Demons
Baphomet
The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves.
Armor Class | 22 (natural armor) | ||
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Hit Points | 23d12+184 | ||
Speed | 40 ft. | ||
Strength | 30 (+10) | ||
Dexterity | 14 (+2) | ||
Constitution | 26 (+8) | ||
Intelligence | 18 (+4) | ||
Wisdom | 24 (+7) | ||
Charisma | 16 (+3) | ||
Saving Throws | Dexterity d20+9 | Constitution d20+15 | Wisdom d20+14 |
Skills | Intimidation d20+17 | Perception d20+14 | |
Damage Resistances | Cold | Fire | Lightning |
Damage Immunities | Poison | Bludgeoning | Piercing |
Slashing that is nonmagical | |||
Condition Immunities | Charmed | Exhaustion | Frightened |
Poisoned | |||
Senses | Truesight 120 ft. | ||
Languages | All | Telepathy 120 ft. | |
Challenge | 23 (50,000 XP) | ||
Special 1 | Charge | If Baphomet moves at least 10 feet straight toward | a target and then hits it with a gore attack |
on the same turn, the target takes | an extra 4d10 piercing damage. | If the target is a creature, it must succeed | on a DC 25 Strength saving throw or be pushed |
up to 10 feet away and knocked prone | |||
Special 2 | Innate Spellcasting | Baphomet's spellcasting ability is | Charisma (spell save DC 18). |
He can innately cast the following spells, | requiring no material components: | ||
Innate Spell 1 | At will | Detect magic | |
Innate Spell 2 | 3/day each | Dispel magic | Dominate beast |
Hunter's mark | Maze | Wall of stone | |
Innate Spell 3 | 1/day each | Teleport | |
Special 3 | Labyrinthine Recall | Baphomet can perfectly recall any path he has traveled, | and he is immune to the maze spell |
Special 4 | Legendary Resistance (3/Day) | If Baphomet fails a saving throw | he can choose to succeed instead |
Special 5 | Magic Resistance | Baphomet has an advantage on saving throws against | spells and other magic effects |
Special 6 | Magic Weapon | Baphomet's weapon attacks are magical | |
Special 7 | Reckless | At the start of his turn, Baphomet can gain an advantage | on all melee weapon attack rolls during that turn, |
but attack rolls against him have an | advantage until the start of his next turn | ||
Action 1 | Multiattack | Baphomet makes three attacks: | one with Heartcleaver, |
one with his bite, | and one with his gore attack | ||
Action 2 | Heartcleaver | Melee Weapon Attack | d20+17 to hit |
Reach 15 ft., one target | Hit 4d6+10 slashing damage | ||
Action 3 | Bite | Melee Weapon Attack | d20+17 to hit |
Reach 10 ft., one target | Hit 2d8+10 piercing damage | ||
Action 4 | Gore | Melee Weapon Attack | d20+17 to hit |
Reach 10 ft., one target | Hit 2d10+10 piercing damage | ||
Action 5 | Frightful Presence | Each creature of Baphomet's choice within 120 feet of him | and aware of him must succeed on a DC 18 Wisdom |
saving throw or become frightened for 1 minute. | A frightened creature can repeat the saving throw | at the end of each of its turns, | ending the effect on itself on a success. |
These later saves have a disadvantage if | Baphomet is within line of sight of the creature | If a creature succeeds on any of these saves | or the effect ends on it, the creature is immune to |
Baphomet's Frightful Presence for the next 24 hours | |||
Legendary Actions | Baphomet can take 3 legendary actions, | choosing from the options below. | Only one legendary action can be used at a time |
and only at the end of another creature's turn. | Baphomet regains spent legendary actions at the start of his turn | ||
Legendary Action 1 | Heartcleaver attack | Baphomet makes a melee attack with Heartcleaver | |
Legendary Action 2 | Charge (Costs 2 actions) | Baphomet moves up to his speed, | then makes a gore attack |
Demogorgon
The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check.
Armor Class | 22 (natural armor) | ||
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Hit Points | 34d12+272 | ||
Speed | 50 ft. | Swim 50 ft. | |
Strength | 29 (+9) | ||
Dexterity | 14 (+2) | ||
Constitution | 26 (+8) | ||
Intelligence | 20 (+5) | ||
Wisdom | 17 (+3) | ||
Charisma | 25 (+7) | ||
Saving Throws | Dexterity d20+10 | Constitution d20+16 | Wisdom d20+11 |
Charisma d20+15 | |||
Skills | Insight d20+11 | Perception d20+19 | |
Damage Resistances | Cold | Fire | Lightning |
Damage Immunities | Poison | Bludgeoning | Piercing |
Slashing that is nonmagical | |||
Condition Immunities | Charmed | Exhaustion | Frightened |
Poisoned | |||
Senses | Truesight 120 ft. | ||
Languages | All | Telepathy 120 ft. | |
Challenge | 26 (90,000 XP) | ||
Special 1 | Innate Spellcasting | Demogorgon's spellcasting ability is | Charisma (spell save DC 23). |
Demogorgon can innately cast the following spells, | requiring no material components | ||
Innate Spell 1 | At will | Detect magic | Major image |
Innate Spell 2 | 3/day each | Dispel magic | Fear |
Telekinesis | |||
Innate Spell 3 | 1/day each | Feeblemind | Project image |
Special 2 | Legendary Resistance (3/Day) | If Demogorgon fails a saving throw, | he can choose to succeed instead |
Special 3 | Magic Resistance | Demogorgon has advantage on saving throws | against spell and other magic effects |
Special 4 | Magic Weapon | Demogorgon's weapon attacks are magical | |
Special 5 | Two Heads | Demogorgon has advantage on | saving throws against being blinded, |
defened, stunned, and knocked unconscious | |||
Action 1 | Multiattack | Demogorgon makes two tentacle attacks | |
Action 2 | Tentacle | Melee Weapon Attack | d20+17 to hit |
Reach 10 ft., one target | Hit 4d12+9 bludgeoning damage. | If the target is a creature, it must succeed on | a DC 23 Constitution saving throw |
or its hit point maximum is reduced | by an amount equal to the damage taken. | This reduction lasts until the target finishes a long rest. | The target dies if its hit point maximum is reduced to 0. |
Action 3 | Gaze | Demogorgon turns his magical gaze toward one creature | that he can see within 120 feet of him. |
That target must make a DC 23 Wisdom saving throw. | Unless the target is incapacitated, | it can avert its eyes to avoid the gaze and | to automatically succeed on the save. |
If the target does so, it can't see Demogorgon | until the start of his next turn. If the target | looks at him in the meantime, it must immediately | make the save If the target fails the save, |
the target suffers one of the following effects | of Demogorgon's choice or at random | ||
Effect 1 | Beguiling Gaze | The target is stunned until the start | of Demogorgon's next turn or until |
Demogorgon is no longer within line of sight | |||
Effect 2 | Hypnotic Gaze | The target is charmed by Demogorgon | until the start of Demogorgon's next turn. |
Demogorgon chooses how the charmed target uses its actions, | reactions, and movement. Because this gaze requires | Demogorgon to focus both heads on the target, | he can't use his Maddening Gaze |
legendary action until the start of his next turn | |||
Effect 3 | Insanity Gaze | The target suffers the effect of the confusion spell | without making a saving throw. The effect lasts |
until the start of Demogorgon's next turn. | Demogorgon doesn't need to | concentrate on the spell | |
Legendary Actions | Demogorgon can take 3 legendary actions, | choosing from the options below. | Only one legendary action can be used |
at a time and only at the end of another creature's turn. | Demogorgon regains spent legendary | actions at the start of his turn | |
Legendary Action 1 | Tail | Melee Weapon Attack | d20+17 to hit |
Reach 15 ft., one target | Hit 4d10+9 bludgeoning damage | plus 4d10 necrotic damage | |
Legendary Action 2 | Maddening Gaze | Demogorgon uses his Gaze action, | and must choose either the Beguiling Gaze |
or the Insanity Gaze effect |
Graz'zt
The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites.
Lair Actions On Initiative count 20 (losing initiative ties), Graz'zt can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row
- Graz'zt casts the command spell on every creature of his choice in the lair. He needn't see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets.
- Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity (Stealth) checks made to hide.
Regional Effects The region containing Graz'zt's lair is warped by his magic, creating one or more of the following effects
- Flat surfaces within 1 mile of the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike.
- Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.
- If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Graz'zt table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.
If Graz'zt dies, these effects fade over the course of 1d10 days.
Madness of Graz'zt If a creature goes mad in Graz'zt's lair or within line of sight of the demon lord, roll on the Madness of Graz'zt table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.
Madness of Graz'zt
d100 Flaw (lasts until cured)
01-20 "There is nothing in the world more important than me and my desires."
21-40 "Anyone who doesn't do exactly what I say doesn't deserve to live."
41-60 "Mine is the path of redemption. Anyone who says otherwise is intentionally misleading you."
61-80 "I will not rest until I have made someone else mine, and doing so is more important to me than my own life—or the lives of others."
81-90 "My own pleasure is of paramount importance. Everything else, including social graces, is a triviality."
91-00 "Anything that can bring me happiness should be enjoyed immediately. There is no point to saving anything pleasurable for later."
Armor Class | 20 (natural armor) | ||
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Hit Points | 33d10+165 | ||
Speed | 40 ft. | ||
Strength | 22 (+6) | ||
Dexterity | 15 (+2) | ||
Constitution | 21 (+5) | ||
Intelligence | 23 (+6) | ||
Wisdom | 21 (+5) | ||
Charisma | 26 (+8) | ||
Saving Throws | Dexterity d20+9 | Constitution d20+12 | Wisdom d20+12 |
Skills | Deception d20+15 | Insight d20+12 | Perception d20+12 |
Persuasion d20+15 | |||
Damage Resistances | Cold | Fire | Lightning |
Damage Immunities | Poison | Bludgeoning | Piercing |
Slashing from nonmagical attacks | |||
Condition Immunities | Charmed | Exhaustion | Frightened |
Poisoned | |||
Senses | Truesight 120 ft. | Passive Perception 22 | |
Languages | All | Telepathy 120 ft. | |
Challenge | 24 (62,000 XP) | ||
Special 1 | Shapechanger | Graz'zt can use his action to polymorph | into a form that resembles a Medium humanoid, |
or back into his true form. | Aside from his size, his statistics are | the same in each form. Any equipment | he is wearing or carrying isn't transformed |
Special 2 | Innate Spellcasting | Graz'zt's spellcasting ability is | Charisma (spell save DC 23). |
He can innately cast the following spells, | requiring no material components | ||
Spell 1 | At will | Charm person | Crown of madness |
Detect magic | Dispel magic | Dissonant whispers | |
Spell 2 | 3/day each | Counterspell | Darkness |
Dominate person | Sanctuary | Telekinesis | Teleport |
Spell 3 | 1/day each | Dominate monster | Greater invisibility |
Special 3 | Legendary Resistance (3/Day) | If Graz'zt fails a saving throw, | he can choose to succeed instead |
Special 4 | Magic Resistance | Graz'zt has advantage on saving throws | against spells and other magical effects |
Special 5 | Magic Weapons | Graz'zt's weapon attacks are magical | |
Action 1 | Multiattack | Graz'zt attacks twice with Wave of Sorrow | |
Action 2 | Wave of Sorrow (Greatsword) | Melee Weapon Attack | d20+13 to hit |
Reach 10 ft., one target | Hit 20 4d6+6 slashing damage | plus 3d6 acid damage | |
Action 3 | Teleport | Graz'zt magically teleports, along with any equipment | he is wearing or carrying, up to |
120 feet to an unoccupied space he can see. | |||
Legendary Actions | Graz'zt can take 3 legendary actions, | choosing from the options below. | Only one legendary action can be used |
at a time and only at the end of another creature's turn. | Graz'zt regains spent legendary | actions at the start of its turn | |
Legendary Action 1 | Attack | Graz'zt attacks once with Wave of Sorrow | |
Legendary Action 2 | Dance My Puppet | One creature charmed by Graz'zt that Graz'zt | can see must use its reaction to |
move up to its speed as Graz'zt directs | |||
Legendary Action 3 | Sow Discord | Graz'zt casts crown of madness | or dissonant whispers |
Legendary Action 4 | Teleport | Graz'zt uses his Teleport action |
Juiblex
The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. In·its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach.
Armor Class | 18 (natural armor) | ||
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Hit Points | 28d12+168 | ||
Speed | 30 ft. | ||
Strength | 24 (+7) | ||
Dexterity | 10 | ||
Constitution | 23 (+6) | ||
Intelligence | 20 (+5) | ||
Wisdom | 20 (+5) | ||
Charisma | 16 (+3) | ||
Saving Throws | Dexterity d20+7 | Constitution d20+13 | Wisdom d20+12 |
Skills | Perception d20+12 | ||
Damage Resistances | Cold | Fire | Lightning |
Damage Immunities | Poison | Bludgeoning | Piercing |
Slashing that is nonmagical | |||
Condition Immunities | Blinded | Charmed | Deafened |
Exhaustion | Frightened | Grappled | Paralyzed |
Petrified | Poisoned | Prone | Restrained |
Stunned | Unconscious | ||
Senses | Truesight 120 ft. | ||
Languages | All | Telepathy 120 ft. | |
Challenge | 23 (50,000 XP) | ||
Special 1 | Foul | Any creature, other than an ooze, | that starts its turn within 10 feet of Juiblex |
must succeed on a DC 21 Constitution | saving throw or be poisoned until | the start of the creature's next turn | |
Special 2 | Innate Spellcasting | Juiblex's spellcasting ability is Charisma | (spell save DC 18, d20+10 to hit with spell attacks). |
Juiblex can innately cast the following spells, | requiring no material components | ||
Innate Spell 1 | At will | Acid splash (17th level) | Detect magic |
Innate Spell 2 | 3/day each | Blight | Contagion |
Gaseous form | |||
Special 3 | Legendary Resistance (3/Day) | If Juiblex fails a saving throw | it can choose to succeed instead |
Special 4 | Magic Resistance | Juiblex has an advantage on saving throws | against spells and other magic effects |
Special 5 | Magic Weapon | Juiblex's weapon attacks are magical | |
Special 6 | Regeneration | Juiblex regains 20 hit points at the start of its turn. | If it takes fire or radiant damage, |
this trait doesn't function at the start of its next turn. | Juiblex dies only if it starts its turn with 0 hit | points and doesn't regenerate | |
Special 7 | Spider Climb | Juiblex can climb difficult surfaces, | including upside down on ceilings, |
without needing to make an ability check | |||
Action 1 | Multiattack | Juiblex makes three acid lash attacks | |
Action 2 | Acid Lash | Melee Weapon Attack | d20+14 to hit |
Reach 10 ft., one target | Hit 4d6+7 acid damage. | Any creature killed by this attack is drawn into Juiblex's body, | and the corpse is obliterated after 1 minute |
Action 3 | Eject Slime (Recharge 5-6) | Juiblex spews out a corrosive slime, | targeting one creature that it can see within 60 feet of it. |
The target must make a DC 21 Dexterity saving throw. | On a failure, the target takes 10d10 acid damage. | Unless the target avoids taking any of this damage, | any metal armor worn by the target takes |
a permanent -1 penalty to the AC it offers, | and any metal weapon it is carrying or wearing | takes a permanent -1 penalty to damage rolls. | The penalty worsens each time a |
target is subjected to this effect. | If the penalty on an object drops | to -5, the object is destroyed | |
Legendary Actions | Juiblex can take 3 legendary actions, | choosing from the options below, | Only one legendary action option can be used |
at a time and only at the end of another creature's turn. | Juiblex regains spent legendary | actions at the start of its turn | |
Legendary Action 1 | Acid Splash | Juiblex casts acid splash | |
Legendary Action 2 | Attack | Juiblex makes one acid lash attack | |
Legendary Action 3 | Corrupting Touch (Costs 2 Actions) | Melee Weapon Attack | d20+14 to hit |
Reach 10 ft., one creature | Hit 4d6+7 poison damage, | and the target is slimed. | Until the slime is scraped off with an action, |
the target is poisoned, | and any creature, | other than an ooze, | is poisoned while within 10 of the target |
Lolth
The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Realm, looking forward to the time when her drow followers bring those worlds under her control. Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out- or if she has a reason to remind her followers to fear her- Lolth's lower body transforms into that of a huge demonic spider, whose spike-tipped legs and mandibles tear foes apart.
The Abyss is home to fiends of every kind, including the dark goddess of the drow, Lolth. Known as the Queen of Spiders, Mistress of Lies, and the Lady of Shadows, this exiled goddess is one of the most powerful entities in the Abyss. In its shadowy depths, she nurses ancient hatreds and plans the downfall of those responsible for her exile. Lolth's favored guise is that of a colossal, six-armed, female drider, nearly 75 feet in height, though she frequently also takes the form of a spider or a female drow. She wields six scimitars, signature weapons of the drow. It is said that a single blow from one of Lolth's sabres can fell even the mightiest mortal warrior.
Lolth lairs in the Demonweb layer of the Abyss, an immense network of thick, magical webbing that forms passageways and cocoon-like chambers. Throughout the web, buildings, structures, ships, and other objects hang as if caught in a spider's snare. The nature of Lolth's web creates random portals throughout the plane, drawing such objects in from demirealms and Material Realm worlds that figure into the schemes of the Spider Queen. Lolth's servants also build dungeons amid the webbing, trapping and hunting Lolth's hated enemies within labyrinthine corridors of web-mortared stone.
Far beneath these dungeons yawn the bottomless Demonweb Pits where the Spider Queen dwells. There, Lolth is surrounded by her handmaidens — yochlol demons created to serve her and which outrank mightier demons while in the Spider Queen's realm.
Armor Class | 23 (natural armor) | ||
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Hit Points | 30d20+300 | ||
Speed | 60 ft. | Climb 60 ft. | |
Strength | 22 (+6) | ||
Dexterity | 30 (+10) | ||
Constitution | 30 (+10) | ||
Intelligence | 26 (+8) | ||
Wisdom | 26 (+8) | ||
Charisma | 30 (+10) | ||
Saving Throws | Strength d20+15 | ||
Skills | Arcana d20+26 | Athletics d20+24 | Deception d20+19 |
History d20+26 | Insight d20+17 | Perception d20+26 | Persuasion d20+19 |
Religion d20+26 | Stealth d20+19 | ||
Damage Resistances | Fire | Damage from spells | |
Damage Immunities | Acid | Cold | Lightning |
Poison | Bludgeoning | Piercing | |
Slashing from nonmagical attacks | |||
Condition Immunities | Blinded | Charmed | Deafened |
Exhaustion | Frightened | Paralyzed | Poisoned |
Stunned | |||
Senses | Blindsight 240 ft. | Tremorsense 240 ft. | Truesight 240 ft. |
Passive Perception 36 | |||
Languages | All | Telepathy 120 ft. | |
Challenge | 30 (155,000 XP) | ||
Special 1 | Special Equipment | Lolth wields six Gargantuan-sized vorpal scimitars | |
Special 2 | Cunning Action | Lolth can take the Dash, | Disengage, |
or Hide action as a bonus action | |||
Special 3 | Discorporation | When Lolth drops to 0 hit points or dies, | her body and belongings are destroyed |
but her essence travels back to her domain | in the Demonweb Pits, and she is unable | to take physical form for a time | |
Special 4 | Fear Aura | Any creature hostile to Lolth that starts its turn | within 240 feet of her must make a DC 27 Wisdom |
saving throw unless Lolth is incapacitated. | On a failed save, the creature is frightened | until the start of its next turn. | If a creature's saving throw is successful, |
the creature is immune to | Lolth's Fear Aura for the next 24 hours | ||
Special 5 | Improved Critical | Lolth's weapon attacks score | a critical hit on a die roll of 19 or 20 |
Special 6 | Innate Spellcasting | Lolth's spellcasting ability is Wisdom | (spell save DC 25, d20+17 to hit with spell attacks). |
Lolth can innately cast the following spells, | requiring no material components | ||
Innate Spell 1 | At will | All cleric spells of 6th level or lower | Blink |
Charm person | Detect thoughts | Dancing lights | Darkness |
Dimension door (can cast as a bonus action) | Dominate person | Faerie fire | Levitate |
Mirror image | Pass without trace | Polymorph | Web (can cast as a bonus action) |
Innate Spell 2 | 3/day each | All cleric spells of 7th or 8th level | Teleport |
Innate Spell 3 | 1/day each | All cleric spells of 9th level | |
Special 7 | Legendary Resistance (3/Day) | When Lolth fails a saving throw | she can choose to succeed instead |
Special 8 | Limited Magic Immunity | Lolth is immune to spells of 6th level or lower | unless she wishes to be affected. |
She has an advantage on saving | throws against all other spells | ||
Special 9 | Mage Slayer | A creature provokes an opportunity attack from Lolth | when they cast a spell while within her reach. |
Additionally, when Lolth attacks a creature | that is concentrating on a spell, | that creature has a disadvantage | on the saving throw to maintain its concentration |
Special 10 | Mobile | When Lolth makes a melee attack against a creature, | she doesn't provoke opportunity attacks from that creature for the rest of the turn, |
whether she hit or not. Additionally, difficult terrain | doesn't cost Lolth extra movement, | and she has an advantage on saving throws | to avoid being knocked prone |
Special 11 | Reactive | Lolth can take one reaction on every turn in combat | |
Special 12 | Spider Climb | Lolth can climb difficult surfaces, | including upside down on ceilings, |
without needing to make an ability check | |||
Special 13 | War Caster | When a creature provokes an opportunity attack from Lolth, | she can, instead of making an opportunity attack, |
use a reaction to cast a spell that has a | casting time of 1 action and targets only that creature. | Additionally, Lolth has an advantage on | saving throws to maintain her concentration |
Special 14 | Web Sense | While in contact with a web, Lolth knows | the exact location of any other creature |
in contact with the same web | |||
Special 15 | Web Walker | Lolth ignores movement restrictions caused by webbing | |
Action 1 | Multiattack | Lolth makes six attacks. She may substitute | any number of attacks for uses of her Fling |
Action 2 | Vorpal Scimitar | Melee Weapon Attack | d20+22 to hit |
Reach 15 ft., one target | Hit 4d6+13 slashing damage, | or 1d6+13 slashing damage while in Medium form. | This damage is magical and ignores resistance to slashing damage. |
When Lolth attacks a creature that has at least | one head and she rolls a 20 on the die for the attack roll, | she cuts off one of the creature's heads. | The creature dies if it can't survive without the lost head. |
A creature is immune to this effect if it is immune to slashing damage, | doesn't have or need a head, | ||
has legendary actions, | or the creature is too big for its head to be cut off with this weapon. | Such a creature instead takes an | extra 6d8 slashing damage from the hit |
Action 3 | Unarmed Strike | Melee Weapon Attack | d20+19 to hit |
Reach 10 ft., one target | Hit 4d4+10 bludgeoning damage, | or 1d4+6 bludgeoning damage while in Medium form. | Instead of dealing damage, Lolth can grapple the target if it is Large |
or smaller and she is in her true form. | If she does so, she can't make scimitar attacks | with that hand until that grapple ends. | In her true form, Lolth has six arms |
with which she can grapple in this manner | |||
Action 4 | Bite (Spider Form Only) | Melee Weapon Attack | d20+19 to hit |
Reach 5 ft., one target | Hit 1d8+10 piercing damage, | and the target must make a DC 27 Constitution saving throw, | taking 2d8 poison damage on a failed save, |
or half as much damage on a successful one. | If the poison damage reduces a creature to 0 hit points, | the target is stable but poisoned for 1 hour, | and paralyzed while poisoned in this way |
Action 5 | Fling | Lolth throws a Large or smaller creature she is grappling up to 200 feet | away horizontally in a direction of Lolth's choice. |
The grapple ends for that creature, and it must make a | DC 23 Dexterity saving throw. On a failed save, | a creature takes damage as if it had fallen the distance | it was thrown and falls prone. On a successful save, |
a creature takes half as much damage and isn't knocked prone | |||
Action 6 | Change Shape | Lolth magically polymorphs into a Medium female drow, | a Tiny or Large spider, or back into her true form. |
Any equipment she is wearing or carrying is | absorbed or borne by her new form (Lolth's choice) | In drow form, Lolth loses her Spider Climb, | Web Sense, and Web Walker traits, |
and she can only make two attacks | with her Multiattack action, but otherwise | retains her statistics. In spider | or giant spider form, Lolth |
loses her Vorpal Scimitar, Unarmed Strike, | and Fling actions, but | otherwise retains her statistics | |
Action 7 | Dismiss Demons | Lolth dismisses all yochlol demons summoned | by her, causing them to disappear |
Legendary Actions | The Lolth can take 3 legendary actions, | choosing from 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 Lolth regains spent legendary | actions at the start of its turn | |
Legendary Action 1 | Move | Lolth moves up to her speed. | This movement does not |
provoke opportunity attacks | |||
Legendary Action 2 | Attack | Lolth makes one attack with her scimitar, | unarmed strike, bite, or fling |
Legendary Action 3 | Summon Demons (Costs 3 Actions) | Lolth summons 2d4 yochlol demons, | which each appear in unoccupied spaces within 60 feet of Lolth, |
act as her allies, and can't summon other demons. | A yochlol disappears when it is reduced to 0 hit points, | or when Lolth uses her Dismiss Demons action. | When Lolth uses this legendary action, |
she can't use it again until all | yochols summoned by her have disappeared. |
Orcus
Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multi verse a place of death and darkness, forever unchanging except by his will. The Demon Prince of Undeath l's a foul and corpulent creature, with a humanoid torso, powerful goat·legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him.
Armor Class | 17 (natural armor) | 20 with the Wand of Orcus | |
---|---|---|---|
Hit Points | 30d12+210 | ||
Speed | 40 ft. | Fly 40 ft. | |
Strength | 27 (+8) | ||
Dexterity | 14 (+2) | ||
Constitution | 25 (+7) | ||
Intelligence | 20 (+5) | ||
Wisdom | 20 (+5) | ||
Charisma | 25 (+7) | ||
Saving Throws | Dexterity d20+10 | Constitution d20+15 | Wisdom d20+13 |
Skills | Arcana d20+12 | Perception d20+12 | |
Damage Resistances | Cold | Fire | Lightning |
Damage Immunities | Necrotic | Poison | Bludgeoning |
Piercing | Slashing that is nonmagical | ||
Condition Immunities | Charmed | Exhaustion | Frightened |
Poisoned | |||
Senses | Truesight 120 ft. | Passive Perception 22 | |
Languages | All | Telepathy 120 ft. | |
Challenge | 26 (90000 XP) | ||
Special 1 | Wand of Orcus | The wand has 7 charges, and any of its properties | that require a saving throw have a save DC of 18. |
While holding it, Orcus can use an action to cast animate dead, | blight, or speak with the dead. Alternatively, | he can expend 1 or more of the wand's charges | to cast one of the following spells from it: |
circle of death (1 charge), finger of death (1 charge), | or power word kill (2 charges). The wand | regains 1d4+3 charges daily at dawn. | While holding the wand, Orcus can use |
an action to conjure undead creatures | |||
whose combined average hit points don't exceed 500. | These undead magically rise up from the | ground or otherwise form in unoccupied spaces | within 300 feet of Orcus and obey his commands |
until they are destroyed or until he dismisses them as an action. | Once this property of the wand is used, | the property can't be used again until the next dawn | |
Special 2 | Innate Spellcasting | Orcus's spellcasting ability is | Charisma (spell save DC 23, d20+15 to hit with spell attacks). |
He can innately cast the following spells, | requiring no material components: | ||
Innate Spell 1 | At will | Chill touch (17th level) | Detect magic |
Innate Spell 2 | 3/day each | Create undead | Dispel magic |
Innate Spell 3 | 1/day | time stop | |
Special 3 | Legendary Resistance (3/Day) | If Orcus fails a saving throw, | he can choose to succeed instead |
Special 4 | Magic Resistance | Orcus has an advantage on saving throws | against spells and other magical effects |
Special 5 | Magic Weapons | Orcus's weapon attacks are magical | |
Special 6 | Master of Undeath | When Orcus casts animate dead or create undead, | he chooses the level at which the spell is cast, |
and the creatures created by the spells remain under his control indefinitely. | Additionally, he can cast create undead even when it isn't night | ||
Action 1 | Multiattack | Orcus makes two Wand of Orcus attacks | |
Acton 2 | Wand of Orcus | Melee Weapon Attack | d20+19 to hit |
Reach 10 ft., one target | Hit 3d8+8 bludgeoning damage | plus 2d12 necrotic damage | |
Action 3 | Tail | Melee Weapon Attack | d20+17 to hit |
Reach 10 ft., one target | Hit 3d8+8 piercing damage | plus 18 (4d8) poison damage | |
Legendary Actions | Orcus can take 3 legendary actions, | choosing from the options below. | Only one legendary action option |
can be used at a time and only at the end of another creature's turn. | Orcus regains spent legendary actions at the start of his turn | ||
Legendary Action 1 | Tail | Orcus makes one tail attack | |
Legendary Action 2 | A Taste of Undeath | Orcus casts chill touch (17th level) | |
Legendary Action 3 | Creeping Death (Costs 2 Actions) | Orcus chooses a point on the ground that he can see | within 100 feet tall and with a 10-foot radius |
rises from that point and lasts until the end of Orcus's next turn. | Creatures in that area are vulnerable to necrotic damage |
Yeenoghu
Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with an emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws.
Armor Class | 22 (natural armor) | ||
---|---|---|---|
Hit Points | 24d12+192 | ||
Speed | 50 ft. | ||
Strength | 29 (+9) | ||
Dexterity | 16 (+3) | ||
Constitution | 23 (+6) | ||
Intelligence | 15 (+2) | ||
Wisdom | 24 (+7) | ||
Charisma | 15 (+2) | ||
Saving Throws | Dexterity d20+10 | Constitution d20+15 | Wisdom d20+14 |
Skills | Intimidation d20+9 | Perception d20+14 | |
Damage Resistances | Cold | Fire | Lightning |
Damage Immunities | Poison | Bludgeoning | Piercing |
Slashing that is nonmagical | |||
Condition Immunities | Charmed | Exhaustion | Frightened |
Poisoned | |||
Senses | Truesight 120 ft. | ||
Languages | All | Telepathy 120 ft. | |
Challenge | 24 (62,000 XP) | ||
Special 1 | Innate Spellcasting | Yeenoghu's spellcasting ability is | Charisma (spell save DC 17, d20+9 to hit with spell attacks). |
He can innately cast the following spells, | requiring no material components | ||
Innate Spell 1 | At will | Detect magic | Spiritual weapon (8th-level spell, 4d8+2 force damage on a hit, appears as a flail) |
Innate Spell 2 | 3/day each | Dispel magic | Fear |
Invisibility | |||
Innate Spell 2 | 1/day | Teleport | |
Special 2 | Legendary Resistance (3/Day) | If Yeenoghu fails a saving throw, | he can choose to succeed instead. |
Special 3 | Magic Resistance | Yeenoghu has an advantage on saving throws | against spells and other magical effects |
Special 4 | Magic Weapon | Yeenoghu's weapon attacks are magical | |
Special 5 | Rampage | When Yeenoghu reduces a creature to 0 hit points | with a melee attack on his turn, |
Yeenoghu can take a bonus action | to move up to half his speed and make a bite attack | ||
Action 1 | Multiattack | Yeenoghu makes three flail attacks. If an attack hits, | he can cause it to create an additional effect |
of his choice or at random | (each effect can be used only once per Multiattack) | ||
Multiattack 1 | The attack deals an extra 2d12 bludgeoning damage | ||
Multiattack 2 | The target must succeed on a DC 17 | Constitution saving throw or be | paralyzed until the start |
of Yeenoghu's next turn | |||
Multiattack 3 | The target must succeed on a DC 17 | Wisdom saving throw or be affected | by the confusion spell |
until the start of Yeenoghu's next turn | |||
Action 2 | Flail | Melee Weapon Attack | d20+16 to hit |
Reach 15 ft., one target | Hit 2d12+9 bludgeoning damage | ||
Action 3 | Bite | Melee Weapon Attack | d20+16 to hit |
Reach 10 ft., one target | Hit 4d10+9 piercing damage | ||
Legendary Actions | Yeenoghu can take 3 legendary actions, | choosing from the options below. | Only one legendary action option |
can be used at a time and only at the end of another creature's turn. | Yeenoghu regains spent | legendary actions at the start of his turn. | |
Legendary Action 1 | Charge | Yeenoghu moves up to his speed | |
Legendary Action 2 | Swat Away | Yeenoghu makes a flail attack. If the attack hits, | the target must succeed on a DC 24 |
Strength saving throw or be pushed 15 feet in a straight | line away from Yeenoghu. If the saving | throw fails by 5 or more, the target falls prone | |
Legendary Action 3 | Savage (Costs 2 Actions) | Yeenoghu makes a bite attack against each | creature within 10 feet of him |
Balor
Figures of ancient and terrible evil, balors rule as generals over demonic armies, yearning to seize power while destroying any creatures that oppose them. Wielding a flaming whip and a longsword that channels the power of the storm, a balor's battle prowess is fueled by hatred and rage. It channels this demonic fury in its death throes, falling within a blast of
that can destroy even the hardiest foes.
Armor Class | 19 (natural armor) | ||
---|---|---|---|
Hit Points | 21d12+126 | ||
Speed | 40ft. | Fly 80ft. | |
Strength | 26 (+8) | ||
Dexterity | 15 (+2) | ||
Constitution | 22 (+6) | ||
Intelligence | 20 (+5) | ||
Wisdom | 16 (+3) | ||
Charisma | 22 (+6) | ||
Saving Throws | Strength d20+14 | Constitution d20+12 | Wisdom d20+9 |
Charisma d20+12 | |||
Damage Resistances | Cold | Lightning | Bludgeoning |
Piercing | Slashing from nonmagical weapons | ||
Damage Immunities | Fire | Poison | |
Condition Immunities | Poisoned | ||
Senses | Truesight 120ft. | Passive Perception 13 | |
Languages | Abyssal | Telepathy 120ft. | |
Challenge | 19 (22,000 XP) | ||
Special 1 | Death Throes | When the Balor dies, it explodes, and each creature within 30 feet | of it must make a DC 20 Dexterity saving throw, |
taking 20d6 fire damage on a failed save, | or half as much damage on a successful one. | The explosion ignites flammable objects in that area | that aren't being worn or carried, and it destroys the Balor's weapons |
Special 2 | Fire Aura | At the start of each of the Balor's turns, | each creature within 5 feet of it takes |
3d6 fire damage and flammable objects | in the aura that isn't being worn or carried ignite. | A creature that touches the Balor or hits it | with a melee attack while within |
5 feet of it takes 3d6 fire damage | |||
Special 3 | Magic Resistance | The Balor has an advantage on saving throws | against spells and other magical effects |
Special 4 | Magic Weapons | The Balor's weapon attacks are magical | |
Action 1 | Multiattack | The Balor makes two attacks: | one with its longsword and one with its whip. |
Action 2 | Longsword | Melee Weapon Attack | d20+14 to hit |
Reach 10ft.,one target | Hit 3d8+8 slashing damage | plus 3d8 lightning damage. | If the Balor scores a critical hit, |
it rolls damage dice three | times, instead of twice. | ||
Action 3 | Whip | Melee Weapon Attack | d20+14 to hit |
Reach 30ft., one target | Hit 2d6+8 slashing damage | plus 3d6 fire damage, | and the target must succeed on a DC 20 |
Strength saving throw or be | pulled up to 25 feet toward the Balor | ||
Action 4 | Teleport | The Balor magically teleports, | along with any equipment it is wearing or carrying, |
up to 120 feet to an unoccupied space it can see |
Barlgura
The barlgura represents the savagery and brutality of the Abyss. Barlguras gather in packs to take down tougher foes, keep gruesome trophies from their victories, and decorate their territory with such objects. A barlgura looks like a hulking orangutan with a gruesome, drooping visage and tusks jutting from its jaw. Standing just under 8 feet tall, it has broad shoulders and weighs 650 pounds. It moves apishly along the ground, but it climbs with great speed and agility.
Armor Class | 15 (natural armor) | ||
---|---|---|---|
Hit Points | 8d10+24 | ||
Speed | 30ft. | Climb 30ft. | |
Strength | 18 (+4) | ||
Dexterity | 15 (+2) | ||
Constitution | 16 (+3) | ||
Intelligence | 7 (-2) | ||
Wisdom | 14 (+2) | ||
Charisma | 9 (-1) | ||
Saving Throws | Dexterity d20+5 | Constitution d20+6 | |
Skills | Perception d20+5 | Stealth d20+5 | |
Damage Resistances | Cold | Fire | Lightning |
Damage Immunities | Poison | ||
Condition Immunities | Poisoned | ||
Senses | Blindsight 30ft. | Darkvision 120ft. | Passive Perception 15 |
Languages | Abyssal | Telepathy 120 ft. | |
Challenge | 5 (1,800 XP) | ||
Special 1 | Innate Spellcasting | The barlgura's spellcasting ability is | Wisdom (spell save DC 13). |
The barlgura can innately | cast the following spells, | requiring no material components | |
Innate Spell 1 | 1/day each | Entangle | Phantasmal force |
Innate Spell 2 | 2/day each | Disguise self | Invisibility (self only) |
Special 2 | Reckless | At the start of its turn, the barlgura | can gain an advantage on all melee weapon attack |
rolls it makes during that turn, | but attack rolls against it have | an advantage until the start of its next turn | |
Special 3 | Running Leap | The barlgura's long jump is up to 40 feet | and its high jump is up to 20 feet |
when it has a running start | |||
Action 1 | Multiattack | The barlgura makes three attacks: | one with its bite |
and two with its fists | |||
Action 2 | Bite | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 2d6+4 piercing damage | ||
Action 3 | Fist | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 1d10+4 bludgeoning damage |
Chasme
This loathsome demon resembles an unspeakable crossing of humanoid and fly. A chasme shuffles about on four spindly legs that can find purchase on walls and ceilings. A droning sound precedes the approach of a chasme, inflicting foes with a terrible lethargy that leaves them open to attack. The lowly chasmes serve more powerful masters as interrogators or taskmasters. A chasme lives to dole out torture as punishment, and has a knack for spotting demons that have deserted their lords. Capturing and returning such traitors allows a chasme to torment the victim without fear of reprisal.
Armor Class | 15 (natural armor) | ||
---|---|---|---|
Hit Points | 13d10+13 | ||
Speed | 20ft. | Fly 60 ft. | |
Strength | 15 (+2) | ||
Dexterity | 15 (+2) | ||
Constitution | 12 (+1) | ||
Intelligence | 11 (+0) | ||
Wisdom | 14 (+2) | ||
Charisma | 10 (+0) | ||
Saving Throws | Dexterity d20+5 | Wisdom d20+5 | |
Skills | Perception d20+5 | ||
Damage Resistances | Cold | Fire | Lightning |
Damage Immunities | Poison | ||
Condition Immunities | Poisoned | ||
Senses | Blindsight 10ft. | Darkvision 120ft. | Passive Perception 15 |
Languages | Abyssal | Telepathy 120ft. | |
Challenge | 6 (2,300 XP) | ||
Special 1 | Drone | The chasme produces a horrid droning sound | to which demons are immune. |
Any other creature that starts its turn | within 30 feet of the chasme must succeed on a | DC 12 Constitution saving throw | or fall unconscious for 10 minutes. |
A creature that can't hear the drone | automatically succeeds on the save. | The effect on the creature ends if it takes damage | or if another creature takes an action |
to splash it with holy water. | If a creature's saving throw | is successful or the effect ends for it, | it is immune to the drone for the next 24 hours. |
Special 2 | Magic Resistance | The chasme has an advantage on saving throws | against spells and other magical effects |
Special 3 | Spider Climb | The chasme can climb difficult surfaces, | including upside down on ceilings, |
without needing to make an ability check | |||
Action 1 | Proboscis | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one creature | Hit 4d6+2 piercing damage | plus 7d6 necrotic damage, | and the target's hit point maximum |
is reduced by an amount equal to the necrotic damage taken. | If this effect reduces a creature's hit point maximum to 0, | the creature dies. This reduction to a | creature's hit point maximum lasts until the creature |
finishes a long rest or until it is | affected by a spell-like greater restoration |
Dretch
Dretches are among the weakest of demons- repulsive, self-loathing creatures doomed to spend eternity in a state of perpetual discontent. Their low intelligence makes dretches unsuitable for anything but the simplest tasks. However, what they lack in potential, they make up for in sheer malice. Dretches mill about in mobs, voicing their displeasure as an unsettling din of hoots,
snarls, and grunts.
Armor Class | 11 (natural armor) | ||
---|---|---|---|
Hit Points | 4d6+4 | ||
Speed | 20ft. | ||
Strength | 11 (+0) | ||
Dexterity | 11 (+0) | ||
Constitution | 12 (+1) | ||
Intelligence | 5 (- 3) | ||
Wisdom | 8 (- 1) | ||
Charisma | 3 (- 4) | ||
Damage Resistances | Cold | Fire | Lightning |
Damage Immunities | Poison | ||
Condition Immunities | Poisoned | ||
Senses | Darkvision 60ft. | Passive Perception 9 | |
Languages | Abyssal | Telepathy 60ft. (works only with creatures that understand Abyssal) | |
Challenge | 1/4 (50 XP) | ||
Action 1 | Multiattack | The dretch makes two attacks: | one with its bite |
and one with its claws | |||
Action 2 | Bite | Melee Weapon Attack | d20+2 to hit |
Reach 5 ft., one target | Hit 1d6 piercing damage | ||
Action 3 | Claws | Melee Weapon Attack | d20+2 to hit |
Reach 5 ft., one target | Hit: 2d4 slashing damage | ||
Action 4 | Fetid Cloud (1/Day) | A 10-foot radius of disgusting | green gas extends out from the dretch. |
The gas spreads around corners, | and its area is lightly obscured. | It lasts for 1 minute or until a strong wind disperses it. | Any creature that starts its turn in that area must |
succeed on a DC 11 Constitution saving throw | or be poisoned until the start of its next turn . | While poisoned in this way, | the target can take either an action or |
a bonus action on its turn, | not both, and can't take reactions |
Glabrezu
A glabrezu takes great pleasure in destroying mortals through temptation, and these creatures are among the few demons to offer their service to creatures foolish enough to summon them. Although glabrezus are devastating in combat, they prefer to tempt victims into ruin, using power or wealth as a lure. Engaging in guile, trickery, and evil bargains, a glabrezu hoards riches that it uses to fulfill promises to shortsighted summoners and weak-willed mortals. However,. if its attempts to entice or deceive fail, a glabrezu has the strength to fight and win.
Armor Class | 17 (natural armor) | ||
---|---|---|---|
Hit Points | 15d10+75 | ||
Speed | 40ft. | ||
Strength | 20 (+5) | ||
Dexterity | 15 (+2) | ||
Constitution | 21 (+5) | ||
Intelligence | 19 (+4) | ||
Wisdom | 17 (+3) | ||
Charisma | 16 (+3) | ||
Saving Throws | Strength d20+9 | Constitution d20+9 | Wisdom d20+7 |
Charisma d20+7 | |||
Damage Resistances | Cold | Fire | Lightning |
Bludgeoning | Piercing | Slashing from non magical weapons | |
Damage Immunities | Poison | ||
Condition Immunities | Poisoned | ||
Senses | Truesight 120ft. | Passive Perception 13 | |
Languages | Abyssal | Telepathy 120ft. | |
Challenge | 9 (5,000 XP) | ||
Special 1 | Innate Spellcasting | The glabrezu's spellcasting ability is | Intelligence (spell save DC 16). |
The glabrezu can innately cast the following spells, | requiring no material components | ||
Innate Spell 1 | At will | Darkness | Detect magic |
Dispel magic | |||
Innate Spell 2 | 1/day each | Confusion | Fly |
Power word stun | |||
Special 2 | Magic Resistance | The glabrezu has an advantage on saving throws | against spells and other magical effects |
Action 1 | Multiattack | The glabrezu makes four attacks: | two with its pincers and two with its fists. |
Alternatively, it makes two attacks with | its pincers and casts one spell | ||
Action 2 | Pincer | Melee Weapon Attack | d20+9 to hit |
Reach 10ft., one target | Hit 2d10+5 bludgeoning damage. | If the target is a Medium or smaller creature, | it is grappled (escape DC 15). |
The glabrezu has two pincers, | each of which can grapple only one target | ||
Action 3 | Fist | Melee Weapon Attack | d20+9 to hit |
Reach 5 ft., one target | Hit 2d4+2 bludgeoning damage |
Goristros
The goristro resembles a fiendish minotaur towering more than twenty feet tall. When
controlled by a demon lord, goristros make formidable living siege engines and prized pets.
Goristros possess preternatural cunning when navigating labyrinthine passages and shifting
corridors, pursuing foes in a terrifying hunt. A hulking goristro sometimes bears a palanquin,
carrying smaller demons on its broad shoulders, much like an elephant carries riders on its
back.
Armor Class | 19 (natural armor) | ||
---|---|---|---|
Hit Points | 23d12+161 | ||
Speed | 40ft. | ||
Strength | 25 (+7) | ||
Dexterity | 11 (+0) | ||
Constitution | 25 (+7) | ||
Intelligence | 6 (- 2) | ||
Wisdom | 13 (+1) | ||
Charisma | 14 (+2) | ||
Saving Throws | Strength d20+13 | Dexterity d20+6 | Constitution d20+13 |
Wisdom d20+7 | |||
Skills | Perception d20+7 | ||
Damage Resistances | Cold | Fire | Lightning |
Bludgeoning | Piercing | Slashing from nonmagical weapons | |
Damage Immunities | Poison | ||
Condition Immunities | Poisoned | ||
Senses | Darkvision 120 ft. | Passive Perception 17 | |
Languages | Abyssal | ||
Challenge | 17 (1 8,000 XP) | ||
Special 1 | Charge | If the goristro moves at least 15 feet straight | toward a target and then hit it with a gore attack |
on the same turn, the target takes an | extra 7d10 piercing damage. | If the target is a creature, | it must succeed on a DC 21 Strength |
saving throw or be pushed up to | 20 feet away and knocked prone | ||
Special 2 | Labyrinthine Recall | The goristro can perfectly recall any path it has traveled | |
Special 3 | Magic Resistance | The goristro has an advantage on saving throws | against spells and other magical effects |
Special 4 | Siege Monster | The goristro deals double damage to objects and structures | |
Action 1 | Multiattack | The goristro makes three attacks: | two with its fists |
and one with its hoof | |||
Action 2 | Fist | Melee Weapon Attack | d20+13 to hit |
Reach 10ft., one target | Hit 3d8+7 bludgeoning damage | ||
Action 3 | Hoof Melee Weapon Attack | d20+13 to hit | Reach 5 ft., one target |
Hit 3d10+7 bludgeoning damage. | If the target is a creature, it must succeed on a | DC 21 Strength saving throw | or be knocked prone |
Action 4 | Gore | Melee Weapon Attack | d20+13 to hit |
Reach 10ft., one target | Hit 7d10+7 piercing damage |
Hezrou
Hezrous serve as foot soldiers in the demonic hoards of the Abyss. Although physically powerful, they are weak-minded and hezrous can easily be duped into sacrificing themselves by more powerful demons. As they press their attacks into the heart of an enemy's forces, their foul stench can sicken even the toughest foes.
Armor Class | 16 (natural armor) | ||
---|---|---|---|
Hit Points | 13d10+65 | ||
Speed | 30ft. | ||
Strength | 19 (+4) | ||
Dexterity | 17 (+3) | ||
Constitution | 20 (+5) | ||
Intelligence | 5 (- 3) | ||
Wisdom | 12 (+1) | ||
Charisma | 13 (+1) | ||
Saving Throws | Strength d20+7 | Constitution d20+8 | Wisdom d20+4 |
Damage Resistances | Cold | Fire | Lightning |
Bludgeoning | Piercing | Slashing from nonmagical weapons | |
Damage Immunities | Poison | ||
Condition Immunities | Poisoned | ||
Senses | Darkvision 120 ft. | Passive Perception 11 | |
Languages | Abyssal | Telepathy 120 ft. | |
Challenge | 8 (3,900 XP) | ||
Special 1 | Magic Resistance | The hezrou has an advantage on saving throws | against spells and other magical effects |
Special 2 | Stench | Any creature that starts its turn within 10 feet | of the hezrou must succeed on a DC 14 |
Constitution saving throw or be poisoned | until the start of its next turn. | On a successful saving throw, | the creature is immune to |
the hezrou's stench for 24 hours | |||
Action 1 | Multiattack | The hezrou makes three attacks: | one with its bite |
and two with its claws | |||
Action 2 | Bite | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 2d10+4 piercing damage | ||
Action 3 | Claw | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 2d6+4 slashing damage |
Manes
Souls of evil creatures that descend to the Lower Realms are transformed into manes-the lowest form of demonkind. These wretched fiends attack any nondemon they see, and they are called to the Material Realm by those seeking to sow death and chaos. Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows. Other demon lords feed on manes, destroying them utterly. Otherwise, killing a manes causes it to dissipate into a cloud of reeking vapor that reforms into another manes after one day.
Armor | Class 9 | ||
---|---|---|---|
Hit Points | 2d6+2 | ||
Speed | 20ft. | ||
Strength | 10 (+0) | ||
Dexterity | 9 (- 1) | ||
Constitution | 13 (+1) | ||
Intelligence | 3 (- 4) | ||
Wisdom | 8 (- 1) | ||
Charisma | 4 (- 3) | ||
Damage Resistances | Cold | Fire | Lightning |
Damage Immunities | Poison | ||
Condition Immunities | Charmed | Frightened | Poisoned |
Senses | Darkvision 60ft. | Passive Perception 9 | |
Languages | Understands Abyssal but can't speak | ||
Challenge | 1/8 (25 XP) | ||
Action | Claws | Melee Weapon Attack | d20+2 to hit |
Reach 5 ft., one target | Hit 2d4 slashing damage |
Marilith
Terrible to behold, a marilith has the lower body of a great serpent and the upper torso of a humanoid female with six arms. Wielding a wicked blade in each of its six hands, a marilith is a devastating foe that few can match in battle. These demons possess keen minds and a finely honed sense of tactics, and they are able to lead and unite other demons in common cause. Mariliths are often encountered as captains at the head of a demonic horde, where they embrace any opportunity to rush headlong into battle.
Armor Class | 18 (natural armor) | ||
---|---|---|---|
Hit Points | 18d10+90 | ||
Speed | 40ft. | ||
Strength | 18 (+4) | ||
Dexterity | 20 (+5) | ||
Constitution | 20 (+5) | ||
Intelligence | 18 (+4) | ||
Wisdom | 16 (+3) | ||
Charisma | 20 (+5) | ||
Saving Throws | Strength d20+9 | Constitution d20+10 | Wisdom d20+8 |
Charisma d20+10 | |||
Damage Resistances | Cold | Fire | Lightning |
Bludgeoning | Piercing | Slashing from non magical weapons | |
Damage Immunities | Poison | ||
Condition Immunities | Poisoned | ||
Senses | Truesight 120ft. | Passive Perception 13 | |
Languages | Abyssal | Telepathy 120ft. | |
Challenge | 16 (15,000 XP) | ||
Special 1 | Magic Resistance | The marilith has an advantage on saving throws | against spells and other magical effects. |
Special 2 | Magic Weapons | The marilith's weapon attacks are magical | |
Special 3 | Reactive | The marilith can take one reaction | on every turn in a combat |
Action 1 | Multiattack | The marilith makes seven attacks: | six with its longswords |
and one with its tail | |||
Action 2 | Longsword | Melee Weapon Attack | d20+9 to hit |
Reach 5 ft., one target | Hit 2d8+4 slashing damage | ||
Action 3 | Tail | Melee Weapon Attack | d20+9 to hit |
Reach 10ft., one creature | Hit 2d10+4 bludgeoning damage. | If the target is Medium or smaller, | it is grappled (escape DC 19). |
Until this grapple ends, | the target is restrained, the marilith | can automatically hit the target with its tail, | and the marilith can't make |
tail attacks against other targets | |||
Action 4 | Teleport | The marilith magically teleports, | along with any equipment it is wearing or carrying, |
up to 120 feet to an | unoccupied space it can see | ||
Reaction | Parry | The marilith adds 5 to its AC against | one melee attack that would hit it. |
To do so, the marilith | must see the attacker and | be wielding a melee weapon |
Nalfeshnee
The nalfeshnee is one of the most grotesque demons- a corpulent mockery of ape and boar standing twice the height of a human, with feathered wings that seem too small for its bloated body. These brutish features conceal a remarkable intelligence and cunning. Nalfeshnees are devastating in combat, using their wings to soar above the front ranks and reach vulnerable adversaries that can be dispatched with little effort From the thick of battle, they telepathically bellow commands to lesser demons, even as they inspire a sense of dread that forces their foes to scatter and run. Nalfeshnees feed on hatred and despair, but they crave humanoid flesh above all else. They keep their larders filled with humanoids abducted from the Material Plane, then eat those creatures alive during elaborate feasts. Thinking of themselves as refined and cultured, nalfeshnees employ stained and rusted cutlery when they dine.
Armor Class | 18 (natural armor) | ||
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Hit Points | 16d10+96 | ||
Speed | 20ft. | Fly 30ft. | |
Strength | 21 (+5) | ||
Dexterity | 10 (+0) | ||
Constitution | 22 (+6) | ||
Intelligence | 19 (+4) | ||
Wisdom | 12 (+1) | ||
Charisma | 15 (+2) | ||
Saving Throws | Constitution d20+11 | Intelligence d20+9 | Wisdom d20+6 |
Charisma d20+7 | |||
Damage Resistances | Cold | Fire | Lightning |
Bludgeoning | Piercing | Slashing from non magical weapons | |
Damage Immunities | Poison | ||
Condition Immunities | Poisoned | ||
Senses | Truesight 120 ft. | Passive Perception 11 | |
Languages | Abyssal | Telepathy 120ft. | |
Challenge | 13 (10,000 XP) | ||
Special | Magic Resistance | The nalfeshnee has an advantage on saving throws | against spells and other magical effects |
Action 1 | Multiattack | The nalfeshnee uses Horror Nimbus if it can. | It then makes three attacks: |
one with its bite | and two with its claws. | ||
Action 2 | Bite | Melee Weapon Attack | d20+10 to hit |
Reach 5 ft., one target | Hit 5d10+5 piercing damage | ||
Action 3 | Claw | Melee Weapon Attack | d20+10 to hit |
Reach 10ft., one target | Hit 3d6+5 slashing damage | ||
Action 4 | Horror Nimbus (Recharge 5-6) | The nalfeshnee magically emits scintillating, | multicolored light. Each creature within |
15 feet of the nalfeshnee that can see the light must succeed on a | DC 15 Wisdom saving throw or be frightened | for 1 minute. A creature can repeat the saving throw | at the end of each of its turns, |
ending the effect on itself on a success. | If a creature's saving throw is successful | or the effect ends for it, | the creature is immune to the nalfeshnee's |
Horror Nimbus for the next 24 hours | |||
Action 5 | Teleport | The nalfeshnee magically teleports, | along with any equipment it is wearing or carrying, |
up to 120 feet to an | unoccupied space it can see |
Quasit
Quasits infest the Lower Planes. Physically weak, they keep to the shadows to plot mischief and wickedness. More powerful demons use quasits as spies and messengers when they aren't devouring them or pulling them apart to pass the time. A quasit can assume animal forms, but in its true form it looks like a 2-foot-tall green humanoid with a barbed tail and horns. The quasit has clawed fingers and toes, and these claws can deliver an irritating poison. It prefers to be invisible when it attacks.
Variant: Quasit Familiar Mortal spellcasters interested in extraplanar familiars find quasits easy to summon and eager to serve. The quasit plays the part of the obsequious servant. It serves its master well, but it goads the mortal to greater and greater acts of chaos and evil. Such quasits have the following trait.
Familiar The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond.
Armor | Class 13 | ||
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Hit Points | 3d4 | ||
Speed | 40 ft. | ||
Strength | 5 (- 3) | ||
Dexterity | 17 (+3) | ||
Constitution | 10 (+0) | ||
Intelligence | 7 (-2) | ||
Wisdom | 10 (+0) | ||
Charisma | 10 (+0) | ||
Skills | Stealth d20+5 | ||
Damage Resistances | Cold | Fire | Lightning |
Bludgeoning | Piercing | Slashing from nonmagical weapons | |
Damage Immunities | Poison | ||
Condition Immunities | Poisoned | ||
Senses | Darkvision 120 ft. | Passive Perception 10 | |
Languages | Abyssal | Common | |
Challenge | 1 (200 XP) | ||
Special 1 | Shapechanger | The quasit can use its action to polymorph into a beast form | that resembles a bat (speed 10ft. fly 40ft.), |
a centipede (40ft., climb 40ft.), | or a toad (40ft., swim 40ft.), | or back into its true form. | Its statistics are the same in each form, |
except for the speed changes noted. | Any equipment it is wearing or | carrying isn't transformed. | It reverts to its true form if it dies |
Special 2 | Magic Resistance | The quasit has an advantage on saving throws | against spells and other magical effects |
Action 1 | Claws (Bite in Beast Form) | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target. | Hit 1d4+3 piercing damage | and the target must succeed on a | DC 10 Constitution saving throw or take |
2d4 poison damage and become poisoned for 1 minute. | The target can repeat the saving throw | at the end of each of its turns, | ending the effect on itself on a success |
Action 2 | Scare (1/Day) | One creature of the quasit's choice within 20 feet | of it must succeed on a |
DC 10 Wisdom saving throw | or be frightened for 1 minute. | The target can repeat the saving throw | at the end of each of its turns, |
with a disadvantage if the quasit is within line of sight, | ending the effect on itself on a success | ||
Action 3 | Invisibility | The quasit magically turns invisible until it attacks or uses Scare, | or until its concentration ends |
(as if concentrating on a spell). | Any equipment the quasit wears or | carries is invisible with it |
Shadow Demon
When a demon's body is destroyed but the fiend is prevented from reforming in the Abyss, its essence sometimes takes on a vague physical form. These shadow demons exist outside the normal abyssal hierarchy, since their creation results most often from mortal magic, not from transformation or promotion. Shadow demons all but disappear in the darkness, and they can creep about without making a sound. A shadow demon uses its insubstantial claws to feast on its victim's fears, to taste its memories, and drink in its doubts. Bright light harries this fiend and shows its distinct shape, resolving it from a blur of darkness to a winged humanoid creature whose lower body trails off into nothing, and whose claws rend a victim's mind.
Shadowy Nature A shadow demon doesn't require air, food, drink, or sleep.
Armor Class | 13 | ||
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Hit Points | 12d8+12 | ||
Speed | 30 ft. | Fly 30 ft. | |
Strength | 1 (-5) | ||
Dexterity | 17 (+3) | ||
Constitution | 12 (+1) | ||
Intelligence | 14 (+2) | ||
Wisdom | 13 (+1) | ||
Charisma | 14 (+2) | ||
Saving Throws | Dexterity d20+5 | Charisma d20+4 | |
Skills | Stealth d20+7 | ||
Damage Vulnerabilities | Radiant | ||
Damage Resistances | Acid | Fire | Necrotic |
Thunder | Bludgeoning | Piercing | Slashing from nonmagical weapons |
Damage Immunities | Cold | Lightning | Poison |
Condition Immunities | Exhaustion | Grappled | Paralyzed |
Petrified | Poisoned | Prone | Restrained |
Senses | Darkvision 120ft. | Passive Perception 11 | |
Languages | Abyssal | Telepathy 120ft. | |
Challenge | 4 (1 ,100 XP) | ||
Special 1 | Incorporeal Movement | The demon can move through other creatures and | objects as if they were difficult terrain. |
It takes 1d10 force damage if | it ends its turn inside an object. | ||
Special 2 | Light Sensitivity | While in bright light, the demon has | a disadvantage on attack rolls, |
as well as on Wisdom | (Perception) checks that rely on sight | ||
Special 3 | Shadow Stealth | While in dim light or darkness, | the demon can take the Hide |
action as a bonus action | |||
Action | Claws | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one creature | Hit 2d6+3 psychic damage or | if the demon had advantage on the attack roll, | 4d6+3 psychic damage |
Vrock
Vrocks are dull-witted, capricious fiends that live only to create pain and carnage. A vrock resembles a giant hybrid of humanoid and vulture, its gnarled, bestial body and broad wings stinking of offal. Vrotks gobble humanoid flesh whenever they can, stunning potential prey with an ear-splitting shriek, then swooping down to attack with beak and claw. Vrocks can shake their wings, releasing clouds of toxic spores. Coveting pretty things, vrocks turn against each other for the chance to lay claim to cheap jewelry or ornamental stones. Despite their love of treasure, vrocks are difficult to bribe, seeing no reason to bargain when they can simply take what they want from a would-be bargainer's corpse.
Armor Class | 15 (natural armor) | ||
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Hit Points | 11d10+44 | ||
Speed | 40 ft. | Fly 60 ft. | |
Strength | 17 (+3) | ||
Dexterity | 15 (+2) | ||
Constitution | 18 (+4) | ||
Intelligence | 8 (-1) | ||
Wisdom | 13 (+1) | ||
Charisma | 8 (-1) | ||
Saving Throws | Dexterity d20+5 | Wisdom d20+4 | Charisma d20+2 |
Damage Resistances | Cold | Fire | Lightning |
Bludgeoning | Piercing | Slashing from nonmagical weapons | |
Damage Immunities | Poison | ||
Condition Immunities | Poisoned | ||
Senses | Darkvision 120ft. | Passive Perception 11 | |
Languages | Abyssal | Telepathy 120ft. | |
Challenge | 6 (2,300 XP) | ||
Special | Magic Resistance | The vrock has an advantage on saving throws | against spells and other magical effects |
Action 1 | Multiattack | The vrock makes two attacks | one with its beak and one with its talons |
Action 2 | Beak | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 2d6+3 piercing damage | ||
Action 3 | Talons | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 2d10+3 slashing damage | ||
Action 4 | Spores (Recharge 6) | A 15-foot-radius cloud of toxic spores | extends out from the vrock. |
The spores spread around corners. | Each creature in that area must succeed on a | DC 14 Constitution saving throw or become poisoned. | While poisoned in this way, |
a target | |||
takes 1d10 poison damage | at the start of each of its turns. | A target can repeat the saving throw | at the end of each of its turns, |
ending the effect on itself on a success. | Emptying a vial of holy water on the | target also ends the effect on it | |
Action 5 | Stunning Screech (1/Day) | The vrock emits a horrific 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 |
Yochlol
The yochlols are the Handmaidens of Lolth-extensions of the Spider Queen's will dedicated to
acting as her spies, taskmasters, and agents of villainy. They attend their goddess in the Demonweb Pits, but Lolth sometimes dispatches yochlols to the Material Plane to guard her temples and to aid her most devout priestesses. Yochlols don't form outside Lolth's realm of the Demonweb, and they serve no demon lords except their queen. Outside the Abyss, a yochlol can assume the guise of a female drow or monstrous spider to conceal its demonic form. In its true form, the fiend appears as a pillar of yellow slime with a single malevolent eye. In its drow and true form, a yochlol's touch carries the same venomous touch as its spider form's bite.
Armor Class | 15 (natural armor) | ||
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Hit Points | 16d8+64 | ||
Speed | 30ft. | Climb 30ft. | |
Strength | 15 (+2) | ||
Dexterity | 14 (+2) | ||
Constitution | 18 (+4) | ||
Intelligence | 13 (+1) | ||
Wisdom | 15 (+2) | ||
Charisma | 15 (+2) | ||
Saving Throws | Dexterity d20+6 | intelligence d20+5 | Wisdom d20+6 |
Charisma d20+6 | |||
Skills | Deception d20+10 | Insight d20+6 | |
Damage Resistances | Cold | Fire | Lightning |
Bludgeoning | Piercing | Slashing from non magical weapons | |
Damage Immunities | Poison | ||
Condition Immunities | Poisoned | ||
Senses | Darkvision 120ft. | Passive Perception 12 | |
Languages | Abyssal | Elvish | Undercommon |
Challenge | 10 (5,900 XP) | ||
Special 1 | Shapechanger | The yochlol can use its action to polymorph into a form | that resembles a female drow |
or giant spider, or back into its true form. | Its statistics are the same in each form. | Any equipment it is wearing or | carrying isn't transformed. |
It reverts to its true form if it dies | |||
Special 2 | Magic Resistance | The yochlol has an advantage on saving throws | against spells and other magical effects |
Special 3 | Spider Climb | The yochlol can climb difficult surfaces, | including upside down on ceilings, |
without needing to make an ability check | |||
Special 4 | Innate Spellcasting | The yochol's spellcasting ability is | Charisma (spell save DC 14). |
The yochlol can innately cast the following spells, | requiring no material components | ||
Innate Spell 1 | At will | Detect thoughts | Web |
Innate Spell 2 | 1/day | Dominate person | |
Special 5 | Web Walker | The yochlol ignores movement | restrictions caused by webbing |
Action 1 | Multiattack | The yochlol makes two melee attacks | |
Action 2 | Slam (Bite in Spider Form) | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft. (10ft. in demon form), one target. | Hit 1d6+2 bludgeoning (piercing in spider form) damage | plus 6d6 poison damage. | |
Action 3 | Mist Form | The yochlol transforms into toxic mist | or reverts to its true form. |
Any equipment it is wearing or | carrying is also transformed. | It reverts to its true form if it dies. | While in mist form, the yochlol |
is incapacitated and can't speak. | It has a flying speed of 30 feet, | can hover, and can pass through any space | that isn't airtight. It has an advantage on |
Strength, Dexterity, and Constitution | saving throws, and it is immune | to nonmagical damage. While in | mist form, the yochlol can enter |
a creature's space and stop there. | Each time that creature starts its | turn with the yochlol in its space, | the creature must succeed on a |
DC 14 Constitution saving throw or | be poisoned until the start | of its next turn. While poisoned | in this way, the target is incapacitated |
- A balor has a SO percent chance of summoning ld8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro
- A barlgura has a 30 percent chance of summoning one barlgura
- A chasme has a 30 percent chance of summoning one chasme
- A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu
- A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou
- A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith
- A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee.
- A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock
- A yochlol has a 50 percent chance of summoning one yochlol A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and l can't summon other demons. It remains for one minute, until it or its summoner dies, or until its summoner dismisses it as an action.
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