Devils Species in Other Realms | World Anvil

Devils

Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal ,armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.   Lords of Tyranny Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power. Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Realm use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions.   Obedience and Ambition In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish realm would become as anarchic as the Abyss. At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia.   Dark Dealers and Soul Mongers Devils are confined to the Lower Realms, but they can travel beyond those realms by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of anagreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells. To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it.   The Infernal Hierarchy The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Realm, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates. A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser arch devils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baa tor from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes. If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever- a fate that even Asmodeus fears.   Archdevils The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature.   Greater Devils The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils.   Lesser Devils The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils.   Lemures The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life.   Promotion and Demotion When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next. Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms. Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive. No devil can promote or demote another devil that has not sworn fealty to it, preventing rival arch devils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.   Infernal Hierarchy
  1. Lord of the Nine Hells
  2. Archdevils
  3. Archduke or Archduchess
  4. Duke or Duchess
  5. Greater devils
  6. Pit fiend
  7. Ice devil
  8. Erinyes
  9. Horned devils
  10. Lesser devils
  11. Bone devil
  12. Chain devil
  13. Barbed devil
  14. Bearded devil
  15. Spined devil
  16. Imp
  17. Devil
  18. Lemure
The Nine Hells The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by arch devils that answer to the greatest archdevil of all:Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.   Devil True Names and Talismans Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed and ancient scrolls and tomes are said to exist that list the true names of certain devils. A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted. However it is summoned, a devil brought to the Material Realm typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.   Variant: Demon Summoning Some devils can have an action option that allows them to summon other devils.Summon Devil (1/Day) The devil chooses what to summon and attempts a magical summoning.
  • A barbed devil has a 30 percent chance of summoning one barbed devil.
  • A bearded devil has a 30 percent chance of summoning one bearded devil.
  • A bone devil has a 40 percent chance of summoning 2d6 spined devils or one bone devil.
  • An erinyes has a 50 percent chance of summoning 3d6 spined devils, 1d6 bearded devils, or one erinyes.
  • A horned devil has a 30 percent chance of summoning one horned devil.
  • An ice devil has a 60 percent chance o~ summoning one ice devil.
  • A pit fiend summons 2d4 bearded devils, 1d4 barbed devils, or one erinyes with no chance offailure. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for one minute, until it or its summoner dies, or until its summoner dismisses it as an action.
  Lord of the Nine Hells

Asmodeus

Asmodeus is the strongest, most cunning, and most handsome of all devils. He is physically stronger than any other devil (as strong as a storm giant) and the most cunning and artful. He is typically described as appearing as a giant human, over 13 feet tall, with dark skin and hair, red eyes, handsome features, and small horns on his forehead. He dresses in regal finery of unimaginable expense; a single article of clothing worn by Asmodeus is worth more money than an average nation will spend on food in a year. Beneath his clothing, Asmodeus' body is covered in bloody wounds which he sustained when he fell from the Upper Planes. His wounds ooze blood daily, and any drop of blood which touches the ground grows into a powerful devil. He is described as a "calm, chillingly reasonable" being with a modest appearance that hides his true power.


Armor Class30 (natural armor)
Hit Points1250
Speed75 ft.Fly 150 ft.
Strength29 (+9)
Dexterity20 (+5)
Constitution30 (+10)
Intelligence30 (+10)
Wisdom27 (+8)
Charisma28 (+9)
Saving ThrowsStrength d20+18 Constitution d20+19 Intelligence d20+19
Wisdom d20+17 Charisma d20+18
SkillsArcana d20+25 Deception d20+25 Perception d20+15
Persuasion d20+30 Religion d20+20
Insight d20+30 Intimidation d20+25
Damage VulnerabilitiesRadiant
Damage ResistancesAcidLightningPsychic
SlashingPiercingBludgeoning from nonmagical weapons
Damage ImmunitiesFirePoisonNecrotic
Cold
Condition ImmunitiesCharmedDeafenedBlinded
FrightenedPoisonedPetrified
SensesDarkvision 1000 ft.Truesight 120 ft.Passive Perception 32
LanguagesCommonAbyssalCelestial
Infernal (can understand all languages, telepathy 1 mile)
Challenge30 (155,000 XP)
Special 1DiscorporationWhen Asmodeus drops to 0 hit points or dies,his body is destroyed but his essence
travels back to his domain in the Nine Hells,and he is unable to take physical form for a time.However, if he is killed in his.domain of Nessus, this does not happen
Special 2Innate SpellcastingAsmodeus' innate spellcasting ability is Intelligence(Spell save DC 30, d20+25 to hit).
Asmodeus can cast the following spells withoutneeding components or expanding a spell slot
Innate Spell 1At willFrostbiteToll the dead
Cause fearInflict woundsThunderous smitePyrotechnics
Scorching RayAnimate deadBestow CurseVampiric Touch
BlightWall of FireCone of ColdDestructive Wave
Raise DeadCreate UndeadSoul CageWall of Ice
Innate Spell 23/day eachFinger of deathFire Storm
Abi-Dalzim's Horrid wilting
Innate Spell 31/day eachTrue ResurrectionDark Star
Special 3Limited Magic ImmunityAsmodeus is Immune to spells of the 4thlevel or lower unless he wants to be affected
Special 4RegenerationAsmodeus regains 90 hit points at the start ofhis turn as long as he hasn't taken any radiant damage
Special 5Magic WeaponsAsmodeus's weapon attacks are magical
Special 6Legendary Resistance (5/day)If Asmodeus fails a saving throw,he can choose to succeed instead
Special 7Magic ResistanceAsmodeus has an advantage onsaving throws against magical effects
Action 1MultiattackAsmodeus can use his frightful presence.He then makes five attacks with
either his Ruby Rod or a slam,and then one with his horns
Action 2SlamMelee Attack d20+14 to hit
Reach 10 ft., one targetHit 10d8+8 bludgeoning damage
Action 3Ruby RodMelee Weapon Attack d20+17 to hit
Reach 10 ft., one targetHit 8d8+15 piercing damage
Action 4Ranged Weapon Attack d20+14 to hit 150/600 ft., one targetHit 9d8+10 fire damage
or 10d8+6 lightning damage
Action 5Horns Melee Attack d20+14 to hit, 4d4 piercing damageThe target must succeed on a DC 20
Charisma saving throw or get poisoned.The target must roll again every day.If they fail the saving throw, theytake 3d10 poison damage.
If they succeed, they are no longer poisoned
Action 6Frightful PresenceEach creature of Asmodeus’s choice that is within 200 feetof Asmodeus and aware of him must succeed on a
DC 30 Wisdom saving throw or become 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 Asmodeus's Frightful Presence
Action 7Innate SpellcastingAs A bonus Action, Asmodeuscan innately cast one spell
Action 8Soul BarteringAsmodeus can grant any humanoid one wish(using the spell wish) in its lifetime on the condition
that the PC is bound to him after death.Asmodeus can make minor changes to the wishes if he wants.Asmodeus suffers no harmful effects from this action
Action 9Now you see meAs a bonus action on his turn, Asmodeuscan teleport anywhere within his
line of sight or in the nine hells.
Action 10Loyalty to the LordAs a bonus action, if Asmodeus' rodwas ever knocked or taken out of his hand,
he can instantly teleport it back into his palm
Legendary ActionsThe Asmodeus can take 5 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 Asmodeus regains spent legendaryactions at the start of its turn.
Legendary Action 1Chilling Gaze (Costs 1 Action)Asmodeus target one creature within 30 ft.,the target makes a Wisdom Save of DC 25
on a failed save target takes 3d10 psychic damage,the target becomes frightened for 30 secondsand gains 1 level of exhaustion. On gaining six levelsof exhaustion creature doesn’t die
but is dominated by Asmodeus
Legendary Action 2Hell's Gate (Costs 2 Actions).As the King of Hell, Asmodeus has absolute controlover all of the gates and portals that lead to Hell,
as well as those within Hell.The Lord of the Nine can cause a gate or portal to open,sucking in those within 60 feet into a location in theNine Hells of Asmodeus' choosing if they fail a
Wisdom Save DC 25. The Mouth remainsopen for 3 rounds. A Hell's Mouth appears as a great,diabolically evil human male face with jagged,chewing teeth. Flames burst from the gaping
maw as it attempts to suck in unlucky victims.The gate is two way and remains open for five rounds.(suction only during the first round)
Legendary Action 3Call of the Lord (Costs 2 actions)Asmodeus can summon eight creatures(with a challenge rating of 20 or below)
who reside within 9 hells
Legendary Action 4Contract established (Costs 1 action)Asmodeus on touching a humanoid or a piece of dead humanoidcalls its soul back and forms a new adult body for the soul to enter.
If the target isn’t willing to do so the spell fails.The body that is formed for the soul is Tiefling’s body.The soul retains all its memories and experiencesand is friendly towards Asmodeus
(his memories are altered such that it obeys Asmodeus).
  Archdukes or Archduchesses

Gargauth: The Tenth Lord of the Nine

Gargoth, a powerful archdevil, once dwelled in the Hells, but left for reasons known only to himself. Some say he challenged Asmodeus and was exiled, some say he was cast from the Hells for his foul nature, while others say he left because Asmodeus destroyed his closest friend, the archdevil Beherit. One, none, or all of these reasons may be true.
 
Gargoth took to wandering the realms, and eventually founded a cult on Toril, where he is known as Gargauth.


Armor Class22 (natural armor)
Hit Points 40d10+280
Speed30ft.Fly 60ft.
Strength26 (+8)
Dexterity20 (+5)
Constitution24 (+7)
Intelligence26 (+8)
Wisdom30 (+10)
Charisma30 (+10)
Saving ThrowsDexterity d20+13 Constitution d20+15 Wisdom d20+18
Charisma d20+18
Damage ResistancesColdRadiantBludgeoning
PiercingSlashing from nonmagical weapons that aren't silveredDamage ImmunitiesFire
Poison
Condition ImmunitiesCharmedExhaustionFrightened
Poisoned
SensesTruesight 120 ft.Passive Perception 20
LanguagesAllTelepath 120 ft.
Challenge26 (90,000 XP)
Special 1Charming AuraAny creature hostile to Gargauth that starts its turn within20 feet of Gargauth must make a DC 23 Wisdom saving throw
unless Gargauth is incapacitated. On a failed save,the creature is charmed until the start of Gargauth's next turn.If a creature's saving throw is successful,the creature is immune to Gargauth's
Charming Aura for the duration of the combat
Special 2Magic WeaponGargauth's weapon attacks are magical
Special 3Innate SpellcastingGargauth's spellcasting ability is Charisma(spell save DC 26). Gargauth can innately
cast the following spells, requiring no material components
Spells 1At willDetect magicFireball
Spells 23/day eachDispel magicHold monster
Wall of fire
Special 4Legendary Resistance (3/day)If Gargauth fails a saving throw,it can choose to succeed instead
Special 5Legendary Magic ImmunityGargauth can't be affected or detected by spells of 4thlevel or lower unless it wishes to be.
It has an advantage on saving throwsagainst all other spells and magical effects
Special 6RegenerationGargauth regains 20 hit points at the start of its turn.If Gargauth takes radiant damage,
this trait doesn't function at the start of Gargauth's next turn.Gargauth dies only if it starts its turn with 0 hit points doesn't regenerate
Action 1MultiattackGargauth makes four attacks:three with his greatsword,
and one with his tail
Action 2GreatswordMelee Weapon Attack d20+16 to hit
Reach 10ft., one targetHit 2d8+8 bludgeoning damageplus 8d10 fire damage
Action 3TailMelee Weapon Attack d20+16 to hit
Reach 10ft., one targetHit 3d10+8 bludgeoning damage
Action 4TeleportGargauth magically teleports, along with any equipmentit is wearing or carrying, up to 120 feet
to an unoccupied space it can see
Legendary ActionsGargauth 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.Gargauth regains spent legendaryactions at the start of its turn
Legendary Action 1Hidden Lord's Command (Cost 2 Actions)Gargauth commands all hostile creatures within 50 feet to submit.Creatures hostile towards Gargauth must make
a DC 23 Wisdom saving throw.On a failed save, the creature is charmed until the endof the creature's next turn and while charmed in this must follow commands given byGargauth to the best of their ability.
If a creature's saving throw is successful,the creature has an advantage on the saving throwagainst Hidden Lord's Commandfor the duration of the combat
Legendary Action 2TeleportGargauth magically teleports, along with any equipmentit is wearing or carrying, up to
120 feet to an unoccupied space it can see

Mephistopheles Archduke of Cania: Lord of the Eighth

Mephistopheles, the Lord of the Eighth, rules over the layer of Cania (or Caina). He resides in Mephistar, a blue-white citadel fashioned of ice that sits atop a glacier called Nargus.
 
Mephistopheles appears as a nine-foot-tall humanoid with hell-red skin, horns, and wings. He prefers to wear dramatic capes of the ultimate blackness and carries a magic ranseur that burns eternally.
 
Mephistopheles once engineered his own coup, replacing himself with Baron Molikroth. However, Molikroth was just an alias of Mephistopheles, and that duplicity has now ended, as well as the lives of "Molikroth's" co-conspirators.
 
Mephistopheles failed to unseat Asmodeus during the Hells-wide rebellion known as the Reckoning. If it weren't for his canny consort Baalphegor, whose mere presence greatly protects him from the Lord of Nessus, Mephistopheles would, likely, have been at best demoted upon the Reckoning. His largest rival is Baalzebul, and his court runs thick with plots against the Lord of the Flies.
 
Recently the Lord of the Eighth has been devoting most of his time and incredible amounts of energy to his pet project, that of mastering and experimenting with Hellfire, a new form of magical fire with new and interesting properties. This obsession with the enterprise has caused a virtual upending of Cania's power structure, with the Ice Devils that once stood at its peak forced to migrate to the colder mountains on the fringes of Cania.
 
Mephistopheles' goal is the expansion of his material plane cult by offering mastery of Hellfire as an incentive. However, the expansion is taking a toll on his soul-harvesting efforts, and he is being forced to borrow divine energy from the other archdukes, particularly Dispater and Levistus at an alarming rate. Mephistopheles is risking much in his gamble on Hellfire, and if it pays off, his mortal cult will be larger and more popular than any other archduke's, including Asmodeus'.
 
Despite his recent efforts, Mephistopheles' influence on the material plane is not as strong as in Baator. Many mortals confuse him with Asmodeus, thinking them one and the same. This fact amuses Asmodeus and frustrates Mephistopheles to no end.


Armor Class19 (natural armor)
Hit Points 35d10+210
Speed50 ft.Fly 100 ft.
Strength22 (+6)
Dexterity20 (+5)
Constitution23 (+6)
Intelligence24 (+7)
Wisdom25 (+7)
Charisma25 (+7)
Saving ThrowsDexterity d20+15 Intelligence d20+17 Wisdom d20+17
Charisma d20+17
SkillsDeception d20+27 Intimidation d20+27 Perception d20+17
Persuasion d20+27
Damage ResistancesAcidFire
Damage ImmunitiesColdNecroticPoison
BludgeoningPiercingSlashing from Nonmagical Attacks
Condition ImmunitiesCharmedExhaustionFrightened
Poisoned
SensesDarkvision 240 ft.Passive Perception 27
LanguagesCommonIgnanInfernal
Telepathy 120 ft.
Challenge30 (155,000 XP)
Special 1Ashen Essence(Recharge 5-6). When Mephistopheles is hit by an attack,he can use his reaction to collapse into ash,
teleports himself and his possessions to anunoccupied space he can see within 30 ft.of him and causing the attack to automatically miss.Within his realm of Caina, Mephistopheles
can teleport up to 300 ft.,or up to 30 ft. when subject to an effectthat normally prevents teleportation.
Special 2Flattering InquisitorAnyone who attempts to lie when respondingto a direct question posed by Mephistopheles within 30ft
of him must succeed at a DC 25 Charisma saveor be unable to speak for 24 hours(Mephistopheles can end this enforced vow of silence at will).
Special 3Infernal WingsMephistopheles has three pairs of wings,and while the damage caused by all six wings is identical,
the additional effect caused by a strikefrom a wing depends on its nature.
Effect 1A hit from one of his burning wings deals anadditional 1d6 fire damage
Effect 2A hit from one of his draconic wings deals anadditional 2d6 slashing damage
Effect 3A target hit by his raven wings must succeed on aDC 25 Constitution saving throw or be permanently blinded
Special 4Innate SpellcastingMephistopheles' spellcasting ability is
Charisma (spell save DC 25).Mephistopheles can innately cast the following spells,requiring no material components
Spells1At willAstral projectionDarkness
Dispel magicDominate personHallowScrying
Teleport
Spells 23/day eachFire stormGlobe of invulnerability
Mass suggestionMislead
Spells 31/day eachTime stopWish
Special 5Legendary Resistance (3/Day)When Mephistopheles fails a saving throw,he can choose to succeed instead
Special 6Magic ResistanceMephistopheles has advantage on saving throwsagainst spells and other magical effects
Special 7Hellish WeaponsMephistopheles' weapon attacks are magical.When Mephistopheles hits with any weapon,
the weapon deals an extra 3d8 fire damage,and an extra 3d8 necrotic damage (included in the attack)
Special 8ShapechangerMephistopheles can use his action to polymorphinto a Small or Medium humanoid,
or back into his true form. His statistics,other than size and speed are the same in each form.Any equipment he is wearing or carrying isn't transformed.He reverts to his true form if he dies.
Action 1MultiattackMephistopheles makes five attacks with his trident
Action 2Profane GiftMephistopheles grants a non-devil he touches advantageon ability checks, attack rolls, and saving throws
using one ability of his choice for 7 days.During this time, he can communicate telepathicallywith the target at any distance,even across different planes of existence.
After 7 days, the target has a disadvantage on ability checks,attack rolls, and saving throws using the chosenability for 1d6 x30 days. The entire effectcan be dismissed by Mephistopheles at any time
(no action required), or removed with dispel evil and good.
Action 3TridentMelee Weapon Attack d20+19 to hit
Reach 10 ft., one targetHit 2d8+9 piercing damageplus 3d8 fire damage,and 3d8 necrotic damage.
Action 4Summon Devils (1/Day)Mephistopheles summons 1d4 ice devils with no chance of failure
Legendary ActionsMephistopheles 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.Mephistopheles regains spent legendaryactions at the start of his turn
Legendary Action 1You Dare Oppose Me?Mephistopheles makes one trident attack
Legendary Action 2Infernal SpeedMephistopheles moves up to his speed
Legendary Action 3Wing Attack (Cost 3 Actions)Mephistopheles makes 6 separateattacks with each of his wings.
Melee Weapon Attack d20+19 to hitReach 10 ft., one targetHit 2d8+9 bludgeoning damage,
plus one effect based on the wing that hit (read Infernal Wings)

Baalzebul the Slug Archduke: Lord of the Seventh

Baalzebul, the Lord of the Seventh, rules over the layer of Maladomini. He was once an archon of Celestia named Triel, but he was cast down into the Nine Hells, and soon after, Asmodeus promoted him to devilhood in a dread ritual. Baalzebul climbed the ranks of devilry, eventually becoming Lord of the Seventh, deposing the earlier Lord and expunging all mention of that entity. The Slug Lord is the only Archduke to have two official consorts: Baftis, his first and actual consort and Lilith, his viceroy's former consort whom he reined in due to her fairly large amount of worshippers on the Prime Material Plane. While Baftis is too scared of Baalzebul and too spineless to even think of acting unauthorized, the strong-willed Lilith is not exactly loyal to the Slug Archduke and has schemes of her own.
 
Baalzebul once strove for devilish perfection in all things. Thus, Maladomini is dotted with ruined, abandoned cities, and petitioners were constantly building new cities for the Lord of the Seventh. Newer cities are built atop the ruins of older ones. As each city is finished, Baalzebul's dissatisfaction forced his subjects to begin anew. Baftis is sealed up in one of these ghost towns that she had refused to leave.
 
Baalzebul currently resides in the city of Malagard, a beautiful city still under construction, with perfectly straight boulevards, fountains of delicate yet terrible visage, and towers that reach faultlessly straight into the blood-black sky. Recently, Baalzebul has given up on trying to prevent its demise, allowing its archways to droop and bridges to crumble as dispirited devils shuffle through ever-expanding rivers of trash. The fatalistic melancholy of the Lord of the Flies has struck the entire layer, interrupted only by occasional (and short-lived) frenzies of cleaning and repair. Baalzebul spends most of his time in the Palace of Filth, a building-shaped pile of fecal refuse that was once his grand castle. He periodically hollows out new rooms and reinforces slumping ones with layers of slime that ooze from his bloated body.
 
To punish Baalzebul for plotting against him during the failed rebellion known as the Reckoning, Asmodeus transformed Baalzebul's formerly angelic body into a melted, sluglike form. As a result, although Baalzebul now only openly plots against Mephistopheles, Lord of the Eighth, his undying anger still burns for Asmodeus, as does his eternal ambition for the throne of the King of the Nine Hells.


Armor Class20 (natural armor)
Hit Points 20d4+60
Speed5 ft.Fly 60 ft. (hover)
Strength1 (-5)
Dexterity25 (+7)
Constitution16 (+3)
Intelligence19 (+4)
Wisdom20 (+5)
Charisma18 (+4)
Saving ThrowsStrength d20+2 Dexterity d20+14 Constitution d20+10
Wisdom d20+12
SkillsAcrobatics d20+21 Perception d20+12 Stealth d20+14
Damage ResistancesColdNecrotic
Damage ImmunitiesFirePoisonBludgeoning
PiercingSlashing from nonmagical weapons
Condition ImmunitiesCharmedExhaustionFrightened
Poisoned
SensesBlindsight 30 ft.Truesight 120 ft.Passing Perception 22
LanguagesAllTelepathy 120 ft.
Challenge21 (33,000 XP)
Special 1EvasionIf Beelzebub is subjected to an effect thatallows him to make a Dexterity saving throw
to take only half damage,Beelzebub instead takes no damage ifhe succeeds on the saving throw,and only half damage if he fails
Special 2Fleet WingsBeelzebub can take the Dash actionas a bonus action on each of his turns
Special 3Fly-SizedBeelzebub is small even for a Tiny creature,being a little larger than a common housefly.
While his size is Tiny, he has the following benefits
Benefit 1Beelzebub can occupy another creature'sspace and move through the spaces of other creatures
Benefit 2Beelzebub does not provoke opportunity attacks
Benefit 3Beelzebub can use the Hide action while in plainsight of other creatures without any penalties.He automatically uses the Hide action
whenever he ends his movement aftermoving 10 or more ft. (no action required)
Benefit 4While Beelzebub isn't Tiny, his melee attackshave a reach of 5 ft. and can target creaturesthat do not occupy the same space as Beelzebub
Special 5Larger than LifeFor the purpose of effects that count a creature's hit points,Beelzebub's hit points are always treated
as though they were four times high(For example, while he has 30 hit points left,Power Word Kill treats him as though he had 120 hit points left.)
Special 6Legendary Resistance (3/Day)If Beelzebub fails a saving throw,he can choose to succeed instead
Special 7Magic ResistanceBeelzebub has an advantage on saving throwsagainst spells and other magical effects
Special 8Magic WeaponsBeelzebub's weapon attacks are magical
Action 1MultiattackBeelzebub makes two talon attacks and a sting attack.He can replace one talon attack with a Gluttonous Mandibles attack
Action 2TalonsMelee Weapon Attack d20+14 to hit
Reach 0 ft., one target whose space Beelzebub occupiesHit 3d4+7 piercing damage
Action 3StingMelee Weapon Attack d20+14 to hit
Reach 0 ft., one target whose space Beelzebub occupies.Hit 2d12+7 piercing damage plus 1d12 necrotic damage,and Beelzebub chooses one of the following additional effects
Effect 1The target must make a DC 18 Constitution saving throw,taking an additional 4d12 necrotic damage on a failure,or half as much on a success
Effect 2The target must succeed on a DC 18 Wisdom saving throwor be poisoned until the end of its next turn.While it is poisoned this way, it is also blinded and deafened
Effect 3The target must succeed on a DC 18 Charisma saving throwor become charmed by Beelzebub until the end of its next turn on a failure.Additionally, Beelzebub can force it to immediately
make a melee attack against a creature within reach
Action 4Gluttonous MandiblesMelee Weapon Attack d20+14 to hit
Reach 0 ft., one target whose space Beelzebub occupiesHit 2d4+7 slashing damage, and if the target is a creature,Beelzebub regenerates that hit points equal to the damage suffered
Legendary ActionsBeelzebub 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.Beelzebub regains spent legendaryactions at the start of his turn.
Legendary Action 1FlyBeelzebub moves up to his fly speed
Legendary Action 2TalonsBeelzebub makes a talons attack
Legendary Action 3Lord of the Flies (Costs 2 Actions)Beelzebub chooses any number of creatureshe can see within 60 ft. of himself that
he has dealt damage to with his sting attack during the last 1 minute.From each of those creatures, a swarm of wasps(see the Monster Manual) bursts.Each creature affected this way must succeed on a
DC 18 Constitution Saving throw,taking 8d4 slashing damage on a failure,or half as much on a success.The swarms of wasps are loyal to Beelzebub and act immediately
after him in the initiative order.They disperse at the end of their turns

The Archduchess Glasya: Lady of the Sixth

The current Lord of the Sixth is Glasya, daughter of Asmodeus and former consort of Mammon. Glasya ascended to her lordship in the dramatic displacement of its former ruler, the Hag Countess. The move has many of the other lords scrambling. Glasya appears as a supremely beautiful humanoid with copper skin, wings, a forked tail, and small horns.
 
The archdevil Baalzebul once ruled this layer through his Grand Viceroy Moloch. Moloch was cast down when he defied Asmodeus during the Reckoning—the general rebellion that ripped through the Nine Hells ages ago. Most authorities acknowledge that it was the Hag, one of Moloch's most trusted advisors, who counseled Moloch to rebel. The Hag was then set in his place as Lord of the Sixth, and Moloch fled and went into hiding.
 
Until Glasya's promotion Malbolge was the hardest layer of Baator to traverse, being a never-ending slope bouncing with eternally rolling boulders. The Hag Countess, its former ruler, was not actually a devil but a supremely powerful night hag from the plane of Hades. The Hag Countess resided in a stronghold that was the core of a mountain-sized boulder which perpetually rolled down the slopes of Malbolge. None of her nobles knew exactly where it was or on what path it rolled. When she occasionally visited them in their copper fortresses, the nobles hosted her, though they rarely knew that it was her due to her expert disguises.
 
Then one morning, the Hag Countess was wracked by terrible spasms, collapsing down the eternal slopes, which soon after began convulsing with earthquakes, turning itself inside out. The Hag Countess was seized by the soil of the layer, then held fast as she underwent a massive transformation, her body growing to titanic but inconstant proportions. Her skull ballooned to the size of a vast fortress as her ribs distended and bent into massive, arching mounted ranges that circled the whole layer. Her innards were buried, becoming subterranean passageways and her organs burst, forming lakes of bile and viscera. Her fingers became ten white towers, strands of her hair turning into greasy white trees, her teeth sinking into the earth to become a source of ivory for mining. As the surviving inhabitants of Malbolge crawled out of the ground where they were buried, a golden litter descended, bearing the new ruler, Archduchess Glasya.
 
Glasya detests Prince Levistus and is using her intelligence networks and fledgling cults to gather information she can later use to gain her father's approval to destroy the Lord of the Fifth for good, in revenge for the murder of her mother.


Armor Class21 (natural armor)
Hit Points 28d10+140
Speed40 ft.Fly 80 ft.
Strength20 (+5)
Dexterity24 (+7)
Constitution20 (+5)
Intelligence18 (+4)
Wisdom18 (+4)
Charisma26 (+8)
Saving ThrowsDexterity d20+14 Constitution d20+12 Wisdom d20+11
Charisma d20+15
SkillsAcrobatics d20+14 Deception d20+15 History d20+11
Insight d20+11 Intimidation d20+15 Perception d20+11 Religion d20+11
Performance d20+15 Persuasion d20+15
Damage ResistancesAcidColdLightning
BludgeoningPiercingSlashing from nonmagical attacks that aren't silvered
Damage ImmunitiesFirePoison
Condition ImmunitiesCharmedExhaustionFrightened
Poisoned
SensesTruesight 120 ft.Passive Perception 21
LanguagesAllTelepathy 120 ft.
Challenge21 (33,000 XP)
Special 1Confusion AuraAny creature hostile to Glasya that starts its turnwithin 20 feet of her must make a DC 23 Wisdom saving throw.
On a failed save, the creature is confused for 1 round,as if affected by the confusion spell.On a successful save, the creature is immune toGlasya's Confusion Aura for the next 24 hours
Special 2FlybyGlasya doesn't provoke an opportunity attackwhen she flies out of an opponent's reach
Special 3Innate SpellcastingGlasya's innate spellcasting ability is Charisma(spell save DC 23, d20+15 to hit with spell attacks).
She can innately cast the following spells,requiring no material componentsGlasya has a +8 bonus to damage rolls with these spells.
Spells 1At willCharm monsterContagion
Dispel magic (as a 5th-level spell)Dimension doorEldritch blast (17th level)Major image
Minor illusionMirage arcanePlane shiftSuggestion
TeleportVicious mockery (as a bonus action)
Spells 23/day eachDominate monsterFinger of death
Hold monster
Special 4Legendary Resistance (3/Day)If Glasya fails a saving throw,she can choose to succeed instead
Special 5Magic ResistanceGlasya has an advantage on saving throws againstspells and other magical effects
Special 6Magic WeaponsGlasya's weapon attacks are magical
Special 7RegenerationGlasya regains 20 hit points at the start of her turn.If she takes radiant damage,
this trait doesn't function at the start of her next turn.Glasya dies only if she starts her turnwith 0 hit points and doesn't regenerate
Special 8ShapechangerGlasya can use her action to polymorphinto a Small or Medium humanoid,
or back into her true form.Without wings, Glasya loses her flying speed.Other than her size and speed,her statistics are the same in each form.
Any equipment she is wearing or carrying isn't transformed.Glasya reverts to her true form if she dies.
Action 1MultiattackGlasya makes three weapon attacks
Action 2ScourgeMelee Weapon Attack d20+14 to hit
Reach 10 ft., one targetHit 2d6+7 slashing damage,and the target must makea DC 18 Constitution saving throw.
On a failed save, a creaturetakes 4d6 poison damage,and its hit point maximum is reducedby the amount of poison damage taken.
This maximum hit point reduction lasts untilcured by lesser restoration or a similar spell.A creature whose hit point maximum is reduced to 0 dies.On a successful save, a creature takes half
as much damage and its hit point maximum is not reduced.Creatures immune to poison ordisease automatically succeed on this saving throw
Action 3Summon Devils (Recharge 6)Glasya summons her choice of four Erinyes or one pit fiend.She can alternatively summon other devil types with a challenge
rating equal to or lower than the options presented.Summoned creatures appear in unoccupied spaceswithin 60 feet of Glasya, act as her allies,and can't be controlled by any other creature.
They disappear when they reach 0 hit points,Glasya dismisses them (no action required), or Glasya dies
Legendary ActionsGlasya 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.Glasya regains spent legendary actions at the start of her turn
Legendary Action 1AttackGlasya makes one attack with her scourge
Legendary Action 2CantripGlasya casts a cantrip with acasting time of 1 action or less
Legendary Action 3Dimenson DoorGlasya casts dimension door
Legendary Action 4Cast a Spell (Costs 2 Actions)Glasya casts a spell with a casting time of 1 action

Prince Levistus: Lord of the Fifth

The Lord of the Fifth, Levistus, rules over the layer of Stygia. He appears as a six-foot-tall humanoid with very pale skin, dark hair, and a goatee. Were it not for his entirely black eyes and pointed teeth, he could pass for a human. In the days of his freedom, he wore loose, silken clothing and carried a glistening rapier. However, at the moment, he is visible only as a black speck a quarter-mile within a towering mountain of dark ice that floats about Stygia.
 
Asmodeus imprisoned Levistus in ice for a past betrayal, namely attempting to ravish, and eventually killing Bensozia, consort to Asmodeus and mother to Glasya. Levistus was, for millennia, trapped within his tomb, unable to act, but recently Asmodeus made an inexplicable gesture to his lover's murderer, displacing the formerly loyal ruler of Stygia, Geryon, and passing the position over to the frozen prince, though leaving him trapped within his tomb. Levistus rules his layer via telepathic instructions issued to his many Amnizu courtiers.
 
Asmodeus' strange actions puzzled both Levistus and the other seven archdukes. Levistus' open hostility to his peers endeared him to none of the Nine Hells' other rulers, and the Lord of the Nine's apparent indifference stymied followers of devilish politics for some time.
 
With Glasya's elevation, however, a theory has arisen to explain Asmodeus' maneuvering. Geryon's energy was never transferred to Levistus. Instead, the theory goes, it was used to promote Glasya, whose personal might ballooned in the wake of the Hag Countess' overthrow. In the meantime, Asmodeus tolerated Levistus' blatant troublemaking and arrogance as a distraction for the other archdukes from his plans for his daughter and Malbolge. Levistus himself has reluctantly come to accept the theory, though he doesn't much like its implications. He has stepped up his efforts to break out of his tomb, though it continues to thwart all attempts, magical and physical. His devils are chipping away at the iceberg, but for every inch they gain two more build from the sleet and snow constantly blowing across its surface.


Armor Class21 (natural armor)
Hit Points 26d8+156
Speed40 ft.
Strength22 (+6)
Dexterity22 (+6)
Constitution23 (+6)
Intelligence21 (+5)
Wisdom28 (+9)
Charisma22 (+6)
Saving ThrowsDexterity d20+13 Constitution d20+13 Wisdom d20+16
SkillsAcrobatics d20+13 Arcana d20+12 Perception d20+16
Persuasion d20+13 Stealth d20+13
Damage ResistancesAcidColdBludgeoning
PiercingSlashing from nonmagical attacks that aren't silvered
Damage ImmunitiesFirePoison
Condition ImmunitiesCharmedExhaustionFrightened
Poisoned
SensesDarkvision 120 ft.Passive Perception 26
LanguagesAllTelepathy 120 ft.
Challenge22 (41,000 xp)
Special 1Devil's SightMagical darkness doesn't impede Levistus's darkvision
Special 2EvasionIf Levistus is subjected to an effect that allows it tomake a Dexterity saving throw to take only half damage,
Levistus instead takes no damage if it succeedson the saving throw, and only half damage if it fails
Spells 1At willCharm personClairvoyance
Command(demand)Detect evil and goodDetect magicEnthrall
Ice stormHold personLocate creatureLocate object
Magic circleMajor imageScryingSee invisibility
SuggestionWall of ice
Spells 23/day eachDispell magic
Spells 31/day eachSymbol (pain)Prismatic wall
Special 4Honed ReflexesLevistus can make two reactionsduring each round of combat
Special 5Legendary Resistance (3/Day)If Levistus fails a saving throw,he can choose to succeed instead
Special 6Magic ResistanceLevistus has an advantage on saving throwsagainst spells and other magical effects
Special 7Magic WeaponsLevistus's weapon attacks are magical
Special 8Precise StrikeLevistus has the ability to strike precisely with a light,one-handed piercing weapon.
When he hits with this type of weapon,the weapon deals an extra 1d8 piercing damage(included in the weapon attacks below)
Special 9RegenerationLevistus regains 20 hit points at the start of his turn.If he takes radiant damage,
this trait doesn't function at the start of his next turn.Levistus dies only if he starts his turn with0 hit points and doesn't regenerate
Action 1MultiattackLevistus makes two attacks with his rapieror he makes one attack with his rapier
and one attack with the weapon in his offhand
Action 2RapierMelee Weapon Attack d20+13 to hit
Reach 5 ft., one targetHit 3d8+6 piercing damage
Action 3Amnesia TouchLevistus touches a creature within 5 ft. of him,the creature must make a DC 24 Wisdom saving throw
or forget all details of their past (skills are not lost, just memories)and is stunned for 1 minute.If the save succeeds,only the last year's worth of memories are
erased and the target is stunned for 1 round.A greater restoration spell will restorememories lost in this way
Action 4TeleportLevistus magically teleports,along with any equipment he is wearing and carrying,
up to 120 feet to anunoccupied space he can see
Legendary ActionsLevistus can take 3 legendary actions,choosing from the options below.Only one legendary action option
can be used at a time and only atthe end of another creature's turn.Levistus regains spent legendaryactions at the start of his turn
Legendary Action 1AttackLevistus makes one attack with its rapier
Legendary Action 2Cast a Spell (Costs 2 Actions)Levistus casts a spell from its list of spells
Legendary Action 3TeleportLevistus uses his Teleport action
Reaction 1Elaborate ParryLevistus adds 6 to its AC against one melee attack that would hit it.To do so, Levistus must see the
attacker and be wielding a melee weapon.If the attack misses, the attacker must make aDC 21 Strength or Dexterity saving throw.On a failed save, the attacker is disarmed and
Levistus catches the weapon in his off-handand attunes instantly to the weapon.If Levistus cannot catch the weapon,it lands in an unoccupied space within 5 feet of Levistus
Reaction 2Spell ParryIf Levistus makes a successful saving throw against a spell,or a spell attack misses it,
Levistus can choose another creature(including the spellcaster) it can see within 120 feet of it.The spell targets thechosen creature instead of Levistus.
If the spell forced a saving throw,the chosen creature makes its own save.If the spell was an attack,the attack roll is rerolled against the chosen creature

Belial: Lord of the Fourth

The Fourth, also known as Phlegethos, is ruled by the Archdevils Belial and Fierna. Belial is, by most accounts, the power behind the realm, but has in recent times has contended with the wishes of his daughter, Fierna, who wishes to emulate the Archduchess Glasya and strives against her father for more control, much to Belial's dismay.
 
Belial was the original ruler of Phlegethos, with Fierna being elevated to the position of joint ruler later on.
 
During Beezelbub's uprising, Belial joined the would be ruler of the Nine Hells in rebellion against Asmodeus and engaging in open warfare against Mephistopheles and his allies. Belial seeing the opportunity to build a new order with laws that could not be overthrown, using the very actions he was taking as proof of a flawed system.
 
As the rebellion failed, Belial was forced to beg Asmodeus to allow him to retain his position, which the Lord of the Nine Hells did, but he also elevated Fierna to be joint ruler, preventing Belial from attaining too much power as he was now in constant conflict with another, both a rival and a protégé, a child to be reigned in but also allowed to explore her powers lest she turn them against him.
 
Belial and Fierna rule Phlegethos together, with the former serving as a dread authority, and the latter the beloved princess.
 
The lord and lady of Phlegethos are thought of by mortals as mother and son, daughter and father, wife and husband, or ruler and consort, but such terms fail to capture their partnership, which in truth is filled with contradiction and paradox.
 
Belial often takes the form of a humanoid with a hood obscuring his face, with dark red robes of ancient judges to mark their supposed neutrality. His eyes burn like hot coals from the darkness as he presides over the Diabolical Court, administering the procedure that determine the fate of devils in line for promotion or demotion.
 
Belial's knowledge of contracts is foremost among the Archdevils. He is the originator of many commonly used boilerplate clauses and conditions. When final signature is to be marked upon some vital pact, it is often Belial's eyes which are the last to scrutinise it.
 
Belial is mostly concerned with the laws and structures of the Hells, ensuring that all contracts are followed and all parties are given what they were promised. He therefore has little concerns in the mortal realms which he sees as quite chaotic and undisciplined, with only those he deems to be of a kindred spirit receiving his attention, all others he will refer to Fierna's attentions.
 
Belial sided with Beezelbub, along with Moloch, the former ruler of Malbolge, and Zariel the former ruler of Avernus, against Asmodeus. He fought against Mephistopheles who led Dispater, Geryon who was the former ruler of Stygia, and Mammon.
 
A small number of legal scholars and lawyers, along with scribes and philosophers will take the dark bargains offered by Belial, though usually such people will have to prove that they have some insight to offer or be unusually adept at interpreting the rule of law for it to attract the attention of the Lord of the Fourth. Some cultist of Belial are those seeking to damn themselves for a greater goal, such as freeing another from a contract held by another devil, offering their soul and cooperation to have Belial act on their behalf to free their loved one from the very fate they take on.
 
The Diabolical Court serves as Belial's seat of, a bastion of law and order surrounded by the depraved city of Abriymoch which in turn serves as Fierna's. It is a fiery realm filled with immense volcanoes and a sea of molten rock, a vision of the Hells that is oft visited upon mortals in their dreams as Fierna casts an eye across the world.
 
The fires of this plane seem to be alive, leaping at intruders as well as engulfing everyone and anything they can touch with their burning tendrils. These flames however do not harm the devils of the Nine Hells, as indeed many were born in it, with those worthy souls harvest from the river Styx judged by Belial's Diabolical Court to be granted promotion to another form, their fiendish flesh burned away so they can be reborn anew.
 
Fierna and Belial, the Lords of the Fourth, rule the layer of Phlegethos. They reside in the city of Abriymoch in a palace of jagged obsidian built on one lip of the caldera.
 
Fierna and Belial are archdevils who resemble slightly devilish-looking humanoids. Fierna fights with a blade of fire that she summons at will and Belial, with a mighty ranseur.
 
Following the Reckoning Belial was demoted from official to unofficial ruler or Phlegethos, with Fierna taking the mantle of leadership and Belial wearing the mantle of leadership. This situation suited both just fine until Glasya's ascension to rulership of Malbolge. Since then Fierna has struck a fast friendship with Glasya, and at her urging is moving to gain greater independence from her father (and rumored consort). Moreover, since the death of Fierna's mother Naome (Belial's former consort), both she-devils now share the mutual grief of having a dead mother. This fact caused them to become even more united. Belial, for his part, has been attempting to keep tabs on his daughter's behavior without provoking her to greater autonomy, even putting many of his schemes against Levistus, Lord of Stygia, on hold. Belial is also considering various actions against Glasya, to make her a less appealing role model for Fierna. He is fully aware that the line he treads is thin, however as any obvious strikes against Asmodeus' daughter could not only inspire his own progeny to rebellion, but be construed as moves against Asmodeus himself.

 


Armor Class20 (natural armor)
Hit Points 33d12+320
Speed45 ft.Fly 90 ft.
Strength21 (+5)
Dexterity25 (+7)
Constitution27 (+8)
Intelligence23 (+6)
Wisdom25 (+7)
Charisma30 (+10)
Saving ThrowsCharisma d20+1
SkillsInsight d20+9 Persuasion d20+13 Stealth d20+9
Sensesdarkvision 60 ft.Truesight 45 ft.passive perception 17
LanguagesAll Languages
Challenge30 (155,000 XP)
Special 1CaressWhile caressed by Belial, he can force a single creaturecurrently suffering from caress to take
disadvantage on any saving throw using his reaction
Special 2Hedonistic HopeWhen any creatures (friend or foe)within 30 feet of Belial gain a morale bonus
or a beneficial emotion effect,Belial can choose to gain the same benefit(including the highest bonus, if there are multiple morale bonuses of the same kind).In addition, when Belial deals a critical hit,
they suppress all morale bonusesaffecting the target for 1 minute
Special 3Amorphous AnatomyBelial's constant shape changing occurswithin their body as well as outwardly,
causing vital organs to rapidly shift configuration and location.This grants the archdevil a 50% chance to ignoreadditional damage from critical hits and sneak attacksand renders them immune to polymorph effects.
Belial recovers from physical effects that cause blinded,deafened, or dazzled condition after 1 round byshifting their form to create new sensoryorgans to replace those that were compromised
Special 4Innate SpellcastingBelial, spellcasting ability is Charisma(spell save DC 27). Belial, can innately cast the following spells,
requiring no material components
Spells 19/day eachScorching ray
Spells 24/day eachCounter spell
Spells 32/day eachHellish RebukeIrresistible Dance
Wall of FirePower Word Stun
Spells 41/day eachConfusionDemiplane
Dominate PersonGateImprisonmentInstant Summons
Meteor Swarm
Action1MutlitattackBelial has 2 actions on his turn.One is a weapon attack, the other is any action
Action 2Ranseur StabMelee Weapon Attack d20+10 to hit
Reach 10 ft., one creatureHit 2d8+8 slashing damage
Action 3Wing StrikeMelee Weapon Attack d20+10 to hit
Reach ft., one creatureHit 2d10+8 slashing damage.Belial strikes a creature with both wings in the same round,the target is blinded for 1d4 rounds
by flying scabrous scales. With a successfulDC 16 CON save, the targetreduces the duration by 1 round
Action 4Tail SwipeMelee Weapon Attack15 ft. cone
Hit 2d4+4 bludgeoning damage.Belial Swipes his tail attempting to knock proneany enemies before him.Any enemies in the area must make a
DC 17 DEX (Acrobatics) save or be knocked prone
Reaction 1Greater Counter SpellYou attempt to interrupt a creature in the process of casting a spell.If the creature is casting a spell of 5th level or lower,
its spell fails and has no effect.If it is casting a spell of 6th level or higher,make an ability check using your spellcasting ability.The DC equals 10 + the spell's level.
On a success, the creature's spell fails and has no effect
Reaction 2Reflexive ShapeshiftOnce per 30 seconds as a reaction when Belialwould be struck in melee by a non-reach weapon,
the archdevil can change shape to assume adifferent form of a smaller size,gaining a +10 bonus to their ACagainst that attack; if this causes the attack to miss,
they take no damage and can move up to 30 feetin any direction before automaticallyreverting to their previous form.This ability and movement do not provoke attacks of opportunity
Legendary ActionsThe Belial can take 2 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.The Belial regains spent legendaryactions at the start of its turn
Legendary Action 1Baleful BeautyNo matter what form Belial takes,the archdevil can adopt an aspect of unearthly beauty,
causing either all humanoids(if in a humanoid form or the archdevil's true form)or all creatures of the archdevil's assumed type(if in another form) within 30 feet with line of sight
to Belial to be filled with lust for them.Such a creature rushes toward the splendid figureto caress the archdevil on its next turn,subjecting itself to the effects of Belial's caress.
Alternatively, the archdevil can adopt a guise of extremeand appalling horror, causing creaturesof that type to become frightenedfor 1d6 rounds and take 1d6 points of Strength damage.
A creature can resist either effect with a successfulDC 18 Wisdom save, and a creature thatsuccessfully saves against either effect is immuneto that effect for 24 hours,
though it must attempt a newsave against the opposite effect
Legendary Action 2Chain Him Up! (Costs 2 Actions)Belial throws chains out from his robeand attempts to imprison a target creature.
The creature must make a DC 25 Strengthcheck or be wrapped in chains and Restrained.The creature is now bound in 5 dark iron chains.The chains have AC 12 and 30 HP.
Legendary Action 4Lava SpewBelial Sunders the earth with his ranseurallowing magma to seep through
filling up all open ground to be 10 ft. deep in lava

Lady Fierna: Lady of the Fourth

Fierna is described as a human-like, young, and incredibly beautiful she-devil sporting two small horns, a pointed tail and long red nails. She has a very sexual personality and wears very little clothing.
 
Fierna was set up for rulership as a result of the Reckoning of Hell. Belial, advised by Naome, stepped down and gave the throne of Phlegethos to his daughter in order for him to retain his position. Belial would nevertheless remain in command, acting from the sidelines and using his daughter as his puppet and mouthpiece.
 
Fierna, who wasn't into politics in the first place, accepted this treatment and decided at first to merely enjoy what her brand new status was granting her. She used to spend most of her time in her palace, having sex and fun in her eternally blazing pit of lust and leaving the concern of governing and managing to her parents and her consort, the pit fiend Gazra. She would only come out to do her father's commands and to attend the yearly meeting of the arch-Lords in Nessus.
 
Fierna changed her mind about ruling Phlegethos recently, when she developed a friendship with Glasya, Asmodeus's daughter who is now in command of Malbolge, the Sixth plane. Fierna looked up to her and began to understand the true meaning of rulership. Thus, she has become a little more serious about her actual job. Belial, who won't relinquish his power, dislikes having his daughter discussing his decisions and acts to remind her who's making the rules.
 
Gossip says that Belial and his daughter are having an incestuous relationship. This rumor grew stronger after Naome's death, even though Fierna has a consort of her own. The loyalties of Belial and Fierna's vassals tend to sway between the two according to the favors granted or to their own convictions about the ability of the Lords of Phlegethos.
 
Fierana is the daughter of Belial and Naome. As a Lord of the Nine, she is a subject of Asmodeus. She has developed a friendship with the daughter of Asmodeus, Glasya princess of Hell, Duke of the Sixth, due to their mutual loss of a mother. This bothers Belial as Glasya's influence is starting to make Fierana more independent.
 
Fierna's cult is still young, having developed only in the past few years since the ascension of Glasya, and as such as not yet settled on a definitive agenda. Her followers are an extremely varied group of outcasts, exiles, and malcontents. Fierna's clergy favor the scimitar. Thus far, Fierna's few temples have been improvised from what her followers already have available.
 
Fierna and Belial, the Lords of the Fourth, rule the layer of Phlegethos. They reside in the city of Abriymoch in a palace of jagged obsidian built on one lip of the caldera.
 
Fierna and Belial are archdevils who resemble slightly devilish-looking humanoids. Fierna fights with a blade of fire that she summons at will and Belial, with a mighty ranseur.
 
Following the Reckoning Belial was demoted from official to unofficial ruler or Phlegethos, with Fierna taking the mantle of leadership and Belial wearing the mantle of leadership. This situation suited both just fine until Glasya's ascension to rulership of Malbolge. Since then Fierna has struck a fast friendship with Glasya, and at her urging is moving to gain greater independence from her father (and rumored consort). Moreover, since the death of Fierna's mother Naome (Belial's former consort), both she-devils now share the mutual grief of having a dead mother. This fact caused them to become even more united. Belial, for his part, has been attempting to keep tabs on his daughter's behavior without provoking her to greater autonomy, even putting many of his schemes against Levistus, Lord of Stygia, on hold. Belial is also considering various actions against Glasya, to make her a less appealing role model for Fierna. He is fully aware that the line he treads is thin, however as any obvious strikes against Asmodeus' daughter could not only inspire his own progeny to rebellion, but be construed as moves against Asmodeus himself.

 


Armor Class18
Hit Points 11d20+94
Speed30ft.60 ft. fly(hover)
Strength20 (+5)
Dexterity22 (+6)
Constitution24 (+7)
Intelligence18 (+4)
Wisdom16 (+3)
Charisma26 (+8)
Condition ImmunitiesFrightenedPetrifiedCharmed
PoisonedBlinded
Damage ImmunitiesHellfireFireAcid
PoisonSlashingBludgeoning and piercing from non-magical weapons
Damage ResistancesNecrotic
SensesPassive Perception 16Darkvision 120 ft.Devil's sight
LanguagesCommonAbyssalInfernal
CelestialUndercommonDraconicDeep Speech
Challenge12-15 (6,000 XP)
Special 1Arcane Shield (65 HP)Fierna possesses an extra layer of protection from spells.She is invulnerable to damage from spells of 3rd level and below.
When damaging her with a spell,HP is drawn from the Arcane Shield instead.If the shield drops to 0 HP in a round,it is disabled, and the remaining damage passes onto Fierna herself.
If the Arcane Shield hasn't been depleted by the end of the round,it is replenished at the start of Fierna's turn
Special 2Magic ResistanceFierna has advantage on saving throws againstspells and other magical effects
Special 3Devil's SightMagical darkness doesn't impede Fierna's darkvision
Special 4Innate SpellcastingFierna's spellcasting ability isCharisma (spell save DC 20).
Fierna can innately cast the following spells,requiring no material components
Spells 1At willDetect magicFireball
Charm personHexDarkness
Spells 23/day eachWall of fireHold monster
ScatterShadow of moil
Action 1MultiattackFierna makes 3 attacks of her choice
Action 2Melkyur's TearMelee Weapon Attack d20+9 to hit
Reach 10ft., one targetHit 3d8+5 piercing 2d6 necrotic damage
Action 3Melkyur's Tear (thrown)Ranged Weapon Attack d20+10 to hit
Range 90/360 ft., one targetHit 3d8+5 piercing 2d6 necrotic damage
Action 4Infernal WhipMelee Weapon Attack d20+4 to hit
Reach 10ft., up to 3 targets (count highest AC)Hit 2d6+4 slashing 2d8 hellfire damage
Action 5Mind BendRanged Attack d20+7 to hit
Range 90 ft., one targetHit 3d6+3 psychic damageAs an Action, Fierna can use her magical mightto release a psychic blast,
ideally targeting casters concentrating on a spell.A caster hit with this blast hasdisadvantage on the Concentration check
Legendary ActionsFierna 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.Fierna regains spent legendaryactions at the start of her turn
Legendary Action 1Hellfire Wave (3 actions)Fierna unleashes a burst of fiery waveson a 30 ft. radius that ignores all cover.
Everyone inside must make a DC 16 Dexterity,or take 4d8 hellfire damage,halved on success. Whoever fails the save catches fire(see Hellfire Rules for ways of dousing the flames)
Legendary Action 2Summon Higher Devil (3 actions, once per day)Fierna can summon either: 3 Bearded Devils1 Erinyes
1 Bone Devil + 1 Chain Devil
Legendary Action 3Extract Soul (2 actions)As a bonus action, after a melee attack,Fierna can rip out the soul of her victim,
if the victim has no more than 10 HP remaining.Make a DC 15 Wisdom saving throw.On fail, the creature's soul is drainedfrom its body and remains grappled by Fierna.
A DC 18 Strength check releases thecreature's soul from her grasp.When free, the soul returns to the body,but the creature loses its next turn
Legendary Action 4Summon Blood War Slave (3 actions, once per day)Fierna can summon enslaved demonsfrom the Blood Wars battles her generals have won.
She can summon either:1 Nalfeshnee ,1 Glabrezu + 2 Chasme.The demons appear with enchanted prisoncollars and chains around them.
Even though they are obedient to Fierna,they will try to attack her if it is certain thatthey will win or if Fierna is close to dying

Mammon the Viscount: Lord of the Third

Mammon, the Lord of the Third, rules over the layer of Minauros. He rules from the center of the city of Minauros, inhabiting a mausoleum-like structure of vast proportions. He is an archdevil who resembles a thirty-foot-long serpent with a humanoid head, arms, and torso. He also wields a harpoon-like spear. Mammon may also assume the form of a pit fiend at will.
 
During the Reckoning, a failed rebellion against Asmodeus, Mammon allied with Dispater and Mephistopheles against Asmodeus. When Asmodeus finally proved victorious, Mammon was the first to abase himself before him, gaining the enmity of the other Lords. Aware that he has exhausted the hells of allies, Mammon has focused on subverting mortals on the Material Plane via his cults, and using them to wage economic warfare against goodly states there.
 
Mammon's cult among mortals is one of the largest of the nine archdukes. As a patron of greed and lust, temples to Mammon are ostentatious displays of wealth and obscene plenty, with every surface and ritual implement made of gold and encrusted with gems.
 
Mammon enjoys subverting evil dragons to his cause, a fact Tiamat keenly resents.
 
Mammon was once lover to Glasya, and since her elevation the diabolical rumor mills have been working overtime. Some devils contend that the two have rekindled their awful union now that Glasya is out from beneath Asmodeus' watchful eye, while others assert that Glasya harbors burning hatred for the serpentine archduke over his refusal to fight for her love.
 
Mammon's touch inspires overpowering greed and lust for treasure in his opponents, causing them to attack allies and friends in a wild attempt to steal their valuables.


Armor Class22 (Natural Armor)
Hit Points 3d612
Speed40ft.Swim 40ft.
Strength18(+4)
Dexterity20 (+5)
Constitution20 (+5)
Intelligence22 (+6)
Wisdom22 (+6)
Charisma26 (+8)
Saving ThrowsDexterity d20+12 Constitution d20+12 Charisma d20+15
SkillsDeception d20+15 Insight d20+13 Persuasion d20+15
Slight of Hand d20+12
Damage ImmunitiesAcidFirePoison
BludgeoningPiercing and Slashing damage from nonmagical weapons that aren't silvered
Damage ResistancesCold
Condition ImmunitiesPoisonedCharmedFrightened
SensesTruesight 60ft.Darkvision 120ft.Passive Perception 16
LanguagesAllTelepathy 120ft.
Challenge24 (62000 XP)
Special 1Devils SightMagic darkness doesn'timpede Mammon's darkvision
Special 2Magical WeaponsMammon's weapon attacks are magical
Special 3Legendary Resistance (3/day)If Mammon fails a saving throw,he can choose to succeed instead
Special 4Scrooge SenseMammon has an innate awarenessof all precious metals and jewels within 1 mile
of him and can pinpoint the exact location of them.Mammon cannot be surprised by a creaturethat possesses any precious metals and or jewels.
Special 5ShapechangeMammon can use his action to polymorphinto the form of a Medium humanoid,
a large, corpulent pit fiend,or back into his true form.His statistics are the same in each form.Any equipment he is wearing
or carrying isn't transformed.He reverts back into his true form if he dies
Special 6Swimming in CashMammon can swim through solid goldand large amounts of golden items,
such as gold pieces as if they were water
Special 7Innate SpellcastingThe Mammon's spellcasting ability isCharisma (spell save DC 23).
The mammon can innately cast the following spells,require no material components
Spells 1At willAcid splashDetect magic
Legend loreLocate object
Spells 23/day (each)Dominate personFireball
SleepVitriolic sphere
Spells 31/day (each)CloudkillDominate monster
Dream
Action 1MuliattackThe Mammon makes 2 attacks:either two with his claws,
or one with his spear,and one with his claws
Action 2ClawsMelee Weapon Attack d20+11 to hit
Reach 10ft., one creatureHit 4d8+4 slashing damage
Action 3Constrict (True Form Only)Melee Weapon Attack d20+11 to hit
Reach 15ft., one creatureHit 4d10+4 bludgeoning damage,and the creature is grappled (escape DC 19).Mammon can only grapple one creature this way
Action 4Touch of GreedMelee Weapon Attack d20+11 to hit
Reach 10 ft., one creatureHit The creature must make a DC 21Wisdom saving throw or descend into a madnessdetermined by the Madness of Mammon table.
A creature that succeeds in the saving throwis immune to the touch of greed for the next 24 hours.
Legendary ActionsThe mammon 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.The mammon regains spent legendaryactions at the start of its turn.
Legendary Action 1SpearMammon makes a Spear attack
Legendary Action 2Infernal MagicMammon casts a spell
Legendary Action 3Cash Shower (Cost 2 Actions)Mammon targets one creature within 15 feet of him,opening a portal to his vast treasury over the.
The creature must succeed on a DC 20Dexterity saving throw or take 2d12 bludgeoning damage and be knockedprone as they are pelted with a shower of golden coins,
jewels, and other treasures,which disappear back into his treasury moments after

Dispater, The Iron Duke: Lord of the Second

The Lord of the Second, Dispater, controls the layer of Dis from his Iron Tower. He usually appears as a humanoid of supernatural height with dark hair, tiny horns, resplendent garb, and a single cloven foot. He always holds a rod of great power, his badge of office.
 
Dispater never takes risks and thus almost never leaves his demesne, and then, only to the call of Asmodeus. At all other times he relies on his aspect to deal with the other archdukes of the Nine Hells. Dispater's Iron Tower, a nigh-impenetrable fortress, is itself an extremely powerful magic item that amplifies his powers and makes him nearly invulnerable. The Iron Duke gets all the necessary information from his consort Lilis. Known as the Iron Maiden, Lilis is the only consort Dispater has been known to have, and her intelligence network covers all Baator and beyond, making her one of the most knowledgeable creatures in the Nine Hells. In terms of politics, Dispater and Mephistopheles, Lord of the Eighth, are allies and are usually scheming against Baalzebul, Lord of the Seventh.
 
Since Glasya's recent elevation and the apparent ease with which Asmodeus arranged it, Dispater's already healthy paranoia has grown, prompting him to retreat further into his Iron Tower and work harder than ever root out traitors both actual and potential. He has also tried to distance himself from his allies and seek peace with his enemies to avoid having any enemies, a futile goal.
 
Dispater's touch instantly corrodes metal and can convert flesh into iron. A favorite tactic of his in combat is to transform opponent into an iron statue, then immediately rust him away into dust.


Armor Class30 (natural armor)
Hit Points 60d8+420
Speed40 ft.
Strength25 (+7)
Dexterity20 (+5)
Constitution25 (+7)
Intelligence25 (+7)
Wisdom20 (+5)
Charisma25 (+7)
Saving ThrowsStrength d20+16 Intelligence d20+16 Charisma d20+16
SkillsArcana d20+16 Deception d20+16 Insight d20+14
Religion d20+16
Damage VulnerabilitiesRadiant
Damage ResistancesAcidColdFire
BludgeoningPiercingSlashing from nonmagical attacks
Damage ImmunitiesNecroticPoison
Condition ImmunitiesCharmedFrightenedPetrified
Poisoned
SensesPassive Perception 15
LanguagesAllTelepathy 120 ft.
Challenge30 (155,000 XP)
Special 1Innate SpellcastingDispater's spellcasting ability is Intelligence(spell save DC 25, d20+15 to hit with spell attacks).
Dispater can cast the following spellswithout needing components
Spells 1At willContinual flameFly
Heat metalTeleportWall of fireWall of stone (the wall is made from iron)
Spells 23/day eachAnimate deadFinger of death
Raise deadVampiric touch
Spells 31/dayCreate undead
Special 2Limited Magic ImmunityDispater is immune to spells of 3rd level or lowerunless he wants to be affected
Special 3Metal CorrosionIf a creature makes a melee attack againstDispater with a nonmagical metal weapon,
or if he touches a nonmagical metal weapon,it corrodes. Each time a weapon corrodes,it takes a permanent -1 penalty to damage rolls.If the penalty drops to -5, the weapon is destroyed
Special 4Magic WeaponsDispater's weapon attacks are magical
Special 5RegenerationDispater regains 30 hit points at the start of his turnas long as he hasn't taken any radiant damage
Special 6Rod of DispaterDispater's magic rod is a +3 macethat also functions as a rod of rulership.
It deals an additional 4d6 force damageon a hit (included in the attack).The Rod of Dispater also has 10 charges.While Dispater is holding the rod,
he can use an action to expend acharge and cast the destructive wave spell.Additionally, while holding the rod,Dispater can summon twice his usual number of
Erinyes (see Summon Devil below).The Rod of Dispater regains 1d10 expended charges daily at dawn
Action 1MultiattackDispater makes four attacks:two with his Rod of Dispater
and two with his tail.In place of one attack,he can cast a spell
Action 2Rod of DispaterMelee Weapon Attack d20+19 to hit
Reach 10 ft., one targetHit 1d6+10 bludgeoning damage,plus 4d6 force damage
Action 3TailMelee Weapon Attack d20+16 to hit
Reach 15 ft., one targetHit 8d4+7 piercing damage
Legendary ActionsDispater 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.Dispater regains spent legendaryactions at the start of his turn
Legendary ActionsDispater 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.Dispater regains spent legendaryactions at the start of his turn
Legendary Action 1Summon DevilDispater summons 1d6 Erinyes devils
Legendary Action 2Iron PetrificationDispater makes the following attackIron Petrification
Melee Spell Attack d20+16 to hitReach 5 ft., one creatureHit: The creature must make a DC 24
Constitution saving throw against this magic.On a successful save, nothing happens.On a failed save,it becomes restrained as its body begins to harden.
It must repeat the saving throwat the end of each of its turns.If it saves against this effect three times,the effect ends. If it fails its saves three times,
it is turned to iron and petrifieduntil it is subjected to the greater restorationspell or similar magic.The successes and failures don't need to be consecutive;
keep track of both until the target collects three of a kind.If a creature's saving throw is successful orthe effect ends for it,the creature is immune to Dispater's
Iron Petrification for the next 24 hours.
Legendary Action 3Rusty PiecesDispater touches a nonmagical metal objecthe can see within 10 feet of him and destroys it.
If the object is being worn or carried by a creature,it can make a DC 24 Dexterity saving throw.On a failed save, the object is destroyed.On a successful save,
the object is not destroyed.

Bel: Lord of the First

Bel is a former pit fiend of great power who controls Avernus. He resides in his personal fortress in the center of the Bronze Citadel. As well as being Lord of the First, Bel is lead general in the Blood War, although not one of the Dark Eight. He betrayed his mistress and former Lord of the First, Zariel, in order to gain his current position.
 
Bel does not have the support of the other Lords of the Nine, save Asmodeus, who often call him the Pretender. Neither Mephistopheles nor Baalzebul trusts him thanks to his all-too-ready betrayal of his mistress. And while any of the other Archdukes would have gladly dethroned Zariel themselves, Bel's uprising wiped out most of their own operatives. However, none have moved against him, in appreciation of his valuable efforts as a buffer against the demons and his command of the Dark Eight. He has curried some favor with Asmodeus by spying on other lords and passing on the information to Martinet, the constable of Asmodeus. He also has the support of the Dark Eight, support that should not be overlooked.
 
Bel has made inroads into forging an alliance with Tiamat, deity of Chromatic Dragons, who maintains a domain on his layer. Thanks to this accord, many abishai swell the ranks of his armies, and abishai torturers carve bits of Zariel's flesh off her body in her cell beneath the Bronze Citadel. Bel consumes these giblets, increasing his power.
 
An inspiration to all devilkind, Bel attained his status by climbing the full ladder of diabolical promotion, from quivering lemure to full pit fiend, finally displacing Zariel and being recognized by Asmodeus as Lord of the First and one of the greatest military minds in the multiverse.
 
Kept busy advancing the Baatezu agenda against demonkind, Bel is the only archduke that has not yet established a cult, though some warriors worship him.


Armor Class19 (natural armor)
Hit Points 27d10+216
Speed30 ft.Fly 60 ft.
Strength28 (+9)
Dexterity14 (+2)
Constitution26 (+8)
Intelligence25 (+7)
Wisdom19 (+4)
Charisma26 (+8)
Saving ThrowsDexterity d20+10 Constitution d20+16 Wisdom d20+12
SkillsArcana d20+15 Deception d20+16 Insight d20+12
Persuasion d20+16
Damage ResistancesColdBludgeoningPiercing
Slashing from nonmagical attacks that aren't silvered
Damage ImmunitiesFirePoison
Condition ImmunitiesPoisoned
SensesTruesight 120 ft.Passive Perception 14
LanguagesCommonInfernalTelepathy 120 ft.
Challenge25 (75,000 XP)
Special 1Fear AuraAny creature hostile to Bel that starts its turnwithin 20 feet of him must make a
DC 23 Wisdom saving throw unless Bel is incapacitated.Unless the save succeeds,the creature is frightened until the start of its next turn.If a creature's saving throw is successful,
the creature is immune toBel's Fear Aura for the next 24 hours
Special 2Innate SpellcastingBel's spellcasting ability isCharisma (spell save DC 23).
Bel can innately cast the following spells,requiring no material components
Spells 1At willDetect magicFireball
Spells 23/day eachDispel magicHold monster
Mirror imageMisleadRaise deadTeleport
Wall of fire
Spells 31/day eachImprisonmentMeteor swarm
Special 3Legendary Resistance (3/Day)If Bel fails a saving throw,he can choose to succeed instead
Special 4Magic ResistanceBel has an advantage on saving throwsagainst spells and other magical effects
Special 4Magic WeaponsBel's weapon attacks are magical
Action 1MultiattackBel makes three attacks:two with his greatsword
and one with his tail
Action 2GreatswordMelee Weapon Attack d20+16 to hit
Reach 10 ft., one targetHit 4d6+9 slashing damageplus 6d6 fire damage.If the target is a flammable object
that is not being held or worn, it catches fire
Action 3TailMelee Weapon Attack d20+16 to hit
Reach 10 ft., one targetHit 3d10+9 bludgeoning damageIf the target is a creature,it must succeed on a DC 23
Constitution saving throw or bestunned until the end of its next turn
Legendary ActionsThe bel 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.The bel regains spent legendaryactions at the start of its turn
Legendary Action 1FireballBel casts fireball
Legendary Action 2Tactical Edge (Costs 2 Actions).Roll a d6 for Bel.The number rolled on the die is subtracted
from the next attack roll made against Belor an ally of his choice within the next minute
Legendary Action 3Summon Ice Devil (Costs 3 Actions)Bel magically summons an ice devil with an ice spear(as described in the ice devil's entry below).
The ice devil appears in an unoccupiedspace within 60 feet of Bel,acts as Bel's ally, and can summon otherdevils if it has such power.
The ice devil remains until Bel diesor until he dismisses it as an action
  Dukes or Duchesses: The Dark Eight Below the rank of archdevil but above that of pit fiends, the Dark Eight are devilish generals charged with leading the Blood War on behalf of all the Nine Hells of Baator. They are oddities in the infernal hierarchy, occupying a unique position between ordinary pit fiends and fully-fledged archdevils that makes them the envy of many lesser fiends. While their positions may technically be lesser than the Lords of the Nine, their role on the plane is no less important and their influence is considerable. Each general oversees a crucial aspect of the Blood War and commands a personalized legion of fiends from one of the top Eight layers of hell.  

Baaelzephon : Master of Supply

Tens of thousands of devils fight and die in the Blood War every day in locations scattered across the multiverse. It is Baaelzephon’s job as the Master of Supply to ensure that every single one is well-equipped to skewer demons by the dozen. It is a monumental task and one she does not take lightly. She knows that if she slips up and a single legion goes into battle with inadequate weaponry, it could be all the demons need to gain the upper hand in that arm of the war. As such, she is a meticulous planner who spends much of her time behind a desk running numbers, making sure that every dagger and coin is accounted for. Her skill at trade and diplomacy is infamous in the Nine Hells and she is at the center of a continuously changing web of deals, trade alliances and other political maneuveringsBaaelzephon is a master of the art of the deal who never gets anything less than what she wants out of any given exchange. Unlike many others of her kind, she does not make deals founded on fear or bullying. Instead, she makes the other party an offer they cannot refuse.
 
As the Master of Supply she has many unique trade connections that provide her access to gifts that other beings would, and do, sell their souls for. She has little use for a holy artefact forged atop Mount Celestia that falls into her possession. But such a weapon is worth a great deal to angels, who may provide her with enough weapons to arm a dozen legions in exchange for it’s safe return. Baaelzephon possesses a magical item known as the Sphere of Midas. This autonomous floating orb, made of pure gold, circles her at all times and acts as a secondary sensor, perceiving and reacting to the environment around the fiend. Baaelzephon can change the shape and hardness of the liquid metal at will. One moment it may be a shield defending from an assassin’s blade, and the next it is a spear driving itself into the heart of said assassin. The sphere's added awareness makes it nigh on impossible to catch Baaelzephon by surprise.
 
The Stygian Champions When Baalzephon is not behind her desk or out making deals, she leads a legion of fiends from the fifth layer of hell, known as the Stygian Champions. These devils are always very well equipped with the best weapons and armor available. They are trained to harvest the remains of their fallen foes after combat to either sell to black-market dealers or to forge into weapons of their own.


Armor Class19 (natural armor)
Hit Points 16d6+80
Speed30 ft.Fly 60 ft.
Strength25 (+7)
Dexterity18 (+4)
Constitution20 (+5)
Intelligence24 (+7)
Wisdom22 (+6)
Charisma27(+8)
Saving ThrowsDexterity d20+10 Constitution d20+11 Wisdom d20+12
SkillsInsight d20+12 Persuasion d20+14
Damage ResistancesColdBludgeoningPiercing
Slashing from nonmagical attacks not made with silvered weapons
Condition ImmunitiesCharmedExhaustionFrightened
Poisoned
SensesTruesight 120 ft.Blindsight 60 ft.Passive perception 22
LanguagesInfernalTelepathy 120 ft.
Challenge20 (25,000 XP)
Special 1Magic ResistanceBaaelzephon has an advantage on saving throwsagainst spells and other magical effects
Special 2Magic WeaponsBaaelzephon's weapon attacks are magical
Special 3Sphere of MidasBaaelzephon's Sphere of Midashovers within 5 feet of her at all times,
moving and changing shape as she wills it.It is considered an object work by Baaelzephon,but a creature can choose to attack the sphere directly.It has AC 245, 30 hit points,
immunity to poison, psychic,lightning damage, and nonmagical bludgeoning,piercing and slashing damage,and resistance to all other types of damage.
Once reduced to 0 hit points,the sphere returns to it's original orb shapeand drops to the ground.Until it reactivates, Baaelzephon
cannot use her Sphere of Midas attack,Golden Shield reaction orMagnet Pull Legendary Action.The sphere reactivates at the beginning of her next turn
with all of its hit points and immediately teleportsto within 5 feet of her ifit's over 30 feet away
Special 4Innate SpellcastingBaaelzephon's spellcasting ability isCharisma (spell save DC 22).
Baaelzephon can innately cast the following spells, requiring no material components
Spells 1At willCharm personDetect Magic
IdentifyLocate objectMagic AuraSuggestion
Spells 23/dayHold monsterDominate monster
Charm monster
Action 1MultiattackBaaelzephon makes two attackswith her Sphere of Midas,
one with her bite,and one with either her claw or tail
Action 2BiteMelee weapon attack d20+13 to hit
Reach 5 ft., on targetHit 4d6+6 Piercing damageThe target must succeed on aDC 22 Constitution saving throw
or become poisoned.While poisoned in this way,the target can't regain hit points,and it takes 6d6 poison damage
at the start of each of its turns.The poisoned target can repeat the saving throwat the end of each of its turns,ending the effect on itself on a success
Action 3ClawsMelee Weapon Attack d20+13 to hit
Reach 10 ft., one targetHit 2d8+7 slashing damage
Action 4TailMelee Weapon Attack d20+13 to hit
Reach 10 ft., one targetHit 3d10+7 bludgeoning damage
Action 5Sphere of MidasMelee Spell Attack d20+14 to hit
Reach 10 ft., one targetHit 2d8+8 slashing damageplus 2d10 lightning damageand the creature must succeed on a
DC 22 Constitution saving or having its hands or feetbecome bound in gold (Baaelzephon's choice).A creature with its hands bound has adisadvantage on all attack rolls,
while a creature with its feet bound must succeed ona DC 12 Dexterity saving throwwhenever it tries to move at least 1 foot(but only once on each of its turns),
falling prone to failure.A bound creature can use its action to attempta Strength (Athletics) check tobreak free (escape DC 22)
Action 6TeleportBaaelzephon magically teleports,along with any equipment she is wearing and carrying.
up to 120 feet to an unoccupied space she can see
ReactionGolden Shield (3/day)In response to being hit with an attackBaaelzephon's Sphere of Midas forms
a protective shield around her,granting her three-quarters coveron all sides and immunity to all damageunless the amount of damage is greater
than 10 until the start of her next turn
Legendary ActionsBaaelzephon 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.Baaelzephon regains spent legendaryactions at the start of her turn
Legendary Action 1AttackBaaelzephon attacks once with her Sphere of Midas
Legendary Action 2Magnet Pull (2 Actions)Baaelzephon changers her Sphere of Midaswith an arcane current,
creating a magnetic field centered on the orb.All creatures within 20 feet of Baaelzephonwielding a metal weapon or wearing metal armormust succeed on a DC 22 Strength
saving throw or be disarmed of the weapon and,if they are wearing armor,be pulled 10 feet towards her
Legendary Action 3TeleportBaaelzephon uses her teleport action

Corin: Spymaster

Corin is a dangerous anomaly in the Eight; a force of chaos and change and possibly the most unpredictable devil in all the Nine Hells. He can change his shape at will, disguising himself as everything from angels to demons, a unique skill among devils that he puts to excellent use as the Spymaster of the Dark Eight. He carefully infiltrates enemy ranks to sow discord and distrust among the troops, or to steal valuable information to aid the devil’s cause. He is known to disappear for months at a time while deep undercover, often without warning, but through unknown means he still manages to run his network of spies from within enemy ranks. In one of his most famous missions he returned from a six month deployment within the Abyss with information on the planned movements of the demonic hordes spanning the next decade. Before this time, the devils believed the demon’s attack patterns to be random, owing to their lack of leadership and cohesion. However, Corin’s accurate predictions of the assaults proved not only that the demons possess some level of forethought and planning, but also cemented Corin’s worth as an invaluable source of intelligence for the devils. Corin is as fickle as fire, flipping between melancholic brooding and a rage worthy of Baphomet with little notice. His fellow generals describe his behavior as that of an ‘impetuous child’, constantly pushing the boundaries of his lawful nature and displaying very little control over his emotions and actions. However, this is all nothing more than a ruse the Spymaster uses to trick his opponents. Could a devil who has no control over their emotions hide amongst angels for months on end? In fact, Corin has such masterful control over not only his physical appearance, but his emotional and mental state, that no one knows where his façade begins and ends.
 
The Serpentine Order Corin’s pattern of individualism and isolation has caught up to him in recent years. His personal legion, the Serpentine Order, defected and betrayed him in favor of Levistus, Lord of the Fifth, a little over three centuries ago. A small legion of expert spies who specialized in infiltrating demonic forces, Corin neglected to win their continued loyalty with promises of promotion and further rewards. After their defection the Spymaster retreated into obscurity. He stopped attending meetings of the Dark Eight at Malsheem in person and provides only scant reports through a combination of illusions and telepathy. The Serpentine Order now works exclusively for Levistus, who has made excellent use of their infiltration skills for his own benefit., reveling in the irony of sending them to spy on Pearza in particular.


Armor Class19 (natural armor)
Hit Points 13d8+80
Speed30ft.Fly 60ft.
Strength21 (+5)
Dexterity26 (+8)
Constitution20 (+5)
Intelligence22 (+6)
Wisdom21 (+5)
Charisma26(+7)
Saving ThrowsDexterity d20+14 Wisdom d20+11 Charisma d20+13
SkillsDeception d20+19 Stealth d20+14
Damage ResistanceColdBludgeoningPiercing and slashing from nonmagical attacks not made with silvered weapons
Damage ImmunitiesFirePoison
Condition ImmunitiesCharmedExhaustionFrightened
Poisoned
SensesTruesight 120ft.Passive Perception 16
LanguagesAllTelepathy 120ft.
Challenge20 (25,000 XP)
Special 1ShapechangerCorin can use his action to polymorphinto a large or smaller humanoid he has seen,
or back into his true form.His statistics, other than his size,are the same in each form.Any equipment he is wearing
or carrying isn't transformed.He reverts back to his true form if he dies.Corin's natural weapon attackscan be used no matter what form he is in,
his limbs reverting to their originalform for the duration of the attack.Otherwise, Corin can use thenatural attacks of his new form
Special 2Magic ResistanceCorin has an advantage on saving throwsagainst spells and other magical effects
Special 3Magic WeaponsCorin's weapon attacks are magical
Special 4EvasionIf Corin is subjected to an effect that allows him tomake a Dexterity saving throw to take half damage,
he instead takes no damageif he succeeds on the saving throw,and only half if he fails
Special 5Sneak AttackOnce per turn, Corin deals an extra28 (8d6) damage when he hits
a target with a weapon attack andhas an advantage on the attack roll
Special 6Innate SpellcastingCorin's spellcasting ability isCharisma (spell save DC 22)
Corin can innately cast the following spells,requiring no material components
Spells 1At willAlter selfChaos bolt
InvisibilityMirror imageNondetectionSending
Silence
Spells 23/day eachGreater invisibilityMislead
Scatter
Action 1MultiattackCorin makes three attacks,one with his black poison dagger
or bite and two witheither his claws or tail
Action 2BiteMelee Weapon Attack d20+11 to hit
Reach 5 ft., one targetHit 4d6+5 piercing damage.The target must succeed on aDC 22 Constitution saving throw
or become poisoned. While poisoned in this way,the target can't regain hit points,and it takes 6d6 poison damageat the start of each of its turns.
The poisoned target can repeat the saving throwat the end of each of its turns,ending the effect on itself on a success
Action 3ClawMelee Weapon Attack d20+11 to hit
Reach 10ft., one targetHit 2d8+5 slashing damage
Action 4TailMelee Weapon Attack d20+11 to hit
Reach 10ft., one targetHit 3d10+5 bludgeoning damage
Action 5Black Poison DaggerMelee Weapon Attack d20+14 to hit
Reach 10ft., one targetHit 2d4+8 slashing damage,and the target must make aDC 12 Constitution saving throw,
taking 4d10 , necrotic damage on a failed save,or half as much on a successful one.On a failure, the target is also poisoned for 1 minute.The poisoned target can repeat
the saving throw at the end of each of its turns,ending the effect on itself on a success
Action 6TeleportCorin magically teleports,along with any equipment he is wearing
and carrying up to 120 feetto an unoccupied space he can see
ReactionLethal EscapeImmediately after dealing damage with a weapon attack,Corin can turn invisible until the end of his next turn
and teleport up to 60 feet awayto an unoccupied space he can see
Legendary ActionsCorin can take 3 Legendary Actions,choosing from the options below.Only one legendary action at a time
and only at the end of another creature's turn.Corin regains spent legendary actionsat the start of his turn
Legendary Action 1AttackCorin attacks once with his infernal dagger
Legendary Action 2Mirror ImageCorin casts mirror image
Legendary Action 3TeleportCorin uses his teleport action

Dagos: Stratagist

Dagos is a true general in every sense of the title. He has won more victories on the battlefield than the rest of the Eight combined. As the Strategist of the Dark Eight he wields an unparalleled mind for tactical warfare. He follows orders to the letter and expects absolute obedience from his subordinates, not hesitating to ruthlessly demote those who displease him. Dagos is notoriously distrustful, even by devil standards. Devils who work in close proximity to him have their minds and bodies systematically broken through physical and psychological torture, usually reserved for captured enemy forces, because Dagos views everyone he meets as an enemy. 
 
Once they are damaged beyond repair by his methods, Dagos rebuilds them from the ground up as a loyal soldiers, unable to fathom betraying their leader. Only in this way is Dagos able to command such unerring loyalty from his troops. Dagos believes wholeheartedly in the cause of the Blood War and hates demons more than anything else in the multiverse. He wears his accomplishments with pride, adorning himself with the claws, fangs and scales of great demons he has killed as emblems of his victories. His weapon is an arcane machine gun that is fueled by demon ichor, capable of launching destructive waves that annihilate droves of demons at a time.
 
 
The Few Dagos accepts only the highest quality of soldiers into his personal ranks. These fiends, known as The Few, are hurled deep into the Abyss without weapons or supplies and are expected to not only survive, but to find a means of escape within a set time frame. A vast majority of devils subjected to this test perish. Many (particularly Baaelzephon) have criticized Dagos, claiming his methods waste good blood that would be better utilized fighting in the war itself. But no one can deny the effectiveness of The Few who survive. They are the highest ranking and most elite legion of devils fighting the Blood War today, who are called in only for the most crucial of missions.

 


Armor Class20 (Plate armor)
Hit Points 24d10+168
Speed30ft.Fly 60ft.
Strength27 (+8)
Dexterity18 (+4)
Constitution25(+7)
Intelligence22 (+6)
Wisdom21(+5)
Charism26(+8)
Saving ThrowsStrength d20+14 Dexterity d20+10 Charisma d20+14
SkillsAthletics d20+14 Intimidation d20+14
Damage ResistancesColdBludgeoningPiercing and slashing from nonmagical attacks not made with silvered weapons
Damage ImmunitiesFirePoison
Condition ImmunitiesCharmedExhaustionFrightened
Poisoned
SensesTruesight 120ft.Passive Perception 15
LanguagesInfernalTelepathy 120ft.
Challenge22 (41,000 XP)
Special 1Aura of DominanceAny creature of Dago's choice that starts its turnwithin 20 feet of him must make a
DC 21 Wisdom saving throw unless he is incapacitated.On a failed save the creature must use its actionto knee before Dagos and become frightenedof him until the start of its next turn.
If a creature's saving throw is successful,the creature is immune toDagos Aura of Dominancefor the next 24 hours
Special 2Magic ResistanceDagos has an advantage on saving throwsagainst spells and other magical effects
Special 3Magic WeaponsDagos weapon attacks are magical
Special 4Fiendish LeadershipAll allied fiends within 30 feet of Dagoshave an advantage on attack rolls
Special 5Demon SlayerDagos, and all allied creatures within 30 feet of him,have advantage attack rolls against demons
Special 6Demon Ichor BoostAs a bonus action on his turn Dagoscan insert a vial of demon
ichor into his demon destroyer.He has a disadvantage in the next attack rollhe makes with it but doublesthe amount of damage dice on a hit.
Dagos carries three vials on him at all times
Special 7Innate SpellcastingDagos spellcasting ability isCharisma (spell save DC 22)
Dagos can innately cast his following spells,require no material components
Spells 1At willBaneCommand
Detect thoughtsHasteHold PersonFear
Spells 23/day eachDominate personDominate monster
Hold Monster
Action 1MultiattackDagos makes three attacks:one with his demon destroyer or bite,
one with his claw,and one with his tail
Action 2BiteMelee Weapon Attack d20+14 to hit
Reach 5 ft., on targetHit 4d6+8 piercing damage.The target must succeed on aDC 22 Constitution saving throw
or become poisoned. While poisoned in this way,the target can't regain hit points,and it takes 6d6 poison damageat the start of each of its turns.
The poisoned target can repeat the saving throwat the end of each of its turns,ending the effect on itself on a success
Action 3ClawMelee Weapon Attack d20+14 to hit
Reach 10 ft., one targetHit 2d8+8 slashing damage
Action 4TailMelee Weapon Attack d20+14 to hit
Reach 10 ft., one targetHit 3d10+8 bludgeoning damage
Action 5Demon DestroyerRanged Weapon Attack d20+10 to hit
Range 20/80, one targetHit 4d10 force damage
Action 6Obliterate (Recharge 5-6)Dagos charges and fires his demondestroyer in a 60-foot cone,
expending two vials of demon ichor in doing so.All creatures in that area must make aDC 22 Dexterity saving throw,taking 10d10 force damage on a failure,
and half as much on a success.Demons have a disadvantageon this saving throw
Action 7TeleportDagos magically teleports,along with any equipment he is wearing
or carrying, up to 120 feet toan unoccupied space he can see
Legendary ActionsDagos 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.Dagos regains spent legendary actionsat the start of his turn
Legendary Action 1AttackDagos attacks once with hisdemon destroyer or his claws
Legendary Action 2Gather Ichor (2 Actions)Dagos gathers a single vile of demon ichorfrom the body of a demon he
has killed within the last minute
Legendary Action 3TeleportDagos uses his Teleport action

Furcas: Minister of Mortal Relations

Furcas is one of only two surviving members of the original Dark Eight, and for good reason. Baator’s Minister of Mortal Relations is terrified of true death and has done everything in his power to ensure that he will never perish He became the first devil to ever successfully unlock the secrets of undeath. Like many of his kind, Furcas can discern a creature’s innermost fears and desires at a glance. However, unlike Baaelzephon, who uses this information to tempt others into deals, Furcas warps the creatures fears and insecurities until they see danger in their own shadow. He turns best friends into sworn enemies and brave knights into paranoid husks of their former selves. To Furcas, fear is the universal motivator. Some creatures may be greedy, other vengeful, but all fear something and Furcas will use that knowledge to goad creatures into soul-binding deals. Furcas knows fear in others so well because he is, himself, crippled by it. Early on in his career as a general he was killed by Demogorgon, the Prince of the Abyss, in an epic clash. His body was destroyed and his soul cast back into the maggot pits of Avernus. While he recovered and quickly returned to his former position, all the pain, shame and torment of being reborn a failure was nothing compared to being faced with the oblivion of non-existance.
 
Ever since, Furcas has dedicated himself to the pursuit of true immortality. He has uncovered ancient secrets of undeath from the days of before the Blood War and, if treacherous rumours are to be believed, from Orcus himself. Many in the hells doubt he can even be called a fiend any more, believing he has given up so much of his nature that he has become a true undead. Furcas has been known to frequently volunteer to be a part of Mephistopheles’ dangerous experiments with arcane firepower, simply to test himself and his body to ensure he can survive no matter what horrors the Blood War throws at him. In one memorable instance, the Lord of the Eighth unleashed the full brunt of his armory on Furcas, only for Furcas to emerge unharmed from a melted wasteland, wearing nothing but a malicious grin.
 
The Creeping Cadre Furcas’ personal legion is known as the Creeping Cadre, a group of physically frail devils who are able to drain the life energy from their enemies and use it to bolster their own strength. The Cadre is usually sent in to fight small and relatively weak scouting groups of demons. This allows them to gain a foothold of power that quickly snowballs so that by the time the bulk of the horde arrives, the Cadre has become a threat of monstrous proportions.


Armor Class19 (natural armor)
Hit Points 14d8+112
Speed30 ft.Fly 60 ft.
Strength25 (+7)
Dexterity18 (+4)
Constitution26(+8)
Intelligence24(+7)
Wisdom18(+4)
Charisma24(+7)
Saving ThrowsConstitution d20+14 Wisdom d20+10 Charisma d20+13
SkillsArcana d20+13 History d20+13
Damage ResistancesColdLightingNecrotic
Damage ImmunitiesFirePoisonBludgeoning
Piercing and slashing from nonmagical attacks
Condition ImmunitiesCharmedExhaustionFrightened
ParalyzedPoisoned
SensesTruesight 120 ft.Passive Perception 14
LanguagesInfernalTelepathy 120 ft.
Challenge22(41,000 XP)
Special 1Immortal BodyFurcas regains 10 hit points at the start of his turn,even if he is at 0 hit points.
If he takes radiant damage,this trait doesn't functionat the start of his next turn
Special 2Fear AuraAny creature hostile to Furcas that starts its turnwithin 20 feet of him must make a
DC 22 Wisdom saving throwunless Furcas is incapacitated.On a failed save, the creatureis frightened until the start of its next turn.
If a creature's saving throw is successful,the creature is immune to theFurcas' Fear Aura for the next 24 hours
Special 3Magic ResistanceFurcas has an advantage on saving throwsagainst spells and other magical effects
Special 4Magic WeaponsFurcas' weapon attacks are magical
Special 5LifedrinkerWhen a creature dies within 30 feet of Furcas,he regains temporary hit points
equal to the creature's level or CR (minimum 1).That creature's soul is destroyed andcannot be recovered byany means less than a Wish spell
Special 6Eternal LegionsWhen a creature allied with Furcasis reduced to 0 hit points
while within 30 feet of him,that creature may attempt aConstitution saving throw with aDC of 5 + the damage taken,
unless the damage is radiant,from a silvered weapon,or a critical hit. On a success,the creature drops to 1 hit point instead
Special 7Innate SpellcastingFurcas' spellcasting ability isCharisma (spell save DC22).
Furcas can innately cast the following spells,requiring no material components
Spells 1At WillBlightCloudkill
EnervationFearLifeTransference
ShieldSpeak with dead
Spells 23/day eachFinger of deathSoul cage
Power word stun
Action 1MultiattackFurcas makes three attacks:one with his bite,
one with his claw,and one with his tail
Action 2BiteMelee Weapon Attack d20+13 to hit
Reach 5ft., one targetHit 4d6+7 piercing damage.The target must succeed on aDC 21 Constitution saving throw
or take an additional 6d6 necrotic damage,reducing its hit point maximumby an amount equalto the necrotic damage dealt
Action 3ClawMelee Weapon Attack d20+13 to hit
Reach 10ft., one targetHit 2d8+5 slashing damage
Action 4TailMelee Weapon Attack d20+13 to hit
Reach 10 ft., one targetHit 3d10+7 bludgeoning damage
Action 5TeleportFurcas magically teleports,along with any equipment he is wearing
and carrying, up to 120 feetto an unoccupied space he can see
Legendary ActionsFurcas 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.Furcas regains spent legendaryactions at the start of his turn
Legendary Action 1AttackFurcas attacks once with his bite or tail
Legendary Action 2Blight (2 Actions)Furcas casts blight
Legendary Action 3TeleportFurcas uses his Teleport action

Pearza: Chief of Research

There are two great research centers in the Nine Hells; the scattered laboratories of Cania run by Mephistopheles, and Pearza’s fabled Gardens of Blood. As the Chief of Research in the Dark Eight, it is Pearza’s responsibility to be constantly investigating and crafting new and devastating weapons with which to win the Blood War. The general and the Cold Lord of Cania do not get along and are constantly dispatching spies into each others others ranks to steal their rival’s research and sabotage their experiments. Fools who don’t value their lives whisper that in the past the two had a history together, but whatever relationship they may have had has long since been replaced by a venomous and destructive rivalry. If ever the two were to reconcile, their combined knowledge would undoubtedly pose a serious threat to not only the Blood War, but the entire multiverse. However, as of yet, such an alliance is exceedingly unlikely. Despite (or perhaps partially because of) her dispute with Mephistopheles, Pearza maintains a good relationship with two other Lords of the Nine.
 
Dispater funds much of her research and uses his vast network of knowledge to procure new leads on potential projects for her. In exchange, he has almost exclusive rights to Pearza’s findings, which he then prepares for mass production and sells back to Baaelzephon for use in the Blood War. Meanwhile, Fierna and Pearza are widely known to be good friends and allies, Pearza often taking responsibility and leading Fierna’s troops in the Blood War when the latter is unable (or cannot be bothered) to. Pearza conducts her experiments in her Gardens of Blood, a series of sprawling demi realms that are nigh impossible to access, let alone navigate. She conducts her experiments out of hell because of the dangerous nature of her research – by hosting it in a demi realm, any fiends who perish as a part of an unfortunate mishap (which is often) are recycled into the Maggot Pit instead of being permanently destroyed. This means there is an especially high turnover of fiends among her ranks but, nonetheless, working for her is one of the most sought-after positions in the hells. Intelligent and cunning fiends find promotion easily under Pearza, who is keen to keep alive anyone she thinks could prove useful to her research.
 
The Walkers in Fire Pearza’s personal legion, the Walkers in Fire, are a unit of flying devils who rain aerial assaults down on unsuspecting demons. Historically, their main weapons were fire and acid. However, recently they have started to carry a new and devastating substance of Pearza’s own creation known as blackflame. This dangerously volatile flame consumes demon flesh while leaving that of devil’s untouched, and has already been used to great effect in the war. However the ingredients for blackflame, while unknown to all but Pearza, are presumably exceedingly rare and time consuming to work with. She and Dispater are working tirelessly to perfect it’s recipe and find a way to mass produce it. When they succeed, the tide of the Blood War could change forever.


Armor Class19 (natural armor)
Hit Points 20d10+100
Speed30 ft.Fly 60 ft.
Strength23 (+6)
Dexterity20 (+5)
Constitution(21 (+5)
Intelligence27 (+8)
Wisdom19 (+4)
Charisma25 (+7)
Saving ThrowsDexterity d20+11 Constitution d20+11 Intelligence d20+14
SkillsArcana d20+20 History d20+14
Damage ResistanceColdBludgeoningPiercing and Slashing from nonmagical attacks not made with silvered weapons
Damage ImmunitiesFirePoison
Condition ImmunitiesCharmedExhaustionFrightened
Poisoned
SensesTruesight 120 ft.Passive Perception 16
LanguagesInfernalTelepathy 120 ft.
Challenge20 (25,000XP)
Special 1Magic ResistancePearza has an advantage on saving throwsagainst spells and other magical effects
Special 2Magic WeaponsPearza's weapon attacks are magical
Special 3Pure Arcane PowerWhen Pearza casts a spell,she can choose to reroll any damage dice
that roll their lowest result,and the damage of allher spells ignores resistances
Special 4Destructive Experiment (3/Day)When Pearza casts a spell,she can choose to deal the spell's maximum damage
Special 5Innate SpellcastingPearza's spellcasting ability isIntelligence (spell save DC 22)
Pearza can innately cast the spells,requiring no material components
Spells 1At willBlinding smiteDetect magic
FIreballFlaming sphereIdentifyHeat metal
Hellish rebuke
Spells 23/day eachDisintegrateWall of fire
Immolation
Action 1MultiattackPearza makes three attacksone with her bite,
one with her tail,and one with her force bow or claws
Action 2BiteMelee Weapon Attack d20+12 to hit
Reach 5 ft., one targetHit 4d6+6 piercing damage.The target must succeed on aDC 22 Constitution
saving throw or become poisoned.While poisoned in this way,the target can't regain hit points,and it takes 6d6 poison damage
at the start of each of its turns.The poisoned target can repeat the saving throwat the end of each of its turns,ending the effect on itself on a success
Action 3ClawsMelee Weapon Attack d20+12 to hit
Reach 10 ft., one targetHit 2d8+6 slashing damage
Action 4TailMelee Weapon Attack d20+12 to hit
Reach 10 ft., one targetHit 3d10+4 bludgeoning damage
Action 5ForcebowRanged Weapon Attack d20+10 to hit
Range 100/400 ft., one targetHit 3d10+4 force damage
Action 6TeleportPearza magically teleports,along with any equipment she is wearing
and carrying, up to 120 feetto an unoccupied space she can see
Reaction 1Hellish RebukePearza forces a creature thatjust damaged her to make a
Constitution saving throw.On a failure, it takes 4d10 fire damage,or half as much on a success
Legendary ActionsPearza 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.Pearza regains spent legendaryactions at the start of her turn
Legendary Action 1AttackPearza attacks once with her force bow or tail
Legendary Action 2Explosive Drones (Costs 2 Actions)Pearza releases three small,imp-shaped mechanical drones
that attempt to attach themselvesto different creatures of her choicewithin 60 feet of her.The targets must make a
DC 22 Dexterity saving throw.On a failure, a drone attaches to them,latching tightly onto their body and clothes.On a success, the drone lands
within 5 feet of the target instead.At the start of Pearza's next turn,the three drones explode,and all creatures within 5 feet must succeed on a
DC22 Dexterity saving throw,taking 3d6 fire damage on a failure,or half as much on a success.A creature can attempt to free itself of a drone
by using its action to attempt aDC 22 Strength saving throw,tearing the drone free on a success
Legendary Action 3Move DronesPearza commands any number of unattached dronesto immediately move up to 30 feet
and attempt to attach themselvesto a creature of her choice
Legendary Action 4TeleportPearza uses her Teleport action

Zaebos: Minister of Promotions

Zaebos possesses one of the most coveted positions in the hells; as the Minister of Promotions she holds the future successes and failures of almost every devil in her hands. All promotions and demotions throughout the infernal hierarchy must be reported to and approved by her; even the Lords of the Nine are audited by Zaebos and her bureaucratic thugs. Any discrepancies in their bookkeeping is quickly and efficiently sorted in one way or another, often to the disadvantage of the Lord who may or may not have been intentionally at fault. A more selfish devil would attempt to leverage their position for their own gain, promoting those fiends who promise them power and riches, while demoting those that pose a threat. But while other devils play this game, Zaebos knows that if she participated it would soon lead to the collapse of the entire infernal hierarchy. Her role demands absolute attention to detail and perfect adherence to the law and, as such, she is a jaded and unemphatic leader who cares only that the laws of the Pact Primeval are upheld and order is maintained.
 
Like the bureaucracy she serves Zaebos is slow, careful and methodical with her actions, rarely acting on impulse and always considering what is the most efficient solution. She sees others as numbers and statistics, and will willingly sacrifice thousands of lives for the sake of making her bureaucratic paperwork balance. As such, she has something of an image problem, one that she does not care much for, but that Zimimar works tireless to try and rectify. Zaebos has been killed and replaced more times than any other member of the Dark Eight, not because she fights on the front lines, but because devils are vindictive creatures. As the final arbiter on all promotions and demotions, any fiend who has ever been denied a promotion blames her for their failure, and many have successfully taken their vengeance over the years. Zaebos was infamously the one to uncover the treachery of Baalzebul after his failed coup against Asmodeus, and resented the punishment that was bestowed upon him. In her eyes, the destruction and alteration of such sacred documents was sacrilege of the highest order, and she pushed for Baalzebul to be executed. Evidently, this did not happen, but it soured the relationship between the two bureaucrats and they have yet to reconcile to this day.
 
She built her private office above the Maggot Pit on Avernus, where she monitors the dammed souls coming into to hell and ensures an adequate number are promoted to meet the quota for the Blood War. She wears armor wrought of infernal iron that has been bathed in the larvae mucus of the pits, and she can use it to drain the souls of the pits to heal herself when in combat.
 
The Gleaming Guard Zaebos commands a legion known as the Gleaming Guard, devils who are adorned with exquisite, shining armour that never tarnishes. Mammon gifted the legion to Zaebos long ago as a bribe, expecting her to promote a number of his generals in exchange for his generosity. To Mammon’s rage, she did not. She refused to break the set order of
promotion that was laid out. To add insult to injury, kept the legion anyway. It would not be a stretch to say Mammon was behind the death of that particular Zaebos, however her successors don’t seem to have learnt the lesson the Lord was trying to teach.


Armor Class19 (natural armor)
Hit Points 16d10+96
Speed30 ft.Fly 60 ft.
Strength23 (+6)
Dexterity17 (+3)
Constitution22 (+6)
Intelligence24 (+7)
Wisdom22 (+6)
Charisma27 (+8)
Saving ThrowsDexterity d20+7 Wisdom d20+12 Charisma d20+14
SkillsInsight d20+12 Persuasion d20+14
Damage ResistancesColdBludgeoningPiercing and slashing from nonmagical attacks not made with silvered weapons
Damage ImmunitiesFirePoison
Condition ImmunitiesCharmedExhaustionFrightened
Poisoned
SensesTruesight 120 ft.Passive Perception 16
LanguagesInfernalTelepathy 120 ft.
Challenge20 (25,000XP)
Special 1Magic ResistanceZaebos has advantage on saving throwsagainst spells and other magical effects
Special 2Maggot ArmorZaebos regains 20 hit pointsor ends one condition afflicting her,
choosing from; blinded, deafenedor paralyzed, at the start of her turn
Special 3Magic WeaponsZaebos' weapon attacks are magical
Special 4Innate SpellcastingZaebos' spellcasting ability isCharisma (spell save DC22).
Zaebos can innately cast the following spells,requiring no material components
Spells 1At willBaneCommand
CompulsionBlack tentaclesLocate creatureZone of truth
Spells 23/day eachSummon greater demonInsect plague
Modify memory
Action 1MultiattackZaebos makes four attacks:one with her bite,
one with her claw
Action 2BiteMelee Weapon Attack d20+12 to hit
Reach 5 ft., one targetHit 4d6+6 piercing damage.The target must succeed on a
DC 22 Constitutionsaving throw or become poisoned.While poisoned in this way,the target can't regain hit points,
and it takes 6d6 poison damageat the start of each of its turns.The poisoned target can repeat the saving throwat the end of each of its turns,
ending the effect on itself on a success
Action 3ClawsMelee Weapon Attack d20+12 to hit
Reach 10 ft., on targetHit 2d8+6 slashing damage
Action 4TailMelee Weapon Attack d20+12 to hit
Reach 10 ft., one targetHit 3d10+6 bludgeoning damage
Action 5Infernal TridentMelee or Ranged Weapon Attack d20+12 to hit
Reach 5 ft., or range 20/60 ft. on targetHit 2d6+6 piercing damageplus 4d6 necrotic damage
Action 6Immediate DemotionOne devil within 60 feet of Zaebosis either promoted or demoted
in the infernal hierarchy.A demoted devil has their fleshand magic stripped offthem and is permanently
transformed into a devil or lesser rank.The transformation process lasts for 1d4 rounds and duringthat time the devil is incapacitated,
cannot move, speak,is immune to all damage,and experiences immeasurableamounts of pain.
Once complete, the target is atypical example of its new rankand has full hit points unlessthe number of hit points it had prior
to the transformation was lessthan the maximum number of hit pointsof its new form. As apart of the same action as demoting
a devil, Zaebos can choose to use thatcreature's magic essence to promoteanother devil within 60 feet of her.That devil gains ranks in the infernal hierarchy
equal to the number of rankslost by the demoted devil,transforming permanently intoa fiend of their new rank.
The transformation processof promotion is identicalto the transformation process of demotion.This feature has not effect on devils
of the same rank or higher than Zaebos
Action 7Summon Devils (2/Day)Zaebos summons 2d4 barbed devils, 1d4 chain devils or one ice devil
Action 8TeleportZaebos magically teleports,along with any equipment she is wearing
and carrying, up to 120 feetto an unoccupied space she can see
ReactionDamage ShiftWhen Zaebos takes damage,she can choose to make one devil
within 60 feet of hertake the damage instead
Legendary ActionsZaebos 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.Zaebos regains spent legendaryactions at the start of her turn
Legendary Action 1AttackZaebos attacks once with her infernal trident
Legendary Action 2Maggot Swarm (2 Actions)The ground in a 20-foot radius aroundZaebos transforms into a writhing pit of maggots
until the start of her next turn.The ground becomes difficult terrain for all creaturesthat aren't devils,and any creature that ends its turn
in the pit takes 2d8 necrotic damage.If a creature is reduced to 0 hit pointswhile in the pit,the maggots consume it's corpse and soul,
and the creature emerges 1d6 days lateras a lemure from the Maggot Pit in Avernus
Legendary Action 3TeleportZaebos uses her Teleport action

Zapan: Minister of Immortal Diplomacy

Zapan is a force of pure charisma on the level of Fierna and Asmodeus, which makes him frighteningly well suited to his role as the Minister of Immortal Diplomacy. While Furcas is busy dragging mortal souls into the Blood War, Zapan is gallivanting across the multiverse, attracting allies and rallying the cause of the hells even as far as the upper realms. This is why he has been able to survive the eons without being replaced; he makes a point of staying far away from the front lines of the war where he could be killed and lose his position. Zapan was once Asmodeus’ protégé who followed the Lord of the Nine everywhere he went and served him dutifully. Many saw him as the Lord’s adopted son, an obedient child in stark contrast to the impudent Glasya.
 
But behind the facade of loyalty, Zapan was always an ambitious schemer, and plotted to one day supplant his father as the ruler of the Nine Hells. His appointment as a member of the Dark Eight was perceived as a promotion, when in truth it was a curse. As a general of the Eight he was more or less free from the infernal hierarchy, and could do what he pleased without fear of demotion, while still being able to work closely with his father – seemingly the perfect position for a treacherous schemer.
 
However, Zapan quickly realised that his new role demanded that much of his time be spent away from the Nine Hells. This severely limited the amount of influence he had in the goings on of his home plane. Without openly acting against Zapan, Asmodeus had managed to successfully remove him from Baator’s inner political sphere and as a threat to his throne. Zapan was furious, but has never once shown it or wavered from excellence at his job. He has single-handedly avoided numerous wars between the hells and the upper planes, successfully brokered crucial deals with planars of all kinds and has cemented himself as one of the most well liked fiends in the multiverse, despite his heritage.
 
He is the only fiend welcome in many of the Upper Realms, from the halls of Elysium to the tunnels of Mount Celestia. Zapan drapes himself in a cloak of infernal flames that can melt any substance. With a single touch he can set fire to a creature’s soul, burning it from the inside out.
 
The Iron Defenders Zapan long ago surrendered to Dispater the control of his legion, the Iron Defenders, in a bid to spend as little time around the forefront of the Blood War as possible. The Defenders are genius’ of defensive tactics and engineering, erecting gargantuan walls of admantine and infernal steel to halt the flow of demons. If Zapan were not so outrageously successful at his role as the Minister of Immortal Diplomacy, such behavior from a general would be unacceptable and cause for immediate demotion. But it is a testament to Zapan’s skill as an orator and negotiator that despite his direct neglect of the physical war effort, he still holds his position in the Eight.


Armor Class19 (natural armor)
Hit Points 23d10+138
Speed30 ft.Fly 60 ft.
Strength25 (+7)
Dexterity20 (+5)
Constitution22 (+6)
Intelligence24 (+7)
Wisdom22 (+6)
Charisma28 (+9)
Saving ThrowsDexterity d20+11 Wisdom d20+12 Charisma d20+15
SkillsDeception d20+15 Insight d20+12 Persuasion d20+15
Damage ResistancesColdBludgeoningPiercing and slashing from nonmagical attacks not made with silvered weapons
Damage ImmunitiesFirePoison
Condition ImmunitiesCharmedExhaustionFrightened
Poisoned
SensesTuresight 120 ft.Passive perception 16
LanguagesAllTelepathy 120 ft.
Challenge23 (50,000XP)
Special 1Magic ResistanceZapan has an advantage on saving throwsagainst spells and other magical effects
Special 2Magic WeaponZapan's weapon attacks are magical
Special 3Charm AuraAny creature that starts its turn within 20 feet of Zapanmust make a DC 21 Wisdom saving throw
unless Zapan is incapacitated.On a failed save, the creature is charmedby Zapan until the start of its next turn.If a creature's saving throw is successful,
the creature is immune to Zapan's CharmAura for the next 24 hours
Special 4Robes of FlameAt the start of each of Zapan's turns,each creature of Zapan's choice within
5 feet of him takes 3d6 fire damage.A creature that touches Zapanor hits him with a melee attack whilewithin 5 feet of him takes 3d6 fire damage.
Whenever Zapan would take fire damage,he instead regains hit pointsequal to the amount of damage dealt
Special 5Blessed AuraWhile Zapan is wielding his Holy Ravager,Zapan's allies within 10 feet of him have
an advantage on saving throws againstspells and other magical effects
Special 6Innate SpellcastingZapan's spellcasting ability isCharisma (spell save DC23).
Zapan can innately cast the following spells,requiring no material components
Spells 1At willDetect magicHypnotic pattern
FireballFlaming sphereMinute meteorsSuggestion
Spells 23/day eachGlibnessDivine word
Immolation
Action 1MultiattackZapan makes three attacks:two with his holy ravager or claw,
and one with either his bite or tail
Action 2BiteMelee Weapon Attack d20+12 to hit
Reach 5 ft., one targetHit 4d6+7 piercing damage.The target must succeed on aDC 23 Constitution saving throw or become poisoned.
While poisoned in this way,the target can't regain hit points,and it takes 6d6 poison damageat the start of each of its turns.
The poisoned target can repeat the saving throwat the end of each of its turns,ending the effect on itself on a success
Action 3ClawsMelee Weapon Attack d20+12 to hit
Reach 10 ft., one targetHit 2d8+7 slashing damage
Action 4TailMelee Weapon Attack d20+12 to hit
Reach 10 ft., one targetHit 3d10+7 bludgeoning damage
Action 5Holy RavagerMelee Weapon Attack d20+13 to hit
Reach 5 ft., one targetHit 1d10+10 slashing damageplus 2d6 radiant damage
Action 6TeleportZapan magically teleports,along with any equipment he is wearing
and carrying, up to 120 feetto an unoccupied space he can see
ReactionReactive CharmWhen a creature that Zapan can seewithin 30 feet of him makes an
attack roll against him,the creature must succeed on a Wisdomsaving throw (DC 23) or be forcedto target another creature of Zapan's choice within range
Legendary ActionsZapan 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.Zapan regains spent legendaryactions at the start of his turn
Legendary Action 1AttackZapan attacks once with his holy ravager
Legendary Action 2Burning Step (Costs 2 Actions)Zapan teleports, along with anything he is wearingor holding, up to 120 feet to an
unoccupied space he can see.All creatures within 5 feet of the spacewhere he left must succeed on aDC 23 Dexterity saving throw
or take 4d6 fire damage
Legendary Action 3Stunning SnapZapan snaps his fingers at one creaturewithin 60 feet of him.
That creature must succeed on aDC 23 Wisdom saving throw ortake 4d4 psychic damageand become stunned until the end of their next turn

Zimimar: Minister of Morale

After thousands of years of ceaseless conflict in the Blood War, it is to be expected that some fiends may loose faith in the possibility of the war ever ending. It is Zimimar’s role as the Minister of Morale to quash these concerns and rally the devilish troops behind the cause of the Blood War – to rid the multiverse of the demonic blight and achieve glory in doing so. Zimimar is unique among fiends for her humane treatment of her inferiors. She is uncharacteristically friendly and even kind to those around her. She bestows her charming smile equally to the lowliest lemure and mightiest of pit fiends. She butts heads constantly with Furcas over the nature of leadership; while he believes fear is the strongest motivator in the multiverse, she argues that troops who are forced to fight out of fear are less effective than those who willingly fight until their last breath for their cause. But it should come as no surprise that this guise of friendship and positivity is only skin deep.
 
Underneath her charming smiles and rousing words is a vile and corrupt individual who revels in the pain of others. Zimimar is said to never stop smiling, even while a creature is torn limb from limb before her. She has numerous “intelligence gathering” devices she utilizes to extract information about “traitors to the cause” and Dark Eight naysayers. She goes to great lengths to cover up the devil’s failures in the Blood War, in particular the Dark Eight themselves, in the name of keeping morale high. But the most malicious part of her scheme is her network of spies and informants. She has thousands of devils working for her in every corner of hell, and wherever they catch word of dissent or disloyalty to the cause of the war, those sources are quickly silenced. Her positive demeanor allows her to get away with terrible atrocities against her own kind, even though many know that her scheme is fake, the omnipresent fear she has stoked in others leaves every being who dares to oppose her afraid of their own shadow.
 
Even Zimimar’s physical appearance is nothing more than an illusion. Many years ago she fell into a lake of demon ichor and was permanently transformed into what some would say is a true reflection of herself; a hideous, deformed monstrosity the likes of which are only spawned from the depths of the Abyss. To remedy this, the superficial general has layered herself with illusions and spells to make her appear as though she is unchanged, while she works to restore her true grandeur. This has so far been unsuccessful, so she has resorted to commanding her network of propaganda and spies from within her base in the frozen wastes of Stygia.
 
Occasionally, a gargantuan visage of her smiling face fills the sky above the Blood War, encouraging her troops to fight their hardest by enticing them with offerings of promotion.
 
The Smiling Arms Her personal legion are infamous throughout the hells, as much for their activity away from the Blood War as in it. On the battlefield, her Smiling Arms are magnificent shocktroopers who airdrop into the heart of demon swarms and break them up. Their deaths framed as glorious sacrifices to the cause of the war. But their main use is acting on information given to them by Zimimar’s agents. They weed out dissenters who speak against the cause of the war and silencing their thoughts before they can catch on.


Armor Class19 (natural armor)
Hit Points 20d10+138
Speed30 ft.Fly 60 ft.
Strength25 (+7)
Dexterity20 (+5)
Constitution23 (+6)
Intelligence26 (+8)
Wisdom22 (+6)
Charisma27 (+8)
Saving ThrowsDexterity d20+11 Wisdom d20+12 Charisma d20+14
SkillsDeception d20+14 Insight d20+12 Persuasion d20+19
Damage ResistancesColdBludgeoningPiercing and slashing from nonmagical attacks not made with silvered weapons
Damage ImmunitiesFirePoison
Condition ImmunitiesCharmedExhaustionFrightened
Poisoned
SensesTruesight 120 ft.Passive Perception 16
LanguagesAllTelepathy 120 ft.
Challenge21 (33,000XP)
Special 1Magic ResistanceZimimar has an advantage on saving throwsagainst spells and other magical effects
Special 2Magic WeaponsZimimar's weapon attacks are magical
Special 3Illusory RealityWhen Zimimar casts an illusion spell,she can choose to make an inanimate,
nonmagical part of that illusion real.She can do this on her turn as a bonus action.The object remains real for 1 minute.The object can't deal damage or otherwise
directly harm anyone
Special 4Torturous TruthAs a bonus action Zimimar targetsone creature she can see within 60 feet of her.
That creature must make aDC 22 Charisma saving throw.On a failure, it is compelled to honestlyanswer every question presented to it,
taking 4d8 psychic damagewhenever it deliberately speaks a lie.The creature is aware of this effectand can be evasive in its answers
as long as it remains within the boundaries of truth
Special 5Innate SpellcastingZimimar's spellcasting ability isCharisma (spell save DC 22).
Zimimar can innately cast the following spells,requiring no material components
Spells 1At willBlessCalm emotions
EnthrallHallucinatory TerrainMajor imageModify memory
Mass suggestion
Spells 23/day eachMental prisonMislead
Seeming
Action 1MultiattackZimimar makes three attacks:one with her cursive insults,
and two with either her claws or tail
Action 2BiteMelee Weapon Attack d20+12 to hit
Reach 5 ft., one targetHit 4d6+7 piercing damageThe target must succeed on aDC 23 Constitution
saving throw or become poisoned.While poisoned in this way,the target can't regain hit points,and it takes 6d6 poison damage
at the start of each of its turns.The poisoned target can repeat the saving throwat the end of each of its turns,ending the effect on itself on a success
Action 3ClawsMelee Weapon Attack d20+12 to hit
Reach 10 ft., one targetHit 2d8+7 slashing damage
Action 4TailMelee Weapon Attack d20+12 to hit
Reach 10 ft., one targetHit 3d10+7 bludgeoning damage
Action 5Cursive InsultsOne creature that can hear Zimimarwithin 120 feet of her must succeed on a
DC 22 Wisdom saving throw,taking 4d8 psychic damage on a failure,or half as much on a success.If it fails the saving throw,
it has a disadvantage on the next saving throwit makes before the startof Ziminar's next turn
Action 6TeleportZimimar magically teleports,along with any equipment she is wearing
and carrying, up to 120 feetto an unoccupied space she can see
ReactionIllusory Self (5/day)When Zimimar would be hit by an attack,she can choose to make the attack miss
by interposing an illusory duplicate ofherself between her and the attacker
Legendary ActionsZimimar 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.Zimimar regains spent legendaryactions at the start of his turn
Legendary Action 1AttackZimimar uses her cursive words once
Legendary Action 2Inspiring Words (Costs 2 Actions)Zimimar performs a brief but rousing speech.All allied creatures that can hear her
gain 2d10 temporary hit pointsand advantage on the next attack rollthey make before the end of their next turn
Legendary Action 3TeleportZimimar uses her Teleport action
  Greater Devils

Pit Fiend

The undisputed lords of most other devils, pit fiends attend the archdukes and archduchesses of the Nine Hells and carry out their wishes. These mighty devils are the generals of the Nine Hells, leading its infernal legions into battle. With an inflated sense of superiority and entitlement, pit fiends form a grotesque aristocracy in the infernal realm. These domineering and manipulative tyrants conspire to eliminate anything that stands between them and their desires, even as they negotiate the convoluted and dangerous politics of the Nine Hells. A pit fiend is a hulking monster with a whip-like tail and enormous wings that it wraps around itself like a cloak. Armored scales cover its body, and its fanged maw drips a venom that can lay the mightiest mortal creatures low. Fearless in battle, a pit fiend takes on the most powerful foes in single combat, demonstrating its supremacy and an arrogance that prevents it from acknowledging any chance of defeat.


Armor Class19 (natural armor)
Hit Points 24d10+168
Speed30ft.Fly 60 ft.
Strength26 (+8)
Dexterity14 (+2)
Constitution24 (+7)
Intelligence22 (+6)
Wisdom18 (+4)
Charisma24 (+7)
Saving ThrowsDexterity d20+8 Constitution d20+13 Wisdom d20+10
Damage ResistancesColdBludgeoningPiercing, and slashing from nonmagical weapons that aren't silvered
Damage ImmunitiesFirePoison
Condition ImmunitiesPoisoned
SensesTruesight 120ft.Passive Perception 14
LanguagesInfernalTelepathy 120ft.
Challenge20 (25,000 XP)
Special 1Fear AuraAny creature hostile to the pit fiendthat starts its turn within 20 feet
of the pit fiend must make a
DC 21 Wisdom saving throwunless the pit fiend 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 to the pit fiend'sFear Aura for the next 24 hours
Special 2Magic ResistanceThe pit fiend has an advantage on saving throwsagainst spells and other magical effects
Special 3Magic WeaponsThe pit fiend's weapon attacks are magical
Special 4Innate SpellcastingThe pit fiend's spellcasting ability isCharisma (spell save DC 21).
The pit fiend can innately cast the following spells,requiring no material components
Spells 1At willDetect magicFireball
Spells 23/day eachHold monsterWall of fire
Action 1MultiattackThe pit fiend makes four attacks:one with its bite,
one with its claw,one with its mace,and one with its tail
Action 2BiteMelee Weapon Attack d20+14 to hit
Reach 5 ft., one targetHit 4d6+8 piercing damage.The target must succeed on aDC 21 Constitution saving throw or become poisoned.
While poisoned in this way,the target can't regain hit points,and it takes 6d6 poison damageat the start of each of its turns.
The poisoned target can repeat the saving throwat the end of each of its turns,ending the effect on itself on a success
Action 3ClawMelee Weapon Attack d20+14 to hit
Reach 10 ft. , one targetHit 2d8+8 slashing damage
Action 4MaceMelee Weapon Attack d20+14 to hit
Reach 10ft., one targetHit 2d6+8 bludgeoning damageplus 6d6 fire damage
Action 5TailMelee Weapon Attack d20+14 to hit
Reach 10ft., one targetHit 3d10+8 bludgeoning damage.

Ice Devil (Gelugon)

Found most commonly on the cold layers of Stygia and Cania, ice devils serve as commanders of the infernal armies of the Nine Hells, tormenting lesser devils as an outlet for their anger and resentment. Coveting the power of their pit fiend superiors, ice devils work ceaselessly toward promotion, slaughtering the enemies of the Nine Hells and claiming as many souls as they can for their archdevil masters. Resembling a giant bipedal insect, an ice devil has clawed hands and feet, powerful mandibles, and a long tail covered in razor-sharp spikes. Some carry barbed spears whose icy touch can render a foe all but helpless in combat.
 
Variant: Ice Devil Spear Some ice devils have the following action options.
 
Multiattack The devil makes two attacks: one with its spear and one with its tail.
 
Ice Spear Melee Weapon Attack:+ 10 to hit, reach 10ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can't take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Armor Class18 (natural armor)
Hit Points 19d10+76
Speed40ft.
Strength21 (+5)
Dexterity14 (+2)
Constitution18 (+4)
Intelligence18 (+4)
Wisdom15 (+2)
Charisma18 (+4)
Saving ThrowsDexterity d20+7 Constitution d20+9 Wisdom d20+7
Charisma d20+9
Damage ResistancesBludgeoningPiercingSlashing from non magical weapons that aren't silvered
Damage ImmunitiesColdFirePoison
Condition ImmunitiesPoisoned
SensesBlindsight 60ft.Darkvision 120ft.Passive Perception 12
LanguagesInfernalTelepathy 120ft.
Challenge14 (11,500 XP)
Special 1Devil's SightMagical darkness doesn't impede the devil's darkvision
Special 2Magic ResistanceThe devil has an advantage on saving throwsagainst spells and other magical effects
Action 1MultiattackThe devil makes three attacks:one with its bite,
one with its claws,and one with its tail
Action 2BiteMelee Weapon Attack d20+10 to hit
Reach 5 ft., one targetHit 2d6+5 piercing damageplus 3d6 cold damage
Action 3ClawsMelee Weapon Attack d20+10 to hit
Reach 5 ft., one targetHit 2d4+5 slashing damageplus 3d6 cold damage
Action 4TailMelee Weapon Attack d20+10 to hit
Reach 10ft., one targetHit 2d6+5 bludgeoning damageplus 3d6 cold damage
Action 5Wall of ice (Recharge 6)The devil magically forms an opaque wall of iceon a solid surface it can see within 60 feet of it.
The wall is 1 foot thick and up to 30 feet long and 10 feet high,or it's a hemispherical dome up to 20 feet in diameter.When the wall appears, each creature in itsspace is pushed out of it by the shortest route.
The creature chooses which side of the wall to end up on,unless the creature is incapacitated.The creature then makes aDC 17 Dexterity saving throw,
taking 10d6 cold damage on a failed save,or half as much damage on a successful one.The wall lasts for 1 minute or until thedevil is incapacitated or dies.
The wall can be damaged and breached;each 10-foot section has AC 5,30 hit points, vulnerability to fire damage,and immunity to acid,
cold, necrotic, poison, and psychic damage.If a section is destroyed, it leaves behind asheet of frigid air in the space the wall occupied.Whenever a creature finishes moving
through the frigid air on a turn,willingly or otherwise,the creature must make aDC 17 Constitution saving throw,
taking 5d6 cold damage on a failed save,or half as much damage on a successful one.The frigid air dissipates when the rest of the wall vanishes

Erinyes

The most beautiful and striking of all lesser and greater devils, the erinyes are fierce and disciplined warriors. Sweeping down from the skies, they bring swift death to creatures that have wronged their masters or defied the edicts of Asmodeus. The erinyes appear as male or female humanoids with statuesque builds and large feathery wings. Most wear stylized armor and horned helms, and carry exquisite swords and bows. A few also use ropes of entanglement to ensnare powerful foes. Legends tell that the first erinyes were angels that fell from the Upper Planes because of temptation or misdeed. Erinyes are always willing to take advantage of being mistaken for celestials in their missions of conquest and corruption.
 
Variant: Rope of Entanglement
Some erinyes carry a rope of entanglement (detailed in the Dungeon Master's Guide). When such an erinyes uses its Multiattack, the erinyes can use the rope in place of two of the attacks.


Armor Class18 (plate)
Hit Points 18d8+72
Speed30ft.Fly 60ft.
Strength18 (+4)
Dexterity16 (+3)
Constitution18 (+4)
Intelligence14 (+2)
Wisdom14 (+2)
Charisma18 (+4)
Saving ThrowsDexterity d20+7 Constitution d20+8 Wisdom d20+6
Charisma d20+8
Damage ResistancesColdBludgeoningPiercing
Slashing from nonmagical weapons that aren't silvered
Damage ImmunitiesFirePoison
Condition ImmunitiesPoisoned
SensesTruesight 120ft.Passive Perception 12
LanguagesInfernalTelepathy 120 ft.
Challenge12 (8,400 XP)
Special 1Hellish WeaponsThe erinyes's weapon attacks are magicaland deal an extra 3d8 poison damage
on a hit (included in the attacks)
Special 2Magic ResistanceThe Erinyes has an advantage on saving throwsagainst spells and other magical effects
Action 1MultiattackThe Erinyes makes three attacks
Action 2LongswordMelee Weapon Attack d20+8 to hit
Reach 5 ft., one targetHit 1d8+4 slashing damageor 1d10+4 slashing damage if used with two hands,plus 3d8 poison damage
Action 3LongbowRanged Weapon Attack d20+7 to hit
Range 1 50/600 ft., one targetHit: 1d8+3 piercing damageplus 3d8 poison damage,and the target must succeed on a
DC 14 Constitution saving throw or be poisoned.The poison lasts until it is removedby the lesser restoration spell or similar magic
ReactionParryThe Erinyes adds 4 to its AC againstone melee attack that would hit it.
To do so, the Erinyes must seethe attacker and be wielding a melee weapon

Horned Devil (Malebranche)

Horned devils are lazy to the point of belligerence and reluctant to put themselves in harm's way. Moreover, they hate and fear any creature stronger than themselves. When they are sufficiently provoked or antagonized, the fury of these fiends can be terrifying. A malebranche stands as tall as an ogre and is sheathed in scales as tough as iron. The flying infantry of the hellish legions, horned devils follow orders to the letter. Their huge wings and sweeping horns create an intimidating presence as they drop from the sky and strike with deadly forks and lashing tails.


Armor Class18 (natural armor)
Hit Points 17d10+55
Speed20 ft.Fly 60 ft.
Strength22 (+6)
Dexterity17 (+3)
Constitution21 (+5)
Intelligence12 (+1)
Wisdom16 (+3)
Charisma17 (+3)
Saving ThrowsStrength d20+10 Dexterity d20+7 Wisdom d20+7
Charisma d20+7
Damage ResistancesColdBludgeoningPiercing
Slashing from nonmagical weapons that aren't silvered
Damage ImmunitiesFirePoison
Condition ImmunitiesPoisoned
SensesDarkvision 120 ft.Passive Perception 13
LanguagesInfernalTelepathy 120ft.
Challenge11 (7,200 XP)
Special 1Devil's SightMagical darkness doesn't impede the devil's darkvision
Special 2Magic ResistanceThe devil has an advantage on saving throwsagainst spells and other magical effects.
Action 1MultiattackThe devil makes three melee attacks:two with its fork and one with its tail.
It can use Hurl Flame in place of any melee attack.
Action 2ForkMelee Weapon Attack d20+10 to hit
Reach 10ft., one targetHit 2d8+6 piercing damage
Action 3TailMelee Weapon Attack d20+10 to hit
Reach 10ft., one targetHit 1d8+6 piercing damage.If the target is a creatureother than an undead or a construct,
it must succeed on a DC 17Constitution saving throw or lose 3d6 hit points at the start of eachof its turns due to an infernal wound.
Each time the devil hits the wounded targetwith this attack, the damage dealtby the wound increases by 3d6 .Any creature can take an action to stanch the wound
with a successful DC 12 Wisdom (Medicine) check.The wound also closes if the target receives magical healing
Action 4Hurl FlameRanged Spell Attack d20+7 to hit
Range 150 ft., one targetHit 4d6 fire damage.If the target is a flammable objectthat isn't being worn or carried, it also catches fire
  Lesser Devils

Bone Devil (Osyluth)

Driven by hate, lust, and envy, bone devils act as the cruel taskmasters of the Nine Hells. They set weaker devils to work, taking special delight in seeing fiends that defy them demoted. At the same time, they long for promotion and are bitterly envious of their superiors, attempting to curry favor though it irks them to do so. A bone devil appears as a humanoid husk, with dried skin stretched tight across its skeletal frame. It bears a fearsome skull-like head and the tail of a scorpion, and a foul odor of decay hangs in the air around it. Though they are devastating in combat with their claws, bone devils also wield hooked polearms made of bone, which they use to subdue enemies before striking with their venomous tails.
 
Variant: Bone Devil Polearm Some bone devils have the following action options
 
Multiattack The devil makes two attacks: one with its hooked polearm and one with its sting.
 
Hooked Polearm Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 17 (2d1 2 + 4) piercing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the devil can't use its polearm on another target.


Armor Class19 (natural armor)
Hit Points 15d10+60
Speed40 ft.Fly 40ft.
Strength18 (+4)
Dexterity16 (+3)
Constitution18 (+4)
Intelligence13 (+1)
Wisdom14 (+2)
Charisma16 (+3)
Saving ThrowsIntelligence d20+5 Wisdom d20+6 Charisma d20+7
SkillsDeception d20+7 Insight d20+6
Damage ResistancesColdBludgeoningPiercing
Slashing from nonmagical weapons that aren't silvered
DamageImmunitiesFirePoison
ConditionImmunitiesPoisoned
SensesDarkvision 120 ft.Passive Perception 12
LanguagesInfernalTelepathy 120 ft.
Challenge9 (5,000 XP)
Special 1Devil's SightMagical darkness doesn't impede the devil's darkvision
Special 2Magic ResistanceThe devil has an advantage on saving throwsagainst spells and other magical effects
Action 1MultiattackThe devil makes three attacks:two with its claws and one with its sting
Action 2ClawMelee Weapon Attack d20+8 to hit
Reach 10 ft., one targetHit 1d8+4 slashing damage
Action 3StingMelee Weapon Attack d20+8 to hit
Reach 10ft., one targetHit 2d8+4 piercing damageplus 5d6 poison damage,and the target must succeed on a
DC 14 Constitution saving throwor 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

Chain Devil (Kyton)

Chain devils, or kytons, were sadistic devils that conducted agonizing torture on the souls of mortals. Their chains served as both clothing and weaponry, allowing them to brutally lash victims and combatants alike.
 
Kytons were 6 ft tall humanoids that wore chains as opposed to regular apparel. The chains wrapped tightly around the kytons like a shroud, rattling as they moved and slithering around their bodies as if they were alive. The areas where a kyton's eyes, ears, nose, and hair would be were also wrapped in chains, with the only visible areas being their throats, grinning mouths and the occasional glimpse of a single, glinting eye.
 
The spiked shackles were covered in barbs and iron scraps that had been welded on, with each length ending in a hook, blade or weighty ball. Their normal weight combined with that of their chains made kytons weigh about 300 lbs. It was often difficult to tell a kyton from a regular human draped in chains, although they were frequently mistaken for undead as they matched the traditional idea of a shackled spirit.
 
Sadistic and cruel, chain devils gained great pleasure from inflicting pain. Their love of torture made them easy to work with for any entity willing to let them indulge in their brutality. Kytons savored the terror of their prey so greatly that they carefully deciphered the best way to inspire dread in their victims through an enigmatic methodology. Whether through a foreboding direct chase, fleeting between the shadows or stalking their prey for hours, kytons hunted with whatever method induced the most terror in their targets with barely contained glee.
 
Chain devils animated the chains on their body and swung them around to rend and restrain their targets. While kytons normally could move only their own chains, a ritual known as the Gift of Chains, allowed them to manipulate chains not attached to their bodies. Up to four chains near the kyton would be animated, causing them to rattle, dance, extend by 15 feet or gain jagged spikes. The chains also increased a kyton's mobility, letting them freely move and climb along the metal ropes.
 
Chains within the possession of others could be mentally restrained to prevent the kyton from taking control, and if more than one kyton tried to control the same chain, it would not move until one kyton established dominance. Animated chains could restrict and lash out at opponents on their own, but could still be broken and would revert to normal after sustaining enough damage or if the chain devil that created them was incapacitated.
 
Kytons also had the ability to assume the faces of deceased individuals known by those that saw them, whether they be loved ones or hated foes. Although all one could see was the lower half of their faces, it was often enough for the victim to recreate the intended visage. Through this unnerving ability, chain devils temporarily caused their prey to run in terror or stand still in shock.
 
Kytons constantly regenerated from any injury, never bleeding and regenerating lost limbs when not simply reattaching them. They could not be harmed by the cold nor weakly enchanted weapons. Only weapons made of silver or those with stronger enchantments could harm them, but blessed weapons were capable of slowing their regenerative abilities.
 
After chain devils had finished stalking their foes they attempted to capture them alive in order to continue torturing them later. When seriously fighting, they danced around the battlefield wildly swinging their weapons and nimbly dodging any attacks made against them. They only used the Gift of Chains if sorely pressed, or if they believed doing so would strike terror in their targets. When met with blessed weapons, kytons immediately retreated.
 
Kytons were the wardens and tormentors of Baator, called upon to torture the souls of mortals damned to the Nine Hells. Kytons and other devils who specialized in pain formed teams of relentless torturers that eviscerated the souls of mortals until both their hope and magical energy were completely drained. The main rivals of the kytons were the excruciates, another type of torturer devil. Both types bitterly schemed to undermine each other and excruciates were noticeably hated within the main city of the kytons.
 
The city known as Jangling Hiter laid within Minauros and was the primary dwelling place of the chain devils. As its policy, kytons enforced the city's edicts while tracking and punishing criminals. From within their giant processing stations, they mutilated souls with practiced precision and were so famous for the work that the archdevils outsourced most of their soul-torture to them. Tumbrels of victims went both in and out of the city either for processing or shipping to their new masters, with Asmodeus and Levistus, in particular, calling on their services. In terms of industry, the transport was second to torture, although chain devils were also highly skilled in metalworking.
 
In the City of Chains, all chain devils were equals, never quarreling over standing but rather over the first pick of hapless souls. Short fights occasionally broke out with the victor claiming the soon-to-be victim and the loser retreating into the depths of the city. The only treasure possessed by a kyton were collected from their victims and so their personal belongings were dependent on their abilities and choice of targets.
 
Devils specialized in torture extracted not only pain but secrets, imprisoning their enemies and learning how to corrupt them through rigorous dissection. Those that became true experts in pain while retaining an original style could reach the level of harvester devils. Although red Abishai could become chain devils, most opted to stay in the service of Tiamat.
 
Whether it was flesh, spirit, or anguish itself, the true diet of a kyton was a mystery. This was because captured kytons could will themselves to die, causing their bodies to melt away leaving only grease-covered chains and a puddle of foul ichor.


Armor Class16 (natural armor)
Hit Points 10d8+40
Speed30ft.
Strength18 (+4)
Dexterity15 (+2)
Constitution18 (+4)
Intelligence11 (+0)
Wisdom12 (+1)
Charisma14 (+2)
Saving ThrowsConstitution d20+7 Wisdom d20+4 Charisma d20+5
Damage ResistancesColdBludgeoningPiercing
Slashing from nonmagical weapons that aren't silvered
Damage ImmunitiesFirePoison
Condition ImmunitiesPoisoned
SensesDarkvision 120ft.Passive Perception 11
LanguagesInfernalTelepathy 120ft.
Challenge8 (3,900 XP)
Special 1Devil's SightMagical darkness doesn't impede the devil's darkvision
Special 2Magic ResistanceThe devil has an advantage on saving throwsagainst spells and other magical effects
Action 1MultiattackThe devil makes two attacks with its chains
Action 2ChainMelee Weapon Attack d20+8 to hit
Reach 10ft., one targetHit 2d6+4 slashing damage.The target is grappled (escape DC 14)if the devil isn't already grappling a creature.
Until this grapple ends,the target is restrained and takes 2d6 piercing damage at the start of each of its turns
Action 3Animate Chains (Recharges after a Short or Long Rest)Up to four chains the devil can see within60 feet of it magically sprout razor-edged
barbs and animate under the devil's control,provided that the chains aren't being worn or carried.Each animated chain is an object with AC 20,20 hit points, resistance to piercing damage,
and immunity to psychic and thunder damage.When the devil uses Multiattack on its turn,it can use each animated chain tomake one additional chain attack.
An animated chain can grapple one creatureof its own but can't make attacks while grappling.An animated chain reverts to its inanimate stateif reduced to 0 hit points or
if the devil is incapacitated or dies.
ReactionUnnerving MaskWhen a creature the devil can seestarts its turn within 30 feet of the devil,
the devil can create the illusion that it looks like oneof the creature's departed loved ones or bitter enemies.If the creature can see the devil,it must succeed on a DC 14 Wisdom
saving throw or be frightened until the end of its turn

Barbed Devil (Hamatula)

Creatures of unbridled greed and desire, barbed devils act as guards to the more powerful denizens of the Nine Hells and their vaults. Resembling a tall humanoid covered in sharp barbs, spines, and hooks, a barbed devil has gleaming eyes that are ever watchful for objects and creatures it might claim for itself. These fiends welcome any chance to fight when victory promises reward. Barbed devils are known for an alertness that makes them difficult to surprise, and they attend to their duties without boredom or distraction. They use their sharp claws as weapons or hurl balls of flame at foes that try to flee them.


Armor Class15 (natural armor)
Hit Points 13d8+52
Speed30ft.
Strength16 (+3)
Dexterity17 (+3)
Constitution18 (+4)
Intelligence12 (+1)
Wisdom14 (+2)
Charisma14 (+2)
Saving ThrowsStrength d20+6 Constitution d20+7 Wisdom d20+5
Charisma d20+5
SkillsDeception d20+5 Insight d20+5 Perception d20+8
Damage ResistancesColdBludgeoningPiercing
Slashing from nonmagical weapons that aren't silvered
Damage ImmunitiesFirePoison
Condition ImmunitiesPoisoned
SensesDarkvision 120ft.Passive Perception 18
LanguagesInfernalTelepathy 120ft.
Challenge5 (1,800 XP)
Special 1Barbed HideAt the start of each of its turns,the barbed devil deals 1d10 piercing damage
to any creature grappling it
Special 2Devil's SightMagical darkness doesn't impede the devil's darkvision
Special 3Magic ResistanceThe devil has an advantage on saving throwsagainst spells and other magical effects
Action 1MultiattackThe devil makes three melee attacks:one with its tail and
two with its claws.Alternatively, it canuse Hurl Flame twice
Action 2ClawMelee Weapon Attack d20+6 to hit
Reach 5 ft., one targetHit 1d6+3 piercing damage
Action 3TailMelee Weapon Attack d20+6 to hit
Reach 5 ft., one targetHit 2d6+3 piercing damage
Action 4Hurl FlameRanged Spell Attack d20+5 to hit
Range 150 ft., one targetHit 3d6 fire damage.If the target is a flammable object thatisn't being worn or carried,
it also catches fire

Bearded Devil (Barbazu)

Bearded devils serve archdevils as shock troops, fighting shoulder-to-shoulder and reveling in the glory of battle. They respond with violence to any slight, real or imagined, gorging themselves on violence as their infernal saw-toothed glaives carve a path through their foes. A bearded devil is humanoid in form, with pointed ears, scaly skin, a long tail, and claws that clearly show its fiendish nature. These devils take their names from the snakelike growths that adorn their chins, which they use to lash and poison enemies, weakening them with their virulent venom.


Armor Class13 (natural armor)
Hit Points 8d8+16
Speed30ft.
Strength16 (+3)
Dexterity15 (+2)
Constitution15 (+2)
Intelligence9 (- 1)
Wisdom11 (+0)
Charisma11 (+0)
Saving ThrowsStrength d20+5 Constitution d20+4 Wisdom d20+2
Damage ResistancesColdBludgeoningPiercing
Slashing from non magical weapons that aren't silvered
Damage ImmunitiesFirePoison
Condition ImmunitiesPoisoned
SensesDarkvision 120ft.Passive Perception 10
LanguagesInfernalTelepathy 120ft.
Challenge3 (700 XP)
Special 1Devil's SightMagical darkness doesn't impede the devil's darkvision
Special 2Magic ResistanceThe devil has an advantage on saving throwsagainst spells and other magical effects
Special 3SteadfastThe devil can't be frightened while it cansee an allied creature within 30 feet of it
Action 1MtuiltiattackThe devil makes two attacks:one with its beard and one with its glaive
Action 2BeardMelee Weapon Attack d20+5 to hit
Reach 5 ft., one creatureHit 1d8+2 piercing damage,and the target must succeed on aDC 12 Constitution saving throw
or be poisoned for 1 minute.While poisoned in this way,the target can't regain hit points.The target can repeat the saving throw
at the end of each of its turns,ending the effect on itself on a success
Action 3GlaiveMelee Weapon Attack d20+5 to hit
Reach 10ft., one targetHit 1d10+3 slashing damage.If the target is a creature other than an undead or a construct,it must succeed on a DC 12 Constitution
saving throw or lose 1d10 hit pointsat the start of each of itsturns due to an infernal wound.Each time the devil hits the wounded target
with this attack, the damage dealt by thewound increases by 1d10 .Any creature can take an actionto stanch the wound with a successful
DC 12 Wisdom (Medicine) check.The wound also closes if thetarget receives magical healing

Spined Devil (Spinagon)

Smaller than most other devils, spinagons act as messengers and spies for greater devils and archdevils. They are the eyes and ears of the Nine Hells, and even fiends that despise a spined devil's weakness treat it with a modicum of respect. A spined devil's body and tail bristle with spines, and it can fling its tail spines as ranged weapons. The spines burst into flame on impact. When not delivering messages or gathering intelligence, spined devils serve in the infernal legions as flying artillery, making up for their relative weakness by mobbing together to overwhelm their foes. Though they crave promotion and power, spined devils are craven by nature, and they will quickly scatter if a fight goes against them.


Armor Class13 (natural armor)
Hit Points 5d6+5
Speed20ft.Fly 40ft.
Strength10 (+0)
Dexterity15 (+2)
Constitution12 (+1)
Intelligence11 (+0)
Wisdom14 (+2)
Charisma8 (-1)
Damage ResistancesColdBludgeoningPiercing
Slashing from nonmagical weapons that aren't silvered
Damage ImmunitiesFirePoison
Condition ImmunitiesPoisoned
SensesDarkvision 120ft.Passive Perception 12
LanguagesInfernalTelepathy 120ft.
Challenge2 (450 XP)
Special 1Devil's SightMagical darkness doesn't impede the devil's darkvision
Special 2FlybyThe devil doesn't provoke an opportunity attackwhen it flies out of an enemy's reach
Special 3Limited SpinesThe devil has twelve tail spines.Used spines regrow by the time
the devil finishes a long rest
Special 4Magic ResistanceThe devil has an advantage on saving throwsagainst spells and other magical effects
Action 1MultiattackThe devil makes two attacks:one with its bite
and one with its forkor two with its tail spines
Action 2BiteMelee Weapon Attack d20+2 to hit
Reach 5 ft., one targetHit 2d4 slashing damage
Action 3ForkMelee Weapon Attack d20+2 to hit
Reach 5 ft., one targetHit 1d6 piercing damage
Action 4Tail SpineRanged Weapon Attack d20+4 to hit
Range 20/80 ft., one targetHit 1d4+2 piercing damageplus 1d6 fire damage

Imp

Imps are found throughout the Lower Planes, either running errands for their infernal masters, spying on rivals, or misleading and waylaying mortals. An imp will proudly serve an evil master of any kind, but it can't be relied on to carry out tasks with any speed or efficiency. An imp can assume animal form at will, but in its natural state it resembles a diminutive red-skinned humanoid with a barbed tail, small horns, and leathery wings. It strikes while invisible, attacking with its poison stinger.
 
Variant: Imp Familiar
Imps can be found in the service to mortal spellcasters, acting as advisors, spies, and familiars. An imp urges its master to acts of evil, knowing the mortal's soul is a prize the imp might ultimately claim. Imps display an unusual loyalty to their masters, and an imp can be quite dangerous if its master is threatened. Some such imps have the following trait.
 
Familiar The imp can enter into a contract to 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 imp senses as long as they are within l mile of each other. While the imp is within 10 feet of its master, the master shares the imp's Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the telepathic bond.


Armor Class13
Hit Points 3d4+3
Speed20ft.Fly 40ft.
Strength6 (-2)
Dexterity17 (+3)
Constitution13 (+1)
Intelligence11 (+0)
Wisdom12 (+1)
Charisma14 (+2)
SkillsDeception d20+4 Insight d20+3 Persuasion d20+4
Stealth d20+5
Damage ResistancesColdBludgeoningPiercing
Slashing from nonmagical weapons that aren't silvered
Damage ImmunitiesFirePoison
Condition ImmunitiesPoisoned
SensesDarkvision 120ft.Passive Perception 11
LanguagesInfernalCommon
Challenge1 (200 XP)
Special 1ShapechangerThe imp can use its action to polymorph into a beast formthat resembles a rat (speed 20ft.),
a raven (20ft., fly 60ft.),or a spider (20ft., climb 20ft.),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 2Devil's SightMagical darkness doesn't impede the imp's darkvision
Special 3Magic ResistanceThe imp has an advantage on saving throwsagainst spells and other magical effects
Action 1Sting (Bite in Beast Form)Melee Weapon Attack d20+5 to hit
Reach 5 ft., one targetHit: 1d4+3 piercing damage,and the target must make on aDC 11 Constitution saving throw,
taking 3d6 poison damage on a failed save,or half as much damage on a successful one
Action 2InvisibilityThe imp magically turns invisibleuntil it attacks or until its concentration ends
(as if concentrating on a spell).Any equipment the imp wears orcarries is invisible with it

Lemure

A lemure arises when a mortal soul is twisted by evil and banished to the Nine Hells for eternity. The lowest type of devil, lemures are repugnant, shapeless creatures doomed to suffer torment until they are promoted to a higher form of devil, most commonly an imp. A lemure resembles a molten mass of flesh with a vaguely humanoid head and torso. A permanent expression of anguish twists across its face, its feeble mouth babbling even though it can't speak.


Armor Class7
Hit Points 3d8
Speed15ft.
Strength10 (+0)
Dexterity5 (-3)
Constitution11 (+0)
Intelligence1 (- 5)
Wisdom11 (+0)
Charisma3 (- 4)
Damage ResistancesCold
Damage ImmunitiesFirePoison
Condition ImmunitiesCharmedFrightenedPoisoned
SensesDarkvision 120ft.Passive Perception 10
LanguagesUnderstands Infernal but can't speak
Challenge0 (10 XP)
Special 1Devil's SightMagical darkness doesn't impede the lemure's darkvision
Special 2Hellish RejuvenationA lemure that dies in the Nine Hellscomes back to life with all its hit points
in 1d10 days unless it is killed by agood-aligned creature with a bless spellcast on that creature or its remainsare sprinkled with holy water
ActionFistMelee Weapon Attack d20+3 to hit
Reach 5 ft., one targetHit 1d4 bludgeoning damage

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