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Demons

Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy.   Spawn of Chaos The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss.   Capricious Elevation Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power.   Abyssal Invasions Wherever they wander across the Abyss, demons search for portals to the other realms. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free.   Signs of Corruption Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered.   Eternal Evil Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. The only way to truly destroy a demon is to seek it in the Abyss and kill it there.   Protected Essence A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds­or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day.   Demonic Cults Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss.   Demon Summoning Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Realm, they show no gratitude when brought there, raging against their prisons and demanding release. Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath.   Bound Demons The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Realm, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss. An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder.   Demonic Possession No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host.   Demon Lords The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.   Reward for Outsiders Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the realm also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord.   Power and Control The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. As with other demons, a demon lord that dies on another realm has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate.   Demon Lords

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 Class22 (natural armor)
Hit Points 23d12+184
Speed40 ft.
Strength30 (+10)
Dexterity14 (+2)
Constitution26 (+8)
Intelligence18 (+4)
Wisdom24 (+7)
Charisma16 (+3)
Saving ThrowsDexterity d20+9 Constitution d20+15 Wisdom d20+14
SkillsIntimidation d20+17 Perception d20+14
Damage ResistancesColdFireLightning
Damage ImmunitiesPoisonBludgeoningPiercing
Slashing that is nonmagical
Condition ImmunitiesCharmedExhaustionFrightened
Poisoned
SensesTruesight 120 ft.
LanguagesAllTelepathy 120 ft.
Challenge23 (50,000 XP)
Special 1ChargeIf Baphomet moves at least 10 feet straight towarda target and then hits it with a gore attack
on the same turn, the target takesan extra 4d10 piercing damage.If the target is a creature, it must succeedon a DC 25 Strength saving throw or be pushed
up to 10 feet away and knocked prone
Special 2Innate SpellcastingBaphomet's spellcasting ability isCharisma (spell save DC 18).
He can innately cast the following spells,requiring no material components:
Innate Spell 1At willDetect magic
Innate Spell 23/day eachDispel magicDominate beast
Hunter's markMazeWall of stone
Innate Spell 31/day eachTeleport
Special 3Labyrinthine RecallBaphomet can perfectly recall any path he has traveled,and he is immune to the maze spell
Special 4Legendary Resistance (3/Day)If Baphomet fails a saving throwhe can choose to succeed instead
Special 5Magic ResistanceBaphomet has an advantage on saving throws againstspells and other magic effects
Special 6Magic WeaponBaphomet's weapon attacks are magical
Special 7RecklessAt the start of his turn, Baphomet can gain an advantageon all melee weapon attack rolls during that turn,
but attack rolls against him have anadvantage until the start of his next turn
Action 1MultiattackBaphomet makes three attacks:one with Heartcleaver,
one with his bite,and one with his gore attack
Action 2HeartcleaverMelee Weapon Attack d20+17 to hit
Reach 15 ft., one targetHit 4d6+10 slashing damage
Action 3BiteMelee Weapon Attack d20+17 to hit
Reach 10 ft., one targetHit 2d8+10 piercing damage
Action 4GoreMelee Weapon Attack d20+17 to hit
Reach 10 ft., one targetHit 2d10+10 piercing damage
Action 5Frightful PresenceEach creature of Baphomet's choice within 120 feet of himand 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 throwat the end of each of its turns,ending the effect on itself on a success.
These later saves have a disadvantage ifBaphomet is within line of sight of the creatureIf a creature succeeds on any of these savesor the effect ends on it, the creature is immune to
Baphomet's Frightful Presence for the next 24 hours
Legendary ActionsBaphomet 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 1Heartcleaver attackBaphomet makes a melee attack with Heartcleaver
Legendary Action 2Charge (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 Class22 (natural armor)
Hit Points 34d12+272
Speed50 ft.Swim 50 ft.
Strength29 (+9)
Dexterity14 (+2)
Constitution26 (+8)
Intelligence20 (+5)
Wisdom17 (+3)
Charisma25 (+7)
Saving ThrowsDexterity d20+10 Constitution d20+16 Wisdom d20+11
Charisma d20+15
SkillsInsight d20+11 Perception d20+19
Damage ResistancesColdFireLightning
Damage ImmunitiesPoisonBludgeoningPiercing
Slashing that is nonmagical
Condition ImmunitiesCharmedExhaustionFrightened
Poisoned
SensesTruesight 120 ft.
LanguagesAllTelepathy 120 ft.
Challenge26 (90,000 XP)
Special 1Innate SpellcastingDemogorgon's spellcasting ability isCharisma (spell save DC 23).
Demogorgon can innately cast the following spells,requiring no material components
Innate Spell 1At willDetect magicMajor image
Innate Spell 23/day eachDispel magicFear
Telekinesis
Innate Spell 31/day eachFeeblemindProject image
Special 2Legendary Resistance (3/Day)If Demogorgon fails a saving throw,he can choose to succeed instead
Special 3Magic ResistanceDemogorgon has advantage on saving throwsagainst spell and other magic effects
Special 4Magic WeaponDemogorgon's weapon attacks are magical
Special 5Two HeadsDemogorgon has advantage onsaving throws against being blinded,
defened, stunned, and knocked unconscious
Action 1MultiattackDemogorgon makes two tentacle attacks
Action 2TentacleMelee Weapon Attack d20+17 to hit
Reach 10 ft., one targetHit 4d12+9 bludgeoning damage.If the target is a creature, it must succeed ona DC 23 Constitution saving throw
or its hit point maximum is reducedby 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 3GazeDemogorgon turns his magical gaze toward one creaturethat 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 andto automatically succeed on the save.
If the target does so, it can't see Demogorgonuntil the start of his next turn. If the targetlooks at him in the meantime, it must immediatelymake the save If the target fails the save,
the target suffers one of the following effectsof Demogorgon's choice or at random
Effect 1Beguiling GazeThe target is stunned until the startof Demogorgon's next turn or until
Demogorgon is no longer within line of sight
Effect 2Hypnotic GazeThe target is charmed by Demogorgonuntil the start of Demogorgon's next turn.
Demogorgon chooses how the charmed target uses its actions,reactions, and movement. Because this gaze requiresDemogorgon to focus both heads on the target,he can't use his Maddening Gaze
legendary action until the start of his next turn
Effect 3Insanity GazeThe target suffers the effect of the confusion spellwithout making a saving throw. The effect lasts
until the start of Demogorgon's next turn.Demogorgon doesn't need toconcentrate on the spell
Legendary ActionsDemogorgon 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 legendaryactions at the start of his turn
Legendary Action 1TailMelee Weapon Attack d20+17 to hit
Reach 15 ft., one targetHit 4d10+9 bludgeoning damageplus 4d10 necrotic damage
Legendary Action 2Maddening GazeDemogorgon 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 Class20 (natural armor)
Hit Points 33d10+165
Speed40 ft.
Strength22 (+6)
Dexterity15 (+2)
Constitution21 (+5)
Intelligence23 (+6)
Wisdom21 (+5)
Charisma26 (+8)
Saving ThrowsDexterity d20+9 Constitution d20+12 Wisdom d20+12
SkillsDeception d20+15 Insight d20+12 Perception d20+12
Persuasion d20+15
Damage ResistancesColdFireLightning
Damage ImmunitiesPoisonBludgeoningPiercing
Slashing from nonmagical attacks
Condition ImmunitiesCharmedExhaustionFrightened
Poisoned
SensesTruesight 120 ft.Passive Perception 22
LanguagesAllTelepathy 120 ft.
Challenge24 (62,000 XP)
Special 1ShapechangerGraz'zt can use his action to polymorphinto a form that resembles a Medium humanoid,
or back into his true form.Aside from his size, his statistics arethe same in each form. Any equipmenthe is wearing or carrying isn't transformed
Special 2Innate SpellcastingGraz'zt's spellcasting ability isCharisma (spell save DC 23).
He can innately cast the following spells,requiring no material components
Spell 1At willCharm personCrown of madness
Detect magicDispel magicDissonant whispers
Spell 23/day eachCounterspellDarkness
Dominate personSanctuaryTelekinesisTeleport
Spell 31/day eachDominate monsterGreater invisibility
Special 3Legendary Resistance (3/Day)If Graz'zt fails a saving throw,he can choose to succeed instead
Special 4Magic ResistanceGraz'zt has advantage on saving throwsagainst spells and other magical effects
Special 5Magic WeaponsGraz'zt's weapon attacks are magical
Action 1MultiattackGraz'zt attacks twice with Wave of Sorrow
Action 2Wave of Sorrow (Greatsword)Melee Weapon Attack d20+13 to hit
Reach 10 ft., one targetHit 20 4d6+6 slashing damageplus 3d6 acid damage
Action 3TeleportGraz'zt magically teleports, along with any equipmenthe is wearing or carrying, up to
120 feet to an unoccupied space he can see.
Legendary ActionsGraz'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 legendaryactions at the start of its turn
Legendary Action 1AttackGraz'zt attacks once with Wave of Sorrow
Legendary Action 2Dance My PuppetOne creature charmed by Graz'zt that Graz'ztcan see must use its reaction to
move up to its speed as Graz'zt directs
Legendary Action 3Sow DiscordGraz'zt casts crown of madnessor dissonant whispers
Legendary Action 4TeleportGraz'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 Class18 (natural armor)
Hit Points 28d12+168
Speed30 ft.
Strength24 (+7)
Dexterity10
Constitution23 (+6)
Intelligence20 (+5)
Wisdom20 (+5)
Charisma16 (+3)
Saving ThrowsDexterity d20+7 Constitution d20+13 Wisdom d20+12
SkillsPerception d20+12
Damage ResistancesColdFireLightning
Damage ImmunitiesPoisonBludgeoningPiercing
Slashing that is nonmagical
Condition ImmunitiesBlindedCharmedDeafened
ExhaustionFrightenedGrappledParalyzed
PetrifiedPoisonedProneRestrained
StunnedUnconscious
SensesTruesight 120 ft.
LanguagesAllTelepathy 120 ft.
Challenge23 (50,000 XP)
Special 1FoulAny creature, other than an ooze,that starts its turn within 10 feet of Juiblex
must succeed on a DC 21 Constitutionsaving throw or be poisoned untilthe start of the creature's next turn
Special 2Innate SpellcastingJuiblex'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 1At willAcid splash (17th level)Detect magic
Innate Spell 23/day eachBlightContagion
Gaseous form
Special 3Legendary Resistance (3/Day)If Juiblex fails a saving throwit can choose to succeed instead
Special 4Magic ResistanceJuiblex has an advantage on saving throwsagainst spells and other magic effects
Special 5Magic WeaponJuiblex's weapon attacks are magical
Special 6RegenerationJuiblex 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 hitpoints and doesn't regenerate
Special 7Spider ClimbJuiblex can climb difficult surfaces,including upside down on ceilings,
without needing to make an ability check
Action 1MultiattackJuiblex makes three acid lash attacks
Action 2Acid LashMelee Weapon Attack d20+14 to hit
Reach 10 ft., one targetHit 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 3Eject 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 wearingtakes 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 dropsto -5, the object is destroyed
Legendary ActionsJuiblex 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 legendaryactions at the start of its turn
Legendary Action 1Acid SplashJuiblex casts acid splash
Legendary Action 2AttackJuiblex makes one acid lash attack
Legendary Action 3Corrupting Touch (Costs 2 Actions)Melee Weapon Attack d20+14 to hit
Reach 10 ft., one creatureHit 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 Class23 (natural armor)
Hit Points 30d20+300
Speed60 ft.Climb 60 ft.
Strength22 (+6)
Dexterity30 (+10)
Constitution30 (+10)
Intelligence26 (+8)
Wisdom26 (+8)
Charisma30 (+10)
Saving ThrowsStrength d20+15
SkillsArcana 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 ResistancesFireDamage from spells
Damage ImmunitiesAcidColdLightning
PoisonBludgeoningPiercing
Slashing from nonmagical attacks
Condition ImmunitiesBlindedCharmedDeafened
ExhaustionFrightenedParalyzedPoisoned
Stunned
SensesBlindsight 240 ft.Tremorsense 240 ft.Truesight 240 ft.
Passive Perception 36
LanguagesAllTelepathy 120 ft.
Challenge30 (155,000 XP)
Special 1Special EquipmentLolth wields six Gargantuan-sized vorpal scimitars
Special 2Cunning ActionLolth can take the Dash,Disengage,
or Hide action as a bonus action
Special 3DiscorporationWhen Lolth drops to 0 hit points or dies,her body and belongings are destroyed
but her essence travels back to her domainin the Demonweb Pits, and she is unableto take physical form for a time
Special 4Fear AuraAny creature hostile to Lolth that starts its turnwithin 240 feet of her must make a DC 27 Wisdom
saving throw unless Lolth is incapacitated.On a failed save, the creature is frighteneduntil the start of its next turn.If a creature's saving throw is successful,
the creature is immune toLolth's Fear Aura for the next 24 hours
Special 5Improved CriticalLolth's weapon attacks scorea critical hit on a die roll of 19 or 20
Special 6Innate SpellcastingLolth'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 1At willAll cleric spells of 6th level or lowerBlink
Charm personDetect thoughtsDancing lightsDarkness
Dimension door (can cast as a bonus action)Dominate personFaerie fireLevitate
Mirror imagePass without tracePolymorphWeb (can cast as a bonus action)
Innate Spell 23/day eachAll cleric spells of 7th or 8th levelTeleport
Innate Spell 31/day eachAll cleric spells of 9th level
Special 7Legendary Resistance (3/Day)When Lolth fails a saving throwshe can choose to succeed instead
Special 8Limited Magic ImmunityLolth is immune to spells of 6th level or lowerunless she wishes to be affected.
She has an advantage on savingthrows against all other spells
Special 9Mage SlayerA creature provokes an opportunity attack from Lolthwhen they cast a spell while within her reach.
Additionally, when Lolth attacks a creaturethat is concentrating on a spell,that creature has a disadvantageon the saving throw to maintain its concentration
Special 10MobileWhen 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 terraindoesn't cost Lolth extra movement,and she has an advantage on saving throwsto avoid being knocked prone
Special 11ReactiveLolth can take one reaction on every turn in combat
Special 12Spider ClimbLolth can climb difficult surfaces,including upside down on ceilings,
without needing to make an ability check
Special 13War CasterWhen 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 acasting time of 1 action and targets only that creature.Additionally, Lolth has an advantage onsaving throws to maintain her concentration
Special 14Web SenseWhile in contact with a web, Lolth knowsthe exact location of any other creature
in contact with the same web
Special 15Web WalkerLolth ignores movement restrictions caused by webbing
Action 1MultiattackLolth makes six attacks. She may substituteany number of attacks for uses of her Fling
Action 2Vorpal ScimitarMelee Weapon Attack d20+22 to hit
Reach 15 ft., one targetHit 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 leastone 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 anextra 6d8 slashing damage from the hit
Action 3Unarmed StrikeMelee Weapon Attack d20+19 to hit
Reach 10 ft., one targetHit 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 attackswith that hand until that grapple ends.In her true form, Lolth has six arms
with which she can grapple in this manner
Action 4Bite (Spider Form Only)Melee Weapon Attack d20+19 to hit
Reach 5 ft., one targetHit 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 5FlingLolth throws a Large or smaller creature she is grappling up to 200 feetaway horizontally in a direction of Lolth's choice.
The grapple ends for that creature, and it must make aDC 23 Dexterity saving throw. On a failed save,a creature takes damage as if it had fallen the distanceit was thrown and falls prone. On a successful save,
a creature takes half as much damage and isn't knocked prone
Action 6Change ShapeLolth 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 isabsorbed 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 attackswith her Multiattack action, but otherwiseretains her statistics. In spideror giant spider form, Lolth
loses her Vorpal Scimitar, Unarmed Strike,and Fling actions, butotherwise retains her statistics
Action 7Dismiss DemonsLolth dismisses all yochlol demons summonedby her, causing them to disappear
Legendary ActionsThe 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 legendaryactions at the start of its turn
Legendary Action 1MoveLolth moves up to her speed.This movement does not
provoke opportunity attacks
Legendary Action 2AttackLolth makes one attack with her scimitar,unarmed strike, bite, or fling
Legendary Action 3Summon 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 allyochols 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 Class17 (natural armor)20 with the Wand of Orcus
Hit Points 30d12+210
Speed40 ft.Fly 40 ft.
Strength27 (+8)
Dexterity14 (+2)
Constitution25 (+7)
Intelligence20 (+5)
Wisdom20 (+5)
Charisma25 (+7)
Saving ThrowsDexterity d20+10 Constitution d20+15 Wisdom d20+13
SkillsArcana d20+12 Perception d20+12
Damage ResistancesColdFireLightning
Damage ImmunitiesNecroticPoisonBludgeoning
PiercingSlashing that is nonmagical
Condition ImmunitiesCharmedExhaustionFrightened
Poisoned
SensesTruesight 120 ft.Passive Perception 22
LanguagesAllTelepathy 120 ft.
Challenge26 (90000 XP)
Special 1Wand of OrcusThe wand has 7 charges, and any of its propertiesthat 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 chargesto 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 wandregains 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 theground or otherwise form in unoccupied spaceswithin 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 2Innate SpellcastingOrcus's spellcasting ability isCharisma (spell save DC 23, d20+15 to hit with spell attacks).
He can innately cast the following spells,requiring no material components:
Innate Spell 1At willChill touch (17th level)Detect magic
Innate Spell 23/day eachCreate undeadDispel magic
Innate Spell 31/daytime stop
Special 3Legendary Resistance (3/Day)If Orcus fails a saving throw,he can choose to succeed instead
Special 4Magic ResistanceOrcus has an advantage on saving throwsagainst spells and other magical effects
Special 5Magic WeaponsOrcus's weapon attacks are magical
Special 6Master of UndeathWhen 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 1MultiattackOrcus makes two Wand of Orcus attacks
Acton 2Wand of OrcusMelee Weapon Attack d20+19 to hit
Reach 10 ft., one targetHit 3d8+8 bludgeoning damageplus 2d12 necrotic damage
Action 3TailMelee Weapon Attack d20+17 to hit
Reach 10 ft., one targetHit 3d8+8 piercing damageplus 18 (4d8) poison damage
Legendary ActionsOrcus 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 1TailOrcus makes one tail attack
Legendary Action 2A Taste of UndeathOrcus casts chill touch (17th level)
Legendary Action 3Creeping Death (Costs 2 Actions)Orcus chooses a point on the ground that he can seewithin 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 Class22 (natural armor)
Hit Points 24d12+192
Speed50 ft.
Strength29 (+9)
Dexterity16 (+3)
Constitution23 (+6)
Intelligence15 (+2)
Wisdom24 (+7)
Charisma15 (+2)
Saving ThrowsDexterity d20+10 Constitution d20+15 Wisdom d20+14
SkillsIntimidation d20+9 Perception d20+14
Damage ResistancesColdFireLightning
Damage ImmunitiesPoisonBludgeoningPiercing
Slashing that is nonmagical
Condition ImmunitiesCharmedExhaustionFrightened
Poisoned
SensesTruesight 120 ft.
LanguagesAllTelepathy 120 ft.
Challenge24 (62,000 XP)
Special 1Innate SpellcastingYeenoghu's spellcasting ability isCharisma (spell save DC 17, d20+9 to hit with spell attacks).
He can innately cast the following spells,requiring no material components
Innate Spell 1At willDetect magicSpiritual weapon (8th-level spell, 4d8+2 force damage on a hit, appears as a flail)
Innate Spell 23/day eachDispel magicFear
Invisibility
Innate Spell 21/dayTeleport
Special 2Legendary Resistance (3/Day)If Yeenoghu fails a saving throw,he can choose to succeed instead.
Special 3Magic ResistanceYeenoghu has an advantage on saving throwsagainst spells and other magical effects
Special 4Magic WeaponYeenoghu's weapon attacks are magical
Special 5RampageWhen Yeenoghu reduces a creature to 0 hit pointswith a melee attack on his turn,
Yeenoghu can take a bonus actionto move up to half his speed and make a bite attack
Action 1MultiattackYeenoghu 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 1The attack deals an extra 2d12 bludgeoning damage
Multiattack 2The target must succeed on a DC 17Constitution saving throw or beparalyzed until the start
of Yeenoghu's next turn
Multiattack 3The target must succeed on a DC 17Wisdom saving throw or be affectedby the confusion spell
until the start of Yeenoghu's next turn
Action 2FlailMelee Weapon Attack d20+16 to hit
Reach 15 ft., one targetHit 2d12+9 bludgeoning damage
Action 3BiteMelee Weapon Attack d20+16 to hit
Reach 10 ft., one targetHit 4d10+9 piercing damage
Legendary ActionsYeenoghu 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 spentlegendary actions at the start of his turn.
Legendary Action 1ChargeYeenoghu moves up to his speed
Legendary Action 2Swat AwayYeenoghu 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 straightline away from Yeenoghu. If the savingthrow fails by 5 or more, the target falls prone
Legendary Action 3Savage (Costs 2 Actions)Yeenoghu makes a bite attack against eachcreature within 10 feet of him
  Other Demon Lords No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that realm, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi.   Demon Types Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords.   Demons by Type Type Examples 1. barlgura, shadow demon, vrock 2. chasme, hezrou 3. glabrezu, yochlol 4. nalfeshnee 5. marilith 6. balor, goristro   Demon Types

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 Class19 (natural armor)
Hit Points 21d12+126
Speed40ft.Fly 80ft.
Strength26 (+8)
Dexterity15 (+2)
Constitution22 (+6)
Intelligence20 (+5)
Wisdom16 (+3)
Charisma22 (+6)
Saving ThrowsStrength d20+14 Constitution d20+12 Wisdom d20+9
Charisma d20+12
Damage ResistancesColdLightningBludgeoning
PiercingSlashing from nonmagical weapons
Damage ImmunitiesFirePoison
Condition ImmunitiesPoisoned
SensesTruesight 120ft.Passive Perception 13
LanguagesAbyssalTelepathy 120ft.
Challenge19 (22,000 XP)
Special 1Death ThroesWhen the Balor dies, it explodes, and each creature within 30 feetof 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 areathat aren't being worn or carried, and it destroys the Balor's weapons
Special 2Fire AuraAt the start of each of the Balor's turns,each creature within 5 feet of it takes
3d6 fire damage and flammable objectsin the aura that isn't being worn or carried ignite.A creature that touches the Balor or hits itwith a melee attack while within
5 feet of it takes 3d6 fire damage
Special 3Magic ResistanceThe Balor has an advantage on saving throwsagainst spells and other magical effects
Special 4Magic WeaponsThe Balor's weapon attacks are magical
Action 1MultiattackThe Balor makes two attacks:one with its longsword and one with its whip.
Action 2LongswordMelee Weapon Attack d20+14 to hit
Reach 10ft.,one targetHit 3d8+8 slashing damageplus 3d8 lightning damage.If the Balor scores a critical hit,
it rolls damage dice threetimes, instead of twice.
Action 3WhipMelee Weapon Attack d20+14 to hit
Reach 30ft., one targetHit 2d6+8 slashing damageplus 3d6 fire damage,and the target must succeed on a DC 20
Strength saving throw or bepulled up to 25 feet toward the Balor
Action 4TeleportThe 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 Class15 (natural armor)
Hit Points 8d10+24
Speed30ft.Climb 30ft.
Strength18 (+4)
Dexterity15 (+2)
Constitution16 (+3)
Intelligence7 (-2)
Wisdom14 (+2)
Charisma9 (-1)
Saving ThrowsDexterity d20+5 Constitution d20+6
SkillsPerception d20+5 Stealth d20+5
Damage ResistancesColdFireLightning
Damage ImmunitiesPoison
Condition ImmunitiesPoisoned
SensesBlindsight 30ft.Darkvision 120ft.Passive Perception 15
LanguagesAbyssalTelepathy 120 ft.
Challenge5 (1,800 XP)
Special 1Innate SpellcastingThe barlgura's spellcasting ability isWisdom (spell save DC 13).
The barlgura can innatelycast the following spells,requiring no material components
Innate Spell 11/day eachEntanglePhantasmal force
Innate Spell 22/day eachDisguise selfInvisibility (self only)
Special 2RecklessAt the start of its turn, the barlguracan gain an advantage on all melee weapon attack
rolls it makes during that turn,but attack rolls against it havean advantage until the start of its next turn
Special 3Running LeapThe barlgura's long jump is up to 40 feetand its high jump is up to 20 feet
when it has a running start
Action 1MultiattackThe barlgura makes three attacks:one with its bite
and two with its fists
Action 2BiteMelee Weapon Attack d20+7 to hit
Reach 5 ft., one targetHit 2d6+4 piercing damage
Action 3FistMelee Weapon Attack d20+7 to hit
Reach 5 ft., one targetHit 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 Class15 (natural armor)
Hit Points 13d10+13
Speed20ft.Fly 60 ft.
Strength15 (+2)
Dexterity15 (+2)
Constitution12 (+1)
Intelligence11 (+0)
Wisdom14 (+2)
Charisma10 (+0)
Saving ThrowsDexterity d20+5 Wisdom d20+5
SkillsPerception d20+5
Damage ResistancesColdFireLightning
Damage ImmunitiesPoison
Condition ImmunitiesPoisoned
SensesBlindsight 10ft.Darkvision 120ft.Passive Perception 15
LanguagesAbyssalTelepathy 120ft.
Challenge6 (2,300 XP)
Special 1DroneThe chasme produces a horrid droning soundto which demons are immune.
Any other creature that starts its turnwithin 30 feet of the chasme must succeed on aDC 12 Constitution saving throwor fall unconscious for 10 minutes.
A creature that can't hear the droneautomatically succeeds on the save.The effect on the creature ends if it takes damageor if another creature takes an action
to splash it with holy water.If a creature's saving throwis successful or the effect ends for it,it is immune to the drone for the next 24 hours.
Special 2Magic ResistanceThe chasme has an advantage on saving throwsagainst spells and other magical effects
Special 3Spider ClimbThe chasme can climb difficult surfaces,including upside down on ceilings,
without needing to make an ability check
Action 1ProboscisMelee Weapon Attack d20+5 to hit
Reach 5 ft., one creatureHit 4d6+2 piercing damageplus 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 acreature's hit point maximum lasts until the creature
finishes a long rest or until it isaffected 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 Class11 (natural armor)
Hit Points 4d6+4
Speed20ft.
Strength11 (+0)
Dexterity11 (+0)
Constitution12 (+1)
Intelligence5 (- 3)
Wisdom8 (- 1)
Charisma3 (- 4)
Damage ResistancesColdFireLightning
Damage ImmunitiesPoison
Condition ImmunitiesPoisoned
SensesDarkvision 60ft.Passive Perception 9
LanguagesAbyssalTelepathy 60ft. (works only with creatures that understand Abyssal)
Challenge1/4 (50 XP)
Action 1MultiattackThe dretch makes two attacks:one with its bite
and one with its claws
Action 2BiteMelee Weapon Attack d20+2 to hit
Reach 5 ft., one targetHit 1d6 piercing damage
Action 3ClawsMelee Weapon Attack d20+2 to hit
Reach 5 ft., one targetHit: 2d4 slashing damage
Action 4Fetid Cloud (1/Day)A 10-foot radius of disgustinggreen 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 throwor 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 Class17 (natural armor)
Hit Points 15d10+75
Speed40ft.
Strength20 (+5)
Dexterity15 (+2)
Constitution21 (+5)
Intelligence19 (+4)
Wisdom17 (+3)
Charisma16 (+3)
Saving ThrowsStrength d20+9 Constitution d20+9 Wisdom d20+7
Charisma d20+7
Damage ResistancesColdFireLightning
BludgeoningPiercingSlashing from non magical weapons
Damage ImmunitiesPoison
Condition ImmunitiesPoisoned
SensesTruesight 120ft.Passive Perception 13
LanguagesAbyssalTelepathy 120ft.
Challenge9 (5,000 XP)
Special 1Innate SpellcastingThe glabrezu's spellcasting ability isIntelligence (spell save DC 16).
The glabrezu can innately cast the following spells,requiring no material components
Innate Spell 1At willDarknessDetect magic
Dispel magic
Innate Spell 21/day eachConfusionFly
Power word stun
Special 2Magic ResistanceThe glabrezu has an advantage on saving throwsagainst spells and other magical effects
Action 1MultiattackThe glabrezu makes four attacks:two with its pincers and two with its fists.
Alternatively, it makes two attacks withits pincers and casts one spell
Action 2PincerMelee Weapon Attack d20+9 to hit
Reach 10ft., one targetHit 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 3FistMelee Weapon Attack d20+9 to hit
Reach 5 ft., one targetHit 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 Class19 (natural armor)
Hit Points 23d12+161
Speed40ft.
Strength25 (+7)
Dexterity11 (+0)
Constitution25 (+7)
Intelligence6 (- 2)
Wisdom13 (+1)
Charisma14 (+2)
Saving ThrowsStrength d20+13 Dexterity d20+6 Constitution d20+13
Wisdom d20+7
SkillsPerception d20+7
Damage ResistancesColdFireLightning
BludgeoningPiercingSlashing from nonmagical weapons
Damage ImmunitiesPoison
Condition ImmunitiesPoisoned
SensesDarkvision 120 ft.Passive Perception 17
LanguagesAbyssal
Challenge17 (1 8,000 XP)
Special 1ChargeIf the goristro moves at least 15 feet straighttoward a target and then hit it with a gore attack
on the same turn, the target takes anextra 7d10 piercing damage.If the target is a creature,it must succeed on a DC 21 Strength
saving throw or be pushed up to20 feet away and knocked prone
Special 2Labyrinthine RecallThe goristro can perfectly recall any path it has traveled
Special 3Magic ResistanceThe goristro has an advantage on saving throwsagainst spells and other magical effects
Special 4Siege MonsterThe goristro deals double damage to objects and structures
Action 1MultiattackThe goristro makes three attacks:two with its fists
and one with its hoof
Action 2FistMelee Weapon Attack d20+13 to hit
Reach 10ft., one targetHit 3d8+7 bludgeoning damage
Action 3Hoof Melee Weapon Attack d20+13 to hitReach 5 ft., one target
Hit 3d10+7 bludgeoning damage.If the target is a creature, it must succeed on aDC 21 Strength saving throwor be knocked prone
Action 4GoreMelee Weapon Attack d20+13 to hit
Reach 10ft., one targetHit 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 Class16 (natural armor)
Hit Points 13d10+65
Speed30ft.
Strength19 (+4)
Dexterity17 (+3)
Constitution20 (+5)
Intelligence5 (- 3)
Wisdom12 (+1)
Charisma13 (+1)
Saving ThrowsStrength d20+7 Constitution d20+8 Wisdom d20+4
Damage ResistancesColdFireLightning
BludgeoningPiercingSlashing from nonmagical weapons
Damage ImmunitiesPoison
Condition ImmunitiesPoisoned
SensesDarkvision 120 ft.Passive Perception 11
LanguagesAbyssalTelepathy 120 ft.
Challenge8 (3,900 XP)
Special 1Magic ResistanceThe hezrou has an advantage on saving throwsagainst spells and other magical effects
Special 2StenchAny creature that starts its turn within 10 feetof the hezrou must succeed on a DC 14
Constitution saving throw or be poisoneduntil the start of its next turn.On a successful saving throw,the creature is immune to
the hezrou's stench for 24 hours
Action 1MultiattackThe hezrou makes three attacks:one with its bite
and two with its claws
Action 2BiteMelee Weapon Attack d20+7 to hit
Reach 5 ft., one targetHit 2d10+4 piercing damage
Action 3ClawMelee Weapon Attack d20+7 to hit
Reach 5 ft., one targetHit 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.


ArmorClass 9
Hit Points 2d6+2
Speed20ft.
Strength10 (+0)
Dexterity9 (- 1)
Constitution13 (+1)
Intelligence3 (- 4)
Wisdom8 (- 1)
Charisma4 (- 3)
Damage ResistancesColdFireLightning
Damage ImmunitiesPoison
Condition ImmunitiesCharmedFrightenedPoisoned
SensesDarkvision 60ft.Passive Perception 9
LanguagesUnderstands Abyssal but can't speak
Challenge1/8 (25 XP)
ActionClawsMelee Weapon Attack d20+2 to hit
Reach 5 ft., one targetHit 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 Class18 (natural armor)
Hit Points 18d10+90
Speed40ft.
Strength18 (+4)
Dexterity20 (+5)
Constitution20 (+5)
Intelligence18 (+4)
Wisdom16 (+3)
Charisma20 (+5)
Saving ThrowsStrength d20+9 Constitution d20+10 Wisdom d20+8
Charisma d20+10
Damage ResistancesColdFireLightning
BludgeoningPiercingSlashing from non magical weapons
Damage ImmunitiesPoison
Condition ImmunitiesPoisoned
SensesTruesight 120ft.Passive Perception 13
LanguagesAbyssalTelepathy 120ft.
Challenge16 (15,000 XP)
Special 1Magic ResistanceThe marilith has an advantage on saving throwsagainst spells and other magical effects.
Special 2Magic WeaponsThe marilith's weapon attacks are magical
Special 3ReactiveThe marilith can take one reactionon every turn in a combat
Action 1MultiattackThe marilith makes seven attacks:six with its longswords
and one with its tail
Action 2LongswordMelee Weapon Attack d20+9 to hit
Reach 5 ft., one targetHit 2d8+4 slashing damage
Action 3TailMelee Weapon Attack d20+9 to hit
Reach 10ft., one creatureHit 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 marilithcan automatically hit the target with its tail,and the marilith can't make
tail attacks against other targets
Action 4TeleportThe marilith magically teleports,along with any equipment it is wearing or carrying,
up to 120 feet to anunoccupied space it can see
ReactionParryThe marilith adds 5 to its AC againstone melee attack that would hit it.
To do so, the marilithmust see the attacker andbe 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 Class18 (natural armor)
Hit Points 16d10+96
Speed20ft.Fly 30ft.
Strength21 (+5)
Dexterity10 (+0)
Constitution22 (+6)
Intelligence19 (+4)
Wisdom12 (+1)
Charisma15 (+2)
Saving ThrowsConstitution d20+11 Intelligence d20+9 Wisdom d20+6
Charisma d20+7
Damage ResistancesColdFireLightning
BludgeoningPiercingSlashing from non magical weapons
Damage ImmunitiesPoison
Condition ImmunitiesPoisoned
SensesTruesight 120 ft.Passive Perception 11
LanguagesAbyssalTelepathy 120ft.
Challenge13 (10,000 XP)
SpecialMagic ResistanceThe nalfeshnee has an advantage on saving throwsagainst spells and other magical effects
Action 1MultiattackThe nalfeshnee uses Horror Nimbus if it can.It then makes three attacks:
one with its biteand two with its claws.
Action 2BiteMelee Weapon Attack d20+10 to hit
Reach 5 ft., one targetHit 5d10+5 piercing damage
Action 3ClawMelee Weapon Attack d20+10 to hit
Reach 10ft., one targetHit 3d6+5 slashing damage
Action 4Horror 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 aDC 15 Wisdom saving throw or be frightenedfor 1 minute. A creature can repeat the saving throwat the end of each of its turns,
ending the effect on itself on a success.If a creature's saving throw is successfulor the effect ends for it,the creature is immune to the nalfeshnee's
Horror Nimbus for the next 24 hours
Action 5TeleportThe nalfeshnee magically teleports,along with any equipment it is wearing or carrying,
up to 120 feet to anunoccupied 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.


ArmorClass 13
Hit Points 3d4
Speed40 ft.
Strength5 (- 3)
Dexterity17 (+3)
Constitution10 (+0)
Intelligence7 (-2)
Wisdom10 (+0)
Charisma10 (+0)
SkillsStealth d20+5
Damage ResistancesColdFireLightning
BludgeoningPiercingSlashing from nonmagical weapons
Damage ImmunitiesPoison
Condition ImmunitiesPoisoned
SensesDarkvision 120 ft.Passive Perception 10
LanguagesAbyssalCommon
Challenge1 (200 XP)
Special 1ShapechangerThe quasit can use its action to polymorph into a beast formthat 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 orcarrying isn't transformed.It reverts to its true form if it dies
Special 2Magic ResistanceThe quasit has an advantage on saving throwsagainst spells and other magical effects
Action 1Claws (Bite in Beast Form)Melee Weapon Attack d20+4 to hit
Reach 5 ft., one target.Hit 1d4+3 piercing damageand the target must succeed on aDC 10 Constitution saving throw or take
2d4 poison damage and become poisoned for 1 minute.The target can repeat the saving throwat the end of each of its turns,ending the effect on itself on a success
Action 2Scare (1/Day)One creature of the quasit's choice within 20 feetof it must succeed on a
DC 10 Wisdom saving throwor be frightened for 1 minute.The target can repeat the saving throwat 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 3InvisibilityThe 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 orcarries 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 Class13
Hit Points 12d8+12
Speed30 ft.Fly 30 ft.
Strength1 (-5)
Dexterity17 (+3)
Constitution12 (+1)
Intelligence14 (+2)
Wisdom13 (+1)
Charisma14 (+2)
Saving ThrowsDexterity d20+5 Charisma d20+4
SkillsStealth d20+7
Damage VulnerabilitiesRadiant
Damage ResistancesAcidFireNecrotic
ThunderBludgeoningPiercingSlashing from nonmagical weapons
Damage ImmunitiesColdLightningPoison
Condition ImmunitiesExhaustionGrappledParalyzed
PetrifiedPoisonedProneRestrained
SensesDarkvision 120ft.Passive Perception 11
LanguagesAbyssalTelepathy 120ft.
Challenge4 (1 ,100 XP)
Special 1Incorporeal MovementThe demon can move through other creatures andobjects as if they were difficult terrain.
It takes 1d10 force damage ifit ends its turn inside an object.
Special 2Light SensitivityWhile in bright light, the demon hasa disadvantage on attack rolls,
as well as on Wisdom(Perception) checks that rely on sight
Special 3Shadow StealthWhile in dim light or darkness,the demon can take the Hide
action as a bonus action
ActionClawsMelee Weapon Attack d20+5 to hit
Reach 5 ft., one creatureHit 2d6+3 psychic damage orif 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 Class15 (natural armor)
Hit Points 11d10+44
Speed40 ft.Fly 60 ft.
Strength17 (+3)
Dexterity15 (+2)
Constitution18 (+4)
Intelligence8 (-1)
Wisdom13 (+1)
Charisma8 (-1)
Saving ThrowsDexterity d20+5 Wisdom d20+4 Charisma d20+2
Damage ResistancesColdFireLightning
BludgeoningPiercingSlashing from nonmagical weapons
Damage ImmunitiesPoison
Condition ImmunitiesPoisoned
SensesDarkvision 120ft.Passive Perception 11
LanguagesAbyssalTelepathy 120ft.
Challenge6 (2,300 XP)
SpecialMagic ResistanceThe vrock has an advantage on saving throwsagainst spells and other magical effects
Action 1MultiattackThe vrock makes two attacksone with its beak and one with its talons
Action 2BeakMelee Weapon Attack d20+6 to hit
Reach 5 ft., one targetHit 2d6+3 piercing damage
Action 3TalonsMelee Weapon Attack d20+6 to hit
Reach 5 ft., one targetHit 2d10+3 slashing damage
Action 4Spores (Recharge 6)A 15-foot-radius cloud of toxic sporesextends out from the vrock.
The spores spread around corners.Each creature in that area must succeed on aDC 14 Constitution saving throw or become poisoned.While poisoned in this way,
a target
takes 1d10 poison damageat the start of each of its turns.A target can repeat the saving throwat the end of each of its turns,
ending the effect on itself on a success.Emptying a vial of holy water on thetarget also ends the effect on it
Action 5Stunning 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 demonmust succeed on a DC 14 Constitutionsaving throw or be stunned untilthe 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 Class15 (natural armor)
Hit Points 16d8+64
Speed30ft.Climb 30ft.
Strength15 (+2)
Dexterity14 (+2)
Constitution18 (+4)
Intelligence13 (+1)
Wisdom15 (+2)
Charisma15 (+2)
Saving ThrowsDexterity d20+6 intelligence d20+5 Wisdom d20+6
Charisma d20+6
SkillsDeception d20+10 Insight d20+6
Damage ResistancesColdFireLightning
BludgeoningPiercingSlashing from non magical weapons
Damage ImmunitiesPoison
Condition ImmunitiesPoisoned
SensesDarkvision 120ft.Passive Perception 12
LanguagesAbyssalElvishUndercommon
Challenge10 (5,900 XP)
Special 1ShapechangerThe yochlol can use its action to polymorph into a formthat 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 orcarrying isn't transformed.
It reverts to its true form if it dies
Special 2Magic ResistanceThe yochlol has an advantage on saving throwsagainst spells and other magical effects
Special 3Spider ClimbThe yochlol can climb difficult surfaces,including upside down on ceilings,
without needing to make an ability check
Special 4Innate SpellcastingThe yochol's spellcasting ability isCharisma (spell save DC 14).
The yochlol can innately cast the following spells,requiring no material components
Innate Spell 1At willDetect thoughtsWeb
Innate Spell 21/dayDominate person
Special 5Web WalkerThe yochlol ignores movementrestrictions caused by webbing
Action 1MultiattackThe yochlol makes two melee attacks
Action 2Slam (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) damageplus 6d6 poison damage.
Action 3Mist FormThe yochlol transforms into toxic mistor reverts to its true form.
Any equipment it is wearing orcarrying 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 spacethat isn't airtight. It has an advantage on
Strength, Dexterity, and Constitutionsaving throws, and it is immuneto nonmagical damage. While inmist form, the yochlol can enter
a creature's space and stop there.Each time that creature starts itsturn with the yochlol in its space,the creature must succeed on a
DC 14 Constitution saving throw orbe poisoned until the startof its next turn. While poisonedin this way, the target is incapacitated
  Variant: Demon Summoning Some demons can have an action option that allows them to summon other demons   Summon Demon (1/Day) The demon chooses what to summon and attempts a magical summoning
  • 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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