Diabolical Designs v1.1
Diabolical Designs v1.1
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
formidable.
unforgettable adventures.
Diabolical Designs is published under the OGL rules for 5E. A special thanks to all the artists involved in this
Table of Contents
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
Rare 124
Races 39
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.
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,
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
Fiendish Transformation
Character Options
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
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.
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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
In this manual, the creatures and environments are heavily inspired by Dante’s Hell, but with devils having
–
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.
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Dante’s Hell is a realm of divine retribution, where place of shadows and silence, rather than fiery
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
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.
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.
forms.
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
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
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
state.
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
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
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
heat and fiery hail. all, reserved for traitors. It is a frozen lake, with
entrance, while Centaurs patrol the river of betrayal. The circle is divided into four rounds,
demonic creatures enforce punishment on the against family, country, guests, and benefactors.
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,
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
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.
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.
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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
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
agony.
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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
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
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.
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
retrieve a stolen soul, bargain for a powerful and cunning plans to trap and defeat their
infernal grasp.
narrative arc.
powerful devils or powerful creatures. Infernal Darkness. As an action, the creature can
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
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
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
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)
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
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
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
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
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
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.
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
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
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
Life in the Abyssal Realm Demon Gods: Occasionally, a demon will rise to
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
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
law is power.
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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.
experience for your players: Demonic Tribes and Bands: Large bands of
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
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
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.
shadows.
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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
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
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
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.
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.
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)
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
Fiendish 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
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
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
Transformation appropriate.
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
Narrative Justification:
Introduce a cursed artifact that corrupts the
internal struggle and the chaotic influence of The individual might make a desperate pact
Start with minor physical and behavioral The transformation could be triggered by
darkening of their aura, before moving to more location, such as a desecrated temple or a
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
Monitor the balance of encounters to avoid The party may need to find alternative solutions
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.
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.
Progression
Initial 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
Gain one minor infernal trait, such as Infernal Gain an additional trait, such as Shroud of
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
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
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
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
d6 Ideal
Languages: Abyssal
d6 Flaw
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
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
d8 Personality Trait
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.
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
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)
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.
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
d6 Flaw
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
d6 Flaw
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.
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)
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.
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
d6 Flaw
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
forgery kit
d6 Ideal
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
d6 Flaw
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.
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
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
others.
Inner Conflict
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
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
you.
41
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
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
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.
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
Half-Devils are found wherever their mortal often fears and misunderstands them.
best utilized
Physical Traits
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
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
Malcari
The Malcari are a mysterious race, shrouded in
Legends of Origin
darkness.
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
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
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 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,
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,
suited to guide the community. Embrace the Mystery: Your character comes
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.
ancestors. Bone masks are crafted with great care, perceptions others have of your race through
world.
Playing a Malcari
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.
When you reach 5th level, you can cast the cursed
use this trait, you can’t use it again until you finish a
Feats
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
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.
maximum of 20.
under the effect of the charm person spell. This Increase your Constitution score by 1, to a
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
maximum of 20.
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
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
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
Demonic Speed
benefits:
maximum of 20.
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
benefits:
Increase your Wisdom 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
Voice of Damnation finish a long rest. The spellcasting ability for this
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
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
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.
the attack hits or you fail the saving throw, you take
instead.
rest.
50
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
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
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.
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
by an attack, you can use your reaction to You can see into the Ethereal Plane up to a
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.
ethereal beings.
Prerequisite: Proficiency with martial weapons
1, to a maximum of 20.
proficiency bonus.
attack. You must use the new roll. Once you use
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
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
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.
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
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th
Hit Dice: 1d8 per Felheart level As a Felheart, you gain the following class features:
pack
spellcasting ability.
Constitution modifier
prepared.
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
only be applied to one instance of damage per At 3rd level, you choose a special path between
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:
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
you, as though you share a common language. Once you use this feature, you cannot use it again
Fiendish Endurance
Necrotic Absorption
Felheart Paths
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
turn.
Demonic Fury
enforce order, no matter the cost. At 11th level, your presence radiates with infernal
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
success.
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
Ward of Shadows Once you use this feature, you can’t use it again
shield.
use.
one.
59
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
proficiency in Arcana.
Necrotic Mastery
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
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
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
level and by 1 (2 total) at 17th level. When you reduce a creature to 0 hit points, you
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).
long rest.
Demonic Resilience
Abyssal Strike
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
Infernal Precision
Aura of Authority
turn.
Devil’s Toughness
Infernal Strike
Overwhelming Presence
success.
shoved by you.
64
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
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Dreadful Performance
Song of Sorrow
Dark Echo
Dirge of Dread
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
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
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
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.
Cleric
mark
person
Dark Powers
damage instead.
68
Dark Empowerment
Fiendish Strike
increases to 2d8.
Fiendish Authority
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
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
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Circle of Hell Spells instead. Once you use this feature, you must finish
9th devil’s mark, hold monster until you finish a long rest.
Infernal Resilience
Hellfire Aura
Hellish Fortitude
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.
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
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.
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
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:
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.
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.
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
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.
At 3rd level, you learn to channel necrotic energy
Shadow Affinity and you can hover. Additionally, you can cast the
your next turn. Once you use this feature, you can’t
Fiendish Resilience
Aura of Despair
Soul Drain
long rest.
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.
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:
Fiendish Body you use this feature, you can’t use it again until you
Fiendish Self
control.
without mercy.
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
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
When you take this oath at 3rd level, you gain the
additional 20 feet.
Aura of Dominance
increases to 30 feet.
Infernal Resilience
destruction.
me.
path.
You gain oath spells at the paladin levels listed. Starting at 7th level, you and friendly creatures
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
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
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.
weapon’s type.
81
Ranger: Fiendstalker
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
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
creatures.
Ranger: Fiendstalker
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
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
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.
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).
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Ranger: Hellwalker
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 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.
devils themselves.
Ranger: Hellwalker
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
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.
slot.
Infernal Affinity
damage.
Infernal Endurance
Hellfire Strike
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
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
Rogue: Soulthief
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
Soul Paralyze
Aura of Souls
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
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
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
Level Bonus Points Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
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
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
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
rest.
89
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
Infernal/Abyssal Spells Table Infernal (Devil): Infernal Majesty. You can invoke
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,
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
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.
(minimum of 1). Once you use this feature, you can’t use it again
rest.
Once you use this feature, you can’t use it again
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
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.
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
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.
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
of 1).
Tyrant’s Command
creature as well.
Infernal Dominion
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,
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
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
1 hit point. Once you use this feature, you can’t use
Chaotic Surge
d6 Effect
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
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
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
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
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
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
achieve it.
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
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
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
(minimum of 1).
Curse Mastery
Spells
Cantrips
Infernal Flame
Cantrip evocation
Range: 30 feet
Components: V, S
Duration: Instantaneous
Abyssal Grasp
Cantrip necromancy
Range: 90 feet
Components: V, S
Duration: Instantaneous
saving throw or take 1d6 necrotic damage and be Casting Time: 1 bonus action
damage increases by 1d6 when you reach 5th level Target: Self
Duration: 1 minute
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 Components: V, S
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
Cantrip abjuration
Range: —
Components: V, S
Duration: Instantaneous
Classes: Warlock
Channel Evil
Cantrip transmutation
Range: Self
Target: Self
Components: V, S
Duration: 1 round
Components: V, S Components: V, S
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
Vile Blood
Cantrip necromancy
Range: Self
Target: Self
Components: V, S
Duration: 1 minute
Warlock, Wizard
1st-Level Spells
Components: V, S Components: V, S
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
increases by 1d6 for each slot level above 1st. At Higher Levels: When you cast this spell using a
Range: 30 feet
Components: V, S
success.
Target: One creature within range Target: One other creature within range
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
the end of its next turn, it must roll 1d8 and add the
1st.
Fiendish Smite
1st-level evocation
Range: Self
Target: Self
Components: V, S
damage on a hit.
1st.
101
Casting Time: 1 reaction (which you take when you Casting Time: 1 action
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
Dreadful Visage
1st-level illusion
Range: Self
Target: Self
Components: V, S
Duration: 1 minute
2nd-Level Spells
Target: A 10-foot radius centered on a point within Target: One creature within range
range Components: V, S
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.
Summon Infernal Hound
2nd-level conjuration
Range: 60 feet
Components: V, S Components: V, S
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
“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.
Target: A 10-foot radius centered on a point within Target: One creature within range
range Components: V, S
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
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
Target: All creatures within a 30-foot radius Target: All creatures in a 10-foot radius
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
3rd-level evocation
range
drop of oil)
Duration: Instantaneous
to fire damage.
3rd.
105
4th-Level Spells
Shadow Walk
4th-level conjuration
Range: 90 feet
Target: Self
Components: V, S
Duration: Instantaneous
Warlock
Abyssal Eruption
4th-level evocation
Range: 60 feet
range
Duration: Instantaneous
You call forth a violent eruption of energy from the Fiendish Miasma
5th-Level Spells
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
Devil’s Mark
5th-level enchantment
Range: 60 feet
6th-Level Spells
Target: One creature within range Target: A point you choose within range
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.
do not occur.
7th-Level Spells
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
new result.
armor.
8th-Level Spells
Target: A point you choose within range Target: A point you choose within range
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:
on a success.
additional effect.
110
9th-Level Spells
Abyssal Maelstrom
9th-level conjuration
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
Classes: Cleric, Sorcerer, Warlock, Wizard take 10d6 cold damage and are slowed, reducing
Magic Items
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
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
Ritual Dagger
doubles for the next hour, and you take one level of
vitality.
113
When you look into this mirror, you can see a brief,
dawn.
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.
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
Uncommon
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
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
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
allure.
leaving no trace.
Demonhide Cloak
fiendish resilience.
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
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
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)
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
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
Infernal Warhorn
1 minute.
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Hellforged Buckler
Demonic Vambraces
a red hue.
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
Potion, uncommon
ability modifier).
117
Infernal Elixir
Potion, uncommon
duration.
Demonic Chainmail
attunement)
angles.
charges at dawn.
Blightfire Wand
spellcaster)
attunement)
Infernal Blade
attunement)
Armor (studded leather), uncommon (requires While wearing this amulet, you gain a +1 bonus to
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
Infernal Skull
you go. The skull is warm to the touch and gives off
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
Demonhide Belt
from restraints.
Infernal Spyglass
within.
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
damage.
Soulcatcher Pendant
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
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
that glows faintly with infernal energy. Armor (any light or medium), uncommon (requires
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,
While wearing this amulet, when you take damage, AC for 1 minute. This ability recharges at dawn.
at dawn.
122
recharges at dawn.
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
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
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
Dagger of Ash
attunement)
each movement.
dawn.
123
Wondrous item, uncommon (requires attunement) A dull, dark gem that seems to weigh heavily upon
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
An emerald green gem that flickers with envy, set ability recharges at dawn.
A golden gem that sparkles with an alluring light, Master’s discretion). This ability recharges at dawn.
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
nearby.
recharges at dawn.
Rod of Fire
wielder.
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
blightfire (2 charges)
Ring of Hellfire
spellcaster)
dawn.
126
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
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
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
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
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.
blightfire (2 charges)
at dawn.
Ring of Infernal Dominion
Demonblood Bow
Wondrous item (ring), rarity varies (requires
Weapon (longbow), rare (requires attunement)
attunement)
ability recharges at dawn. Infernal Protection (Rare). When you take fire or
and power.
blightfire (2 charges)
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.
Very Rare
Wondrous item, very rare (requires attunement) Weapon (greatsword), very rare (requires
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
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.
You gain a +2 bonus to your Charisma score, up This ancient war drum is crafted from a strange,
You gain advantage on all Charisma weathered metal. Its surface is etched with cryptic
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
to corrupt you.
control others.
mind.
recharges at dawn.
every step.
battle.
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
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:
or Wizard)
spell attack rolls and your spell save DC. Once per
fireball (2 charges)
attunement)
maximum of 22.
Infernal Scythe
energy.
Fiend’s Hunger
attunement)
force damage.
134
dawn, the armor’s infernal power slowly building as Weapon (staff), very rare (requires attunement by a
it rests. spellcaster)
recharges at dawn.
save DC:
blightfire (1 charges)
Wondrous item (ring), very rare (requires Wondrous item, very rare (requires attunement)
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
While wearing this ring, you can cast hold person While wearing this amulet, you gain a +2 bonus and
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
damage.
When the effect ends, any hit points you have above
points.
136
Legendary
Abyssal Heart
poison damage.
you use this feature, you can’t use it again until the
next dawn.
minute. A creature driven mad is forced to attack This amulet is forged from the remnants of a
saving throw at the end of each of its turns, ending with planar energy. Intricate runes line its surface,
recharges at dawn. faintly with a ghostly light and hums with the
Twinscourge Cleaver
attunement)
following abilities:
you can invoke the combined power of both the flames and the ability to manipulate the essence of
your attacks with the greataxe deal both additional glowing runes etched into the surface.
type). During this time, you also gain resistance to to fire damage and can cast hellish rebuke (DC 20)
score a critical hit with the greataxe, the target is Once per day, as a bonus action, you can cause
throw. This ability can be used once per day and your fists are wreathed in flame, your melee attacks
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
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
success.
Wondrous item (spellbook), legendary (requires Wondrous item, legendary (requires attunement)
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
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
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
lower planes.
dawn.
attunement)
attacks.
Fiendforged Armor
charmed.
Once you use this ability, you can’t use it again until
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:
saving throw or be restrained by the chain. The damage, and bludgeoning, piercing, and
escapes using its action to make a successful DC They gain immunity to fire and poison damage,
takes 3d6 fire damage at the start of each of its They gain truesight out to a range of 60 feet.
Potion, legendary Once the effect ends, the horn grows paler, its dark
energy, contained within an ornate, obsidian bottle builds up its powers once more, regaining its full
nearby.
already higher.
dealt.
you weakened.
143
Wondrous items, legendary (requires attunement) A dull, dark gem that feels unnervingly heavy, set in
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 spell slot.
144
Artifacts
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
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.
saving throw at the end of each of its turns, ending Hold Person. You can cast hold person (DC 22) at
Weapon (warhammer), artifact (requires Weapon (any sword), artifact (requires attunement)
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:
You gain a +3 bonus to attack and damage rolls battlefield into an unnatural darkness. All creatures
the hammer deals an extra 3d8 fire damage. 1-mile radius of you must succeed on a DC 22
fire damage and you gain the following benefits: During this time, the Nihil Blade also deals an
hammer to enchant a non-magical weapon or piece Soul Rend. If you reduce a creature to 0 hit points
can enchant one item per day. You can maintain up trapping it within the blade. The consumed soul
enchantment replacing your oldest one. damage dealt that reduced the creature to 0. While
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.
spellcaster)
insidious power.
dawn.
recharges at dawn.
DEMONS AND ABYSSAL
CREATURES
148
Monster List
Below is a collection of demons and other abyssal CR 1
to craft epic battles, complete with lair actions and Obsidian Gargoyle
Gazorakth
Lair
Greater Umbrath
CR 1/8 CR 7
Blight Vrock
CR 1/4
Greater Brakthar
Umbrath
CR 8
CR 1/2
Adhesive Hezrou
Bonefiend Hezrou
Dire Dretch
CR 9
Gnashling
Thornuk Glabrezu
149
CR 10 CR 18
Rampaging Glabrezu
CR 19
CR 11
Adult Abyssal Dragon
Ophrym Balor
CR 12
Supreme Abyssal Sorcerer
Abyssal Dreadknight
CR 21
Greater Abyssal Steed
Balor Sovereign
CR 13
CR 22
Nalfeshnee
CR 23
Greater Abyssal Chimera
Shadowspawn
CR 24
CR 15
Vaelorax, the Golden Terror
Greater Gazorakth
CR 25
Hulking Nalfeshnee
CR 16 CR 26
CR 17 CR 27
13-16 17 (5d6) 21 (6d6) 28 (8d6) snake out in a 30-foot radius within the lair,
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
Wretchling
Wretchling
Wretchlings are pathetic, sniveling demons that Tiny fiend (demon), chaotic evil
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
Origins of Wretchlings
Dretch
Dretch
Demons arise from the chaotic energy of the Small fiend (demon), chaotic evil
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
- 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
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,
Umbrath
Umbrath
Tiny fiend, chaotic evil Umbraths are small fiendish entities born from the
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
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,
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
Greater Umbrath
Realm.
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
the soil, the scattered bones of fallen demons begin STR DEX CON INT WIS CHA
memories of battles that birthed them. They roam Challenge 1/2 (100 XP) Proficiency Bonus +2
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
Gnashling
Gnashling
Gnashlings are among the most common and feral
Small fiend (demon), chaotic evil
denizens of the Abyssal Realm. These small, wiry
sharp claws, Gnashlings exude a sense of frantic, STR DEX CON INT WIS CHA
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
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
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
Challenge 1/2 (100 XP) Proficiency Bonus +2 lava, and even the flesh-like organic matter that
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
without being impeded. keep their enemies on edge. These creatures are
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one their relentless attacks.
Abyssal Aberration
Abyssal Aberration
The Abyssal Aberration is a pitiful yet unnerving Small aberration, chaotic neutral
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.
swivel, giving them an unblinking, unsettling Challenge 1 (200 XP) Proficiency Bonus +2
Abyssal Vessel
Lesser Abyssal Vessel
When mortals spend too much time in the Abyssal Medium humanoid, chaotic evil
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
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
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
corrupted.
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
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 11
Challenge 5 (1,800 XP) Proficiency Bonus +3 Challenge 10 (5,900 XP) Proficiency Bonus +4
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).
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
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
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
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
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
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
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
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
Grimhorn
Grimhorn
Grimhorns are squat, muscular demons, often Medium fiend (demon), chaotic evil
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
either in service to a more powerful demon lord or Challenge 2 (450 XP) Proficiency Bonus +2
Skullrummager
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).
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
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
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
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.
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
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
Abyssal Hound
Abyssal Hound
Large fiend, chaotic evil Abyssal Hounds are fiendish beasts that roam the
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
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.
Abyssal Sorcerer
Abyssal Sorcerer
Abyssal Sorcerers are fiends of any kind deeply Medium fiend (demon), chaotic evil
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
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.
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
Senses darkvision 60 ft., passive Perception 12 Challenge 14 (11,500 XP) Proficiency Bonus +5
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.
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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
Hit Points 345 (30d8 + 210) 2nd level (3 slots): abyssal burst, mirror image, ray of
Speed 40 ft. enfeeblement
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.
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.
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Brakthar
Brakthar
The Brakthar are peculiar demons of the Abyssal Medium fiend (demon), chaotic evil
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
unsuspecting prey. Their red eyes are sharp and Senses darkvision 60 ft., passive Perception 13
has it that the Brakthars were once weak fiends Challenge 3 (700 XP) Proficiency Bonus +2
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
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
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.
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Abyssal Beast
Abyssal Beast
Abyssal Beasts are monstrous demons that embody Large fiend (demon), chaotic evil
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
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
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.
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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.
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
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
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
Abyssal energy.
shadows that cling to up to three creatures of its
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
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
seek to overwhelm and annihilate anything that 2. Multiattack with Spells: For Adult and Ancient
Abyssal Steed
Abyssal Steed
Legends tell of fiendish experiments in the Abyssal Large fiend, chaotic evil
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
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
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
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,
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
Succubus / Incubus
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
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.
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
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
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
Obsidian Gargoyle
Obsidian Gargoyle
Medium construct, unaligned Forged from pure black obsidian, Obsidian
STR DEX CON INT WIS CHA sharp wings and claws poised for the inevitable
Challenge 5 (1,800 XP) Proficiency Bonus +3 While Obsidian Gargoyles are primarily found in
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
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
Zhorvith
Zhorvith Actions
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
Gazorakth
Gazorakth
The Gazorakth is a creature born of the Abyssal Medium fiend (demon), chaotic evil
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
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.
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.
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
Vrock
cloud.
than negotiate.
Vrock Actions
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
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
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
Abyssal Chimera
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
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
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
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.
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
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
relentless force. Multiattack.The hezrou makes three attacks: one with its
bite and two with its claws.
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
Glabrezu
as beguiling as it is terrifying.
or forbidden knowledge in
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
+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
creature.
Ophrym Actions
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
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
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
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.
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
Shadowspawn
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.
Marilith
Marilith
Mariliths are formidable demons, combining the Large fiend (demon), chaotic evil
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
deadly grace.
longswords and one with its tail.
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.
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
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
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.
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The Eternal Wanderer Over eons, the Wanderer lost their sense of self,
violence.
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
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
The Origin of Decay artifacts that carry her blight to faraway lands and
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).
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
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,
of a demon lord.
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.
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
“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
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
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
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
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
confrontations.
CR 7
Lair
Grand Hellish Sorcerer
CR 11 CR 19
Pit Fiend
CR 12
Supreme Hellish Sorcerer
Erinyes
CR 21
Greater Infernal Steed
Cerberus
CR 13
Infernal Giant Golem
Feraxar
CR 22
Infernal Dreadknight
CR 23
Arch Hellish Sorcerer
CR 15 CR 24
CR 16
Lilithar, the Crimson Queen
Elder Velkash
CR 26
CR 30
King of Hell
224
DC Table for Devil Lair Actions flame source must succeed on a Dexterity
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.
Lemure
Lemure
Medium fiend (devil), lawful evil Lemures are the lowest form of devil in the infernal
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
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
Fiendish Scout
Infernal Scout
Infernal Scouts are small devils often used by more Tiny fiend (devil), lawful evil
reconnaissance and harassment in the infernal STR DEX CON INT WIS CHA
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
These fiends possess sharp claws that they use to Fiendish Scout’s darkvision.
slash at their enemies, though their real strength
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
Infernal Rat
Infernal Rat
Infernal Rats are fiendish rodents that infest dark, Tiny fiend, lawful evil
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
absorb light. Their beady eyes glow with a Challenge 1/8 (25 XP) Proficiency Bonus +2
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
their size.
228
Infernal Minion
Infernal Minion
Infernal Minions, the foot soldiers of the infernal Small fiend (devil), lawful evil
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
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
Infernal Hound
Infernal Hound
Medium fiend, lawful evil Infernal Hounds are fiendish beasts used as guards
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
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
advantage on Wisdom (Perception) checks that rely on Infernal Hounds. These formidable beasts are
Fiendish Brute
Fiendish Brute
Fiendish Brutes are muscular devils that serve as Medium fiend (devil), lawful evil
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
burning red eyes that glint with malevolent intent. Challenge 1 (200 XP) Proficiency Bonus +2
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
Imp
Imp
Imps are among the lowest-ranking devils, Tiny fiend (devil, shapechanger), lawful evil
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
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
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
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
Defiant Devils
Lesser Defiant Devil
Defiant Devils are a rare and dangerous anomaly in Medium fiend (devil), lawful evil
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
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
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
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
and their claws can drain life force with each slash.
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
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
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)
Infernal Champion
Infernal Champion
Medium humanoid (any race), lawful evil Infernal Champions are formidable warriors who
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,
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
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
Challenge 6 (2,300 XP) Proficiency Bonus +3 Senses darkvision 60 ft., passive Perception 12
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
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,
nobles by undermining enemies through fear and Challenge 2 (450 XP) Proficiency Bonus +2
confusion.
beings. Their lithe forms flicker and shift like Phantasmal Devil’s darkvision.
heatwaves, never appearing fully solid. Their faces
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
Bearded Devil
Bearded Devil
Bearded devils are fearsome shock troops within Medium fiend (devil), lawful evil
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
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.
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
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
Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 12
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.
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
Senses darkvision 60 ft., passive Perception 13 Senses darkvision 60 ft., passive Perception 14
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.
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
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
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
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
Green Devil
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
infernal schemes.
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.
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
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
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
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
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
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
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
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
Infernal Executioner
Infernal Executioner
Infernal Executioners are powerful devils tasked Medium fiend (devil), lawful evil
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
Infernal Steed
Infernal Steed
Infernal Steeds are a breed of fiendish horse Large fiend, lawful evil
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
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.
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
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
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
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
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
Barbed Hide. At the start of each of its turns, the barbed a victory promises riches or status within the
grappling it.
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
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:
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
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
Chain Devil
Chain Devil
Chain Devils are fearsome fiends that serve as Medium fiend (devil), lawful evil
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
Variant: Icebound Chain Devil Variant Traits for the Chain Devil
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.
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
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
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.
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
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.
Cerberus Actions
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
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
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).
sway.
18 (+4) 12 (+1) 18 (+4) 20 (+5) 18 (+4) 22 (+6) +10 to hit, range 120 ft.,
Hellfire Bolt. Ranged Spell Attack:
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
as their might.
powers.
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.
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
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.
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
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
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
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).
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
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
executioners, assigned to punish betrayers, capture Multiattack. The erinyes makes three attacks.
high-value targets, or enact swift vengeance on
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
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
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
Feraxar
Feraxar
Feraxar are fearsome enforcers of Hell’s wrath, Large fiend (devil), lawful evil
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
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
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
Ice Devil
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
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.
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
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
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
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.
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
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
The Angel Who Fell oversee his domain to the very end of days.
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
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.
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Lilithar, the Crimson Queen Regardless of the truth, her proclamation has
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
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
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
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.
Actions
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
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
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
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
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.
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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.
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
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.
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
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.
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
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
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
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
material plane.
Wrath Unleashed
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
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
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.
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
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.
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
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.
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
encountered in your adventures. These names reflect the lawful and calculating nature of devils, with
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
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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.
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
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
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
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
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