that was

long-forgotten demon lord who failed in its attempt cast down from the heavens for betraying its kind.

to become a demon god. It is fashioned from the Its surface is etched with runes that glow with a

bones of ancient fiends, adorned with blood-red sinister light, pulsing faintly as if alive.

gemstones that pulse faintly, as if echoing the beat While wielding the Aegis, you gain a +4 bonus to

of a dark heart. The two curved horns, wrapped in your AC and advantage on saving throws against

sinew and marked with infernal runes, arc outward spells and magical effects. You also gain the

like the wings of a fiend. following abilities:

While attuned to this crown, you gain the following


Barrier of Despair. Once per month, you can use an
abilities:
action to raise the Aegis and create a 60-foot-radius

Unholy Power. Your Strenght and Charisma scores barrier around you that lasts for 10 minutes.

increase by 2 and your Constitution score increases Creatures within this barrier gain immunity to all

by 4, to a maximum of 24. damage, and all spell effects are nullified inside the

barrier.
Abyssal Dominion. You can use an action to create

a 60-foot-radius aura of chaos and terror centered Dark Retribution. When a creature hits you with a

on you. Each creature of your choice within the melee attack, you can use your reaction to unleash

aura must succeed on a DC 22 Wisdom saving a surge of corrupted energy. The attacker takes

throw or be frightened for 1 minute. While 3d10 necrotic damage, and you regain hit points

frightened in this way, the creature is also equal to half the damage dealt.

paralyzed. A frightened creature can repeat the

saving throw at the end of each of its turns, ending Hold Person. You can cast hold person (DC 22) at

will, requiring no spell slot.


the effect on a success. Once you use this feature,

you can’t use it again until the next dawn.

Lord of Demons. As an action, you can summon a

balor or 1d4 + 1 lesser demons (CR 10 or lower)

once per week. These demons regard you as their

lord, are bound to your will for 24 hours, and will

obey your commands to the best of their ability.

Random Properties. The Abyssal Crown of the

Demon Lord has the following random properties:

1 minor beneficial property

1 major beneficial property

1 minor detrimental property

Curse. The crown is a conduit for the will of the

Abyssal Realm, and its wearer is prone to sudden

outbursts of rage and violence. When you roll a

natural 1 on an attack roll or saving throw, you

must succeed on a DC 18 Wisdom saving throw or

be overcome with an uncontrollable urge to attack

the nearest creature, regardless of who it is, until

the end of your next turn.


145

Hell’s Forge Hammer Nihil Blade

Weapon (warhammer), artifact (requires Weapon (any sword), artifact (requires attunement)

attunement) The Nihil Blade is a massive sword forged from the

This massive warhammer is forged from the darkness between the stars. Its blade absorbs light,

blackened iron of Hell’s deepest forges and is leaving only an endless void in its wake.

imbued with the essence of infernal fire. The You have a +3 bonus to attack and damage rolls

hammer’s head is engraved with runes of power, mande with weapon and you deal an additional 4d8

and it is warm to the touch, glowing with an inner necrotic damage on a hit.

fire that never fades. It is said that this hammer The Nihil Blade also has the following abilities:

was used by a legendary devil-smith to craft the


Eclipse. Once per day, you can plunge the
weapons of Hell’s armies.

You gain a +3 bonus to attack and damage rolls battlefield into an unnatural darkness. All creatures

other than you and not behind total cover within a


made with this magic weapon. When you hit with it,

the hammer deals an extra 3d8 fire damage. 1-mile radius of you must succeed on a DC 22

Constitution saving throw or be blinded for 1 hour.


While attuned to this hammer you are immune to

fire damage and you gain the following benefits: During this time, the Nihil Blade also deals an

extra 2d8 necrotic damage on a hit.

Forge Master. As an action, you can use the

hammer to enchant a non-magical weapon or piece Soul Rend. If you reduce a creature to 0 hit points

with this weapon, you can consume its soul,


of armor. The item becomes a +3 magic item. You

can enchant one item per day. You can maintain up trapping it within the blade. The consumed soul

grants you temporary hit points equal to the


to three enchanted items at a time, with a new

enchantment replacing your oldest one. damage dealt that reduced the creature to 0. While

the soul is trapped within the Nihil Blade, the

Hellfire Blast. As an action, you can slam the creature cannot be resurrected or brought back to

hammer into the ground, releasing a wave of life by any means other than a wish spell. The

infernal fire in a 30-foot radius centered on you. sword can only hold one soul at a time; if you

Each creature in the area must make a DC 22 consume a new soul, the previous one is released,

Dexterity saving throw, taking 10d10 fire damage fading into oblivion. This ability has no effect on

on a failed save, or half as much damage on a constructs, or creatures that do not possess a soul.

successful one. Once you use this ability, you can’t

use it again until the next dawn.

Heat Metal. You can cast heat metal (DC 22) at

will, requiring no spell slot or material components.


146

Infernal Scepter of the Archdevil

Wondrous item, artifact (requires attunement by a

spellcaster)

This scepter is an obsidian rod, topped with a

horned skull that constantly emits a faint, sulfurous

smoke. It is said to have been wielded by an

archdevil who once ruled over a vast domain in

Hell, commanding legions of devils and spreading

tyranny and corruption across the planes. The

scepter is warm to the touch and hums with an

insidious power.

While attuned to this scepter, you gain a +3 bonus

to spell attack rolls and spell save DCs for spells

you cast that deal fire or necrotic damage damage

or inflict the charmed or frightened condition.

You also gain the following benefits:

Fiendish Command. As an action, you can issue a

command to any devil within 120 feet of you. The

devil must make a DC 22 Wisdom saving throw. On

a failed save, the devil is compelled to obey your

command for 1 hour. This effect does not require

concentration. Once you use this feature, you can’t

use it again until the next dawn.

Infernal Gate. Once per day, you can use the

scepter to cast gate. If you use this spell to open a

portal to any circle of Hell, you can choose to

summon up to 5 devils with a combined CR of up to

15. The summoned devils remain under your

control and follow your commands to the best of

their ability for 1 hour. This ability recharges at

dawn.

Hellish Resistance. You are immune to fire and

poison damage, and you have advantage on saving

throws against spells and magical effects.

Random Properties. The Infernal Scepter of the

Archdevil has the following random properties:

1 minor beneficial property

1 major beneficial property

1 minor detrimental property

Detect Thoughts. You can cast detect thoughts (DC

22) at will without expending a spell slot.

Hellscape. Once per day, you can cast the hellscape

spell, using your spell save DC for it. This ability

recharges at dawn.
DEMONS AND ABYSSAL

CREATURES
148

Monster List
Below is a collection of demons and other abyssal CR 1

creatures found in the Abyssal Realm. Many are


Abyssal Aberration
entirely original, while others are reimagined
Lesser Abyssal Vessel
adaptations from the 5E Bestiary, each featuring
Quasit
distinctive traits and forms. These unique versions
Shadow Quasit
bring fresh challenges and variety to your

encounters, ensuring that no two demons feel the CR 2

same in your campaigns.


Abyssal Raptor
While these beings primarily dwell in the chaotic
Grimhorn
depths of the Abyssal Realm, their influence
Skullrummager
extends far beyond this tumultuous place. Demons
CR 3
often tear through the fabric of reality to venture

into other planes, including the mortal world, Abyssal Champion

driven by an insatiable desire for destruction and Abyssal Hound


mayhem. Their unpredictable nature and relentless Abyssal Sorcerer

aggression make them formidable adversaries in Brakthar


any setting. This versatility allows you to
CR 4
incorporate them seamlessly into your campaigns,

providing endless opportunities for thrilling Abyssal Beast

encounters and compelling storylines, regardless of Abyssal Steed

your world’s specific lore or geography. Abyssal Dragon Wyrmling

Monsters are listed in order of Challenge Rating Succubus / Incubus

(CR), with variant and scaling versions presented


CR 5
right after their lower CR counterparts.

In addition to these creatures, there is a Abyssal Reaver

customizable, scalable lair that allows any demon Abyssal Vessel

to be run as a unique and formidable boss Dreamstalker Succubus / Incubus

encounter. This feature provides you with the tools Necrothrax

to craft epic battles, complete with lair actions and Obsidian Gargoyle

environmental hazards that heighten the stakes Zhorvith

and immerse your players in unforgettable


CR 6
confrontations.

Gazorakth
Lair
Greater Umbrath

Abyssal Demon’s Lair Vrock

CR 1/8 CR 7

Wretchling Abyssal Chimera

Blight Vrock
CR 1/4
Greater Brakthar

Dretch High Abyssal Sorcerer

Umbrath
CR 8

CR 1/2
Adhesive Hezrou

Bonefiend Hezrou

Dire Dretch
CR 9
Gnashling

Thornuk Glabrezu
149

CR 10 CR 18

Greater Abyssal Vessel Venomblade Marilith

Rampaging Glabrezu
CR 19

CR 11
Adult Abyssal Dragon

Ophrym Balor

Young Abyssal Dragon


CR 20

CR 12
Supreme Abyssal Sorcerer

Abyssal Dreadknight
CR 21
Greater Abyssal Steed

Balor Sovereign
CR 13

CR 22
Nalfeshnee

The Eternal Wanderer


CR 14

CR 23
Greater Abyssal Chimera

Greater Abyssal Sorcerer Orvelyn, the Blightmother

Shadowspawn
CR 24

CR 15
Vaelorax, the Golden Terror

Greater Gazorakth
CR 25
Hulking Nalfeshnee

Supreme Abyssal Vessel Malakaar, the Netherlord

CR 16 CR 26

Marilith Ancient Abyssal Dragon

CR 17 CR 27

Abyssal Warlord Kalaroth, the Destroyer


150

Abyssal Demon’s Lair Chaos Surge: Unstable energy lashes out in a

15-foot radius around a point within 60 feet,


The Abyssal Realm is a plane of unrelenting chaos
releasing a wave of pure chaos. Each creature in
and ruin, each layer more nightmarish than the
the area must succeed on a Constitution saving
last. A demon’s lair within the Abyssal Realm is a
throw or take force damage (Low) and have
reflection of this primal chaos, with landscapes that
disadvantage on attack rolls and ability checks
twist and shift unpredictably, and a pervasive sense
until the end of their next turn.
of malevolence in the air. Such lairs can be endless
Abyssal Ooze: Dark, corrosive ooze rises from
swamps, dark, twisted forests where unnatural
the ground in a 30-foot radius within 120 feet.
growths claw at the sky, or roiling pits of magma.
Creatures starting their turns in the area must
Here, demons draw on the chaotic energy of the
succeed on a Dexterity saving throw or take acid
realm to enhance their power, creating an ever-
damage (Low) and have their movement
changing battlefield designed to confound and
reduced by half until the end of their next turn.
destroy intruders.
W arping Shadows: Shadows warp and twist in
These lair actions are crafted for use in any abyssal
a 20-foot radius around the demon. Each
setting where a demon might reside. For boss
creature within the area must succeed on a
encounters, you can select three to five lair actions
Wisdom saving throw or be frightened until the
to create a dynamic and brutal arena that
start of the demon’s next turn. Creatures
showcases the raw chaos and destructive energy of
frightened by this effect can make a new saving
the Abyssal Realm.
throw at the end of each of their turns, ending

DC Table for Demon Lair Actions the effect on themselves on a success.

Scalding Geyser: The ground erupts with a


Demon’s CR Suggested DC

1-4 DC 12 geyser of molten rock in a 10-foot radius

5-8 DC 14 centered on a point the demon can see within

9-12 DC 16 60 feet. Each creature in that area must succeed

13-16 DC 17 on a Dexterity saving throw or take fire damage


17-20 DC 18 (High) and be pushed 10 feet away.
21+ DC 20 Biting Winds of Chaos: A chilling wind filled

with razor-like shards of abyssal energy sweeps


Damage Table for Demon Lair Actions
through a 30-foot line extending from a point
Suggested
within 60 feet of the demon. Creatures in the
Demon’s Suggested Damage Suggested
line must make a Constitution saving throw or
CR Damage (Low) (Moderate) Damage (High)
take cold damage (Moderate) and be unable to
1-4 7 (2d6) 10 (3d6) 14 (4d6)
5-8 10 (3d6) 14 (4d6) 17 (5d6) take reactions until the next initiative count 20.

9-12 14 (4d6) 17 (5d6) 21 (6d6) Grasp of Madness: Tendrils of dark energy

13-16 17 (5d6) 21 (6d6) 28 (8d6) snake out in a 30-foot radius within the lair,

17-20 21 (6d6) 28 (8d6) 35 (10d6) targeting up to three creatures within range.

21+ 28 (8d6) 35 (10d6) 42 (12d6) Targeted creatures must succeed on a

These damage values can be used to match the Charisma saving throw or be frightened until

suggested damage in each lair action description or the end of their next turn.

customized to suit the desired intensity and threat Dark Mire: The ground within 40 feet of the

level of the encounter. demon becomes a dark mire that clings to

creatures’ feet. This area becomes difficult


Lair Actions
terrain for creatures other than the demon until
On initiative count 20 (losing initiative ties), the
the next initiative count 20, and each creature
demon can take one of the following lair actions.
within the area must succeed on a Dexterity

saving throw or take necrotic damage (Low).


Rend the Earth: The ground cracks and
Essence of Decay: A wave of decay to ripple out
shudders in a 20-foot radius centered on a point
in a 20-foot radius around a point the demon
the demon can see within 120 feet. Each
can see within 120 feet. Each creature in the
creature in that area must succeed on a
area must succeed on a Constitution saving
Dexterity saving throw or take bludgeoning
throw or take necrotic damage (Moderate).
damage (Moderate) and be knocked prone.
151

Wretchling
Wretchling
Wretchlings are pathetic, sniveling demons that Tiny fiend (demon), chaotic evil

embody the most pitiful aspects of the Abyssal


Armor Class 10 (natural armor)
Realm. These small fiends, often found cowering in
Hit Points 5 (2d4)
the shadows or skulking at the feet of more
Speed 20 ft.
powerful demons, are underestimated by many

who encounter them. However, when gathered in STR DEX CON INT WIS CHA

groups, wretchlings can become vicious and 7 (−2) 11 (+0) 11 (+0) 5 (−3) 6 (−2) 5 (−3)
frenzied, lashing out with surprising ferocity in

brief fits of rage. Their appearance is a disturbing Damage Resistances cold, fire
blend of spiky, molten skin, jagged fangs, and large,
Damage Immunities poison
Condition Immunities poisoned
glaring red eyes that seem perpetually filled with
Senses darkvision 60 ft., passive Perception 8
both fear and malice. With thin, twisted limbs
Languages Abyssal
ending in clawed fingers, they appear frail, but their
Challenge 1/8 (25 XP) Proficiency Bonus +2

sharp teeth and sheer numbers make them

dangerous foes for the unwary.


Berserk Rage. When the wretchling takes damage, it can
Though they lack true strength or intelligence,
enter a frenzied state until the end of its next turn. While
wretchlings swarm with a primal, reckless
frenzied, the wretchling’s bite attack deals an additional
abandon, eager to bite and claw at anything they 1d4 piercing damage.
perceive as weaker. Driven by fear and hunger, they

lash out in desperate attempts to prove themselves


Swarm Tactics. The wretchling has advantage on attack
in the harsh hierarchy of the Abyssal Realm.
rolls against a creature if at least one of the wretchling’s
allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Actions

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


target. Hit: 2 (1d4) piercing damage.

Desperate Swipe (Recharge 6). Melee Weapon Attack: +2 to


hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage.

Origins of Wretchlings

While wretchlings are primarily born from the raw,


chaotic energy of the Abyssal Realm, particularly
weak or insignificant chaotic evil souls from the
material plane may also find themselves drawn into
it upon death, reborn as these pitiful demons. Such
souls, stripped of power and dignity, manifest as
wretchlings, condemned to a life of sniveling
desperation and perpetual struggle at the very
bottom of the Abyssal hierarchy. These wretchlings
often retain faint, fragmented memories of their
past lives, fueling their pathetic rage and spite.
152

Dretch
Dretch
Demons arise from the chaotic energy of the Small fiend (demon), chaotic evil

Abyssal Realm itself, spontaneously forming from


Armor Class 11 (natural armor)
the raw, untamed power permeating each layer.
Hit Points 18 (4d6 + 4)
This chaotic birth grants them their unpredictable
Speed 20 ft.
natures and insatiable drives for destruction. Some

demons, however, originate from souls of the STR DEX CON INT WIS CHA

material plane. When a chaotic evil creature dies in 11 (+0) 11 (+0) 12 (+1) 5 (−3) 8 (−1) 3 (−4)
the material world, its soul may be drawn into the

Abyssal Realm, reborn as a dretch - one of the Damage Resistances cold, fire, lightning
lowest forms of demon. From this point, these lost
Damage Immunities poison
Condition Immunities poisoned
souls must claw and fight their way up the ranks,
Senses darkvision 60 ft., passive Perception 9
struggling for survival and power in a brutal,
Languages Abyssal, telepathy 60 ft. (works only with
unforgiving world.
creatures that understand Abyssal)
Dretches are among the lowest ranks of demon- Challenge 1/4 (50 XP) Proficiency Bonus +2

kind, miserable creatures cursed to eternal

suffering and discontent in the Abyssal Realm.


Actions
While they possess little intelligence and serve only

the simplest commands, dretches still harbor a


Multiattack.The dretch makes two attacks: one with its
deep malice for all creatures.
bite and one with its claws.

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


target. Hit: 3 (1d6) piercing damage.

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


target. Hit: 5 (2d4) slashing damage.

Fetid Cloud (1/Day). A 10-foot radius of noxious green gas


extends out from the dretch. The gas spreads around
corners, lightly obscuring its area for 1 minute or until
dispersed by strong wind. Each creature that starts its
turn in the gas must succeed on a DC 11 Constitution
saving throw or be poisoned until the start of its next
turn. While poisoned in this way, the target can take either
an action or a bonus action, not both, and can’t take
reactions.
153

Variant: Dire Dretch


Dire Dretch
While some of the weakest souls are transformed Small fiend (demon), chaotic evil

into dretches, there exists an even lower rung for


Armor Class 12 (natural armor)
those who were exceptionally feeble in life.
Hit Points 22 (5d6 + 5)
However, occasionally, a particularly vicious or
Speed 20 ft.
powerful chaotic evil soul is reborn as a dire dretch

- a more dangerous version of its lesser kin. These STR DEX CON INT WIS CHA

souls are often those of cruel warlords, bloodthirsty 12 (+1) 11 (+0) 12 (+1) 6 (−2) 9 (−1) 4 (−3)
maniacs, or relentless killers from the material

realm, drawn to the Abyssal Realm and reshaped Damage Resistances cold, fire, lightning
by its chaotic energies. Alternatively, some dire
Damage Immunities poison
Condition Immunities poisoned
dretches evolve from ordinary dretches, having
Senses darkvision 60 ft., passive Perception 10
clawed their way through countless foes in the
Languages Abyssal, telepathy 60 ft. (works only with
Abyssal Realm, growing in power through the
creatures that understand Abyssal)
slaughter of other demons and creatures. This Challenge 1/2 (100 XP) Proficiency Bonus +2

thirst for carnage, coupled with a twisted resilience,

makes dire dretches significantly more formidable


Actions
and cunning than typical dretches.
Multiattack. The dire dretch makes two attacks: one with
its bite and one with its claws.
Variant Traits for Dretches
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
These variant traits can add diversity to dretches, target. Hit: 4 (1d6 + 1) piercing damage.
increasing their versatility, and keeping encounters
with them fresh. Granting them one of these Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
wouldn’t drastically increase their power, but target. Hit: 6 (2d4 + 1) slashing damage.
consider the overall balance if applying more.
Fetid Cloud (1/Day). A 10-foot radius of noxious green gas
Frenzied Rage (1/Short or Long Rest). The dretch can extends out from the dretch. The gas spreads around
enter a frenzied state as a bonus action, gaining corners, lightly obscuring its area for 1 minute or until
dispersed by strong wind. Each creature that starts its
advantage on attack rolls until the start of its next
turn in the gas must succeed on a DC 11 Constitution
turn. While frenzied, it deals an additional 2 slashing
saving throw or be poisoned until the start of its next
damage with its claws. turn. While poisoned in this way, the target can take either
Pack Instincts. The dretch has advantage on attack
an action or a bonus action, not both, and can’t take
rolls against creatures if at least one of its allies is reactions.
within 5 feet of the target and not incapacitated.
Reactions
Putrid Burst (1/Day). When the dretch is reduced to 0

hit points, it releases a burst of noxious gas in a 10- When the dire dretch takes damage, it
Relish in Slaughter.

foot radius. Each creature in that area must make a gains temporary hit points equal to 1d4 + 1. These
DC 11 Constitution saving throw or be poisoned temporary hit points last until the start of its next turn.
until the end of its next turn.
Malicious Claws. When the dretch hits with its claws,

it can choose to deal an additional 1d4 necrotic


damage. This damage is fueled by the dretch’s
innate malice and thirst for suffering.
Scent of Despair. As a bonus action, the dretch can

sense creatures within 30 feet that have less than


half their maximum hit points. When it senses a
creature in this weakened state, advantage on its
next attack roll against that creature.
154

Umbrath
Umbrath
Tiny fiend, chaotic evil Umbraths are small fiendish entities born from the

shadows in the deepest, darkest recesses of the


Armor Class 13
Abyssal Realm. Although not classified as demons,
Hit Points 7 (2d4 + 2)
these creatures embody the ambient chaos and
Speed 20 ft.
slaughter that permeate the realm. Their name

STR DEX CON INT WIS CHA combines “umbra”, meaning shadow, and “wrath”,

4 (-3) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 8 (-1) representing their relentless drive to engulf and

consume all in darkness. Umbraths seek to spread


Damage Resistances cold, fire, necrotic; bludgeoning, their shadow, enveloping anything they come
piercing, and slashing from nonmagical attacks across with a malevolent intent. Though weak in
Damage Immunities poison
their initial form, Umbraths are highly adaptable
Condition Immunities exhaustion, frightened, grappled,
and may grow stronger, eventually transforming
paralyzed, poisoned, prone, restrained
into Greater Umbraths. At this stage, they gain the
Senses darkvision 60 ft., passive Perception 10

Languages understands Abyssal but cannot speak ability to hover and fly, making them even more

Challenge 1/4 (50 XP) Proficiency Bonus +2 menacing. Umbraths are creatures of pure shadow,

barely visible in darkness save for their glowing

Aura of Shadows. The area within 5 feet of the Umbrath is eyes and an eerie, dark outline. These fiends are

cloaked in darkness. Nonmagical light can’t illuminate not inherently intelligent, but they are drawn to

this area. places of death and suffering, absorbing the chaotic

energies around them. Though weak individually,


Shadow Stealth.While in dim light or darkness, the Umbraths can gather in numbers to create
Umbrath can take the Hide action as a bonus action.
unsettling pockets of darkness, overwhelming
Actions unprepared travelers in the depths of the Abyssal

Shadow Tendrils. Melee Weapon Attack: +4 to hit, reach 5 Realm.

ft., one target. Hit: 5 (1d6 + 2) necrotic damage, and the


target must succeed on a DC 12 Constitution saving
throw or have its speed reduced by 10 feet until the end of
its next turn.

Shadow Meld. The Umbrath merges with a shadow within


5 feet of it, becoming indistinguishable from it. While
merged, the Umbrath is considered hidden, and it can
end the effect as a bonus action, reappearing in an
adjacent unoccupied space.
155

Greater Umbrath

When an Umbrath accumulates enough chaotic

energy and shadows, it transforms into a Greater

Umbrath, a formidable fiend that harnesses dark

power to an even greater degree. These fiends gain

the ability to hover and float through the shadows,

spreading darkness wherever they tread. Their

physical form expands, allowing them to

manipulate shadows more effectively, and they can

even drain life force from their victims. Greater

Umbraths are relentless, malevolent beings that

feed on despair and fear, making them a significant

threat to anyone they encounter. Greater Umbraths

achieve this transformation by dwelling in the

deepest, darkest parts of the Abyssal Realm, where

shadows and chaotic energies are at their most

potent. Over time, they absorb the abyssal

darkness, swallowing the raw, sinister energy that

permeates their surroundings. The longer they

steep themselves in this darkness, the more they

evolve, their essence fusing with the Abyss itself. In

this way, Greater Umbraths become living

embodiments of shadow and malice, their forms

imbued with the chaotic wrath of the Abyssal

Realm.

Greater Umbrath While in dim light or darkness, the


Shadow Stealth.

Medium fiend, chaotic evil


Greater Umbrath can take the Hide action as a bonus
action.
Armor Class 15 (natural armor) Actions
Hit Points 85 (10d8 + 40)
Speed 20 ft., fly 30 ft. (hover) Multiattack.The Greater Umbrath makes two attacks with
its Shadow Tendrils.
STR DEX CON INT WIS CHA

6 (-2) 18 (+4) 18 (+4) 8 (-1) 12 (+1) 14 (+2) Shadow Tendrils. Melee Weapon Attack: +7 to hit, reach 10
ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the
Damage Resistances cold, fire, necrotic; bludgeoning, target is a creature, it must succeed on a DC 15
piercing, and slashing from nonmagical attacks Constitution saving throw or have its speed reduced by 10
Damage Immunities poison
feet until the end of its next turn.
Condition Immunities exhaustion, frightened, grappled,
– The Greater Umbrath
Wave of Darkness (Recharge 5 6).
paralyzed, poisoned, prone, restrained
releases a pulse of dark energy in a 30-foot radius. Each
Senses darkvision 120 ft., passive Perception 11
creature in that area must succeed on a DC 15 Wisdom
Languages understands Abyssal but cannot speak
saving throw or take 27 (6d8) necrotic damage and
Challenge 6 (2,300 XP) Proficiency Bonus +3
become frightened of the Greater Umbrath for 1 minute. A
frightened creature can repeat the saving throw at the end
Aura of Deep Darkness. The area within 10 feet of the of each of its turns, ending the effect on itself on a
Greater Umbrath is cloaked in magical darkness that success.
cannot be dispelled by nonmagical light sources. Other
creatures within this area have disadvantage on Wisdom Darkness Surge (1/Day). The Greater Umbrath creates a 30-
(Perception) checks. foot-radius sphere of magical darkness centered on itself.
The darkness spreads around corners and lasts for 1
Life Drain.When the Greater Umbrath deals necrotic minute or until the Greater Umbrath dismisses it as a
damage to a creature, it regains hit points equal to half the bonus action. This darkness is magical and cannot be
necrotic damage dealt. dispelled by nonmagical light. While in this darkness, the
Greater Umbrath gains advantage on all attack rolls.
156

Bonefiend

Bonefiend
Bonefiends are unsettling little fiends, composed of
Small fiend, chaotic evil
fragments of demon bones and animated by the

dark energies that linger in the Abyssal Realm.


Armor Class 14 (natural armor)
These creatures are often born on demon Hit Points 13 (2d6 + 6)
battlefields where countless fiends have fallen in Speed 20 ft., fly 30 ft.
brutal conflicts. As the blood of the fallen seeps into

the soil, the scattered bones of fallen demons begin STR DEX CON INT WIS CHA

to stir. Drawn together by the lingering malice and


8 (-1) 15 (+2) 16 (+3) 5 (-3) 8 (-1) 6 (-2)
hatred, these fragments fuse into grotesque
Damage Resistances cold, fire, lightning
skeletal forms with large skulls and bat-like wings,
Damage Immunities poison
taking shape as Bonefiends.
Condition Immunities poisoned
Once animated, Bonefiends are fiercely territorial Senses darkvision 60 ft., passive Perception 9

and instinctively aggressive, as if compelled by the Languages Abyssal

memories of battles that birthed them. They roam Challenge 1/2 (100 XP) Proficiency Bonus +2

the Abyssal landscape, preying on the remnants of

weaker fiends or ambushing intruders. While small Bone Reconstruction. When the Bonefiend drops to 0 hit
and individually weak, Bonefiends are tenacious in points, it collapses into a pile of bones. If its remains have
swarms, working together to overwhelm larger not been scattered more than 60 feet apart or it has not
foes. taken radiant damage within the last minute, the
While not really classified as demons, these
Bonefiend reforms after 1 minute, regaining half of its
maximum hit points.
creatures are coveted by more powerful demons as

scouts or disposable shock troops due to their


Pack Tactics. The Bonefiend has advantage on an attack
resilience and ability to reform if shattered. The roll against a creature if at least one of the Bonefiend’s
Abyssal Realm itself seems to bless them with a allies is within 5 feet of the creature and isn’t
unique ability to reconstruct themselves from the incapacitated.
fragments of nearby bones, making them Actions
notoriously difficult to eradicate entirely.
Multiattack. The Bonefiend makes two attacks with its
claws.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 5 (1d6 + 2) slashing damage.

The Bonefiend lets out a


Skeletal Shriek (Recharge 5-6).

piercing, supernatural screech. Each creature within 15


feet of the Bonefiend that can hear it must succeed on a
DC 9 Wisdom saving throw or be frightened until the end
of its next turn.
157

Gnashling

Gnashling
Gnashlings are among the most common and feral
Small fiend (demon), chaotic evil
denizens of the Abyssal Realm. These small, wiry

demons are a menace to anyone or anything they


Armor Class 12 (natural armor)
encounter, driven by an insatiable hunger for Hit Points 13 (3d6 + 3)
destruction. Standing just under 3 feet tall, with Speed 30 ft.
hunched postures and spindly limbs ending in

sharp claws, Gnashlings exude a sense of frantic, STR DEX CON INT WIS CHA

uncontrolled aggression. Their glossy black,


12 (+1) 14 (+2) 12 (+1) 6 (-2) 6 (-2) 7 (-2)
leathery hides are often covered in scars and grime,
Damage Resistances cold, fire; bludgeoning, piercing, and
and their oversized mouths, brimming with jagged,
slashing from nonmagical attacks
uneven teeth, seem to take up nearly half their
Damage Immunities poison
faces. Fiery red eyes glow with malicious intent, Condition Immunities poisoned

betraying the twisted chaos that drives them. They Senses darkvision 60 ft., passive Perception 8

possess barbed tails and small, pointed horns that, Languages Abyssal

while mostly for show, add to their grotesque, Challenge 1/2 (100 XP) Proficiency Bonus +2

devilish appearance.

Gnashlings are not known for their intelligence, Pack Tactics. The Gnashling has advantage on attack rolls
relying on primal instincts to guide their actions. In against a creature if at least one of the Gnashling’s allies
the Abyssal Realm, they swarm in chaotic packs, is within 5 feet of the creature and the ally isn’t
endlessly hunting for prey or tearing apart anything
incapacitated.
that crosses their path, whether it be a mortal Actions

interloper, another demon, or even each other.


Multiattack. The Gnashling makes two attacks: one with
Their constant need for destruction and feeding
its claws and one with its bite.
makes them a nuisance to stronger demons, but

their numbers and tenacity make them Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
indispensable as cannon fodder in battles or
target. Hit: 4 (1d4 + 2) slashing damage.
expeditions into new realms. Demon lords often
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
unleash hordes of Gnashlings into unexplored
target. Hit: 5 (1d6 + 2) piercing damage.
portals or enemy fortifications, knowing their
Reactions
frenzied nature will overwhelm and confuse

defenders while softening them up for more When a creature within 5 feet of the
Frenzied Assault.

powerful fiends.
Gnashling makes an attack against it and misses, the
Gnashling makes a bite attack against that creature.
158

Thronuk
Thronuk
Small fiend (demon), chaotic evil Thronuks are small but dangerous demons that

dwell beneath the twisted landscapes of the


Armor Class 13 (natural armor)
Abyssal Realm. These creatures resemble
Hit Points 16 (3d6 + 6)
grotesque, bloated toads or misshapen fish walking
Speed 20 ft., burrow 20 ft.
on stubby legs, with skin that ranges from sickly

STR DEX CON INT WIS CHA pink to a fleshy crimson. Their most distinguishing

12 (+1) 14 (+2) 14 (+2) 6 (−2) 10 (+0) 7 (−2) feature is the sharp, needle-like protuberance on

their heads, which they use to deadly effect when


Damage Resistances cold, fire; bludgeoning, piercing, and ambushing prey. Their beady, glowing red eyes
slashing from nonmagical attacks scan for movement above as they tunnel through
Damage Immunities poison
the ground with surprising speed and efficiency.
Condition Immunities poisoned
Thronuks are expert burrowers, capable of
Senses darkvision 60 ft., tremorsense 30 ft., passive
tunneling through nearly any material found in the
Perception 10
Languages Abyssal Abyssal Realm, including rocky surfaces, hardened

Challenge 1/2 (100 XP) Proficiency Bonus +2 lava, and even the flesh-like organic matter that

sometimes makes up the terrain. They are ambush

Burrowing Ambush. If the Thronuk moves at least 10 feet predators by nature, lying in wait beneath the

toward a creature and exits burrowed terrain before surface before bursting forth to stab their prey with

making an attack with its Needle Stab, the attack is made the needle-like horn on their heads. After striking,

with advantage, and the target must succeed on a DC 12 they sink their jagged teeth into their victim with
Dexterity saving throw or take an additional 3 (1d6) terrifying ferocity.
piercing damage. In battle, Thronuks are chaotic and erratic, relying

on surprise and relentless aggression. They can


Chaotic Terrain Adaptation.The Thronuk’s burrowing
speed allows it to move through any nonmagical terrain work well in packs, using their burrowing ability to

without being impeded. keep their enemies on edge. These creatures are

frequently used by more powerful demons as


Actions
expendable surprise troops, their ability to tunnel
Needle Stab. Melee Weapon Attack: +4 to hit, reach 5 ft., through defenses making them invaluable in the
one target. Hit: 5 (1d6 + 2) piercing damage. If the target
early stages of an attack. Despite their small size, a
is prone, the Thronuk deals an additional 3 (1d6) piercing
swarm of Thronuks can quickly overwhelm
damage.
unsuspecting adventurers or even larger foes with

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one their relentless attacks.

target. Hit: 6 (1d8 + 2) piercing damage.


159

Abyssal Aberration
Abyssal Aberration
The Abyssal Aberration is a pitiful yet unnerving Small aberration, chaotic neutral

creature found in the depths of the Abyssal Realm.


Armor Class 11 (natural armor)
Once part of an alien species that sought to explore
Hit Points 22 (4d6 + 8)
and exploit the chaotic dimension, these beings
Speed 10 ft., climb 10 ft.
were twisted and mutated by its crushing madness

and oppressive necrotic energy. Their original form STR DEX CON INT WIS CHA

has been lost to time, leaving behind these 12 (+1) 9 (-1) 14 (+2) 6 (-2) 12 (+1) 7 (-2)
grotesque remnants.

Abyssal Aberrations are slow-moving, their Saving Throws Wis +3


boneless forms crawling along the ground in
SkillsPerception +5,
Damage Resistances necrotic, psychich
search of sustenance but can istantly teleport near
Condition Immunities charmed, frightened
their preys. Their misshapen, fleshy bodies are
Senses darkvision 60 ft., passive Perception 15
dotted with circular eyes that constantly shift and
Languages understands Abyssal but can’t speak

swivel, giving them an unblinking, unsettling Challenge 1 (200 XP) Proficiency Bonus +2

appearance. Though they lack intelligence and

purpose, they are capable of limited psychic


Abyssal Adaptation. The Abyssal Aberration is immune to
manipulation, using telekinetic bursts to drag prey
the harmful environmental effects of the Abyssal Realm
closer or disrupt enemies. and regains 2 hit points at the start of its turn if it has at
Despite their relatively weak nature, Abyssal least 1 hit point while it is in the Abyssal Realm.
Aberrations reproduce at an alarming rate,

spreading across their environment like a plague.


– At the start of its turn, the
Blink Step (Recharge 5 6).

Abyssal Aberration can teleport up to 30 feet to an


Resistant to necrotic energy and other hazards of
unoccupied space it can see if this trait is charged. This
the Abyssal Realm, they thrive where few others
sudden displacement leaves a faint ripple in the air,
can survive. While individually harmless, a swarm disorienting nearby creatures. Each creature within 5 feet
of these creatures can overwhelm even seasoned of the space it leaves must succeed on a DC 11 Wisdom
adventurers, making them a persistent nuisance in saving throw or have disadvantage on its next attack roll
the Abyssal depths. or ability check before the end of its next turn.
Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one


target. Hit: 5 (1d8 + 1) piercing damage plus 2 (1d4)
psychic damage.

– The Abyssal Aberration


Psychic Screech (Recharge 5 6).

emits a psychic burst in a 10-foot radius. Each creature in


the area must succeed on a DC 11 Wisdom saving throw
or take 5 (1d8 + 1) psychic damage and have
disadvantage on its next attack roll or ability check before
the end of its next turn.
Bonus Actions

Telekinetic Nudge.The Abyssal Aberration telekinetically


pushes a creature or object within 30 feet. The target
must succeed on a DC 11 Strength saving throw or be
moved 10 feet in a direction of the aberration’s choice.
Reactions

Psychic Feedback. When a creature within 30 feet of the


Abyssal Aberration targets it with a melee or ranged
attack and misses, the attacker takes 3 (1d6) psychic
damage as their mind momentarily connects with the
aberration’s alien consciousness.
160

Abyssal Vessel
Lesser Abyssal Vessel
When mortals spend too much time in the Abyssal Medium humanoid, chaotic evil

Realm, they risk becoming vessels for its


Armor Class 13 (natural armor)
corrupting influence. The realm’s chaotic,
Hit Points 27 (5d8 + 5)
malevolent energy seeps into their very being,
Speed 30 ft.
twisting their minds and bodies until they are

forever changed, becoming an Abyssal Vessel. STR DEX CON INT WIS CHA

Others become Abyssal Vessels by making dark 14 (+2) 12 (+1) 13 (+1) 10 (+0) 8 (-1) 12 (+1)
pacts with demons, seeking forbidden knowledge,

or falling victim to possession by a fiendish entity. Saving Throws Con +3, Cha +3
Whatever their origin, these unfortunate souls are
Damage Resistances fire, cold
Damage Immunities necrotic, poison
no longer who they once were.
Condition Immunities poisoned
Abyssal Vessels serve as conduits for the
Senses darkvision 60 ft., passive Perception 9
destructive power of the Abyssal Realm. Their
Languages Abyssal, Common

corrupted forms exhibit supernatural strength, Challenge 1 (200 XP) Proficiency Bonus +2

speed, or otherworldly abilities granted by their

connection to demonic energy. These creatures


The Abyssal Vessel has advantage on
Abyssal Resistance.
exist in a state of constant torment, consumed by
saving throws against being charmed or frightened.
the chaotic will of the corrupted energy or the

demon controlling them. Corrupting Presence. Any creature that starts its turn within
10 feet of the Abyssal Vessel must succeed on a DC 11
Suggestions for Use Constitution saving throw or take 3 (1d6) necrotic
The Abyssal Vessel can serve as a versatile foe or damage.
even a tragic NPC in your campaign. A Game
Fiendish Weaponry. The Abyssal Vessel’s attacks count as
Master can use this statblock in numerous ways,
magical for the purpose of overcoming resistance and
including:
immunity to nonmagical attacks.
Demonic Possession: The Vessel represents a Actions

mortal overtaken by a demonic entity.


Multiattack. The Abyssal Vessel makes two melee attacks.
Corrupted Scholar: A mortal seeking forbidden

knowledge who delved too deeply into Abyssal Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
secrets.
target. Hit: 6 (1d8 + 2) slashing damage.
Twisted Hero: Once a valiant warrior, this
Weapon (Any Weapon). Melee Weapon Attack: +4 to hit,
individual was warped by prolonged exposure to
reach 5 ft., one target. Hit: 7 (1d10 + 2) damage of the
the Abyssal Realm. weapon’s type.
Scaling and Customization – The Abyssal Vessel
Corrupting Touch (Recharge 5 6).

To provide an appropriate challenge for your reaches out with a hand glowing with Abyssal energy. One
players, this manual presents several statblocks of
creature within 10 feet must succeed on a DC 11
varying CR levels for the Abyssal Vessel: CR 1, CR
Constitution saving throw or take 10 (3d6) necrotic
damage and have its movement speed reduced by 10 feet
5, CR 10, and CR 15. Higher CR Vessels may
until the end of its next turn.
represent individuals with greater inherent power

or those who have been more thoroughly

corrupted.

Additionally, you can use the Demonic Traits from

this manual to further customize the Abyssal

Vessel, tailoring its abilities and thematic flavor to

better suit your game. Traits such as Abyssal

Resilience or Wings of Shadow can reflect the

unique influence of the demon or the Abyssal

Realm upon the Vessel.


161

Abyssal Vessel Greater Abyssal Vessel


Medium humanoid, chaotic evil Medium humanoid, chaotic evil

Armor Class 15 (natural armor) Armor Class 16 (natural armor)


Hit Points 67 (9d8 + 27) Hit Points 136 (16d8 + 64)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

16 (+3) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 14 (+2) 18 (+4) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 16 (+3)

Saving Throws Con +6, Cha +5 Saving Throws Con +8, Cha +7
Damage Resistances fire, cold, psychic Damage Resistances fire, cold, psychic
Damage Immunities necrotic, poison Damage Immunities necrotic, poison

Condition Immunities poisoned Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 11

Languages Abyssal, Common Languages Abyssal, Common

Challenge 5 (1,800 XP) Proficiency Bonus +3 Challenge 10 (5,900 XP) Proficiency Bonus +4

The Abyssal Vessel has advantage on


Abyssal Resistance. Abyssal Regeneration. At the start of its turn, the Abyssal
saving throws against being charmed or frightened. Vessel regains 8 hit points if it has at least 1 hit point.

Corrupting Aura. Any creature that starts its turn within 15 The Abyssal Vessel has advantage on
Abyssal Resistance.

feet of the Abyssal Vessel must succeed on a DC 13 saving throws against being charmed or frightened.
Constitution saving throw or take 7 (2d6) necrotic
damage. Corrupting Aura. Any creature that starts its turn within 20
feet of the Abyssal Vessel must succeed on a DC 15
Fiendish Weaponry. The Abyssal Vessel’s attacks count as Constitution saving throw or take 10 (3d6) necrotic
magical for the purpose of overcoming resistance and damage.
immunity to nonmagical attacks.
Fiendish Weaponry. The Abyssal Vessel’s attacks count as
Actions
magical for the purpose of overcoming resistance and
Multiattack. The Abyssal Vessel makes two melee attacks. immunity to nonmagical attacks.
Actions
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage. Multiattack.The Abyssal Vessel makes three melee
attacks or makes two melee attacks and uses its
Weapon (Any Weapon). Melee Weapon Attack: +6 to hit, Corrupting Touch.
reach 5 ft., one target. Hit: 12 (2d8 + 3) damage of the
weapon’s type. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) slashing damage.
– The Abyssal Vessel
Corrupting Touch (Recharge 5 6).

reaches out with a hand glowing with Abyssal energy. One Weapon (Any Weapon). Melee Weapon Attack: +8 to hit,
creature within 10 feet must succeed on a DC 13 reach 5 ft., one target. Hit: 15 (2d10 + 4) damage of the
Constitution saving throw or take 21 (6d6) necrotic weapon’s type.
damage and have its movement speed reduced by 15 feet
until the end of its next turn. – The Abyssal Vessel
Corrupting Touch (Recharge 5 6).

reaches out with a hand glowing with Abyssal energy. One


Reactions
creature within 10 feet must succeed on a DC 15
Abyssal Retribution. When the Abyssal Vessel takes Constitution saving throw or take 35 (10d6) necrotic
damage from a creature within 30 feet, it forces the damage and have its movement speed reduced by 20 feet
attacker to make a DC 13 Wisdom saving throw. On a until the end of its next turn.
failed save, the attacker takes 7 (2d6) psychic damage and Reactions
is frightened until the end of its next turn.
Abyssal Retribution. When the Abyssal Vessel takes
damage from a creature within 30 feet, it forces the
attacker to make a DC 15 Wisdom saving throw. On a
failed save, the attacker takes 14 (4d6) psychic damage
and is frightened until the end of its next turn.
162

Supreme Abyssal Vessel Actions

Medium humanoid, chaotic evil


The Abyssal Vessel makes three melee attacks
Multiattack.

or makes two melee attacks and uses its Corrupting


Armor Class 17 (natural armor)
Touch.
Hit Points 195 (26d8 + 92)
Speed 30 ft. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 16 (2d10 + 5) slashing damage plus 4 (1d8)
STR DEX CON INT WIS CHA
necrotic damage.
20 (+5) 16 (+3) 18 (+4) 12 (+1) 14 (+2) 18 (+4)
Weapon (Any Weapon). Melee Weapon Attack: +10 to hit,
Saving Throws Con +9, Cha +9 reach 5 ft., one target. Hit: 18 (2d12 + 5) damage of the
Damage Resistances fire, cold, psychic weapon’s type plus 4 (1d8) necrotic damage.
Damage Immunities necrotic, poison

Condition Immunities poisoned – The Abyssal Vessel


Corrupting Touch (Recharge 5 6).

Senses darkvision 60 ft., passive Perception 12 reaches out with a hand glowing with Abyssal energy. One
Languages Abyssal, Common creature within 10 feet must succeed on a DC 17
Challenge 15 (13,000 XP) Proficiency Bonus +5 Constitution saving throw or take 52 (15d6) necrotic
damage and have its movement speed reduced by 30 feet
until the end of its next turn.
Aura of Despair.Creatures within 30 feet of the Abyssal
Vessel have disadvantage on saving throws against being Reactions

frightened or charmed. Abyssal Retribution. When the Abyssal Vessel takes damage
from a creature within 30 feet, it forces the attacker to
Abyssal Regeneration. At the start of its turn, the Abyssal
Vessel regains 16 hit points if it has at least 1 hit point. make a DC 17 Wisdom saving throw. On a failed save, the
attacker takes 21 (6d6) psychic damage and is frightened
The Abyssal Vessel regainst 25 hit points instead if it’s in
the Abyssal Realm. until the end of its next turn.
Legendary Actions
The Abyssal Vessel has advantage on
Abyssal Resistance.

saving throws against being charmed or frightened. The Abyssal Vessel can take 2 legendary actions, choosing
from the options below. Only one legendary action can be
Corrupting Aura. Any creature that starts its turn within 30 used at a time and only at the end of another creature’s
feet of the Abyssal Vessel must succeed on a DC 17 turn. The Abyssal Vessel regains spent legendary actions
Constitution saving throw or take 14 (4d6) necrotic at the start of its turn.
damage.
Attack. The Abyssal Vessel makes one melee weapon
Fiendish Weaponry. The Abyssal Vessel’s attacks count as attack.
magical for the purpose of overcoming resistance and The Abyssal Vessel releases
Necrotic Pulse (Costs 2 Actions).

immunity to nonmagical attacks. a burst of necrotic energy. Each creature of its choice
within 30 feet must succeed on a DC 17 Constitution
Legendary Resistance (1/Day). If the Abyssal Vessel fails a saving throw or take 14 (4d6) necrotic damage and be
saving throw, it can choose to succeed instead. pushed 10 feet away.
163

Quasit
Quasit
Quasits are sneaky, conniving demons found Tiny fiend (demon, shapechanger), chaotic evil

lurking in the shadows of the Abyssal Realm and


Armor Class 13 (natural armor)
other lower planes. Although physically weak, their
Hit Points 7 (3d4)
abilities to shapeshift and become invisible make
Speed 40 ft.
them valuable spies and messengers for more

powerful demons, though they often face STR DEX CON INT WIS CHA

mistreatment or worse from their larger kin. 5 (−3) 17 (+3) 10 (+0) 7 (−2) 10 (+0) 10 (+0)
Quasits revel in causing mischief, plotting

wickedness, and instilling fear in those they Skills Stealth +5


encounter.
Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks
In their true form, quasits appear as small, green-
Damage Immunities poison
skinned humanoids standing around two feet tall,
Condition Immunities poisoned
with barbed tails, horns, and clawed fingers that
Senses darkvision 120 ft., passive Perception 10

can deliver a nasty poison. When not in their true Languages Abyssal, Common

form, they assume the shape of small animals like Challenge 1 (200 XP) Proficiency Bonus +2

bats, centipedes, or toads, allowing them to blend

into their surroundings and gather information


Shapechanger. The quasit can use its action to polymorph
undetected. Though cowardly by nature, a quasit into a beast form that resembles a bat (speed 10 ft., fly 40
will attack when it has the advantage, using its ft.), a centipede (speed 40 ft., climb 40 ft.), or a toad
invisibility to deliver a venomous strike before (speed 40 ft., swim 40 ft.), or back into its true form. Its
slipping back into the shadows. statistics are the same in each form, except for the speed
changes noted. Any equipment it is wearing or carrying
isn’t transformed. It reverts to its true form if it dies.

Magic Resistance.The quasit has advantage on saving


throws against spells and other magical effects.
Actions

Claws (Bite in Beast Form). Melee Weapon Attack: +4 to hit,


reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage,
and the target must succeed on a DC 10 Constitution
saving throw or take 5 (2d4) poison damage and become
poisoned for 1 minute. The target can repeat the saving
throw at the end of each of its turns, ending the effect on
itself on a success.

Scare (1/Day). One creature of the quasit’s choice within


20 feet of it must succeed on a DC 10 Wisdom saving
throw or be frightened for 1 minute. The target can repeat
the saving throw at the end of each of its turns, with
disadvantage if the quasit is within line of sight, ending
the effect on itself on a success.

The quasit magically turns invisible until it


Invisibility.

attacks or uses Scare, or until its concentration ends (as if


concentrating on a spell). Any equipment the quasit
wears or carries is invisible with it.
164

Variant: Shadow Quasit


Shadow Quasit
Shadow Quasits are twisted versions of their kin, Tiny fiend (demon, shapechanger), chaotic evil

steeped in dark energy and more closely aligned


Armor Class 13 (natural armor)
with the shadows of the Abyssal Realm. Unlike
Hit Points 10 (4d4)
typical quasits, Shadow Quasits are attuned to
Speed 40 ft.
necrotic energy, making them ideal for

assassination and infiltration missions that require STR DEX CON INT WIS CHA

a more sinister touch. These creatures have an 5 (−3) 17 (+3) 10 (+0) 7 (−2) 10 (+0) 10 (+0)
eerie, shadowy form, with smoky tendrils that trail

from their bodies, and their eyes glow with a faint, Skills Stealth +5
sickly purple light. Shadow Quasits delight in
Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks
sapping the life essence of their enemies, reveling
Damage Immunities poison
in the creeping dread they inspire.
Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 10

Languages Abyssal, Common

Challenge 1 (200 XP) Proficiency Bonus +2


Variant Traits for the Quasit

Below are some optional variant traits to add unique


and flavorful abilities to quasits, making each Shapechanger. The Shadow Quasit can use its action to
encounter unpredictable. Adding one of these traits polymorph into a beast form that resembles a bat (speed
won’t significantly increase their power but adds 10 ft., fly 40 ft.), a centipede (speed 40 ft., climb 40 ft.), or
distinct, chaotic flavor. a toad (speed 40 ft., swim 40 ft.), or back into its true
form. Its statistics are the same in each form, except for
Shadow Skitter. When in dim light or darkness, the the speed changes noted. Any equipment it is wearing or
quasit’s movement speed increases by 10 feet, and carrying isn’t transformed. It reverts to its true form if it
it can move through spaces as narrow as 1 inch dies.
wide without squeezing.
Venomous Bite. In beast form, the quasit’s Bite Magic Resistance.The Shadow Quasit has advantage on
attack deals an additional 2 (1d4) poison damage saving throws against spells and other magical effects.
on a hit. Shadowmeld. When in dim light or darkness, the Shadow
Unnerving Gaze (Recharge 6). As an action, the quasit
Quasit can blend with the shadows as a bonus action,
targets one creature within 30 feet that can see it. gaining it advantage on Dexterity (Stealth) checks until
The target must succeed on a DC 10 Wisdom saving end of its next turn.
throw or be paralyzed until the end of its next turn.
Actions
The target has disadvantage on saving throws
against this effect if it is frightened. Necrotic Claws (Bite in Beast Form). Melee Weapon Attack:

Illusory Double (1/Day). As a bonus action, the quasit +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) necrotic
creates an illusory duplicate of itself in an damage. The target must succeed on a DC 10
unoccupied space within 30 feet. The duplicate lasts Constitution saving throw or take 5 (2d4) necrotic
for 1 minute, has 1 hit point, a movement speed of damage and be unable to regain hit points for 1 minute.
The target can repeat the saving throw at the end of each
40 feet, and can move up to 90 feet away from the
of its turns, ending the effect on itself on a success.
quasit. The duplicate acts on the quasit’s turn and
can only move. It cannot attack or deal damage, and Scare (1/Day). One creature of the quasit’s choice within
creatures that fail a DC 10 Intelligence 20 feet of it must succeed on a DC 10 Wisdom saving
(Investigation) check perceive it as real. throw or be frightened for 1 minute. The target can repeat
As a bonus action, the quasit can switch places with the saving throw at the end of each of its turns, with
its duplicate if the duplicate is within 60 feet. disadvantage if the quasit is within line of sight, ending
Whisper of Madness. The quasit can use its action to the effect on itself on a success.
whisper maddening words to a creature within 30
Invisibility.The Shadow Quasit magically turns invisible
feet that can hear it. The target must succeed on a
until it attacks or uses Scare, or until its concentration
DC 10 Wisdom saving throw or suffer the effects of
ends (as if concentrating on a spell). Any equipment the
the confusion spell until the end of its next turn. quasit wears or carries is invisible with it.
165

Abyssal Raptor
Abyssal Raptor
Medium monstrosity, chaotic evil Abyssal Raptors are savage, reptilian monstrosities

from the darkest depths of the Abyssal Realm,


Armor Class 13 (natural armor)
often kept as hunting pets by powerful demons.
Hit Points 37 (5d8 + 15)
Their appearance is reminiscent of a fiendish
Speed 40 ft.
dinosaur, complete with sharp claws, a muscular

STR DEX CON INT WIS CHA build, and a mouth full of razor-like teeth. These

15 (+2) 13 (+1) 16 (+3) 3 (−4) 12 (+1) 6 (−2) creatures possess small, leathery wings that are not

strong enough to support full flight but allow the


SkillsPerception +5, Survival +3 raptor to glide short distances, giving it an
Damage Resistances cold, fire
advantage when pouncing on prey from elevated
Senses darkvision 60 ft., passive Perception 15
terrain.
Languages understands Abyssal but cannot speak
Despite their limited intelligence, Abyssal Raptors
Challenge 2 (450 XP) Proficiency Bonus +2
are highly loyal to their masters and have a

remarkable sense of smell, which they use to track


Gliding Leap. The Abyssal Raptor can use its small wings
and hunt down targets over great distances.
to glide up to 30 feet horizontally when jumping from a
Demons value these creatures for their relentless
height. It cannot use this ability to gain altitude.
drive to pursue prey, often unleashing them in the

Keen Smell.The Abyssal Raptor has advantage on Wisdom heat of battle or on hunts for sport. Once a raptor

(Perception) checks that rely on smell. locks onto a scent, it will pursue its quarry with

unwavering determination, tearing into its target


Unyielding Loyalty. The Abyssal Raptor has advantage on
with savage bites and slashes.
saving throws against being charmed or frightened as
Their undeveloped wings and predatory instincts
long as it can see its master.
make them especially lethal in rugged, broken
Actions
terrain, where they can leap or glide onto their prey

Multiattack. The Abyssal Raptor makes two attacks: one from above. Abyssal Raptors are also known to
with its bite and one with its claws. release chilling hisses and snarls that can

intimidate lesser creatures. Often used as


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
guardians, hunters, or even executioners, they are
target. Hit: 9 (2d6 + 2) piercing damage.
terrifying tools of war and carnage in the Abyssal

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one Realm.


target. Hit: 7 (2d4 + 2) slashing damage.

Tear and Rend (Recharge 5-6). The Abyssal Raptor lunges at


a creature within 10 feet, moving up to 10 feet torwards it,
and making a powerful bite attack. If the attack hits, the
target takes an additional 7 (2d6) piercing damage and
must succeed on a DC 12 Strength saving throw or be
knocked prone and grappled (escape DC 12). While
grappling a creature in this way, the raptor always hits
with its bite attack against the grappled creature unless it
rolls a natural 1 on the attack roll.
166

Grimhorn
Grimhorn
Grimhorns are squat, muscular demons, often Medium fiend (demon), chaotic evil

hunching slightly to accommodate their bulk.


Armor Class 13 (natural armor)
Standing between 4 and 5 feet tall, they have
Hit Points 32 (5d8 + 10)
powerful, sinewy arms and legs covered in rough,
Speed 30 ft.
bristling fur that ranges from dark brown to jet

black. Their most distinctive features are their STR DEX CON INT WIS CHA

massive, twisted horns that curve forward from 16 (+3) 12 (+1) 15 (+2) 8 (−1) 10 (+0) 9 (−1)
their foreheads, used both for display and as brutal

weapons. Damage Resistances cold, fire; bludgeoning, piercing, and


These demons are notorious for their savage and
slashing from nonmagical attacks
Damage Immunities poison
relentless behavior, often giving in to primal
Condition Immunities poisoned
instincts that drive them into frenzies of violence.
Senses darkvision 60 ft., passive Perception 10
Stronger Grimhorns frequently lead small packs,
Languages Abyssal

either in service to a more powerful demon lord or Challenge 2 (450 XP) Proficiency Bonus +2

as part of marauding bands in the wild depths of

the Abyssal Realm. They are rarely alone and are


Aggressive Charge. If the Grimhorn moves at least 20 feet
often seen alongside other fiendish beasts or as
straight toward a creature and then hits it with a melee
part of war parties led by greater demons. weapon attack on the same turn, the target takes an extra
Grimhorns are typically outfitted with crude 7 (2d6) bludgeoning damage. If the target is a creature, it
weapons, usually makeshift spears fashioned from must succeed on a DC 13 Strength saving throw or be
bones or salvaged metal shards bound together knocked prone.
with sinew. However, when they serve a powerful
Brutal Spear Mastery. When the Grimhorn makes an attack
demon lord or as part of a structured fiendish army,
with a spear, it can deal an extra 4 (1d8) damage if the
they may be granted forged weapons, often attack hits. Additionally, when wielding a spear, the
wrought from infernal iron. These weapons, while Grimhorn’s reach with it increases by 5 feet (already
simple, enhance their already brutal combat style. included in the statblock).
The Grimhorn’s relationship with these weapons is
Actions
instinctual, and they wield them with frightening
Multiattack. The Grimhorn makes two melee attacks: one
proficiency.
with its spear and one with its horns.

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 10


ft. or range 20/60 ft., one target. Hit: 10 (1d6 + 1d8 + 3)
piercing damage, or 12 (2d8 + 3) if wielded with two
hands.

Goring Horns. Melee Weapon Attack: +5 to hit, reach 5 ft.,


one target. Hit: 6 (1d6 + 3) piercing damage.
Reactions

Unyielding Rage. When the Grimhorn is reduced to 0 hit


points but not killed outright, it makes a single melee
attack against a creature within range before it falls
unconscious.
167

Skullrummager

Skullrummagers are small, peculiar creatures that

roam the Abyssal Realm, scavenging the remains of

demon battles and fiendish debris. Fascinated by

the detritus of war - demon carcasses, shattered

weapons, and arcane remnants - they hoard their

findings in enchanted bags rumored to be

bottomless, accumulating strange and dangerous

items with obsessive curiosity.

Despite their size, Skullrummagers are resilient

and agile, with a natural affinity for the Abyssal

Realm’s chaotic environment. They can teleport

anywhere within the realm, allowing them to

escape danger and evade capture, making them

notoriously hard to pin down.

Occasionally, they may encounter adventurers

coming from outside the Abyssal Realm. To a

Skullrummager, anything from beyond this realm

is a rare treasure, and it may eagerly trade their

bizarre findings for mundane trinkets, which they

consider “exotic” and highly valuable.

Skullrummager
Small fiend, chaotic neutral
Improvised Weapon. Melee or Ranged Weapon Attack: +5 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d8 +
Armor Class 15 (natural armor) 3) bludgeoning, piercing, or slashing damage, depending
Hit Points 39 (6d6 + 18) on the improvised weapon used.
Speed 30 ft.
– The Skullrummager
Pouch of Oddities (Recharge 5 6).

reaches into its enchanted bag and pulls out a random


STR DEX CON INT WIS CHA
small object and hurls it at a target within 30 feet. Roll a
8 (−1) 16 (+3) 16 (+3) 14 (+2) 12 (+1) 10 (+0)
d6 to determine the effect:
Saving Throws Dex +5, Wis +3 1. Fiery Ember: The target takes 13 (3d8) fire damage.
SkillsInvestigation +4, Perception +3, Stealth +7 2. Acidic Vial: The target takes 13 (3d8) acid damage at the
Damage Resistances fire, cold
start of its next turn.
Damage Immunities poison
3. Sticky Resin: The target must succeed on a DC 13
Condition Immunities poisoned
Dexterity saving throw or be restrained until the end of
Senses darkvision 60 ft., passive Perception 13
its next turn.
Languages Abyssal, Common
4. Flashbang Stone: The target must succeed on a DC 13
Challenge 2 (450 XP) Proficiency Bonus +2
Constitution saving throw or be blinded until the end of
its next turn.
Cunning Scavenger. The Skullrummager has advantage on 5. Chilling Shard: The target takes 13 (3d8) cold damage.
Intelligence (Investigation) checks made to locate valuable 6. Healing Herb: The Skullrummager gains 13 (3d8) hit
items or useful materials. points.

Endless Bag. The Skullrummager’s enchanted bag or Abyssal Teleportation (1/Day).The Skullrummager teleports
backpack is magically enhanced to store vast quantities of to a location within the Abyssal Realm of its choice where
items without gaining weight. The bag can hold up to it has been before.
10000 pounds of material, not exceeding a volume of 128 Reactions
cubic feet. The Skullrummager can retrieve any item it has
previously stored in the bag as an action. Quick Escape. When a creature the Skullrummager can see
within 5 feet of it makes an attack roll against it, the
Actions Skullrummager teleports up to 30 feet away, potentially
Multiattack. The Skullrummager makes two attacks with causing it to miss.
its improvised weapon.
168

Abyssal Champion
Abyssal Champion
Abyssal Champions are relentless and brutal Medium humanoid (any race), chaotic evil

warriors who have devoted themselves to the


Armor Class 16 (chain mail)
chaotic forces of the Abyssal Realm. These
Hit Points 39 (6d8 + 12)
champions, often from various mortal races, wield
Speed 30 ft.
the twisted power of demons and serve as agents of

wanton destruction. Unlike their infernal STR DEX CON INT WIS CHA

counterparts, who value order and loyalty, Abyssal 18 (+4) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 12 (+1)
Champions revel in chaos, violence, and bloodshed.

They may follow demons out of fanaticism or seek SkillsAthletics +6, Intimidation +3
personal power, reveling in the madness and
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 11
devastation that the Abyssal Realm embodies.
Languages Abyssal, Common
Dual-wielding longswords infused with dark
Challenge 3 (700 XP) Proficiency Bonus +2
energies, Abyssal Champions cleave through their

enemies with unbridled ferocity. Known for their


Abyssal Rage.The Abyssal Champion gains advantage on
wild and unpredictable fighting style, they are
melee attack rolls while it has fewer than half its hit points
capable of relentless attacks that overwhelm even
remaining.
the most seasoned foes. Their allegiance to the

Abyssal forces grants them chaotic powers, Chaotic Strike. Once per turn, when the Abyssal Champion
allowing them to inflict suffering and despair upon hits a creature with a melee weapon attack, it can deal an
those they encounter.
extra 7 (2d6) necrotic damage to the target.
Abyssal Champions are feared figures in the Actions

Abyssal Realm, walking battlefields strewn with


Multiattack. The Abyssal Champion makes two attacks
demonic corpses and thriving in the midst of
with its greatsword.
chaotic warfare. Their corrupted souls make them

similar to a demon, driven by an unquenchable Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,
thirst for violence.
one target. Hit: 10 (1d12 + 4) slashing damage.

Spiked Gauntlet. Melee Weapon Attack: +6 to hit, reach 5


ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Bonus Actions

Abyssal Fury (Recharges after a Short or Long Rest). The


Abyssal Champion channels chaotic energy into its
attacks. Until the end of its next turn, its attacks deal an
additional 3 (1d6) necrotic damage on a hit.

Despairing Presence. The Abyssal Champion forces one


creature within 10 feet of it to make a DC 12 Wisdom
saving throw. On a failed save, the creature is frightened
of the Abyssal Champion until the start of the champion’s
next turn.
Reactions

Abyssal Retaliation.When the Abyssal Champion takes


damage from a creature within 5 feet of it, it makes a
spiked gauntlet attack against that creature.
169

Abyssal Reaver disadvantage on saving throws against being frightened.


Medium humanoid (any race), chaotic evil
Actions

Armor Class 17 (splint) Multiattack.The Abyssal Reaver makes three attacks with
Hit Points 82 (11d8 + 33) its greatsword.
Speed 30 ft.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA
one target. Hit: 10 (1d12 + 4) slashing damage.
19 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 12 (+1)
Spiked Gauntlet. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 7 (1d6 + 4) piercing damage.
SkillsAthletics +7, Intimidation +4
Damage Resistances necrotic Bonus Actions

Senses darkvision 60 ft., passive Perception 11


Abyssal Fury (Recharges after a Short or Long Rest). The
Languages Abyssal, Common
Abyssal Reaver channels chaotic energy into its attacks.
Challenge 5 (1,800 XP) Proficiency Bonus +3
Until the end of its next turn, its attacks deal an additional
4 (1d8) necrotic damage on a hit.
Abyssal Rage.The Abyssal Reaver gains advantage on
melee attack rolls while it has fewer than half its hit points Despairing Presence. The Abyssal Reaver forces one
remaining. creature within 30 feet of it to make a DC 14 Wisdom
saving throw. On a failed save, the creature is frightened of
Chaotic Strike.Once per turn, when the Abyssal Reaver hits the Abyssal Reaver until the start of the reaver’s next turn.
a creature with a melee weapon attack, it can deal an extra Reactions
14 (4d6) necrotic damage to the target.
Abyssal Retaliation.When the Abyssal Reaver takes damage
Destructive Presence.The Abyssal Reaver exudes an aura of from a creature within 5 feet of it, it makes a spiked
destruction. Creatures of its choice within 10 feet have gauntlet attack against that creature.

Abyssal Dreadknight have disadvantage on saving throws against being


Medium humanoid (any race), chaotic evil
frightened.
Actions
Armor Class 18 (plate)
Hit Points 157 (15d10 + 90) Multiattack. The Abyssal Dreadknight makes three attacks
Speed 30 ft. with its greatsword.

STR DEX CON INT WIS CHA


Greatsword. Melee Weapon Attack: +10 to hit, reach 10 ft.,
22 (+6) 12 (+1) 22 (+6) 12 (+1) 14 (+2) 16 (+3) one target. Hit: 15 (2d8 + 6) slashing damage plus 7 (2d6)
necrotic damage.
SkillsAthletics +10, Intimidation +7
Spiked Gauntlet. Melee Weapon Attack: +5 to hit, reach 5
Damage Resistances necrotic; bludgeoning, piercing, and
ft., one target. Hit: 9 (1d6 + 6) piercing damage.
slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 12 Bonus Actions

Languages Abyssal, Common


Abyssal Rampage (Recharges after a Short or Long Rest). The
Challenge 12 (8,400 XP) Proficiency Bonus +4
Abyssal Dreadknight regains 20 hit points and channels
chaotic energy into its attacks. Until the end of its next
Abyssal Rage.The Abyssal Dreadknight gains advantage on turn, its attacks deal an additional 5 (1d10) necrotic
melee attack rolls while it has fewer than half its hit points damage on a hit.
remaining.
Despairing Presence. The Abyssal Dreadknight forces one
Chaotic Strike.Once per turn, when the Abyssal creature within 30 feet of it to make a DC 18 Wisdom
Dreadknight hits a creature with a melee weapon attack, it saving throw. On a failed save, the creature is frightened of
can deal an extra 17 (5d6) necrotic damage to the target. the Abyssal Dreadknight until the start of the
dreadknight’s next turn.
The Abyssal Dreadknight has advantage
Chaos Resilience.
Reactions
on saving throws against being charmed, paralyzed, or
frightened. Abyssal Retaliation.When the Abyssal Dreadknight takes
damage from a creature within 5 feet of it, it makes a
Destructive Presence.The Abyssal Dreadknight exudes an spiked gauntlet attack against that creature.
aura of destruction. Creatures of its choice within 10 feet
170

Abyssal Warlord – The Abyssal Warlord releases


Abyssal Wrath (Recharge 5 6).

Medium humanoid (any race), chaotic evil


a blast of chaotic energy in a 30-foot radius. Each creature
of the Warlord’s choice within this area must make a DC
Armor Class 19 (+1 plate) 18 Constitution saving throw, taking 45 (10d8) necrotic
Hit Points 241 (21dd8 + 147) damage on a failed save, or half as much on a successful
Speed 30 ft. one.
Bonus Actions
STR DEX CON INT WIS CHA

24 (+7) 12 (+1) 24 (+7) 14 (+2) 16 (+3) 18 (+4) Abyssal Rampage (Recharges after a Short or Long Rest). The
Abyssal Warlord regains 40 hit points and channels
Saving Throws Str +13, Con +13, Wis +9, Cha +10 chaotic energy into its attacks. Until the end of its next
SkillsAthletics +13, Intimidation +10 turn, its attacks deal an additional 7 (2d6) necrotic
Damage Resistances necrotic; bludgeoning, piercing, and damage on a hit.
slashing from nonmagical attacks
Condition Immunities frightened
Despairing Presence. The Abyssal Warlord forces one
Senses darkvision 60 ft., passive Perception 13
creature within 60 feet of it to make a DC 21 Wisdom
Languages Abyssal, Common
saving throw. On a failed save, the creature is frightened of
Challenge 17 (18,000 XP) Proficiency Bonus +6
the Abyssal Warlord for 1 minute. If a creature fails the
saving trow by 5 or more, it is also paralyzed for the
duration. The creature can repeat the saving throw at the
Abyssal Rage.The Abyssal Warlord gains advantage on end of each of its turns, ending the effects on itself on a
melee attack rolls while it has fewer than half its hit points success.
remaining.
Reactions

Chaotic Strike. Once per turn, when the Abyssal Warlord Abyssal Retaliation.When the Abyssal Warlord takes
hits a creature with a melee weapon attack, it can deal an damage from a creature within 5 feet of it, it makes a
extra 28 (8d6) necrotic damage to the target. spiked gauntlet attack against that creature.
The Abyssal Warlord has advantage on
Chaos Resilience. Legendary Actions

saving throws against being charmed, paralyzed, or


The Abyssal Warlord can take 3 legendary actions,
stunned. choosing from the options below. Only one legendary
action option can be used at a time and only at the end of
Destructive Presence.The Abyssal Warlord exudes an aura
another creature’s turn. The Abyssal Warlord regains spent
of destruction. Creatures of its choice within 30 feet have
legendary actions at the start of its turn.
disadvantage on saving throws against being frightened.
Move. The Abyssal Warlord moves up to half its speed
Legendary Resistance (2/Day). If the Abyssal Warlord fails a
without provoking opportunity attacks.
saving throw, it can choose to succeed instead.
Greatsword Attack. The Abyssal Warlord makes one

Actions greatsword attack.


Dark Cleave (Costs 2 Actions). The Abyssal Warlord swings
Multiattack.The Abyssal Warlord makes four attacks with
its greatsword. its greatsword in a wide arc. Each creature within 10 feet
of the Warlord must succeed on a DC 21 Dexterity saving
Greatsword. Melee Weapon Attack: +13 to hit, reach 10 ft., throw or take 26 (4d12) necrotic damage.
Abyssal Howl (Costs 3 Actions). The Abyssal Warlord emits a
one target. Hit: 16 (2d8 + 7) slashing damage plus 10
(3d6) necrotic damage. terrifying howl that shakes the battlefield. Each creature
within 30 feet of it must make a DC 18 Wisdom saving
Spiked Gauntlet. Melee Weapon Attack: +13 to hit, reach 5 throw or be frightened until the end of the Warlord’s next
ft., one target. Hit: 11 (1d8 + 7) piercing damage. turn. A creature that fails the saving throw by 5 or more is
also stunned for the duration.
171

Abyssal Hound
Abyssal Hound
Large fiend, chaotic evil Abyssal Hounds are fiendish beasts that roam the

Abyssal Realm, embodying the savagery and chaos


Armor Class 14 (natural armor)
of their dark homeland. Born in an environment
Hit Points 59 (7d10 + 21)
rife with madness and slaughter, these creatures
Speed 40 ft.
possess a ferocity that rivals the most fearsome

STR DEX CON INT WIS CHA predators of the mortal plane. With sleek, muscular

19 (+4) 14 (+2) 16 (+3) 6 (−2) 12 (+1) 8 (−1) bodies covered in shadowy fur and burning red

eyes, they are often compared to tigers and lions,


SkillsPerception +3, Stealth +6 but the Abyssal Hound is far deadlier, its instincts
Damage Resistances cold, fire; bludgeoning, piercing, and
honed to kill without mercy. While they typically
slashing from nonmagical attacks
roam in packs, a few powerful demons have
Senses darkvision 60 ft., passive Perception 13
managed to tame these relentless hunters, using
Languages understands Abyssal but cannot speak
them as brutal enforcers or trackers within the
Challenge 3 (700 XP) Proficiency Bonus +2

chaotic depths of the realm.

The Abyssal Hound’s preferred method of attack is


Ferocious Pounce. If the Abyssal Hound moves at least 20
to pounce on its prey, tearing at it with powerful
feet straight toward a creature and then hits it with a claw
attack on the same turn, the target must succeed on a DC claws and fangs. Its presence alone can inspire

14 Strength saving throw or be knocked prone. If the terror, as the aura of darkness clings to it, making it

target is prone, the Abyssal Hound can make one bite difficult to detect until it’s too late.

attack against it as a bonus action.

When the Abyssal Hound takes the


Relentless Pursuit.

Dash action, it can move through the space of other


creatures, provided it ends its movement in an
unoccupied space. Additionally, while taking the Dash
action, the hound does not provoke opportunity attacks.
It can also make one claw attack as a bonus action after
dashing.

While in dim light or darkness, the


Shadow Stealth.

Abyssal Hound can take the Hide action as a bonus


action.
Actions

Multiattack. The Abyssal Hound makes two attacks: one


with its bite and one with its claws.

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


target. Hit: 13 (2d8 + 4) piercing damage.

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


target. Hit: 11 (2d6 + 4) slashing damage.

Howl of Madness (Recharge 5-6). Creatures within 90 feet of


the Abyssal Hound that can hear it must succeed on a DC
14 Wisdom saving throw or be frightened for 1 minute. A
creature can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
172

Abyssal Sorcerer
Abyssal Sorcerer
Abyssal Sorcerers are fiends of any kind deeply Medium fiend (demon), chaotic evil

attuned to the chaotic and necrotic energies of the


Armor Class 12 (15 with mage armor)
Abyssal Realm, drawing power from its dark
Hit Points 27 (5d8 + 5)
essence to fuel their magic. These fiends wield
Speed 30 ft.
spells that spread corruption and summon

destructive forces . While some serve powerful STR DEX CON INT WIS CHA

demon lords or demon gods, many Abyssal 10 (+0) 14 (+2) 12 (+1) 16 (+3) 12 (+1) 18 (+4)
Sorcerers act independently, often seeking to open

portals to the Abyssal Realm or summon demons SkillsArcana +5, Deception +8, Intimidation +8
into the mortal realm. Their twisted magic is feared
Damage Resistances cold, necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks that aren’t
across the planes, and their presence often heralds
silvered
impending chaos and destruction.
Damage Immunities poison
Abyssal Sorcerers may have skin marked with
Condition Immunities poisoned

eldritch sigils that pulse with dark energy as they Senses darkvision 60 ft., passive Perception 11

cast spells. Their eyes are like pits of shadow, Languages Abyssal, Common

reflecting the malevolence of the Abyssal Realm Challenge 3 (700 XP) Proficiency Bonus +2

itself. Although they lack the raw physical power of

other demons, their mastery over chaotic energies Chaotic Magic. When the Abyssal Sorcerer casts a spell
makes them formidable opponents, often leading that deals damage, it can choose to deal necrotic damage
fiendish hordes or serving as trusted advisors to instead of the spell’s usual damage type. Additionally,
demonic rulers. when the sorcerer casts a spell that deals damage, it can
roll a d6. On a 5, the spell deals an additional 5 (2d4)
necrotic damage. On a 6, the spell deals an additional 7
(2d6) necrotic damage.

Magic Resistance.The Abyssal Sorcerer has advantage on


saving throws against spells and other magical effects.

Spellcasting. The Abyssal Sorcerer is a 5th-level spellcaster.


Its spellcasting ability is Charisma (spell save DC 14, +6
to hit with spell attacks). The Abyssal Sorcerer has the
following spells prepared:

Cantrips (at will): abyssal grasp, chill touch, thaumaturgy,


vile blood

1st level (4 slots): abyssal blast, bane, inflict wounds, mage


armor

2nd level (3 slots): abyssal burst, blightfire, mirror image,


ray of enfeeblement

3rd level (2 slots): blight aura, fear


Actions

Necrotic Touch. Melee Spell Attack:+6 to hit, reach 5 ft.,


one target. Hit: 17 (2d12 + 4) necrotic damage.
Reactions

Life Drain. When the Abyssal Sorcerer deals necrotic


damage to a creature within 60 feet of it, the sorcerer can
force the creature to make a DC 14 Constitution saving
throw. On a failed save, the creature has disadvantage on
attack rolls and saving throws until the end of its next
turn, and the sorcerer regains hit points equal to the
necrotic damage dealt. On a successful save, the creature
does not suffer disadvantage, and the Abyssal Sorcerer
regains half the necrotic damage dealt.
173
Greater Abyssal Sorcerer
High Abyssal Sorcerer Medium fiend (demon), chaotic evil

Medium fiend (demon), chaotic evil

Armor Class 14 (17 with mage armor)


Armor Class 13 (16 with mage armor) Hit Points 144 (17d8 + 68)
Hit Points 58 (9d8 + 18) Speed 30 ft.
Speed 30 ft.

STR DEX CON INT WIS CHA

STR DEX CON INT WIS CHA 12 (+1) 19 (+4) 18 (+4) 20 (+5) 16 (+3) 25 (+7)
10 (+0) 17 (+3) 14 (+2) 18 (+4) 14 (+2) 22 (+6)
SkillsArcana +10, Deception +17, Intimidation +17
SkillsArcana +7, Deception +12, Intimidation +12 Damage Resistances cold; bludgeoning, piercing, and
Damage Resistances cold, necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren’t silvered
and slashing from nonmagical attacks that aren’t Damage Immunities necrotic, poison

silvered Condition Immunities poisoned

Damage Immunities poison Senses darkvision 60 ft., passive Perception 13

Condition Immunities poisoned Languages Abyssal, Common

Senses darkvision 60 ft., passive Perception 12 Challenge 14 (11,500 XP) Proficiency Bonus +5

Languages Abyssal, Common

Challenge 7 (2,900 XP) Proficiency Bonus +3


Chaotic Magic. When the Greater Abyssal Sorcerer casts a
spell that deals damage, it can choose to deal necrotic
Chaotic Magic. When the High Abyssal Sorcerer casts a damage instead of the spell’s usual damage type.
spell that deals damage, it can choose to deal necrotic Additionally, when the sorcerer casts a spell that deals
damage instead of the spell’s usual damage type. damage, it can roll a d6. On a 5, the spell deals an
Additionally, when the sorcerer casts a spell that deals additional 11 (2d10) necrotic damage. On a 6, the spell
damage, it can roll a d6. On a 5, the spell deals an deals an additional 13 (2d12) necrotic damage.
additional 9 (2d8) necrotic damage. On a 6, the spell
deals an additional 11 (2d10) necrotic damage. Magic Resistance.The Greater Abyssal Sorcerer has
advantage on saving throws against spells and other
Magic Resistance.The High Abyssal Sorcerer has magical effects.
advantage on saving throws against spells and other
magical effects. Spellcasting. The Greater Abyssal Sorcerer is a 15th-level
spellcaster. Its spellcasting ability is Charisma (spell save
Spellcasting. The High Abyssal Sorcerer is a 10th-level DC 20, +12 to hit with spell attacks). The Greater Abyssal
spellcaster. Its spellcasting ability is Charisma (spell save Sorcerer has the following spells prepared:
DC 17, +9 to hit with spell attacks). The High Abyssal
Sorcerer has the following spells prepared: Cantrips (at will): abyssal grasp, chill touch, thaumaturgy,
vile blood

Cantrips (at will): abyssal grasp, chill touch, thaumaturgy, 1st level (4 slots): abyssal blast, bane, inflict wounds, mage
vile blood armor

1st level (4 slots): abyssal blast, bane, inflict wounds, mage 2nd level (3 slots): abyssal burst, mirror image, ray of
armor enfeeblement

2nd level (3 slots): abyssal burst, mirror image, ray of 3rd level (3 slots): abyssal howl, blight aura, fear
enfeeblement 4th level (3 slots): abyssal eruption, shadow walk
3rd level (3 slots): abyssal howl, blight aura, fear 5th level (2 slots): abyssal maw, arcane hand
4th level (3 slots): abyssal eruption, shadow walk 6th level (2 slots): circle of death, harm
5th level (2 slots): abyssal maw, arcane hand 7th level (1 slot): abyssal transformation
Actions
8th level (1 slot): fel explosion
Actions
Necrotic Touch. Melee Spell Attack:+9 to hit, reach 5 ft.,
one target. Hit: 19 (2d12 + 6) necrotic damage. Necrotic Touch. Melee Spell Attack:+12 to hit, reach 5 ft.,
Reactions
one target. Hit: 26 (3d12 + 7) necrotic damage.
Reactions
Life Drain.When the High Abyssal Sorcerer deals necrotic
damage to a creature within 60 feet of it, it can force the Life Drain. When the Greater Abyssal Sorcerer deals
creature to make a DC 17 Constitution saving throw. On a necrotic damage to a creature within 60 feet of it, it can
failed save, the creature has disadvantage on attack rolls force the creature to make a DC 20 Constitution saving
and saving throws until the end of its next turn, and the throw. On a failed save, the creature has disadvantage on
sorcerer regains hit points equal to the necrotic damage attack rolls and saving throws until the end of its next
dealt. On a successful save, the creature does not suffer turn, and the sorcerer regains hit points equal to the
disadvantage, and the sorcerer regains half the necrotic necrotic damage dealt. On a successful save, the creature
damage dealt. does not suffer disadvantage, and the sorcerer regains
half the necrotic damage dealt.
174

Supreme Abyssal Sorcerer Magic Resistance.The Supreme Abyssal Sorcerer has


Medium fiend (demon), chaotic evil
advantage on saving throws against spells and other
magical effects.
Armor Class 15 (18 with mage armor)
Hit Points 209 (22d8 + 110) Spellcasting. The Supreme Abyssal Sorcerer is a 20th-level
Speed 30 ft. spellcaster. Its spellcasting ability is Charisma (spell save
DC 22, +14 to hit with spell attacks). The Supreme Abyssal
STR DEX CON INT WIS CHA
Sorcerer has the following spells prepared:
14 (+2) 21 (+5) 20 (+5) 22 (+6) 18 (+4) 27 (+8)
Cantrips (at will): abyssal grasp, chill touch, thaumaturgy,
vile blood
SkillsArcana +12, Deception +20, Intimidation +20
1st level (4 slots): abyssal blast, bane, inflict wounds, mage
Damage Resistances cold; bludgeoning, piercing, and
armor
slashing from nonmagical attacks that aren’t silvered
2nd level (3 slots): abyssal burst, mirror image, ray of
Damage Immunities necrotic, poison
enfeeblement
Condition Immunities poisoned
3rd level (3 slots): abyssal howl, blight aura, fear
Senses darkvision 120 ft., passive Perception 14
4th level (3 slots): abyssal eruption, shadow walk
Languages Abyssal, Common, telepathy 120 ft.
5th level (3 slots): abyssal maw, arcane hand
Challenge 20 (25,000 XP) Proficiency Bonus +6
6th level (2 slots): circle of death, harm
7th level (2 slots): abyssal transformation, finger of death
Abyssal Power Overflow (1/Day). The Supreme Abyssal 8th level (1 slot): fel explosion, power word stun
Sorcerer channels raw energy from the Abyssal Realm, 9th level (1 slot): abyssal maelstrom
empowering its spells and increasing its magical prowess
Actions
until the end of its next turn. During this time, its spell
save DC and spell attack bonus increase by 2, and it can Necrotic Touch. Melee Spell Attack:+14 to hit, reach 5 ft.,
cast one additional spell of up to 3rd level that has a one target. Hit: 32 (4d12 + 8) necrotic damage.
casting time of 1 action as a bonus action on each of its Reactions
turns.
Life Drain. When the Supreme Abyssal Sorcerer deals
Chaotic Magic. When the Supreme Abyssal Sorcerer casts necrotic damage to a creature within 60 feet of it, it can
a spell that deals damage, it can choose to deal necrotic force the creature to make a DC 22 Constitution saving
damage instead of the spell’s usual damage type. throw. On a failed save, the creature has disadvantage on
Additionally, when the sorcerer casts a spell that deals attack rolls and saving throws until the end of its next
damage, it can roll a d6. On a 5, the spell deals an turn, and the sorcerer regains hit points equal to the
additional 13 (2d12) necrotic damage. On a 6, the spell necrotic damage dealt. On a successful save, the creature
deals an additional 17 (3d12) necrotic damage. does not suffer disadvantage, and the sorcerer regains half
the necrotic damage dealt.

Customizing the Abyssal Sorcerer

As a Game Master, you have full flexibility to customize the Abyssal Sorcerer’s spell selection, making this
powerful fiend truly your own. Use its Chaotic Magic trait to adapt spells to necrotic damage and enhance the
fiend’s dark influence, fitting the Abyssal Sorcerer’s abilities to the needs of your world. Whether to emphasize
devastation or cunning manipulation, you can tailor this creature’s spell list and features for unique encounters
that complement your campaign’s tone and challenges.
The potential for an Abyssal Sorcerer to ascend even further in power offers compelling opportunities for story
development. In certain cases, a powerful Abyssal Sorcerer may rise to the status of a Demon Lord or, with time
and enough accumulated arcane might, a fledgling Demon God. This dark path of ascension leads to beings like
Malakaar, the Netherlord, who stands as a terrifying Demon Lord or a new Demon God (CR 25) of shadowy
magic and necrotic power. Introduce Malakaar into your campaign as a villainous force or as inspiration for a
spellcasting Demon Lord or God unique to your world.
In your campaign setting, you can replace Malakaar with another name or title more fitting to your realm’s lore,
or develop a creature with similar qualities to serve as a distinct, powerful threat. Adapt the traits, magic, and
abilities of this type of sorcerous fiend to make an unforgettable presence that fits seamlessly into the fabric of
your story.
Malakaar, the Netherlord Cantrips (at will): abyssal grasp, abyssal spines, chill touch,
Medium fiend (demon), chaotic evil
thaumaturgy, vile blood

1st level (4 slots): abyssal blast, bane, inflict wounds, mage


Armor Class 17 (20 with mage armor) armor

Hit Points 345 (30d8 + 210) 2nd level (3 slots): abyssal burst, mirror image, ray of
Speed 40 ft. enfeeblement

3rd level (3 slots): abyssal howl, blight aura, fear


STR DEX CON INT WIS CHA 4th level (3 slots): abyssal eruption, shadow walk
18 (+4) 24 (+7) 24 (+7) 26 (+8) 22 (+6) 30 (+10) 5th level (3 slots): abyssal maw, arcane hand
6th level (2 slots): circle of death, harm
Saving Throws Dex +15, Con +15, Wis +14, Cha +18 7th level (2 slots): abyssal transformation, finger of death
SkillsArcana +16, Deception +26, Insight +14, 8th level (1 slot): fel explosion, power word stun
Intimidation +26, 9th level (1 slot): abyssal maelstrom, power word kill
Damage Resistances cold, lightning; bludgeoning,
Actions
piercing, and slashing from nonmagical attacks
Damage Immunities fire, necrotic, poison Multiattack. Malakaar makes one Necrotic Touch attack
Condition Immunities charmed, frightened, poisoned and casts a spell.
Senses truesight 120 ft., passive Perception 16

Languages Abyssal, telepathy 120 ft.


Necrotic Touch. Melee Spell Attack:+18 to hit, reach 30 ft.,
Challenge 25 (75,000 XP) Proficiency Bonus +8
one target. Hit: 42 (5d12 + 10) necrotic damage.
Reactions

Abyssal Power Overflow (1/Day). Malakaar can channel raw Abyssal Disruption. When a creature that Malakaar can see
energy from the Abyssal Realm, empowering its spells and within 60 feet of it casts a spell, Malakaar attempts to
increasing its magical prowess until the end of its next disrupt the casting. The caster must make a DC 18
turn. During this time, its spell save DC and spell attack spellcasting ability check. On a failure, the spell is negated
bonus increase by 2, and it can cast one additional spell of as per the counterspell spell, and the caster takes necrotic
up to 5th level that has a casting time of 1 action as a damage equal to twice the level of the spell (minimum 2).
bonus action on each of its turns.
Life Drain.When Malakaar deals necrotic damage to a
Arcane Devourer. Malakaar can cast any spell from the creature within 60 feet of it, it can force the creature to
sorcerer spell list, even if the spell is not prepared. When make a DC 26 Constitution saving throw. On a failed save,
casting a spell in this way, it takes force damage equal to the creature has disadvantage on attack rolls and saving
the spell’s level (this damage cannot be reduced in any throws until the end of its next turn, and Malakaar regains
way). hit points equal to the necrotic damage dealt. On a
successful save, the creature does not suffer disadvantage,
Chaotic Magic. When Malakaar casts a spell that deals and Malakaar regains half the necrotic damage dealt.
damage, it can choose to deal necrotic damage instead of
the spell’s usual damage type. Additionally, when Legendary Actions

Malakaar casts a spell that deals damage, it can roll a d6. Malakaar can take 3 legendary actions, choosing from the
On a 5, the spell deals an additional 17 (3d12) necrotic options below. Only one legendary action option can be
damage. On an 6, the spell deals an additional 26 (4d12) used at a time, and it can only be used at the end of
necrotic damage. another creature’s turn. Malakaar regains spent legendary
actions at the start of its turn.
Chaotic Wellspring. At the start of each of Malakaar’s turns,
it rolls a d10. Malakaar regains a spell slot of a level equal Malakaar casts a spell of 3rd level or lower.
Casts a Spell.
to the number rolled or lower (up to a 9th-level slot). Malakaar magically teleports, along with any
Teleport.

equipment it is wearing or carrying, up to 60 feet to an


Legendary Resistance (3/Day).If Malakaar fails a saving unoccupied space it can see.
throw, it can choose to succeed instead. Major Spellcasting. Malakaar casts a spell of 7th level or

lower.
Magic Resistance.Malakaar has advantage on saving
Dark Devastation (Costs 2 Actions). Malakaar releases a
throws against spells and other magical effects.
wave of necrotic energy in a 50-foot radius around itself.
Spellcasting.Malakaar is a 20th-level spellcaster. Its Each creature in that area must make a DC 26
spellcasting ability is Charisma (spell save DC 26, +18 to Constitution saving throw, taking 36 (8d8) necrotic
hit with spell attacks). Malakaar has the following spells damage on a failed save, or half as much damage on a
prepared: successful one.
177

Brakthar
Brakthar
The Brakthar are peculiar demons of the Abyssal Medium fiend (demon), chaotic evil

Realm, often found lurking in the shadowy caverns


Armor Class 16 (natural armor)
and twisted forests of the realm. With a hunched
Hit Points 52 (7d8 + 21)
posture, leathery purple skin, and menacing horns
Speed 30 ft., climb 30 ft., fly 30 ft.
curving from their heads, they exude a feral aura.

Their clawed wings, though allowing only limited STR DEX CON INT WIS CHA

flight, are perfect for clinging to surfaces and 14 (+2) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 16 (+3)
navigating jagged terrain. The Brakthar’s most

notable feature is the crimson gemstone embedded Saving Throws Dex +5


in their chest, pulsing with a dark energy that
SkillsDeception +5, Perception +3, Stealth +5
Damage Resistances cold, fire; bludgeoning, piercing, and
channels their innate magic.
slashing from nonmagical attacks
Brakthars are cunning and opportunistic, thriving
Damage Immunities poison
in environments where they can ambush
Condition Immunities charmed, poisoned

unsuspecting prey. Their red eyes are sharp and Senses darkvision 60 ft., passive Perception 13

predatory, reflecting a cruel intelligence. Legend Languages Abyssal, telepathy 60 ft.

has it that the Brakthars were once weak fiends Challenge 3 (700 XP) Proficiency Bonus +2

until they stumbled upon a cursed vein of blood-red

crystals deep within the Abyssal Realm. By Crystalline Charm. The Brakthar has advantage on
embedding these crystals in their flesh, they gained Charisma (Deception) checks against creatures that can
newfound power, though at the cost of a portion of see its crystal heart.
their sanity. This transformation gave them abilities
Innate Spellcasting.The Brakthar’s spellcasting ability is
to charm and deceive, as well as to drain life
Charisma (spell save DC 13). It can innately cast the
essence from their victims.
following spells, requiring no material components:
Brakthars often serve stronger demons, acting as

scouts and spies. Their intelligence and At will: demonic crackle, vicious mockery
adaptability make them dangerous in numbers, and
2/day each: charm person
their unique crystal hearts are said to be valuable
Magic Resistance.The Brakthar has advantage on saving
components in dark rituals.
throws against spells and other magical effects.
Actions

Multiattack.The Brakthar makes two attacks: one with its


claws and one with its bite.

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


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

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


target. Hit: 8 (1d10 + 3) piercing damage.

Essence Drain (Recharge 5-6). The Brakthar targets one


creature it can see within 30 feet that it has charmed. The
target must succeed on a DC 13 Constitution saving
throw, taking 22 (4d10) necrotic damage on a failed save,
or half as much on a successful one. The Brakthar regains
hit points equal to the damage dealt.
Bonus Actions

Dark Charm. The Brakthar targets one creature within 30


feet. The target must succeed on a DC 13 Wisdom saving
throw or be charmed by the Brakthar for 1 minute. The
charmed target regards the Brakthar as a trusted ally. The
effect ends early if the Brakthar or its allies harm the
charmed creature. The Brakthar can only have one
creature charmed this way at a time.
178

Greater Brakthar Lingering Charm. Any creature charmed by the Greater


Medium fiend (demon), chaotic evil
Brakthar has disadvantage on Wisdom saving throws to
break free from the effect as long as it can see the Greater
Armor Class 17 (natural armor) Brakthar’s crystal heart. Additionally, when the charmed
Hit Points 119 (14d8 + 56) creature is freed from the charm effect, it must succeed on
Speed 30 ft., climb 30 ft., fly 40 ft. a DC 15 Wisdom saving throw or be frightened of the
Greater Brakthar for 1 minute.
STR DEX CON INT WIS CHA

16 (+3) 18 (+4) 18 (+4) 12 (+1) 14 (+2) 18 (+4) Magic Resistance.The Greater Brakthar has advantage on
saving throws against spells and other magical effects.
Saving Throws Dex +7, Cha +7 Actions
SkillsDeception +7, Perception +5, Stealth +7
Damage Resistances cold, fire; bludgeoning, piercing, and
Multiattack. The Greater Brakthar makes three attacks: two
slashing from nonmagical attacks with its claws and one with its bite.
Damage Immunities poison
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Condition Immunities charmed, frightened, poisoned
target. Hit: 13 (2d8 + 4) slashing damage.
Senses darkvision 60 ft., passive Perception 15

Languages Abyssal, telepathy 60 ft.


Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Challenge 7 (2,900 XP) Proficiency Bonus +3
Hit: 9 (1d10 + 4) piercing damage.

Crystal Empowerment. The red crystal embedded in the – The Greater Brakthar releases
Crystal Pulse (Recharge 5 6).

Greater Brakthar’s chest grants it heightened powers when a pulse of dark energy from its crystal heart. Each creature
it absorbs energy from nearby combat. Every time a within 15 feet must succeed on a DC 15 Constitution
creature is reduced to 0 hit points within 30 feet of the saving throw or be stunned until the end of their next turn.
Greater Brakthar, it gains a +1 bonus to attack rolls and
Greater Essence Drain (Recharge 5-6). The Greater Brakthar
saving throws for 1 minute (to a maximum bonus of +3).
targets one creature it can see within 30 feet that it has
Crystalline Charm. The Greater Brakthar has advantage on charmed. The target must succeed on a DC 15
Charisma (Deception) checks against creatures that can Constitution saving throw, taking 38 (7d10) necrotic
see its crystal heart. damage on a failed save, or half as much on a successful
one. The Greater Brakthar regains hit points equal to the
Innate Spellcasting. The Greater Brakthar’s spellcasting damage dealt.
ability is Charisma (spell save DC 15, +7 to hit with spell Bonus Actions
attacks). It can innately cast the following spells, requiring
no material components: Dark Charm. The Greater Brakthar targets one creature
within 30 feet. The target must succeed on a DC 15
At will: abyssal blast, abyssal spines, demonic crackle, vicious Wisdom saving throw or be charmed by the Greater
mockery Brakthar for 1 minute. The charmed target regards the
3/day each: charm person, lesser soul absorption Greater Brakthar as a trusted ally. The effect ends early if
1/day each: abyssal howl, fear the Greater Brakthar or its allies harm the charmed
creature. The Greater Brakthar can only have one creature
charmed this way at a time.

Greater Brakthar

Greater Brakthars are Brakthars that have devoured vast quantities of essence and magic, empowering their
bodies and amplifying their abilities. With an even larger, more ominous crimson gemstone embedded in their
chests, they exude a dark aura that twists the air around them. Greater Brakthars are feared as cunning
manipulators and deadly predators, lurking in the shadows and binding their prey with dark charms. They now
wield more potent spells and have honed their ability to drain life essence, making them formidable foes.
179

Abyssal Beast
Abyssal Beast
Abyssal Beasts are monstrous demons that embody Large fiend (demon), chaotic evil

pure, unrestrained aggression. Unlike other


Armor Class 14 (natural armor)
demons who might plot or strategize, Abyssal
Hit Points 59 (7d10 + 21)
Beasts have a singular purpose: to slaughter
Speed 40 ft.
anything in their path. With hulking bodies, twisted

horns, and thick muscles, they resemble humanoid STR DEX CON INT WIS CHA

animals driven mad by the Abyssal Realm’s endless 20 (+5) 12 (+1) 16 (+3) 5 (−3) 8 (−1) 6 (−2)
chaos. Their low intelligence and relentless rage

make them difficult to control, and they often lash Saving Throws Str +7, Con +5
out indiscriminately. Many powerful demons
Damage Resistances cold, fire; bludgeoning, piercing, and
slashing from nonmagical attacks
attempt to use these creatures as shock troops,
Damage Immunities poison
chaining them until the moment they’re unleashed
Condition Immunities charmed, frightened, poisoned
upon a battlefield.
Senses darkvision 60 ft., passive Perception 9

When released, Abyssal Beasts become terrifying Languages understands Abyssal but cannot speak

whirlwinds of destruction, caring little for friend or Challenge 4 (1,100 XP) Proficiency Bonus +2

foe. Their natural inclination for violence,

combined with their resistance to pain, allows them


Magic Resistance.The Abyssal Beast has advantage on
to barrel through ranks of opponents, leaving only saving throws against spells and other magical effects.
carnage in their wake. Their berserk nature means

they rarely retreat or surrender, fighting to the


Raging Fury. The Abyssal Beast has advantage on attack
death unless magically restrained or slain.
rolls while it has fewer than half its hit points remaining.

Uncontrollable Rampage. At the start of each of its turns,


the Abyssal Beast must succeed on a DC 10 Wisdom
saving throw or move toward the nearest creature and
attack it. If no creatures are within reach, the Abyssal
Beast attacks the ground or another object in its path.
Actions

Multiattack. The Abyssal Beast makes two attacks: one


with its claws and one with its bite.

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


target. Hit: 14 (2d8 + 5) slashing damage.

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


target. Hit: 12 (2d6 + 5) piercing damage.

Horned Charge (Recharge 5-6). The Abyssal Beast lowers its


head and charges madly at a target within 30 feet. The
target must succeed on a DC 15 Strength saving throw or
take 23 (4d8 + 5) bludgeoning damage and be knocked
prone. On a successful save, the target takes half as much
damage and isn’t knocked prone.
Reactions

When a creature within 30 feet of the


Relentless Pursuit.

Abyssal Beast moves away from it, the Abyssal Beast


moves up to half its speed toward the creature.
180

Abyssal Dragon
Legends of the Abyssal Dragon
Abyssal Dragons are dragons that have been
The First Descent: According to legend, the first
irrevocably tainted by the chaotic, corrupting Abyssal Dragon was once a wise and noble being
energies of the Abyssal Realm. Though they were who descended into the Abyssal Realm to avenge
once wise and noble creatures, their descent into its kin. Overcome by the chaotic energies and the
the Abyss warped their minds and bodies beyond thrill of slaughter, it became lost in madness,
recognition. Legend tells of a dragon who, in its transforming into a creature of unparalleled
fervor to avenge fallen kin and recover stolen eggs, malevolence.
ventured into the Abyssal Realm. There, the Dragons’ Bane: It is said that the Abyssal Dragon

endless slaughter and twisted energies despises other dragons, seeing them as weak and
overwhelmed its sense of self, transforming it into a “unawakened”. It actively hunts its kin, driven by
creature of chaos and malice. The first of its kind, an insatiable urge to dominate and consume.
The Curse of Madness: Some claim that
this Abyssal Dragon was consumed by the

darkness, becoming a ruthless, chaotic entity, a


encountering an Abyssal Dragon can corrupt and
new race of dragon forever bound to the Abyssal
twist the minds of other creatures, instilling an
Realm.
uncontrollable urge for chaos and slaughter in
those who survive its presence.
Abyssal Dragons live for slaughter and relish the
Void Touch: An ancient tale suggests that an
anarchy of combat, embodying the madness of the
Abyssal Dragon’s scales, if touched, can drain the
their new home. Their forms reflect this chaotic
life force of any creature.
origin: their scales are dark, almost shadow-like,
The Bone Gorge: Tales tell of a dragon graveyard
seeming to swirl and shift in patches, while jagged
deep within the Abyssal Realm, where Abyssal
spines protrude along their spines and wings.
Dragons drag the corpses of those they kill. The
These dragons often reek of decay, and their
bones there are said to be infused with Abyssal
presence seems to drain life from the air around
energy, slowly mutating and resurrecting as
them. Their breath weapon, a torrent of necrotic
twisted fiends. Adventurers who have ventured to
energy, saps the very essence from their foes,
the Bone Gorge claim that the ground itself
leaving behind only withered remnants. seems alive, and some even say they’ve seen
These dragons are rarely seen outside the Abyssal bones start to slither together, forming strange,
Realm, but when they appear in the material plane, draconic shapes.
they leave a trail of destruction and suffering in

their wake.

Abyssal Dragon Wyrmling Aura of Slaughter. The dragon exudes an aura of bloodlust.
Medium dragon, chaotic evil
Creatures of the dragon’s choice that start their turn
within 10 feet of the wyrmling must succeed on a DC 13
Armor Class 17 (natural armor) Wisdom saving throw or have disadvantage on attack rolls
Hit Points 68 (8d8 + 32) until the end of their next turn.
Speed 30 ft., fly 60 ft. Actions

STR DEX CON INT WIS CHA Bite. Melee Weapon Attack:+6 to hit, reach 5 ft., one target.
19 (+4) 14 (+2) 18 (+4) 12 (+1) 11 (+0) 16 (+3) 9 (1d10 + 4) piercing damage plus 4 (1d8) necrotic
Hit:

damage.
Saving Throws Dex +4, Con +6, Wis +2, Cha +5
SkillsIntimidation +5, Perception +4, Stealth +4 Abyssal Breath (Recharge 5-6).The dragon exhales a wave of
Damage Resistances cold
necrotic energy in a 20-foot cone. Each creature in that
Damage Immunities necrotic
area must make a DC 13 Constitution saving throw, taking
Condition Immunities charmed, frightened
28 (8d6) necrotic damage on a failed save, or half as much
Senses blindsight 10 ft., darkvision 60 ft., passive
damage on a successful one.
Perception 14
Withering Touch. The dragon targets a creature within 15
Languages Abyssal, Common, Draconic
feet with a wave of withering energy. The target must
Challenge 4 (1,100 XP) Proficiency Bonus +2
succeed on a DC 13 Constitution saving throw or take 12
(3d8) necrotic damage and the dragon regains hit points
equal to half the damage dealt.
182

Young Abyssal Dragon Actions

Large dragon, chaotic evil


Multiattack. The Young Abyssal Dragon makes three
attacks: one with its bite and two with its claws. It can
Armor Class 18 (natural armor)
replace one of its attacks with Withering Wave.
Hit Points 189 (18d10 + 90)
Speed 40 ft., fly 80 ft. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 17 (2d10 + 6) piercing damage plus 9 (2d8)
STR DEX CON INT WIS CHA
necrotic damage.
23 (+6) 17 (+3) 21 (+5) 14 (+2) 12 (+1) 19 (+4)
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Saving Throws Dex +7, Con +9, Wis +5, Cha +8 target. Hit: 13 (2d6 + 6) slashing damage plus 5 (1d10)
Skills Athletics +10, Intimidation +12, Perception +9, necrotic damage.
Stealth +7
Damage Resistances cold Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one
Damage Immunities necrotic target. Hit: 15 (2d8 + 6) bludgeoning damage plus 4 (1d8)
Condition Immunities charmed, frightened necrotic damage.
Senses blindsight 30 ft., darkvision 120 ft., passive

Perception 19 Abyssal Breath (Recharge 5-6). The dragon exhales a wave of


Languages Abyssal, Common, Draconic
necrotic energy in a 30-foot cone. Each creature in that
Challenge 11 (7,200 XP) Proficiency Bonus +4 area must make a DC 18 Constitution saving throw, taking
54 (12d8) necrotic damage on a failed save, or half as
much on a successful one. Additionally, the dragon gains
Aura of Slaughter. The dragon exudes an aura of bloodlust. temporary hit points equal to five times the number of
Creatures of the dragon’s choice that start their turn creatures in the breath’s area. These temporary hit points
within 20 feet of the dragon must succeed on a DC 16 last until the start of its next turn.
Wisdom saving throw or have disadvantage on attack rolls
until the end of their next turn. Withering Wave. The dragon targets up to two creatures of
its choice within 30 feet with a wave of withering energy.
Carnage Surge. When the dragon reduces a creature to 0 The targets must succeed on a DC 18 Constitution saving
hit points, it can emit a burst of malevolent energy. throw or take 12 (3d10) necrotic damage and the dragon
Creatures of the dragon’s choice within 30 feet must regains hit points equal to half the damage dealt.
succeed on a DC 16 Wisdom saving throw or be
frightened until the end of their next turn. Additionally, the Reactions

dragon regains 10 hit points. Rend and Devour. When a creature within 5 feet of the
dragon is reduced to 0 hit points, the dragon makes a bite
attack against a different creature within range.

Abyssal Dragon Creature Type

Although 5E does not support dual types for monsters, Abyssal Dragons can be considered both dragons and
fiends (demon) by nature, embodying aspects of both. Game Masters may choose to treat them as either, or even
as straight-up demons, to reflect how deeply they are transformed and influenced by the chaotic energies of the
Abyssal Realm. This duality reflects their corrupted origin, combining the physical power of dragons with the
chaotic malevolence of demons. For game balance, this classification shouldn’t significantly affect gameplay, as it
mainly serves as a thematic element.
Also consider modifying and adapting the Abyssal Dragon stat blocks with additional traits from the Demonic
Traits section of this manual. This allows for extra customization, reflecting the twisting power of the Abyssal
Realm that corrupted the dragon. These modifications can emphasize the chaotic and sinister influence of their
demonic heritage, making each Abyssal Dragon encounter unique and unpredictable.
183

Adult Abyssal Dragon necrotic damage.


Huge dragon, chaotic evil
Abyssal Breath (Recharge 5-6).The dragon exhales a wave of
Armor Class 19 (natural armor) necrotic energy in a 60-foot cone. Each creature in that
Hit Points 297 (22d12 + 154) area must make a DC 19 Constitution saving throw, taking
Speed 40 ft., fly 80 ft. 71 (13d10) necrotic damage on a failed save, or half as
much on a successful one. The dragon gains temporary hit
STR DEX CON INT WIS CHA
points equal to five times the number of creatures affected
27 (+8) 17 (+3) 25 (+7) 16 (+3) 14 (+2) 21 (+5) by the breath. These temporary hit points last until the
start of its next turn.
Saving Throws Dex +9, Con +13, Wis +8, Cha +11
Withering Wave. The dragon targets up to three creatures
SkillsAthletics +14, Intimidation +17, Perception +14,
of its choice within 30 feet with a wave of withering energy.
Stealth +9
Each target must succeed on a DC 19 Constitution saving
Damage Resistances cold
throw or take 22 (4d10) necrotic damage, and the dragon
Damage Immunities necrotic
regains hit points equal to half the total damage dealt.
Condition Immunities charmed, frightened

Senses blindsight 60 ft., darkvision 120 ft., passive Bonus Actions


Perception 24
Shadow Leap (Recharge 6). The dragon briefly dissolves
Languages Abyssal, Common, Draconic
into a dark, shadowy mist, vanishing from sight. It then
Challenge 19 (22,000 XP) Proficiency Bonus +6
reappears up to 15 feet away in an unoccupied space it
can see. Additionally, the next claw attack it makes before
Aura of Slaughter. The dragon exudes an aura of bloodlust. the end of its next turn deals an additional 11 (2d10)
Creatures of the dragon’s choice that start their turn necrotic damage on a hit.
within 30 feet of the dragon must succeed on a DC 19
Reactions
Wisdom saving throw or have disadvantage on attack rolls
until the end of their next turn. Rend and Devour. When a creature within 10 feet of the
dragon is reduced to 0 hit points, the dragon makes a bite
Carnage Surge. When the dragon reduces a creature to 0 attack against a different creature within range.
hit points, it can emit a burst of malevolent energy.
Legendary Actions
Creatures of the dragon’s choice within 30 feet must
succeed on a DC 19 Wisdom saving throw or be The Adult Abyssal Dragon can take 3 legendary actions,
frightened until the end of their next turn. Additionally, the choosing from the options below. Only one legendary
dragon regains 15 hit points. action option can be used at a time and only at the end of
another creature’s turn. The dragon regains spent
Legendary Resistance (3/Day).If the dragon fails a saving legendary actions at the start of its turn.
throw, it can choose to succeed instead.
Detect. The dragon makes a Wisdom (Perception) check.
Actions
Tail Attack. The dragon makes a tail attack.
Multiattack. The Adult Abyssal Dragon makes three Necrotic Wave (Costs 2 Actions). The dragon releases a

attacks: one with its bite and two with its claws. It can pulse of necrotic energy. Each creature within 20 feet of
replace one of these attacks with Withering Wave. the dragon must succeed on a DC 19 Constitution saving
throw or take 18 (4d8) necrotic damage and have their
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one movement speed halved until the end of their next turn.
target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) Reaping Shadows (Costs 3 Actions). The dragon summons
necrotic damage. shadowy tendrils that lash out in a 30-foot radius around
itself. Each creature of the dragon’s choice within range
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one must succeed on a DC 19 Dexterity saving throw or take
target. Hit: 15 (2d6 + 8) slashing damage plus 5 (1d10) 27 (6d8) necrotic damage and be restrained until the end
necrotic damage.
of the dragon’s next turn, or half as much and not be
restrained on a success.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one
target. Hit: 17 (2d8 + 8) bludgeoning damage plus 4 (1d8)
184

Ancient Abyssal Dragon Abyssal Breath (Recharge 5-6).The dragon exhales a torrent
Gargantuan dragon, chaotic evil
of necrotic energy in a 90-foot cone. Each creature in that
area must make a DC 23 Constitution saving throw, taking
Armor Class 21 (natural armor) 99 (18d10) necrotic damage on a failed save, or half as
Hit Points 546 (28d20 + 252) much on a successful one. The dragon gains temporary hit
Speed 40 ft., fly 80 ft. points equal to five times the number of creatures in the
breath’s area. These temporary hit points last until the
STR DEX CON INT WIS CHA start of its next turn.
30 (+10) 19 (+4) 28 (+9) 18 (+4) 16 (+3) 24 (+7)
Withering Wave. The dragon targets up to four creatures of
Saving Throws Dex +12, Con +17, Wis +11, Cha +15 its choice within 30 feet with a wave of withering energy.
SkillsAthletics +18, Intimidation +23, Perception +19, Each target must succeed on a DC 23 Constitution saving
Stealth +12 throw or take 27 (5d10) necrotic damage, and the dragon
Damage Resistances cold
regains hit points equal to half the total damage dealt.
Damage Immunities necrotic Bonus Actions
Condition Immunities charmed, frightened

Senses blindsight 60 ft., darkvision 120 ft., passive


Shadow Leap (Recharge 5-6). The dragon briefly dissolves
Perception 29 into a dark, shadowy mist, vanishing from sight. It then
Languages Abyssal, Common, Draconic
reappears up to 30 feet away in an unoccupied space it
Challenge 26 (90,000 XP) Proficiency Bonus +8
can see. Additionally, the next claw attack it makes before
the end of its next turn deals an additional 18 (4d8)
necrotic damage on a hit.
Aura of Slaughter. The dragon exudes an aura of bloodlust.
Reactions
Creatures of the dragon’s choice that start their turn
within 30 feet of the dragon must succeed on a DC 23 Rend and Devour. When a creature within 30 feet of the
Wisdom saving throw or have disadvantage on attack rolls dragon is reduced to 0 hit points, the dragon makes a bite
until the end of their next turn. attack against a different creature within range.
Legendary Actions
Carnage Surge. When the dragon reduces a creature to 0
hit points, it can emit a burst of malevolent energy. The Ancient Abyssal Dragon can take 3 legendary actions,
Creatures of the dragon’s choice within 30 feet must choosing from the options below. Only one legendary
succeed on a DC 23 Wisdom saving throw or be action option can be used at a time and only at the end of
frightened until the end of their next turn. Additionally, the another creature’s turn. The dragon regains spent
dragon regains 20 hit points. legendary actions at the start of its turn.
Legendary Resistance (4/Day).If the dragon fails a saving Detect. The dragon makes a Wisdom (Perception) check.
throw, it can choose to succeed instead. Tail Attack. The dragon makes a tail attack.
Necrotic Wave (Costs 2 Actions). The dragon releases a
Actions
pulse of necrotic energy. Each creature within 30 feet of
Multiattack. The Ancient Abyssal Dragon makes four the dragon must succeed on a DC 23 Constitution saving
attacks: one with its bite, two with its claws, and one with throw or take 27 (6d8) necrotic damage and have their
its tail. It can replace one of these attacks with Withering movement speed halved until the end of their next turn.
Wave. Reaping Shadows (Costs 3 Actions). The dragon summons

shadowy tendrils that lash out in a 40-foot radius around


Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one itself. Each creature of the dragon’s choice within range
target. Hit: 21 (2d10 + 10) piercing damage plus 11 (2d10)
must succeed on a DC 23 Dexterity saving throw or take
necrotic damage. 36 (8d8) necrotic damage and be restrained until the end
of the dragon’s next turn, or half as much and not be
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one
target. Hit: 17 (2d6 + 10) slashing damage plus 9 (2d8) restrained on a success.
Soul Shatter (Recharge 5-6) (Costs 3 Actions). The dragon
necrotic damage.
targets one creature within 60 feet. The target must
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one succeed on a DC 23 Constitution saving throw or take 45
target. Hit: 19 (2d8 + 10) bludgeoning damage plus 5 (10d8) necrotic damage, becomes restrained, and gains
(1d10) necrotic damage. vulnerabiliy to all damage until the end of its next turn. On
a successful save, it takes half damage and and suffers no
additional effects.
185

Abyssal Dragon’s Lair Regional Effects

The region within 6 miles of an Abyssal Dragon’s


The lair of an Abyssal Dragon is a place of chaos,
lair is suffused with chaotic and malevolent
corruption, and slaughter, often found deep within
energies, creating a domain that reflects the
the Abyssal Realm or in desolate regions touched
essence of the Abyss.
by its dark influence. These places are filled with

twisted landscapes, shadowed cliffs, and rivers of Blighted Land: The landscape within this area

decay, all resonating with a bloodthirsty energy. becomes tainted, causing plants to wither and

The very ground oozes a dark ichor, and shadows die. Any water found here is fouled, tasting of

twist and writhe, almost as if alive. Within its lair, decay and offering no nourishment.

the Abyssal Dragon commands the power of the Flesh to Shadows: Animals, plants, and small

Abyssal Realm itself, a domain that amplifies its creatures caught in the shadow of the dragon’s

bloodlust and thirst for chaos. lair for prolonged periods undergo a horrifying

transformation. Small animals appear


Lair Actions
translucent, casting ghostly shadows, while
On initiative count 20 (losing initiative ties), the
plants become skeletal versions of themselves,
Abyssal Dragon takes a lair action to cause one of
twisted and gray. Corpses in the area rise as
the following effects. The DC for these actions is
shadowy undead within 24 hours, compelled to
DC 14 for Young, DC 16 for Adult, and DC 20 for
wander aimlessly and spread the dragon’s dark
Ancient Abyssal Dragons. The dragon can’t use the
influence.
same effect two rounds in a row.
Blood Shadows: Shadows in this area move

unnaturally, seeming to follow living creatures.


Deathly Emanation: The dragon causes necrotic
These shadows inspire unease; non-evil
energy to seep from the ground at a point it can
creatures must succeed on a DC 13 Wisdom
see within 60 feet. Each creature within a 10-
saving throw or be frightened for 1 minute while
foot radius of that point must succeed on a
in dim light or darkness within 1 mile of the
Constitution saving throw or take 14 (4d6)
dragon’s lair. A frightened creature can repeat
necrotic damage for Young, 21 (6d6) necrotic
the saving throw at the end of each turn, ending
damage for Adult, or 28 (8d6) necrotic damage
the effect on a success.
for Ancient Abyssal Dragons. This damage
Visions of Carnage: Those who travel within
ignores necrotic resistance.
this region experience unsettling hallucinations
Maddening Howl: The dragon releases a

of battle, slaughter, and twisted landscapes,


haunting roar that shakes the minds of all
invoking a sense of dread. Creatures must
within its lair. Creatures within 120 feet of the
succeed on a DC 13 Wisdom saving throw once
dragon must succeed on a Wisdom saving throw
every 10 minutes or suffer disadvantage on
or be overwhelmed with madness, suffering
Wisdom (Perception) checks for 1 hour.
disadvantage on attack rolls until the next
Aura of Malice: Good-aligned creatures within
initiative count 20. Creatures immune to being
the region suffer a -1 penalty to attack rolls and
frightened have advantage on this saving throw.
saving throws due to the oppressive presence of
Shadows of the Abyss: The dragon summons

Abyssal energy.
shadows that cling to up to three creatures of its

choice within the lair. Each target must succeed

on a Strength saving throw or be restrained Preparing for the Abyssal Dragon Encounter
until the end of its next turn. While restrained,
Facing an Abyssal Dragon in its lair is a harrowing
the creature takes 7 (2d6) necrotic damage at ordeal, as the environment itself seems to take on
the start of its turn. the dragon’s malevolent will. Adventurers should be
Blackened Fog: A 30-foot radius area within the prepared for ceaseless assault from the Abyssal
lair becomes filled with swirling, necrotic fog, energies that saturate the lair. Game Masters should
heavily obscuring the area until the next emphasize the chaotic and hostile atmosphere with
initiative count 20. Each creature in the area descriptions that build tension and dread. Players
must succeed on a Constitution saving throw or may be forewarned of the Abyssal Dragon’s
take 5 (1d10) necrotic damage and be blinded unpredictable, frenzied nature, preparing them for
until the end of its next turn. an inescapable battle.
186

Running the Encounter: Adding Spellcasting

Adding spellcasting abilities to the Abyssal Dragon


Abyssal Dragon
provides additional chaos and danger, allowing it to
Abyssal Dragons are fierce and chaotic adversaries, wield spells with necrotic and abyssal powers.
fighting with a frenzied desire for carnage born

from their corruption. These dragons embody the 1. Spellcasting Ability: Spellcasting for the Abyssal

madness of the Abyssal Realm, thriving in chaos Dragon can increase its Challenge Rating by

and violence, and finding purpose only in the one. For instance, a Young Abyssal Dragon with

massacre they bring. Encounters with Abyssal spellcasting might have a CR of 12 instead of

Dragons are brutal, bloody, and relentless as they 11.

seek to overwhelm and annihilate anything that 2. Multiattack with Spells: For Adult and Ancient

crosses their path. Abyssal Dragons, consider allowing them to cast

a spell as part of their multiattack action, with a


Abyssal Dragon’s Nature
limitation of one spell cast alongside a single
Abyssal Dragons are driven by a brutal, chaotic
melee attack.
nature, reflecting the unrestrained violence of the
3. Legendary Action - Cast a Spell: Allow the
Abyss. They have no loyalty beyond their craving
dragon a legendary action to cast a spell, costing
for destruction, often acting on impulses that would
2 legendary actions. This makes the dragon
seem irrational to other beings. These dragons are
even more formidable, maintaining pressure on
relentless in combat, seeing each battle as a
the adventurers outside its turn.
spectacle of slaughter and a testament to their

power. Example Spell List for a Young Abyssal Dragon:

At will: abyssal grasp, inflict wounds, thaumaturgy


Encounter Structure
3/day each: abyssal blast, abyssal burst, darkness,
An encounter with an Abyssal Dragon should evoke
lesser soul absorption
an atmosphere of desperation and chaos. Here are
1/day each: abyssal howl, blightfire, blight aura
some key points to consider:

Example Spell List for an Adult Abyssal Dragon:


1. Overwhelming Violence: Abyssal Dragons
At will: abyssal blast, abyssal grasp, inflict wounds,
thrive in direct, brutal combat. They use their
thaumaturgy
lair’s tainted features and their own abilities to
3/day each: abyssal burst, abyssal howl, blightfire,
strike fear and encourage a sense of
blight aura, darkness, lesser soul absorption
helplessness among their foes, making
1/day each: abyssal eruption, abyssal maw, greater
positioning and quick movement essential for
soul absorption
survival.

2. Draining Aura: The dragon’s presence itself is


Example Spell List for an Ancient Abyssal Dragon:
dangerous. Each round spent near the dragon
At will: abyssal blast, abyssal grasp, abyssal howl,
may be exhausting, requiring adventurers to
blightfire, darkness, inflict wounds, lesser soul
plan carefully around its deadly reach and ever-
absorption, thaumaturgy
present necrotic aura.
3/day each: abyssal burst, abyssal eruption, abyssal
3. Erratic Combat Tactics: Abyssal Dragons revel
maw, blight aura, greater soul absorption,
in unpredictability, often prioritizing whichever
1/day each: fel explosion, power word: stun
target appears the most frightened or injured.
1/week: abyssal maelstrom
They use their lair actions and regional effects

to disorient and isolate foes, overwhelming Conclusion

them in chaos and confusion.


An encounter with an Abyssal Dragon is a
4. Offers of Chaos: The dragon may, in moments
fearsome test of courage and resilience. These
of arrogance, offer its foes a “reprieve” in
creatures combine the raw power of dragons with
exchange for promises of carnage elsewhere or
the boundless chaos of demons, creating a unique,
for inciting mayhem in its name. Such deals are
dangerous opponent. Adventurers will need to
risky, and adventurers will need to consider
confront not only the dragon’s might but also the
carefully if they are willing to make pacts with
disturbing aura of slaughter and corruption that
such a chaotic creature.
pervades its presence.
187

Abyssal Steed
Abyssal Steed
Legends tell of fiendish experiments in the Abyssal Large fiend, chaotic evil

Realm, where demons sought to adapt mortal


Armor Class 14 (natural armor)
horses to survive the chaos and malevolence of
Hit Points 76 (9d10 + 27)
their world. However, the Abyssal Realm was too
Speed 60 ft.
harsh for the creatures, and over countless

generations, the horses transformed. Their forms STR DEX CON INT WIS CHA

twisted, and their spirits corrupted by the pervasive 18 (+4) 14 (+2) 16 (+3) 6 (-2) 10 (+0) 12 (+1)
madness and necrotic energies of the realm, they

emerged as Abyssal Steeds: terrifying fiendish Saving Throws Dex +4, Con +5
creatures that thrive in the darkness.
Damage Resistances cold
Damage Immunities necrotic, poison
Abyssal Steeds are harbingers of slaughter, thriving
Condition Immunities charmed, frightened, poisoned
amidst chaos and bloodshed. Their blackened,
Senses darkvision 120 ft., passive Perception 10
sinewy forms drip with necrotic energy, their
Languages understands Abyssal but can’t speak

glowing red eyes piercing the gloom of the Abyssal Challenge 4 (1,100 XP) Proficiency Bonus +2

Realm. They are often seen amidst great carnage,

their hooves pounding the earth as they trample


Magic Resistance.The Abyssal Steed has advantage on
anything in their path. These creatures resist the
saving throws against spells and other magical effects.
corrupting energy of the demonic realm and even

channel it, their bodies brimming with unholy Necrotic Sustenance. The Abyssal Steed does not require
power.
food, water, or air. Instead, it feeds on the necrotic energy
While wild Abyssal Steeds are nearly untameable,
of its surroundings, gaining 5 temporary hit points if it
has at least 1 hit point at the start of its turn while in an
the most powerful demons have occasionally
area suffused with necrotic energy, such as the Abyssal
captured and broken them. Such steeds are
Realm or the site of a massacre.
symbols of status and power, often used by demon

lords and archfiends to demonstrate their Trample. If the Abyssal Steed moves at least 20 feet
dominance. When nurtured by Archdemons, these straight toward a creature and then hits it with a hooves
creatures may evolve into Greater Abyssal Steeds,
attack on the same turn, the target must succeed on a DC
14 Strength saving throw or be knocked prone.
their powers expanding further as they hover over

the battlefield, wreathed in necrotic energy.


Unstoppable Stampede. If the Abyssal Steed moves in a
straight line using all of its movement during its turn, it
can move through other creatures’ spaces. Any creature
of Large or smaller size whose space the steed moves
through must succeed on a DC 14 Dexterity saving throw
or take 13 (2d8 + 4) bludgeoning damage and be knocked
prone. A prone creature cannot make opportunity attacks
against the Abyssal Steed as it continues its stampede.
Actions

Multiattack. The Abyssal Steed makes two attacks: one


with its bite and one with its hooves.

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


target. Hit: 11 (2d6 + 4) piercing damage.

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


target. Hit: 13 (2d8 + 4) bludgeoning damage.

Necrotic Breath (Recharge 5-6).The Abyssal Steed exhales a


wave of necrotic energy in a 30-foot cone. Each creature in
the area must make a DC 14 Constitution saving throw,
taking 27 (6d8) necrotic damage on a failed save, or half
as much on a successful one. Nonmagical plants and
small animals within the area wither and die instantly.
188

Greater Abyssal Steed it can move through other creatures’ spaces. Any creature
Huge fiend, chaotic evil
of Huge or smaller size whose space the steed moves
through must succeed on a DC 18 Dexterity saving throw
Armor Class 16 (natural armor) or take 24 (4d8 + 6) bludgeoning damage and be knocked
Hit Points 178 (17d12 + 68) prone. A prone creature cannot make opportunity attacks
Speed 80 ft., fly 60 ft. (hover) against the Greater Abyssal Steed as it continues its
stampede.
STR DEX CON INT WIS CHA
Actions
22 (+6) 16 (+3) 18 (+4) 8 (-1) 12 (+1) 14 (+2)
Multiattack. The Greater Abyssal Steed makes two attacks:
Saving Throws Dex +7, Con +8, Wis +5 one with its bite and one with its hooves.
Damage Resistances cold

Damage Immunities necrotic, poison


Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Condition Immunities charmed, frightened, poisoned
target. Hit: 16 (3d6 + 6) piercing damage.
Senses darkvision 120 ft., passive Perception 11
Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Languages understands Abyssal but can’t speak
target. Hit: 19 (3d8 + 6) bludgeoning damage.
Challenge 12 (8,400 XP) Proficiency Bonus +4

The Greater Abyssal Steed


Necrotic Breath (Recharge 5-6).

Abyssal Empowerment. Once per turn, when the Greater exhales a wave of necrotic energy in a 60-foot cone. Each
Abyssal Steed hits a creature with its bite or hooves attack, creature in the area must make a DC 18 Constitution
it can deal an additional 9 (2d8) necrotic damage. saving throw, taking 54 (12d8) necrotic damage on a failed
save, or half as much on a successful one. Nonmagical
Magic Resistance.The Greater Abyssal Steed has advantage plants and small animals within the area wither and die
on saving throws against spells and other magical effects. instantly.
Legendary Actions
Necrotic Sustenance. The Greater Abyssal Steed does not
require food, water, or air. Instead, it feeds on the necrotic The Greater Abyssal Steed can take 2 legendary actions,
energy of its surroundings, gaining 10 temporary hit choosing from the options below. Only one legendary
points if it has at least 1 hit point at the start of its turn action option can be used at a time and only at the end of
while in an area suffused with necrotic energy, such as the another creature’s turn.
Abyssal Realm or the site of a massacre.
Bite. The Greater Abyssal Steed makes one bite attack.
Trample. If the Greater Abyssal Steed moves at least 20 Soul Howl (Costs 2 Actions). The Greater Abyssal Steed
feet straight toward a creature and then hits it with a releases a terrifying necrotic howl. Each creature of its
hooves attack on the same turn, the target must succeed choice within 30 feet must succeed on a DC 18 Wisdom
on a DC 18 Strength saving throw or be knocked prone. saving throw or be frightened until the end of its next turn.
If a creature fails the saving throw by 5 or more, it is also
Unstoppable Stampede. If the Greater Abyssal Steed moves paralyzed until the end of its next turn.
in a straight line using all of its movement during its turn,

Additional Traits for the Abyssal Steed

The Abyssal Steed is a highly adaptable creature, its abilities often reflecting the nature of the demon or fiend that
has tamed or rides it. Below are additional traits that can be used to customize the Abyssal Steed, depending on
its rider’s theme or the environment it thrives in:
Corrupting Venom. The Abyssal Steed’s attacks are infused with vile toxins. When the steed hits a creature with its

bite or hooves attack, the target must succeed on a DC 14 (for Abyssal Steed) or DC 18 (for Greater Abyssal
Steed) Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target takes 5
(1d10) poison damage at the start of each of its turns. The creature can repeat the saving throw at the end of its
turns, ending the effect on a success.
Abyssal Flames. The Abyssal Steed is wreathed fire. Any creature that touches the steed or hits it with a melee

attack while within 5 feet takes 7 (2d6) fire damage. Additionally, its hooves attack deals an extra 9 (2d8) fire
damage, and its Necrotic Breath is replaced by Fire Breath, which deals fire damage instead of necrotic damage.
Unholy Speed. The Abyssal Steed is unnaturally fast, reflecting its rider’s relentless pursuit of prey. Its walking

speed increases by 20 feet, and it gains the ability to Dash as a bonus action. Additionally, when it uses its
Unstoppable Stampede trait, the DC for the Dexterity saving throw increases by 2, and the damage increases by

1d8 bludgeoning damage.


189

Succubus / Incubus

Succubi and incubi are fiends of desire and

deception, existing outside the rigid classifications

of devils and demons. Though their insatiable lust

and impulsive nature draw them closer to the

chaotic essence of demons, they are neither truly

demonic nor infernal in nature. In older editions,

they were considered demons, but in 5E, they are

classified simply as fiends, aligning themselves

with any dark power that furthers their desires.

These shapechangers inhabit all of the lower

planes, serving a variety of masters, including

devils, demons, other fiends, and hags. The King

of Hell employs them to corrupt mortals, while

demon lords use them as advisors or consorts.

Succubi and incubi weave webs of seduction and

manipulation, preying on mortals’ deepest desires

to lead them astray. Each can freely shift between

male and female forms, though most favor one

form over the other and keep it. Rarely do they

reveal their true shape, instead using their

shapechanging abilities to approach their prey in

guises that appeal to their target’s fantasies, pulling

them ever closer to darkness.

Succubus / Incubus Actions

Medium fiend (shapechanger), neutral evil


Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Armor Class 15 (natural armor)
Hit Points 66 (12d8 + 12) Charm. One humanoid the fiend can see within 30 feet of
Speed 30 ft., fly 60 ft. it must succeed on a DC 15 Wisdom saving throw or be
magically charmed for 1 day. The charmed target obeys the
STR DEX CON INT WIS CHA
fiend’s verbal or telepathic commands. If the target suffers
8 (−1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5) any harm or receives a suicidal command, it can repeat
the saving throw, ending the effect on a success. If the
SkillsDeception +9, Insight +5, Perception +5, Persuasion target successfully saves against the effect, or if the effect
+9, Stealth +7 on it ends, the target is immune to this fiend’s Charm for
Damage Resistances cold, fire, lightning, poison;
the next 24 hours.
bludgeoning, piercing, and slashing from nonmagical The fiend can have only one target charmed at a time. If it
attacks charms another, the effect on the previous target ends.
Senses darkvision 60 ft., passive Perception 15

Languages Abyssal, Common, Infernal, telepathy 60 ft. Draining Kiss. The fiend kisses a creature charmed by it or
Challenge 4 (1,100 XP) Proficiency Bonus +2 a willing creature. The target must make a DC 15
Constitution saving throw against this magic, taking 32
Shapechanger. The fiend can use its action to polymorph (5d10 + 5) psychic damage on a failed save, or half as
into a Small or Medium humanoid, or back into its true much damage on a successful one. The target’s hit point
form. Without wings, the fiend loses its flying speed. maximum is reduced by an amount equal to the damage
Other than its size and speed, its statistics are the same in taken. This reduction lasts until the target finishes a long
each form. Any equipment it is wearing or carrying isn’t rest. The target dies if this effect reduces its hit point
transformed. It reverts to its true form if it dies. maximum to 0.

Telepathic Bond. The fiend ignores the range restriction on The fiend magically enters the Ethereal Plane
Etherealness.

its telepathy when communicating with a creature it has from the Material Plane, or vice versa.
charmed. The two don’t even need to be on the same
plane of existence.
190

Variant: Dreamstalker Succubus them to haunt their victims in their most vulnerable

state. Known to enter the dreams of those they’ve


/ Incubus
marked, Dreamstalkers feed on emotions,

Dreamstalker succubi and incubi are rare and particularly fear and desire, making them

potent variants of their kind, specializing in particularly dangerous adversaries for those unable

invading the dreams of mortals to ensnare, to defend their minds. Dreamstalkers can also be

manipulate, and consume their souls. Unlike fought within dreams (the dreamscape), allowing

typical succubi or incubi, these fiends wield Game Masters to organize unique dream-based

enhanced powers over sleep and dreams, allowing combat scenarios using their Dreamwalker trait.

Dreamstalker Succubus / Incubus Claw (Fiend Form Only). Melee Weapon Attack: +6 to hit,
Medium fiend (shapechanger), neutral evil
reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Armor Class 15 (natural armor) Charm. One humanoid the fiend can see within 30 feet of
Hit Points 82 (15d8 + 15) it must succeed on a DC 16 Wisdom saving throw or be
Speed 30 ft., fly 60 ft. magically charmed for 1 day. The charmed target obeys the
fiend’s verbal or telepathic commands. If the target suffers
STR DEX CON INT WIS CHA
any harm or receives a suicidal command, it can repeat
8 (−1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5) the saving throw, ending the effect on a success. If the
target successfully saves against the effect, or if the effect
SkillsDeception +11, Insight +7, Perception +7, on it ends, the target is immune to this fiend’s Charm for
Persuasion +11, Stealth +9 the next 24 hours. The fiend can have only one target
Damage Resistances cold, fire, lightning, poison;
charmed at a time. If it charms another, the effect on the
bludgeoning, piercing, and slashing from nonmagical previous target ends.
attacks
Senses darkvision 60 ft., passive Perception 17 Dream-Kiss. The fiend kisses a creature it has charmed or a
Languages Abyssal, Common, Infernal, telepathy 60 ft. willing creature within reach. The target must make a DC
Challenge 5 (1,800 XP) Proficiency Bonus +3 16 Constitution saving throw, taking 32 (5d10 + 5) psychic
damage on a failed save, or half as much damage on a
Dreamwalker. As an action, the fiend can enter the dreams successful one. If the target fails the saving throw, it falls
of sleeping creatures it knows within 1 mile, engaging in into a deep, dream-laden sleep and is unconscious for 1
combat or interaction within the dream itself. While in a hour or until it takes damage. While asleep in this way, the
dream (dreamscape), it is immune to damage from creature shares the same dream (dreamscape) with the
outside sources. Additionally, the fiend can choose up to creatures asleep by Lulling Wave.
10 willing creatures it can see within 30 feet before
Lulling Wave (Recharge 6). The fiend targets creatures of its
entering the dream. These allies are then transported into
choice within 90 feet of it. Creatures within the area must
the dream with the fiend and can interact within it as if
succeed on a DC 15 Wisdom saving throw or fall asleep
they were in the creature’s dream. The fiend and its allies
for 1 hour. While asleep in this way, the affected creatures
brought into the dream by it can only be harmed by dream
share the same dream (dreamscape), which the
manifestations, and any damage taken is non-lethal,
Dreamstalker can enter as described in Dreamwalker.
waking up the creature with 1 hit point when it dies in the
dream. The fiend magically enters the Ethereal Plane
Etherealness.

from the Material Plane, or vice versa.


Shapechanger. The fiend can use its action to polymorph
into a Small or Medium humanoid, or back into its true Legendary Actions

form. Without wings, the fiend loses its flying speed. The Dreamstalker can take 1 legendary action, choosing
Other than its size and speed, its statistics are the same in from the options below. It regains spent legendary actions
each form. Any equipment it is wearing or carrying isn’t at the start of its turn.
transformed. It reverts to its true form if it dies.
Glimpse of Nightmares. The Dreamstalker briefly shows a
Telepathic Bond. The fiend ignores the range restriction on
creature within 30 feet a glimpse of its worst nightmares.
its telepathy when communicating with a creature it has The target must succeed on a DC 16 Wisdom saving
charmed. The two don’t even need to be on the same throw or be frightened until the end of its next turn.
plane of existence.
Actions
Nightmare Incursion. The Dreamstalker forces a creature it
has charmed to experience intense, disturbing visions.
Multiattack. The Dreamstalker makes two attacks: one The target takes 10 (3d6) psychic damage and must make
with its claw and one with its Charm, Dream-Kiss, or a DC 16 Wisdom saving throw. On a failure, the creature is
Lulling Wave ability. paralyzed until the start of its next turn.
191

Necrothrax
Necrothrax
Necrothrax are fearsome demons that roam the Medium fiend (demon), chaotic evil

Abyssal Realm, recognized by the skeletal masks


Armor Class 14 (natural armor)
fused to their faces, crafted from the skulls of their
Hit Points 82 (11d8 + 33)
most formidable prey. These masks are not merely
Speed 30 ft., fly 30 ft.
trophies but are infused with the dark energies of

the Abyssal Realm, making them an inseparable STR DEX CON INT WIS CHA

part of the Necrothrax’s being. With towering, 18 (+4) 12 (+1) 16 (+3) 10 (+0) 12 (+1) 15 (+2)
muscular bodies cloaked in the remnants of their

defeated enemies, they exude an aura of death and Saving Throws Str +7, Wis +4
despair.
SkillsIntimidation +5, Perception +4
Damage Resistances cold, fire; bludgeoning, piercing, and
Necrothrax are known to wield massive
slashing from nonmagical attacks
greatswords with ruthless precision, favoring brute
Damage Immunities poison
force over finesse. Though they typically forgo
Condition Immunities poisoned

armor, they adorn themselves with pieces of their Senses darkvision 120 ft., passive Perception 14

past kills, such as bones or flayed skins, as symbols Languages Abyssal, Common

of their conquests. Their mere presence is enough Challenge 5 (1,800 XP) Proficiency Bonus +3

to sap the vitality of those around them, and it’s

whispered that the souls of their slain foes linger Channel the Defeated. The Necrothrax can deal an
within their masks, granting them a haunting, additional 7 (2d6) necrotic damage when it hits with a
ethereal strength. Necrothrax demons are drawn to weapon attack (already included in the attack).
conflict and bloodshed, leaving trails of death and
Soul-Fused Mask. The Necrothrax’s mask grants it
ruin wherever they roam.
advantage on saving throws against being charmed or
frightened. Additionally, once per day, when the
Necrothrax drops to 0 hit points, it can make a DC 10
Constitution saving throw. On a success, it regains 10 hit
points and shrouds itself in necrotic energy, dealing 10
(3d6) necrotic damage to all creatures within 10 feet of it.
Actions

Multiattack. The Necrothrax makes two attacks with its


greatsword.

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


one target. Hit: 11 (2d6 + 4) slashing damage plus 7
(2d6) necrotic damage.

– The Necrothrax fixes its gaze


Deathly Glare (Recharge 5 6).

on one creature it can see within 30 feet. The target must


succeed on a DC 13 Wisdom saving throw or become
frightened for 1 minute. While frightened in this way, the
creature is paralyzed. The target can repeat the saving
throw at the end of each of its turns, ending the effect on
itself on a success.
Bonus Actions

Grave Step.The Necrothrax can teleport up to 15 feet to


an unoccupied space it can see that is in dim light or
darkness. Creatures within 10 feet of the destination must
make a DC 13 Dexterity saving throw or take 5 (2d5)
necrotic damage.
Reactions

When a creature within 5 feet of the


Relentless Retaliation.

Necrothrax hits it with an attack, the Necrothrax can make


one melee weapon attack against that creature with its
greatsword.
192

Obsidian Gargoyle
Obsidian Gargoyle
Medium construct, unaligned Forged from pure black obsidian, Obsidian

Gargoyles are statues created by demonic


Armor Class 16 (natural armor)
craftsmen to protect the treasures, temples, and
Hit Points 85 (10d8 + 40)
other sites of great significance. Their glossy,
Speed 30 ft., fly 40 ft.
jagged bodies gleam faintly in the dim light, their

STR DEX CON INT WIS CHA sharp wings and claws poised for the inevitable

18 (+4) 12 (+1) 18 (+4) 5 (-3) 10 (+0) 6 (-2) intrusion.

Obsidian Gargoyles are constructs, brought to life


Saving Throws Str +7, Con +7 by powerful rituals that bind a sliver of demonic
Damage Resistances fire, cold; bludgeoning, piercing, and
energy into their core. Their purpose is simple: to
slashing from nonmagical attacks
guard their post without question or hesitation.
Damage Immunities poison, psychic
They remain inert until an intruder crosses their
Condition Immunities charmed, exhaustion, frightened,
designated boundary, at which point their glowing
paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10 eyes blaze to life, and they attack with relentless

Languages understands Abyssal but cannot speak fury.

Challenge 5 (1,800 XP) Proficiency Bonus +3 While Obsidian Gargoyles are primarily found in

the Abyssal Realm, they are occasionally smuggled

Immutable Form. The Obsidian Gargoyle is immune to to the material plane by demonic cultists seeking to

any spell or effect that would alter its form. safeguard their unholy artifacts. Each gargoyle is

programmed with a command word or activation


Magic Resistance.The Obsidian Gargoyle has advantage phrase, typically known only to its creator or
on saving throws against spells and other magical effects.
master, which can deactivate or reactivate the

While within 120 feet of a


Sentinel of the Abyssal Realm. construct. Destroying them is no easy task, as their

demonic artifact, the gargoyle gains advantage on attack obsidian bodies are incredibly durable, capable of

rolls and saving throws. absorbing powerful strikes and retaliating with

deadly force.
Actions

Multiattack. The Obsidian Gargoyle makes two attacks:


one with its claws and one with its bite.

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


target. Hit: 13 (2d8 + 4) piercing damage.

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


target. Hit: 11 (2d6 + 4) slashing damage.

– The Obsidian Gargoyle


Obsidian Burst (Recharge 5 6).

releases a burst of obsidian shards in a 15-foot radius.


Each creature in the area must make a DC 15 Dexterity
saving throw, taking 21 (6d6) piercing damage on a failed
save, or half as much on a successful one.
Bonus Actions

Obsidian Restoration (1/Day). The Obsidian Gargoyle


magically draws energy from the demonic essence
infused within its core, causing fractured parts of its body
to regenerate. The gargoyle regains 15 hit points.
Reactions

Guardian’s Counter. When a creature within 5 feet of the


Obsidian Gargoyle attacks a creature, the gargoyle makes
a melee attack against the attacker.
193

Zhorvith

The Zhorvith is a demon of speed, aggression, and

ruthless efficiency, soaring through the Abyssal

Realm with unmatched agility. Its sleek,

aerodynamic body and powerful wings allow it to

navigate the chaotic skies of the realm with ease,

evading foes and ambushing prey with deadly

precision. Known for its razor-sharp claws, whip-

like tail, and formidable head adorned with

curved, battering horns, the Zhorvith strikes

with a terrifying lunge, often leaving its victims

stunned or disoriented. This predator thrives in

the Abyssal Realm, where few creatures can match

its speed or evade its relentless pursuit. The

Zhorvith is particularly difficult to fight due to its

agility, evasive maneuvers, and relentless hit-and-

run tactics. Opponents find it infuriating to land

attacks on this demon, as it flits in and out of reach,

striking with headbutts and powerful claw attacks

before retreating out of range. Its keen senses

make it an adept hunter, often detecting and

pursuing prey from far distances. It often roams

unchallenged, for few demons possess the speed

or endurance needed to engage it effectively.

Zhorvith Actions

Medium fiend (demon), chaotic evil


The Zhorvith makes two attacks: one with its
Multiattack.

horns and one with its claws.


Armor Class 16 (natural armor)
Hit Points 85 (10d8 + 40) Horn Headbutt. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Speed 40 ft., fly 80 ft. one target. Hit: 13 (2d8 + 4) bludgeoning damage. If the
target is a creature, it must succeed on a DC 15 Strength
STR DEX CON INT WIS CHA
saving throw or be pushed back 10 feet.
18 (+4) 20 (+5) 18 (+4) 8 (−1) 12 (+1) 10 (+0)
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Saving Throws Dex +8, Wis +4 target. Hit: 12 (2d6 + 5) slashing damage.
Skills Acrobatics +11, Perception +4

Damage Resistances cold, fire; bludgeoning, piercing, and Tail Whip (Recharge 5-6). The Zhorvith lashes out with its
slashing from nonmagical attacks long tail, targeting all creatures within a 10-foot radius.
Damage Immunities poison Each creature must succeed on a DC 15 Dexterity saving
Condition Immunities poisoned throw or take 22 (5d8) bludgeoning damage and be
Senses darkvision 120 ft., passive Perception 14 knocked prone. On a successful save, a creature takes half
Languages Abyssal as much damage and isn’t knocked prone.
Challenge 5 (1,800 XP) Proficiency Bonus +3
Bonus Actions

The Zhorvith moves up to half its flying


Flee (Recharge 5-6).
Agile Predator. The Zhorvith has advantage on Dexterity
speed without provoking opportunity attacks.
ability checks and saving throws.
Reactions
The Zhorvith can take the Dash action as a
Fast Flight.
Swirling Defense. When an attacker the Zhorvith can see
bonus action on each of its turns.
hits it with an attack, the Zhorvith twists its body to deflect
part of the blow, taking only half of the damage.
194

Gazorakth
Gazorakth
The Gazorakth is a creature born of the Abyssal Medium fiend (demon), chaotic evil

Realm’s chaotic energies, twisted into a grotesque


Armor Class 15 (natural armor)
form by the realm’s corrupting power. Its grotesque
Hit Points 85 (10d8 + 40)
mass brims with writhing eyes that pulse with
Speed 0 ft., fly 30 ft. (hover)
eldritch energy, each one emanating an unsettling

awareness. These eyes are not just for vision - they STR DEX CON INT WIS CHA

are the source of its terrifying power, growing more 8 (-1) 14 (+2) 18 (+4) 14 (+2) 12 (+1) 19 (+4)
dangerous the longer it lingers in a fight. Unlike the

Ophrym, whose eyes each grant unique powers, the Saving Throws Dex +5, Con +7, Wis +4
Gazorakth’s eyes focus on a singular devastating
SkillsPerception +7
Damage Resistances cold, fire, psychich; bludgeoning,
ability that grows stronger as more of them open.
piercing, and slashing from nonmagical attacks
Despite its chaotic nature, the Gazorakth is not
Damage Immunities necrotic, poison
mindlessly destructive. It often avoids confrontation
Condition Immunities poisoned

unless its goals or survival demand action. Senses truesight 120 ft., passive Perception 17

However, when provoked or threatened, it reveals a Languages Abyssal, telepathy 120 ft.

cunning intelligence and a capacity for calculated Challenge 6 (2,300 XP) Proficiency Bonus +3

brutality. Known for its bursts of overwhelming

power, the Gazorakth saves its full strength for Innate Spellcasting.The Gazorakth’s innate spellcasting
decisive moments, making it an unpredictable and ability is Charisma (spell save DC 15). It can innately cast
terrifying opponent. the following spells, requiring no material components:
Legends claim the Gazorakth’s laziness masks its
At will: malefic shroud, minor illusion
potential for violence, but its apparent apathy is
2/day each: abyssal blast, darkness, fear, mirror image
deceptive. In a dire situation, it quickly adapts,
1/day each: abyssal burst, counterspell, telekinesis
revealing strategies that suggest a mind more

capable than it initially appears. Laziness Turned Lethal (1/Day). When the Gazorakth is
reduced to half its hit points or fewer, it sheds its usual
lethargy and enters a state of heightened aggression for 1
minute. During this time, the Gazorakth can take one
additional action on each of its turns, which can be used
to make an attack or cast a spell. Additionally, it can cast
spells that normally require an action as a bonus action.

Many-Eyed Focus. The Gazorakth’s eyes empower its


spells. When it casts a spell that deals damage, it can add
7 (2d6) additional necrotic damage to one creature
affected by the spell.

Magic Resistance.The Gazorakth has advantage on saving


throws against spells and other magical effects.
Actions

Multiattack.The Gazorakth makes two attacks with its


bite or makes one attack with its bite and casts a spell.

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


target. Hit: 15 (3d8 + 2) piercing damage.

Eye Burst (Recharge 4-6).The Gazorakth channels its


Abyssal energy, unleashing a beam of power from its eyes
in a 30-foot cone. Each creature in the area must make a
DC 15 Dexterity saving throw, taking 31 (7d8) necrotic
damage on a failed save or half as much on a successful
one.
Bonus Actions

Hovering Reposition.The Gazorakth moves up to half its


flying speed without provoking opportunity attacks.
195

Greater Gazorakth Actions

Large fiend (demon), chaotic evil


Multiattack. The Greater Gazorakth makes three attacks
with its bite or two attacks with its bite and casts a spell.
Armor Class 17 (natural armor)
Hit Points 172 (15d10 + 90) Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Speed 0 ft., fly 40 ft. (hover) Hit: 25 (4d10 + 3) piercing damage.

STR DEX CON INT WIS CHA Tentacle Lash. Melee Weapon Attack: +8 to hit, reach 15 ft.,
10 (+0) 16 (+3) 22 (+6) 16 (+3) 17 (+3) 21 (+5) one target. Hit: 17 (4d6 + 3) bludgeoning damage, and the
target must succeed on a DC 16 Strength saving throw or
Saving Throws Dex +8, Con +11, Wis +8, Cha +10 be grappled (escape DC 16). While grappled in this way,
SkillsPerception +13 the creature is restrained, and at the start of each of its
Damage Resistances cold, fire, psychic; bludgeoning, turns, it takes 18 (4d8) necrotic damage.
piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison The Greater Gazorakth unleashes
Eye Burst (Recharge 4-6).

Condition Immunities frightened, poisoned a beam of power from its eyes in a 60-foot cone. Each
Senses truesight 120 ft., passive Perception 23 creature in the area must make a DC 18 Dexterity saving
Languages Abyssal, telepathy 120 ft. throw, taking 54 (12d8) necrotic damage on a failed save,
Challenge 15 (13,000 XP) Proficiency Bonus +5 or half as much on a successful one.

Overwhelming Gaze (Recharge 6). The Greater Gazorakth


Focused Gaze. When the Greater Gazorakth uses its Eye locks eyes with up to three creatures it can see within 60
Burst ability, it can choose to focus the beam into a 60- feet. Each target must succeed on a DC 18 Wisdom saving
foot line that is 5 feet wide instead of a cone. Creatures in throw or be paralyzed with fear for 1 minute. A paralyzed
the line take an additional 27 (6d8) necrotic damage on a creature can repeat the saving throw at the end of each of
failed save or half as much on a successful one. its turns, ending the effect on a success.
Innate Spellcasting. The Greater Gazorakth’s innate Bonus Actions
spellcasting ability is Charisma (spell save DC 18). It can
Hovering Reposition.The Gazorakth moves up to half its
innately cast the following spells, requiring no material
flying speed without provoking opportunity attacks.
components:
Legendary Actions
At will: abyssal blast, curse of weakness, malefic shroud,
The Greater Gazorakth can take 3 legendary actions,
minor illusion
choosing from the options below. Only one legendary
3/day each: darkness, fear, mirror image
2/day each: abyssal burst, counterspell, telekinesis action option can be used at a time, and only at the end of
another creature’s turn. It regains spent legendary actions
1/day each: abyssal eruption, circle of death, disintegrate
at the start of its turn.
Laziness Turned Lethal (1/Day). When the Greater
Attack. The Greater Gazorakth makes one bite attack.
Gazorakth is reduced to half its hit points or fewer, it
The Greater Gazorakth casts a
Cast a Spell (Costs 2 Actions).
enters a state of heightened aggression for 1 minute.
spell.
During this time, it can take one additional action on each
Gaze of Madness (Costs 2 Actions). The Greater Gazorakth
of its turns, which can be used to attack or cast a spell.
targets one creature within 60 feet with its many eyes. The
Additionally, it can cast spells that normally require an
creature must succeed on a DC 18 Wisdom saving throw
action as a bonus action.
or take 18 (4d8) psychic damage and be frightened for 1
Legendary Resistance (1/Day). If the Greater Gazorakth fails minute. A frightened creature can repeat the saving throw
a saving throw, it can choose to succeed instead. at the end of each of its turns, ending the effect on a
success.
Many-Eyed Focus. The Greater Gazorakth’s eyes amplify its Recharge (Costs 2 Actions). The Greater Gazorakth

power. When it casts a spell that deals damage, it can add recharges all of its rechargeable abilities.
14 (4d6) additional necrotic damage to one creature Blinking Dread (Costs 3 Actions). The Greater Gazorakth

affected by the spell. teleports up to 60 feet to an unoccupied space it can see.


Creatures within 10 feet of the space it leaves must
Magic Resistance.The Greater Gazorakth has advantage on succeed on a DC 18 Constitution saving throw or take 27
saving throws against spells and other magical effects. (6d8) necrotic damage.
196

Vrock

Vrocks are vicious demons resembling twisted

hybrids of humanoid and vulture, embodying

the chaotic, mindless violence of the Abyssal

Realm. With gnarled, featherless wings

and bodies covered in fetid, oily plumage,

these fiends revel in spreading misery

and terror. Though they lack intelligence,

vrocks are brutal and relentless in

combat, attacking with razor-sharp

talons and a powerful beak to tear their

victims apart. They emit a screech so

horrifying it can stun their prey, and

their spores are a toxic weapon, infecting

and weakening foes caught in their deadly

cloud.

Coveting anything they find even remotely

shiny, vrocks are known to collect crude

baubles, but they are not easily bribed. Instead,

they are just as likely to kill anyone who offers

them treasure, seeing violence as the easiest way

to acquire what they desire. Vrocks are driven by a

relentless need to create chaos, finding sick joy in

pain and carnage, and they often squabble with

each other over trivial treasures, preferring to seize

than negotiate.

Vrock Actions

Large fiend (demon), chaotic evil


The vrock makes two attacks: one with its
Multiattack.

beak and one with its talons.


Armor Class 15 (natural armor)
Hit Points 104 (11d10 + 44) Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Speed 40 ft., fly 60 ft. target. Hit: 10 (2d6 + 3) piercing damage.
STR DEX CON INT WIS CHA Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one
17 (+3) 15 (+2) 18 (+4) 8 (−1) 13 (+1) 8 (−1) target. Hit: 14 (2d10 + 3) slashing damage.

Saving Throws Dex +5, Wis +4, Cha +2 Spores (Recharge 6).A 15-foot-radius cloud of toxic spores
Damage Resistances cold, fire, lightning; bludgeoning, extends out from the vrock. The spores spread around
piercing, and slashing from nonmagical attacks corners. Each creature in that area must succeed on a DC
Damage Immunities poison 14 Constitution saving throw or become poisoned. While
Condition Immunities poisoned poisoned in this way, a target takes 5 (1d10) poison
Senses darkvision 120 ft., passive Perception 11 damage at the start of each of its turns. A target can
Languages Abyssal, telepathy 120 ft. repeat the saving throw at the end of each of its turns,
Challenge 6 (2,300 XP) Proficiency Bonus +3 ending the effect on itself on a success. Emptying a vial of
holy water on the target also ends the effect on it.
Magic Resistance.The vrock has advantage on saving Stunning Screech (1/Day). The vrock emits a horrific
throws against spells and other magical effects. screech. Each creature within 20 feet of it that can hear it
and that isn’t a demon must succeed on a DC 14
Constitution saving throw or be stunned until the end of
the vrock’s next turn.
197

Variant: Blight Vrock


Blight Vrock
Large fiend (demon), chaotic evil The Blight Vrock is a more virulent and dangerous

variant of the common Vrock, thriving in the toxic,


Armor Class 15 (natural armor)
polluted depths of the Abyssal Realm where the air
Hit Points 128 (15d10 + 45)
itself is poison. Covered in diseased, festering
Speed 40 ft., fly 60 ft.
feathers that ooze foul-smelling spores, the Blight

STR DEX CON INT WIS CHA Vrock’s presence alone can spread sickness and

18 (+4) 16 (+3) 20 (+5) 8 (−1) 14 (+2) 10 (+0) despair. These demons emit waves of corruption

that weaken and poison all in their vicinity, leaving


Saving Throws Dex +6, Wis +5, Cha +3 a trail of rot and decay. Unlike the standard Vrock,
Damage Resistances cold, fire, lightning; bludgeoning,
the Blight Vrock has honed its poisonous abilities,
piercing, and slashing from nonmagical attacks
making it a devastating force that revels in
Damage Immunities poison
spreading suffering through venom and plague.
Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 12

Languages Abyssal, telepathy 120 ft.

Challenge 7 (2,900 XP) Proficiency Bonus +3

Variant Traits for Vrocks


Aura of Blight.At the start of each of the Blight Vrock’s Vrocks are fearsome and varied fiends. Adding one
turns, each creature within 10 feet of it must succeed on a or more of these traits can enhance their abilities
DC 14 Constitution saving throw or be poisoned until the without significantly increasing their CR, though
end of its next turn. While poisoned in this way, a creature
multiple traits may raise it by a level.
takes 4 (1d8) poison damage at the start of its turns.

Magic Resistance.The Blight Vrock has advantage on Bloodlust Frenzy. When the Vrock reduces a creature
saving throws against spells and other magical effects. to 0 hit points, it enters a frenzied state until the end
of its next turn. While frenzied, the Vrock has
Actions
advantage on all attack rolls, and its melee attacks
Multiattack. The Blight Vrock makes two attacks: one with deal an extra 4 (1d8) necrotic damage.
its beak and one with its talons. Wings of Dread. As an action, the Vrock can unfurl its

wings and emit a horrifying scream. Each creature


Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one within 30 feet that can see or hear the Vrock must
target. Hit: 11 (2d6 + 4) piercing damage plus 5 (1d10)
succeed on a DC 14 Wisdom saving throw or be
poison damage.
frightened for 1 minute. A frightened creature can
Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one repeat the saving throw at the end of each of its
target. Hit: 15 (2d10 + 4) slashing damage plus 5 (1d10) turns, ending the effect on a success.
poison damage. Abyssal Gale. As an action, the Vrock can flap its

wings with immense force. Each creature within 10


Toxic Spores (Recharge 5-6). The Blight Vrock releases a 20- feet must succeed on a DC 14 Strength saving throw
foot-radius cloud of virulent spores that extends out from or be pushed 15 feet back and knocked prone.
it. The spores spread around corners. Each creature in Corrupted Resilience. The Vrock’s twisted form grants
that area must succeed on a DC 14 Constitution saving
it additional durability. It has immunity to
throw or become poisoned. While poisoned in this way, a
creature takes 7 (2d6) poison damage at the start of each bludgeoning, piercing, and slashing damage from
of its turns. A creature can repeat the saving throw at the nonmagical attacks.
Vicious Dive. When the Vrock flies at least 20 feet
end of each of its turns, ending the effect on itself on a
success. straight toward a target and hits it with a talon
attack on the same turn, the target takes an
Stunning Screech (1/Day). The Blight Vrock emits a additional 7 (2d6) slashing damage and must
corrupted screech that sickens its foes. Each creature succeed on a DC 14 Strength saving throw or be
within 30 feet of it that can hear it and that isn’t a demon knocked prone.
must succeed on a DC 14 Constitution saving throw or be
stunned until the end of the Blight Vrock’s next turn.
Bonus Actions

Toxic Regeneration (Recharge 5-6). The Blight Vrock regains


7 (2d6) hit points if it has at least 1 hit point.
198

Abyssal Chimera

Abyssal Chimeras are terrifying demons born from

the unrelenting desire to consume and dominate.

These fiends roam the Abyssal Realm, hunting

other demons and absorbing their

physical traits, combining them into

a monstrous, ever-evolving form. The

Abyssal Chimera often appears as a

hulking, bestial creature, reflecting its

insatiable hunger and brutal nature.

With its massive, leathery wings,

razor-sharp claws, and a venomous

tail, it stands as a twisted

amalgamation of demonic power.

Driven by primal instincts and a

relentless drive to devour, it seeks

only to grow stronger through its

feast on the flesh of other fiends.

As a Game Master, you may represent

the Abyssal Chimera devouring other

demons by adding traits from the

Demonic Traits section or from

other demons’ statblocks. Adding one

or two minor traits won’t significantly

alter the creature’s CR, but be cautious not

to overwhelm players with excessive abilities.

Abyssal Chimera Magic Resistance.The Abyssal Chimera has advantage on


Large fiend (demon), chaotic evil
saving throws against spells and other magical effects.
Armor Class 16 (natural armor) Actions

Hit Points 119 (14d10 + 42) Multiattack. The Abyssal Chimera makes two attacks: one
Speed 40 ft., fly 60 ft. with its claws and one with its tail.
STR DEX CON INT WIS CHA Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one
20 (+5) 14 (+2) 16 (+3) 8 (−1) 12 (+1) 10 (+0) target. Hit: 14 (2d8 + 5) slashing damage.

Saving Throws Dex +5, Con +6, Wis +4 Tail Strike. Melee Weapon Attack:+8 to hit, reach 10 ft., one
SkillsIntimidation +3, Perception +4 target. Hit: 12 (2d6 + 5) bludgeoning damage, and the
Damage Resistances cold, fire, lightning; bludgeoning, target must succeed on a DC 16 Strength saving throw or
piercing, and slashing from nonmagical attacks be knocked prone.
Damage Immunities poison

Condition Immunities poisoned – The Abyssal Chimera


Abyssal Breath (Recharge 5 6).

Senses darkvision 120 ft., passive Perception 14 exhales a dark, toxic miasma in a 30-foot cone. Each
Languages Abyssal, telepathy 60 ft. creature in that area must make a DC 16 Constitution
Challenge 7 (2,900 XP) Proficiency Bonus +3 saving throw, taking 35 (10d6) poison damage on a failed
save, or half as much damage on a successful one.
Devour Essence. When the Abyssal Chimera kills a demon, Reactions

it can absorb one of the demon’s traits or abilities Relentless Hunger. When the Abyssal Chimera reduces a
temporarily, allowing it to use that trait or ability for the creature to 0 hit points, it regains 15 hit points as it
next 24 hours. devours a portion of the fallen foe’s essence.
199

Greater Abyssal Chimera Actions

Huge fiend (demon), chaotic evil


Multiattack. The Greater Abyssal Chimera makes three
attacks: one with its claws, one with its tail, and one with
Armor Class 18 (natural armor)
its bite.
Hit Points 225 (18d12 + 108)
Speed 40 ft., fly 80 ft. Claws. Melee Weapon Attack: +12 to hit, reach 10 ft., one
target. Hit: 20 (3d8 + 7) slashing damage.
STR DEX CON INT WIS CHA

24 (+7) 16 (+3) 22 (+6) 10 (+0) 14 (+2) 12 (+1) Tail Strike. Melee Weapon Attack: +12 to hit, reach 15 ft.,
one target. Hit: 17 (3d6 + 7) bludgeoning damage, and the
Saving Throws Dex +8, Con +11, Wis +7 target must succeed on a DC 20 Strength saving throw or
SkillsIntimidation +6, Perception +7 be knocked prone.
Damage Resistances cold, fire, lightning; bludgeoning,

piercing, and slashing from nonmagical attacks Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one
Damage Immunities poison target. Hit: 13 (1d12 + 7) piercing damage plus 7 (2d6)
Condition Immunities poisoned necrotic damage.
Senses darkvision 120 ft., passive Perception 17

Languages Abyssal, telepathy 120 ft.


– The Greater Abyssal
Abyssal Breath (Recharge 5 6).

Challenge 14 (11,500 XP) Proficiency Bonus +5


Chimera exhales a dark, toxic miasma in a 60-foot cone.
Each creature in that area must make a DC 20
Constitution saving throw, taking 49 (14d6) poison
Aura of Dread. Creatures that start their turn within 30 feet damage on a failed save, or half as much damage on a
of the Greater Abyssal Chimera must succeed on a DC 15 successful one. A creature that fails the save is also
Wisdom saving throw or become frightened for 1 minute. poisoned for 1 minute. It can repeat the saving throw at
A creature can repeat the saving throw at the end of each the end of each of its turns, ending the effect on itself on a
of its turns, ending the effect on itself on a success. If a success.
creature’s saving throw is successful or the effect ends,
the creature is immune to the Greater Abyssal Chimera’s Reactions

Aura of Dread for the next 24 hours. Relentless Hunger.When the Greater Abyssal Chimera
reduces a creature to 0 hit points, it regains 30 hit points
Devour Essence. When the Greater Abyssal Chimera kills a as it devours a portion of the fallen foe’s essence.
demon, it can absorb one of the demon’s traits or abilities
temporarily, allowing it to use that trait or ability for the Legendary Actions

next 24 hours. The Greater Abyssal Chimera can take 2 legendary actions,
choosing from the options below. Only one legendary
Exploding Essence. Upon death, the Abyssal Chimera
action option can be used at a time and only at the end of
explodes in a burst of chaotic energy. Each creature within
another creature’s turn. The Greater Abyssal Chimera
20 feet of it must make a DC 20 Dexterity saving throw,
regains spent legendary actions at the start of its turn.
taking 21 (6d6) necrotic damage on a failed save, or half
as much damage on a successful one. Detect. The Greater Abyssal Chimera makes a Wisdom
(Perception) check.
Legendary Resistance (1/Day). If the Greater Abyssal
Move. The Greater Abyssal Chimera moves up to half its
Chimera fails a saving throw, it can choose to succeed
speed without provoking opportunity attacks.
instead.
Corrupting Strike (Costs 2 Actions). The Greater Abyssal

Magic Resistance.The Greater Abyssal Chimera has Chimera makes a bite or tail attack. If it hits, the target
advantage on saving throws against spells and other must succeed on a DC 20 Constitution saving throw or
magical effects. have disadvantage on all saving throws until the end of its
next turn.

Traits for the Abyssal Chimera

While the Devour Essence trait allows the Abyssal Chimera to temporarily gain abilities from other demons it
consumes, this is primarily for balancing and gameplay purposes. As a Game Master, you are encouraged to
customize the Abyssal Chimera by granting it additional, permanent traits from the Demonic Traits section of this
manual or from other demon statblocks. Doing so can create unique encounters, introducing variations of the
Abyssal Chimera with different abilities and strengths, tailored to surprise and challenge players in diverse ways.
Use this flexibility to design chimeras with distinct personalities and powers for a memorable experience in your
campaign.
200

Hezrou
Hezrou
Hezrous are brutish demons, towering at 8 feet and Large fiend (demon), chaotic evil

weighing roughly 750 pounds. Their bodies


Armor Class 16 (natural armor)
resemble twisted, humanoid toads, with thick limbs
Hit Points 136 (13d10 + 65)
and clawed hands capable of delivering devastating
Speed 30 ft.
blows. They have powerful jaws lined with blunt

teeth, and a series of long, bony spikes runs down STR DEX CON INT WIS CHA

their backs, further enhancing their menacing 19 (+4) 17 (+3) 20 (+5) 5 (−3) 12 (+1) 13 (+1)
appearance. While they are among the more

physically powerful foot soldiers of the Abyssal Saving Throws Str +7, Con +8, Wis +4
Realm, hezrous are known for their simplicity and
Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks
loyalty, making them reliable yet brutal enforcers in
Damage Immunities poison
the armies of more intelligent fiends.
Condition Immunities poisoned
Hezrous are motivated primarily by their insatiable
Senses darkvision 120 ft., passive Perception 11

hunger and their love for destruction, throwing Languages Abyssal, telepathy 120 ft.

themselves eagerly into combat under the Challenge 8 (3,900 XP) Proficiency Bonus +3

command of stronger demons or chaotic

summoners. Their foul stench is infamous across


Magic Resistance.The hezrou has advantage on saving
the Abyssal Realm, sickening even the most throws against spells and other magical effects.
seasoned of foes. Though not cunning by nature,

hezrous occasionally demonstrate a surprising


Stench.Any creature that starts its turn within 10 feet of
capacity for basic diplomacy, trading slaves or
the hezrou must succeed on a DC 14 Constitution saving
throw or be poisoned until the start of its next turn. On a
other “spoils” when the need arises. Despite their
successful saving throw, the creature is immune to the
simple-mindedness, these demons have an innate
hezrou’s stench for 24 hours.
knack for organizing lesser fiends, often forming
Actions
packs of vicious underlings that march in chaotic,

relentless force. Multiattack.The hezrou makes three attacks: one with its
bite and two with its claws.

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


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

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


target. Hit: 11 (2d6 + 4) slashing damage.
201

Variant: Adhesive Hezrou


Adhesive Hezrou
The Adhesive Hezrou is a sticky and more Large fiend (demon), chaotic evil

frustrating variant of the standard hezrou demon,


Armor Class 16 (natural armor)
coating its skin in a foul, adhesive substance that
Hit Points 136 (13d10 + 65)
traps its prey and discourages attacks. Although
Speed 30 ft.
physically the same to other hezrous, its flesh

exudes a thick, tar-like substance that ensnares any STR DEX CON INT WIS CHA

creature or weapon that comes into contact with it, 19 (+4) 17 (+3) 20 (+5) 5 (−3) 12 (+1) 13 (+1)
making it even more challenging to confront. These

creatures are particularly effective in group combat, Saving Throws Str +7, Con +8, Wis +4
where their adhesive nature can restrain multiple
Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks
foes and disrupt coordinated attacks.
Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 11

Languages Abyssal, telepathy 120 ft.

Challenge 8 (3,900 XP) Proficiency Bonus +3


Variant Traits for Hezrou

Hezrous are already intimidating in their base form,


but a few adjustments to their traits can enhance Adhesive Flesh. The hezrou’s skin is coated with a sticky,
their role as chaotic, devastating forces in the tar-like substance. Any creature that touches the hezrou
Abyssal Realm. Granting a hezrou one or two of the or is hit by its claw attack must succeed on a DC 12
Strength saving throw or be grappled by it (escape DC
following traits can add variety without significantly
12). When a weapon hits the hezrou, the wielder must
altering its overall challenge rating. succeed on a DC 12 Strength saving throw or the weapon
becomes adhered to the hezrou’s skin. A creature can use
Ravenous Hunger. The hezrou’s insatiable appetite
its action to attempt a DC 12 Strength check to free an
fuels its attacks. When the hezrou reduces a
adhered weapon or itself from the hezrou’s adhesive
creature to 0 hit points, it can use its reaction to flesh.
make a bite attack against a different creature within
reach. Magic Resistance.The hezrou has advantage on saving
Brutal Assault. Once per turn, when the hezrou hits a throws against spells and other magical effects.
creature with its claw attack, it can force the target
to succeed on a DC 15 Strength saving throw or Stench.Any creature that starts its turn within 10 feet of
the hezrou must succeed on a DC 14 Constitution saving
push them 10 feet back.
throw or be poisoned until the start of its next turn. On a
Malodorous Fumes (Recharge 6). The hezrou releases
successful saving throw, the creature is immune to the
an even more potent version of its stench in a 15- hezrou’s stench for 24 hours.
foot radius. Each creature in this area must succeed
Actions
on a DC 14 Constitution saving throw or be
poisoned for 1 minute. A poisoned creature takes 5 Multiattack.The hezrou makes three attacks: one with its
(1d10) poison damage at the start of each of its bite and two with its claws.
turns. The creature can repeat the saving throw at
the end of each turn, ending the effect on itself on a Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
success. target. Hit: 15 (2d10 + 4) piercing damage.
Thick Hide. The hezrou’s natural armor is
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
particularly tough, giving it a +1 to its AC. target. Hit: 11 (2d6 + 4) slashing damage. If the target is
hit, it must succeed on a DC 12 Strength saving throw or
be grappled by the hezrou.
202

Glabrezu

The glabrezu is a demon of corruption and

treachery, standing as a unique and cunning threat

among the Abyssal fiends. Its towering, muscular

form is equipped with two pairs of arms,

one set ending in massive pincers

capable of crushing bone, and the

other, more human-like pair,

ending in clawed hands that

manipulate and gesture with

unsettling finesse. With goat-like

horns atop its bestial head and

piercing, violet eyes that hint at

its intelligence, the glabrezu is

as beguiling as it is terrifying.

Glabrezus are drawn to mortals

with ambition and desire,

offering them power, wealth,

or forbidden knowledge in

return for loyalty or service.

They are masters of deceit, often

hiding their true nature and intentions

behind polite words and tempting promises.

Despite their love for trickery and guile, glabrezus

are powerful and dangerous foes, able to unleash

overwhelming physical strength and formidable

magic when their deceptions fail.

Glabrezu following spells, requiring no material components:


Large fiend (demon), chaotic evil
At will: darkness, detect magic, dispel magic
Armor Class 17 (natural armor) 1/day each: confusion, fly, power word stun
Hit Points 157 (15d10 + 75)
Magic Resistance.The glabrezu has advantage on saving
Speed 40 ft.
throws against spells and other magical effects.
STR DEX CON INT WIS CHA Actions
20 (+5) 15 (+2) 21 (+5) 19 (+4) 17 (+3) 16 (+3)
Multiattack. The glabrezu makes four attacks: two with its
pincers and two with its fists. Alternatively, it makes two
Saving Throws Str +9, Con +9, Wis +7, Cha +7
attacks with its pincers and casts one spell.
Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one
Damage Immunities poison
target. Hit: 16 (2d10 + 5) bludgeoning damage. If the
Condition Immunities poisoned
target is a Medium or smaller creature, it is grappled
Senses truesight 120 ft., passive Perception 13
(escape DC 15). The glabrezu has two pincers, each of
Languages Abyssal, telepathy 120 ft.
which can grapple only one target.
Challenge 9 (5,000 XP) Proficiency Bonus +4

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


Innate Spellcasting. The glabrezu’s spellcasting ability is Hit: 7 (2d4 + 2) bludgeoning damage.
Intelligence (spell save DC 16). It can innately cast the
203

Variant: Rampaging Glabrezu


Rampaging Glabrezu
Rampaging Glabrezus are even more fearsome Large fiend (demon), chaotic evil

than their cunning counterparts, embodying raw


Armor Class 17 (natural armor)
destructive power rather than trickery. These
Hit Points 189 (18d10 + 90)
demons unleash unrestrained chaos upon their
Speed 40 ft.
foes, charging into battle with a relentless fury.

Their massive horns and claws tear through flesh STR DEX CON INT WIS CHA

and armor, and they are known to wield dark spells 20 (+5) 15 (+2) 21 (+5) 19 (+4) 17 (+3) 16 (+3)
with greater potency, summoning storms of magic

to crush their enemies. Though still capable of Saving Throws Str +9, Con +9, Wis +7, Cha +7
deceit, Rampaging Glabrezus often choose brute
Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks
force, finding twisted pleasure in leaving only ruin
Damage Immunities poison
in their wake.
Condition Immunities poisoned

Senses truesight 120 ft., passive Perception 13

Languages Abyssal, telepathy 120 ft.

Challenge 10 (5,900 XP) Proficiency Bonus +4


Variant Traits for the Glabrezu

The following variant traits can be used to enhance


Innate Spellcasting. The glabrezu’s spellcasting ability is
the glabrezu’s deceptive and manipulative nature or
Intelligence (spell save DC 16). It can innately cast the
make it more challenging in combat. Adding one of
following spells, requiring no material components:
these traits shouldn’t drastically increase the
glabrezu’s power alone but can be dangerous if At will: darkness, detect magic, dispel magic, malefic shroud
combined with others. 2/day each: blightfire, fly
1/day each: abyssal howl, confusion, power word stun
Corrupting Bargain. As an action, the glabrezu
tempts one creature it can see within 30 feet, Magic Resistance.The glabrezu has advantage on saving
offering power or knowledge. The target must throws against spells and other magical effects.
succeed on a DC 16 Charisma saving throw or be
Unstoppable Charge. If the glabrezu moves at least 20 feet
charmed by the glabrezu for 1 hour, believing it has
straight toward a creature and then hits it with a horn
been granted knowledge or power by the fiend. The attack on the same turn, the target must succeed on a DC
glabrezu has advantage on Charisma-based checks 17 Strength saving throw or be knocked prone.
made against the charmed creature and can give it
Actions
telepathic commands. This effect ends if the
glabrezu or its allies attack the charmed creature. Multiattack. The glabrezu makes four attacks: one with its
Chaotic Burst (1/Day). When the glabrezu is reduced horns, two with its pincers, and one with its fists.
to half its hit points or fewer, it releases a pulse of Alternatively, it makes two attacks with its pincers and
chaotic energy in a 20-foot radius centered on itself. casts one spell.
Each creature within range must succeed on a DC
Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one
16 Constitution saving throw or be stunned until the target. Hit: 14 (2d8 + 5) piercing damage.
end of their turn.
Arcane Manipulation (Recharge 6). When a creature Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one
within 60 feet of the glabrezu casts a spell, the target. Hit: 16 (2d10 + 5) bludgeoning damage. If the
glabrezu can use its reaction to attempt to twist the target is a Medium or smaller creature, it is grappled
spell’s effect. The caster must succeed on a DC 16 (escape DC 15). The glabrezu has two pincers, each of
Charisma saving throw, or the glabrezu can change which can grapple only one target.
the target of the spell to a creature or a point of its
Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
choice within the spell’s range. Hit: 7 (2d4 + 2) bludgeoning damage.
Pincer Parry. As a reaction, when the glabrezu is hit

by a melee attack, it can attempt to parry it, adding a Bonus Actions

+4 bonus to its AC against that attack, potentially Rampage (Recharge 6). The glabrezu enters a rampage,
causing it to miss. dealing an additional 3 (1d6) damage of the weapon’s
type on each hit with its attacks until the end of its turn.
204

Ophrym, the Many-Eyed Fiend

The Ophrym, often called the Many-Eyed Fiend, is

a nightmarish demon feared throughout the

Abyssal Realm for its disturbing gaze and twisted

powers of compulsion. This fiend stands tall,

hunched over, with three pairs of sinister eyes that

grant it an otherworldly perception and abilities to

manipulate the minds and wills of others. Each eye

is capable of unleashing a unique curse or

enchantment. Its long, vibrantly colored tail is lined

with a venom that seeps into its victims, adding yet

another layer of danger to this already formidable

creature.

Legends say the Ophrym’s many eyes see into the

fears and desires of its foes, twisting them into

tools for the fiend’s sadistic pleasure. Those who

fall under its gaze are often left helpless, their

minds shattered by compulsions and visions.

Ophrym Actions

Large fiend (demon), chaotic evil


Multiattack.The Ophrym makes three attacks: one with its
claws, one with its tail, and one with its Eyes.
Armor Class 17 (natural armor)
Hit Points 168 (16d10 + 80) Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Speed 40 ft. target. Hit: 13 (2d8 + 4) slashing damage.
STR DEX CON INT WIS CHA Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one
18 (+4) 16 (+3) 20 (+5) 14 (+2) 15 (+2) 19 (+4) target. Hit: 11 (2d6 + 4) piercing damage plus 10 (3d6)
poison damage, and the target must succeed on a DC 16
Saving Throws Int +6, Wis +6, Cha +8 Constitution saving throw or be poisoned for 1 minute. If
SkillsIntimidation +8, Perception +10 the target fails the saving throw by 5 or more, it is also
Damage Resistances cold, fire, lightning; bludgeoning, paralyzed. The target can repeat the saving throw at the
piercing, and slashing from nonmagical attacks end of each of its turns, ending the effects on itself on a
Damage Immunities poison success.
Condition Immunities charmed, poisoned

Senses truesight 120 ft., passive Perception 20 – The Ophrym targets one
Eyes of Compulsion (Recharge 5 6).

Languages Abyssal, telepathy 120 ft. creature it can see within 60 feet. The creature must
Challenge 11 (7,200 XP) Proficiency Bonus +4 succeed on a DC 16 Wisdom saving throw or be charmed
for 1 minute. While charmed, the creature obeys the
Ophrym’s verbal or telepathic commands. The charmed
Indomitable Mind. The Ophrym has advantage on
target can repeat the saving throw at the end of each of its
Intelligence, Wisdom, and Charisma saving throws.
turns, ending the effect on itself on a success.
The Ophrym’s eyes radiate a potent
– The Ophrym releases a drowsy
Many-Eyed Power.
Eyes of Sleep (Recharge 5 6).
energy that strengthens with each use. Whenever the
gaze from one of its eyes. Each creature of its choice
Ophrym uses one of its Eye attacks, the DC for its Eye
within a 30-foot cone must succeed on a DC 16 Wisdom
effects increases by 1 until the end of its next turn.
saving throw or fall unconscious for 1 minute or until it
Mind Warp Aura. Creatures that start their turn within 30 takes damage or someone uses an action to shake it
feet of the Ophrym must make a DC 16 Intelligence saving awake.
throw or have disadvantage on Wisdom saving throws and
– The Ophrym targets one
Eyes of Fear (Recharge 5 6).
Intelligence checks for 1 minute. Creatures that succeed
creature within 60 feet. The creature must make a DC 16
on this saving throw are immune to the effect for 24
Wisdom saving throw or be frightened for 1 minute. While
hours.
frightened, the creature must take the Dash action and
Shadowmeld. When in dim light or darkness, the Ophrym move away from the Ophrym by the safest available route
can use a bonus action to become invisible until it moves on each of its turns, unless there is nowhere to move. The
or takes an action. target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
205

Nalfeshnee
Nalfeshnee
The nalfeshnee is a grotesque demon with a Large fiend (demon), chaotic evil

massive, bloated body that resembles a twisted


Armor Class 18 (natural armor)
fusion of boar and ape. This corpulent fiend towers
Hit Points 184 (16d10 + 96)
over other demons, boasting an immense size that
Speed 20 ft., fly 30 ft.
belies its surprising intelligence and cunning.

Though its body is ungainly and its wings appear STR DEX CON INT WIS CHA

far too small to lift it, the nalfeshnee can take to the 21 (+5) 10 (+0) 22 (+6) 19 (+4) 12 (+1) 15 (+2)
air and survey the battlefield from above. With its

glowing red eyes and insatiable appetite for mortal Saving Throws Con +11, Int +9, Wis +6, Cha +7
flesh, it exudes a terrifying aura that causes fear
Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks
and despair in those who dare to face it.
Damage Immunities poison
Nalfeshnees see themselves as refined and
Condition Immunities poisoned
cultured, even as they feast on humanoids alive,
Senses truesight 120 ft., passive Perception 11

wielding rusted cutlery in a grotesque parody of Languages Abyssal, telepathy 120 ft.

fine dining. They categorize all creatures they Challenge 13 (10,000 XP) Proficiency Bonus +5

encounter into those they can consume, those they

can use, and those they must serve. Powerful and


Magic Resistance.The nalfeshnee has advantage on saving
manipulative, nalfeshnees use their influence and throws against spells and other magical effects.
intellect to control lesser demons while
Actions
undermining their own superiors whenever

possible, their loyalty only to their own twisted


Multiattack.The nalfeshnee uses Horror Nimbus if it can.
It then makes three attacks: one with its bite and two with
ambitions.
its claws.

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


target. Hit: 32 (5d10 + 5) piercing damage.

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


target. Hit: 15 (3d6 + 5) slashing damage.

Horror Nimbus (Recharge 5-6). The nalfeshnee magically


emits a scintillating, multicolored light. Each creature
within 15 feet of the nalfeshnee that can see the light
must succeed on a DC 15 Wisdom saving throw or be
frightened for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on
itself on a success. If a creature’s saving throw is
successful or the effect ends for it, the creature is immune
to the nalfeshnee’s Horror Nimbus for the next 24 hours.

The nalfeshnee magically teleports, along with


Teleport.

any equipment it is wearing or carrying, up to 120 feet to


an unoccupied space it can see.
206

Variant: Hulking Nalfeshnee Variant Traits for the Nalfeshnee

Here are some variant traits that can add extra flavor
The Hulking Nalfeshnee is a towering monstrosity,
or challenges when using a Nalfeshnee:
stretching nearly 20 feet tall, its grotesque body

bloated with muscle and fat that ripples with each


Baleful Hunger. When the nalfeshnee reduces a
movement. Its massive, ape-like arms end in claws
creature to 0 hit points, it can immediately use its
that can slice through armor with ease, while its reaction to regain hit points equal to the creature’s
boar-like face displays rows of jagged tusks and CR or Character level.
burning violet eyes. This version of the nalfeshnee Horrific Mutation. Nalfeshnees with this trait show

radiates a raw, primal fury, embodying the most grotesque bodily mutations, such as extra arms,
violent and chaotic aspects of the Abyssal Realm. eyes, or horns. Once per day, the nalfeshnee can use
Often found leading hordes of lesser demons into an action to reshape its body in a terrifying way,
battle, a Hulking Nalfeshnee is a terrifying sight, causing each creature of the nalfeshnee’s choice
known for its relentless brutality and terrifying within 60 feet that can see it to make a DC 15
presence. Unlike their more cunning kin, these Wisdom saving throw or be paralyzed until the end
demons forgo trickery in favor of absolute, of their next turn.
unrestrained violence.

Hulking Nalfeshnee Actions

Huge fiend (demon), chaotic evil


Multiattack. The Hulking Nalfeshnee uses its Horror
Nimbus if it can. It then makes three attacks: one with its
Armor Class 18 (natural armor)
bite and two with its claws.
Hit Points 250 (20d12 + 120)
Speed 25 ft., fly 30 ft. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 33 (5d10 + 6) piercing damage.
STR DEX CON INT WIS CHA

23 (+6) 10 (+0) 22 (+6) 19 (+4) 12 (+1) 15 (+2) Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 16 (3d6 + 6) slashing damage.
Saving Throws Con +11, Int +9, Wis +6, Cha +7
Damage Resistances cold, fire, lightning; bludgeoning, Horror Nimbus (Recharge 5 6).– The Hulking Nalfeshnee
piercing, and slashing from nonmagical attacks magically emits scintillating, multicolored light. Each
Damage Immunities poison creature within 15 feet that can see the light must succeed
Condition Immunities poisoned on a DC 15 Wisdom saving throw or be frightened for 1
Senses truesight 120 ft., passive Perception 11 minute. A frightened creature can repeat the saving throw
Languages Abyssal, telepathy 120 ft. at the end of each of its turns, ending the effect on itself
Challenge 15 (13,000 XP) Proficiency Bonus +5 on a success. If a creature’s saving throw is successful or
the effect ends for it, the creature is immune to the
Hulking Nalfeshnee’s Horror Nimbus for 24 hours.
Legendary Resistance (1/Day). If the Hulking Nalfeshnee
fails a saving throw, it can choose to succeed instead. Legendary Actions

The Hulking Nalfeshnee can take 3 legendary actions,


Magic Resistance.The Hulking Nalfeshnee has advantage
on saving throws against spells and other magical effects. choosing from the options below. Only one legendary
action option can be used at a time and only at the end of
Terrifying Presence.Any creature that starts its turn within another creature’s turn. The Hulking Nalfeshnee regains
30 feet of the Hulking Nalfeshnee must succeed on a DC spent legendary actions at the start of its turn.
15 Wisdom saving throw or be frightened until the end of
Claw Attack. The Hulking Nalfeshnee makes a claw attack.
its next turn. A creature that succeeds on this saving throw
The Hulking Nalfeshnee
Terrifying Roar (Costs 2 Actions).
is immune to the Hulking Nalfeshnee’s Terrifying
emits a bone-chilling roar. Each creature within 60 feet
Presence for the next 24 hours.
that can hear it must succeed on a DC 15 Wisdom saving
Unholy Wrath. Once per round, when the Hulking throw or be frightened until the end of the Hulking
Nalfeshnee takes damage, it can unleash a wave of fury. Nalfeshnee’s next turn.
Teleport (Costs 3 Actions). The Hulking Nalfeshnee
Each creature within 15 feet must succeed on a DC 15
Dexterity saving throw or take 10 (3d6) necrotic damage magically teleports, along with any equipment it is wearing
and be pushed 5 feet away from the nalfeshnee. or carrying, up to 120 feet to an unoccupied space it can
see.
207

Shadowspawn

Shadowspawns are terrifying demons born from

the darkest shadows of the Abyssal Realm,

embodying fear and mystery. Though similar to

the Umbraths, they have achieved a full-fledged

demonic nature, allowing them to roam freely

across planes. Their sinister presence has fueled

countless mortal legends, from the boogeyman

lurking under the bed to shadowy figures stalking

the forests at night. These creatures prefer to haunt

shadowy forests, dark caves, or any place cloaked

in darkness, hunting at night and feeding on fear.

Shadowspawns are composed entirely of shadow,

and while they can take a corporeal form, their

bodies still resemble jet-black silhouettes, as if the

shadows themselves have taken a twisted shape.

Shadowspawn
Medium fiend (demon), chaotic evil
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 12 (1d12 + 6) slashing damage plus 14 (4d6)
Armor Class 16 (natural armor) necrotic damage.
Hit Points 161 (17d8 + 85)
Shadow Strike. The Shadowspawn targets a creature within
Speed 40 ft.
60 feet with a concentrated bolt of darkness. The target
must make a DC 17 Dexterity saving throw, taking 27
STR DEX CON INT WIS CHA
(6d8) necrotic damage on a failed save, or half as much on
20 (+5) 22 (+6) 20 (+5) 14 (+2) 16 (+3) 18 (+4)
a successful one. If the target is in dim light or darkness, it
has disadvantage on the saving throw.
Saving Throws Dex +11, Con +10, Wis +8, Cha +9
SkillsPerception +8, Stealth +11 Nightmare Grasp (Recharge 5-6). The Shadowspawn
Damage Resistances resistant to all damage except force
reaches into the shadows to manifest a nightmarish claw
and radiant that grasps at creatures in a 20-foot radius centered on a
Damage Immunities nonmagical damage, poison
point within 60 feet. Creatures of its choice within the area
Condition Immunities grappled, poisoned, restrained
must make a DC 17 Wisdom saving throw. On a failed
Senses darkvision 120 ft., passive Perception 18
save, a creature takes 36 (8d8) psychic damage and is
Languages Abyssal, telepathy 60 ft.
frightened until the end of its next turn. On a successful
Challenge 14 (11,500 XP) Proficiency Bonus +5
save, a creature takes half as much damage and isn’t
frightened.
Incorporeal Movement. The Shadowspawn can move Legendary Actions
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it ends The Shadowspawn can take 2 legendary actions, choosing
its turn inside an object or creature. from the options below. Only one legendary action option
can be used at a time, and only at the end of another
Regeneration. The Shadowspawn regains 10 hit points at creature’s turn. The Shadowspawn regains spent
the start of its turn if it is in dim light or darkness. If the legendary actions at the start of its turn.
Shadowspawn takes radiant damage, this trait doesn’t
function at the start of its next turn. Detect. The Shadowspawn makes a Wisdom (Perception)
check.
While in sunlight, the Shadowspawn
Sunlight Sensitivity. Move. The Shadowspawn moves up to half its speed
has disadvantage on attack rolls and on Wisdom without provoking opportunity attacks.
(Perception) checks that rely on sight. Eclipse Strike. The Shadowspawn makes one claw attack.

Shadowy Embrace (Costs 2 Actions). The Shadowspawn


Actions
engulfs a creature within 30 feet in pure darkness. The
Multiattack.The Shadowspawn makes two attacks with its target must succeed on a DC 17 Constitution saving throw
claws or one with its claws and one with its Shadow Strike. or be restrained and blinded until the end of its next turn.
208

Marilith
Marilith
Mariliths are formidable demons, combining the Large fiend (demon), chaotic evil

brutal strength of a warrior with the cunning mind


Armor Class 18 (natural armor)
of a tactician. Known for their commanding
Hit Points 189 (18d10 + 90)
presence, mariliths are unique among demons in
Speed 40 ft.
their ability to lead and unite chaotic forces into

disciplined, devastating units. Towering at 20 feet STR DEX CON INT WIS CHA

in length with six muscular arms, a marilith wields 18 (+4) 20 (+5) 20 (+5) 18 (+4) 16 (+3) 20 (+5)
a deadly blade in each hand, attacking with

overwhelming precision and relentless fury. From Saving Throws Str +9, Con +10, Wis +8, Cha +10
the waist up, they appear as beautiful yet terrifying
Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks
humanoid women adorned with jewelry and
Damage Immunities poison
elaborate weapons, while their lower halves
Condition Immunities poisoned
resemble the bodies of massive serpents, granting
Senses truesight 120 ft., passive Perception 13

them an aura both alluring and fearsome. Languages Abyssal, telepathy 120 ft.

Highly intelligent and supremely confident, Challenge 16 (15,000 XP) Proficiency Bonus +5

mariliths thrive in battle, relishing any opportunity

to outwit and overpower their opponents. They


Magic Resistance.The marilith has advantage on saving
hold an unparalleled sense of pride in their martial throws against spells and other magical effects.
prowess and tactical skills, often claiming the

weapons of vanquished foes as trophies. While


Magic Weapons. The marilith’s weapon attacks are
most demons revel in chaotic carnage, mariliths
magical.
pursue battle with calculated precision, planning
The marilith can take one reaction on every turn
Reactive.
with a strategic mind that rivals even the generals in a combat.
of Hell. These fiends are often deployed as captains
Actions
or commanders within the demonic hordes, leading

their forces with a blend of ruthless discipline and


The marilith makes seven attacks: six with its
Multiattack.

deadly grace.
longswords and one with its tail.

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


target. Hit: 13 (2d8 + 4) slashing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one


creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the
target is Medium or smaller, it is grappled (escape DC
19). Until this grapple ends, the target is restrained, the
marilith can automatically hit the target with its tail, and
the marilith can’t make tail attacks against other targets.

The marilith magically teleports, along with any


Teleport.

equipment it is wearing or carrying, up to 120 feet to an


unoccupied space it can see.
Reactions

Parry. The marilith adds 5 to its AC against one melee


attack that would hit it. To do so, the marilith must see
the attacker and be wielding a melee weapon.
209

Variant: Venomblade Marilith serpentine, as they strike with calculated patience,

favoring tactics that slowly wear down their foes


The Venomblade Marilith is a rare and lethal
while leaving them vulnerable to further attacks.
variant, embodying a unique affinity with poison
With each slash, they can overwhelm opponents
and venom, drawing even more from its serpentine
through layers of venom, causing lasting effects
heritage. These mariliths not only wield blades with
that hinder and cripple, making these mariliths
deadly precision, but each strike carries a different
some of the most feared warriors among
poison designed to disorient, incapacitate, or
demonkind.
outright kill. Their behavior is even more

Venomblade Marilith Reactive.The Venomblade Marilith can take one reaction


Large fiend (demon), chaotic evil
on every turn in a combat.
Actions
Armor Class 19 (natural armor)
Hit Points 210 (20d10 + 100) Multiattack. The Venomblade Marilith makes seven
Speed 40 ft. attacks: six with its longswords (each inflicting poison
effects) and one with its tail.
STR DEX CON INT WIS CHA

19 (+4) 21 (+5) 21 (+5) 18 (+4) 17 (+3) 21 (+5) Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) slashing damage.
Saving Throws Str +10, Con +11, Wis +9, Cha +11
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one
Damage Resistances cold, fire, lightning; bludgeoning,
creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the
piercing, and slashing from nonmagical attacks
target is Medium or smaller, it is grappled (escape DC 20).
Damage Immunities poison
Until this grapple ends, the target is restrained, the
Condition Immunities poisoned
Venomblade Marilith can automatically hit the target with
Senses truesight 120 ft., passive Perception 13
its tail, and it can’t make tail attacks against other targets.
Languages Abyssal, telepathy 120 ft.

Challenge 18 (20,000 XP) Proficiency Bonus +6


Teleport.The Venomblade Marilith magically teleports,
along with any equipment it is wearing or carrying, up to
Legendary Resistance (1/Day). If the Venomblade Marilith 120 feet to an unoccupied space it can see.
fails a saving throw, it can choose to succeed instead. Legendary Actions

Magic Resistance.The Venomblade Marilith has advantage The Venomblade Marilith can take 5 legendary actions,
on saving throws against spells and other magical effects. choosing from the options below. Only one legendary
action option can be used at a time, and only at the end of
Magic Weapons. The Venomblade Marilith’s weapon another creature’s turn. The Venomblade Marilith regains
attacks are magical. spent legendary actions at the start of its turn.

Venomous Arsenal. When the Venomblade Marilith hits a Detect. The marilith makes a Wisdom (Perception) check.
creature with a longsword attack, it inflicts a unique Counterattack. The marilith readies itself to retaliate. Until
poison effect of its choice. The creature must succeed on a the start of its next turn, the first time a creature makes a
DC 13 Constitution saving throw or suffer the chosen melee attack against the marilith, it can use its reaction to
effect. Creatures that have resistance or immunity to make a longsword attack against that creature
poison damage make the saving throw with advantage. A immediately after the triggering attack.
creature immune to the poisoned condition can still be Poisonous Strike (Costs 2 Actions). The marilith makes a

affected but has advantage on saving throws against these longsword attack.
effects. A creature can be affected by multiple different Tail Whip (Costs 2 Actions). The marilith makes one tail

poison effects simultaneously, but the same type of poison attack.


effect does not stack. Possible effects include: Venomous Wrath (Costs 3 Actions). The marilith unleashes a

wave of noxious energy in a 20-foot radius. Each creature


Disorienting Venom. The target has disadvantage on all of the marilith’s choice within range must succeed on a
attack rolls and saving throws until the end of its next DC 20 Constitution saving throw or be poisoned until the
turn. end of its next turn and take 18 (4d8) poison damage.
Fatiguing Venom. The target’s movement speed is
Bladestorm (Costs 5 Actions). The marilith spins in a deadly
halved until the end of its next turn and it takes 5 (1d10) whirlwind, slashing all creatures within 10 feet. Each
poison damage at the start of of its next turn. creature in that area must make a DC 20 Dexterity saving
Paralytic Venom. The target is paralyzed until the end of
throw, taking 28 (8d6) slashing damage and 14 (4d8)
its next turn. poison damage on a failed save, or half as much on a
successful one.
210

Balor flammable objects in the aura that aren’t being worn or


Huge fiend (demon), chaotic evil
carried ignite. A creature that touches the balor or hits it
with a melee attack while within 5 feet of it takes 10 (3d6)
Armor Class 19 (natural armor) fire damage.
Hit Points 262 (21d12 + 126)
Speed 40 ft., fly 80 ft. Magic Resistance.The balor has advantage on saving
throws against spells and other magical effects.
STR DEX CON INT WIS CHA
Magic Weapons. The balor’s weapon attacks are magical.
26 (+8) 15 (+2) 22 (+6) 20 (+5) 16 (+3) 22 (+6)
Actions
Saving Throws Str +14, Con +12, Wis +9, Cha +12
The balor makes two attacks: one with its
Multiattack.
Damage Resistances cold, lightning; bludgeoning,
longsword and one with its whip.
piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft.,
Condition Immunities poisoned
one target. Hit: 21 (3d8 + 8) slashing damage plus 13
Senses truesight 120 ft., passive Perception 13
(3d8) lightning damage. If the balor scores a critical hit, it
Languages Abyssal, telepathy 120 ft.
rolls damage dice three times, instead of twice.
Challenge 19 (22,000 XP) Proficiency Bonus +6

Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one


Death Throes. When the balor dies, it explodes, and each target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6)
creature within 30 feet of it must make a DC 20 Dexterity fire damage, and the target must succeed on a DC 20
saving throw, taking 70 (20d6) fire damage on a failed Strength saving throw or be pulled up to 25 feet toward
save, or half as much damage on a successful one. The the balor.
explosion ignites flammable objects in that area that aren’t
The balor magically teleports, along with any
Teleport.
being worn or carried, and it destroys the balor’s weapons.
equipment it is wearing or carrying, up to 120 feet to an
Fire Aura.At the start of each of the balor’s turns, each unoccupied space it can see.
creature within 5 feet of it takes 10 (3d6) fire damage, and
211

Balor Variant: Balor Sovereign

At the pinnacle of the demonic hierarchy, just The Balor Sovereign stands at the pinnacle of

beneath the Demon Lords and Demon Gods, stand demonic power, rivaling lesser Demon Lords in

the mighty Balors. Figures of ancient and terrible strength and commanding vast legions of the

evil, Balors rule as generals over demonic armies, Abyssal Realm. Only the mightiest demons can

their presence inspiring both fear and bloodlust in challenge its rule. Larger, fiercer, and more

lesser demons. With every battle they engage in, cunning than other Balors, the Sovereign embodies

Balors seek to seize greater power, unleashing a chaotic fury tempered with a twisted intelligence.

relentless wrath upon any who dare oppose them. Its mere presence inspires terror, and the dark fires

Balors wield deadly weapons that reflect their of its aura can sear the soul as well as the flesh. A

destructive power: a flaming whip that ignites all it Balor Sovereign’s strength lies not only in its brutal

touches and a longsword that crackles with the fury combat prowess but also in its resilience and

of the storm. tenacity.

Balor Sovereign Actions

Huge fiend (demon), chaotic evil


Multiattack. The Balor Sovereign makes two attacks: one
with its longsword and one with its whip.
Armor Class 19 (natural armor)
Hit Points 312 (25d12 + 150) Longsword. Melee Weapon Attack: +16 to hit, reach 10 ft.,
Speed 40 ft., fly 80 ft. one target. Hit: 22 (3d8 + 9) slashing damage plus 13
(3d8) lightning damage. If the balor scores a critical hit, it
STR DEX CON INT WIS CHA
rolls damage dice three times, instead of twice.
28 (+9) 16 (+3) 23 (+6) 20 (+5) 18 (+4) 23 (+6)
Whip. Melee Weapon Attack: +16 to hit, reach 30 ft., one
Saving Throws Str +15, Con +13, Wis +11, Cha +13 target. Hit: 15 (2d6 + 9) slashing damage plus 10 (3d6)
Skills Athletics +16, Intimidation +13 fire damage. The target must succeed on a DC 22 Strength
Damage Resistances cold, lightning; bludgeoning, saving throw or be pulled up to 25 feet toward the Balor
piercing, and slashing from nonmagical attacks Sovereign. If the target fails this saving throw by 5 or
Damage Immunities fire, poison more, it is briefly ensnared in an Abyssal Rift, taking an
Condition Immunities poisoned additional 10 (3d6) necrotic damage.
Senses truesight 120 ft., passive Perception 14

Languages Abyssal, telepathy 120 ft. Teleport.The Balor Sovereign magically teleports, along
Challenge 21 (33,000 XP) Proficiency Bonus +7 with any equipment it is wearing or carrying, up to 120 feet
to an unoccupied space it can see.
Death Throes. When the Balor Sovereign dies, it explodes, Legendary Actions

and each creature within 60 feet of it must make a DC 22 The Balor Sovereign can take 4 legendary actions,
Dexterity saving throw, taking 77 (22d6) fire damage on a
choosing from the options below. Only one legendary
failed save, or half as much damage on a successful one.
action option can be used at a time and only at the end of
The explosion ignites flammable objects in that area that another creature’s turn. The Balor Sovereign regains spent
aren’t being worn or carried, and it destroys the Balor
legendary actions at the start of its turn.
Sovereign’s weapons.
Detect. The balor makes a Wisdom (Perception) check.
Soulfire Aura. At the start of each of the Balor Sovereign’s Weapon Strike (2/Round). The Balor Sovereign makes a
turns, each creature within 10 feet of it takes 10 (3d6) fire whip or longsword attack.
damage and 7 (2d6) necrotic damage. Flammable objects Abyssal Rift (1/Round) (Costs 2 Actions). The balor opens a
in this aura that aren’t being worn or carried ignite. A small, temporary rift to the Abyssal Realm in a space
creature that touches the Balor Sovereign or hits it with a within 90 feet of it. Each creature within 10 feet of that
melee attack while within 10 feet takes 10 (3d6) fire point must succeed on a DC 22 Dexterity saving throw or
damage. take 27 (6d8) necrotic damage and be pulled 10 feet
toward the rift.
Magic Resistance.The Balor Sovereign has advantage on
Infernal Flame (Costs 3 Actions). The balor’s Soulfire Aura
saving throws against spells and other magical effects.
flares to life. Each creature within 20 feet of it must make a
Magic Weapons. The Balor Sovereign’s weapon attacks are DC 22 Constitution saving throw, taking 31 (7d8) fire
magical. damage and 31 (7d8) necrotic damage on a failed save, or
half as much damage on a successful one. Flammable
Legendary Resistance (3/Day). If the Balor Sovereign fails a objects in the area are instantly consumed by fire, turning
saving throw, it can choose to succeed instead. to ash.
212

The Eternal Wanderer Over eons, the Wanderer lost their sense of self,

their purpose eroded until only a single, driving


The Eternal Wanderer is a being of mystery and
instinct remained: to destroy anything in their path.
tragedy, a towering figure wreathed in the darkness
Now, the Eternal Wanderer is a relentless force of
and chaos of the Abyssal Realm. Once an Archfey
destruction, roaming the Abyssal wastes without
of great renown, this creature’s origins have long
aim or reason. Its once-beautiful form has been
since been swallowed by the tides of time. Legends
warped into a terrifying visage of corruption. Jagged
speak of an Archfey who descended into the
armor seems to grow from its flesh, its weapon an
Abyssal Realm to avenge the death of their beloved,
extension of its will. Its greatsword is said to shift
slain by a demonic horde. But the Abyssal Realm is
into any weapon it desires, formed from the
a place of corruption, chaos, and madness, and the
shattered remnants of its fey magic twisted by the
vengeance-driven fey soon found themselves
Abyssal energies. It is a weapon of chaos, as
ensnared by its sinister embrace.
mercurial as the being that wields it.

The Wanderer’s presence is a bane to both demons

and mortals alike. It attacks anything it sees, be it

demon, fiend, or hapless adventurer. It has become

a legend among those who traverse the Abyssal

Realm, a cautionary tale for those who linger too

long in the chaotic expanse.

Despite its corrupted nature, echoes of its former

fey self occasionally surface - fleeting moments of

sorrow or hesitation before it resumes its path of

violence.

Defeating the Eternal Wanderer is a near-

impossible task. It possesses the ability to vanish at

will, using the chaotic currents of the Abyssal

Realm to teleport across vast distances in an

instant. Many who face it find themselves locked in

an unwinnable battle as it strikes, disappears, and

returns when least expected. Some scholars

theorize that its defeat lies in unraveling its

tragic past, but the Wanderer has long

forgotten its purpose and is beyond reason.


213

The Eternal Wanderer Magic Weapons. The Eternal Wanderer’s weapon attacks
Large fey, chaotic evil are magical.

Armor Class 20 (natural armor) Regeneration. The Eternal Wanderer’s regains 10 hit points
Hit Points 294 (28d10 + 140) at the start of its turn if it has at least 1 hit point.
Speed 40 ft.
Shifting Armament. The Wanderer’s greatsword is an
STR DEX CON INT WIS CHA extension of its corrupted will. As a bonus action, it can
26 (+8) 18 (+4) 20 (+5) 12 (+1) 14 (+2) 22 (+6) transform its weapon into any melee weapon it desires
(such as a spear, scythe, or glaive). The new weapon deals
Saving Throws Str +15, Dex +11, Con +12, Wis +9, Cha damage equivalent to the greatsword but can deal
+13 slashing, piercing, or bludgeoning damage, chosen by the
Skills Perception +9, Survival +9 Wanderer when it transforms the weapon.
Damage Resistances cold, fire, lightning; bludgeoning,
Actions
piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison, psychic
Multiattack. The Eternal Wanderer makes three attacks
Condition Immunities charmed, frightened, poisoned with its Corrupted Greatsword or casts a spell and makes
Senses truesight 120 ft., passive Perception 19
one weapon attack.
Languages Abyssal, Common, Sylvan

Challenge 22 (41,000 XP) Proficiency Bonus +7


Corrupted Greatsword. Melee Weapon Attack: +15 to hit,
reach 10 ft., one target. Hit: 26 (4d8 + 8) slashing damage
plus 14 (4d6) necrotic damage. If the target is a creature,
Aura of Madness. Creatures of the Wanderer’s choice within it must succeed on a DC 21 Constitution saving throw or
30 feet must make a DC 21 Wisdom saving throw at the have its speed halved until the end of its next turn.
start of their turn. On a failed save, a creature is
incapacitated until the end of its turn as it is overwhelmed – The Wanderer slams its
Abyssal Eruption (Recharge 5 6).

by chaotic visions. weapon into the ground, releasing a wave of chaotic


energy in a 30-foot radius. Each creature in the area must
Abyssal Teleportation. At the end its turn, the Eternal make a DC 21 Constitution saving throw, taking 45 (10d8)
Wanderer can teleport to an unoccupied space it can see necrotic damage on a failed save or half as much on a
within 90 feet. If it teleports, it leaves behind an explosion successful one. Creatures that fail the save are also
of chaotic energy. Each creature within 10 feet of the space knocked prone. Creatures that fail the saving throw by 5 or
it left must succeed on a DC 21 Dexterity saving throw or more are also paralyzed until the end of their next turn.
take 21 (6d6) necrotic damage.
Legendary Actions

Corrupted Fey Nature. The Eternal Wanderer is considered The Eternal Wanderer can take 3 legendary actions,
both a fey and a fiend (demon) for the purposes of spells choosing from the options below. Only one legendary
and abilities. action option can be used at a time, and only at the end of
another creature’s turn. It regains spent legendary actions
Innate Spellcasting. The Eternal Wanderer’s innate at the start of its turn.
spellcasting ability is Charisma (spell save DC 21, +13 to
hit with spell attacks). It can innately cast the following Attack. The Wanderer makes one attack with its Corrupted
spells, requiring no material components: Greatsword.
Teleport Strike (Costs 2 Actions). The Wanderer teleports up
At will: darkness, detect magic, misty step, thunderwave
to 60 feet to a space it can see and makes one attack with
3/day each: bane, blight, dimension door, dispel magic, fly, its Corrupted Greatsword.
greater invisibility
Chaotic Burst (Costs 3 Actions). The Wanderer releases
1/day each: confusion, maze, power word stun, teleport chaotic energy in a 20-foot radius centered on a point
within 120 feet. Each creature in the area must make a DC
Legendary Resistance (3/Day). If the Eternal Wanderer fails a
saving throw, it can choose to succeed instead. 21 Dexterity saving throw or take 27 (6d8) necrotic
damage and be blinded until the end of its next turn.
214

Orvelyn, the Blightmother Objectives and Ambitions

Orvelyn’s goals are both grand and horrifying. She


Orvelyn, the Blightmother, is a grotesque and
seeks not just to destroy life but to extinguish the
malevolent demon lord whose power lies in the
possibility of renewal. She sees her decay as the
forces of corruption, decay, and poison. Revered
ultimate truth, a force that will outlast even the
and feared as the embodiment of blight itself,
gods themselves. To Orvelyn, blight is not an end,
Orvelyn sees beauty in ruin and purpose in
but a new beginning - one that strips away beauty,
destruction. Her influence spreads like a creeping
growth, and light, leaving only stagnation and ruin.
infection across the Abyssal Realm and into mortal
Her ambitions extend beyond the Abyssal Realm.
planes, reducing everything it touches to lifeless
Orvelyn takes particular interest in mortal realms
husks. Orvelyn is not content with mere slaughter;
lush with life, seeing them as the ultimate insult to
she pursues annihilation at the fundamental level,
her vision. She corrupts druids, infecting their
ensuring that nothing can grow or thrive where her
circles with her toxic influence and turning them
influence takes root.
into heralds of destruction. She creates cursed

The Origin of Decay artifacts that carry her blight to faraway lands and

sends her children as emissaries of decay to spread


Legends about Orvelyn’s origins vary across the
her will.
planes. Some claim she was once a celestial
Yet, Orvelyn’s ambitions are not without conflict.
gardener, a protector of flourishing life, who
Other demon lords and even devils despise her
became jealous of the mortal realms’ untamed
methods, seeing her as a threat to their own
beauty. Twisted by her envy, she turned against her
domains. The endless cycle of death and decay she
purpose and was cast into the Abyssal Realm,
creates leaves nothing behind to rule, no wealth to
where she embraced decay as her new form of
exploit, and no glory to be had. Despite this, few
creation. Others whisper that Orvelyn was born
dare to confront her directly, for her very presence
directly as a demon, a primordial force of
is a weapon, and her armies are as inexhaustible as
corruption, existing to bring balance through ruin.
the rot they spread.
Regardless of her origins, Orvelyn’s rise to power
Though her goals are apocalyptic, Orvelyn is
was slow and insidious. Unlike other demons who
cunning and patient. She does not rush to destroy;
ascend through brute force, she cultivated her
instead, she lets her rot fester and spread,
influence like a fungal infection. She turned entire
weakening her enemies before the final blow. Even
layers of the Abyssal Realm into toxic wastelands,
when defeated, her corruption lingers, poisoning
defeating her rivals not with direct confrontation,
the very ground where she once stood.
but by spreading corruption to their armies,

strongholds, and food supplies. Her enemies fell,

not in battle, but to rot and disease, and from their

remnants, Orvelyn grew stronger.

The Blightmother and Her Children

Orvelyn is called the Blightmother for her ability to

“birth” demon generals. These creatures, formed

from the decayed essence of her enemies and

birthed through her eldritch magic, are her most

loyal servants. Each of these generals embodies a

unique aspect of blight - whether through spreading

plagues, commanding toxic mists, or summoning

hordes of rotting fiends. Orvelyn takes pride in

nurturing their corruption, guiding them to fulfill

her purpose of utter annihilation. Her “children”

are not born from traditional means but are instead

twisted abominations crafted from decay and ichor.

She ensures they are capable of leading her armies

of diseased demons, which sweep across realms,

leaving devastation in their wake.


215

Orvelyn, the Blightmother Actions

Large fiend (demon), chaotic evil


Multiattack. Orvelyn makes three attacks: one with her
staff and two with her claws.
Armor Class 20 (natural armor)
Hit Points 350 (28d10 + 196) Rotting Staff. Melee Weapon Attack: +14 to hit, reach 10 ft.,
Speed 40 ft., fly 60 ft. one target. Hit: 21 (4d6 + 7) necrotic damage. If the target
is a creature, it must succeed on a DC 23 Constitution
STR DEX CON INT WIS CHA
saving throw or be poisoned for 1 minute. A poisoned
24 (+7) 18 (+4) 24 (+7) 21 (+5) 20 (+5) 27 (+8) creature takes 14 (4d6) poison damage at the start of each
of its turns.
Saving Throws Dex +11, Con +14, Wis +12, Cha +15
SkillsArcana +12, Insight +12, Perception +12, Persuasion Blighted Claws. Melee Weapon Attack: +14 to hit, reach 5 ft.,
+15 one target. Hit: 18 (2d10 + 7) slashing damage plus 14
Damage Resistances cold, fire; bludgeoning, piercing, and (4d6) necrotic damage.
slashing from nonmagical attacks
Damage Immunities necrotic, poison – Orvelyn releases a wave of
Spreading Decay (Recharge 5 6).

Condition Immunities charmed, frightened, poisoned rot and decay in a 60-foot radius. Creatures of her choice
Senses truesight 120 ft., passive Perception 22 in the area must make a DC 23 Constitution saving throw,
Languages Abyssal, Common, telepathy 120 ft. taking 63 (14d8) necrotic damage on a failed save, or half
Challenge 23 (50,000 XP) Proficiency Bonus +7 as much on a successful one. Any plants in the area
instantly wither and die, and nonmagical food and water
are rendered poisoned, rotten, or otherwise unusable.
Aura of Blight.At the start of each of Orvelyn’s turns,
creatures of her choice within 60 feet must succeed on a Bonus Actions

DC 23 Constitution saving throw or take 14 (4d6) poison Blighted Creation. Orvelyn targets a corpse within 60 feet of
damage and be poisoned until the end of their next turn.
her, causing it to rise as a Blight Vrock under her control
for 1 minute.
Blighted Regeneration. While in her lair or a place heavily
corrupted by her blight and rot, Orvelyn regains 10 hit
Blighted Monstrosity (1/Day). If Orvelyn has less than half
points at the start of her turn if she has at least 1 hit point.
her hit points remaining, she can use this ability to swell
with corrupt blight, growing to Huge size for 1 minute.
If Orvelyn fails a saving
Legendary Resistance (3/Day).

throw, she can choose to succeed instead. While in this form, her AC increases by 1, and her claw
attacks deal an additional 5 (1d10) slashing damage.
Orvelyn’s spellcasting ability is
Innate Spellcasting. Legendary Actions
Charisma (spell save DC 23, +15 to hit with spell attacks).
She can innately cast the following spells, requiring no Orvelyn can take 3 legendary actions, choosing from the
material components: options below. Only one legendary action can be used at a
time, and only at the end of another creature’s turn.
At will: blight, blight aura, blighfire, poison spray Orvelyn regains spent legendary actions at the start of her
3/day each: cloudkill, contagion, cursed ground, fiendish turn.
miasma, insect plague, wall of thorns

1/day each: fel explosion, hellscape (poisonous hell only), Attack. Orvelyn makes one attack with her staff or claws.
power word stun
Orvelyn casts a spell.
Cast Spell (Costs 2 Actions).

Summon Blightspawn (Recharge 5-6) (Costs 2 Actions).

Irresistible Corruption. Orvelyn attacks, spells, and abilities Orvelyn summons a Blight Vrock in an unoccupied space
ignore resistance to poison damage, and creatures within 30 feet of her. The Blight Vrock acts on its own
immune to poison damage are treated as if they have initiative and obeys her commands.
resistance instead. Additionally, Orvelyn can ignore a Corrupt (Costs 3 Actions). Orvelyn causes a 30-foot radius

creature’s immunity to the poisoned condition, allowing area within 60 feet of her to become blighted for 1 minute.
her to inflict it regardless of their immunity. Creatures other than herself that enter the area for the first
time on a turn or start their turn there must succeed on a
Rotting Vitality.When Orvelyn takes damage from an DC 23 Constitution saving throw or take 18 (4d8) poison
attack or spell, she regains hit points equal to half the damage and 18 (4d8) necrotic damage and have their
damage taken if the attacker is poisoned. speed halved until the end of their next turn.
216

Vaelorax, the Golden Terror gold he touches with Abyssal energy, creating

cursed objects that corrupt and enslave those who


Vaelorax is among the most feared demon lords in
covet them. His army, the Golden Demon Horde, is
the Abyssal Realm, not only for his raw power but
an elite force of demons clad in gilded armor,
for his unrelenting ambition and unique obsession
wielding weapons forged from the treasures of
with gold. Where most demons revel in bloodshed
conquered realms.
and destruction for their own sake, Vaelorax
Objectives and Ambitions
conquers and desecrates with purpose: to amass

wealth and treasures beyond imagining, flaunting Vaelorax’s ultimate goal is to elevate himself

his dominion over lesser beings and mocking the beyond the confines of the Abyssal Realm. He

mortal greed that so often dooms their realms. His seeks to usurp the gods themselves, creating a new

towering, obsidian-skinned form is a stark contrast plane where he rules as a divine king, surrounded

to the gold he adorns himself with, creating an by endless wealth and subjugated souls. To achieve

image that is both awe-inspiring and utterly this, he launches incursions into the mortal plane,

terrifying. forging alliances with mortal warlords and

corrupting rulers with promises of power and


The Rise of a Conqueror
riches, much like a devil.
Vaelorax was not always a demon lord. Long ago,
However, his demonic form brings with it a
he was a pit fiend exiled from Hell for attempting to
festering madness, a constant reminder of the Hell
usurp his superiors and slowly transformed into a
that cast him out. Revenge upon Hell is as much a
demon. Cast into the Abyssal Realm, he found
driving force for Vaelorax as his lust for gold and
himself surrounded by chaos incarnate - a realm
power. While he retains some of his former devilish
where the strong consumed the weak. Where many
cunning, his transformation has left him more
would have perished, Vaelorax thrived. His cunning
prone to wrath and instinct. The thought of
and strength set him apart, and his exile became
reclaiming his former station, or exacting
the first step in his ascension.
vengeance upon the devils who scorned him,
Vaelorax carved a path of conquest, slaying
consumes him at times, leading to impulsive acts of
countless rivals and bending their forces to his will.
destruction.
Yet it was his encounter with a demon god that

sealed his fate. The demon god, intrigued by

Vaelorax’s intellect and ambition, offered him a

choice: serve as a general in his armies or be

obliterated. Vaelorax feigned servitude, all the

while amassing power and secretly undermining

the demon god’s forces. When the time came, he

betrayed his patron, absorbing a fraction of the

demon god’s power and ascending to the status

of a demon lord.

The Golden Warlord

Vaelorax’s obsession with gold began as

a mockery of mortal greed. He saw the

avarice of mortals as a weakness and resolved to

claim the treasures they so foolishly coveted. Over

millennia, he became synonymous with conquest,

laying waste to entire civilizations on the mortal

planes and hoarding their riches in his fortress, the

Gilded Abyss. This citadel, built atop a mountain of

molten gold and obsidian, is both his lair and his

throne. Its walls are adorned with priceless relics

and the bones of kings who dared to defy him.

To Vaelorax, gold is more than a symbol of wealth;

it is a weapon. Using his power, he can imbue the


217

Vaelorax, the Golden Terror Gilded Sword. Melee Weapon Attack: +15 to hit, reach 10 ft.,
Large fiend (demon), chaotic evil
one target. Hit: 22 (4d6 + 8) slashing damage plus 18
(4d8) fire damage. If the target is carrying or wearing gold,
Armor Class 21 (natural armor) it must succeed on a DC 22 Strength saving throw or be
Hit Points 405 (30d10 + 240) disarmed of one golden object of Vaelorax’s choice, which
Speed 40 ft., fly 60 ft. is flung 20 feet away.

STR DEX CON INT WIS CHA


Golden Meteor (Recharge 6) . Vaelorax calls forth a massive
26 (+8) 18 (+4) 26 (+8) 22 (+6) 20 (+5) 24 (+7) golden meteor to crash down in a 20-foot-radius area
within 120 feet. Each creature in the area must make a DC
Saving Throws Dex +11, Con +15, Wis +12, Cha +14 22 Dexterity saving throw, taking 55 (10d10) fire damage
SkillsIntimidation +14, Insight +12, Persuasion +14, and 27 (6d8) bludgeoning damage on a failed save or half
Perception +12 as much on a success. The area becomes difficult terrain
Damage Resistances cold, fire; bludgeoning, piercing, and
as molten gold spreads across the ground, cooling after 1
slashing from nonmagical attacks minute.
Damage Immunities necrotic, poison
– Vaelorax summons a wave of
Molten Wave (Recharge 5 6).
Condition Immunities charmed, frightened, poisoned
molten gold in a 90-foot cone. Each creature in the area
Senses truesight 120 ft., passive Perception 22
must make a DC 22 Dexterity saving throw, taking 45
Languages Abyssal, Common, Infernal, telepathy 120 ft.
(10d8) fire damage and becoming restrained as the
Challenge 24 (62,000 XP) Proficiency Bonus +7
molten gold hardens around them on a failed save.
Restrained creatures can make a DC 22 Strength saving
Aura of Gold and Madness. Any creature of Vaelorax’s throw at the end of their turn to free themselves.
choice that starts its turn within 30 feet of him must
Bonus Actions
succeed on a DC 22 Wisdom saving throw or be charmed
until the end of its next turn. While charmed in this way, Golden Reclamation (1/Day). Vaelorax channels the essence
the creature is overcome with a “gold-craze”, driven by an of all gold within 120 feet, absorbing its energy to heal
uncontrollable desire to find and possess gold. It can take himself. All nonmagical gold in the area disintegrates into
no actions other than those directly related to searching molten energy and swirls into Vaelorax. He regains 111 hit
for or collecting gold in its surroundings. If a creature’s points and gains advantage on all attack rolls and saving
saving throw is successful, it is immune to this effect for throws until the end of his next turn.
the next 24 hours.
Legendary Actions

Golden Resilience. Vaelorax reduces all incoming damage Vaelorax can take 3 legendary actions, choosing from the
by 10. Additionally, when he takes damage for the first options below. Only one legendary action can be used at a
time in a round, shards of corrupted gold burst outward. time and only at the end of another creature’s turn.
Each creature within 10 feet of him must make a DC 22 Vaelorax regains spent legendary actions at the start of his
Dexterity saving throw, taking 18 (4d8) piercing damage turn.
on a failed save or half as much on a successful one.
Attack. Vaelorax makes one attack with his sword.
If Vaelorax fails a saving
Legendary Resistance (3/Day). Corrupt Gold. Vaelorax targets a 10-foot radius area within
throw, he can choose to succeed instead. 60 feet, corrupting any gold in that area. Creatures carrying
golden objects or touching gold must succeed on a DC 22
Master of the Gilded Abyss. Vaelorax is attuned to gold as a Constitution saving throw or take 22 (4d10) fire damage
weapon and a curse. As a bonus action, he can corrupt and be restrained until the end of their next turn. Non-
any nonmagical gold within 60 feet that he can see, magical golden objects in the area melt instantly.
transforming it into molten gold. Any creature carrying or Golden Dominion (Costs 2 Actions). Vaelorax teleports up to
touching corrupted gold must make a DC 22 Constitution 60 feet to a space he can see, leaving behind a wave of
saving throw or take 22 (4d10) fire damage and be molten gold. Each creature within 10 feet of the space he
restrained until the end of their next turn. left must make a DC 22 Dexterity saving throw, taking 22
(4d10) fire damage on a failed save or half as much on a
Innate Spellcasting.Vaelorax’s spellcasting ability is
successful one.
Charisma (spell save DC 22). He can innately cast the Golden Horde (Recharge 6) (Costs 3 Actions). Vaelorax
following spells, requiring no material components: summons 1d4 demons (CR 8 or lower) in unoccupied
At will: detect magic, dispel magic, fireball spaces within 30 feet of him. The summoned demons
3/day each: dimension door, dominate person, wall of fire wear a golden armor that gives them a +2 bonus to their
1/day each: plane shift, power word stun, meteor swarm AC and remain until destroyed or until Vaelorax dismisses
them as a bonus action. Each demon rolls its own
Actions initiative separately and obeys his commands to the best
Multiattack. Vaelorax makes three attacks with his sword. of its ability.
218

Kalaroth, the Destroyer to legendary proportions, earning him the title of

“The Destroyer”.
Kalaroth, the Destroyer is one of the most terrifying
The Destroyed World
figures in the Abyssal Realm. Unlike other demon

lords, Kalaroth’s power stems not from schemes or When Kalaroth finally ascended to the rank of

vast armies, but from his unrelenting obsession demon lord, he fully regained the memories of his

with perfection in slaughter. His singular purpose mortal life. The weight of these memories twisted

is to destroy, a goal he pursues with a maddening him further, transforming his vengeance into an all-

mix of discipline and fury. His origins, steeped in consuming purpose. The world where he lived his

tragedy and vengeance, tell of a path that led him to mortal life had wronged him, betrayed him, and left

reshape the very world that gave him life. him to die. Fueled by this rage, he tore through the

fabric of reality, leading an army of demons back to


The Mortal Flame
the mortal plane where he had once lived.
Once, Kalaroth was a mortal monk of extraordinary
His return was catastrophic. Over the course of
skill and promise, a prodigy whose devotion to the
decades, Kalaroth transformed the once-thriving
martial arts was rivaled only by his compassion and
world into a nightmarish realm of endless
loyalty to his sect. In his time, his sect grew in
slaughter. Cities fell, kingdoms crumbled, and the
strength and renown, attracting the ire of the king
earth itself became soaked with the blood of its
who feared their growing influence. The king’s
inhabitants. The mortal plane became a reflection
paranoia turned to violence, and an army was sent
of Kalaroth’s madness, a realm where no life could
to annihilate the sect. Kalaroth fought to protect his
flourish, only death and destruction. When his
people, but even his unmatched skill was not
vengeance was complete, the plane was
enough. One by one, his allies fell, leaving him
abandoned, left as a barren wasteland forever
alone against the army. Overwhelmed with grief
marked by his wrath.
and rage, he abandoned his teachings of restraint,
The Endless Pursuit of Perfection
giving in to an uncontrollable desire for vengeance.

In those final moments, Kalaroth unleashed a Now, Kalaroth wanders the Abyssal Realm, his

storm of violence, slaughtering countless soldiers memories intact but his purpose warped by his

in a blind fury before his body succumbed to demonic nature. Though his vengeance is

exhaustion and wounds. His mortal death was not complete, his obsession with slaughter remains. He

the end. His soul, consumed by the madness of his spends his days either meditating, refining his

last stand, was drawn into the Abyssal Realm, martial techniques, or unleashing his fury upon

where it manifested as a lowly dretch. anything that crosses his path. His moments of

contemplation are filled with visions of his


The Climb to Power
slaughtered sect, driving him to perfect his martial
Even as a dretch, Kalaroth’s obsession with
arts in honor of the skills they once revered.
slaughter burned brighter than that of any other
Kalaroth has no interest in ruling or conquest, but
demon. Unlike other mindless dretches, he
his presence in the Abyssal Realm is a force that
slaughtered with precision and purpose, his innate
cannot be ignored. Other demon lords steer clear of
talent for martial combat guiding his every strike.
him, for to challenge Kalaroth is to invite
Slowly but steadily, he clawed his way through the
annihilation. Some demons seek him out as a
hierarchy of the Abyssal Realm, defeating and
master, hoping to learn from his techniques, only to
consuming countless rivals. His battles began to
be slain for their arrogance.
unlock fragments of his mortal memories - images

of his sect, the betrayal of the king, and the


A Demon God?

slaughter that defined his death. Whispers across the Abyssal Realm and beyond

Fueled by these fragments, Kalaroth began to speak of Kalaroth’s unparalleled might, his power

refine his martial arts, melding his mortal rivaling even the gods themselves. Some claim that

techniques with his demonic powers. Over his endless slaughter and mastery of destruction

centuries, he devised a personalized martial art, have transcended the limits of a demon lord,

one designed not for protection or enlightenment, marking him as a true demon god. His followers, a

but for pure, unrelenting destruction. His skill grew zealous cult of demons and mortals alike, revere

him as such, spreading his gospel of carnage.


Kalaroth, the Destroyer before falling unconscious. Kalaroth regains hit points 220

Large fiend (demon), chaotic evil


equal to the damage dealt instead of falling unconscious.
Actions
Armor Class 22 (natural armor)
Hit Points 540 (40d10 + 320) Multiattack.Kalaroth makes three attacks with his claws
Speed 50 ft., fly 60 ft. (hover) and two with his fists.

STR DEX CON INT WIS CHA


Fist. Melee Weapon Attack: +18 to hit, reach 5 ft., one
28 (+9) 30 (+10) 26 (+8) 18 (+4) 24 (+7) 20 (+5) target. Hit: 14 (1d8 + 10) bludgeoning damage.

Martial Claws. Melee Weapon Attack: +18 to hit, reach 10


Saving Throws Str +17, Dex +18, Con +16, Wis +15, Cha
ft., one target. Hit: 23 (3d8 + 10) slashing damage plus 18
+13
(4d8) necrotic damage.
SkillsAcrobatics +25, Athletics +17, Insight +15,
Perception +15 Demonic Wave (Recharge 5 6).– Kalaroth channels his fury
Damage Resistances cold, fire, lightning; bludgeoning,
into a devastating shockwave. Each creature in a 60-foot
piercing, and slashing from nonmagical attacks radius must make a DC 23 Strength saving throw. On a
Damage Immunities necrotic, poison
failed save, a creature takes 77 (14d10) bludgeoning
Condition Immunities charmed, frightened, poisoned
damage and is knocked prone. On a successful save, the
Senses truesight 120 ft., passive Perception 25
creature takes half as much damage and isn’t knocked
Languages Abyssal, Common, telepathy 120 ft.
prone.
Challenge 27 (105,000 XP) Proficiency Bonus +8

– Kalaroth focuses his


Fists of Oblivion (Recharge 5 6).

Aura of Endless Slaughter. At the start of Kalaroth’s turn, martial power into a flurry of blows. He makes one fist
any creature within 30 feet of him must make a DC 23 attack with a range of 60 feet against up to six different
Wisdom saving throw or be frightened until the end of creatures within range. Each attack deals an additional 14
their next turn. A creature that succeeds is immune to this (4d6) necrotic damage on a hit.
effect for 24 hours. Additionally, creatures frightened by Reactions
this effect take 14 (4d6) psychic damage at the start of
their turn. Counterstrike. When a creature within 10 feet of Kalaroth
misses him with a melee attack, he can immediately make
Evasion.If Kalaroth is subjected to an effect that allows one fist or claw attack against the attacker.
him to make a Dexterity saving throw to take only half
damage, he instead takes no damage on a successful save Crushing Counterspell. When Kalaroth is the target of a
and only half damage on a failed save. spell and the caster is within 60 feet of him, he uses both
of his reactions to teleport to an unoccupied space within
Frenzied Carnage. When Kalaroth reduces a creature to 0 5 feet of the caster and make one Fist attack against it. If
hit points, he can immediately move up to half his speed the attack hits, the caster must succeed on a DC 23
and make a claw attack against a creature within range as Constitution saving throw or the spell fails and has no
a free action. effect.
Legendary Actions
Innate Spellcasting.Kalaroth’s spellcasting ability is
Wisdom (spell save DC 23). He can innately cast the Kalaroth can take 4 legendary actions, choosing from the
following spells, requiring no material components: options below. Only one legendary action option can be
used at a time, and only at the end of another creature’s
At will: detect magic, dispel magic, haste turn. He regains spent legendary actions at the start of his
3/day each: blight aura, greater invisibility, greater soul leech turn.
1/day each: power word kill, time stop
Unarmed Strike. Kalaroth makes an attack with his fist.
If Kalaroth fails a saving
Legendary Resistance (4/Day). Fury Unleashed (Costs 2 Actions). Kalaroth makes an attack
throw, he can choose to succeed instead. with his claws with advantage.
Step of the Abyss (Costs 2 Actions). Kalaroth teleports up to
Martial Mastery. Kalaroth’s attacks are magical. He ignores 60 feet to an unoccupied space he can see.
resistance to bludgeoning and slashing damage, and Cyclone of Slaughter (Costs 3 Actions). Kalaroth spins with
creatures immune to bludgeoning and slashing damage devastating force. Each creature within 30 feet of him
take damage as though they have resistance. must make a DC 23 Dexterity saving throw or take 44
(8d10) slashing damage and be pushed 10 feet away.
Martial Reflexes. Kalaroth can take one additional reaction
Soul-Rending Strike (Costs 3 Actions). Kalaroth channels
per round. Abyssal energy into a devastating strike. He makes a fist
attack with advantage against one target within reach,
Master of Martial Slaughter. Kalaroth’s melee attacks score
dealing an additional 36 (8d8) necrotic damage on a hit.
a critical hit on a roll of 18-20. Additionally, if he scores a
Kalaroth regains a number of hit points equal to the
critical hit, he deals an additional 4 (1d8) necrotic
damage. damage dealt.
Cast a Spell (Costs 3 Actions). Kalaroth casts a spell with its

Relentless Slaughter.When Kalaroth is reduced to 0 hit Innate Spellcasting.


points, he uses his Fists of Oblivion (even if not charged)
DEVILS AND INFERNAL

CREATURES
222

Monster List CR 1
Below is a collection of devils and other infernal
Fiendish Brute
creatures commonly found in Hell. Many are
Imp
entirely original, while others are reimagined
Imp Trickster
adaptations from the 5E Bestiary, each featuring

distinctive traits and forms. These unique versions CR 2

bring fresh challenges and variety to your


Gaunt Devil
encounters, ensuring that no two devils feel the
Lesser Defiant Devil
same in your campaigns.
Infernal Chain Warden
While these beings primarily dwell in the infernal
Infernal Champion
depths, their influence extends far beyond Hell
Phantasmal Devil
itself. Devils and other infernal creatures often

venture into other realms, including the mortal CR 3

planes, acting as emissaries of darkness, tempters


Anti-Magic Bearded Devil
of souls, or agents of chaos and order. Their
Bearded Devil
presence can infiltrate any setting, from shadowed
Hellish Sorcerer
alleyways in sprawling cities to the deepest forests

untouched by civilization. This versatility allows CR 4

you to incorporate them seamlessly into any


Abyssal Blade
campaign, providing rich opportunities for
Green Devil
storytelling and adventure regardless of your
Infernal Dragon Wyrmling
world’s specific lore or geography.
Infernal Executioner
Monsters are listed in order of Challenge Rating
Infernal Steed
(CR), with variant and scaling versions presented

right after their lower CR counterparts. CR 5

In addition to these creatures, there is a


Barbed Devil
customizable, scalable lair that allows any devil to
Greater Infernal Hound
be run as a unique and formidable boss encounter.
Ice Barbed Devil
This feature provides you with the tools to craft

epic battles, complete with lair actions and CR 6

environmental hazards that heighten the stakes Infernal Crusader


and immerse your players in unforgettable Velkash

confrontations.
CR 7
Lair
Grand Hellish Sorcerer

Infernal Devil’s Lair


CR 8
CR 0
Chain Devil

Lemure Greater Defiant Devil

Greater Phantasmal Devil


CR 1/8
Icebound Chain Devil
Fiendish Scout Soulwraith
Infernal Rat
CR 9
CR 1/4
Spawn of Cerberus
Infernal Minion
CR 10
CR 1/2
Grim Reaper
Infernal Hound
Infernal Judge
223

CR 11 CR 19

Horned Devil Infernal Tyrant

Infernal Golem Adult Infernal Dragon

Young Infernal Dragon


CR 20
Soulreaper Horned Devil

Pit Fiend
CR 12
Supreme Hellish Sorcerer

Erinyes
CR 21
Greater Infernal Steed

Cerberus
CR 13
Infernal Giant Golem

Feraxar
CR 22
Infernal Dreadknight

Pit Fiend Lord


CR 14

CR 23
Arch Hellish Sorcerer

Ice Devil Vorgath the Merciless

CR 15 CR 24

Commander Erinyes Sarathiel, the Ancient

Frostpiercer Ice Devil


CR 25

CR 16
Lilithar, the Crimson Queen

Elder Velkash
CR 26

Ancient Infernal Dragon

CR 30

King of Hell
224

Infernal Devil’s Lair Frozen Scorn: A wave of hellish frost spreads in

a 15-foot radius around a point the devil can see


The lairs of devils reflect their infernal nature, often
within 60 feet, freezing creatures in place. Each
filled with smoldering pits, jagged obsidian spires,
creature in the area must succeed on a
and an oppressive atmosphere tainted with sulfur
Constitution saving throw or take cold damage
and ash. Such lairs may be twisted caves deep
(Low) and have its movement speed halved until
underground, volcanic caverns, or ancient, defiled
the start of the devil’s next turn.
temples. These environments grant devils
Smoldering Ashes: A choking cloud of burning
additional power, allowing them to harness the
ash fills a 40-foot radius within 120 feet. The
malefic energy within to torment intruders and
area becomes heavily obscured until initiative
bolster their own defenses.
count 20 on the next round. Creatures that start
These lair actions are intended for use in any
their turn in the area must succeed on a
infernal setting where a devil might reside. When
Constitution saving throw or take fire damage
running a devil as a boss encounter in an infernal
(Low) and be blinded until the end of their next
lair, you can select three to five lair actions to
turn.
create a unique, customizable battlefield that
Infernal Surge: The devil channels raw infernal
enhances the devil’s power and reflects the
energy, causing all flames within a 60-foot
terrain’s hostile nature.
radius to flare. Each creature within 10 feet of a

DC Table for Devil Lair Actions flame source must succeed on a Dexterity

saving throw or take fire damage (Moderate).


Devil’s CR Suggested DC

1-4 DC 12 Chill of the Void: The devil releases an aura of

5-8 DC 14 soul-numbing cold in a 15-foot radius, drawing

9-12 DC 16 heat from the air. Each creature in that radius

13-16 DC 17 must succeed on a Constitution saving throw or


17-20 DC 18 take cold damage (Moderate) and be unable to
21+ DC 20 take reactions until the start of the devil’s next

turn.
Damage Table for Devil Lair Actions
Molten Barricade: Lava bubbles up in a 30-foot
Devil’s Suggested Suggested Damage Suggested
line, 5 feet wide, 10 feet high, in an unoccpied
CR Damage (Low) (Moderate) Damage (High)
space within 60 feet of the devil, creating a
1-4 7 (2d6) 10 (3d6) 14 (4d6)
molten wall. The wall provides three-quarters
5-8 10 (3d6) 14 (4d6) 17 (5d6)
9-12 14 (4d6) 17 (5d6) 21 (6d6) cover and deals fire damage (Low) to any

13-16 17 (5d6) 21 (6d6) 28 (8d6) creature ending its turn within 5 feet.

17-20 21 (6d6) 28 (8d6) 35 (10d6) Fiery Rupture: The ground cracks open with

21+ 28 (8d6) 35 (10d6) 42 (12d6) hellfire in a 15-foot radius within 120 feet of the

Use these damage values either to match the dfevil. Each creature in the area must succeed

suggested damage in each lair action description or on a Dexterity saving throw or take fire damage

to customize the damage based on the desired (High). The area becomes difficult terrain until

intensity and threat level of your encounter. the start of the devil’s next turn.

Whispers of Damnation: Maddening whispers


Lair Actions
echo in a 30-foot radius around the devil. Each
On initiative count 20 (losing initiative ties), the
creature of the devil’s choice must make a
devil can take one of the following lair actions.
Wisdom saving throw or suffer disadvantage on

attack rolls and ability checks until the end of its


Infernal Blaze: Flames erupt in a 20-foot radius
next turn.
centered on a point the devil can see within 120
Curse of the Infernal Eye: The devil targets up to
feet. Each creature in the area must succeed on
three creatures that it can see within 120 feet.
a Dexterity saving throw or take fire damage
Targeted creatures must succeed on a Wisdom
(Moderate). Creatures ignited by the flames take
saving throw or be frightened for 1 minute. A
an additional (Low) fire damage at the start of
frightened creature can repeat the saving throw
each of their turns until they or another creature
at the end of each of its turns, ending the effect
use an action to extinguish the flames.
on itself on a success.
225

Lemure
Lemure
Medium fiend (devil), lawful evil Lemures are the lowest form of devil in the infernal

hierarchy. These mindless, writhing masses of


Armor Class 7
flesh represent souls that have been condemned to
Hit Points 13 (3d8)
Hell but have not yet earned a higher place in the
Speed 15 ft.
infernal order. Lemures are used as expendable

STR DEX CON INT WIS CHA cannon fodder in the blood wars against demons,

10 (+0) 5 (−3) 11 (+0) 1 (−5) 11 (+0) 3 (−4) as well as for menial labor in Hell. They lack

intelligence, ambition, and free will, following


Damage Resistances cold orders from higher-ranking devils without question.
Damage Immunities fire, poison
Lemures are formed from the souls of mortals who
Condition Immunities charmed, frightened, poisoned
committed acts of evil during their lives but were
Senses darkvision 120 ft., passive Perception 10
not particularly noteworthy or powerful. Upon
Languages understands Infernal but can’t speak
arriving in Hell, these souls are stripped of their
Challenge 0 (10 XP) Proficiency Bonus +2
former identity, reduced to nothing more than

formless, grotesque creatures that serve Hell’s


Magical darkness doesn’t impede the
Devil’s Sight.
masters. Although they are nearly brainless, some
Lemure’s darkvision.
Lemures may, over time, distinguish themselves

Hellish Rejuvenation. A Lemure that dies in Hell comes through obedience and service, earning the chance

back to life with all its hit points in 1d10 days unless it is to ascend the ranks of devilkind.
killed by a good-aligned creature with a bless spell cast on Though weak and clumsy, Lemures are difficult to
that creature or its remains are sprinkled with holy water. kill like all other devils. Their Hellish Rejuvenation

Actions trait ensures that they come back to life if killed in

Hell. This makes them ideal for the front lines of


Fist. Melee Weapon Attack:+3 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage. infernal armies, where they can be used again and

again as disposable soldiers. However, outside of

combat, they are often relegated to tasks such as

cleaning infernal fortresses or acting as walking

fuel for more powerful devils’ rituals.


226

Fiendish Scout
Infernal Scout
Infernal Scouts are small devils often used by more Tiny fiend (devil), lawful evil

powerful devils to gather information and harass


Armor Class 13 (natural armor)
enemies. Unlike imps, which may be assigned
Hit Points 4 (1d4 + 2)
similar tasks, Infernal Scouts are considered even
Speed 30 ft., fly 40 ft.
more expendable, acting as the first line of

reconnaissance and harassment in the infernal STR DEX CON INT WIS CHA

hierarchy. 6 (-2) 13 (+1) 14 (+2) 11 (+0) 10 (+0) 13 (+1)


Infernal Scouts are cunning and quick, using their

speed and stealth to their advantage. Their tiny, SkillsPerception +2, Stealth +3
wiry frames are covered in tough, natural armor
Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered
that provides a modicum of protection against
Damage Immunities fire, poison
physical attacks. Their leathery wings grant them
Condition Immunities poisoned
the ability to fly with remarkable agility, enabling
Senses darkvision 60 ft., passive Perception 12
them to navigate both open battlefields and dense, Languages Common, Infernal

tangled environments with ease. This aerial Challenge 1/8 (25 XP) Proficiency Bonus +2

mobility, combined with their natural stealth,

makes them ideal spies and scouts.


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

These fiends possess sharp claws that they use to Fiendish Scout’s darkvision.
slash at their enemies, though their real strength

lies in their ability to remain unseen. Their Stealthy


The Infernal Scout can take the Hide
Stealthy Flight.

Flight ability allows them to take the Hide action as


action as a bonus action. When it does so, it has
advantage on the (Stealth) Dexterity check.
a bonus action, making them exceptionally difficult

to detect. This, coupled with their Devil’s Sight, Actions

which allows them to see through magical Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
darkness, makes them particularly adept at target. Hit: 3 (1d4 + 1) slashing damage.
infiltrating areas shrouded in shadows or magical

concealment.
Fiendish Fire (Recharge 5-6). The Infernal Scout exhales a
small burst of fire in a 10-foot cone. Each creature in that
Their primary mode of attack, aside from their
area must make a DC 10 Dexterity saving throw, taking 2
claws, is their Fiendish Fire breath. This
(1d4) fire damage on a failed save, or half as much
rechargeable ability, allows them to exhale a small
damage on a successful one.
burst of fire in a 10-foot cone. This fiery exhalation

can catch opponents off guard, dealing damage and

sowing chaos among enemy ranks. Although the

damage is relatively minor, the unpredictability and

suddenness of the attack can disrupt plans and

create openings for more powerful allies.

Despite their capabilities, Infernal Scouts are

considered highly expendable by their infernal

masters. They are sent into the most dangerous

and uncertain situations where their survival is

far from guaranteed. This expendability is a

significant difference from imps, who, while also

used for reconnaissance and minor tasks, are often

given a higher level of importance and protection.

Infernal Scouts, on the other hand, are expected to

perform their duties with little regard for their own

safety, reflecting the ruthless efficiency and

hierarchy of the infernal realms.


227

Infernal Rat
Infernal Rat
Infernal Rats are fiendish rodents that infest dark, Tiny fiend, lawful evil

shadowy places, spreading disease and fear


Armor Class 12 (natural armor)
wherever they go. These vile creatures often serve
Hit Points 5 (2d4)
as spies and nuisances for more powerful devils,
Speed 20 ft., climb 20 ft.
performing tasks that require stealth and subtlety.

Infernal Rats are a common sight in Hell, scurrying STR DEX CON INT WIS CHA

through the underbelly of the infernal hierarchy, 4 (-3) 14 (+2) 10 (+0) 6 (-2) 12 (+1) 6 (-2)
but they are also found on the material plane, often

as the first sign of a devilish invasion. These SkillsPerception +3, Stealth +4


infernal pests are known to precede larger and
Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered
more dangerous fiends, acting as harbingers of
Damage Immunities fire, poison
chaos and corruption.
Condition Immunities poisoned
Physically, Infernal Rats are small and wiry, their
Senses darkvision 60 ft., passive Perception 13
bodies covered in a coarse, dark fur that seems to Languages understands Infernal but can’t speak

absorb light. Their beady eyes glow with a Challenge 1/8 (25 XP) Proficiency Bonus +2

malevolent red hue, and their sharp, needle-like

teeth are perpetually bared in a sinister snarl.


Keen Smell.The Infernal Rat has advantage on Wisdom
Despite their small size, they exude an aura of (Perception) checks that rely on smell.
malevolence and decay, making them unsettling to
Actions
encounter.

Infernal Rats are adept climbers, able to scale walls


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) piercing damage plus 2 (1d4)
and other surfaces with ease. Their speed and
poison damage.
agility, combined with their natural stealth, make

them difficult to detect and even harder to catch. Fiendish Plague (Recharge 6). The Infernal Rat releases a
They are often found in the darkest corners and burst of foul energy in a 5-foot radius around itself. Each
hidden crevices of the material plane, where they creature in that area must succeed on a DC 10
can move unnoticed, spreading their foul influence. Constitution saving throw or be poisoned until the end of
These fiendish rodents possess a number of
its next turn.
infernal traits that make them particularly

dangerous. They have natural resistance to cold

and nonmagical attacks that aren’t made with

silvered weapons, as well as complete immunity to

fire and poison. This makes them exceptionally

difficult to kill using conventional means, as they

can withstand a surprising amount of damage for

their size.
228

Infernal Minion
Infernal Minion
Infernal Minions, the foot soldiers of the infernal Small fiend (devil), lawful evil

hierarchy, embody both servitude and expendability


Armor Class 12 (natural armor)
within the demonic ranks. These diminutive devils,
Hit Points 9 (2d6 + 2)
though individually weak, are utilized en masse by
Speed 30 ft.
their infernal masters, serving as the frontline

warriors and expendable pawns in the STR DEX CON INT WIS CHA

machinations of Hell. Unlike their chaotic 10 (+0) 14 (+2) 12 (+1) 8 (-1) 11 (+0) 8 (-1)
counterparts, demons, whose legions often swarm

the Abyssal Realm in endless hordes, devils SkillsPerception +2, Stealth +4


typically eschew large-scale armies, preferring
Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered
precision strikes and manipulative schemes over
Damage Immunities fire, poison
brute force. However, in regions of weaker infernal
Condition Immunities poisoned
influence or during times of dire need, the ranks of
Senses darkvision 60 ft., passive Perception 12
infernal armies swell with large numbers of these Languages Infernal

minions. Challenge 1/4 (50 XP) Proficiency Bonus +2

Infernal Minions possess an agility and speed that

belies their small stature. Their sleek, sinister


Pack Tactics. The Infernal Minion has advantage on an
forms dart across the battlefield with preternatural attack roll against a creature if at least one of the minion’s
quickness, their razor-sharp teeth ready to rend allies is within 5 feet of the creature and the ally isn’t
flesh and bone alike. Though despised by their incapacitated.
more powerful brethren for their inherent
Actions
weakness, these minions are formidable
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
adversaries when deployed en masse, utilizing their
target. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) fire
Pack Tactics to outmaneuver and overwhelm their
damage.
foes.

Infernal Minions exhibit a degree of resilience Fiendish Shriek (Recharge 6). The Infernal Minion emits a
uncommon among creatures of their size, boasting terrifying shriek. Creatures of its choice within 10 feet of it
resistance to cold and immunity to fire and poison
must succeed on a DC 10 Wisdom saving throw or be
frightened until the end of their next turn.
damage. Their most dreaded ability, the Fiendish

Shriek, sends shivers down the spines of even the

hardiest of adversaries, inducing paralyzing fear in


Variant: Infernal Minions from the Glacial
those unfortunate enough to hear its chilling cry.
Regions of Hell
Infernal Minions may be numerous, but they are
Depending on the region of Hell from which this
not infinite. Considered expendable even by
minion originates, they can have an immunity to
infernal standards, they are often viewed with
cold and deal cold damage instead. In this case,
disdain by their more powerful devilish kin. Yet,
switch cold resistance to fire resistance and fire
their sheer numbers and unwavering loyalty make
immunity to cold immunity. Additionally, change the
them indispensable assets in the infernal arsenal,
bite’s fire damage to cold damage. These frigid
their collective might capable of turning the tide of
minions, born from the icy depths of Glacial Hell,
battle in favor of their malevolent masters.
embody the relentless chill of their homeland,
bringing death by frost to all who oppose them.
229

Infernal Hound
Infernal Hound
Medium fiend, lawful evil Infernal Hounds are fiendish beasts used as guards

and hunters by devils. They are relentless in their


Armor Class 13 (natural armor)
pursuit and known for their fiery breath. These
Hit Points 16 (3d8 + 3)
creatures are similar to weaker versions of the Hell
Speed 40 ft.
Hound, but their potential for growth in the infernal

STR DEX CON INT WIS CHA realm makes them valuable assets to devils.

14 (+2) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 6 (-2) Despite their names and fiendish nature, Hell

Hounds are not typically found in the Hell. Infernal


SkillsPerception +3, Stealth +4 Hounds, on the other hand, are native to the
Damage Resistances cold; bludgeoning, piercing, and
infernal plane and are often raised there. When
slashing from nonmagical attacks that aren’t silvered
they grow up in Hell, these seemingly weak
Damage Immunities fire, poison
Infernal Hounds can transform into formidable
Condition Immunities poisoned
Greater Infernal Hounds, becoming large and
Senses darkvision 60 ft., passive Perception 13

Languages understands Infernal but can’t speak significant threats. Greater devils use these

Challenge 1/2 (100 XP) Proficiency Bonus +2 powerful creatures for hunting and guarding their

territories. When Infernal Hounds mature in the

The Infernal Hound has


Keen Hearing and Smell.
infernal realms, they transform into Greater

advantage on Wisdom (Perception) checks that rely on Infernal Hounds. These formidable beasts are

hearing or smell. larger, more resilient, and possess even greater

destructive capabilities. Greater devils prize these


Pack Tactics. The Infernal Hound has advantage on an hounds for their hunting prowess and their ability
attack roll against a creature if at least one of the minion’s
to strike fear into the hearts of their enemies.
allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) fire
damage.

Fiery Breath (Recharge 5-6).The Infernal Hound exhales


fire in a 15-foot cone. Each creature in that area must
make a DC 12 Dexterity saving throw, taking 7 (2d6) fire
damage on a failed save, or half as much damage on a
successful one.
230

Variant: Infernal Hounds from the Glacial


Greater Infernal Hound Regions of Hell
Large fiend, lawful evil
Depending on the region of Hell from which these
Armor Class 16 (natural armor) hounds originate, they can have an immunity to cold
Hit Points 85 (10d10 + 30) and deal cold damage instead. In this case, switch
Speed 50 ft. cold resistance to fire resistance and fire immunity
to cold immunity. Additionally, change the bite’s fire
STR DEX CON INT WIS CHA damage to cold damage. These frigid hounds, born
18 (+4) 14 (+2) 16 (+3) 8 (-1) 14 (+2) 8 (-1) from the icy depths of Glacial Hell, embody the
relentless chill of their homeland, bringing death by
SkillsPerception +5, Stealth +5 frost to all who oppose them.
Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered Variant Traits

Damage Immunities fire, poison To further customize Infernal Hounds, consider


Condition Immunities poisoned
adding one or more of the following traits:
Senses darkvision 60 ft., passive Perception 15

Languages understands Infernal but can’t speak


Frostbite. When the hound hits a creature with its
Challenge 5 (1,800 XP) Proficiency Bonus +3
bite, the target’s movement speed is reduced by 10
feet until the end of its next turn.
Infernal Vengeance.When the Greater Infernal Hound is
reduced to 0 hit points, it can immediately make one bite Frozen Presence. When a creature starts its turn
attack with advantage before it dies. within 10 feet of the hound, it must succeed on a
DC 13 Constitution saving throw or have its speed
The Greater Infernal Hound has
Keen Hearing and Smell.
reduced by half until the start of its next turn. A
advantage on Wisdom (Perception) checks that rely on creature that succeeds on the saving throw is
hearing or smell.
immune to this effect for 24 hours.
Pack Tactics.The Greater Infernal Hound has advantage
on an attack roll against a creature if at least one of the Glacial Howl (1/Day). The hound can let out a
minion’s allies is within 5 feet of the creature and the ally chilling howl. Each creature of the hound’s choice
isn’t incapacitated. within 30 feet that can hear it must succeed on a DC
15 Wisdom saving throw or be paralyzed with fear
Threatening Presence. When a creature starts its turn until the end of the hound’s next turn.
within 10 feet of the Greater Infernal Hound, it must
succeed on a DC 13 Wisdom saving throw or take 3 (1d6) Ice Armor. The hound’s natural armor is coated in a
psychic damage and be frightened until the end of its next layer of ice, increasing its Armor Class by 2.
turn. A creature that succeeds on the saving throw is
immune to this effect for 24 hours.
Actions

Multiattack. The Greater Infernal Hound makes two


attacks: one with its bite and one with its claws.

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


target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) fire
damage.

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


target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) fire
damage.

Infernal Flame (Recharge 5-6). The Greater Infernal Hound


releases a burst of infernal flame in a 60-foot cone. Each
creature in that area must make a DC 15 Dexterity saving
throw, taking 28 (8d6) fire damage on a failed save, or half
as much damage on a successful one.
231

Fiendish Brute
Fiendish Brute
Fiendish Brutes are muscular devils that serve as Medium fiend (devil), lawful evil

shock troops in infernal armies. They are not large


Armor Class 15 (natural armor)
in quantity, not particularly intelligent but are
Hit Points 15 (2d8 + 6)
immensely strong and used as vanguard in fights.
Speed 30 ft.
Fiendish Brutes are a terrifying sight on the

battlefield, towering over most other creatures with STR DEX CON INT WIS CHA

their bulging muscles and imposing stature. These 18 (+4) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 8 (-1)
devils are bred for strength and ferocity, often

resembling a twisted amalgamation of various SkillsAthletics +6, Intimidation +3


demonic and bestial features. Their skin is usually
Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered
a deep, blood-red hue, and it is covered in scars
Damage Immunities fire, poison
from countless battles. Fiendish Brutes have a
Condition Immunities poisoned
brutish, animalistic appearance, with jagged horns
Senses darkvision 60 ft., passive Perception 10
protruding from their foreheads, sharp fangs, and Languages Infernal

burning red eyes that glint with malevolent intent. Challenge 1 (200 XP) Proficiency Bonus +2

Despite their fearsome appearance, Fiendish

Brutes are not particularly intelligent. They are


Brute Force.The Fiendish Brute deals an extra die of
often considered the dullards of the infernal damage on Strength-based melee attacks (already
hierarchy lacking the cunning and strategic minds included in the attack).
of higher-ranking devils. This lack of intelligence
Actions
makes them somewhat similar to demons, which is
Multiattack. The Fiendish Brute makes two attacks with
a point of disdain among their devilish peers who
its greatclub.
derisively refer to them as “stupid like a demon”.

However, what they lack in intellect, they more Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one
than make up for in sheer physical power. Their target. Hit: 13 (2d8 + 4) bludgeoning damage.
immense strength makes them perfect for roles

that require brute force and unyielding aggression.

In the infernal armies, Fiendish Brutes are typically

used as shock troops and vanguards. They are the

first to charge into battle, breaking through enemy

lines with their overwhelming power. Their primary

function is to cause chaos and disruption among

the enemy ranks, paving the way for more strategic

and cunning devils to exploit the openings created

by their rampage. Despite their lowly status,

Fiendish Brutes are invaluable assets in

large-scale infernal conflicts, where their raw

strength can turn the tide of battle.


232

Imp
Imp
Imps are among the lowest-ranking devils, Tiny fiend (devil, shapechanger), lawful evil

frequently employed by greater devils as spies,


Armor Class 13
messengers, and familiars. Though small in size,
Hit Points 10 (3d4 + 3)
imps are cunning, vicious, and adept at using their
Speed 20 ft., fly 40 ft.
natural invisibility to stay out of sight until the

perfect moment to strike. Despite their weak STR DEX CON INT WIS CHA

physical stature, imps are notorious for their loyalty 6 (−2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
to their infernal masters and their willingness to

carry out even the most distasteful orders with glee. SkillsDeception +4, Insight +3, Persuasion +4, Stealth +5
Physically, imps resemble tiny, winged devils with
Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered
red or black leathery skin, a scorpion-like tail, and
Damage Immunities fire, poison
horns. Their wings, while small, allow for
Condition Immunities poisoned
exceptional aerial maneuverability. Though their
Senses darkvision 120 ft., passive Perception 11
appearance is unsettling, imps are often more Languages Infernal, Common

dangerous due to their shape-changing abilities, Challenge 1 (200 XP) Proficiency Bonus +2

which allow them to transform into small,

inconspicuous creatures such as rats, ravens, or


Shapechanger. The imp can use its action to polymorph
spiders. This versatility makes them excellent into a beast form that resembles a rat (speed 20 ft.), a
infiltrators, as they can assume animal forms to raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or
blend in with mortal environments. back into its true form. Its statistics are the same in each
Though weak individually, imps are often used in form, except for the speed changes noted. Any equipment
groups to harass and spy for more powerful fiends.
it is wearing or carrying isn’t transformed. It reverts to its
true form if it dies.
They can also serve as familiars to mortal

spellcasters who enter into dark pacts with devils, Devil’s Sight. Magical darkness doesn’t impede the imp’s
allowing the imp to act as a conduit between the darkvision.
mortal world and the infernal realm. Despite their

lowly status in the infernal hierarchy, imps have an


Magic Resistance.The imp has advantage on saving
throws against spells and other magical effects.
uncanny ability to survive and thrive in the harsh

conditions of Hell, where only the most cunning or Actions

powerful can ascend.


Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage,
and the target must make a DC 11 Constitution saving
throw, taking 10 (3d6) poison damage on a failed save, or
half as much damage on a successful one.

The imp magically turns invisible until it


Invisibility.

attacks or until its concentration ends (as if concentrating


on a spell). Any equipment the imp wears or carries is
invisible with it.
233

Imp Variant: Trickster


Imp Trickster
The Trickster is a more cunning and devious Tiny fiend (devil, shapechanger), lawful evil

variant of the standard imp. These fiends are


Armor Class 13
employed by higher devils not only as spies but also
Hit Points 10 (3d4 + 3)
as manipulators, deceivers, and sowers of discord
Speed 20 ft., fly 40 ft.
among their enemies. Tricksters specialize in

confusion and illusion, utilizing their deceptive STR DEX CON INT WIS CHA

abilities to mislead and disrupt their enemies 5 (−3) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 16 (+3)
rather than engaging in direct combat. Their

mastery of trickery makes them ideal for sabotage, SkillsDeception +7, Insight +3, Persuasion +7, Stealth +5
assassination, or simply to cause chaos in the
Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered
mortal world.
Damage Immunities fire, poison
They relish the opportunity to play on the fears and
Condition Immunities poisoned
insecurities of their enemies, whispering false
Senses darkvision 120 ft., passive Perception 11
promises or weaving intricate lies that can lead to Languages Infernal, Common

ruin. Their ability to cast minor illusions and Challenge 1 (200 XP) Proficiency Bonus +2

disorient opponents with false images makes them

dangerous foes in both espionage and open


Shapechanger. The imp can use its action to polymorph
conflict. into a beast form that resembles a rat (speed 20 ft.), a
raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or
back into its true form. Its statistics are the same in each
Variant Traits for the Imp form, except for the speed changes noted. Any equipment
Imps are already potent creatures for their CR, but it is wearing or carrying isn’t transformed. It reverts to its
you can enhance their abilities with the following true form if it dies.
traits. Granting them one of these wouldn’t Devil’s Sight. Magical darkness doesn’t impede the imp’s
drastically increase their power, but consider the darkvision.
overall balance if applying more than one
Magic Resistance.The imp has advantage on saving
Trickster’s Veil (1/Short Rest).The imp can create an throws against spells and other magical effects.
illusory duplicate of itself as a bonus action. This
duplicate lasts for 1 minute and acts independently, The imp can cast the minor illusion
Illusionist’s Guile.

moving up to 30 feet away from the imp. The cantrip at will, and once per day, it can cast the disguise
self spell.
duplicate can’t attack or deal damage, but creatures
that fail a DC 13 Intelligence (Investigation) check Actions
believe it to be real. The imp can switch places with
Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit,
its duplicate if it’s within 60 feet of it as a bonus reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage,
action. and the target must make a DC 11 Constitution saving
Mind Cloud. As a reaction, when a creature within 30
throw, taking 7 (2d6) poison damage on a failed save, or
feet of the imp targets it with an attack roll, the imp half as much damage on a successful one.
can cloud the creature’s mind. The target must
succeed on a DC 11 Wisdom saving throw or be The imp magically turns invisible until it
Invisibility.

confused, causing the attack to automatically miss. attacks or until its concentration ends (as if concentrating
The creature is immune to this ability for the next 24 on a spell). Any equipment the imp wears or carries is
hours if it succeeds on the save. invisible with it.
Phantasmal Strike. When the imp hits a creature with

its Sting attack, it can also create an illusory pain in


the target’s mind. The target must make a DC 11
Intelligence saving throw or be frightened of the imp
for 1 minute. A frightened creature can repeat the
saving throw at the end of each of its turns, ending
the effect on itself on a success.
234

Defiant Devils
Lesser Defiant Devil
Defiant Devils are a rare and dangerous anomaly in Medium fiend (devil), lawful evil

the infernal hierarchy, cursed by their own


Armor Class 14 (natural armor)
resistance to control. These devils, at some point in
Hit Points 39 (6d8 + 12)
their existence, lose their inherent sense of order
Speed 30 ft., fly 20 ft.
and become resistant to commands from higher

devils. This rebellious nature leads to immediate STR DEX CON INT WIS CHA

execution if discovered, as they are considered an 12 (+1) 14 (+2) 14 (+2) 10 (+0) 11 (+0) 13 (+1)
affront to the strict, oppressive order of Hell. Other

devils despise them, seeing them as a mutation of Saving Throws Dex +4, Wis +2
everything a devil should stand for - loyalty,
SkillsPerception +2, Stealth +4
Damage Resistances fire; bludgeoning, piercing, and
hierarchy, and order.
slashing from nonmagical attacks
However, despite being hunted relentlessly, some
Damage Immunities poison
Defiant Devils manage to survive, becoming rogue
Condition Immunities charmed, poisoned
fiends that lurk in the darkest corners of Hell. Senses darkvision 120 ft., passive Perception 12

These devils often escape to distant realms, hiding Languages Infernal, telepathy 60 ft.

from their infernal brethren. Their lives are marked Challenge 2 (450 XP) Proficiency Bonus +2

by constant pursuit and danger, and while they

resist the hierarchy, they are still bound by the Innate Spellcasting.The Lesser Defiant Devil’s spellcasting
absolute authority of the Archdukes of Hell and the ability is Charisma (spell save DC 11). It can innately cast
King of Hell himself. the following spells, requiring no material components:
Greater Defiant Devils are more powerful and far
At will: minor illusion
rarer than their lesser kin. These fiends have
1/day: invisibility
grown strong enough to survive even more

dangerous pursuits in Hell, resisting not only lower The Defiant Devil is immune to any
Resistance to Orders.

devils but even fiends of considerable power. With command, spell, or ability that would compel it to follow
abilities to escape and hide in the most treacherous
an order given by anyone except an Archduke of Hell or
corners of the multiverse, these devils have become
the King of Hell.
a true thorn in the side of Hell’s rigid order. Many Actions

of them live in a constant state of paranoia, fearing


Multiattack. The Defiant Devil makes two attacks with its
that at any moment, an Archduke or higher claws.
authority will demand their destruction. These

devils are stronger, more cunning, and far more Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
dangerous than the typical rebel. Some manage to
target. Hit: 6 (1d8 + 2) slashing damage.
carve out small enclaves of freedom where they
– The Defiant Devil releases a
Defiant Blaze (Recharge 5 6).
gather lesser defiant devils, forming small groups
burst of hellfire. Each creature within 10 feet of the devil
of rogue devils who work together to survive. must make a DC 12 Dexterity saving throw, taking 14
Despite their disdain, rumors persist among devils (4d6) fire damage on a failed save, or half as much on a
that the King of Hell himself created the Defiant successful one.
Devils as part of a grand experiment. According to
Bonus Actions
these tales, the King granted them a fragment of
The Defiant Devil moves up
Rebel’s Evasion (Recharge 5-6).
free will, allowing them to operate outside the rigid
to half its speed without provoking opportunity attacks. If
infernal structure - only to reclaim their freedom
it ends this movement within 60 feet of a devil, it can
through an absolute command in the future.
make a Stealth check to hide as part of the same bonus
action.
235

Greater Defiant Devil Resistance to Orders.The Greater Defiant Devil is immune


Medium fiend (devil), lawful evil
to any command, spell, or ability that would compel it to
follow an order given by anyone except an Archduke of
Armor Class 16 (natural armor) Hell or the King of Hell.
Hit Points 120 (16d8 + 48) Actions
Speed 30 ft., fly 30 ft.
Multiattack. The Greater Defiant Devil makes three
STR DEX CON INT WIS CHA attacks: one with its bite and two with its claws.
20 (+5) 15 (+2) 17 (+3) 13 (+1) 14 (+2) 16 (+3)
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Saving Throws Dex +5, Con +6, Wis +5, Cha +6 Hit: 14 (2d8 + 5) piercing damage.
SkillsDeception +6, Perception +5, Stealth +5
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Damage Resistances cold, fire; bludgeoning, piercing, and
target. Hit: 9 (1d8 + 5) slashing damage.
slashing from nonmagical attacks
Damage Immunities poison
Hellfire Lash (Recharge 5-6). The Greater Defiant Devil
Condition Immunities charmed, poisoned
conjures a whip of infernal fire. Melee Weapon Attack: +8
Senses darkvision 120 ft., passive Perception 15
to hit, reach 15 ft., one target. Hit: 23 (4d8 + 5) fire
Languages Infernal, telepathy 120 ft.
damage. If the target is a creature, it must make a DC 16
Challenge 8 (3,900 XP) Proficiency Bonus +3
Constitution saving throw or be paralyzed for 1 minute. A
creature can repeat the saving throw at the end of each of
The Greater Defiant Devil has
Cunning Resistance. its turns, ending the effect on itself on a success.
advantage on saving throws against being frightened.
Teleport (Recharge 6).The Greater Defiant Devil magically
Innate Spellcasting. The Greater Defiant Devil’s teleports, along with any equipment it is wearing or
spellcasting ability is Charisma (spell save DC 14). It can carrying, up to 120 feet to an unoccupied space it can see.
innately cast the following spells, requiring no material Bonus Actions
components:
The Greater Defiant Devil
Rebel’s Evasion (Recharge 4-6).

At will: disguise self, minor illusion moves up to half its speed without provoking opportunity
3/day: hellish rebuke, invisibility attacks. If it ends this movement within 60 feet of a devil,
1/day: greater invisibility it can make a Stealth check to hide as part of the same
bonus action.
236

Gaunt Devil

Gaunt Devils are sinister fiends lurking in the dim

recesses of Hell, embodying famine, suffering, and

cruelty. With stretched, leathery skin pulled taut

over a bony frame, Gaunt Devils appear skeletal,

their emaciated limbs ending in wickedly sharp

claws. Their faces are gaunt, with sunken eyes

and a wide, tooth-filled grin, exuding an aura of

malice and despair.

These devils are often sent by greater devils to

torment souls or mortals by spreading hunger and

hardship. They have an unsettling presence that

can sap the vitality of those who encounter them,

and their claws can drain life force with each slash.

Despite their frail appearance, Gaunt Devils are

deceptively quick and can slip in and out of

shadows with ease. Though not the strongest of

devils, they are resilient and cunning, often fleeing

into the darkness when threatened, only to

reappear and strike unexpectedly.

Gaunt Devil Actions

Medium fiend (devil), lawful evil


Multiattack. The Gaunt Devil makes two attacks with its
claws.
Armor Class 14 (natural armor)
Hit Points 45 (6d8 + 18) Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Speed 30 ft., fly 20 ft. target. Hit: 7 (1d8 + 3) slashing damage plus the target
must succeed on a DC 12 Constitution saving throw or
STR DEX CON INT WIS CHA
take an additional 4 (1d4) necrotic damage, and the Gaunt
12 (+1) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 15 (+2) Devil regains hit points equal to the necrotic damage
dealt.
Saving Throws Dex +5, Wis +4
SkillsPerception +3, Stealth +5 – The Gaunt Devil mutters
Whisper of Despair (Recharge 5 6).

Damage Resistances cold; bludgeoning, piercing, and a haunting incantation, targeting one creature it can see
slashing from nonmagical attacks that aren’t silvered within 30 feet. The target must succeed on a DC 12
Damage Immunities fire, poison Wisdom saving throw or be filled with a sense of despair,
Condition Immunities poisoned giving it disadvantage on attack rolls and ability checks
Senses darkvision 120 ft., passive Perception 13 until the end of its next turn.
Languages Common, Infernal
Bonus Actions
Challenge 2 (450 XP) Proficiency Bonus +2

Cloak of Shadows. The Gaunt Devil shrouds itself in


Magical darkness doesn’t impede the Gaunt
Devil’s Sight.
shadows, gaining advantage on Dexterity (Stealth) checks
made to hide for 1 minute. This effect ends if the Gaunt
Devil’s darkvision.
Devil attacks, or enters a brightly lit area.
Life Draining Claws. When the Gaunt Devil hits a creature Reactions
with its claw attack, the target must succeed on a DC 12
Constitution saving throw or take an extra 4 (1d8) necrotic Retreat into Shadow. When the Gaunt Devil takes damage,
damage, and the Gaunt Devil regains hit points equal to it moves up to half its speed without provoking
the necrotic damage dealt (already included in the attack). opportunity attacks.
237

Infernal Chain Warden


Infernal Chain Warden
Infernal Chain Wardens are fearsome enforcers of Medium fiend (devil), lawful evil

devilish law and order, known for their mastery of


Armor Class 14 (natural armor)
fiery chains that they wield with deadly precision.
Hit Points 32 (5d8 + 10)
These devils are often tasked by more powerful
Speed 30 ft.
fiends to maintain discipline and punish those who

disobey or fail to meet infernal standards. Infernal STR DEX CON INT WIS CHA

Chain Wardens are medium-sized fiends with a 16 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 14 (+2)
menacing presence, their bodies adorned with

chains that seem to move of their own accord, SkillsIntimidation +4, Perception +3
glowing with an eerie, fiery light.
Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered
These wardens are relentless and merciless, using
Damage Immunities fire, poison
their chains not only to inflict physical pain but also
Condition Immunities poisoned
to instill fear and obedience. Their chains can
Senses darkvision 60 ft., passive Perception 13
extend to great lengths, allowing them to strike and Languages Common, Infernal

grapple enemies from a distance. Once ensnared by Challenge 2 (450 XP) Proficiency Bonus +2

these chains, victims find themselves at the mercy

of the Chain Warden’s sadistic whims, enduring


Chain Mastery. The Infernal Chain Warden demonstrates
constricting pressure, searing flames, or draining unparalleled expertise in controlling its fiery chains. Once
energy. per turn during its turn, it can use a bonus action to exert
Infernal Chain Wardens are often found in infernal its mastery over creatures grappled by its chains. The
courts, prisons, and places where order must be grappled creatures must make a Strength saving throw
ruthlessly enforced. They serve as both jailers and
(DC 13) or suffer one of the following effects of the Chain
Warden’s choice:
executioners, ensuring that the will of their devilish

masters is carried out without question. Their Constricting Chains. The chains tighten around the
imposing presence and brutal methods make them creature, dealing 2 (1d4) bludgeoning damage and
highly effective at keeping lesser devils and other increasing the escape DC of the grapple to DC 15.
fiends in line, as well as dealing with any intruders Fiery Wrath. The chains erupt in flames, dealing 3 (1d6)

who dare to challenge their authority.


fire damage to the creature.
Infernal Drain. The chains siphon energy from the

creature, causing it to become weakened. The creature


suffers disadvantage on ability checks, attack rolls, and
saving throws until the end of its next turn.

Magic Resistance.The Infernal Chain Warden has


advantage on saving throws against spells and other
magical effects.
Actions

Multiattack. The Infernal Chain Warden makes two attacks


with its fiery chains.

Fiery Chain. Melee Weapon Attack: +5 to hit, reach 20 ft.,


one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 3
(1d6) fire damage, and the target is grappled (escape DC
13). Until the grapple ends, the target is restrained and it
takes 3 (1d6) fire damage at the start of its turn. The
Chain Warden can have a maximum of two creatures
grappled in this manner at any time.

Infernal Lash (Recharge 5-6).The Infernal Chain Warden


lashes out with its chains in a 20-foot radius. Each
creature in this area must succeed on a DC 13 Dexterity
saving throw or take 10 (3d6) bludgeoning damage and
10 (3d6) fire damage.
238

Infernal Champion
Infernal Champion
Medium humanoid (any race), lawful evil Infernal Champions are formidable warriors who

have made pacts with devils or have been


Armor Class 16 (chain mail)
corrupted by infernal power. These champions
Hit Points 33 (6d8 + 6)
serve the dark interests of their infernal masters,
Speed 30 ft.
wielding both martial prowess and diabolical

STR DEX CON INT WIS CHA abilities to sow fear and chaos. They are often seen

16 (+3) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 14 (+2) leading dark crusades, enforcing the will of devils,

and corrupting others to their cause. Their infernal


SkillsAthletics +5, Intimidation +4, Religion +2 affinity grants them abilities beyond those of mere
Damage Resistances fire
mortals, allowing them to wield dark magic and
Senses darkvision 60 ft., passive Perception 11
summon hellfire to their weapons. They often lead
Languages Common, Infernal
legions of lesser fiends, their commanding
Challenge 2 (450 XP) Proficiency Bonus +2
presence and infernal might inspiring fear and

obedience.
Magical darkness doesn’t impede the
Devil’s Sight.
As they grow in power, Infernal Champions ascend
Infernal Champion’s darkvision.
through the ranks, becoming Infernal Crusaders,

Fiendish Smite.Once per turn, when the Infernal Infernal Dreadknights, and ultimately Infernal

Champion hits a creature with a melee weapon attack, it Tyrants. Each stage of their transformation brings

can deal an extra 7 (2d6) fire damage to the target. greater strength, resilience, and mastery over

infernal powers. These champions are known for


The Infernal Champion has advantage
Hellish Resistance.
their unwavering loyalty to their devilish masters
on saving throws against being frightened.
and their ruthless efficiency in carrying out their
Actions
dark commands.

Multiattack. The Infernal Champion makes two weapon


attacks.

Infernal Greataxe. Melee Weapon Attack: +5 to hit, reach 5


ft., one target. Hit: 9 (1d12 + 3) slashing damage plus 3
(1d6) fire damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600


ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 3
(1d6) fire damage.
Bonus Actions

Infernal Vigor (Recharges after a Long Rest). The Infernal


Champion regains 10 hit points.
Reactions

Hellish Rebuke (2/Day). When the Infernal Champion is


damaged by a creature within 60 feet that it can see, it
points at that creature, which must make a DC 12
Dexterity saving throw. The creature takes 10 (3d6) fire
damage on a failed save, or half as much damage on a
successful one.
239

Infernal Crusader Infernal Dreadknight


Medium humanoid (any race), lawful evil Medium humanoid (any race), lawful evil

Armor Class 18 (plate) Armor Class 20 (plate, shield)


Hit Points 95 (10d8 + 50) Hit Points 195 (17d8 + 102)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

18 (+4) 14 (+2) 20 (+5) 10 (+0) 12 (+1) 16 (+3) 22 (+6) 17 (+3) 22 (+6) 12 (+1) 14 (+2) 18 (+4)

SkillsAthletics +7, Intimidation +6, Religion +3 SkillsAthletics +11, Intimidation +9, Religion +6
Damage Resistances fire Damage Resistances fire
Senses darkvision 60 ft., passive Perception 11 Damage Immunities poison

Languages Common, Infernal Condition Immunities poisoned

Challenge 6 (2,300 XP) Proficiency Bonus +3 Senses darkvision 60 ft., passive Perception 12

Languages Common, Infernal

Challenge 13 (10,000 XP) Proficiency Bonus +5


Aura of Despair.Creatures of the Infernal Crusader’s
choice within 10 feet of it have disadvantage on saving
throws against being frightened. Aura of Despair.Creatures of the Infernal Dreadknight’s
choice within 30 feet of it have disadvantage on saving
Magical darkness doesn’t impede the
Devil’s Sight. throws against being frightened.
Infernal Crusader’s darkvision.
Magical darkness doesn’t impede the
Devil’s Sight.
Fiendish Smite. Once per turn, when the Infernal Crusader Infernal Dreadknight’s darkvision.
hits a creature with a melee weapon attack, it can deal an
extra 14 (4d6) fire damage to the target. Fiendish Smite.Once per turn, when the Infernal
Dreadknight hits a creature with a melee weapon attack, it
The Infernal Crusader has advantage on
Hellish Resistance. can deal an extra 21 (6d6) fire damage to the target.
saving throws against being frightened.
The Infernal Dreadknight has advantage
Hellish Resistance.
Actions
on saving throws against being frightened.
Multiattack. The Infernal Crusader makes two weapon
Actions
attacks.
The Infernal Dreadknight makes three
Multiattack.

Infernal Greataxe. Melee Weapon Attack: +7 to hit, reach 5 weapon attacks.


ft., one target. Hit: 10 (1d12 + 4) slashing damage plus 7
(2d6) fire damage. Infernal Greataxe. Melee Weapon Attack: +11 to hit, reach 5
ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 (2d6) fire damage.
ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7
(2d6) fire damage. Longbow. Ranged Weapon Attack: +8 to hit, range 150/600
ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 7
Bonus Actions
(2d6) fire damage.
Infernal Glare (2/Day). The Infernal Dreadknight fixes its
Bonus Actions
gaze on one creature it can see within 60 feet. The target
must succeed on a DC 14 Wisdom saving throw or be Infernal Glare (2/Day). The Infernal Dreadknight fixes its
frightened for 1 minute. While frightened in this way, the gaze on one creature it can see within 60 feet. The target
creature is also paralyzed. The creature can repeat the must succeed on a DC 17 Wisdom saving throw or be
saving throw at the end of each of its turns, ending the frightened for 1 minute. While frightened in this way, the
effect on itself on a success. creature is also paralyzed. The creature can repeat the
saving throw at the end of each of its turns, ending the
Infernal Vigor (Recharges after a Short or Long Rest). The effect on itself on a success.
Infernal Crusader regains 25 hit points.
Infernal Vigor (Recharges after a Short or Long Rest). The
Reactions
Infernal Dreadknight regains 35 hit points.
Hellish Rebuke (3/Day). When the Infernal Crusader is
Reactions
damaged by a creature within 60 feet that it can see, it
points at that creature, which must make a DC 14 Hellish Rebuke (5/Day). When the Infernal Dreadknight is
Dexterity saving throw. The creature takes 21 (6d6) fire damaged by a creature within 60 feet that it can see, it
damage on a failed save, or half as much damage on a points at that creature, which must make a DC 17
successful one. Dexterity saving throw. The creature takes 35 (10d6) fire
damage on a failed save, or half as much damage on a
successful one.
240

Infernal Tyrant
Medium humanoid (any race), lawful evil
Fiendish Conflagration (Recharge 5-6). The Infernal Tyrant
unleashes a wave of hellfire in a 90-foot cone. Each
Armor Class 22 (+1 plate, +1 shield) creature in that area must make a DC 19 Dexterity saving
Hit Points 285 (30d8 + 150) throw, taking 54 (12d8) fire damage on a failed save, or
Speed 30 ft. half as much damage on a successful one.
Bonus Actions
STR DEX CON INT WIS CHA

24 (+7) 19 (+4) 24 (+7) 14 (+2) 16 (+3) 20 (+5) Infernal Glare (3/Day). The Infernal Tyrant fixes its gaze on
one creature it can see within 60 feet. The target must
SkillsAthletics +13, Intimidation +11, Religion +8 succeed on a DC 19 Wisdom saving throw or be
Damage Resistances fire frightened for 1 minute. While frightened in this way, the
Damage Immunities poison
creature is also paralyzed. The creature can repeat the
Condition Immunities poisoned
saving throw at the end of each of its turns, ending the
Senses darkvision 60 ft., passive Perception 13
effect on itself on a success.
Languages Common, Infernal
Infernal Vigor (Recharges after a Short or Long Rest). The
Challenge 19 (22,000 XP) Proficiency Bonus +6
Infernal Tyrant regains 70 hit points.
Reactions
Aura of Despair. Creatures of the Infernal Tyrant’s choice
within 60 feet of it have disadvantage on saving throws Hellish Rebuke (6/Day). When the Infernal Tyrant is
against being frightened. damaged by a creature within 60 feet that it can see, it
points at that creature, which must make a DC 19
Magical darkness doesn’t impede the Infernal
Devil’s Sight. Dexterity saving throw. The creature takes 42 (12d6) fire
Tyrant’s darkvision. damage on a failed save, or half as much damage on a
successful one.
Fiendish Smite. Once per turn, when the Infernal Tyrant
Legendary Actions
hits a creature with a melee weapon attack, it can deal an
extra 28 (8d6) fire damage to the target. The Infernal Tyrant can take 3 legendary actions, choosing
from the options below. Only one legendary action option
The Infernal Tyrant has advantage on
Hellish Resistance.
can be used at a time and only at the end of another
saving throws against being frightened. creature’s turn. The Infernal Tyrant regains spent
legendary actions at the start of its turn.
Legendary Resistance (1/Day). If the Infernal Tyrant fails a
saving throw, it can choose to succeed instead. Move. The Infernal Tyrant moves up to half its speed
Actions without provoking opportunity attacks.
Infernal Longsword (Costs 2 Actions). The Infernal Tyrant
Multiattack. The Infernal Tyrant makes four weapon makes one infernal longsword attack.
attacks. Recharge (Costs 2 Actions). The Infernal Tyrant rolls a d6.

Infernal Greataxe. Melee Weapon Attack: +13 to hit, reach 5 On a result of 2-6, its Fiendish Conflagration ability is
recharged.
ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7
Hellfire Wave (Costs 3 Actions). The Infernal Tyrant releases
(2d6) fire damage.
a wave of hellfire in a 15-foot radius centered on itself.
Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 Each creature in that area must make a DC 19 Dexterity
ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 saving throw, taking 22 (4d10) fire damage on a failed
(2d6) fire damage. save, or half as much damage on a successful one.
241

Phantasmal Devil
Phantasmal Devil
Phantasmal Devils are elusive fiends that embody Medium fiend (devil), lawful evil

the fear of the unknown, thriving on the


Armor Class 13 (natural armor)
manipulation of reality and perception. Unlike
Hit Points 32 (5d8 + 10)
other devils that rely on brute strength or cunning
Speed 35 ft.
to subjugate their enemies, these infernal creatures

specialize in warping the minds of their victims, STR DEX CON INT WIS CHA

making them question what is real. Phantasmal 8 (-1) 16 (+3) 14 (+2) 12 (+1) 13 (+1) 16 (+3)
Devils are frequently employed as spies,

infiltrators, and tormentors, acting as agents of SkillsDeception +5, Stealth +7


psychological warfare. Their natural ability to blend
Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered
illusion with reality makes them incredibly
Damage Immunities fire, poison
dangerous, even if they are not physically imposing.
Condition Immunities poisoned
These devils are often found haunting the dark
Senses darkvision 60 ft., passive Perception 11
courts of Hell, serving archdevils or powerful Languages Common, Infernal, telepathy 60 ft.

nobles by undermining enemies through fear and Challenge 2 (450 XP) Proficiency Bonus +2

confusion.

Phantasmal Devils are slight, almost insubstantial


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

beings. Their lithe forms flicker and shift like Phantasmal Devil’s darkvision.
heatwaves, never appearing fully solid. Their faces

lack distinguishing features save for faint, glowing


Magic Resistance.The Phantasmal Devil has advantage on
slits where their eyes would be, and their dark,
saving throws against spells and other magical effects.
shadowy bodies seem to blur and fade, as though
Phantasmal Shroud. Creatures have disadvantage on
they exist only partially in the material plane. This attack rolls against the Phantasmal Devil while it is not
ephemeral nature makes it difficult for attackers to incapacitated. If the devil takes damage, this effect ceases
land a solid blow, as the devil’s form constantly to function until the start of its next turn.
shifts in and out of clarity. Legends tell of battles
Actions
where entire battalions were brought to their
Multiattack. The Phantasmal Devil makes two attacks with
knees, not by force of arms but by the sheer
its claws.
disorienting terror induced by a small contingent of

Phantasmal Devils. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
These devils thrive in environments where fear can target. Hit: 7 (1d8 + 3) slashing damage.
spread easily, and they are often sent to mortal

realms to infiltrate and disrupt societies, causing


Phantasmal Illusion (Recharge 5-6). The Phantasmal Devil
projects a horrifying illusion into the mind of a creature it
widespread paranoia and distrust. They are
can see within 30 feet of it. The target must succeed on a
masters at blending in, using their illusory powers
DC 13 Intelligence saving throw or be frightened for 1
to become virtually invisible, both physically and minute. While frightened in this way, the target is also
socially. It is not uncommon for a Phantasmal Devil confused (as per the confusion spell). A creature can
to pose as a trusted advisor, slowly driving its target repeat the saving throw at the end of each of its turns,
mad with subtle manipulations and illusory ending the effect on itself on a success.
horrors. Bonus Actions
When Phantasmal Devils grow in power, they
The Phantasmal Devil teleports up to 15 feet
Flicker Step.
evolve into Greater Phantasmal Devils, devils of
to an unoccupied space it can see.
significantly higher standing and ability. The

Greater Phantasmal Devil is a more potent version

of its lesser form, commanding greater control over

the minds of others. These devils are not only adept

at projecting illusions, but they can also

incapacitate their foes with psychic strikes, leaving

them vulnerable to further torment.


Greater Phantasmal Devil
Medium fiend (devil), lawful evil

Armor Class 14 (natural armor)


Hit Points 97 (13d8 + 39)
Speed 40 ft.

STR DEX CON INT WIS CHA

12 (+1) 18 (+4) 16 (+3) 14 (+2) 15 (+2) 18 (+4)

SkillsDeception +7, Stealth +10


Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 12

Languages Common, Infernal, telepathy 120 ft.

Challenge 8 (3,900 XP) Proficiency Bonus +3

Magical darkness doesn’t impede the


Devil’s Sight.

Greater Phantasmal Devil’s darkvision.

Magic Resistance.The Greater Phantasmal Devil has


advantage on saving throws against spells and other
magical effects.

Phantasmal Shroud. Creatures have disadvantage on


attack rolls against the Greater Phantasmal Devil while it
is not incapacitated. If the devil takes damage, this effect
ceases to function until the start of its next turn.
Actions

Multiattack. The Greater Phantasmal Devil makes two


claw attacks and one illusionary strike.

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


target. Hit: 8 (1d8 + 4) slashing damage.

Illusionary Strike. Melee or Ranged Spell Attack: +7 to hit,


reach 5 ft. or range 60 ft., one target. Hit: 14 (3d6 + 4)
psychic damage, and the target must succeed on a DC 15
Intelligence saving throw or be incapacitated until the end
of its next turn.

Mass Phantasmal Illusion (Recharge 5-6). The Greater


Phantasmal Devil projects a mass illusion into the minds
of up to three creatures it can see within 60 feet of it. Each
target must succeed on a DC 15 Intelligence saving throw
or be frightened for 1 minute. While frightened in this
way, the target is also confused (as per the confusion
spell). A creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a
success.
Bonus Actions

Phantasmal Displacement (Recharge 6).The Greater


Phantasmal Devil creates mirror images of itself as per
the mirror image spell.

Phantom Shift. The Greater Phantasmal Devil teleports up


to 30 feet to an unoccupied space it can see.
243

Bearded Devil
Bearded Devil
Bearded devils are fearsome shock troops within Medium fiend (devil), lawful evil

the infernal armies, serving archdevils and greater


Armor Class 13 (natural armor)
fiends with unflinching loyalty. Known for their
Hit Points 52 (8d8 + 16)
brutal and savage combat style, they relish every
Speed 30 ft.
opportunity to unleash violence, whether on the

battlefield or in the infernal arenas of Hell. These STR DEX CON INT WIS CHA

devils are skilled with their glaives and infamous 16 (+3) 15 (+2) 15 (+2) 9 (−1) 11 (+0) 11 (+0)
for the venomous tendrils that writhe from their

chins, which they use to lash out at their enemies, Saving Throws Str +5, Con +4, Wis +2
spreading poison and disease.
Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered
A bearded devil’s physical form is humanoid, but its
Damage Immunities fire, poison
fiendish nature is evident from its scaly skin,
Condition Immunities poisoned
clawed hands, and the snake-like tendrils that grow
Senses darkvision 120 ft., passive Perception 10
from its chin, resembling a grotesque beard. These Languages Infernal, telepathy 120 ft.

tendrils are not merely for show; they are highly Challenge 3 (700 XP) Proficiency Bonus +2

venomous, delivering a poison that hinders the

recovery of those unfortunate enough to be caught


Devil’s Sight. Magical darkness doesn’t impede the devil’s
by them. In battle, they work in disciplined groups, darkvision.
feeding off each other’s presence and becoming

more dangerous when fighting alongside their


Magic Resistance.The devil has advantage on saving
allies.
throws against spells and other magical effects.

Steadfast. The devil can’t be frightened while it can see an


allied creature within 30 feet of it.
Actions

The devil makes two attacks: one with its


Multiattack.

beard and one with its glaive.

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


creature. Hit: 6 (1d8 + 2) piercing damage, and the target
must succeed on a DC 12 Constitution saving throw or be
poisoned for 1 minute. While poisoned in this way, the
target can’t regain hit points. The target can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success.

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


target. Hit: 8 (1d10 + 3) slashing damage. If the target is a
creature other than an undead or a construct, it must
succeed on a DC 12 Constitution saving throw or lose 5
(1d10) hit points at the start of each of its turns due to an
infernal wound. Each time the devil hits the wounded
target with this attack, the damage dealt by the wound
increases by 5 (1d10). Any creature can take an action to
stanch the wound with a successful DC 12 Wisdom
(Medicine) check. The wound also closes if the target
receives magical healing.
244

Variant: Anti-Magic Bearded


Anti-Magic Bearded Devil
Devil Medium fiend (devil), lawful evil

This variant of the bearded devil is specifically


Armor Class 13 (natural armor)
trained to counter and disrupt spellcasters, making
Hit Points 52 (8d8 + 16)
it a valuable asset in the infernal armies. Armed Speed 30 ft.
with a spear instead of a glaive, the Anti-Magic

Bearded Devil focuses on precision strikes that STR DEX CON INT WIS CHA

drain magical energy from its foes. Known for their 16 (+3) 15 (+2) 15 (+2) 9 (−1) 11 (+0) 11 (+0)
tactical discipline and effectiveness in neutralizing
Saving Throws Str +5, Con +4, Wis +2
enemy spellcasters, these devils often serve as
Damage Resistances cold; bludgeoning, piercing, and
bodyguards to archdevils or lead infernal forces
slashing from nonmagical attacks that aren’t silvered
into battle against powerful mages. Their role is
Damage Immunities fire, poison
crucial in ensuring that devils are not overwhelmed Condition Immunities poisoned

by magic users, particularly in the ongoing Chaos Senses darkvision 120 ft., passive Perception 10

War against the chaotic demons, who often wield Languages Infernal, telepathy 120 ft.

destructive spells. Challenge 3 (700 XP) Proficiency Bonus +2

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


darkvision.
Variant Traits for the Bearded Devil

You can enhance the Bearded Devil’s infernal Magic Resistance.The devil has advantage on saving
prowess by incorporating one or more of the throws against spells and other magical effects.
following traits and abilities. Giving them one or two
Siphon Magic. When the devil hits a creature with its
of these traits could make them more dangerous spear, it can choose to siphon magical energy from the
without altering their CR significantly, though target. The target must succeed on a DC 12 Wisdom
multiple traits may require adjustments. saving throw or have one of its lowest available spell slots
absorbed by the devil. The spell slot is consumed, and the
Venomous Beard. When the devil hits a creature with devil deals additional necrotic damage equal to five times
its beard, the poisoned creature takes 3 (1d6) the spell slot level absorbed. The devil also gains
poison damage at the start of each of its turns until temporary hit points equal to five times the spell slot level
the creature succeeds on the saving throw to end absorbed. Additionally, if the target is concentrating on a
the poison effect. spell when hit by the devil’s spear, the concentration ends
Hellish Resilience(1/Day). When the devil is reduced immediately.
to 0 hit points, it can immediately make a DC 10
Constitution saving throw. On a success, it drops to Steadfast. The devil can’t be frightened while it can see an
allied creature within 30 feet of it.
1 hit point instead of 0.
Infernal Commander (Recharge 5-6). The devil can use Actions

its action to bolster allied devils within 30 feet. The devil makes two attacks: one with its
Multiattack.
Creatures of its choice within the area gain beard and one with its spear.
advantage on their next attack roll or saving throw.
Infernal Beard Grapple. When the devil hits a Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature with its beard, it can attempt to grapple the creature. Hit: 6 (1d8 + 2) piercing damage, and the target
target by making a grapple check. While grappled, must succeed on a DC 12 Constitution saving throw or be
the target is also restrained and takes 3 (1d6) poisoned for 1 minute. While poisoned in this way, the
piercing damage at the start of each of its turns. The target can’t regain hit points. The target can repeat the
saving throw at the end of each of its turns, ending the
devil cannot use its beard attack on another target
effect on itself on a success.
while it has a creature grappled.
Bloodlust Frenzy. When the devil reduces a creature Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 10
to 0 hit points, it can immediately make an ft. or range 20/60 ft., one target. Hit: 7 (1d8 + 3) piercing
additional melee weapon attack as a bonus action. damage.
245

Hellish Sorcerer The Ascendancy of Hellish Sorcerers

As their powers grow, Hellish Sorcerers rise in


Hellish Sorcerers are devils that wield arcane
prominence, becoming Grand Hellish Sorcerers,
power to manipulate and destroy. They are often
Arch Hellish Sorcerers, and ultimately Supreme
found leading groups of lesser devils and casting
Hellish Sorcerers. At each stage, their influence
spells to sow chaos and fear.
and power increase significantly, making them
Hellish Sorcerers are peculiar devils that follow
more important in the infernal hierarchy. The
and believe in the path of magic, using it for their
mightiest among them, the Supreme Hellish
nefarious and evil purposes. Unlike other devils
Sorcerers, are sometimes considered almost on
who rely on brute strength or infernal cunning,
par with archdevils, their arcane prowess and
Hellish Sorcerers tap into the arcane energies that
strategic brilliance earning them a place among the
flow through Hell. Magic comes naturally to them,
most feared and respected beings in the infernal
much like sorcerers, drawing their powers from
realm. Their mastery of blood magic at these
their inherent connection to their fiendish and
higher levels allows them to manipulate the
hellish nature.
battlefield in ways few can counter, further
These devils are often seen as leaders among their
cementing their status as terrifying adversaries.
kind, commanding respect and fear from lesser

devils through their mastery of spells and their

ability to manipulate the battlefield. Their

skin is usually marked with arcane symbols

that glow faintly when they cast their

spells, and their eyes burn with an

intense, malevolent fire. The presence

of a Hellish Sorcerer is enough to turn

the tide of a skirmish, as their magical

abilities allow them to control, deceive,

and destroy their enemies with ease. In the

hierarchy of devils, Hellish Sorcerers occupy

a unique position. While they may not possess

the physical prowess of some of their infernal

brethren, their magical abilities make them

invaluable assets to higher-ranking devils.

They often serve as advisors, strategists, and

commanders, their arcane knowledge and tactical

acumen proving crucial in the endless battles

waged within the infernal realms.

One of the most feared abilities of the Hellish

Sorcerers is their mastery of blood magic. This

dark art allows them to sacrifice their own life force

to empower their spells, making them even more

formidable in combat. This connection to blood

magic grows stronger as they rise in power.


246

Hellish Sorcerer Grand Hellish Sorcerer


Medium fiend (devil), lawful evil Medium fiend (devil), lawful evil

Armor Class 12 (15 with mage armor) Armor Class 13 (16 with mage armor)
Hit Points 27 (5d8 + 5) Hit Points 58 (9d8 + 18)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

10 (+0) 14 (+2) 12 (+1) 16 (+3) 12 (+1) 18 (+4) 10 (+0) 17 (+3) 14 (+2) 18 (+4) 14 (+2) 22 (+6)

SkillsArcana +5, Deception +8, Persuasion +8 SkillsArcana +7, Deception +12, Persuasion +12
Damage Resistances cold; bludgeoning, piercing, and Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison Damage Immunities fire, poison

Condition Immunities poisoned Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 12

Languages Common, Infernal Languages Common, Infernal

Challenge 3 (700 XP) Proficiency Bonus +2 Challenge 7 (2,900 XP) Proficiency Bonus +3

Blood Magic. The Hellish Sorcerer can use its own hit Arcane Insight. The Grand Hellish Sorcerer has advantage
points to cast spells. For each hit point spent, it can cast a on Intelligence (Arcana) checks and can identify any spell
spell as if using a spell slot of that level. This trait can only being cast within 60 feet of it without needing to make an
be used to cast spells of up to 1st level. ability check. Additionally, it can cast the counterspell spell
once per day without expending a spell slot.
Magic Resistance.The Hellish Sorcerer has advantage on
saving throws against spells and other magical effects. Blood Magic. The Grand Hellish Sorcerer can use its own
hit points to cast spells. For each hit point spent, it can
Spellcasting The Hellish Sorcerer is a 5th-level spellcaster. cast a spell as if using a spell slot of that level. This trait
Its spellcasting ability is Charisma (spell save DC 14, +6 can only be used to cast spells of up to 2nd level.
to hit with spell attacks). The Hellish Sorcerer has the
following spells prepared: Magical darkness doesn’t impede the Grand
Devil’s Sight.

Hellish Sorcerer’s darkvision.


Cantrips (at will): fire bolt, mage hand, minor illusion,
prestidigitation Magic Resistance.The Grand Hellish Sorcerer has
1st level (4 slots): burning hands, hellish rebuke, mage advantage on saving throws against spells and other
armor, magic missile magical effects.
2nd level (3 slots): darkness, hold person, scorching ray
3rd level (2 slots): fireball Spellcasting. The Grand Hellish Sorcerer is a 10th-level
spellcaster. Its spellcasting ability is Charisma (spell save
Actions
DC 17, +9 to hit with spell attacks). The Grand Hellish
Fiery Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one Sorcerer has the following spells prepared:
target. Hit: 17 (2d12 + 4) fire damage.
Cantrips (at will): fire bolt, mage hand, minor illusion,
prestidigitation

1st level (4 slots): burning hands, hellish rebuke, mage


armor, magic missile

2nd level (3 slots): darkness, hold person, scorching ray


3rd level (3 slots): counterspell, fireball, lightning bolt
4th level (3 slots): blight, dimension door
5th level (2 slots): cone of cold, wall of fire
Actions

Fiery Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one


target. Hit: 19 (2d12 + 6) fire damage.
247

Arch Hellish Sorcerer Supreme Hellish Sorcerer


Medium fiend (devil), lawful evil Medium fiend (devil), lawful evil

Armor Class 14 (17 with mage armor) Armor Class 15 (18 with mage armor)
Hit Points 136 (16d8 + 64) Hit Points 209 (22d8 + 110)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

12 (+1) 19 (+4) 18 (+4) 20 (+5) 16 (+3) 25 (+7) 14 (+2) 21 (+5) 20 (+5) 22 (+6) 18 (+4) 27 (+8)

SkillsArcana +12, Deception +17, Persuasion +17 SkillsArcana +12, Deception +20, Persuasion +20
Damage Resistances cold; bludgeoning, piercing, and Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison Damage Immunities fire, poison

Condition Immunities poisoned Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 13 Senses darkvision 60 ft., passive Perception 14

Languages Common, Infernal Languages Common, Infernal

Challenge 14 (11,500 XP) Proficiency Bonus +5 Challenge 20 (25,000 XP) Proficiency Bonus +6

Arcane Insight. The Arch Hellish Sorcerer has advantage Arcane Insight. The Supreme Hellish Sorcerer has
on Intelligence (Arcana) checks and can identify any spell advantage on Intelligence (Arcana) checks and can
being cast within 60 feet of it without needing to make an identify any spell being cast within 60 feet of it without
ability check. Additionally, it can cast the counterspell spell needing to make an ability check. Additionally, it can cast
once per day without expending a spell slot. the counterspell spell once per day without expending a
spell slot.
Blood Magic. The Arch Hellish Sorcerer can use its own hit
points to cast spells. For each hit point spent, it can cast a Blood Magic. The Supreme Hellish Sorcerer can use its
spell as if using a spell slot of that level. This trait can only own hit points to cast spells. For each hit point spent, it
be used to cast spells of up to 3rd level. can cast a spell as if using a spell slot of that level. This
trait can only be used to cast spells of up to 4th level.
Magical darkness doesn’t impede the Arch
Devil’s Sight.

Hellish Sorcerer’s darkvision. Magical darkness doesn’t impede the


Devil’s Sight.

Supreme Hellish Sorcerer’s darkvision.


Magic Resistance.The Arch Hellish Sorcerer has advantage
on saving throws against spells and other magical effects. Magic Resistance.The Supreme Hellish Sorcerer has
advantage on saving throws against spells and other
Spellcasting. The Arch Hellish Sorcerer is an 15th-level magical effects.
spellcaster. Its spellcasting ability is Charisma (spell save
DC 20, +12 to hit with spell attacks). The Arch Hellish Spellcasting. The Supreme Hellish Sorcerer is a 20th-level
Sorcerer has the following spells prepared: spellcaster. Its spellcasting ability is Charisma (spell save
DC 22, +14 to hit with spell attacks). The Supreme Hellish
Cantrips (at will): fire bolt, mage hand, minor illusion, Sorcerer has the following spells prepared:
prestidigitation

1st level (4 slots): burning hands, hellish rebuke, mage Cantrips (at will): fire bolt, mage hand, minor illusion,
armor, magic missile prestidigitation

2nd level (3 slots): darkness, hold person, scorching ray 1st level (4 slots): burning hands, hellish rebuke, mage
3rd level (3 slots): counterspell, fireball, fly, lightning bolt armor, magic missile

4th level (3 slots): blight, dimension door 2nd level (3 slots): darkness, hold person, scorching ray
5th level (2 slots): cone of cold, wall of fire 3rd level (3 slots): counterspell, fireball, fly, lightning bolt
6th level (1 slots): chain lightning, disintegrate 4th level (3 slots): blight, confusion, dimension door
7th level (1 slots): delayed blast fireball, teleport 5th level (3 slots): cone of cold, dominate person, wall of fire
8th level (1 slot): power word stun 6th level (2 slots): chain lightning, disintegrate
7th level (2 slots): delayed blast fireball, teleport
Actions
8th level (1 slot): maze, power word stun
Fiery Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one 9th level (1 slot): meteor swarm
target. Hit: 26 (3d12 + 7) fire damage.
Actions

Fiery Touch. Melee Spell Attack: +14 to hit, reach 5 ft., one
target. Hit: 34 (4d12 + 8) fire damage.
248

Abyssal Blade
Abyssal Blade
Abyssal Blades are elite fiendish warriors, Medium fiend, lawful evil

renowned for their unparalleled mastery of


Armor Class 15 (natural armor)
swordsmanship and their ability to summon
Hit Points 52 (7d8 + 21)
infernal flames to their weapons. While they are
Speed 30 ft.
fiends from the Abyssal Realm and not native to

Hell, Abyssal Blades usually ally themselves and STR DEX CON INT WIS CHA

serve devils, often becoming devils themselves. 18 (+4) 16 (+3) 17 (+3) 12 (+1) 14 (+2) 16 (+3)
This is due to their elitist and proud nature that

disdains the chaotic and unrefined demons. Their SkillsAthletics +8, Perception +6
expertise in swordsmanship and their unyielding
Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered
devotion to their infernal lords make them
Damage Immunities fire, poison
invaluable assets in the ongoing struggle for
Condition Immunities poisoned
dominance in the Hell.
Senses darkvision 60 ft., passive Perception 16
Abyssal Blades possess an almost obsessive Languages Abyssal, Common, Infernal

fixation with the art of the sword, dedicating Challenge 4 (1,100 XP) Proficiency Bonus +2

countless years to perfecting their techniques.

Their dedication and skill have made them the


Magic Resistance.The Abyssal Blade has advantage on
preferred enforcers and champions in the infernal saving throws against spells and other magical effects.
armies of Hell.

Abyssal Blades stand tall and imposing, their eyes


One with the Sword. The Abyssal Blade can use its bonus
burning with an inner fire, reflecting their
action to summon its Infernal Sword as long as it’s on the
same plane of existence. When the Abyssal Blade dies, its
relentless ambition and fierce loyalty to their dark
Infernal Longsword also vanishes.
masters. Each Abyssal Blade wields an infernal

longsword, a weapon they treat with reverence and Sword Master. The Abyssal Blade gains a +2 bonus to
care. These swords are forged in the hellish fires of attack rolls made with its longsword (already included in
Hell, imbued with dark magic that enhances their the statblock). Additionally, creatures attacking the
lethality.
Abyssal Blade with a blade or a sword have a -1 penalty to
their attack rolls.
In battle, Abyssal Blades are a sight to behold. They

move with a fluid grace and precision, their every Actions

strike calculated to maximize damage and instill


Multiattack. The Abyssal Blade makes two attacks with its
fear in their enemies. Their infernal longswords infernal longsword.
blaze with hellfire, scorching their foes and leaving

them in agonizing pain. Abyssal Blades are not only


Infernal Longsword. Melee Weapon Attack: +8 to hit, reach
formidable in direct combat but also possess an
5 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 4
(1d8) fire damage.
uncanny ability to anticipate and counter their

opponents’ moves, making them nearly impossible Bonus Actions

to best in a duel. Infernal Flame (Recharge 5-6).The Abyssal Blade ignites its
Abyssal Blades are often found leading groups of longsword with stronger infernal flames. Its longsword
lesser fiends, their presence alone enough to attacks deal an additional 9 (2d8) fire damage until the
inspire fear and obedience. end of the current turn.
Reactions

Infernal Riposte. When the Abyssal Blade is hit by a melee


attack, it makes one attack with its longsword against the
attacker. If the attack hits, the target takes an additional 4
(1d8) fire damage.

Parry.When a creature makes a melee attack against the


Abyssal Blade, it adds +4 to its AC against that attack,
provided it can see the attacker and is wielding its
longsword.
249

Green Devil

Green Devils are cunning, meticulous fiends known

for their obsession with wealth and the

accumulation of material riches. Unlike other devils

driven by power, Green Devils channel their

infernal ambitions into financial manipulation and

control over resources. In the infernal cities, they

are often found administrating the vast wealth of

powerful devils, serving as treasurers or managing

infernal banks. Their deep connection to wealth

has led them to develop a keen sense of finance,

and their shapechanging abilities allow them to

seamlessly blend into the material plane. In the

mortal realm, they assume positions in banks,

financial institutions, and high-stakes trade

markets, using their expertise to amass fortunes

and subtly corrupt mortals through greed.

While Green Devils prefer negotiation and wealth

manipulation over brute force, they are not

defenseless. Armed with tridents and wielding

magic, they can defend themselves and protect

their treasures when needed. Their skin glistens

with a sickly green hue, and their wings are often

tucked away when they operate in disguise.

Green Devil Shapechanger. The Green Devil can use its action to
Medium fiend (devil), lawful evil
polymorph into a Medium humanoid or back into its true
form. In its humanoid form, it loses its flying speed. Its
Armor Class 15 (natural armor) statistics are the same in each form. It reverts to its true
Hit Points 60 (8d8 + 24) form if it dies.
Speed 30 ft., fly 40 ft. Actions

STR DEX CON INT WIS CHA Multiattack. The Green Devil makes two attacks with its
14 (+2) 16 (+3) 16 (+3) 14 (+2) 12 (+1) 18 (+4) trident.

SkillsDeception +6, Insight +3, Persuasion +6 Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5
Damage Resistances cold; bludgeoning, piercing, and
ft. or range 20/60 ft., one target. Hit: 7 (1d8 + 3) piercing
slashing from nonmagical attacks that aren’t silvered damage plus 4 (1d8) fire damage.
Damage Immunities fire, poison
– The Green Devil
Infernal Wealth Gaze (Recharge 5 6).
Condition Immunities poisoned
targets a creature it can see within 30 feet and attempts to
Senses darkvision 120 ft., passive Perception 11
sway them with visions of wealth. The target must make a
Languages Common, Infernal, telepathy 60 ft.
DC 14 Wisdom saving throw. On a failed save, the
Challenge 4 (1,100 XP) Proficiency Bonus +2
creature is charmed by the devil for 1 minute, during
which the target also becomes fixated on acquiring wealth,
Fiendish Wealth Manipulation. The Green Devil has ignoring danger and potential harm in pursuit of material
advantage on checks related to wealth and finances, such gain. The creature can repeat the saving throw at the end
as Persuasion and Insight checks involving monetary of each of its turns, ending the effect on itself on a
negotiations. Additionally, the Green Devil can sense the success.
presence of valuable metals and gemstones within 30 feet,
Reactions
allowing it to detect hidden treasures or items of
significant value. Greed’s Protection. When a creature within 5 feet of the
Green Devil hits it with an attack, the Green Devil imposes
Magical darkness doesn’t impede the Green
Devil’s Sight. disadvantage on the attack roll if the attacker possesses at
Devil’s darkvision. least 1 gp or more. If the attack misses, the Green Devil
can make a trident attack against the attacker.
250

Infernal Dragon
Legends of the Infernal Dragon
Infernal Dragons are fiendish versions of their
The Pact of the First Flame: According to legend,
draconic kin, resembling red dragons but twisted the King of Hell sought to control the elemental
with pronounced, jagged horns and an ominous, forces of the mortal realms and lured a powerful
devilish aura that speaks to their infernal nature. dragon into a pact. By merging the dragon’s
Their scales glow with a molten hue, like embers essence with infernal flames, the King created a
beneath cracked lava, and their claws are longer loyal yet fearsome creature bound to his will - the
and sharper, seemingly designed to rend both flesh first Infernal Dragon.
and spirit. This corrupt transformation gives them Hell’s Watchers: Infernal Dragons are said to

an imposing, terrifying presence that sets them guard secret passages and borders within Hell.
apart from other dragons, marking them as These ancient dragons ensure that no intruder or
creatures of Hell. soul can escape without the King’s permission.
The Embers of Betrayal: Infernal Dragons are often
Born of an ancient pact, Infernal Dragons carry a

dark legend: it is said that the King of Hell himself


sent to punish devils who betray their lords. They
once corrupted a noble dragon’s egg, embedding it
are feared even among devils for their unwavering
with the essence of Hellfire. The resulting creature,
loyalty to Hell’s hierarchy and brutal enforcement
of its laws.
the first Infernal Dragon, was both a weapon and a
The Cracks of Damnation: It’s believed that the
servant, bound to the infernal hierarchy but
scales of an Infernal Dragon are cracked and
powerful enough to carve its own fearsome
burned as a result of Hell’s corrosive energy,
reputation. These dragons embody the relentless
leaving fissures where molten lava pulses and
and ruthless order of Hell, serving as instruments
anything they touch can feel the sting of Hell
of punishment, enforcers of infernal law, and
itself.
terrors to those who cross the powers of Hell.
The Curse of Hell: A powerful Infernal Dragon
Infernal Dragons are known to dwell in Hell’s most
named Ashra was once summoned to the first
heated and hostile realms, but some find their way
circle of Hell, where she spread a mysterious
to the Material Plane, often in pursuit of missions
infernal curse that still lingers. Ashra’s
from infernal patrons or to sow fear and chaos. descendants are sometimes known as the
They control Hellfire, an unholy flame that not only “Cursed Flames”, seeking to continue their
burns flesh but scars the soul, leaving permanent progenitor’s mission of spreading Hell’s fire
marks on their victims. Their Hellish origins make across all realms.
them natural allies to powerful devils, who

sometimes summon them as allies in grand

infernal schemes.

Infernal Dragon Wyrmling Infernal Presence.The dragon exudes an aura of fearsome


Medium dragon, lawful evil
authority. Any creature that starts its turn within 10 feet of
the wyrmling must succeed on a DC 13 Wisdom saving
Armor Class 17 (natural armor) throw or become frightened until the end of its next turn.
Hit Points 68 (8d8 + 32) Actions
Speed 30 ft., fly 60 ft.
Bite. Melee Weapon Attack:+6 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA 9 (1d10 + 4) piercing damage plus 4 (1d8) fire
Hit:

19 (+4) 14 (+2) 18 (+4) 12 (+1) 11 (+0) 16 (+3) damage.

Saving Throws Dex +4, Con +6, Wis +2, Cha +5 Hellfire Breath (Recharge 5-6). The dragon exhales a torrent
Skills Deception +5, Intimidation +5, Perception +2,
of Hellfire in a 20-foot cone. Each creature in that area
Stealth +4 must make a DC 13 Dexterity saving throw, taking 28
Damage Resistances cold
(8d6) fire damage on a failed save, or half as much
Damage Immunities fire
damage on a successful one.
Condition Immunities charmed, frightened
Fiendish Whispers. The dragon whispers infernal curses to
Senses blindsight 10 ft., darkvision 60 ft., passive
a creature it can see within 30 feet. The target must
Perception 12
succeed on a DC 13 Charisma saving throw or take 17
Languages Common, Draconic, Infernal
(5d6) psychic damage and be unable to regain hit points
Challenge 4 (1,100 XP) Proficiency Bonus +2
until the end of its next turn.
252

Young Infernal Dragon Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
Large dragon, lawful evil
target. Hit: 17 (2d10 + 6) piercing damage plus 9 (2d8) fire
damage.
Armor Class 18 (natural armor)
Hit Points 189 (18d10 + 90) Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Speed 40 ft., fly 80 ft. target. Hit: 13 (2d6 + 6) slashing damage plus 5 (1d10)
fire damage.
STR DEX CON INT WIS CHA

23 (+6) 16 (+3) 21 (+5) 14 (+2) 13 (+1) 19 (+4) Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one
target. Hit: 15 (2d8 + 6) bludgeoning damage plus 4 (1d8)
Saving Throws Dex +7, Con +9, Wis +5, Cha +8 fire damage.
SkillsDeception +8, Intimidation +8, Perception +9,
Stealth +7 The dragon exhales a blast of
Hellfire Breath (Recharge 5-6).

Damage Resistances cold infernal flame in a 30-foot cone. Each creature in that area
Damage Immunities fire must make a DC 16 Dexterity saving throw, taking 54
Condition Immunities charmed, frightened (12d8) fire damage on a failed save, or half as much
Senses blindsight 30 ft., darkvision 120 ft., passive damage on a successful one. This damage ignores fire
Perception 19 resistance, and creatures immune to fire damage take it as
Languages Common, Draconic, Infernal though they had resistance.
Challenge 11 (7,200 XP) Proficiency Bonus +4
Fiendish Whispers. The dragon mutters infernal
incantations to a creature within 60 feet that can hear it.
Aura of Hellfire.The area within 20 feet of the dragon is The target must succeed on a DC 16 Charisma saving
wreathed in oppressive heat. Each creature that starts its throw or take 22 (5d8) psychic damage and be unable to
turn in this area takes 5 (1d10) fire damage. The dragon regain hit points until the end of its next turn.
can activate or suppress this aura at will. This damage
Bonus Actions
ignores fire resistance, and creatures immune to fire
damage take it as though they had resistance. Hellfire Empowerment (Recharge 5-6). The dragon infuses
its next attack with Hellfire. Its next melee attack during
Infernal Presence.The dragon exudes an aura of fearsome this turn deals an additional 9 (2d8) if it hits. This damage
authority. Any creature that starts its turn within 20 feet of ignores fire resistance, and creatures immune to fire
the dragon must succeed on a DC 16 Wisdom saving damage take it as though they had resistance.
throw or be frightened until the end of its next turn.
Reactions
Actions
Hellish Retaliation. When the dragon takes damage from a
Multiattack. The Young Infernal Dragon makes three creature within 60 feet of it that it can see, it releases a
attacks: one with its bite and two with its claws. It can burst of fire. The attacker must succeed on a DC 16
replace one of its attack with Fiendish Whispers. Dexterity saving throw or take 14 (4d6) fire damage.

Infernal Dragon Creature Type

Although 5E does not support dual types for monsters, Infernal Dragons can be considered both dragons and
fiends (devil) by nature, sharing qualities with both types. Game Masters may choose to treat them as either, or
even as straight-up devils, depending on the story context and how closely they are tied to infernal forces. This
duality reflects their unique origin, combining the power and physical traits of dragons with the cunning and
infernal nature of devils. For game balance, this classification shouldn’t significantly affect gameplay, as it mainly
serves as a thematic element.
253

Adult Infernal Dragon fire damage.


Huge dragon, lawful evil
Hellfire Breath (Recharge 5-6).The dragon exhales a searing
Armor Class 19 (natural armor) blast of infernal flames in a 60-foot cone. Each creature in
Hit Points 297 (22d12 + 154) that area must make a DC 20 Dexterity saving throw,
Speed 40 ft., fly 80 ft. taking 66 (12d10) fire damage on a failed save, or half as
much on a successful one. This damage ignores fire
STR DEX CON INT WIS CHA
resistance, and creatures immune to fire take it as though
26 (+8) 16 (+3) 25 (+7) 16 (+3) 15 (+2) 22 (+6) they had resistance.

Fiendish Whispers. The dragon mutters infernal


Saving Throws Dex +9, Con +13, Wis +8, Cha +12
incantations to a creature within 60 feet that can hear it.
Skills Deception +12, Intimidation +12, Perception +14,
The target must succeed on a DC 20 Charisma saving
Stealth +9
throw or take 27 (5d10) psychic damage and be unable to
Damage Resistances cold
regain hit points until the end of its next turn.
Damage Immunities fire

Condition Immunities charmed, frightened


Hellish Command (Recharge 5-6). The dragon commands a
Senses blindsight 60 ft., darkvision 120 ft., passive
creature within 60 feet to kneel in terror. The target must
Perception 24 succeed on a DC 20 Charisma saving throw or be stunned
Languages Common, Draconic, Infernal
until the end of its next turn.
Challenge 19 (22,000 XP) Proficiency Bonus +6
Bonus Actions

Aura of Hellfire.The area within 30 feet of the dragon is Hellfire Empowerment (Recharge 5-6). The dragon infuses
wreathed in oppressive heat. Each creature that starts its its next attack with Hellfire. Its next melee attack during
turn in this area takes 9 (2d8) fire damage. The dragon this turn deals an additional 13 (3d8) if it hits. This
can activate or suppress this aura at will. This damage damage ignores fire resistance, and creatures immune to
ignores fire resistance, and creatures immune to fire fire damage take it as though they had resistance.
damage take it as though they had resistance. Reactions

Infernal Presence.The dragon exudes an aura of terror. Any Hellish Retaliation.When the dragon takes damage from a
creature that starts its turn within 30 feet of the dragon creature within 60 feet that it can see, it releases a wave of
must succeed on a DC 20 Wisdom saving throw or be fire. The attacker must succeed on a DC 20 Dexterity
frightened until the end of its next turn. saving throw or take 18 (4d8) fire damage.
Legendary Actions
Legendary Resistance (3/Day).If the dragon fails a saving
throw, it can choose to succeed instead. The Adult Infernal Dragon can take 3 legendary actions,
Actions
choosing from the options below. Only one legendary
action option can be used at a time and only at the end of
Multiattack. The Adult Infernal Dragon makes three another creature’s turn. The dragon regains spent
attacks: one with its bite and two with its claws. It can legendary actions at the start of its turn.
replace one of these attacks with Hellish Command or
Fiendish Whisper. Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack.The dragon makes a tail attack.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one Infernal Wrath (Costs 2 Actions). The dragon releases a 15-

target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) fire foot-radius burst of infernal flame centered on itself. Each
damage. creature in that area must make a DC 20 Dexterity saving
throw, taking 21 (6d6) fire damage on a failed save, or half
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one as much damage on a successful one.
target. Hit: 15 (2d6 + 8) slashing damage plus 5 (1d10) Infernal Shield (Recharge 6) (Costs 3 Actions). The dragon
fire damage. conjures a fiery shield around itself, granting it resistance
to all damage until the start of its next turn.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one
target. Hit: 17 (2d8 + 8) bludgeoning damage plus 4 (1d8)
254

Ancient Infernal Dragon area must make a DC 23 Dexterity saving throw, taking 99
Gargantuan dragon, lawful evil
(18d10) fire damage on a failed save, or half as much
damage on a successful one. This damage ignores fire
Armor Class 21 (natural armor) resistance, and creatures immune to fire take it as though
Hit Points 546 (28d20 + 252) they had resistance.
Speed 40 ft., fly 80 ft.
Fiendish Whispers. The dragon mutters infernal
STR DEX CON INT WIS CHA
incantations to a creature within 60 feet that can hear it.
30 (+10) 18 (+4) 28 (+9) 20 (+5) 17 (+3) 25 (+7) The target must succeed on a DC 23 Charisma saving
throw or take 32 (5d12) psychic damage and be unable to
Saving Throws Dex +12, Con +17, Wis +11, Cha +15 regain hit points until the end of its next turn.
SkillsDeception +15, Intimidation +15, Perception +19,
Fiendish Command (Recharge 5-6). The dragon commands
Stealth +12
a creature within 60 feet to kneel in terror. The target must
Damage Resistances cold
succeed on a DC 23 Charisma saving throw or be stunned
Damage Immunities fire
until the end of its next turn.
Condition Immunities charmed, frightened

Senses blindsight 60 ft., darkvision 120 ft., passive Bonus Actions


Perception 29
Hellfire Empowerment (Recharge 5-6). The dragon enhances
Languages Common, Draconic, Infernal, telepathy 120 ft.
its next attack with Hellfire. Its next attack deals an
Challenge 26 (90,000 XP) Proficiency Bonus +8
additional 18 (4d8) fire damage and ignores fire
resistance. This damage ignores fire resistance, and
Aura of Hellfire.The area within 30 feet of the dragon is creatures immune to fire damage take it as though they
wreathed in oppressive heat. Each creature that starts its had resistance.
turn in this area takes 11 (2d10) fire damage. The dragon
Reactions
can activate or suppress this aura at will. This damage
ignores fire resistance, and creatures immune to fire Hellish Rebuke. When the dragon takes damage from a
damage take it as though they had resistance. creature within 60 feet that it can see, it releases a wave of
fire. The attacker must succeed on a DC 23 Dexterity
Infernal Presence.The dragon exudes an aura of terror. Any saving throw or take 22 (4d10) fire damage.
creature that starts its turn within 30 feet of the dragon
Legendary Actions
must succeed on a DC 23 Wisdom saving throw or be
frightened until the end of its next turn. The Ancient Infernal Dragon can take 3 legendary actions,
choosing from the options below. Only one legendary
Legendary Resistance (4/Day).If the dragon fails a saving action option can be used at a time and only at the end of
throw, it can choose to succeed instead. another creature’s turn. The dragon regains spent
Actions legendary actions at the start of its turn.

Multiattack. The Ancient Infernal Dragon makes four Detect. The dragon makes a Wisdom (Perception) check.
attacks: one with its bite, two with its claws, and one with Tail Attack. The dragon makes a tail attack.
its tail. It can replace one attack with Hellish Command or Hellfire Wave (Costs 2 Actions). The dragon releases a wave

Fiendish Whisper. of Hellfire in a 30-foot radius centered on itself. Each


creature in that area must make a DC 23 Dexterity saving
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one throw, taking 28 (6d8) fire damage on a failed save, or half
target. Hit: 21 (2d10 + 10) piercing damage plus 11 (2d10) as much damage on a successful one. This damage
fire damage. ignores fire resistance, and creatures immune to fire
damage take it as though they had resistance.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one Hellfire Fury (Costs 3 Actions). The dragon unleashes a
target. Hit: 17 (2d6 + 10) slashing damage plus 9 (2d8) furious breath of Hellfire in a 15-foot-wide, 60-foot-long
fire damage.
line. Each creature in that line must make a DC 23
Dexterity saving throw, taking 44 (8d10) fire damage on a
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one
target. Hit: 19 (2d8 + 10) bludgeoning damage plus 5 failed save, or half as much on a successful one. This
damage ignores fire resistance, and creatures immune to
(1d10) fire damage.
fire damage take it as though they had resistance.
Infernal Shield (Recharge 6) (Costs 3 Actions). The dragon
Hellfire Breath (Recharge 5-6).The dragon exhales a wave of
infernal flames in a 90-foot cone. Each creature in that conjures a fiery shield around itself, granting it resistance
to all damage until the start of its next turn.
255

Infernal Dragon’s Lair Regional Effects

The region within 6 miles of an Infernal Dragon’s


The lair of an Infernal Dragon is a twisted domain,
lair is suffused with infernal energy, creating a
often found within volcanic caverns, desolate
hostile and oppressive atmosphere.
wastelands, or regions corrupted by infernal magic.

These places are shrouded in oppressive heat, Scorched Earth: Plants within this area wither

filled with rivers of molten lava, and resonate with and die, and the ground is cracked and burned.

an aura of dread and despair. The air is thick with Any food or water found within this region

the acrid scent of sulfur, and flames flicker tastes of ash and provides only half its normal

ominously along the walls. Within its lair, an nourishment.

Infernal Dragon commands the essence of Hell, Cursed Flames: Fires within 6 miles of the

bending the environment to its malicious will. dragon’s lair take on a hellish red hue. These

flames burn hotter, dealing an additional 3 (1d6)


Lair Actions
fire damage to creatures exposed to them.
On initiative count 20 (losing initiative ties), the
Despairing Shadows: The shadows in this
Infernal Dragon takes a lair action to cause one of
region seem to stretch and reach out toward
the following effects. The DC for these actions is
living creatures, evoking an unnatural sense of
DC 14 for Young, DC 16 for Adult, and DC 20 for
dread. Non-evil creatures must succeed on a DC
Ancient Infernal Dragons. The dragon can’t use the
13 Wisdom saving throw or be frightened for
same effect two rounds in a row.
one minute while in dim light or darkness within

1 mile of the dragon’s lair. A frightened creature


Hellish Eruption: The dragon causes a geyser of

can repeat the saving throw at the end of each of


Hellfire to erupt from the ground at a point it
its turns, ending the effect on itself on a success.
can see within 60 feet. Each creature within a
Hellish Mirage: Creatures traveling within this
10-foot radius of that point must succeed on a
region may experience hallucinations of flames,
Dexterity saving throw or take 14 (4d6) fire
twisted landscapes, and infernal creatures,
damage for Young, 21 (6d6) fire damage for
creating a sense of paranoia. Once every 10
Adult, or 28 (8d6) fire damage for Ancient
minutes, creatures must succeed on a DC 13
Infernal Dragons. This damage ignores fire
Wisdom saving throw or believe they are being
resistance, and creatures immune to fire
watched by unseen infernal entities.
damage take it as though they had resistance.
Infernal Aura: Good-aligned creatures within
Searing Aura: The dragon intensifies the heat

the region suffer a -1 penalty to attack rolls and


within its lair. Each creature within within the
saving throws as they are oppressed by the
lair must succeed on a Constitution saving
lingering presence of Hell’s power.
throw or have disadvantage on attack rolls and

saving throws until the next initiative count 20.

Creatures with resistance to fire damage have Preparing for the Infernal Dragon
advantage on this saving throw. Encounter

Chains of Torment: Fiery, spectral chains shoot Facing an Infernal Dragon in its lair is a formidable
out from the ground and attempt to bind up to challenge, as the dragon can use its surroundings to
three creatures of the dragon’s choice within 60 its advantage. Adventurers should prepare for
feet. Each target must succeed on a Strength extreme heat, powerful illusions, and the constant
saving throw or be restrained until the end of its threat of almost irresistible Hellfire. Game Masters
next turn. While restrained, a creature takes 5
should emphasize the hostile and oppressive nature
(1d10) fire damage at the start of its turns.
of the lair through vivid descriptions, building
Infernal Ash: The dragon causes clouds of ash
tension before the battle. Items that grant resistance
and embers to fill a 30-foot radius area within its
and immunity to fire or protection can prove
invaluable in surviving this deadly encounter. Players
lair, heavily obscuring the area until the next
may already know that the Infernal Dragon is as
initiative count 20. Each creature in the area
cunning and deceptive as any devil, prepared to
must succeed on a Constitution saving throw or
exploit their every weakness. They should be ready
take 5 (1d10) fire damage and be blinded until
not only to resist its flames but also its lies and
the end of its next turn.
manipulations.
256

Running the Encounter: Adding Spellcasting

Infernal Dragons with spellcasting abilities can add


Infernal Dragon
an extra layer of danger to the encounter, casting
Infernal Dragons are intelligent and ruthless spells that align with their Hellish nature, such as
combatants who fight with the cunning and
fire and illusion spells.
ruthlessness of a devil. They enjoy tormenting their

enemies with illusions and manipulation, striking 1. Spellcasting Ability: Adding spellcasting

fear into the hearts of their foes before closing in abilities to the Infernal Dragon can increase its

for the kill. Encounters with Infernal Dragons are Challenge Rating by one. For example, a Young

as much psychological battles as they are physical Infernal Dragon with spellcasting might have a

confrontations. CR of 12 instead of 11.

2. Multiattack with Spells: For Adult and Ancient


Infernal Dragon’s Nature
Infernal Dragons, you can allow them to cast a
Infernal Dragons are driven by a twisted sense of
spell as part of their multiattack action. Limit
order and lawfulness, reflecting the infernal
this to one spell cast alongside one melee attack
hierarchy of Hell. They are cruel, calculating, and
to maintain balance.
relentless in pursuing their goals. While not as
3. Legendary Action - Cast a Spell: Give the dragon
chaotic as demons, Infernal Dragons are unyielding
a legendary action to cast a spell, costing 2
in their belief that might makes right, often
legendary actions. This allows the dragon to
punishing any who stand in their way with brutal
maintain pressure on the party even when it
efficiency.
isn’t its turn.

Encounter Structure
Example Spell List for a Young Infernal Dragon:
An encounter with an Infernal Dragon should feel
At will: hellish gaze, malefic shroud, thaumaturgy
oppressive and relentless. Here are some key
3/day each: hellish rebuke, lesser soul leech
points to consider:
1/day each: fear, fireball

1. Psychological W arfare: Infernal Dragons often


Example Spell List for an Adult Infernal Dragon:
use their Hellish powers to instill fear and
At will: hellish gaze, infernal shield, malefic shroud,
confusion. They may use illusions or fiendish
thaumaturgy
whispers to undermine the confidence of their
3/day each: hellish rebuke, lesser soul leech, fear,
enemies, creating an atmosphere of dread that
fireball, summon infernal hound
lingers even outside their lair.
1/day each: hellfire storm, wall of fire
2. Punishing Heat: The dragon’s aura and Hellfire

abilities make the environment itself dangerous.


Example Spell List for an Ancient Infernal Dragon:
Each round in close proximity to the dragon can
At will: hellish gaze, detect magic, infernal shield,
be grueling, requiring the party to think carefully
malefic shroud, minor illusion, thaumaturgy
about positioning and how to mitigate the
3/day each: devil’s mark, hellfire storm, hellish
constant damage.
rebuke, lesser soul leech, fear, fireball, summon
3. Intelligent Combat Tactics: Infernal Dragons are
infernal hound, wall of fire
adept at exploiting the weaknesses of their foes.
1/day each: greater soul leech, power word stun,
They use their lair actions and regional effects
unholy dominion
strategically, keeping enemies off-balance and
1/week: hellscape
vulnerable. If facing a challenging group, an

Infernal Dragon might try to isolate weaker Conclusion

members to demoralize the party.


An encounter with an Infernal Dragon is a daunting
4. Devilish Manipulation: The dragon may offer a
and dangerous experience. These creatures
chance for mercy in exchange for servitude,
combine the raw power of a dragon with the cruel,
valuable information, or even a pact.
cunning mind of a devil, creating a unique and
Adventurers must consider carefully whether
terrifying foe, making encounters truly
they are willing to make deals with such a
unforgettable, forcing players to confront both
powerful and malevolent creature.
physical threats and the fearsome influence of Hell.
257

Infernal Executioner
Infernal Executioner
Infernal Executioners are powerful devils tasked Medium fiend (devil), lawful evil

with carrying out the most severe punishments in


Armor Class 16 (natural armor)
Hell. They wield massive infernal axes and deliver
Hit Points 45 (6d8 + 18)
swift and brutal justice.
Speed 30 ft.
Infernal Executioners are among the most feared

enforcers in the infernal hierarchy. Their primary STR DEX CON INT WIS CHA

duty is to carry out the will of the more powerful 20 (+5) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 14 (+2)
archdevils. They are the executioners of the

infernal courts, responsible for meting out the SkillsAthletics +7, Intimidation +6, Perception +3
harshest punishments to those who defy the strict
Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical attacks
laws of Hell. Whether it is a traitorous devil, a
Damage Immunities fire, poison
disobedient minion, or a captured enemy, the
Condition Immunities poisoned
Infernal Executioner ensures that justice is served
Senses darkvision 60 ft., passive Perception 13
swiftly and brutally. Languages Common, Infernal

These devils are equipped with enormous infernal Challenge 4 (1,100 XP) Proficiency Bonus +2

greataxes, weapons forged in the depths of Hell

itself. The greataxe is not just a tool of execution


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

but a symbol of the Executioner’s authority and Infernal Executioner’s darkvision.


power. Each swing of their axe is capable of

delivering devastating damage, combining brute


Executioner. Whenever the Infernal Executioner reduces a
strength with searing infernal fire. Their strikes are
creature to 0 hit points, it gains 10 temporary hit points. If
it does so during its turn, it can make an additional melee
precise and lethal, designed to end the life of their
weapon attack as a bonus action.
targets in a single, merciless blow.

Magic Resistance.The Infernal Executioner has advantage


on saving throws against spells and other magical effects.
Actions

Multiattack. The Infernal Executioner makes two attacks


with its infernal greataxe.

Infernal Greataxe. Melee Weapon Attack: +7 to hit, reach 5


ft., one target. Hit: 11 (1d12 + 5) slashing damage plus 7
(2d6) fire damage.

The Infernal Executioner


Executioner’s Strike (Recharge 5-6).

makes a single, devastating attack with its axe. Melee


Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 24

(3d12 + 5) slashing damage plus 17 (5d6) fire damage.


258

Infernal Steed
Infernal Steed
Infernal Steeds are a breed of fiendish horse Large fiend, lawful evil

imported from the material plane and adapted to


Armor Class 14 (natural armor)
thrive in the infernal heat of Hell. Unlike the darkly
Hit Points 84 (8d10 + 40)
majestic Nightmares, which are created through a
Speed 60 ft.
ritual that corrupts a pegasus, Infernal Steeds are

naturally bred creatures shaped by Hell’s fiery STR DEX CON INT WIS CHA

landscapes. Over generations, their skin turned to 18 (+4) 14 (+2) 20 (+5) 6 (-2) 12 (+1) 10 (+0)
dark red, and their manes and tails began to emit

embers and smoke. Their hooves strike with Saving Throws Dex +4, Con +7
searing heat, and their eyes glow with the intense
Damage Resistances cold
Damage Immunities fire
light of Hellfire.
Condition Immunities charmed, frightened
Infernal Steeds are not only powerful mounts but
Senses darkvision 120 ft., passive Perception 11
also symbols of status and authority. Devil generals
Languages understands Infernal but can’t speak
and dukes favor them as mounts in battle, Challenge 4 (1,100 XP) Proficiency Bonus +2

appreciating their speed, durability, and fiery

attacks. These creatures are meticulously cared for


Blazing Hooves. The Infernal Steed’s hooves are wreathed
by devils, often outfitted with infernal barding and
in Hellfire. Its hooves attacks deal an additional 4 (1d8)
adorned with runes of loyalty to their masters. fire damage (already included in the statblock).
Infernal Steeds are both treasured and feared, as

their presence often heralds death and destruction.


Hellfire Incarnate.The flames of the Infernal Steed burn
Among these fiery mounts, some Infernal Steeds
with Hellfire’s unrelenting fury. Fire damage dealt by the
Infernal Steed ignores resistance to fire damage and
ascend to a greater form after decades of serving
treats immunity to fire damage as if it were resistance.
their master, becoming Greater Infernal Steeds.

These mighty creatures are a prized possession of Infernal Bond. The Infernal Steed is magically linked to its
Archdevils, used as symbols of dominance and rider. While the rider is mounted, the steed and its rider
power. Their presence inspires awe and terror share all of their damage resistances and immunities and
among devils and mortals alike.
can telepathically communicate with each other as if they
shared a language.

Magic Resistance.The Infernal Steed has advantage on


saving throws against spells and other magical effects.

Trail of Flames. When the Infernal Steed moves, it leaves a


trail of fire in its wake. The fire lasts until the start of its
next turn. Any creature that starts its turn in the trail or
enters its area for the first time during a turn must must
succeed on a DC 14 Dexterity saving throw or take 7 (2d6)
fire damage.
Actions

Multiattack. The Infernal Steed makes two attacks: one


with its bite and one with its hooves.

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


target. Hit: 11 (2d6 + 4) piercing damage.

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


target. Hit: 13 (2d8 + 4) bludgeoning damage plus 4 (1d8)
fire damage.

– The Infernal Steed exhales a


Infernal Breath (Recharge 5 6).

cone of fire in a 30-foot cone. Each creature in the area


must make a DC 14 Dexterity saving throw, taking 21
(6d6) fire damage on a failed save, or half as much
damage on a successful one.
259

Greater Infernal Steed trail or enters its area for the first time during a turn must
Huge fiend, lawful evil
succeed on a DC 18 Dexterity saving throw or take 14
(4d6) fire damage.
Armor Class 16 (natural armor) Actions
Hit Points 195 (17d12 + 85)
Speed 80 ft., fly 60 ft. (hover) Multiattack. The Greater Infernal Steed makes two attacks:
one with its bite and one with its hooves.
STR DEX CON INT WIS CHA

22 (+6) 16 (+3) 20 (+5) 12 (+1) 14 (+2) 12 (+1) Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 16 (3d6 + 6) piercing damage.
Saving Throws Dex +7, Con +9, Wis +6
Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Damage Resistances cold
target. Hit: 19 (3d8 + 6) bludgeoning damage plus 9 (2d8)
Damage Immunities fire
fire damage.
Condition Immunities charmed, frightened

Senses darkvision 120 ft., passive Perception 12


– The Greater Infernal Steed
Infernal Breath (Recharge 5 6).
Languages understands Infernal but can’t speak
exhales a cone of Hellfire in a 60-foot cone. Each creature
Challenge 12 (8,400 XP) Proficiency Bonus +4
in the area must make a DC 18 Dexterity saving throw,
taking 42 (12d6) fire damage on a failed save, or half as
Blazing Hooves. The Greater Infernal Steed’s hooves are much damage on a successful one.
wreathed in Hellfire. Its hooves attacks deal an additional Legendary Actions
9 (2d8) fire damage (already included in the statblock).
The Greater Infernal Steed can take 2 legendary actions,
The flames of the Greater Infernal Steed
Hellfire Incarnate. choosing from the options below. Only one legendary
burn with Hellfire’s unrelenting fury. Fire damage dealt by action option can be used at a time and only at the end of
the steed ignores resistance to fire damage and treats another creature’s turn.
immunity to fire damage as if it were resistance.
Hooves. The Greater Infernal Steed makes one attack with
Infernal Bond. The Greater Infernal Steed is magically its hooves.
linked to its rider. While the rider is mounted, the steed Infernal Trample (Costs 2 Actions). The Greater Infernal

and its rider share all of their damage resistances and Steed surges forward up to half its movement speed in a
immunities and can telepathically communicate with each straight line. Any creature in its path must succeed on a
other as if they shared a language. DC 18 Strength saving throw or take 14 (4d6) bludgeoning
damage and 9 (2d8) fire damage and be knocked prone.
Magic Resistance.The Greater Infernal Steed has Fiery Roar (Costs 2 Actions). The Greater Infernal Steed lets

advantage on saving throws against spells and other out a terrifying roar. Each creature of the steed’s choice
magical effects. within 30 feet must succeed on a DC 18 Wisdom saving
throw or be frightened for 1 minute. A frightened creature
Trail of Flames. When the Greater Infernal Steed moves, it can repeat the saving throw at the end of its turns, ending
leaves a trail of Hellfire in its wake. The fire lasts until the the effect on itself on a success.
start of its next turn. Any creature that starts its turn in the

Infernal Steed Variants

While Infernal Steeds are most commonly associated with the fiery landscapes of Hell, the infernal planes are far
from uniform. Hell contains circles of perpetual frost, suffused with icy winds and glaciers, as well as poisonous
realms choked with miasma and toxic swamps. To reflect the adaptations of Infernal Steeds to these varied
environments, you can create variants by simply replacing the word “fire” in the statblock with another element,
such as “cold” or “poison”.

For instance in the frozen circles of Hell, an Infernal Steed of Frost could deal cold damage instead of fire, leave
trails of freezing air, and emit a cone of icy breath.
In the toxic, miasma-filled circles, a Poisonous Infernal Steed might deal poison damage, leave trails of corrosive
gas, and exhale a poisonous cloud.

This versatility allows you to tailor Infernal Steeds for other settings as well:
A Storm-Steed could embody the elemental power of lightning, dealing lightning damage and releasing crackling
arcs of energy in place of fire.
A Steed of Shadows might channel necrotic energy, shrouding itself in darkness and exhaling necrotic energy.
260

Barbed Devil
Barbed Devil
Medium fiend (devil), lawful evil Barbed devils are vicious fiends known for their

unquenchable greed and ferocity in battle. These


Armor Class 15 (natural armor)
devils are commonly employed as guards in Hell,
Hit Points 110 (13d8 + 52)
especially to protect vaults, treasures, and the
Speed 30 ft.
fortresses of powerful devils. Barbed devils stand

STR DEX CON INT WIS CHA tall, their bodies covered with menacing barbs,

16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2) spines, and hooks, giving them a terrifying

presence. Their eyes gleam with a perpetual


Saving Throws Str +6, Con +7, Wis +5, Cha +5 hunger for more - whether that be treasure, power,
Skills Deception +5, Insight +5, Perception +8
or victims.
Damage Resistances cold; bludgeoning, piercing, and
These devils thrive in the heat of battle, using their
slashing from nonmagical attacks that aren’t silvered
sharp claws and powerful tails to tear through
Damage Immunities fire, poison
opponents, and hurling flames at those who dare to
Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 18 flee. Their natural resilience and alertness make

Languages Infernal, telepathy 120 ft. them formidable opponents who are difficult to

Challenge 5 (1,800 XP) Proficiency Bonus +3 catch off guard. As creatures who enjoy rewards

and spoils, they are eager to fight, especially when

Barbed Hide. At the start of each of its turns, the barbed a victory promises riches or status within the

devil deals 5 (1d10) piercing damage to any creature infernal hierarchy.

grappling it.

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


darkvision.

Magic Resistance.The devil has advantage on saving


throws against spells and other magical effects.
Actions

Multiattack. The devil makes three melee attacks: one


with its tail and two with its claws. Alternatively, it can use
Hurl Flame twice.

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


target. Hit: 6 (1d6 + 3) piercing damage.

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


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

Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft.,


one target. Hit: 10 (3d6) fire damage. If the target is a
flammable object that isn’t being worn or carried, it also
catches fire.
261

Variant: Ice Barbed Devil


Ice Barbed Devil
This variant of the barbed devil thrives in the frigid Medium fiend (devil), lawful evil

layers of Hell, where they have adapted to the cold


Armor Class 15 (natural armor)
and use their icy powers to weaken and ensnare
Hit Points 110 (13d8 + 52)
their foes. Known as Ice Barbed Devils, these
Speed 30 ft.
fiends hurl freezing orbs of frost instead of fire, and

their chilling aura makes them excellent guards in STR DEX CON INT WIS CHA

ice-covered infernal realms. Their spiked bodies 16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2)
still pose a threat, but in addition to causing

physical harm, they can slow the movement of Saving Throws Str +6, Con +7, Wis +5, Cha +5
those who engage them, making it harder for their
SkillsDeception +5, Insight +5, Perception +8
Damage Resistances fire; bludgeoning, piercing, and
enemies to escape.
slashing from nonmagical attacks that aren’t silvered
Ice Barbed Devils guard the frost-covered vaults of
Damage Immunities cold, poison
archdevils and other important locations, ensuring
Condition Immunities poisoned
that thieves, mortals, or demons who invade their Senses darkvision 120 ft., passive Perception 18

domain are met with a frozen fate. These devils’ Languages Infernal, telepathy 120 ft.

piercing claws and tail attacks can freeze their foes Challenge 5 (1,800 XP) Proficiency Bonus +3

in place, and their mastery over ice makes them

incredibly difficult to defeat in cold environments. Barbed Ice.At the start of each of its turns, the devil deals
5 (1d10) cold damage to any creature grappling it.
Variant Traits for the Barbed Devil
Chilling Aura. Creatures that start their turn within 10 feet
Here are some variant traits that you can use to
of the devil must make a DC 14 Constitution saving throw
modify or customize the Barbed Devil, enhancing its or have their speed reduced by 10 feet until the start of
abilities or giving it a unique flavor. their next turn.
Explosive Barbs (Recharge 5-6). When the Barbed Devil’s Sight. Magical darkness doesn’t impede the devil’s
Devil is hit by a melee attack, it can use its reaction darkvision.
to release a burst of explosive barbs. All creatures
within 10 feet of the devil must make a DC 14 Magic Resistance.The devil has advantage on saving
Dexterity saving throw or take 10 (3d6) piercing throws against spells and other magical effects.
damage. Actions
Ensnaring Spines. Any creature that hits the Barbed
Multiattack. The devil makes three melee attacks: one
Devil with a melee attack must make a DC 14
with its tail and two with its claws. Alternatively, it can use
Strength saving throw or become restrained as the Hurl Frost twice.
barbs wrap around it. A restrained creature can
make another Strength saving throw at the end of its Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
turn, ending the effect on itself on a success. target. Hit: 6 (1d6 + 3) slashing damage plus 3 (1d6) cold
Vicious Bite (Recharge 5-6). The Barbed Devil can damage.
make a bite attack in place of one of its claw attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
+6 to hit, reach 5 ft., one target.
Tail. Melee Weapon Attack:

10 (2d6 + 3) slashing damage plus 3 (1d6) cold


Hit:
target. Hit: 12 (2d8 + 3) piercing damage.
damage.
Volley of Spines (Recharge 5-6). As an action, the

Barbed Devil launches a volley of sharp spines in a +5 to hit, range 150 ft., one
Hurl Frost. Ranged Spell Attack:

20-foot cone. Each creature in the area must make a target. Hit: 10 (3d6) cold damage. If the target is a
DC 14 Dexterity saving throw, taking 21 (6d6) creature, it must make a DC 13 Constitution saving throw
piercing damage on a failed save, or half as much or have its speed reduced by 10 feet until the end of its
on a successful one. A creature that fails the save is next turn.
also restrained by the spines until the end of its next
turn.
Uncontainable Hunger. When the Barbed Devil hits a

creature with a melee attack, it rolls a d6. If it rolls a


6, the devil regains hit points equal to half the
damage dealt.
262

Velkash target. Hit: 13 (2d8 + 4) slashing damage.


Medium fiend (devil), lawful evil
Lantern Strike. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Armor Class 17 (natural armor) one target. Hit: 14 (3d6 + 4) fire damage. If the target is a
Hit Points 105 (14d8 + 42)
creature, it must succeed on a DC 15 Charisma saving
Speed 30 ft.
throw or have its soul partially siphoned, taking an
additional 10 (3d6) necrotic damage. The Velkash regains
STR DEX CON INT WIS CHA
hit points equal to the necrotic damage dealt.
14 (+2) 18 (+4) 16 (+3) 14 (+2) 12 (+1) 18 (+4)
Infernal Temptation. The Velkash attempts to charm a
creature it can see within 30 feet by speaking to it in a
Saving Throws Dex +7, Cha +7, Wis +4
sweet, deceptive tone. The target must succeed on a DC
SkillsDeception +7, Insight +4, Persuasion +7, Stealth +7
15 Wisdom saving throw or be charmed by the Velkash for
Damage Resistances cold; bludgeoning, piercing, and
1 hour. While charmed in this way, the creature considers
slashing from nonmagical attacks that aren’t silvered
the Velkash a trusted friend and is more inclined to accept
Damage Immunities fire, poison
deals or bargains offered. If the target takes damage from
Condition Immunities poisoned
the Velkash or its allies, the effect ends early.
Senses darkvision 120 ft., passive Perception 11

Languages Infernal, Common, telepathy 60 ft. Bonus Actions


Challenge 7 (2,900 XP) Proficiency Bonus +3
Soul Beckon (Recharge 5-6). The Velkash releases a wisp of
energy from its lantern to summon the soul of one
Magic Resistance.The Velkash has advantage on saving creature it has corrupted. The spectral form appears in an
throws against spells and other magical effects. unoccupied space within 30 feet of the Velkash and serves
it for 1 minute, acting immediately after the Velkash in
Soul Lantern. The Velkash’s lantern holds the souls it has initiative order. The spirit has AC 14, 20 hit points, a
corrupted. For each soul captured within the lantern, it movement speed of 30 feet, resistance to all damage, +7
gains a +1 bonus to attack rolls, to a maximum of +3. The to hit with its melee attack, and deals 9 (2d8) necrotic
lantern can hold up to 4 souls at a time. When a creature damage on a hit.
with a soul dies within 30 feet of the Velkash, the Velkash
Reactions
can store its soul in its lantern.
Actions
Soul Shield. When the Velkash takes damage, it can use its
reaction to absorb energy from one of the souls trapped in
Multiattack.The Velkash makes two attacks: one with its its lantern, reducing the damage taken to 0. After doing
claws and one with its lantern. so, the soul is released and no longer provides any benefit
to the Velkash.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
263

Velkash oversight, making pacts with mortals and creatures

alike. It thrives on deals that twist desires and sow


The Velkash is an eccentric devil that wanders
discord, using its lantern to channel these corrupt
between planes, offering deals and sowing
energies. Many legends warn of this creature,
corruption in exchange for souls. Unlike most
claiming that a mere glimpse of the Velkash and its
devils, who value strict hierarchy and rigid
glowing lantern can tempt even the purest soul. Its
structure, the Velkash prefers independence,
power grows with each soul trapped within the
wandering alone to pursue its dark bargains. This
lantern, fueling its dark magic and allowing it to
devil is often recognized by its tattered red coat and
evade capture by even the most powerful entities.
sinister lantern, which glows with an eerie yellow
An Elder Velkash is an ancient and far more
light. The lantern is no ordinary device; it is
powerful version of the wandering Velkash, having
believed to house the souls of those it has
corrupted and collected countless souls over
corrupted, serving as both a symbol of its conquests
centuries. Its lantern can hold more souls, granting
and the source of its dark power.
it immense power, and its presence alone instills
While it still respects infernal hierarchy, Velkash
dread in all who witness it.
takes pleasure in wandering without a master’s

Elder Velkash Actions

Medium fiend (devil), lawful evil


Multiattack.The Velkash makes three attacks: two with its
claws, one with its lantern, and one with its Soul Siphon.
Armor Class 19 (natural armor)
Hit Points 210 (20d8 + 120) Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Speed 40 ft. target. Hit: 14 (2d8 + 5) slashing damage.

STR DEX CON INT WIS CHA Lantern Strike. Melee Weapon Attack: +10 to hit, reach 5 ft.,
18 (+4) 20 (+5) 22 (+6) 16 (+3) 16 (+3) 22 (+6) one target. Hit: 19 (4d6 + 5) fire damage. If the target is a
creature, it must succeed on a DC 19 Charisma saving
Saving Throws Dex +10, Con +11, Cha +11, Wis +8 throw or have its soul partially siphoned, taking an
SkillsDeception +11, Insight +8, Persuasion +11, Stealth additional 18 (4d8) necrotic damage. The Elder Velkash
+10 regains hit points equal to the necrotic damage dealt.
Damage Resistances cold, lightning; bludgeoning,

piercing, and slashing from nonmagical attacks that Infernal Temptation. The Elder Velkash attempts to charm a
aren’t silvered creature it can see within 60 feet. The target must succeed
Damage Immunities fire, poison on a DC 19 Wisdom saving throw or be charmed by the
Condition Immunities charmed, poisoned Elder Velkash for 1 hour. While charmed, the creature
Senses darkvision 120 ft., truesight 60 ft., passive considers the Elder Velkash a trusted friend and may
Perception 13 willingly make pacts or deals with it. If the creature takes
Languages Infernal, Common, telepathy 120 ft. damage from the Elder Velkash or its allies, the effect ends
Challenge 16 (15,000 XP) Proficiency Bonus +5 early.
Bonus Actions

Aura of Despair. Any creature within 30 feet of the Elder


Greater Soul Beckon (Recharge 5-6). The Elder Velkash
Velkash must succeed on a DC 19 Wisdom saving throw at releases a spectral entity from its lantern, summoning the
the start of each of its turns or be frightened until the end
soul of a creature it has corrupted. The spectral form
of its next turn. appears in an unoccupied space within 30 feet and obeys
Empowered Soul Lantern. The Elder Velkash’s lantern can the Elder Velkash’s commands and serves it for 1 minute,
hold up to 10 souls. For each soul captured within the acting immediately after the Elder Velkash in initiative
order. The spirit has AC 16, 30 hit points, a movement
lantern, it gains a +1 bonus to attack rolls, up to a
maximum of +5. The lantern glows brighter with each soul speed of 30 feet, resistance to all damage, +10 to hit with
its melee attacks, and deals 18 (4d8) necrotic damage on
it collects. When a creature with a soul dies within 30 feet
of the Velkash, the Velkash can store its soul in its lantern. a hit.
Reactions
Legendary Resistance (1/Day). If the Elder Velkash fails a
saving throw, it can choose to succeed instead. Soul Shield. When the Elder Velkash takes damage, it can
use its reaction to absorb energy from one of the souls
Magic Resistance.The Elder Velkash has advantage on trapped in its lantern, reducing the damage taken to 0.
saving throws against spells and other magical effects. After doing so, the soul is released and no longer provides
any benefit to the Elder Velkash.
264

Chain Devil
Chain Devil
Chain Devils are fearsome fiends that serve as Medium fiend (devil), lawful evil

jailers, torturers, and executioners in the infernal


Armor Class 16 (natural armor)
realms. Draped in chains that they animate with
Hit Points 85 (10d8 + 40)
cruel precision, these devils delight in tormenting
Speed 30 ft.
others, inflicting both physical pain and

psychological terror. Their ability to twist chains STR DEX CON INT WIS CHA

into deadly weapons makes them formidable 18 (+4) 15 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2)
opponents, while their unnerving illusions strike

fear into the hearts of their enemies. Chain Devils Saving Throws Con +7, Wis +4, Cha +5
are often called upon to guard Hell’s darkest
Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered
prisons, ensuring that the damned remain trapped
Damage Immunities fire, poison
and that no soul escapes the agonizing
Condition Immunities poisoned
punishments of the Hellish Realm.
Senses darkvision 120 ft., passive Perception 11
When confronted, the Chain Devil’s ability to Languages Infernal, telepathy 120 ft.

animate nearby chains makes the battlefield Challenge 8 (3,900 XP) Proficiency Bonus +3

treacherous for its foes. These animated chains can

grapple, restrain, and slice through enemies with


Devil’s Sight. Magical darkness doesn’t impede the devil’s
razor-sharp edges. Their terrifying masks allow darkvision.
them to take on the appearance of a loved one or

hated enemy, causing confusion and fear in those


Magic Resistance.The devil has advantage on saving
who face them.
throws against spells and other magical effects.
Actions

Multiattack. The devil makes two attacks with its chains.

Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one


target. Hit: 11 (2d6 + 4) slashing damage. The target is
grappled (escape DC 14) if the devil isn’t already
grappling a creature. Until this grapple ends, the target is
restrained and takes 7 (2d6) piercing damage at the start
of each of its turns.

Animate Chains (Recharge 5-6). Up to four chains the devil


can see within 60 feet of it magically sprout razor-edged
barbs and animate under the devil’s control, provided
that the chains aren’t being worn or carried. Each
animated chain is an object with AC 20, 20 hit points,
resistance to piercing damage, and immunity to psychic
and thunder damage. When the devil uses multiattack on
its turn, it can use each animated chain to make one
additional chain attack. An animated chain can grapple
one creature of its own but can’t make attacks while
grappling. An animated chain reverts to its inanimate
state if reduced to 0 hit points or if the devil is
incapacitated or dies.
Reactions

Unnerving Mask. When a creature the devil can see starts


its turn within 30 feet of the devil, the devil can create the
illusion that it looks like one of the creature’s departed
loved ones or bitter enemies. If the creature can see the
devil, it must succeed on a DC 14 Wisdom saving throw
or be frightened until the end of its turn.
265

Variant: Icebound Chain Devil Variant Traits for the Chain Devil

Hellish Chains. When the Chain Devil grapples a


This variant of the Chain Devil is known as the
creature with its chains, the creature takes an
Icebound Chain Devil, hailing from the frozen
additional 3 (1d6) fire damage at the start of each of
wastes of Hell’s colder layers. The chains wielded
its turns while grappled. If the creature is restrained
by this fiend are not only razor-sharp but imbued
for two or more turns by the chains, it becomes
with a biting cold that can freeze enemies in place.
branded with a fiery sigil, granting the Chain Devil a
These fiends are often employed as guardians of
+5 on attack rolls against that creature until the
frost-covered fortresses or as executioners in
grapple ends.
Chain Burst. As an action, the Chain Devil causes of
realms where cold is a more reliable tool of

torment than fire. Their presence alone is enough its chains to strike outward. Each creature within 20
to chill the air, weakening the resolve and strength feet of the devil must make a DC 14 Dexterity saving
of those who dare approach. throw or take 27 (6d8) slashing damage and be
Icebound Chain Devils excel at immobilizing foes, knocked prone. On a successful save creatures take
using their frost-coated chains to slow or freeze half the damage and are not knocked prone.
their targets. Their victims often find themselves Chains of Fear. As a bonus action, the Chain Devil

unable to escape, trapped by chains that constrict can cause all creatures within 30 feet of it that are
with icy precision. In addition, their chilling grappled by its chains to make a DC 14 Wisdom
presence weakens those nearby, making it difficult saving throw. On a failed save, creatures are
for enemies to fight back as their strength and frightened for 1 minute. A frightened creature can
agility are drained away by the creeping cold.
repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

Icebound Chain Devil Actions

Medium fiend (devil), lawful evil


Multiattack. The devil makes two attacks with its chains.
Armor Class 16 (natural armor) Frozen Chain. Melee Weapon Attack: +8 to hit, reach 10 ft.,
Hit Points 85 (10d8 + 40) one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6)
Speed 30 ft. cold damage. The target is grappled (escape DC 14) if the
devil isn’t already grappling a creature. Until this grapple
STR DEX CON INT WIS CHA
ends, the target is restrained and takes 7 (2d6) cold
18 (+4) 15 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2) damage at the start of each of its turns.

Saving Throws Con +7, Wis +4, Cha +5 Animate Chains (Recharge 5-6). Up to four chains the devil
Damage Resistances fire; bludgeoning, piercing, and can see within 60 feet of it magically sprout razor-edged
slashing from nonmagical attacks that aren’t silvered barbs and animate under the devil’s control, provided that
Damage Immunities cold, poison the chains aren’t being worn or carried. Each animated
Condition Immunities poisoned chain is an object with AC 20, 20 hit points, resistance to
Senses darkvision 120 ft., passive Perception 11 piercing damage, and immunity to psychic and thunder
Languages Infernal, telepathy 120 ft. damage. When the devil uses multiattack on its turn, it
Challenge 8 (3,900 XP) Proficiency Bonus +3 can use each animated chain to make one additional
frozen chain attack. An animated chain can grapple one
Devil’s Sight. Magical darkness doesn’t impede the devil’s creature of its own but can’t make attacks while grappling.
darkvision. An animated chain reverts to its inanimate state if reduced
to 0 hit points or if the devil is incapacitated or dies.
Magic Resistance.The devil has advantage on saving Reactions
throws against spells and other magical effects.
Freezing Mask. When a creature the devil can see starts its
Chilling Aura. Creatures that start their turn within 10 feet turn within 30 feet of the devil, the devil can create an
of the Icebound Chain Devil must make a DC 14 illusion that it looks like one of the creature’s departed
Constitution saving throw or take 7 (2d6) cold damage loved ones or bitter enemies, but with frozen, deathly
and have their speed reduced by 10 feet until the start of features. If the creature can see the devil, it must succeed
their next turn. on a DC 14 Wisdom saving throw or be frightened until
the end of its turn. While frightened in this way, the
Cold Heart. The devil has a +3 to saving throws against creature also takes 7 (2d6) cold damage at the start of its
spells and other magical effects that would frighten it. turn.
266

Soulwraith

Born from the tormented fragments of countless

souls enduring unimaginable suffering in Hell, the

Soulwraith is a spectral entity unlike any other.

Unlike ordinary wraiths, which are manifestations

of singular souls, the Soulwraith is a swirling

amalgamation of despair, rage, and sorrow. Its

form constantly shifts and writhes, a shadowy mass

of clawing hands, screaming faces, and anguished

whispers that echo the torment it embodies.

These entities rarely spawn, as their existence is

considered a failure of Hell’s system of eternal

punishment. When they do appear, they are viewed

as a significant threat, even to devils. Their chaotic

nature disrupts the rigid order of Hell, and devils

waste no time hunting and destroying these

creatures. A Soulwraith’s presence is a dire omen,

as it carries the power of countless suffering souls

and wields it with devastating force.

Soulwraith creature takes 7 (2d6) necrotic damage and has its hit
Large undead, chaotic evil
point maximum reduced by the same amount until it
finishes a long rest. If a creature’s hit point maximum is
Armor Class 15 (natural armor) reduced to 0 by this effect, it dies. On a successful save,
Hit Points 110 (13d10 + 33) the creature takes half damage, and its hit point maximum
Speed 0 ft., fly 60 ft. (hover) is not reduced.
Actions
STR DEX CON INT WIS CHA

6 (−2) 20 (+5) 17 (+3) 14 (+2) 13 (+1) 18 (+4) Multiattack.The Soulwraith makes two Life Draining
Touch attacks.
Damage Resistances acid, cold, fire, lightning, thunder;
bludgeoning, piercing, and slashing from nonmagical Life Draining Touch. Melee Weapon Attack: +8 to hit, reach 5
attacks that aren’t silvered ft., one target. Hit: 27 (5d8 + 5) necrotic damage. The
Damage Immunities necrotic, poison
target must succeed on a DC 16 Constitution saving throw
Condition Immunities charmed, exhaustion, frightened,
or its hit point maximum is reduced by an amount equal
grappled, paralyzed, petrified, poisoned, prone, to the damage taken. This reduction lasts until the target
restrained finishes a long rest. The target dies if this effect reduces its
Senses darkvision 120 ft., passive Perception 11
hit point maximum to 0.
Languages understands all languages it knew in life but
– The Soulwraith
Screams of the Damned (Recharge 5 6).
can’t speak
releases an ear-piercing wail infused with the anguish of
Challenge 8 (3,900 XP) Proficiency Bonus +3
the souls it is composed of. Each creature within 60 feet of
the Soulwraith that can hear it must make a DC 15
Fragmented Torment. The Soulwraith’s attacks are infused Wisdom saving throw. On a failed save, a creature takes
with the anguish of countless souls. Creatures reduced to 27 (6d8) psychic damage, is frightened until the end of its
0 hit points by the Soulwraith are killed instantly. next turn, and cannot regain hit points for 1 minute. On a
successful save, a creature takes half damage and suffers
Incorporeal Movement. The Soulwraith can move through no other effects.
other creatures and objects as if they were difficult terrain.
Reactions
It takes 5 (1d10) force damage if it ends its turn inside an
object. Soul Rebound. When the Soulwraith takes damage, it
lashes out with a burst of necrotic energy. Each creature
Soul Drain Aura. At the start of each of the Soulwraith’s within 10 feet must make a DC 16 Constitution saving
turns, all other creatures within 15 feet of it must make a throw, taking 10 (3d6) necrotic damage on a failed save or
DC 15 Constitution saving throw. On a failed save, a half as much on a success.
267

Cerberus The most famous myth involving Cerberus is its

capture by Hercules as the last of his Twelve


Cerberus, a prominent figure in Greek mythology,
Labors. Hercules was tasked to bring Cerberus to
is renowned as the fearsome multi-headed hound
the surface without using weapons. After
guarding the gates of the Underworld, the realm of
journeying to the Underworld and with the
Hades. Tipically depicted with three heads, each
permission of Hades, Hercules overpowered
head was said to represent the past, present, and
Cerberus with his extraordinary strength, bringing
future. Cerberus’ role was to prevent the dead from
it to King Eurystheus and completing his final
leaving and the living from entering the
labor. After this feat, Hercules returned Cerberus to
Underworld uninvited. Its parentage is notable,
Hades so that the fearsome beast could guard it
born to the monsters Echidna and Typhon, and
once more. Cerberus also appears in other myths,
often described as possessing a mane of snakes
such as the story of Orpheus, who used music to
and a serpent’s tail, adding to its intimidating
soothe and bypass Cerberus during his quest to
presence. Cerberus’ abilities extend beyond its
retrieve his wife Eurydice from the Underworld,
formidable physical strength and ferocity. Its
highlighting Cerberus’ main weakness, its
multiple heads can see in all directions, making it
susceptibility to enchantment and music.
nearly impossible to bypass it unnoticed.
In hells, Cerberus or its spawns can serve as
Additionally, some legends attribute to it a
guardians to something important, akin to their
venomous bite and a hypnotic gaze, enhancing its
role in Dante’s Inferno, where Cerberus guards
role as the ultimate guardian.
over the gluttonous in the third circle of Hell.

Spawn of Cerberus Actions

Huge monstrosity, chaotic evil


Multiattack. The spawn makes three attacks with its bite.
Armor Class 17 (natural armor) Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
Hit Points 147 (14d12 + 56) target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire
Speed 50 ft. damage.

STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
23 (+6) 11 (+0) 18 (+4) 3 (-4) 16 (+3) 8 (-1) target. Hit: 13 (2d6 + 6) slashing damage.
Reaction
Saving Throws Str +10, Con +8
Skills Athletics +10, Perception +11 Rampage. When the spawn reduces a creature to 0 hit
Damage Immunities fire, poison points with a melee attack, it can move up to half its speed
Condition Immunities frightened, poisoned towards an enemy and make an attack with its claws.
Senses darkvision 120 ft., truesight 60 ft., passive
Legendary Actions
Perception 21
Languages understands Abyssal but can’t speak The spawn can take 2 legendary actions, choosing from
Challenge 9 (5,000 XP) Proficiency Bonus +4 the options below. Only one legendary action option can
be used at a time and only at the end of another creature’s
turn. The spawn regains spent legendary actions at the
The spawn has advantage on
Keen Hearing and Smell.
start of its turn.
Wisdom (Perception) checks that rely on hearing or smell.
Move. The spawn moves up to half its speed without
Three-Headed. The spawn has advantage on saving throws
provoking opportunity attacks.
against being blinded, charmed, deafened, stunned, and
Detect. The spawn makes a Wisdom (Perception) check
knocked unconscious.
with advantage.
Claw Attack (Costs 2 Actions). The spawn makes one attack
Pack Tactics. The spawn has advantage on an attack roll
against a creature if at least one of the spawn’s allies is with its claws.
Fearsome Bark (Costs 2 Actions). The spawn lets out a
within 5 feet of the creature and the ally isn’t
incapacitated. fearsome bark. Each creature within 60 feet of the spawn
that can hear it must succeed on a DC 15 Wisdom saving
throw or be frightened until the end of its next turn.

Statblock from “Mythological Creatures” by Mythos Chronicles


269

The Gates of Hell


The Gates of Hades

Guarding the entrance to one of the Circles of Hell


At the threshold of the Underworld stands the
or an important infernal location, the Gates of Hell
imposing Gates of Hades, separating the land of the
stand as a menacing barrier between the mortal
living from the domain of the dead. These gates,
realm and the abyssal depths. Cerberus, the often depicted as towering, wrought iron structures
infernal watchdog, prowls this desolate landscape, surrounded by an aura of foreboding darkness, are
its presence instilling fear and dread in all who guarded by the formidable Cerberus. This area is
approach. permanently shrouded in a chilling mist, with the
faint wails of lost souls emanating from within,
Lair Actions
serving as a grim reminder of the fate that awaits
On initiative count 20 (losing initiative ties),
those who pass through.
Cerberus can take a lair action to cause one of the
Lair Actions
following effects; Cerberus can’t use the same

effect two rounds in a row: On initiative count 20 (losing initiative ties),


Cerberus can take a lair action to cause one of the
Infernal Chains: Each creature within the lair following effects; Cerberus can’t use the same effect
must succeed on a DC 18 Dexterity saving two rounds in a row:
throw or be restrained until the end of its next

turn.
Ethereal Chains: Each creature within the lair must
Hellish Flames: Each creature within 60 feet of
succeed on a DC 18 Dexterity saving throw or be
Cerberus must succeed on a DC 18 Dexterity
restrained until the end of its next turn.
Soul Siphon: Each creature within 60 feet of
saving throw or take 2d8 fire damage. Cerberus

gains a number of temporary hit points equal to


Cerberus must succeed on a DC 18 Constitution
saving throw or take 2d8 necrotic damage.
the total damage dealt.
Cerberus gains a number of temporary hit points
Cursed Darkness: Darkness envelops the area
equal to the total damage dealt. Undead and
in a 60-foot radius around Cerberus, functioning
constructs are unaffected by this effect.
as magical darkness and lasting until the next
Veil of Shadows: Magical darkness spreads from
initiative count 20.
Cerberus to cover a 60-foot radius, lasting until
Regional Effects
the next initiative count 20. This darkness can’t be
dispelled.
The Gates of Hell are influenced by Cerberus’

presence: Regional Effects

The Gates of Hades are influenced by Cerberus’


Sinister Whispers: Sinister murmurs fill the air,
presence:
causing unease and imposing disadvantage on

Wisdom (Perception) checks for creatures other Whispers of the Dead: Faint, unintelligible
than Cerberus. whispers can be heard at all times, disorienting
Infernal Miasma: A noxious fog permeates the creatures and imposing them disadvantage on
surroundings, obscuring vision and making Wisdom (Perception) checks. Cerberus is
breathing difficult. unaffected by this effect.
Fiendish Aura: Malevolent energy radiates from Spectral Fog: A ghostly fog clings to the ground,

Cerberus, causing spells and abilities used by reducing visibility and making the terrain difficult
creatures other than Cerberus to have a chance to navigate.
Ethereal Cold: A chilling cold pervades the area, a
of failure or backlash.

Hellfire Cracks: Fissures crack open in the


reminder of the proximity to death and the
ground, spewing forth flames and molten rock.
afterlife.
Creatures near these fiery crevices, take 1d6 fire
The “Gates of Hades” is based on Greek Mythology
damage at the start of their turn if they are
and is from “Mythological Creatures”, a manual I
within 5 feet of a crack.
co-authored by Mythos Chronicles.
270

Cerberus Actions

Gargantuan monstrosity, chaotic evil


Multiattack.Cerberus makes three attacks with its bite and
one attack with its claws.
Armor Class 21 (natural armor)
Hit Points 333 (18d20 + 144) Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one
Speed 60 ft. target. Hit: 26 (3d10 + 10) piercing damage plus 7 (2d6)
fire damage.
STR DEX CON INT WIS CHA

30 (+10) 12 (+1) 26 (+8) 14 (+2) 20 (+5) 18 (+4) Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one
target. Hit: 17 (3d6 + 10) slashing damage.
Saving Throws Str +17, Con +15, Wis +12
Reaction
SkillsAthletics +17, Perception +19, Intimidation +11
Damage Immunities fire, poison; bludgeoning, piercing, Rampage. When Cerberus reduces a creature to 0 hit
and slashing from nonmagical attacks points with a melee attack, it can move up to half its speed
Condition Immunities frightened, exhaustion, poisoned towards an enemy and make an attack with its claws.
Senses darkvision 300 ft., truesight 120 ft., passive
Legendary Actions
Perception 29
Languages understands Abyssal but can’t speak Cerberus can take 3 legendary actions, choosing from the
Challenge 21 (33,000 XP) Proficiency Bonus +7 options below. Only one legendary action option can be
used at a time and only at the end of another creature’s
turn. Cerberus regains spent legendary actions at the start
Cerberus has advantage on Wisdom
Eternal Vigilance.
of its turn.
(Perception) checks.
Move. Cerberus moves up to half its speed without
Three-Headed. Cerberus has advantage on saving throws
provoking opportunity attacks.
against being blinded, charmed, deafened, stunned, and
Detect. Cerberus makes a Wisdom (Perception) check.
knocked unconscious.
Claw Attack (Costs 2 Actions). Cerberus makes one attack

Legendary Resistance (3/Day).If Cerberus fails a saving with its claws.


Baleful Bark (Costs 3 Actions). Cerberus lets out a baleful
throw, it can choose to succeed instead.
bark. Each creature within 120 feet of Cerberus that can
Pack Tactics. Cerberus has advantage on an attack roll hear it must succeed on a DC 21 Wisdom saving throw or
against a creature if at least one of Cerberus’ allies is be paralyzed until the end of its next turn.
within 5 feet of the creature and the ally isn’t Mythological Actions
incapacitated.
If Cerberus’ Guardian’s Wrath trait has activated in the last
Guardian’s Wrath (Recharges after a Short or Long Rest). hour, it can use the options below as legendary actions.
When Cerberus would be reduced to 0 hit points, its
current hit points instead resets to 175, it moves up to its Bite Attack (Costs 2 Actions). Cerberus makes one attack
movement speed without provoking opportunity attacks with its bite.
and then makes one bite attack, and it regains one Cerberus exhales fire in a
Infernal Blaze (Costs 3 Actions).

expended use of Legendary Resistance. Additionally, 60-foot cone. Each creature in that area must make a DC
Cerberus can now use the options in the “Mythological 21 Dexterity saving throw, taking 42 (12d6) fire damage on
Actions” section for 1 hour. Award the party an additional a failed save, or half as much damage on a successful one.
33,000 XP (66,000 XP total) for defeating Cerberus after its
Guardian’s Wrath trait activates. Statblock from “Mythological Creatures” by Mythos Chronicles
271

Grim Reaper

Grim Reapers are beings of neutrality, serving as

the cosmic balance between life and death. They

exist beyond the conflicts of good and evil, their

purpose solely to guide souls to their rightful

destinations. Long ago, both celestials and devils

waged a ferocious war for control over the Grim

Reapers, each hoping to command these entities.

The war raged for centuries, but neither side

prevailed. Eventually, a truce was reached: Grim

Reapers would remain neutral, operating without

allegiance to any faction. Limbo, the first circle of

Hell, became their home - a neutral ground

accessible to both celestials and devils. In Limbo,

the Reapers silently carry out their tasks,

untouched by politics and schemes.

Grim Reapers travel across realms to collect souls

of the departed. While most souls are guided to

their destined afterlife - be it Hell, the Celestial

Realm, or another plane - on rare occasions, a soul

may be contested by multiple factions. In such

cases, a Grim Reaper retains the soul until a

decision is made, holding it in its possession.

Grim Reaper Neutrality’s Protection.When a creature targets the Grim


Medium undead, neutral
Reaper with an attack, all other creatures within 60 feet of
the attacker must succeed on a DC 16 Wisdom saving
Armor Class 16 (natural armor) throw or be frightened of the Grim Reaper for 1 minute. A
Hit Points 95 (10d8 + 50) frightened creature can repeat the saving throw at the end
Speed 30 ft., fly 50 ft. (hover) of its turns, ending the effect on itself on a success.
Actions
STR DEX CON INT WIS CHA

16 (+3) 18 (+4) 20 (+5) 14 (+2) 16 (+3) 18 (+4) Multiattack. The Grim Reaper makes two attacks with its
scythe.
Saving Throws Dex +8, Con +9, Wis +7
Damage Resistances bludgeoning, piercing, and slashing Reaper’s Scythe. Melee Weapon Attack: +7 to hit, reach 10
from nonmagical attacks ft., one target. Hit: 19 (3d10 + 3) slashing damage plus 9
Damage Immunities necrotic, poison
(2d8) necrotic damage. If the target is a creature, it must
Condition Immunities charmed, exhaustion, frightened,
succeed on a DC 16 Constitution saving throw or its hit
poisoned point maximum is reduced by an amount equal to the
Senses truesight 120 ft., passive Perception 13
necrotic damage dealt. This reduction lasts until the
Languages all, telepathy 120 ft.
creature finishes a long rest.
Challenge 10 (5,900 XP) Proficiency Bonus +4
– The Grim Reaper sends out
Harvest Essence (Recharge 5 6).

a wave of necrotic energy in a 30-foot radius. Each


The Grim Reaper can move through
Ethereal Stride. creature of the Reaper’s choice within the area must make
creatures and objects as if they were difficult terrain. It a DC 16 Constitution saving throw, taking 27 (6d8)
takes 5 (1d10) force damage if it ends its turn inside an necrotic damage on a failed save, or half as much on a
object. successful one. A creature that is reduced to 0 hit points
by this damage dies instantly and has its soul harvested by
Harvester of Souls. When the Grim Reaper reduces a the Grim Reaper.
creature to 0 hit points, it can instantly harvest the
creature’s soul if it is not already claimed by another entity Reap the Weak. The Grim Reaper targets a creature within
through a pact or a similar effect. The creature dies and its 30 feet that has 20 hit points or fewer. The target must
soul is stored in the Grim Reaper’s scythe until delivered succeed on a DC 16 Wisdom saving throw or or
to the afterlife. The soul cannot be resurrected by any immediately die as its soul is harvested by the Grim
means short of a wish spell while in the Grim Reaper’s Reaper.
possession.
272

Infernal Judge Archdukes of Hell or the Prince of Hell himself -

have the authority to overturn or annul the ruling of


The Infernal Judge is one of the most feared and
an Infernal Judge, and such reversals are
respected devils in all of Hell. Tasked with
exceedingly rare.
presiding over the most significant legal matters in
Physically imposing and cloaked in robes of dark
the infernal realm, these towering, malevolent
fire and brimstone, Infernal Judges are
beings are entrusted with the authority to pass final
embodiments of law and retribution. Their eyes
judgments on disputes, conflicts over infernal
burn with the light of absolute authority, and their
contracts, and the punishments of souls
voices carry the power of infernal law. Lesser
condemned to be sen to to Hell. While devils are
fiends, mortals, and even greater devils tremble
notorious for their strict adherence to legal
before their commanding presence. An Infernal
bindings, even in Hell there are moments when the
Judge’s word is law, and its decisions carry the
interpretation of a contract, the extent of a
weight of all Hell behind them. They are not just
punishment, or the scope of a soul’s torment may
judges, but executioners, enforcers of infernal law,
become uncertain or ambiguous. In these rare and
and arbiters of fate for those unfortunate enough to
complex cases, the matter is brought before the
be brought before them.
Infernal Courts, where an Infernal Judge holds

sway.

Infernal Courts are ancient and prestigious

institutions located in the largest infernal cities

deep within Hell. These towering buildings of law

and punishment are stark, oppressive places,

constructed from dark obsidian, eternally lit by the

fires of Hell, and filled with the infernal

bureaucracy that governs much of the devilish

hierarchy. To have a matter judged in an Infernal

Court is a rare occurrence, typically reserved for

cases where a contract is unclear, disputes

between powerful devils arise, or where

the punishment of a soul needs special

consideration due to unusual

circumstances. Infernal trials are slow,

meticulous, and unforgiving, for every word,

every clause, and every precedent is examined

with painstaking precision.

In the infernal realm, contracts with devils are

often soul-binding, and any deviation from the

agreed terms can lead to a conflict that requires

arbitration. Likewise, the punishments that souls

must endure are typically written in the dark laws

that govern Hell, but there are times when the

extent of torment, or the legal standing of a

particular soul, may require higher judgment.

When an Infernal Judge passes a ruling, it is

considered absolute and final; defying such a ruling

is tantamount to declaring yourself an enemy of

Hell itself. Even powerful devils hesitate to

challenge the authority of an Infernal Judge. To

defy an infernal judgment means incurring the

wrath of Hell as a whole, from its lowest devils to

its highest Archdukes. Only the most powerful

beings in the infernal hierarchy - the


273

Infernal Judge Actions

Large fiend (devil), lawful evil


Multiattack.The Infernal Judge makes two attacks with its
Infernal Gavel or two Hellfire Bolt attacks.
Armor Class 17 (+1 chainmail)
Hit Points 152 (16d10 + 64) Infernal Gavel. Melee Weapon Attack: +8 to hit, reach 10 ft.,
Speed 30 ft., fly 40 ft. (hover) one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 13
(3d8) fire damage.
STR DEX CON INT WIS CHA

18 (+4) 12 (+1) 18 (+4) 20 (+5) 18 (+4) 22 (+6) +10 to hit, range 120 ft.,
Hellfire Bolt. Ranged Spell Attack:

one target. Hit: 21 (6d6) fire damage. On a hit, the target


Saving Throws Int +9, Wis +8, Cha +10 must succeed on a DC 18 Constitution saving throw or be
SkillsInsight +12, Intimidation +14, Perception +8, pushed up to 20 feet away from the Infernal Judge.
Persuasion +10
Damage Resistances cold; bludgeoning, piercing, and Judgment (2/Day). The Judge chooses one creature within
slashing from nonmagical attacks 30 feet. The target must make a DC 18 Wisdom saving
Damage Immunities fire, poison throw. On a failure, the target becomes cursed and cannot
Condition Immunities charmed, frightened, poisoned regain hit points or receive benefits from magical healing
Senses truesight 60 ft., passive Perception 18 until the curse is lifted by remove curse or similar magic.
Languages all, telepathy 120 ft.

Challenge 10 (5,900 XP) Proficiency Bonus +4 Infernal Decree (Recharge 5-6).The Infernal Judge declares a
binding decree. All creatures of the judge’s choice within
30 feet must succeed on a DC 18 Wisdom saving throw or
Aura of Infernal Authority.The Infernal Judge radiates an be stunned until the end of their next turn.
aura of command and control. Any creature that starts its
Reactions
turn within 30 feet of the judge must succeed on a DC 18
Charisma saving throw or be compelled to immediately Judicial Wrath. When the Infernal Judge is hit by a creature
obey the judge’s commands for that turn (exactly like a within 60 feet, it can use its reaction to force that creature
command spell that last until the end of the creature’s
to make a DC 18 Charisma saving throw. On a failure, the
current turn). Creatures immune to being charmed are creature is frightened for 1 minute. The target can repeat
unaffected. A creature that succeeds on the saving throw the saving throw at the end of each of its turns, ending the
is immune to this effect for 24 hours. effect on itself on a success.
Infernal Sight.The Infernal Judge knows when a creature Legendary Actions

within 60 feet is telling a lie. Additionally, it can see The Infernal Judge can take 2 legendary actions, choosing
through any form of magical or nonmagical darkness. from the options below. Only one legendary action option
can be used at a time and only at the end of another
Innate Spellcasting. The Infernal Judge’s spellcasting ability
creature’s turn. The Infernal Judge regains spent legendary
is Charisma (spell save DC 18). The Infernal Judge can
actions at the start of its turn.
innately cast the following spells, requiring no material
components: Gavel. The Infernal Judge makes an attack with its gavel.
The Infernal Juddge casts a
Cast a Spell (Costs 2 Actions).
At will: infernal rebuke, mage hand, minor illusion
spell with its Innate Spellcasting.
3/day: command, hellish chains, hellish rebuke, hold person
Restraint Order (Costs 2 Actions). The Infernal Judge
2/day: blightfire, infernal command
commands up to two creatures it can see within 60 feet to
1/day: hellfire storm
stay put. The targets must succeed on a DC 18 Wisdom
Magic Resistance.The Infernal Judge has advantage on saving throw or be restrained by the judge for 1 minute. A
saving throws against spells and other magical effects. restrained creature can repeat the saving throw at the end
of each of its turns.
274

Horned Devil

Horned devils are towering, fearsome warriors of

Hell, standing as tall as ogres and covered in

iron-tough scales. Their enormous, leathery

wings and imposing, curling horns make

them terrifying to behold as they descend

from the skies to devastate their enemies

with their deadly forks and vicious tails.

Despite their formidable appearance

and combat prowess, horned devils are

notoriously lazy and difficult to motivate,

often needing threats or substantial

rewards to act. They despise putting

themselves in danger and are known to

fear creatures more powerful than them.

However, when sufficiently provoked or

cornered, their wrath can be as devastating

as their might.

Horned devils serve as the flying infantry of the

hellish legions, following orders to the letter with

little to no ambition of their own. Their loyalty and

obedience make them valuable in the infernal

hierarchy, though they rarely show initiative. Once

on the battlefield, though, they strike fear into their

enemies with their sweeping attacks and infernal

powers.

Horned Devil Actions

Large fiend (devil), lawful evil


Multiattack. The devil makes three melee attacks: two with
its fork and one with its tail. It can use Hurl Flame in place
Armor Class 18 (natural armor)
of any melee attack.
Hit Points 178 (17d10 + 55)
Speed 20 ft., fly 60 ft. Fork. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 15 (2d8 + 6) piercing damage.
STR DEX CON INT WIS CHA

22 (+6) 17 (+3) 21 (+5) 12 (+1) 16 (+3) 17 (+3) Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 10 (1d8 + 6) piercing damage. If the target is a
Saving Throws Str +10, Dex +7, Wis +7, Cha +7 creature other than an undead or a construct, it must
Damage Resistances cold; bludgeoning, piercing, and succeed on a DC 17 Constitution saving throw or lose 10
slashing from nonmagical attacks not made with (3d6) hit points at the start of each of its turns due to an
silvered weapons infernal wound. Each time the devil hits the wounded
Damage Immunities fire, poison target with this attack, the damage dealt by the wound
Condition Immunities poisoned increases by 10 (3d6). Any creature can take an action to
Senses darkvision 120 ft., passive Perception 13 stanch the wound with a successful DC 12 Wisdom
Languages Infernal, telepathy 120 ft. (Medicine) check. The wound also closes if the target
Challenge 11 (7,200 XP) Proficiency Bonus +4 receives magical healing.

Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft.,


Devil’s Sight. Magical darkness doesn’t impede the devil’s
one target. Hit: 14 (4d6) fire damage. If the target is a
darkvision.
flammable object that isn’t being worn or carried, it also
Magic Resistance.The devil has advantage on saving catches fire.
throws against spells and other magical effects.
275

Variant: Soulreaper Horned


Soulreaper Horned Devil
Devil Large fiend (devil), lawful evil

The Soulreaper Horned Devil is a deadly variant of


Armor Class 18 (natural armor)
the horned devil that excels at draining life force
Hit Points 142 (15d10 + 60)
from its enemies. Rather than wielding destructive Speed 20 ft., fly 60 ft.
fire, these devils hurl dark, necrotic energy that

saps the vitality of its victims and transfers it to the STR DEX CON INT WIS CHA

devil. Soulreaper Horned Devils are often sent on 21 (+5) 16 (+3) 19 (+4) 12 (+1) 14 (+2) 16 (+3)
missions where their ability to sustain themselves
Saving Throws Str +9, Dex +7, Wis +6, Cha +7
through combat makes them nearly unstoppable,
Damage Resistances cold; bludgeoning, piercing, and
particularly in drawn-out battles. They are the
slashing from nonmagical attacks not made with
feared reapers of life on the battlefield, wielding
silvered weapons
their infernal powers to sustain their malevolent Damage Immunities fire, necrotic, poison

existence. Condition Immunities poisoned

With a dark aura that weakens nearby creatures, Senses darkvision 120 ft., passive Perception 12

these fiends are terrifying foes. They strike with Languages Infernal, telepathy 120 ft.

Challenge 11 (7,200 XP) Proficiency Bonus +4


precise, life-draining attacks, their powerful wings

allowing them to maneuver through the battlefield

with deadly intent. Every strike they make and Devil’s Sight. Magical darkness doesn’t impede the devil’s
every blast of necrotic energy brings them closer to darkvision.
full strength, restoring their vitality in the heat of
Life Drain Aura. Creatures of the devil’s choice within 10
battle.
feet of it have disadvantage on Constitution saving
throws.

Variant Traits for the Horned Devil Magic Resistance.The devil has advantage on saving
To make your horned devils more versatile and throws against spells and other magical effects.
thematic, consider adding one or more of the Actions
following variant traits. These traits can be added to
Multiattack. The devil makes three melee attacks: two
a standard horned devil or its variants, such as the
with its fork and one with its tail. It can use Soul Drain
Soulreaper Horned Devil, to create unique Bolt in place of a melee attack.
encounters.
Soulreaper Fork. Melee Weapon Attack: +9 to hit, reach 10
Infernal Fury (Recharge 5-6). When the horned devil is ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7
reduced half of its hit points or fewer, it can fly into a (2d6) necrotic damage. The devil regains hit points equal
destructive rage. For 1 minute, it gains a +2 bonus to the necrotic damage dealt.
to attack rolls, deals an additional 1d6 piercing
damage with its melee attacks, and is immune to Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one
the frightened condition. At the end of the effect, it target. Hit: 9 (1d8 + 5) piercing damage. If the target is a
suffers one level of exhaustion. creature other than an undead or a construct, it must
succeed on a DC 16 Constitution saving throw or take 7
Wing Buffet. As a bonus action, the horned devil can
(2d6) necrotic damage at the start of each of its turns.
use its massive wings to create a shockwave of force
The devil recovers its hit points by an amount equal to the
in a 10-foot radius around it. Each creature within necrotic damage dealt in this way. A creature can repeat
this radius must succeed on a DC 18 Strength the saving throw at the end of each of its turns, ending
saving throw or be knocked prone. the effect on itself on a success.
Hellish Ground. The horned devil can focus its

infernal energy into the ground within a 15-foot Soul Drain Bolt (Recharge 5-6). Ranged Spell Attack: +7 to
radius around it. For 1 minute, the area becomes hit, range 150 ft., one target. Hit: 14 (4d6) necrotic
difficult terrain for creatures of the devil’s choice, damage, and the devil regains hit points equal to the
and any creature that starts its turn in this area necrotic damage dealt.
takes 5 (1d10) fire damage.
276

Infernal Golems
Infernal Golem
Infernal Golems are fiendish constructs forged by Large construct, unaligned

the darkest of arcane arts and infused with the


Armor Class 18 (natural armor)
malevolent energies of Hell. Created by powerful
Hit Points 184 (16d10 + 96)
infernal wizards and mages, these golems are built
Speed 30 ft.
from iron, brimstone, and the souls of the damned.

They serve as relentless guardians of their creators’ STR DEX CON INT WIS CHA

domains, ancient relics, and infernal fortresses. 25 (+7) 10 (+0) 22 (+6) 5 (−3) 12 (+1) 6 (−2)
Often stationed in the depths of Hell, Infernal

Golems can also be found guarding the lairs and Damage Immunities fire, poison, psychic; bludgeoning,
hidden sanctuaries of their long-deceased makers,
piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened,
their duty continuing even in the absence of their
paralyzed, petrified, poisoned
master.
Senses darkvision 120 ft., passive Perception 11
The Infernal Golem and its more imposing
Languages understands the languages of its creator but

counterpart, the Infernal Giant Golem, radiate an can’t speak


aura of dread and heat, their bodies wreathed in Challenge 11 (7,200 XP) Proficiency Bonus +4

flames and glowing with infernal runes. These

fiendish constructs are the antithesis of celestial


Whenever the golem is subjected to
Hellfire Absorption.

guardians, employing hellfire and dark energy to fire damage, instead of taking damage, it regains a
incinerate their foes. Their purpose is to defend number of hit points equal to the fire damage dealt.
infernal relics and structures, and they are feared

for their unyielding obedience to their master’s last


Immutable Form. The golem is immune to any spell or
effect that would alter its form.
command.

Magic Resistance.The golem has advantage on saving


throws against spells and other magical effects.

Magic Weapons. The golem’s weapon attacks are magical.


Actions

Multiattack. The golem makes two weapon attacks.

Infernal Slam. Melee Weapon Attack: +11 to hit, reach 10


ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage plus
7 (2d6) fire damage.

Flame Wave (Recharge 5 6).– The golem releases a wave of


searing fire in a 30-foot cone. Each creature in that area
must make a DC 19 Dexterity saving throw, taking 45
(10d8) fire damage on a failed save, or half as much
damage on a successful one. The area remains ablaze
with infernal flames, becoming difficult terrain for
creatures not immune to fire damage until the end of the
golem’s next turn.
Bonus Actions

Burning Grasp (Recharge 5-6). The golem targets one


creature it can see within 10 feet of it. The target must
make a DC 19 Strength saving throw. On a failed save, the
target is grappled and takes 12 (1d10 + 7) fire damage at
the start of each of its turns while grappled. A grappled
creature can make a saving throw at the end of each of its
turns to escape the grapple.
277

Infernal Giant Golem Infernal Hammer. Melee Weapon Attack: +17 to hit, reach
Huge construct, unaligned 15 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage
plus 7 (2d6) fire damage.
Armor Class 21 (natural armor)
Hit Points 310 (23d12 + 161) – The golem releases an
Eruption of Flames (Recharge 5 6).

Speed 35 ft. eruption of molten flames in a 60-foot radius. Each


creature in that area must make a DC 25 Dexterity saving
STR DEX CON INT WIS CHA throw, taking 66 (12d10) fire damage on a failed save, or
30 (+10) 12 (+1) 25 (+7) 5 (−3) 12 (+1) 6 (−2) half as much damage on a successful one. The affected
area is covered in ash, becoming difficult terrain for
Damage Immunities fire, necrotic, poison, psychic; creatures not immune to fire damage for 1 minute.
bludgeoning, piercing, and slashing from nonmagical Bonus Actions
attacks
Condition Immunities charmed, exhaustion, frightened, Hellish Grasp (Recharge 6). The golem reaches out to seize
paralyzed, petrified, poisoned a target within 15 feet. The target must make a DC 25
Senses darkvision 120 ft., passive Perception 11 Strength saving throw. On a failed save, the target is
Languages understands the languages of its creator but grappled and engulfed in flames, taking 21 (2d10 + 10) fire
can’t speak damage at the start of each of its turns while grappled. A
Challenge 21 (33,000 XP) Proficiency Bonus +7 grappled creature can make a saving throw at the end of
each of its turns to escape the grapple.
Immutable Form. The golem is immune to any spell or Legendary Actions

effect that would alter its form. The Infernal Giant Golem can take 3 legendary actions,
choosing from the options below. Only one legendary
Magic Resistance.The golem has advantage on saving
action option can be used at a time and only at the end of
throws against spells and other magical effects.
another creature’s turn. The golem regains spent
Magic Weapons. The golem’s weapon attacks are magical. legendary actions at the start of its turn.

Major Hellfire Absorption.Whenever the golem is subjected Attack. The golem makes one attack with its hammer.
to fire or necrotic damage, instead of taking damage, it Fiery Reconstitution (Costs 2 Actions).The golem recovers
regains a number of hit points equal to the fire or necrotic 30 hit points.
Infernal Pulse (Costs 2 Actions). The golem releases a wave
damage dealt.
of infernal energy in a 60-foot radius. All creatures within
Actions the area must make a DC 25 Constitution saving throw,
Multiattack. The golem makes three weapon attacks. taking 18 (4d8) fire damage and 18 (4d8) necrotic damage
on a failed save, or half as much damage on a success.
278

Erinyes
Erinyes
Erinyes are the most beautiful and striking of all Medium fiend (devil), lawful evil

devils, renowned for their elegance, ruthlessness,


Armor Class 18 (plate)
and devotion to the infernal hierarchy. It is said that
Hit Points 153 (18d8 + 72)
they were once fallen angels or celestial beings,
Speed 30 ft., fly 60 ft.
now serving the dark masters of Hell with

unwavering loyalty, embodying the perfect STR DEX CON INT WIS CHA

combination of martial prowess and seductive 18 (+4) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 18 (+4)
deceit. Their majestic appearance - often leading

them to be mistaken for celestials - belies their Saving Throws Dex +7, Con +8, Wis +6, Cha +8
ruthless nature and terrifying effectiveness in
Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered
battle.
Damage Immunities fire, poison
These devils are fierce warriors, descending from
Condition Immunities poisoned
the skies with their mighty, feathered wings to
Senses truesight 120 ft., passive Perception 12

bring swift and brutal death to those who defy their Languages Infernal, telepathy 120 ft.

masters. Whether on the front lines of infernal Challenge 12 (8,400 XP) Proficiency Bonus +4

invasions or acting as personal enforcers for the

most powerful archdevils, erinyes are deadly


Hellish Weapons. The erinyes’ weapon attacks are magical
combatants, wielding finely crafted swords and and deal an extra 13 (3d8) poison damage on a hit
bows that drip with lethal poison. Their precision (included in the attacks).
and skill in battle are unmatched, and their

preferred method of combat is swift, overwhelming,


Magic Resistance.The erinyes has advantage on saving
throws against spells and other magical effects.
and merciless.

Erinyes are often used as the ultimate Actions

executioners, assigned to punish betrayers, capture Multiattack. The erinyes makes three attacks.
high-value targets, or enact swift vengeance on

those who dare oppose infernal powers. They are


Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
cold and calculating, manipulating their beauty and
target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4)
slashing damage if used with two hands, plus 13 (3d8)
charisma to further the dark designs of Hell.
poison damage.
Despite their rumored angelic past, erinyes have

fully embraced their new roles, taking pride in their Longbow. Ranged Weapon Attack: +7 to hit, range 150/600
ability to deceive, corrupt, and destroy with ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13
precision and finesse. (3d8) poison damage, and the target must succeed on a
DC 14 Constitution saving throw or be poisoned. The
poison lasts until it is removed by the lesser restoration
spell or similar magic.
Reactions

Parry.The erinyes adds 4 to its AC against one melee


attack that would hit it. To do so, the erinyes must see the
attacker and be wielding a melee weapon.
279

Variant: Commander Erinyes Variant Traits for the Erinyes

These variant traits can be used to modify an


Commander Erinyes are the elite generals of
Erinyes to better suit your campaign or to create
infernal legions, leading troops of devils into battle
unique encounters.
with tactical precision and deadly efficiency. These

powerful fiends are more than just warriors - they


Rope of Entanglement. The Erinyes carries a magical
are brilliant strategists, trained in the art of rope of entanglement. As part of its Multiattack, it
warfare, manipulation, and conquest. Where the can replace an attack to use the rope and target a
standard erinyes might act as assassins or elite creature within 20 feet. The target must succeed on
enforcers, Commander Erinyes are responsible for a DC 15 Dexterity saving throw or be restrained by
entire war campaigns in the service of archdevils the rope. While restrained in this way, the creature
and dukes of Hell. can use its action to make a DC 15 Strength check
Their beauty and charisma allow them to inspire or Dexterity check (target’s choice), escaping the
fear and loyalty in their infernal followers, while restraint on a success.
their brutal efficiency and combat expertise strike Wrathful Gaze (Recharge 5-6). The Erinyes can

terror into the hearts of their enemies. A channel intense fury through its eyes, targeting up
Commander Erinyes can often be seen hovering
to three creatures within 60 feet. As a bonus action,
above the battlefield, directing the movements of
the Erinyes can force the creatures to make a DC 18
devilish troops with uncanny precision, while
Wisdom saving throw or be frightened for 1 minute.
simultaneously raining down death from above
The creatures can repeat the saving throw at the end
with their deadly weapons.
of each of their turns, ending the effect on
themselves on a success.

Commander Erinyes
Medium fiend (devil), lawful evil
Longbow. Ranged Weapon Attack: +9 to hit, range 150/600
ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 18
Armor Class 19 (+1 plate) (4d8) poison damage, and the target must succeed on a
Hit Points 204 (24d8 + 96) DC 18 Constitution saving throw or be poisoned. The
Speed 30 ft., fly 60 ft. poison lasts until it is removed by the lesser restoration
spell or similar magic.
STR DEX CON INT WIS CHA Bonus Actions
20 (+5) 18 (+4) 18 (+4) 16 (+3) 16 (+3) 20 (+5)
Commanding Shout. The Commander Erinyes chooses up
Saving Throws Dex +9, Con +9, Wis +8, Cha +10 to three allied creatures within 30 feet. Until the start of its
Damage Resistances cold; bludgeoning, piercing, and next turn, those creatures have advantage on attack rolls
slashing from nonmagical attacks that aren’t silvered and saving throws.
Damage Immunities fire, poison Legendary Actions
Condition Immunities poisoned
The Commander Erinyes can take 3 legendary actions,
Senses truesight 120 ft., passive Perception 13

Languages Infernal, telepathy 120 ft.


choosing from the options below. Only one legendary
Challenge 15 (13,000 XP) Proficiency Bonus +5
action option can be used at a time and only at the end of
another creature’s turn. The Commander Erinyes regains
spent legendary actions at the start of its turn.
Hellish Weapons. The Commander Erinyes’ weapon attacks
are magical and deal an extra 18 (4d8) poison damage on Boost Morale. The Commander Erinyes targets another
a hit (included in the attacks). allied creature within 30 feet and gives it a +2 on its next
attack roll before the end of the creature’s next turn. This
Magic Resistance.The Commander Erinyes has advantage modifier can be stacked multiple times.
on saving throws against spells and other magical effects. Maneuver (Costs 2 Actions). The Commander Erinyes and

Actions
one of its allied creatures within 30 feet can move up to
their speed without provoking opportunity attacks.
Multiattack. The Commander Erinyes makes three attacks. Infernal Command (Costs 3 Actions). The Commander

Erinyes chooses up to two allied creatures within 60 feet.


Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., These creatures can immediately use their reaction to
one target. Hit: 10 (1d8 + 6) slashing damage, or 11 (1d10 make one weapon attack or move up to half their speed
+ 6) slashing damage if used with two hands, plus 18 without provoking opportunity attacks.
(4d8) poison damage.
280

Feraxar
Feraxar
Feraxar are fearsome enforcers of Hell’s wrath, Large fiend (devil), lawful evil

known for their relentless brutality and unyielding


Armor Class 18 (natural armor)
ferocity. They embody the scorching fury of the
Hit Points 184 (16d10 + 96)
lower planes, their very presence exuding an aura
Speed 40 ft., fly 60 ft.
of heat and violence. With hulking forms and wings

wreathed in infernal flames, they are harbingers of STR DEX CON INT WIS CHA

fiery destruction, leaving trails of ash and 23 (+6) 14 (+2) 22 (+6) 14 (+2) 16 (+3) 18 (+4)
devastation in their wake.

Though their nature leans closer to the chaotic Saving Throws Str +11, Con +11, Wis +8, Cha +9
slaughter of demons, the Feraxar remain loyal to
SkillsIntimidation +9, Perception +8
Damage Resistances cold; bludgeoning, piercing, and
the infernal hierarchy. They are bound by Hell’s
slashing from nonmagical attacks that aren’t silvered
rigid order, and their violence serves a purpose -
Damage Immunities fire, poison
enforcing infernal decrees and punishing mass
Condition Immunities charmed, frightened, poisoned

defiance. They are often unleashed upon mortal Senses truesight 90 ft., passive Perception 18

realms to annihilate entire cities or armies that Languages Infernal, telepathy 120 ft.

break contracts or defy Hell’s will. Challenge 13 (10,000 XP) Proficiency Bonus +5

Despite their seemingly mindless rage, Feraxar are

cunning combatants. Their intelligence and Magic Resistance.The Feraxar has advantage on saving
strategic ruthlessness make them formidable throws against spells and other magical effects.
adversaries on the battlefield. Many fear them not

only for their physical might but for their


Magic Weapons. The Feraxar’s weapon attacks are
magical.
unwavering commitment to fulfilling Hell’s

vengeance, no matter the cost. Vengeful Fury. When the Feraxar takes damage from a
creature within 60 feet of it, it gains advantage on attack
rolls against that creature until the end of its next turn.
Additionally, the Feraxar can make opportunity attacks
without expending a reaction.
Actions

Multiattack.The Feraxar makes three attacks: one with its


bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one


target. Hit: 17 (2d10 + 6) piercing damage plus 5 (1d10)
fire damage.

Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one


target. Hit: 15 (2d8 + 6) slashing damage plus 4 (1d8) fire
damage.

Flaming Wings. The Feraxar beats its fiery wings, creating a


wave of searing heat. Each creature within 20 feet of the
Feraxar must succeed on a DC 19 Dexterity saving throw
or take 10 (3d6) fire damage and be pushed 10 feet away.

– The Feraxar slams its fists


Infernal Slam (Recharge 5 6).

into the ground, summoning fire in a 20-foot radius


around itself. Each creature in the area must make a DC
19 Dexterity saving throw, taking 27 (6d8) fire damage
and being knocked prone on a failed save, or half as much
damage and not being prone on a successful one.
Reactions

Fiery Retribution.When a creature within 90 feet of the


Feraxar damages it, the Feraxar unleashes a burst of
flames. The attacker must make a DC 19 Dexterity saving
throw, taking 14 (4d6) fire damage on a failed save, or half
as much damage on a successful one.
281

Ice Devil

Ice Devils are fierce, calculating fiends who serve

as commanders within the infernal armies of Hell.

Known for their ruthless leadership and cold-

hearted tactics, these devils dominate the coldest

layers of Hell. Their ambition to rise through the

ranks of devilkind drives them to slaughter enemies

and torment subordinates with relentless cruelty.

Ice Devils long to claim the power and prestige of

the pit fiends they serve under, and they achieve

this by securing souls for their archdevil masters

and excelling in the art of war.

Resembling enormous bipedal insects, ice devils

stand tall with chitinous exoskeletons that shine

with frost. Their spiked tails, deadly claws, and

powerful mandibles make them terrifying

combatants. Some ice devils wield long, barbed

spears whose freezing touch can incapacitate foes,

leaving them helpless and vulnerable.

They are cold in both nature and form, using their

mastery over ice to shape the battlefield to their

advantage, trapping enemies within walls of frost

and rendering them unable to escape.

Ice Devil
Large fiend (devil), lawful evil
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6)
Armor Class 18 (natural armor) cold damage.
Hit Points 180 (19d10 + 76)
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one
Speed 40 ft.
target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10
STR DEX CON INT WIS CHA
(3d6) cold damage.
21 (+5) 14 (+2) 18 (+4) 18 (+4) 15 (+2) 18 (+4) Wall of Ice (Recharge 6). The devil magically forms an
opaque wall of ice on a solid surface it can see within 60
Saving Throws Dex +7, Con +9, Wis +7, Cha +9 feet of it. The wall is 1 foot thick and up to 30 feet long and
Damage Resistances bludgeoning, piercing, and slashing 10 feet high, or it’s a hemispherical dome up to 20 feet in
from nonmagical attacks that aren’t silvered diameter.
Damage Immunities cold, fire, poison
When the wall appears, each creature in its space is
Condition Immunities poisoned
pushed out of it by the shortest route. The creature
Senses blindsight 60 ft., darkvision 120 ft., passive
chooses which side of the wall to end up on, unless the
Perception 12 creature is incapacitated. The creature then makes a DC
Languages Infernal, telepathy 120 ft.
17 Dexterity saving throw, taking 35 (10d6) cold damage
Challenge 14 (11,500 XP) Proficiency Bonus +5
on a failed save, or half as much damage on a successful
one.
Devil’s Sight. Magical darkness doesn’t impede the devil’s The wall lasts for 1 minute or until the devil is
darkvision. incapacitated or dies. The wall can be damaged and
breached; each 10-foot section has AC 5, 30 hit points,
Magic Resistance.The devil has advantage on saving vulnerability to fire damage, and immunity to acid, cold,
throws against spells and other magical effects. necrotic, poison, and psychic damage. If a section is
Actions
destroyed, it leaves behind a sheet of frigid air in the space
the wall occupied. Whenever a creature finishes moving
Multiattack. The devil makes three attacks: one with its through the frigid air on a turn, willingly or otherwise, the
bite, one with its claws, and one with its tail. creature must make a DC 17 Constitution saving throw,
taking 17 (5d6) cold damage on a failed save, or half as
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one much damage on a successful one. The frigid air
target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) dissipates when the rest of the wall vanishes.
cold damage.
282

Variant: Frostpiercer Ice Devil Variant Traits for the Ice Devil

Here are two variant traits to add more variety and


Frostpiercers are elite commanders of the infernal
challenge to Ice Devils in your campaigns. Giving
armies, serving in the coldest layers of Hell. Unlike
them one of these traits could make them more
the standard Ice Devil, these fiends wield deadly
dangerous without altering their CR significantly.
spears made of infernal ice that can freeze the

lifeblood of their enemies. Their presence on the Winged Ice Devil. The Ice Devil gains a flying speed
battlefield is not only feared for their brute strength of 60 feet.
but for their ability to immobilize and slow foes Piercing Cold (Recharge 5-6). As an action, the devil
with their chilling strikes. Frostpiercers are channels freezing energy and makes a spear or tail
typically assigned to oversee critical battles or attack. On a hit, in addition to the normal damage
protect important locations in Hell, where their ice- and effects, the target must also make a DC 17
spewing attacks and relentless pursuit of their Constitution saving throw or be paralyzed by the
enemies make them nearly unstoppable. intense cold for 1 minute. The target can repeat the
Their signature weapon, the Ice Spear, freezes saving throw at the end of each of its turns, ending
flesh and bone with every strike, leaving their the effect on itself on a success.
victims sluggish and vulnerable.

Frostpiercer Ice Devil for 1 minute: its speed is reduced by 10 feet; it can take
Large fiend (devil), lawful evil
either an action or a bonus action on each of its turns, not
both; and it can’t take reactions. The target can repeat the
Armor Class 18 (natural armor) saving throw at the end of each of its turns, ending the
Hit Points 190 (20d10 + 80) effects on itself on a success.
Speed 40 ft.
Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one
STR DEX CON INT WIS CHA
target. Hit: 13 (2d6 + 6) bludgeoning damage plus 10
22 (+6) 15 (+2) 19 (+4) 18 (+4) 15 (+2) 18 (+4) (3d6) cold damage.

Wall of Ice (Recharge 6). The devil magically forms an


Saving Throws Dex +8, Con +9, Wis +7, Cha +8
opaque wall of ice on a solid surface it can see within 60
Damage Resistances bludgeoning, piercing, and slashing
feet of it. The wall is 1 foot thick and up to 30 feet long and
from nonmagical attacks that aren’t silvered
10 feet high, or it’s a hemispherical dome up to 20 feet in
Damage Immunities cold, fire, poison
diameter.
Condition Immunities poisoned
When the wall appears, each creature in its space is
Senses blindsight 60 ft., darkvision 120 ft., passive
pushed out of it by the shortest route. The creature
Perception 12
chooses which side of the wall to end up on unless the
Languages Infernal, telepathy 120 ft.
creature is incapacitated. The creature then makes a DC
Challenge 15 (13,000 XP) Proficiency Bonus +5
17 Dexterity saving throw, taking 35 (10d6) cold damage
on a failed save, or half as much damage on a successful
Devil’s Sight. Magical darkness doesn’t impede the devil’s one.
darkvision. The wall lasts for 1 minute or until the devil is
incapacitated or dies. The wall can be damaged and
Magic Resistance.The devil has advantage on saving breached; each 10-foot section has AC 5, 30 hit points,
throws against spells and other magical effects. vulnerability to fire damage, and immunity to acid, cold,
necrotic, poison, and psychic damage. If a section is
Frozen Aura. A freezing cold radiates from the Frostpiercer destroyed, it leaves behind a sheet of frigid air in the space
Ice Devil in a 10-foot radius. Any creature that starts its
the wall occupied. Whenever a creature finishes moving
turn within this aura must make a DC 17 Constitution
through the frigid air on a turn, willingly or otherwise, the
saving throw or take 3 (1d6) cold damage and have its creature must make a DC 17 Constitution saving throw,
speed reduced by 10 feet until the end of its next turn.
taking 17 (5d6) cold damage on a failed save, or half as
Actions much damage on a successful one. The frigid air
dissipates when the rest of the wall vanishes.
Multiattack.The devil makes two attacks: one with its
spear and one with its tail. Reactions

Ice Spear. Melee Weapon Attack: +11 to hit, reach 10 ft., one Chilling Retaliation.When the Frostpiercer Ice Devil takes
damage from a melee attack, it can use its reaction to
target. Hit: 15 (2d8 + 6) piercing damage plus 10 (3d6)
cold damage. If the target is a creature, it must succeed on release a burst of icy energy. The attacker must make a DC
a DC 17 Constitution saving throw, or suffer these effects 17 Dexterity saving throw, taking 14 (4d6) cold damage on
a failed save or half as much on a successful one.
283

Pit Fiend

Pit fiends are the undisputed masters among

devils, standing at the top of Hell’s infernal legions.

As the mightiest of greater devils, they serve the

archdukes of Hell directly, acting as war generals,

enforcers, and commanders of vast armies. Their

very presence exudes authority, and their

reputation as merciless tyrants is well-earned.

These fiends lead their infernal followers with iron

discipline, inspiring fear and obedience in all who

serve under them.

Known for their overwhelming physical strength

and cunning intellect, pit fiends view themselves as

the natural rulers of Hell. They are driven by an

insatiable thirst for power and will destroy any

creature or rival who threatens their supremacy.

Fearless and relentless in battle, pit fiends relish

single combat against powerful foes, using their

arsenal of deadly attacks and magical abilities to

obliterate their enemies.

Towering over most creatures, pit fiends are

imposing figures wrapped in leathery wings, with

fiery tough red skin.

Pit Fiend At will: detect magic, fireball


Large fiend (devil), lawful evil
3/day each: hold monster, wall of fire

Armor Class 19 (natural armor) Magic Resistance.The pit fiend has advantage on saving
Hit Points 300 (24d10 + 168)
throws against spells and other magical effects.
Speed 30 ft., fly 60 ft.
Magic Weapons. The pit fiend’s weapon attacks are
STR DEX CON INT WIS CHA
magical.
26 (+8) 14 (+2) 24 (+7) 22 (+6) 18 (+4) 24 (+7) Actions

Multiattack. The pit fiend makes four attacks: one with its
Saving Throws Dex +8, Con +13, Wis +10
bite, one with its claw, one with its mace, and one with its
Damage Resistances cold; bludgeoning, piercing, and
tail.
slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one
Condition Immunities poisoned
target. Hit: 22 (4d6 + 8) piercing damage. The target must
Senses truesight 120 ft., passive Perception 14
succeed on a DC 21 Constitution saving throw or become
Languages Infernal, telepathy 120 ft.
poisoned. While poisoned in this way, the target can’t
Challenge 20 (25,000 XP) Proficiency Bonus +6
regain hit points, and it takes 21 (6d6) poison damage at
the start of each of its turns. The poisoned target can
Fear Aura. Any creature hostile to the pit fiend that starts repeat the saving throw at the end of each of its turns,
its turn within 20 feet of the pit fiend must make a DC 21 ending the effect on itself on a success.
Wisdom saving throw, unless the pit fiend is
incapacitated. On a failed save, the creature is frightened Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one
until the start of its next turn. If a creature’s saving throw target. Hit: 17 (2d8 + 8) slashing damage.
is successful, it is immune to the pit fiend’s Fear Aura for
Mace. Melee Weapon Attack: +14 to hit, reach 10 ft., one
the next 24 hours.
target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21
Innate Spellcasting.The pit fiend’s spellcasting ability is (6d6) fire damage.
Charisma (spell save DC 21). It can innately cast the
Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one
following spells, requiring no material components:
target. Hit: 24 (3d10 + 8) bludgeoning damage.
284

Variant: Pit Fiend Lord

Pit Fiend Lords represent the pinnacle of devilish might and command, just short of ascending to the status

of an Archdevil. These tyrants are not only brutal combatants but also master tacticians who command

entire legions with ruthless efficiency. Infamous for their strength, cunning, and strategic brilliance, Pit

Fiend Lords are often placed in charge of vast regions of Hell or entrusted with critical missions on behalf of

their infernal superiors.

These towering fiends are among the most terrifying foes in existence, possessing overwhelming physical

power, magical abilities, and an unshakable loyalty to their Archduke masters. Their natural talent for

command makes them perfect generals, and their dominance over lesser devils is unquestioned. A Pit Fiend

Lord’s presence on the battlefield inspires terror in all who oppose them.

Pit Fiend Lord Actions

Large fiend (devil), lawful evil


Multiattack. The Pit Fiend Lord makes four attacks: one
with its bite, one with its claws, one with its mace, and one
Armor Class 20 (natural armor) with its tail.
Hit Points 325 (26d10 + 182)
Speed 30 ft., fly 60 ft. Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one
target. Hit: 22 (4d6 + 8) piercing damage plus 28 (8d6)
STR DEX CON INT WIS CHA
poison damage. The target must make a DC 22
27 (+8) 16 (+3) 24 (+7) 22 (+6) 20 (+5) 25 (+7) Constitution saving throw or be poisoned. While poisoned
in this way, the target cannot regain hit points and takes
Saving Throws Dex +10, Con +14, Wis +12, Cha +14 28 (8d6) poison damage at the start of each of its turns.
SkillsAthletics +15, Intimidation +14 The poisoned creature can repeat the saving throw at the
Damage Resistances cold; bludgeoning, piercing, and
end of each of its turns, ending the effect on a success.
slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one
Condition Immunities frightened, poisoned target. Hit: 17 (2d8 + 8) slashing damage.
Senses truesight 120 ft., passive Perception 15

Languages Infernal, telepathy 120 ft. Mace. Melee Weapon Attack: +15 to hit, reach 10 ft., one
Challenge 22 (41,000 XP) Proficiency Bonus +7 target. Hit: 15 (2d6 + 8) bludgeoning damage plus 28
(8d6) fire damage.
Fear Aura. Any creature hostile to the Pit Fiend Lord that Tail. Melee Weapon Attack: +15 to hit, reach 10 ft., one
starts its turn within 30 feet of the fiend must succeed on target. Hit: 24 (3d10 + 8) bludgeoning damage.
a DC 22 Wisdom saving throw or be frightened until the
start of its next turn. If a creature’s saving throw is Legendary Actions

successful, it is immune to this effect for 24 hours. The Pit Fiend Lord can take 3 legendary actions, choosing
from the options below. Only one legendary action option
Innate Spellcasting.The pit fiend’s spellcasting ability is can be used at a time and only at the end of another
Charisma (spell save DC 22). It can innately cast the
creature’s turn. The Pit Fiend Lord regains spent legendary
following spells, requiring no material components: actions at the start of its turn.
At will: detect magic, fear, fireball Attack. The Pit Fiend Lord makes a claw attack.
3/day each: confusion, hold monster, wall of fire
Command Allies (Costs 2 Actions). The Pit Fiend Lord
1/day: fel explosion commands up to two allied creatures that can hear it
Legendary Resistance (2/Day). If the Pit Fiend Lord fails a within 60 feet to use their reaction to move up to their
saving throw, it can choose to succeed instead. speed and make one weapon attack.
Infernal Rebuke (Recharge 5-6) (Costs 3 Actions). The Pit

Magic Resistance.The Pit Fiend Lord has advantage on Fiend Lord targets a creature within 90 feet and channels
saving throws against spells and other magical effects. infernal flames at it. The target must make a DC 22
Dexterity saving throw, taking 45 (10d8) fire damage on a
Magic Weapons. The Pit Fiend Lord’s weapon attacks are failed save, or half as much on a successful one.
magical. Summon Devil (1/Day) (Costs 3 Actions). The Pit Fiend Lord

summons 2d4 bearded devils, 1d4 barbed devils, or one


Infernal Regeneration. The Pit Fiend Lord regains 5 hit erinyes. A summoned devil appears in an unoccupied
points at the start of its turn if it has at least 1 hit point space within 60 feet of the pit fiend and obeys its orders. It
and is in Hell. remains for 1 minute, until it or the pit fiend dies, or until
the pit fiend dismisses it as an action.
285

Vorgath the Merciless Contracts with the Wrathful

Vorgath’s desire for dominance extends beyond


Vorgath the Merciless is the Archdevil of Wrath, an
Hell, and he actively seeks out mortals consumed
unrelenting force of destruction who rules over the
by wrath. From betrayed warriors seeking
molten wastelands and ever-burning storms of
vengeance to rulers driven to crush their rivals,
Hell’s Fifth Circle. Towering and crimson-skinned,
Vorgath offers them the strength to enact their rage
with monstrous horns and bat-like wings, he is the
in exchange for their souls. These contracts are
embodiment of primal fury forged into a weapon of
brutally simple - power in life, torment in death.
domination. Known for his brute strength and
Mortals who strike a bargain with Vorgath become
ironclad loyalty to the King of Hell, Vorgath’s very
extensions of his will, spreading destruction on the
name strikes terror into both mortal and infernal
mortal plane while ensuring the steady flow of
hearts. Unlike many of his peers in Hell’s
wrathful souls to his circle.
hierarchy, who thrive on schemes and

manipulation, Vorgath’s path to power is built on The General of Hell

raw strength and the relentless conquest of those As a loyal servant of the King of Hell, Vorgath’s role

who dare to oppose him. extends beyond his own circle. In times of infernal

war, he leads Hell’s legions into battle, his presence


The Archdevil of Wrath
on the battlefield an unstoppable force that few can
Vorgath is said to have been born from the ashes of
withstand. Despite his primal nature, Vorgath
countless destroyed planes, molded by the King of
understands the value of order within Hell’s ranks.
Hell himself to channel pure wrath into a
He does not tolerate insubordination or treachery,
weaponized form. In his earliest days, he carved his
and those who betray him are subject to
way through Hell’s ranks with sheer brutality,
punishments so severe that their suffering becomes
leaving behind mountains of shattered devils and
a legend among devils.
broken spirits. His rise was not driven by clever
Vorgath’s infernal army, known as the Wrathful
intrigue or calculated schemes but by the
Legion, is one of the most fearsome forces in Hell.
unassailable truth that none could stand against his
Composed of devils who embody fury and
might. Even now, his rule is unquestioned, not
destruction, they are clad in blackened steel and
because his subjects respect him but because they
wield weapons forged in the Fifth Circle.
fear his unparalleled power and merciless nature.

The Fifth Circle, which he governs, is a realm of

unending battlefields, rivers of blood, and murky

swamps. Wrathful souls who end up in Vorgath’s

domain are condemned to fight endlessly, their

rage and hatred feeding the Archdevil’s power.

Those who excel in their wrath may be shaped into

devilish warriors, their rage bound in service to

Vorgath’s infernal legions.

Wrath as a Tool of Domination

While Vorgath is the embodiment of wrath, he is

far from mindless. His fury is a controlled and

focused force, channeled into acts of destruction

and conquest that expand the dominion of Hell.

Unlike chaotic demons, whose anger consumes

them, Vorgath wields his wrath with precision,

using it as a tool to dominate and crush his

enemies. His approach to power is straightforward:

destroy opposition and take what remains. His

loyalty to the King of Hell is absolute, and he

enforces the King’s will with relentless efficiency.

He sees himself as the ultimate enforcer, a force of

nature unleashed upon those who defy Hell’s laws.


286

Vorgath, the Merciless


Large fiend (devil), lawful evil
Infernal Axe. Melee Weapon Attack: +16 to hit, reach 10 ft.,
one target. Hit: 26 (2d10 + 9 + 6) slashing damage plus 18
Armor Class 20 (natural armor) (4d8) fire damage. On a critical hit, the target must
Hit Points 378 (28d10 + 224) succeed on a DC 24 Strength saving throw or be knocked
Speed 40 ft., fly 60 ft. prone.

Tail Slam. Melee Weapon Attack: +16 to hit, reach 15 ft.,


STR DEX CON INT WIS CHA
one target. Hit: 28 (3d8 + 9 + 6) bludgeoning damage plus
28 (+9) 16 (+3) 27 (+8) 20 (+5) 18 (+4) 22 (+6)
18 (4d8) fire damage. The target must succeed on a DC 21
Constitution saving throw or be stunned until the end of
Saving Throws Str +16, Dex +10, Con +15, Wis +11, Cha
its next turn.
+13
Skills Athletics +16, Intimidation +13, Perception +11
Unleashed Fury (Recharge 5-6). Vorgath releases an
Damage Resistances cold; bludgeoning, piercing, and
explosion of wrathful energy in a 60-foot radius. Each
slashing from nonmagical attacks that aren’t silvered creature of his choice within the area must make a DC 21
Damage Immunities fire, poison
Dexterity saving throw, taking 44 (8d10) fire damage on a
Condition Immunities charmed, frightened, poisoned
failed save, or half as much on a successful one. A
Senses truesight 120 ft., passive Perception 21
creature that fails the saving throw is also knocked prone.
Languages Common, Infernal, telepathy 120 ft.

Challenge 23 (50,000 XP) Proficiency Bonus +7 Bonus Actions

Wrathful Leap. Vorgath jumps up to 40 feet to an


Aura of Wrath. Creatures of Vorgath’s choice that start unoccupied space he can see. When he lands, each
their turns within 30 feet of him must make a DC 21 creature within 10 feet of him must make a DC 21
Wisdom saving throw or be overcome with uncontrollable Dexterity saving throw or take 13 (3d8) fire damage and be
rage until the end of their next turn. While enraged, the knocked prone.
creature has disadvantage on attack rolls against Vorgath Legendary Actions
and must use their action to attack the nearest creature.
Creatures that succeed on the saving throw by 5 or more Vorgath can take 3 legendary actions, choosing from the
are immune to this effect for 24 hours. options below. Only one legendary action option can be
used at a time, and only at the end of another creature’s
Vorgath reduces all damage taken by 6.
Infernal Resilience. turn. Vorgath regains spent legendary actions at the start
Additionally, when he takes damage for the first time in a of his turn.
round, flames erupt around him. Each creature within 10
feet of him must make a DC 21 Dexterity saving throw, Infernal Strike. Vorgath makes one attack with his axe.
taking 18 (4d8) fire damage on a failed save or half as Flaming Domination. Vorgath chooses a creature within 30
much on a successful one. feet. That creature must succeed on a DC 21 Charisma
saving throw or become frightened of Vorgath until the
If Vorgath fails a saving
Legendary Resistance (3/Day). end of its next turn.
throw, he can choose to succeed instead. Burning Charge (Costs 2 Actions). Vorgath moves up to his

speed without provoking opportunity attacks. Each


Magic Resistance. Vorgath has advantage on saving throws creature within 10 feet of him during this movement must
against spells and other magical effects. make a DC 21 Dexterity saving throw, taking 22 (4d10) fire
damage on a failed save or half as much on a successful
Magic Weapons. Vorgath’s weapon attacks are magical. one.
Wrathful Rebuke (Costs 3 Actions). Vorgath targets a
Wrathful Strength. Vorgath’s melee weapon attacks deal an creature within 60 feet that damaged him during this
additional 18 (4d8) fire damage, and he adds his
round. The target must make a DC 21 Constitution saving
Charisma modifier to all damage rolls with melee weapons throw, taking 55 (10d10) fire damage and becoming
(already included in the statblock). restrained by infernal chains for 1 minute on a failed save.
Actions On a successful save, the target takes half as much
damage and is not restrained. The target can repeat the
Vorgath makes three attacks with his axe or
Multiattack.
saving throw at the end of each of its turns, ending the
makes one attack with his axe and uses Unleashed Fury if
effect on itself on a success.
charged.
287

Sarathiel, the Ancient A Mystery Wrapped in Iron

Sarathiel’s power remains shrouded in mystery, as


Sarathiel, the enigmatic ruler of Limbo, is a figure
few have dared to face him and lived to tell the tale.
of both reverence and dread, standing as the
The accounts that do exist describe him as a
guardian of Hell’s gateway and the arbiter of its
devastating force, wielding his greatsword with a
first circle. His form, clad in ancient, blackened
precision and discipline that speaks of his angelic
armor, speaks of his angelic origins, while the
training. His presence radiates an aura of
crimson glow of his eyes betrays the infernal
oppressive authority, instilling fear and
corruption that has consumed him. Sarathiel is
hopelessness in those who stand before him.
often depicted as seated upon a colossal iron
Some say that Sarathiel’s soul remains bound to
throne within Limbo’s eternal twilight, his
the pact he made with the King of Hell, preventing
greatsword resting across his knees, as if eternally
him from ever leaving Limbo’s bounds. Others
judging those who enter his domain.
suggest that he stays willingly, determined to

The Angel Who Fell oversee his domain to the very end of days.

Whether he remains loyal to the King of Hell or


Long before the mortal realms knew of Hell’s full
merely bound by his ancient bargain is a subject of
power, Sarathiel was a celestial warden tasked
great speculation among devils and scholars alike.
with watching over its borders. His charge was not

to intervene but to act as a sentinel, ensuring that


The Eternal Knight
Hell’s influence would not seep into other planes.
Sarathiel’s disposition and demeanor are unlike
Over millennia, however, the whispers of the King
any other Archdevil. He sees himself as a warden
of Hell and the pervasive aura of corruption began
rather than a ruler, and his motives are entirely
to gnaw at his resolve. Slowly, Sarathiel became
driven by his duty to Limbo. He is not driven by
consumed by doubt, questioning the justice and
cruelty or ambition like his peers; instead, his
purpose of his vigil.
actions seem almost mechanical, as if he is
Eventually, the King of Hell appeared before him,
fulfilling an obligation that transcends his infernal
offering a pact. What this pact entailed remains one
nature.
of the greatest mysteries of Hell’s history, but it is
Though Sarathiel rarely engages with other
said that Sarathiel willingly stepped into the
Archdevils, his power is universally acknowledged
infernal darkness, forsaking his divine purpose and
and respected. Those who approach him with
losing his celestial wings. Though his angelic
schemes or offers are often met with silence, as he
power was twisted and warped, the echoes of his
has no interest in politics or alliances. Yet, his
celestial nature remain, granting him a terrifying
loyalty to the King of Hell remains unshaken, a fact
blend of heavenly might and infernal cunning.
that frustrates many who seek to sway him to their

The Knight of Limbo cause.

Unlike the scheming devils that fill Hell’s hierarchy,


The Eternal Question
Sarathiel has no desire for intrigue or political
Is Sarathiel truly damned, or does some fragment
power. He rules Limbo with an iron fist, focused
of his angelic self still linger within? This question
entirely on his singular purpose: to draw more
has puzzled scholars, devils, and celestials alike for
souls into his dominion. His actions suggest an
millennia. His actions, though undeniably ruthless,
obsessive compulsion to fulfill his pact, as though
lack the cruelty and malice of his infernal peers,
his very existence depends upon ensuring Limbo’s
leading some to believe that his corruption is not as
steady flow of condemned souls.
absolute as it seems. His relentless dedication to
Limbo itself is a realm of eternal uncertainty, filled
Limbo and the unyielding order he imposes may be
with the wailing souls of the uncommitted, the lost,
attributed either to his former celestial nature or to
and the forsaken. Sarathiel’s presence in this
his new devilish purpose
desolate plane is as constant as the mists that
Some speculate that even his infernal corruption is
obscure its horizon. He patrols its expanse like a
part of a greater celestial plan, a gambit
knight-errant, cutting down intruders and deserters
orchestrated by Heaven to maintain a foothold at
with precision. His voice, deep and unyielding,
Hell’s very gates. They whisper that Sarathiel’s fall
carries the weight of judgment, and his decrees are
was no accident, but a calculated sacrifice.
law within Limbo.
289

Sarathiel, the Ancient Actions

Large fiend (devil), lawful evil


Sarathiel makes three melee attacks with his
Multiattack.

Greatsword of Judgment.
Armor Class 21 (+3 plate)
Hit Points 378 (28d10 + 224) Greatsword of Judgment. Melee Weapon Attack: +16 to hit,
Speed 40 ft., fly 60 ft. (hover) reach 10 ft., one target. Hit: 23 (4d6 + 9) slashing damage
plus 18 (4d8) necrotic damage. If the target is a creature,
STR DEX CON INT WIS CHA
it must succeed on a DC 22 Wisdom saving throw or
29 (+9) 23 (+6) 26 (+8) 20 (+5) 27 (+8) 24 (+7) become restrained until the end of its next turn.

Saving Throws Str +16, Dex +13, Con +15, Wis +15, Cha – Sarathiel summons
Wings of Limbo (Recharge 5 6).
+14 illusionary black wings, releasing an overwhelming wave of
Skills Athletics +16, Insight +15, Intimidation +14, necrotic power. Each creature of his choice within 60 feet
Perception +15 must make a DC 22 Constitution saving throw, taking 54
Damage Resistances fire, cold; bludgeoning, piercing, and (12d8) necrotic damage on a failed save, or half as much
slashing from nonmagical attacks that aren’t silvered on a successful one. Creatures that fail the saving throw
Damage Immunities necrotic, poison are also frightened until the end of their next turn.
Condition Immunities charmed, frightened, poisoned
Bonus Actions
Senses truesight 120 ft., passive Perception 25

Languages Celestial, Common, Infernal, telepathy 120 ft. Shackles of Order (Recharge 6).Sarathiel summons spectral
Challenge 24 (62,000 XP) Proficiency Bonus +7 chains to bind his enemies. Each creature of his choice
within 60 feet must succeed on a DC 22 Strength saving
Aura of Dread. Sarathiel exudes a 30-foot aura of throw or become restrained for 1 minute. A restrained
creature can make a DC 22 Strength (Athletics) check at
oppressive power. Creatures of his choice within the aura
at the start of their turn must succeed on a DC 22 Wisdom the end of its turns, ending the effect on itself on a
success.
saving throw or be frightened for 1 minute. A creature that
succeeds on this saving throw becomes immune to this Legendary Actions
effect for 24 hours.
Sarathiel can take 3 legendary actions, choosing from the
Divine Heritage. Sarathiel has advantadge on attack rolls options below. Only one legendary action option can be
made against fiends. Additionally, Sarathiel can cast the used at a time, and only at the end of another creature’s
divine word spell at will. The spell save DC is 22.
turn. Sarathiel regains spent legendary actions at the start
of his turn.
If Sarathiel fails a saving
Legendary Resistance (3/Day).

throw, he can choose to succeed instead. Attack. Sarathiel makes one melee weapon attack.
Aura Shift. Sarathiel temporarily expands his Aura of Dread
Magic Resistance.Sarathiel has advantage on saving by 30 feet until the start of his next turn.
throws against spells and other magical effects. Limbo’s Wrath (Costs 2 Actions). Sarathiel summons the

power of Limbo to lash out at his foes. Each creature of


Magic Weapons. Sarathiel’s weapon attacks are magical. his choice within 40 feet must make a DC 22 Dexterity
saving throw, taking 36 (8d8) necrotic damage on a failed
Master of Limbo. While in Limbo, Sarathiel regains 10 hit save or half as much on a successful one.
points at the start of his turn if he has at least 1 hit point. Celestial Echo (Costs 3 Actions). Sarathiel summons a

Additionally, he can reshape the terrain within 60 feet of spectral echo of his former angelic self, which appears in
him, creating difficult terrain, removing cover, or opening his space and fights alongside him. The echo has the
small gaps as a bonus action. same statistics as Sarathiel but has 30 hit points and does
not have access to Legendary Actions, Bonus Actions,
Necrotic Smite. Once per turn, when Sarathiel hits a Reactions, or Actions other than its Greatsword of
creature with a melee weapon attack, he can deal an Judgment attack. It acts on Sarathiel’s turn and can make
additional 36 (8d8) necrotic damage. The target must a single melee attack using Sarathiel’s attack bonus and
succeed on a DC 22 Constitution saving throw or have its damage statistics. If the attack hits, the echo can also use
hit point maximum reduced by an amount equal to half Sarathiel’s Necrotic Smite trait. The echo lasts for 1
the necrotic damage dealt. This reduction lasts until the minute, until it is reduced to 0 hit points, or until Sarathiel
target finishes a long rest. dismisses it as a bonus action.
290

Lilithar, the Crimson Queen Regardless of the truth, her proclamation has

cemented her as one of the most feared and


Among the Archdevils of Hell, none embody the
influential Archdevils in all of Hell.
raw, unrelenting allure of violence quite like
A Queen of Blood and Fire
Lilithar, the Crimson Queen. Ruling over the

Seventh Circle of Hell - the Circle of Violence - she As the ruler of the Circle of Violence, Lilithar is

is a figure of terror, draped in blood-red finery and drawn to mortals and devils alike who exhibit a

commanding respect as one of Hell’s most capacity for unbridled rage. She cultivates violence,

powerful entities. Lilithar revels in brutality, taking offering contracts to those whose wrath serves her

immense pleasure in torturing the souls of the purposes. Through these infernal bargains, she

damned and orchestrating displays of carnage that shapes her armies and enforces her dominion. Her

echo her dark magnificence. Her court is an generals are chosen not only for their strength but

endless theater of agony, where violence is not just for their ability to inspire chaos and destruction.

punishment but an art form. Despite her affinity for violence, Lilithar is not a

Lilithar claims to be the consort of the King of Hell, mindless brute. She is cunning and intelligent, fully

a declaration she often repeats with a wicked smile. aware that her role in the infernal hierarchy

Whether her claim is true or a tool to bolster her requires more than brute strength. She uses her

status among the infernal hierarchy is a subject of charisma and status to manipulate both allies and

whispered debate among devils. None dare enemies, her sharp mind as dangerous as her

challenge her assertion openly; her power and claws.

wrath make such defiance unthinkable. She


Mistress of Torture
commands absolute obedience from her followers
In the Seventh Circle of Hell, torture is not merely
and wields her influence with a masterful blend of
a punishment - it is an art, perfected under
fear and charisma.
Lilithar’s meticulous and sadistic guidance. The

The Crimson Legacy Crimson Queen views the agony of violent souls as

Legends speak of Lilithar as the daughter of Lilith, a form of entertainment and a testament to her

an ancient devil associated with seduction and dominion over all things brutal. Her punishments

destruction. If the tales are true, Lilithar has taken are tailored to reflect the nature of each soul’s

her mother’s legacy and turned it into something wrath, ensuring that every torment serves as both a

far more terrifying. Unlike her supposed lesson and a spectacle.

progenitor, Lilithar’s influence is not rooted in Lilithar’s torture chambers are legendary, filled

subtle temptation but in the raw, visceral power of with infernal devices designed to prolong suffering

violence. She views conflict as a means of and break even the most defiant spirits. She

expression, a tool of domination, and an eternal personally oversees the most exceptional cases,

spectacle that defines her existence. often taking days, weeks, or even centuries to exact

Her domain is said to reflect her own savage her wrathful artistry upon a soul. To her, torture is

elegance: crimson rivers flow through landscapes a sensory delight, a performance to be savored as

of jagged obsidian and charred bones. Her fortress, much as it is a means of enforcing order in her

known as the Scarlet Bastion, looms as a dark realm.

citadel surrounded by eternally burning battlefields,


One of Hell’s Mightiest
where souls endlessly reenact their most violent
Lilithar’s power is rivaled by few. Her mastery of
moments in a grim tribute to their queen.
infernal magic, combined with her lethal combat

Consort or Pretender? prowess, makes her a terror to behold on the

Lilithar’s claim of being the consort of the King of battlefield. She commands legions of devils and

Hell raises many questions. Her connection to the boasts a personal cadre of warriors known as the

King - if it exists at all - remains veiled in mystery. Crimson Guard, elite devils clad in scarlet armor

Some devils whisper that the King humors her who embody her philosophy of violent perfection.

claim, while others suggest she serves as his To face Lilithar in battle is to confront the very

favored enforcer of violence. Still, others believe essence of violence, embodied in a devil whose

her assertion is a calculated power play, a way to beauty is matched only by her cruelty.

elevate herself above her rivals in the hierarchy.


292

Lilithar, the Crimson Queen


Magic Weapons. Lilithar’s weapon attacks are magical.
Large fiend (devil), lawful evil

When Lilithar deals psychic damage to a


Torturer’s Delight.
Armor Class 20 (natural armor) creature, she regains hit points equal to half the psychic
Hit Points 405 (30d10 + 240)
damage dealt.
Speed 40 ft., fly 60 ft.

Actions

STR DEX CON INT WIS CHA


Multiattack. Lilithar makes three melee attacks.
22 (+6) 22 (+6) 26 (+8) 22 (+6) 20 (+5) 27 (+8)
Crimson Claws. Melee Weapon Attack: +14 to hit, reach 10
Saving Throws Dex +14, Con +16, Int + 14, Wis +13, Cha ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 13
+16 (3d8) psychic damage.
SkillsDeception +16, Insight +13, Intimidation +24,
Persuasion +16 Infernal Lash. Melee Weapon Attack: +14 to hit, reach 20 ft.,
Damage Resistances cold; bludgeoning, piercing, and one target. Hit: 16 (3d6 + 6) slashing damage plus 10
slashing from nonmagical attacks (3d6) fire damage. The target must succeed on a DC 24
Damage Immunities fire, poison Constitution saving throw or be restrained until the end of
Condition Immunities charmed, frightened, poisoned its next turn.
Senses truesight 120 ft., passive Perception 15

Languages Common, Infernal, telepathy 120 ft. – Lilithar unleashes a


Bloodletting Wave (Recharge 5 6).

Challenge 25 (75,000 XP) Proficiency Bonus +8 torrent of infernal blood in a 120-foot cone. Each creature
in the area must make a DC 24 Dexterity saving throw,
taking 49 (14d6) necrotic damage on a failed save, or half
Aura of Despair. Creature of Lilithar’s choice that start their
as much on a successful one. Creatures that fail the save
turns within 30 feet of her must succeed on a DC 24 by 5 or more are also poisoned for 1 minute.
Wisdom saving throw or be incapacitated with
overwhelming fear until the end of their next turn. A – Lilithar targets up to three
Exsanguinate (Recharge 5 6).
creature that succeeds on this saving throw is immune to creatures within 60 feet that are not constructs or undead.
this effect for 24 hours. Each target must make a DC 24 Constitution saving throw
or take 36 (8d8) necrotic damage, and Lilithar regains hit
Blood Dominion. Lilithar can sense the blood of any points equal to half the total damage dealt. Creatures that
creature within 120 feet of her. If a creature within this
fail the save by 10 or more also gain a level of exhaustion.
range has less than half its hit points, she knows its exact
location and gains advantage on attack rolls against it. Bonus Actions

Lilithar channels her infernal


Infernal Rebirth (1/Day).
Bloodbond Corruption. Lilithar can sense the emotions and
power to heal herself. She regains 50 hit points.
surface thoughts of any creature she has damaged within
the last round that are within 120 feet of her. She can use Legendary Actions

this connection to cast the suggestion spell on them as a


Lilithar can take 3 legendary actions, choosing from the
bonus action.
options below. Only one legendary action can be used at a
Crimson Exultation. Whenever Lilithar reduces a creature to time, and only at the end of another creature’s turn.
0 hit points, she gains temporary hit points equal to the Lilithar regains spent legendary actions at the start of her
creature’s CR or Character Level, which last until the end turn.
of her next turn. Crimson Strike. Lilithar makes one melee weapon attack.
Innate Spellcasting.Lilithar’s spellcasting ability is Psychic Scourge. Lilithar targets one creature she can see
within 60 feet. The target must make a DC 24 Intelligence
Charisma (spell save DC 24). She can innately cast the
saving throw, taking 18 (4d8) psychic damage on a failed
following spells, requiring no material components:
save, or half as much on a successful one.
At will: charm person, detect thoughts, hellish chains, infernal Cast a Spell (Costs 2 Actions). Lilithar casts a spell.

command, suggestion Terrorize (Costs 2 Actions). Lilithar projects a wave of

3/day each: devil’s mark, dominate person, hold person, psychic terror. Each creature of her choice within 30 feet
1/day each: dominate monster, power word kill, unholy must succeed on a DC 24 Wisdom saving throw or be
domain
frightened for 1 minute. A frightened creature can repeat
the saving throw at the end of its turns, ending the effect
If Lilithar fails a saving throw,
Legendary Resistance (4/Day). on itself on a success.
she can choose to succeed instead. Sudden Onslaught (Costs 3 Actions). Lilithar teleports up to

60 feet to an unoccupied space she can see, then makes


Magic Resistance. Lilithar has advantage on saving throws two melee attacks against up to two creatures within her
against spells and other magical effects. reach.
293

The King of Hell for eternity. To others, he is a divine judge,

punishing the wicked in the afterlife according to


At the pinnacle of Hell’s infernal hierarchy stands
his own twisted interpretation of justice.
the King of Hell, the absolute ruler of all devils and
The King’s divine-like power stems not only from
master of the Nine Circles. Known by many names
his unmatched might but also from his dominion
across different realms and planes - Lucifer, Satan,
over contracts. Every pact made with a devil is
Asmodeus, Mephistopheles - the King of Hell
ultimately tied to his authority. By harvesting
embodies the ultimate authority in the realm of
mortal souls and binding them to his infernal
Lawful Evil. His power is unparalleled, his will
machine, he strengthens his realm and his hold
unshakable, and his influence felt across all planes
over the multiverse. It is said that the King of Hell
of existence.
has the power to rival even true gods, though his
The King of Hell’s origins are shrouded in myth
ambitions lie not in open war but in subtle
and mystery, with each culture and plane offering
domination.
its own interpretation of his rise to power. Some
Manifestation of Power
claim he was the greatest of angels, cast down for

his pride and rebellion against celestial law. Others The King of Hell is a figure of awe and terror. His

say he is a primordial force, born from the chaos of physical form is both beautiful and horrifying, a

creation to impose order on the infernal legions. vision of perfect authority and fiendish dread.

Regardless of his true origin, the King of Hell Towering over mortals and devils alike, his

commands respect, fear, and unwavering presence radiates overwhelming power, inspiring

obedience from the devils under his rule. His name both devotion and despair. His skin is said to glow

is whispered in terror by mortals and immortals with an infernal light, his eyes burn with flames

alike, a reminder of the consequences of defiance that see through all deception, and his voice carries

and corruption. the weight of absolute command. He wields

weapons forged from the essence of Hell itself,


Ruler of the Nine Circles
capable of cleaving through celestial and fiendish
The King of Hell’s dominion spans the entirety of
foes with equal ease.
the Nine Circles, each one representing a facet of
His mastery of magic surpasses even the most
sin and punishment. These infernal layers are
powerful spellcasters in existence, blending divine,
meticulously organized, reflecting the King’s
arcane, and infernal energies to devastating effect.
uncompromising demand for order and discipline.
His commands can bend reality, reshape Hell, and
Every soul, every devil, and every plot in Hell
even rewrite the fate of souls. The King of Hell is
ultimately answers to him. The Archdukes of Hell,
the ultimate arbiter of law and punishment in his
the mightiest Archdevils who rule individual circles,
realm, his word binding and eternal.
are bound to his will, acting as his vassals and
The Eternal Schemer
enforcers of his decrees. Though their ambitions

are vast, none dare openly defy the King, for his Despite his overwhelming power, the King of Hell

wrath is swift and absolute. is not content with his dominion. His ambition

Despite the rigid structure of Hell, the King thrives drives him to seek influence beyond Hell, spreading

on ambition and competition among devils, his schemes across the planes. His agents infiltrate

encouraging them to rise in power through merit, mortal realms, celestial domains, and even the

cunning, and the accumulation of mortal souls. Abyssal Realm, sowing discord and corruption in

However, he ensures that no devil’s rise threatens his name. Every mortal soul claimed, every deal

his own supremacy. The King’s law is absolute, and struck, and every act of treachery advances his

any rebellion is met with annihilation. grand design.

He is patient and cunning, understanding that true


The Devil God
conquest is not achieved through brute force but
In many worlds, the King of Hell is regarded as a
through manipulation and control. Where a demon
god, worshipped by mortals who seek power,
god thrives on chaos and destruction, the King of
wealth, or forbidden knowledge. His cults span the
Hell’s power lies in order and inevitability. He does
planes, tempting those who would sacrifice their
not conquer; he makes his enemies destroy
morality for personal gain. To some, he is the
themselves.
ultimate tempter, offering contracts that bind souls
294
King of Hell Actions

Large fiend (devil), lawful evil


Multiattack.The King of Hell makes three attacks with his
greatsword or casts a spell and makes one greatsword
Armor Class 22 (natural armor)
attack.
Hit Points 666 (40d10 + 320 + 126)
Speed 40 ft., fly 80 ft. (hover) Hellfire Greatsword. Melee Weapon Attack: +19 to hit, reach
10 ft., one target. Hit: 37 (6d8 + 10) slashing damage plus
STR DEX CON INT WIS CHA
27 (6d8) fire damage. On a critical hit, the target must
30 (+10) 25 (+7) 26 (+8) 25 (+7) 26 (+8) 30 (+10) make a DC 28 Constitution saving throw or be reduced to
0 hit points. This damage ignores fire resistance, and
Saving Throws Str +19, Dex +16, Con +17, Int +16, Wis creatures immune to fire take it as though they had
+17, Cha +19 resistance.
Skills Deception +28, Insight +17, Intimidation +19,

Perception +17, Persuasion +19 The King of Hell channels


Hellfire Explosion (Recharge 5-6).

Damage Resistances cold; bludgeoning, piercing, and his power, creating a 90-foot-radius explosion around
slashing from nonmagical attacks himself. Each other creature in the area must make a DC
Damage Immunities fire, necrotic, poison 28 Dexterity saving throw, taking 88 (16d10) fire damage
Condition Immunities charmed, frightened, poisoned on a failed save, or half as much on a success. This
Senses truesight 120 ft., passive Perception 27 damage ignores fire resistance, and creatures immune to
Languages all, telepathy 120 ft. fire damage take it as though they were resistant.
Challenge 30 (155,000 XP) Proficiency Bonus +9
Bonus Actions

Devourer of Souls. The King of Hell regains 20 hit points at Absolute Authority. The King of Hell commands a fiend
(devil) of CR 20 or lower within 120 feet. The target must
the start of its turn if he has at least 1 hit point.
Additionally he regains 30 hit points whenever a creature succeed on a DC 28 Charisma saving throw or be
compelled to obey his orders for 1 hour.
dies within 120 feet of him. If the dead creature is a
celestial or fiend, he regains 50 hit points instead.
Infernal Chains. Ranged Weapon Attack: +19 to hit, range 30
God of Hell. The King of Hell’s hit point maximum is ft., one target. Hit: the target is restrained (escape DC 28).
While restrained in this way, the target takes 21 (6d6) fire
increased by 126 (already included in the statblock), and
he is immune to spells of 6th level or lower, unless he damage at the start of each of its turns.
wishes to be affected. Additionally, he can end any effect of Legendary Actions
a spell cast on him as a bonus action.
The King of Hell can take 5 legendary actions, choosing
Infernal Presence.Creatures of the King of Hell’s choice from the options below. Only one legendary action option
within 120 feet of him must make a DC 28 Wisdom saving can be used at a time, and only at the end of another
throw at the start of their turn. On a failed save, they are creature’s turn. He regains spent legendary actions at the
frightened for 1 minute. A creature that succeeds on the start of his turn.
saving throw is immune to this effect for 24 hours.
Attack. The King of Hell makes one attack with his
Legendary Resistance (5/Day).If the King of Hell fails a greatsword.
Infernal Command. The King of Hell commands one ally
saving throw, he can choose to succeed instead.
within 60 feet to immediately use one of its actions.
Master of All Magic. The King of Hell is a 20th-level Casts a Spell (Costs 2 Actions). The King of Hell casts a spell.

spellcaster. His spellcasting ability is Charisma (spell save Hellfire Burst (Costs 2 Actions). The King of Hell releases a

DC 28, +19 to hit with spell attacks). He knows all spells wave of hellfire in a 60-foot cone. Each creature in the area
from every spell list and can cast them without must make a DC 28 Dexterity saving throw, taking 36
preparation. His spell slots are as follows: (8d8) fire damage on a failed save, or half as much on a
success. This damage ignores fire resistance, and
Cantrips (at will) creatures immune to fire damage take it as though they
1st level (4 slots) were resistant.
2nd-5th level (3 slots each) Summon Fiends (Costs 3 Actions). The King of Hell

6th-7th level (2 slots each) summons 1d6 erineyes or 2d4 horned devils. The
8th-9th level (1 slot each) summoned devils obey his commands and remain until
they die or he dismisses them as a bonus action.
When the King of Hell casts a spell, he can choose to deal Reality Rend (Recharge 5-6) (Costs 5 Actions). The King of
necrotic or fire damage instead of the spell’s normal Hell warps reality in a 120-foot radius around himself.
damage type. The King of Hell can’t cast a spell that deals Creatures of his choice within the area must succeed on a
radiant damage without changing its type to necrotic or DC 28 Charisma saving throw or take 55 (10d10) force
fire damage. damage and be incapacitated until the end of their next
When in Hell, at the start of each of his turns, he rolls a turn. On a failed save, creatures take half as much damage
d10. The King of Hell regains a spell slot of a level equal to and are not incapacitated. Additionally, all magical effects
the number rolled or lower (up to a 9th-level slot). of 8th level or lower in the area are dispelled.
295

Running the Encounter Combat with the King of Hell

If diplomacy fails - or if the players seek to oppose


An encounter with the King of Hell is typically a
him directly - combat with the King of Hell should
roleplaying encounter, steeped in intrigue,
be treated as a climactic, end-of-campaign event or
manipulation, and high-stakes diplomacy. As the
an extraordinary test. A battle against him is not
ruler of the Nine Circles and the ultimate arbiter of
only a fight against his immense personal power
Lawful Evil, the King of Hell thrives on pacts,
but also against the forces of Hell itself.
punishments, and the subtle domination of those

who dare enter his presence. This is a being who


Lair Actions Everywhere: The King of Hell

commands infinite patience and cunning, and


commands all of Hell as his domain, and during
rarely does he resort to combat unless absolutely
any encounter with him in Hell, the entire plane is
necessary.
treated as his lair. He can use any lair action from

the Devils and Infernal Creatures section, with a +2


Roleplaying with the King of Hell
to their DCs.
The King of Hell is a master manipulator, capable

of using his words and immense power to sway


Impossible to Kill Permanently: Killing the King of
mortals to his side or crush their resolve. Players
Hell in a direct fight is nearly impossible. As long as
might encounter him in scenarios where:
Hell exists, so does he, respawning in his realm

with his full might. You may consider allowing the


They are bargaining for a powerful artifact,
party to make his resurrection impossible or to
forbidden knowledge, or the release of a soul.
weaken his traits (such as God of Hell) through a
They seek to undo an infernal contract or
series of quests. This could involve:
reclaim someone who has been bound to his

service.
Gaining blessings from powerful celestials to
They have been summoned to Hell to account
negate some of his defenses.
for actions that disrupted infernal operations.
Acquiring unique artifacts that disrupt his
They are attempting to negotiate with him to
connection to Hell.
turn his focus away from their plane or thwart
Undertaking trials to sever his divine connection
his plans without open conflict.
to the infernal hierarchy.

In these scenarios, the King of Hell will tempt the


Strategic Thinking: The King of Hell will use his
party with offers of power or bargain for
legendary actions, spellcasting, and infernal
concessions that further his grand design. Players
authority to full effect. As a Game Master, don’t pull
will need to tread carefully, as every word spoken
your punches.
in his presence could be bound by infernal law, and

his deals always come with a heavy price. Conclusion

To make an encounter with the King of Hell truly

memorable, blend combat, strategy, and narrative

twists. The King may not aim for outright

destruction, instead testing the party’s resolve or

loyalty. He might retreat after toying with them,

leaving the players shaken but alive, or offer mid-

combat bargains - tempting them with power,

sparing a life, or even demanding the sacrifice of an

ally’s soul. As the battle rages, Hell itself can turn

against the players, with infernal legions joining the

fray or the landscape erupting in waves of fire and

chaos. The confrontation’s stakes could shift

dramatically if the players realize defeating the

King might unleash greater chaos, such as the rise

of a more ruthless ruler. Victory might not mean

killing him but finding ways to banish him

temporarily, trap him in a celestial ward, or strike a

desperate deal to survive.


296

Appendix A: Plot Hooks and Campaign Ideas


This appendix provides Game Masters with a variety of story seeds, plot hooks, and campaign frameworks

centered around the themes of demons, devils, and the lower realms. Whether your party is confronting a

demonic invasion, unraveling a devil’s web of contracts, or descending into Hell itself, these ideas are

designed to inspire thrilling and darkly thematic adventures.

The Abyssal Invasion The campaign could feature encounters with

The material plane quakes under the weight of a powerful devils like Sarathiel, the enigmatic

full-scale demonic invasion. Portals to the Abyssal watcher of Limbo, or Lilithar, the Crimson Queen,

Realm have erupted across the land, spewing forth who might offer aid - or hindrance - for their own

hordes of demons intent on consuming everything inscrutable reasons. The final act might require the

in their path. The campaign begins with the party party to face the King of Hell himself to negotiate

defending their home against the chaos, only to the release of the soul, with their lives and their

uncover a deeper, more sinister plan. world’s safety hanging in the balance.

As the story unfolds, the players discover that


Seeds of Corruption
devils, eager to exploit mortal fear and desperation,
A noble court is slowly being torn apart by infernal
are offering “protection” to settlements in exchange
influence. Whispers of devils’ promises sow discord
for their souls. This sets the stage for a three-way
among rulers and knights, leading to civil war. The
conflict between mortals, demons, and devils, with
party is hired to uncover the source of the unrest,
the party navigating treacherous alliances and
only to find that key figures in the court have
devastating betrayals. The ultimate question: can
already pledged their souls to devils in exchange
the party find a way to close the portals and end the
for power.
invasion without dooming their world to infernal
As the corruption spreads, the party must expose
subjugation?
and eliminate these infernal agents while

Descent into Hell navigating political intrigue and avoiding drawing

When a powerful artifact of celestial origin is stolen the attention of the Archdevil behind the scheme. If

and taken into Hell, the party must embark on a they fail, the entire kingdom may fall under Hell’s

harrowing journey through the circles of the dominion, becoming a staging ground for further

infernal realm to recover it. Starting in the infernal expansion.

treacherous plains of Limbo and descending


The Abyssal Seal
deeper into the more dangerous circles, the
A powerful seal, created eons ago to imprison an
adventurers face challenges that test their strength,
ancient demon lord, is beginning to weaken. Cults
wits, and morality.
devoted to the demon have sprung up, performing
Each circle presents unique dangers tied to its
dark rituals to accelerate the seal’s decay. The
theme - wrathful armies in the fifth circle, violent
party is tasked with finding the key to restoring the
storms of vengeance in the seventh, or cruel
seal before the demon lord escapes and unleashes
torturers in the ninth. The campaign culminates in
chaos upon the world.
a confrontation with an Archdevil who seeks to
The campaign spans multiple planes as the party
corrupt the artifact and use it to tip the cosmic
tracks down ancient texts, forgotten artifacts, and
balance in favor of Hell.
lost knowledge to reinforce the seal. Along the way,

The Pact Unraveled they must contend with demon cultists, fiends

One of the party members (or a close ally) signed a seeking to exploit the chaos, and the ever-looming

pact with a devil, and now their soul is forfeit. The threat of the demon lord’s influence, which grows

party must gather ancient knowledge and powerful stronger with each passing day.

artifacts to find a way to break the contract without

damning the soul in question. Along the way, they

encounter other victims of infernal bargains,

unraveling a vast network of devilish schemes that

spans multiple planes.


297

A Court of Devils The Crimson Queen’s Game

The party is summoned to Hell - not as enemies, Lilithar, the Crimson Queen, has issued a challenge

but as witnesses in a trial held by Sarathiel, ruler of to the mortal world: a deadly tournament to decide

Limbo. A mortal soul of great importance has been the fate of countless souls. The party is drawn into

condemned, and the party must navigate the the competition, either to protect an innocent

treacherous courtroom politics of Hell to prove its victim or to prevent Lilithar from claiming even

innocence or mitigate its punishment. more power.

The trial is rife with schemes, as various devils The tournament features brutal combat, cunning

attempt to manipulate the proceedings for their trials, and psychological torment, with the party

own gain. The party must gather evidence, uncover facing both mortal and infernal opponents. As the

lies, and survive attempts to bribe or intimidate rounds progress, they uncover the true purpose of

them. The campaign explores the complexity of the tournament: a scheme to corrupt and gain more

infernal law and the gray morality of justice in Hell, souls with promises of power and then wager the

culminating in a high-stakes negotiation with the souls of the participants as entertainment. The final

presiding Archdevil - or a dramatic escape attempt showdown pits the party against Lilithar herself.

if things go awry.
The Eternal Wanderer

The Blightmother’s Plague Legends of the Eternal Wanderer, a corrupted

Orvelyn, the Blightmother, has unleashed a virulent archfey trapped in the Abyssal Realm, have

plague upon the material plane, spreading decay surfaced across the material plane. This being of

and despair. Entire kingdoms are succumbing to unmatched power wanders aimlessly, slaughtering

blight and rot, and the party must find a way to stop all in its path. The party learns that the Wanderer is

it. drawn to places of immense magical energy, and its

The campaign focuses on unraveling the origins of arrival on their plane is imminent.

the plague, which leads the party to Orvelyn’s The campaign revolves around unraveling the

corrupted domain in the Abyssal Realm. Along the mystery of the Eternal Wanderer’s origins. To stop

way, they encounter cursed towns, grotesque it, the party must seek ancient artifacts that can

monstrosities born of the plague, and desperate tether the Wanderer back to its fey roots. Along the

mortals who have turned to devils for salvation. way, they confront remnants of the Wanderer’s past

The final battle pits the party against Orvelyn and factions seeking to either control or destroy it.

herself, with the fate of the material plane hanging The final confrontation is a desperate battle to

in the balance. banish the Wanderer before it crosses over to the

material plane.
Wrath Unleashed

The Duke of Wrath, Vorgath the Merciless, has


Gold and Chaos

begun a campaign of conquest, using his wrathful Vaelorax, the Golden Terror, has set his sights on

armies to subjugate mortal realms. The party must the mortal plane, intent on plundering its treasures

rally allies and resist Vorgath’s forces, which are and spreading chaos in his wake. His Golden

bolstered by cursed warriors and fiendish Demon Horde has begun to raze cities, enslaving

mercenaries. mortals to mine gold and forge cursed artifacts.

The campaign emphasizes large-scale battles and The party must disrupt his operations and prevent

strategic planning, as the party must choose him from turning the realm into a gilded wasteland.

whether to strike at Vorgath directly or weaken his This campaign combines themes of greed and

forces through sabotage and alliances. In the rebellion. The party allies with underground

climactic confrontation, the party faces Vorgath on resistance groups to overthrow Vaelorax’s puppet

the battlefield, his overwhelming wrath threatening rulers and infiltrates his heavily guarded treasure

to consume them unless they can outwit and vaults to steal back what was taken. The climax

outlast him. sees the party confronting Vaelorax himself in a

burning city, his golden weapons and fiery wrath

threatening to consume all who oppose him.


298

The Pact Unbroken party a chance to surrender and preserve their lives

A noble family has made a pact with Lilithar, the in exchange for damning their own souls.

Crimson Queen, exchanging their lineage for


The Shattered Pact
infernal power. The party is hired to investigate
Eons ago, a fragile truce was forged between the
strange occurrences in the family’s estate, only to
forces of Hell and the celestial realms to prevent
uncover a web of violence, betrayal, and blood
mutual destruction and maintain balance across
rituals.
the planes. This truce, sealed by a powerful artifact
The campaign blends intrigue and horror as the
known as the Covenant Stone, has now been
party unravels the family’s dark secrets. To break
shattered, plunging the multiverse into chaos.
the pact, they must confront Lilithar herself in her
Devils interpret the breach as a declaration of war,
circle of Hell, enduring her sadistic games and
while celestials scramble to restore order.
avoiding her manipulations. The climax is a tense
The party is approached by a celestial emissary
battle against the Crimson Queen and her devoted,
who claims that the Covenant Stone was stolen by
bloodthirsty followers, with the fate of the noble
a rogue faction within Hell. However, whispers in
line - and their kingdom - hanging in the balance.
the infernal shadows suggest that the celestials

Celestial Bargain themselves broke the pact, igniting old tensions.

The party is approached by a celestial emissary, Tasked with uncovering the truth, the party must

who offers them a once-in-a-lifetime opportunity to navigate treacherous alliances, infiltrate Hell, and

serve the heavens directly. A powerful demon lord uncover hidden secrets buried in the ruins of

has escaped into the material plane, corrupting forgotten treaties.

leaders, desecrating holy sites, and spreading As they unravel the mystery, they find themselves

despair. The emissary tasks the party with tracking caught between two opposing forces: the relentless

the demon’s movements and thwarting its plans devils, led by an Archdevil seeking to exploit the

before it establishes a foothold on their plane. chaos, and the celestials, whose own internal

The campaign sees the party interacting with discord threatens to unravel the fragile peace

celestial agents and mortal champions of light forever. The party must decide where their loyalties

while navigating the intricate politics of divine lie - or forge their own path to restore balance, even

intervention. As the party grows stronger, they at the cost of defying both Heaven and Hell.

discover that the celestial mission comes with its


Divine Divide
own moral dilemmas, forcing them to choose
The gods themselves are in turmoil as a celestial
between rigid adherence to the celestial’s strict will
host fractures over a philosophical dispute about
or following their own sense of justice. The final
the role of mortals in their eternal war against
confrontation takes place at the demon lord’s
fiends. A celestial faction has decided to take direct
desecrated citadel, with the fate of the world
control of the material plane, reasoning that
hanging in the balance.
mortals are incapable of protecting themselves

The Wrath of the Forsaken from the growing demonic and infernal threats.

A small village on the edge of a kingdom is The party is caught in the middle of this celestial

suddenly besieged by wrathful fiends led by divide, forced to choose between supporting the

Vorgath, the Merciless. The devils demand interventionist celestials or standing with the gods

retribution for an ancient offense committed by the who believe in mortal free will. The campaign

kingdom’s ancestors - a forgotten betrayal of a pact intertwines celestial and infernal conflicts, with the

with Vorgath himself. The party must uncover the party acting as intermediaries between divine

truth behind the historical pact and decide whether beings and mortal kingdoms. The climax sees them

to appease Vorgath or rally the kingdom to fight ascending to a divine battlefield to confront the

against his forces. rebellious celestials and decide the fate of their

The campaign blends historical investigation with world.

large-scale battles, as the party uncovers buried

secrets and seeks to unite the kingdom’s disparate

factions against a common enemy. As they prepare

for a climactic confrontation, Vorgath offers the


299

Appendix B: Demon Names Table


The following table provides a list of names for demons, useful for quickly naming any unnamed demon

encountered in your adventures. These names reflect the chaotic and destructive nature of demons, with

harsh syllables and unpredictable patterns, evoking the primal madness of the Abyssal Realm.

d100 Demon Name d100 Demon Name

1 Gingraroth 51 Olz’garuth
2 Thaz’gith 52 Malthor’ganik
3 Dath’toruth 53 Rul’zhathrak
4 Kezgannuun 54 Krezvornil
5 Trestrad 55 Torgolrath
6 Oglozin 56 Durg’maluth
7 Suggonok 57 Yalth’rokan
8 Orgaath 58 Zul’franith
9 Bor’umal 59 Ghaz’tharal
10 Braglanil 60 Vor’kralath
11 Rolrathan 61 Zorgranak
12 Brezgaral 62 Blaz’nogoth
13 Alromuth 63 Wralmothak
14 Kunar 64 Thrashgoral
15 Drurnaluth 65 Glaz’rathnak
16 Karokoth 66 Dren’gathol
17 Bogmamon 67 Krizvonnal
18 Estreduth 68 Zulragthoth
19 Ozrath 69 Morvagral
20 Trallmonnach 70 Froz’morath
21 Kragvorth 71 Dral’zarith
22 Zar’thunith 72 Bluth’raznok
23 Xazthalak 73 Yorn’gathil
24 Korgathull 74 Ghor’lashnal
25 Vrenthalok 75 Zartholnath
26 Shagranuth 76 Drak’muzoth
27 Olgrashnik 77 Wrul’graxil
28 Moggrathal 78 Bal’thoril
29 Zekranoth 79 Ven’kraguth
30 Ormathilak 80 Thrul’mothal
31 Thrakmaloth 81 Kreth’malith
32 Yal’rathnok 82 Grath’moloth
33 Grendolrith 83 Vroth’ghanik
34 Rosh’thral 84 Drul’kazral
35 Zyn’qulath 85 Ghorztharok
36 Freglomnak 86 Zul’vranath
37 Krav’noruth 87 Grax’morath
38 Zer’qulimon 88 Writhoz’gath
39 Blornathok 89 Vor’karoth
40 Dras’goloth 90 Thrash’marok
41 Vrosh’nithar 91 Bluz’kronith
42 Azgornath 92 Rulgathrok
43 Tragmosith 93 Drek’zanith
44 Zul’ralnath 94 Zralth’rokan
45 Gralmokoth 95 Frash’nothak
46 Korthralnag 96 Morkathrith
47 Writhozil 97 Grozmalnath
48 Balnothrath 98 Zul’tharnak
49 Fraggulith 99 Krath’morzith
50 Sarn’gothak 100 Ulth’ralath
300

Appendix C: Devil Names Table


The following table provides a list of names for devils, useful for quickly naming any unnamed devil

encountered in your adventures. These names reflect the lawful and calculating nature of devils, with

structured syllables and a sense of infernal authority.

d100 Devil Name d100 Devil Name

1 Korvexus 51 Zalvothen
2 Krandahlix 52 Faelzamon
3 Beelex 53 Trazidiel
4 Baaphtis 54 Korvaleth
5 Baelun 55 Baxelmon
6 Phungros 56 Nalthrex
7 Invridox 57 Beldrithor
8 Traxxios 58 Lithoriel
9 Baldon 59 Dalvethar
10 Bulphedor 60 Samalrex
11 Asmodrel 61 Voranthar
12 Malricath 62 Galthanix
13 Zorvaleth 63 Kaltriel
14 Thaxidon 64 Zarnadrix
15 Agravox 65 Baxador
16 Xantrilith 66 Thalrithar
17 Lorthazel 67 Agremoth
18 Faelzorath 68 Phalzarix
19 Narbeloth 69 Maltheran
20 Phraxidor 70 Lorthazar
21 Galthazar 71 Dalthios
22 Morzithan 72 Xarvodan
23 Voltheran 73 Vorlathen
24 Cyrathix 74 Zerathor
25 Pellivor 75 Belkorath
26 Draxalon 76 Grimtharion
27 Raxaphor 77 Drazmodiel
28 Ligrathor 78 Paltharion
29 Zarithar 79 Samorix
30 Balzefon 80 Thrazidon
31 Phalranix 81 Kalthazur
32 Tazmodiel 82 Belantrix
33 Korlaxan 83 Galvethar
34 Beltharion 84 Velkranix
35 Agramon 85 Faelzorix
36 Samandral 86 Xaltharion
37 Lerathios 87 Agrelthar
38 Maltharion 88 Thaldorex
39 Zarbanix 89 Korvethan
40 Velstroph 90 Belnador
41 Xilvethar 91 Gralvethor
42 Grimvexis 92 Phalzarion
43 Altharion 93 Zarnathor
44 Belmorath 94 Pellithar
45 Thandriel 95 Velmorix
46 Drogathor 96 Thalvoran
47 Xanthador 97 Maltrithar
48 Velkarion 98 Xarbelion
49 Morzaphor 99 Zalverath
50 Pellazar 100 Baltrexan
301

Appendix D: 5.5E
This section is designed to assist Game Masters in adapting the content of this manual to align with the new

2024 updates to the 5E rules, which we will refer to as 5.5E. While the 5.5E update is fully retro compatible

with older content - meaning that all existing material remains compatible with the new rules - the following

notes provide additional guidance for further compatibility and adjustments specifically tailored to this new

ruleset.

Ability Score Improvements altering or replacing earlier editions’ spells. These

In the 5.5E ruleset, starting ability score spells can be freely added to campaigns using

improvements are now granted by backgrounds either 5E or 5.5E rules without requiring any

rather than races, allowing players to allocate their additional adjustments.

bonuses as they see fit. In 5E, these improvements The magic items provided in this manual are

were granted by races, and we have kept it this way primarily designed for 5E but are also highly usable

in this manual. The races provided specify certain in 5.5E. For items containing spells, there may be

ability score increases, but these are merely occasional differences between the 5E and 5.5E

outlines. If the Game Master allows it, players are versions of the spells. In these rare cases, Game

encouraged to customize these bonuses to fit their Masters can easily reconcile any discrepancies by

character concepts. For example, while the Half- comparing the spell descriptions.

Demon race typically increases Strength by 2 and Items that do not contain spells are guaranteed to

Constitution by 1, these bonuses can be shifted to be fully compatible with 5.5E and require no

any other scores, as long as the +2/+1 formula is adjustments. This ensures that the majority of the

maintained. magic items can be introduced into campaigns

effortlessly, providing players with exciting and


Starting Feats
flavorful tools to explore and utilize.

In the 5.5E ruleset, characters are granted a


Subclass Progression
specific feat at character creation, based on their

background. While the backgrounds provided in In the 5E ruleset, subclasses and archetypes were

this manual do not specify a particular starting feat, typically chosen at the 1st, 2nd, or 3rd level,

Game Masters can choose an appropriate feat from depending on the class. However, in the 5.5E

either the 5.5E ruleset or this manual to match ruleset, all subclasses and archetypes are chosen at

each background. Alternatively, players could be 3rd level. This means that any subclass abilities

allowed to select from a curated list of feats, mentioned as being taken at 1st or 2nd level should

ensuring that their choice complements their instead be taken at 3rd level when playing with the

character’s story and abilities. new rules. The abilities that were previously

That said, assigning these additional feats isn’t granted at 1st or 2nd level are now replaced by

strictly necessary, as the backgrounds in this other features, as outlined in the 5.5E rules.

manual are already particularly powerful. They If certain specific subclasses granted a class unique

provide unique abilities, proficiencies, and features flavor or thematic elements starting at 1st level, it is

that are especially useful within the campaign’s recommended to keep that flavor intact even if the

context, giving characters plenty of versatility mechanical abilities are shifted. This places greater

without requiring an additional feat at creation. emphasis on character backstories and makes it

especially important for Game Masters to help


Spells and Magic Items
players integrate their characters meaningfully into
The spells and magic items presented in this the world.

manual are designed to expand your game and The new class presented in this manual, the
integrate seamlessly with both 5E and 5.5E Felheart, is fully compatible with 5.5E rules. Its

systems. subclasses, known as Paths, are designed to be


All spells introduced here are entirely new and fully selected at 3rd level, aligning seamlessly with the

compatible with the 5.5E ruleset. They are updated ruleset.


designed to complement the existing spell lists,

offering unique and thematic options without


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