Devils
- Lord of the Nine Hells Archdevils
- Archduke or Archduchess
- Duke or Duchess Greater devils
- Pit fiend
- Ice devil
- Erinyes
- Horned devils Lesser devils
- Bone devil
- Chain devil
- Barbed devil
- Bearded devil
- Spined devil
- Imp Devil
- Lemure
- 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.
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 Class | 30 (natural armor) | ||
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Hit Points | 1250 | ||
Speed | 75 ft. | Fly 150 ft. | |
Strength | 29 (+9) | ||
Dexterity | 20 (+5) | ||
Constitution | 30 (+10) | ||
Intelligence | 30 (+10) | ||
Wisdom | 27 (+8) | ||
Charisma | 28 (+9) | ||
Saving Throws | Strength d20+18 | Constitution d20+19 | Intelligence d20+19 |
Wisdom d20+17 | Charisma d20+18 | ||
Skills | Arcana d20+25 | Deception d20+25 | Perception d20+15 |
Persuasion d20+30 | Religion d20+20 | ||
Insight d20+30 | Intimidation d20+25 | ||
Damage Vulnerabilities | Radiant | ||
Damage Resistances | Acid | Lightning | Psychic |
Slashing | Piercing | Bludgeoning from nonmagical weapons | |
Damage Immunities | Fire | Poison | Necrotic |
Cold | |||
Condition Immunities | Charmed | Deafened | Blinded |
Frightened | Poisoned | Petrified | |
Senses | Darkvision 1000 ft. | Truesight 120 ft. | Passive Perception 32 |
Languages | Common | Abyssal | Celestial |
Infernal (can understand all languages, telepathy 1 mile) | |||
Challenge | 30 (155,000 XP) | ||
Special 1 | Discorporation | When 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 2 | Innate Spellcasting | Asmodeus' innate spellcasting ability is Intelligence | (Spell save DC 30, d20+25 to hit). |
Asmodeus can cast the following spells without | needing components or expanding a spell slot | ||
Innate Spell 1 | At will | Frostbite | Toll the dead |
Cause fear | Inflict wounds | Thunderous smite | Pyrotechnics |
Scorching Ray | Animate dead | Bestow Curse | Vampiric Touch |
Blight | Wall of Fire | Cone of Cold | Destructive Wave |
Raise Dead | Create Undead | Soul Cage | Wall of Ice |
Innate Spell 2 | 3/day each | Finger of death | Fire Storm |
Abi-Dalzim's Horrid wilting | |||
Innate Spell 3 | 1/day each | True Resurrection | Dark Star |
Special 3 | Limited Magic Immunity | Asmodeus is Immune to spells of the 4th | level or lower unless he wants to be affected |
Special 4 | Regeneration | Asmodeus regains 90 hit points at the start of | his turn as long as he hasn't taken any radiant damage |
Special 5 | Magic Weapons | Asmodeus's weapon attacks are magical | |
Special 6 | Legendary Resistance (5/day) | If Asmodeus fails a saving throw, | he can choose to succeed instead |
Special 7 | Magic Resistance | Asmodeus has an advantage on | saving throws against magical effects |
Action 1 | Multiattack | Asmodeus 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 2 | Slam | Melee Attack | d20+14 to hit |
Reach 10 ft., one target | Hit 10d8+8 bludgeoning damage | ||
Action 3 | Ruby Rod | Melee Weapon Attack | d20+17 to hit |
Reach 10 ft., one target | Hit 8d8+15 piercing damage | ||
Action 4 | Ranged Weapon Attack | d20+14 to hit 150/600 ft., one target | Hit 9d8+10 fire damage |
or 10d8+6 lightning damage | |||
Action 5 | Horns Melee Attack | d20+14 to hit, 4d4 piercing damage | The 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, they | take 3d10 poison damage. |
If they succeed, they are no longer poisoned | |||
Action 6 | Frightful Presence | Each creature of Asmodeus’s choice that is within 200 feet | of 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 7 | Innate Spellcasting | As A bonus Action, Asmodeus | can innately cast one spell |
Action 8 | Soul Bartering | Asmodeus 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 9 | Now you see me | As a bonus action on his turn, Asmodeus | can teleport anywhere within his |
line of sight or in the nine hells. | |||
Action 10 | Loyalty to the Lord | As a bonus action, if Asmodeus' rod | was ever knocked or taken out of his hand, |
he can instantly teleport it back into his palm | |||
Legendary Actions | The 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 legendary | actions at the start of its turn. | |
Legendary Action 1 | Chilling 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 seconds | and gains 1 level of exhaustion. On gaining six levels | of exhaustion creature doesn’t die |
but is dominated by Asmodeus | |||
Legendary Action 2 | Hell's Gate (Costs 2 Actions). | As the King of Hell, Asmodeus has absolute control | over 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 the | Nine Hells of Asmodeus' choosing if they fail a |
Wisdom Save DC 25. The Mouth remains | open 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 3 | Call 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 4 | Contract established (Costs 1 action) | Asmodeus on touching a humanoid or a piece of dead humanoid | calls 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 experiences | and is friendly towards Asmodeus |
(his memories are altered such that it obeys Asmodeus). |
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 Class | 22 (natural armor) | ||
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Hit Points | 40d10+280 | ||
Speed | 30ft. | Fly 60ft. | |
Strength | 26 (+8) | ||
Dexterity | 20 (+5) | ||
Constitution | 24 (+7) | ||
Intelligence | 26 (+8) | ||
Wisdom | 30 (+10) | ||
Charisma | 30 (+10) | ||
Saving Throws | Dexterity d20+13 | Constitution d20+15 | Wisdom d20+18 |
Charisma d20+18 | |||
Damage Resistances | Cold | Radiant | Bludgeoning |
Piercing | Slashing from nonmagical weapons that aren't silvered | Damage Immunities | Fire |
Poison | |||
Condition Immunities | Charmed | Exhaustion | Frightened |
Poisoned | |||
Senses | Truesight 120 ft. | Passive Perception 20 | |
Languages | All | Telepath 120 ft. | |
Challenge | 26 (90,000 XP) | ||
Special 1 | Charming Aura | Any creature hostile to Gargauth that starts its turn within | 20 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 2 | Magic Weapon | Gargauth's weapon attacks are magical | |
Special 3 | Innate Spellcasting | Gargauth's spellcasting ability is Charisma | (spell save DC 26). Gargauth can innately |
cast the following spells, requiring no material components | |||
Spells 1 | At will | Detect magic | Fireball |
Spells 2 | 3/day each | Dispel magic | Hold monster |
Wall of fire | |||
Special 4 | Legendary Resistance (3/day) | If Gargauth fails a saving throw, | it can choose to succeed instead |
Special 5 | Legendary Magic Immunity | Gargauth can't be affected or detected by spells of 4th | level or lower unless it wishes to be. |
It has an advantage on saving throws | against all other spells and magical effects | ||
Special 6 | Regeneration | Gargauth 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 1 | Multiattack | Gargauth makes four attacks: | three with his greatsword, |
and one with his tail | |||
Action 2 | Greatsword | Melee Weapon Attack | d20+16 to hit |
Reach 10ft., one target | Hit 2d8+8 bludgeoning damage | plus 8d10 fire damage | |
Action 3 | Tail | Melee Weapon Attack | d20+16 to hit |
Reach 10ft., one target | Hit 3d10+8 bludgeoning damage | ||
Action 4 | Teleport | Gargauth magically teleports, along with any equipment | it is wearing or carrying, up to 120 feet |
to an unoccupied space it can see | |||
Legendary Actions | Gargauth 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 legendary | actions at the start of its turn | |
Legendary Action 1 | Hidden 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 end | of the creature's next turn and while charmed in this must follow commands given by | Gargauth to the best of their ability. |
If a creature's saving throw is successful, | the creature has an advantage on the saving throw | against Hidden Lord's Command | for the duration of the combat |
Legendary Action 2 | Teleport | Gargauth magically teleports, along with any equipment | it 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 Class | 19 (natural armor) | ||
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Hit Points | 35d10+210 | ||
Speed | 50 ft. | Fly 100 ft. | |
Strength | 22 (+6) | ||
Dexterity | 20 (+5) | ||
Constitution | 23 (+6) | ||
Intelligence | 24 (+7) | ||
Wisdom | 25 (+7) | ||
Charisma | 25 (+7) | ||
Saving Throws | Dexterity d20+15 | Intelligence d20+17 | Wisdom d20+17 |
Charisma d20+17 | |||
Skills | Deception d20+27 | Intimidation d20+27 | Perception d20+17 |
Persuasion d20+27 | |||
Damage Resistances | Acid | Fire | |
Damage Immunities | Cold | Necrotic | Poison |
Bludgeoning | Piercing | Slashing from Nonmagical Attacks | |
Condition Immunities | Charmed | Exhaustion | Frightened |
Poisoned | |||
Senses | Darkvision 240 ft. | Passive Perception 27 | |
Languages | Common | Ignan | Infernal |
Telepathy 120 ft. | |||
Challenge | 30 (155,000 XP) | ||
Special 1 | Ashen 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 an | unoccupied 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 effect | that normally prevents teleportation. | |
Special 2 | Flattering Inquisitor | Anyone who attempts to lie when responding | to a direct question posed by Mephistopheles within 30ft |
of him must succeed at a DC 25 Charisma save | or be unable to speak for 24 hours | (Mephistopheles can end this enforced vow of silence at will). | |
Special 3 | Infernal Wings | Mephistopheles has three pairs of wings, | and while the damage caused by all six wings is identical, |
the additional effect caused by a strike | from a wing depends on its nature. | ||
Effect 1 | A hit from one of his burning wings deals an | additional 1d6 fire damage | |
Effect 2 | A hit from one of his draconic wings deals an | additional 2d6 slashing damage | |
Effect 3 | A target hit by his raven wings must succeed on a | DC 25 Constitution saving throw or be permanently blinded | |
Special 4 | Innate Spellcasting | Mephistopheles' spellcasting ability is | |
Charisma (spell save DC 25). | Mephistopheles can innately cast the following spells, | requiring no material components | |
Spells1 | At will | Astral projection | Darkness |
Dispel magic | Dominate person | Hallow | Scrying |
Teleport | |||
Spells 2 | 3/day each | Fire storm | Globe of invulnerability |
Mass suggestion | Mislead | ||
Spells 3 | 1/day each | Time stop | Wish |
Special 5 | Legendary Resistance (3/Day) | When Mephistopheles fails a saving throw, | he can choose to succeed instead |
Special 6 | Magic Resistance | Mephistopheles has advantage on saving throws | against spells and other magical effects |
Special 7 | Hellish Weapons | Mephistopheles' 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 8 | Shapechanger | Mephistopheles can use his action to polymorph | into 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 1 | Multiattack | Mephistopheles makes five attacks with his trident | |
Action 2 | Profane Gift | Mephistopheles grants a non-devil he touches advantage | on ability checks, attack rolls, and saving throws |
using one ability of his choice for 7 days. | During this time, he can communicate telepathically | with 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 chosen | ability for 1d6 x30 days. The entire effect | can be dismissed by Mephistopheles at any time |
(no action required), or removed with dispel evil and good. | |||
Action 3 | Trident | Melee Weapon Attack | d20+19 to hit |
Reach 10 ft., one target | Hit 2d8+9 piercing damage | plus 3d8 fire damage, | and 3d8 necrotic damage. |
Action 4 | Summon Devils (1/Day) | Mephistopheles summons 1d4 | ice devils with no chance of failure |
Legendary Actions | Mephistopheles 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 legendary | actions at the start of his turn | |
Legendary Action 1 | You Dare Oppose Me? | Mephistopheles makes one trident attack | |
Legendary Action 2 | Infernal Speed | Mephistopheles moves up to his speed | |
Legendary Action 3 | Wing Attack (Cost 3 Actions) | Mephistopheles makes 6 separate | attacks with each of his wings. |
Melee Weapon Attack | d20+19 to hit | Reach 10 ft., one target | Hit 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 Class | 20 (natural armor) | ||
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Hit Points | 20d4+60 | ||
Speed | 5 ft. | Fly 60 ft. (hover) | |
Strength | 1 (-5) | ||
Dexterity | 25 (+7) | ||
Constitution | 16 (+3) | ||
Intelligence | 19 (+4) | ||
Wisdom | 20 (+5) | ||
Charisma | 18 (+4) | ||
Saving Throws | Strength d20+2 | Dexterity d20+14 | Constitution d20+10 |
Wisdom d20+12 | |||
Skills | Acrobatics d20+21 | Perception d20+12 | Stealth d20+14 |
Damage Resistances | Cold | Necrotic | |
Damage Immunities | Fire | Poison | Bludgeoning |
Piercing | Slashing from nonmagical weapons | ||
Condition Immunities | Charmed | Exhaustion | Frightened |
Poisoned | |||
Senses | Blindsight 30 ft. | Truesight 120 ft. | Passing Perception 22 |
Languages | All | Telepathy 120 ft. | |
Challenge | 21 (33,000 XP) | ||
Special 1 | Evasion | If Beelzebub is subjected to an effect that | allows him to make a Dexterity saving throw |
to take only half damage, | Beelzebub instead takes no damage if | he succeeds on the saving throw, | and only half damage if he fails |
Special 2 | Fleet Wings | Beelzebub can take the Dash action | as a bonus action on each of his turns |
Special 3 | Fly-Sized | Beelzebub 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 1 | Beelzebub can occupy another creature's | space and move through the spaces of other creatures | |
Benefit 2 | Beelzebub does not provoke opportunity attacks | ||
Benefit 3 | Beelzebub can use the Hide action while in plain | sight of other creatures without any penalties. | He automatically uses the Hide action |
whenever he ends his movement after | moving 10 or more ft. (no action required) | ||
Benefit 4 | While Beelzebub isn't Tiny, his melee attacks | have a reach of 5 ft. and can target creatures | that do not occupy the same space as Beelzebub |
Special 5 | Larger than Life | For 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 6 | Legendary Resistance (3/Day) | If Beelzebub fails a saving throw, | he can choose to succeed instead |
Special 7 | Magic Resistance | Beelzebub has an advantage on saving throws | against spells and other magical effects |
Special 8 | Magic Weapons | Beelzebub's weapon attacks are magical | |
Action 1 | Multiattack | Beelzebub makes two talon attacks and a sting attack. | He can replace one talon attack with a Gluttonous Mandibles attack |
Action 2 | Talons | Melee Weapon Attack | d20+14 to hit |
Reach 0 ft., one target whose space Beelzebub occupies | Hit 3d4+7 piercing damage | ||
Action 3 | Sting | Melee 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 1 | The 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 2 | The target must succeed on a DC 18 Wisdom saving throw | or be poisoned until the end of its next turn. | While it is poisoned this way, it is also blinded and deafened |
Effect 3 | The target must succeed on a DC 18 Charisma saving throw | or 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 4 | Gluttonous Mandibles | Melee 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 Actions | Beelzebub 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 legendary | actions at the start of his turn. | |
Legendary Action 1 | Fly | Beelzebub moves up to his fly speed | |
Legendary Action 2 | Talons | Beelzebub makes a talons attack | |
Legendary Action 3 | Lord of the Flies (Costs 2 Actions) | Beelzebub chooses any number of creatures | he 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 Class | 21 (natural armor) | ||
---|---|---|---|
Hit Points | 28d10+140 | ||
Speed | 40 ft. | Fly 80 ft. | |
Strength | 20 (+5) | ||
Dexterity | 24 (+7) | ||
Constitution | 20 (+5) | ||
Intelligence | 18 (+4) | ||
Wisdom | 18 (+4) | ||
Charisma | 26 (+8) | ||
Saving Throws | Dexterity d20+14 | Constitution d20+12 | Wisdom d20+11 |
Charisma d20+15 | |||
Skills | Acrobatics 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 Resistances | Acid | Cold | Lightning |
Bludgeoning | Piercing | Slashing from nonmagical attacks that aren't silvered | |
Damage Immunities | Fire | Poison | |
Condition Immunities | Charmed | Exhaustion | Frightened |
Poisoned | |||
Senses | Truesight 120 ft. | Passive Perception 21 | |
Languages | All | Telepathy 120 ft. | |
Challenge | 21 (33,000 XP) | ||
Special 1 | Confusion Aura | Any creature hostile to Glasya that starts its turn | within 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 to | Glasya's Confusion Aura for the next 24 hours |
Special 2 | Flyby | Glasya doesn't provoke an opportunity attack | when she flies out of an opponent's reach |
Special 3 | Innate Spellcasting | Glasya'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 components | Glasya has a +8 bonus to damage rolls with these spells. | |
Spells 1 | At will | Charm monster | Contagion |
Dispel magic (as a 5th-level spell) | Dimension door | Eldritch blast (17th level) | Major image |
Minor illusion | Mirage arcane | Plane shift | Suggestion |
Teleport | Vicious mockery (as a bonus action) | ||
Spells 2 | 3/day each | Dominate monster | Finger of death |
Hold monster | |||
Special 4 | Legendary Resistance (3/Day) | If Glasya fails a saving throw, | she can choose to succeed instead |
Special 5 | Magic Resistance | Glasya has an advantage on saving throws against | spells and other magical effects |
Special 6 | Magic Weapons | Glasya's weapon attacks are magical | |
Special 7 | Regeneration | Glasya 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 turn | with 0 hit points and doesn't regenerate | |
Special 8 | Shapechanger | Glasya can use her action to polymorph | into 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 1 | Multiattack | Glasya makes three weapon attacks | |
Action 2 | Scourge | Melee Weapon Attack | d20+14 to hit |
Reach 10 ft., one target | Hit 2d6+7 slashing damage, | and the target must make | a DC 18 Constitution saving throw. |
On a failed save, a creature | takes 4d6 poison damage, | and its hit point maximum is reduced | by the amount of poison damage taken. |
This maximum hit point reduction lasts until | cured 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 or | disease automatically succeed on this saving throw | |
Action 3 | Summon 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 spaces | within 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 Actions | Glasya 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 1 | Attack | Glasya makes one attack with her scourge | |
Legendary Action 2 | Cantrip | Glasya casts a cantrip with a | casting time of 1 action or less |
Legendary Action 3 | Dimenson Door | Glasya casts dimension door | |
Legendary Action 4 | Cast 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 Class | 21 (natural armor) | ||
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Hit Points | 26d8+156 | ||
Speed | 40 ft. | ||
Strength | 22 (+6) | ||
Dexterity | 22 (+6) | ||
Constitution | 23 (+6) | ||
Intelligence | 21 (+5) | ||
Wisdom | 28 (+9) | ||
Charisma | 22 (+6) | ||
Saving Throws | Dexterity d20+13 | Constitution d20+13 | Wisdom d20+16 |
Skills | Acrobatics d20+13 | Arcana d20+12 | Perception d20+16 |
Persuasion d20+13 | Stealth d20+13 | ||
Damage Resistances | Acid | Cold | Bludgeoning |
Piercing | Slashing from nonmagical attacks that aren't silvered | ||
Damage Immunities | Fire | Poison | |
Condition Immunities | Charmed | Exhaustion | Frightened |
Poisoned | |||
Senses | Darkvision 120 ft. | Passive Perception 26 | |
Languages | All | Telepathy 120 ft. | |
Challenge | 22 (41,000 xp) | ||
Special 1 | Devil's Sight | Magical darkness doesn't impede Levistus's darkvision | |
Special 2 | Evasion | If Levistus is subjected to an effect that allows it to | make a Dexterity saving throw to take only half damage, |
Levistus instead takes no damage if it succeeds | on the saving throw, and only half damage if it fails | ||
Spells 1 | At will | Charm person | Clairvoyance |
Command(demand) | Detect evil and good | Detect magic | Enthrall |
Ice storm | Hold person | Locate creature | Locate object |
Magic circle | Major image | Scrying | See invisibility |
Suggestion | Wall of ice | ||
Spells 2 | 3/day each | Dispell magic | |
Spells 3 | 1/day each | Symbol (pain) | Prismatic wall |
Special 4 | Honed Reflexes | Levistus can make two reactions | during each round of combat |
Special 5 | Legendary Resistance (3/Day) | If Levistus fails a saving throw, | he can choose to succeed instead |
Special 6 | Magic Resistance | Levistus has an advantage on saving throws | against spells and other magical effects |
Special 7 | Magic Weapons | Levistus's weapon attacks are magical | |
Special 8 | Precise Strike | Levistus 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 9 | Regeneration | Levistus 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 with | 0 hit points and doesn't regenerate | |
Action 1 | Multiattack | Levistus makes two attacks with his rapier | or he makes one attack with his rapier |
and one attack with the weapon in his offhand | |||
Action 2 | Rapier | Melee Weapon Attack | d20+13 to hit |
Reach 5 ft., one target | Hit 3d8+6 piercing damage | ||
Action 3 | Amnesia Touch | Levistus 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 restore | memories lost in this way | |
Action 4 | Teleport | Levistus magically teleports, | along with any equipment he is wearing and carrying, |
up to 120 feet to an | unoccupied space he can see | ||
Legendary Actions | Levistus 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. | Levistus regains spent legendary | actions at the start of his turn |
Legendary Action 1 | Attack | Levistus makes one attack with its rapier | |
Legendary Action 2 | Cast a Spell (Costs 2 Actions) | Levistus casts a spell from its list of spells | |
Legendary Action 3 | Teleport | Levistus uses his Teleport action | |
Reaction 1 | Elaborate Parry | Levistus 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 a | DC 21 Strength or Dexterity saving throw. | On a failed save, the attacker is disarmed and |
Levistus catches the weapon in his off-hand | and attunes instantly to the weapon. | If Levistus cannot catch the weapon, | it lands in an unoccupied space within 5 feet of Levistus |
Reaction 2 | Spell Parry | If 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 the | chosen 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 Class | 20 (natural armor) | ||
---|---|---|---|
Hit Points | 33d12+320 | ||
Speed | 45 ft. | Fly 90 ft. | |
Strength | 21 (+5) | ||
Dexterity | 25 (+7) | ||
Constitution | 27 (+8) | ||
Intelligence | 23 (+6) | ||
Wisdom | 25 (+7) | ||
Charisma | 30 (+10) | ||
Saving Throws | Charisma d20+1 | ||
Skills | Insight d20+9 | Persuasion d20+13 | Stealth d20+9 |
Senses | darkvision 60 ft. | Truesight 45 ft. | passive perception 17 |
Languages | All Languages | ||
Challenge | 30 (155,000 XP) | ||
Special 1 | Caress | While caressed by Belial, he can force a single creature | currently suffering from caress to take |
disadvantage on any saving throw using his reaction | |||
Special 2 | Hedonistic Hope | When 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 bonuses | affecting the target for 1 minute | ||
Special 3 | Amorphous Anatomy | Belial's constant shape changing occurs | within their body as well as outwardly, |
causing vital organs to rapidly shift configuration and location. | This grants the archdevil a 50% chance to ignore | additional damage from critical hits and sneak attacks | and renders them immune to polymorph effects. |
Belial recovers from physical effects that cause blinded, | deafened, or dazzled condition after 1 round by | shifting their form to create new sensory | organs to replace those that were compromised |
Special 4 | Innate Spellcasting | Belial, spellcasting ability is Charisma | (spell save DC 27). Belial, can innately cast the following spells, |
requiring no material components | |||
Spells 1 | 9/day each | Scorching ray | |
Spells 2 | 4/day each | Counter spell | |
Spells 3 | 2/day each | Hellish Rebuke | Irresistible Dance |
Wall of Fire | Power Word Stun | ||
Spells 4 | 1/day each | Confusion | Demiplane |
Dominate Person | Gate | Imprisonment | Instant Summons |
Meteor Swarm | |||
Action1 | Mutlitattack | Belial has 2 actions on his turn. | One is a weapon attack, the other is any action |
Action 2 | Ranseur Stab | Melee Weapon Attack | d20+10 to hit |
Reach 10 ft., one creature | Hit 2d8+8 slashing damage | ||
Action 3 | Wing Strike | Melee Weapon Attack | d20+10 to hit |
Reach ft., one creature | Hit 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 successful | DC 16 CON save, the target | reduces the duration by 1 round | |
Action 4 | Tail Swipe | Melee Weapon Attack | 15 ft. cone |
Hit 2d4+4 bludgeoning damage. | Belial Swipes his tail attempting to knock prone | any enemies before him. | Any enemies in the area must make a |
DC 17 DEX (Acrobatics) save or be knocked prone | |||
Reaction 1 | Greater Counter Spell | You 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 2 | Reflexive Shapeshift | Once per 30 seconds as a reaction when Belial | would be struck in melee by a non-reach weapon, |
the archdevil can change shape to assume a | different form of a smaller size, | gaining a +10 bonus to their AC | against that attack; if this causes the attack to miss, |
they take no damage and can move up to 30 feet | in any direction before automatically | reverting to their previous form. | This ability and movement do not provoke attacks of opportunity |
Legendary Actions | The 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 legendary | actions at the start of its turn | |
Legendary Action 1 | Baleful Beauty | No 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 figure | to caress the archdevil on its next turn, | subjecting itself to the effects of Belial's caress. |
Alternatively, the archdevil can adopt a guise of extreme | and appalling horror, causing creatures | of that type to become frightened | for 1d6 rounds and take 1d6 points of Strength damage. |
A creature can resist either effect with a successful | DC 18 Wisdom save, and a creature that | successfully saves against either effect is immune | to that effect for 24 hours, |
though it must attempt a new | save against the opposite effect | ||
Legendary Action 2 | Chain Him Up! (Costs 2 Actions) | Belial throws chains out from his robe | and attempts to imprison a target creature. |
The creature must make a DC 25 Strength | check 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 4 | Lava Spew | Belial Sunders the earth with his ranseur | allowing 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 Class | 18 | ||
---|---|---|---|
Hit Points | 11d20+94 | ||
Speed | 30ft. | 60 ft. fly(hover) | |
Strength | 20 (+5) | ||
Dexterity | 22 (+6) | ||
Constitution | 24 (+7) | ||
Intelligence | 18 (+4) | ||
Wisdom | 16 (+3) | ||
Charisma | 26 (+8) | ||
Condition Immunities | Frightened | Petrified | Charmed |
Poisoned | Blinded | ||
Damage Immunities | Hellfire | Fire | Acid |
Poison | Slashing | Bludgeoning and piercing from non-magical weapons | |
Damage Resistances | Necrotic | ||
Senses | Passive Perception 16 | Darkvision 120 ft. | Devil's sight |
Languages | Common | Abyssal | Infernal |
Celestial | Undercommon | Draconic | Deep Speech |
Challenge | 12-15 (6,000 XP) | ||
Special 1 | Arcane 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 2 | Magic Resistance | Fierna has advantage on saving throws against | spells and other magical effects |
Special 3 | Devil's Sight | Magical darkness doesn't impede Fierna's darkvision | |
Special 4 | Innate Spellcasting | Fierna's spellcasting ability is | Charisma (spell save DC 20). |
Fierna can innately cast the following spells, | requiring no material components | ||
Spells 1 | At will | Detect magic | Fireball |
Charm person | Hex | Darkness | |
Spells 2 | 3/day each | Wall of fire | Hold monster |
Scatter | Shadow of moil | ||
Action 1 | Multiattack | Fierna makes 3 attacks of her choice | |
Action 2 | Melkyur's Tear | Melee Weapon Attack | d20+9 to hit |
Reach 10ft., one target | Hit 3d8+5 piercing | 2d6 necrotic damage | |
Action 3 | Melkyur's Tear (thrown) | Ranged Weapon Attack | d20+10 to hit |
Range 90/360 ft., one target | Hit 3d8+5 piercing | 2d6 necrotic damage | |
Action 4 | Infernal Whip | Melee Weapon Attack | d20+4 to hit |
Reach 10ft., up to 3 targets (count highest AC) | Hit 2d6+4 slashing | 2d8 hellfire damage | |
Action 5 | Mind Bend | Ranged Attack | d20+7 to hit |
Range 90 ft., one target | Hit 3d6+3 psychic damage | As an Action, Fierna can use her magical might | to release a psychic blast, |
ideally targeting casters concentrating on a spell. | A caster hit with this blast has | disadvantage on the Concentration check | |
Legendary Actions | Fierna 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 legendary | actions at the start of her turn | |
Legendary Action 1 | Hellfire Wave (3 actions) | Fierna unleashes a burst of fiery waves | on 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 2 | Summon Higher Devil (3 actions, once per day) | Fierna can summon either: 3 Bearded Devils | 1 Erinyes |
1 Bone Devil + 1 Chain Devil | |||
Legendary Action 3 | Extract 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 drained | from its body and remains grappled by Fierna. |
A DC 18 Strength check releases the | creature's soul from her grasp. | When free, the soul returns to the body, | but the creature loses its next turn |
Legendary Action 4 | Summon Blood War Slave (3 actions, once per day) | Fierna can summon enslaved demons | from the Blood Wars battles her generals have won. |
She can summon either: | 1 Nalfeshnee ,1 Glabrezu + 2 Chasme. | The demons appear with enchanted prison | collars and chains around them. |
Even though they are obedient to Fierna, | they will try to attack her if it is certain that | they 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 Class | 22 (Natural Armor) | ||
---|---|---|---|
Hit Points | 3d612 | ||
Speed | 40ft. | Swim 40ft. | |
Strength | 18(+4) | ||
Dexterity | 20 (+5) | ||
Constitution | 20 (+5) | ||
Intelligence | 22 (+6) | ||
Wisdom | 22 (+6) | ||
Charisma | 26 (+8) | ||
Saving Throws | Dexterity d20+12 | Constitution d20+12 | Charisma d20+15 |
Skills | Deception d20+15 | Insight d20+13 | Persuasion d20+15 |
Slight of Hand d20+12 | |||
Damage Immunities | Acid | Fire | Poison |
Bludgeoning | Piercing and Slashing damage from nonmagical weapons that aren't silvered | ||
Damage Resistances | Cold | ||
Condition Immunities | Poisoned | Charmed | Frightened |
Senses | Truesight 60ft. | Darkvision 120ft. | Passive Perception 16 |
Languages | All | Telepathy 120ft. | |
Challenge | 24 (62000 XP) | ||
Special 1 | Devils Sight | Magic darkness doesn't | impede Mammon's darkvision |
Special 2 | Magical Weapons | Mammon's weapon attacks are magical | |
Special 3 | Legendary Resistance (3/day) | If Mammon fails a saving throw, | he can choose to succeed instead |
Special 4 | Scrooge Sense | Mammon has an innate awareness | of all precious metals and jewels within 1 mile |
of him and can pinpoint the exact location of them. | Mammon cannot be surprised by a creature | that possesses any precious metals and or jewels. | |
Special 5 | Shapechange | Mammon can use his action to polymorph | into 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 6 | Swimming in Cash | Mammon can swim through solid gold | and large amounts of golden items, |
such as gold pieces as if they were water | |||
Special 7 | Innate Spellcasting | The Mammon's spellcasting ability is | Charisma (spell save DC 23). |
The mammon can innately cast the following spells, | require no material components | ||
Spells 1 | At will | Acid splash | Detect magic |
Legend lore | Locate object | ||
Spells 2 | 3/day (each) | Dominate person | Fireball |
Sleep | Vitriolic sphere | ||
Spells 3 | 1/day (each) | Cloudkill | Dominate monster |
Dream | |||
Action 1 | Muliattack | The Mammon makes 2 attacks: | either two with his claws, |
or one with his spear, | and one with his claws | ||
Action 2 | Claws | Melee Weapon Attack | d20+11 to hit |
Reach 10ft., one creature | Hit 4d8+4 slashing damage | ||
Action 3 | Constrict (True Form Only) | Melee Weapon Attack | d20+11 to hit |
Reach 15ft., one creature | Hit 4d10+4 bludgeoning damage, | and the creature is grappled (escape DC 19). | Mammon can only grapple one creature this way |
Action 4 | Touch of Greed | Melee Weapon Attack | d20+11 to hit |
Reach 10 ft., one creature | Hit The creature must make a DC 21 | Wisdom saving throw or descend into a madness | determined by the Madness of Mammon table. |
A creature that succeeds in the saving throw | is immune to the touch of greed for the next 24 hours. | ||
Legendary Actions | The 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 legendary | actions at the start of its turn. | |
Legendary Action 1 | Spear | Mammon makes a Spear attack | |
Legendary Action 2 | Infernal Magic | Mammon casts a spell | |
Legendary Action 3 | Cash 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 20 | Dexterity saving throw or take | 2d12 bludgeoning damage and be knocked | prone 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 Class | 30 (natural armor) | ||
---|---|---|---|
Hit Points | 60d8+420 | ||
Speed | 40 ft. | ||
Strength | 25 (+7) | ||
Dexterity | 20 (+5) | ||
Constitution | 25 (+7) | ||
Intelligence | 25 (+7) | ||
Wisdom | 20 (+5) | ||
Charisma | 25 (+7) | ||
Saving Throws | Strength d20+16 | Intelligence d20+16 | Charisma d20+16 |
Skills | Arcana d20+16 | Deception d20+16 | Insight d20+14 |
Religion d20+16 | |||
Damage Vulnerabilities | Radiant | ||
Damage Resistances | Acid | Cold | Fire |
Bludgeoning | Piercing | Slashing from nonmagical attacks | |
Damage Immunities | Necrotic | Poison | |
Condition Immunities | Charmed | Frightened | Petrified |
Poisoned | |||
Senses | Passive Perception 15 | ||
Languages | All | Telepathy 120 ft. | |
Challenge | 30 (155,000 XP) | ||
Special 1 | Innate Spellcasting | Dispater's spellcasting ability is Intelligence | (spell save DC 25, d20+15 to hit with spell attacks). |
Dispater can cast the following spells | without needing components | ||
Spells 1 | At will | Continual flame | Fly |
Heat metal | Teleport | Wall of fire | Wall of stone (the wall is made from iron) |
Spells 2 | 3/day each | Animate dead | Finger of death |
Raise dead | Vampiric touch | ||
Spells 3 | 1/day | Create undead | |
Special 2 | Limited Magic Immunity | Dispater is immune to spells of 3rd level or lower | unless he wants to be affected |
Special 3 | Metal Corrosion | If a creature makes a melee attack against | Dispater 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 4 | Magic Weapons | Dispater's weapon attacks are magical | |
Special 5 | Regeneration | Dispater regains 30 hit points at the start of his turn | as long as he hasn't taken any radiant damage |
Special 6 | Rod of Dispater | Dispater's magic rod is a +3 mace | that also functions as a rod of rulership. |
It deals an additional 4d6 force damage | on 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 a | charge 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 1 | Multiattack | Dispater 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 2 | Rod of Dispater | Melee Weapon Attack | d20+19 to hit |
Reach 10 ft., one target | Hit 1d6+10 bludgeoning damage, | plus 4d6 force damage | |
Action 3 | Tail | Melee Weapon Attack | d20+16 to hit |
Reach 15 ft., one target | Hit 8d4+7 piercing damage | ||
Legendary Actions | Dispater 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 legendary | actions at the start of his turn | |
Legendary Actions | Dispater 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 legendary | actions at the start of his turn | |
Legendary Action 1 | Summon Devil | Dispater summons 1d6 Erinyes devils | |
Legendary Action 2 | Iron Petrification | Dispater makes the following attack | Iron Petrification |
Melee Spell Attack | d20+16 to hit | Reach 5 ft., one creature | Hit: 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 throw | at 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 petrified | until it is subjected to the greater restoration | spell 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 or | the effect ends for it, | the creature is immune to Dispater's |
Iron Petrification for the next 24 hours. | |||
Legendary Action 3 | Rusty Pieces | Dispater touches a nonmagical metal object | he 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 Class | 19 (natural armor) | ||
---|---|---|---|
Hit Points | 27d10+216 | ||
Speed | 30 ft. | Fly 60 ft. | |
Strength | 28 (+9) | ||
Dexterity | 14 (+2) | ||
Constitution | 26 (+8) | ||
Intelligence | 25 (+7) | ||
Wisdom | 19 (+4) | ||
Charisma | 26 (+8) | ||
Saving Throws | Dexterity d20+10 | Constitution d20+16 | Wisdom d20+12 |
Skills | Arcana d20+15 | Deception d20+16 | Insight d20+12 |
Persuasion d20+16 | |||
Damage Resistances | Cold | Bludgeoning | Piercing |
Slashing from nonmagical attacks that aren't silvered | |||
Damage Immunities | Fire | Poison | |
Condition Immunities | Poisoned | ||
Senses | Truesight 120 ft. | Passive Perception 14 | |
Languages | Common | Infernal | Telepathy 120 ft. |
Challenge | 25 (75,000 XP) | ||
Special 1 | Fear Aura | Any creature hostile to Bel that starts its turn | within 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 to | Bel's Fear Aura for the next 24 hours | ||
Special 2 | Innate Spellcasting | Bel's spellcasting ability is | Charisma (spell save DC 23). |
Bel can innately cast the following spells, | requiring no material components | ||
Spells 1 | At will | Detect magic | Fireball |
Spells 2 | 3/day each | Dispel magic | Hold monster |
Mirror image | Mislead | Raise dead | Teleport |
Wall of fire | |||
Spells 3 | 1/day each | Imprisonment | Meteor swarm |
Special 3 | Legendary Resistance (3/Day) | If Bel fails a saving throw, | he can choose to succeed instead |
Special 4 | Magic Resistance | Bel has an advantage on saving throws | against spells and other magical effects |
Special 4 | Magic Weapons | Bel's weapon attacks are magical | |
Action 1 | Multiattack | Bel makes three attacks: | two with his greatsword |
and one with his tail | |||
Action 2 | Greatsword | Melee Weapon Attack | d20+16 to hit |
Reach 10 ft., one target | Hit 4d6+9 slashing damage | plus 6d6 fire damage. | If the target is a flammable object |
that is not being held or worn, it catches fire | |||
Action 3 | Tail | Melee Weapon Attack | d20+16 to hit |
Reach 10 ft., one target | Hit 3d10+9 bludgeoning damage | If the target is a creature, | it must succeed on a DC 23 |
Constitution saving throw or be | stunned until the end of its next turn | ||
Legendary Actions | The 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 legendary | actions at the start of its turn | |
Legendary Action 1 | Fireball | Bel casts fireball | |
Legendary Action 2 | Tactical Edge (Costs 2 Actions). | Roll a d6 for Bel. | The number rolled on the die is subtracted |
from the next attack roll made against Bel | or an ally of his choice within the next minute | ||
Legendary Action 3 | Summon 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 unoccupied | space within 60 feet of Bel, | acts as Bel's ally, and can summon other | devils if it has such power. |
The ice devil remains until Bel dies | or until he dismisses it as an action |
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 Class | 19 (natural armor) | ||
---|---|---|---|
Hit Points | 16d6+80 | ||
Speed | 30 ft. | Fly 60 ft. | |
Strength | 25 (+7) | ||
Dexterity | 18 (+4) | ||
Constitution | 20 (+5) | ||
Intelligence | 24 (+7) | ||
Wisdom | 22 (+6) | ||
Charisma | 27(+8) | ||
Saving Throws | Dexterity d20+10 | Constitution d20+11 | Wisdom d20+12 |
Skills | Insight d20+12 | Persuasion d20+14 | |
Damage Resistances | Cold | Bludgeoning | Piercing |
Slashing from nonmagical attacks not made with silvered weapons | |||
Condition Immunities | Charmed | Exhaustion | Frightened |
Poisoned | |||
Senses | Truesight 120 ft. | Blindsight 60 ft. | Passive perception 22 |
Languages | Infernal | Telepathy 120 ft. | |
Challenge | 20 (25,000 XP) | ||
Special 1 | Magic Resistance | Baaelzephon has an advantage on saving throws | against spells and other magical effects |
Special 2 | Magic Weapons | Baaelzephon's weapon attacks are magical | |
Special 3 | Sphere of Midas | Baaelzephon's Sphere of Midas | hovers 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 shape | and drops to the ground. | Until it reactivates, Baaelzephon |
cannot use her Sphere of Midas attack, | Golden Shield reaction or | Magnet Pull Legendary Action. | The sphere reactivates at the beginning of her next turn |
with all of its hit points and immediately teleports | to within 5 feet of her if | it's over 30 feet away | |
Special 4 | Innate Spellcasting | Baaelzephon's spellcasting ability is | Charisma (spell save DC 22). |
Baaelzephon can innately cast the following spells, requiring no material components | |||
Spells 1 | At will | Charm person | Detect Magic |
Identify | Locate object | Magic Aura | Suggestion |
Spells 2 | 3/day | Hold monster | Dominate monster |
Charm monster | |||
Action 1 | Multiattack | Baaelzephon makes two attacks | with her Sphere of Midas, |
one with her bite, | and one with either her claw or tail | ||
Action 2 | Bite | Melee weapon attack | d20+13 to hit |
Reach 5 ft., on target | Hit 4d6+6 Piercing damage | The target must succeed on a | DC 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 throw | at the end of each of its turns, | ending the effect on itself on a success |
Action 3 | Claws | Melee Weapon Attack | d20+13 to hit |
Reach 10 ft., one target | Hit 2d8+7 slashing damage | ||
Action 4 | Tail | Melee Weapon Attack | d20+13 to hit |
Reach 10 ft., one target | Hit 3d10+7 bludgeoning damage | ||
Action 5 | Sphere of Midas | Melee Spell Attack | d20+14 to hit |
Reach 10 ft., one target | Hit 2d8+8 slashing damage | plus 2d10 lightning damage | and the creature must succeed on a |
DC 22 Constitution saving or having its hands or feet | become bound in gold (Baaelzephon's choice). | A creature with its hands bound has a | disadvantage on all attack rolls, |
while a creature with its feet bound must succeed on | a DC 12 Dexterity saving throw | whenever 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 attempt | a Strength (Athletics) check to | break free (escape DC 22) |
Action 6 | Teleport | Baaelzephon magically teleports, | along with any equipment she is wearing and carrying. |
up to 120 feet to an unoccupied space she can see | |||
Reaction | Golden Shield (3/day) | In response to being hit with an attack | Baaelzephon's Sphere of Midas forms |
a protective shield around her, | granting her three-quarters cover | on all sides and immunity to all damage | unless the amount of damage is greater |
than 10 until the start of her next turn | |||
Legendary Actions | Baaelzephon 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 legendary | actions at the start of her turn | |
Legendary Action 1 | Attack | Baaelzephon attacks once with her Sphere of Midas | |
Legendary Action 2 | Magnet Pull (2 Actions) | Baaelzephon changers her Sphere of Midas | with an arcane current, |
creating a magnetic field centered on the orb. | All creatures within 20 feet of Baaelzephon | wielding a metal weapon or wearing metal armor | must 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 3 | Teleport | Baaelzephon 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 Class | 19 (natural armor) | ||
---|---|---|---|
Hit Points | 13d8+80 | ||
Speed | 30ft. | Fly 60ft. | |
Strength | 21 (+5) | ||
Dexterity | 26 (+8) | ||
Constitution | 20 (+5) | ||
Intelligence | 22 (+6) | ||
Wisdom | 21 (+5) | ||
Charisma | 26(+7) | ||
Saving Throws | Dexterity d20+14 | Wisdom d20+11 | Charisma d20+13 |
Skills | Deception d20+19 | Stealth d20+14 | |
Damage Resistance | Cold | Bludgeoning | Piercing and slashing from nonmagical attacks not made with silvered weapons |
Damage Immunities | Fire | Poison | |
Condition Immunities | Charmed | Exhaustion | Frightened |
Poisoned | |||
Senses | Truesight 120ft. | Passive Perception 16 | |
Languages | All | Telepathy 120ft. | |
Challenge | 20 (25,000 XP) | ||
Special 1 | Shapechanger | Corin can use his action to polymorph | into 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 attacks | can be used no matter what form he is in, |
his limbs reverting to their original | form for the duration of the attack. | Otherwise, Corin can use the | natural attacks of his new form |
Special 2 | Magic Resistance | Corin has an advantage on saving throws | against spells and other magical effects |
Special 3 | Magic Weapons | Corin's weapon attacks are magical | |
Special 4 | Evasion | If Corin is subjected to an effect that allows him to | make a Dexterity saving throw to take half damage, |
he instead takes no damage | if he succeeds on the saving throw, | and only half if he fails | |
Special 5 | Sneak Attack | Once per turn, Corin deals an extra | 28 (8d6) damage when he hits |
a target with a weapon attack and | has an advantage on the attack roll | ||
Special 6 | Innate Spellcasting | Corin's spellcasting ability is | Charisma (spell save DC 22) |
Corin can innately cast the following spells, | requiring no material components | ||
Spells 1 | At will | Alter self | Chaos bolt |
Invisibility | Mirror image | Nondetection | Sending |
Silence | |||
Spells 2 | 3/day each | Greater invisibility | Mislead |
Scatter | |||
Action 1 | Multiattack | Corin makes three attacks, | one with his black poison dagger |
or bite and two with | either his claws or tail | ||
Action 2 | Bite | Melee Weapon Attack | d20+11 to hit |
Reach 5 ft., one target | Hit 4d6+5 piercing damage. | The target must succeed on a | DC 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 throw | at the end of each of its turns, | ending the effect on itself on a success | |
Action 3 | Claw | Melee Weapon Attack | d20+11 to hit |
Reach 10ft., one target | Hit 2d8+5 slashing damage | ||
Action 4 | Tail | Melee Weapon Attack | d20+11 to hit |
Reach 10ft., one target | Hit 3d10+5 bludgeoning damage | ||
Action 5 | Black Poison Dagger | Melee Weapon Attack | d20+14 to hit |
Reach 10ft., one target | Hit 2d4+8 slashing damage, | and the target must make a | DC 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 6 | Teleport | Corin magically teleports, | along with any equipment he is wearing |
and carrying up to 120 feet | to an unoccupied space he can see | ||
Reaction | Lethal Escape | Immediately after dealing damage with a weapon attack, | Corin can turn invisible until the end of his next turn |
and teleport up to 60 feet away | to an unoccupied space he can see | ||
Legendary Actions | Corin 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 actions | at the start of his turn | |
Legendary Action 1 | Attack | Corin attacks once with his infernal dagger | |
Legendary Action 2 | Mirror Image | Corin casts mirror image | |
Legendary Action 3 | Teleport | Corin 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 Class | 20 (Plate armor) | ||
---|---|---|---|
Hit Points | 24d10+168 | ||
Speed | 30ft. | Fly 60ft. | |
Strength | 27 (+8) | ||
Dexterity | 18 (+4) | ||
Constitution | 25(+7) | ||
Intelligence | 22 (+6) | ||
Wisdom | 21(+5) | ||
Charism | 26(+8) | ||
Saving Throws | Strength d20+14 | Dexterity d20+10 | Charisma d20+14 |
Skills | Athletics d20+14 | Intimidation d20+14 | |
Damage Resistances | Cold | Bludgeoning | Piercing and slashing from nonmagical attacks not made with silvered weapons |
Damage Immunities | Fire | Poison | |
Condition Immunities | Charmed | Exhaustion | Frightened |
Poisoned | |||
Senses | Truesight 120ft. | Passive Perception 15 | |
Languages | Infernal | Telepathy 120ft. | |
Challenge | 22 (41,000 XP) | ||
Special 1 | Aura of Dominance | Any creature of Dago's choice that starts its turn | within 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 action | to knee before Dagos and become frightened | of him until the start of its next turn. |
If a creature's saving throw is successful, | the creature is immune to | Dagos Aura of Dominance | for the next 24 hours |
Special 2 | Magic Resistance | Dagos has an advantage on saving throws | against spells and other magical effects |
Special 3 | Magic Weapons | Dagos weapon attacks are magical | |
Special 4 | Fiendish Leadership | All allied fiends within 30 feet of Dagos | have an advantage on attack rolls |
Special 5 | Demon Slayer | Dagos, and all allied creatures within 30 feet of him, | have advantage attack rolls against demons |
Special 6 | Demon Ichor Boost | As a bonus action on his turn Dagos | can insert a vial of demon |
ichor into his demon destroyer. | He has a disadvantage in the next attack roll | he makes with it but doubles | the amount of damage dice on a hit. |
Dagos carries three vials on him at all times | |||
Special 7 | Innate Spellcasting | Dagos spellcasting ability is | Charisma (spell save DC 22) |
Dagos can innately cast his following spells, | require no material components | ||
Spells 1 | At will | Bane | Command |
Detect thoughts | Haste | Hold Person | Fear |
Spells 2 | 3/day each | Dominate person | Dominate monster |
Hold Monster | |||
Action 1 | Multiattack | Dagos makes three attacks: | one with his demon destroyer or bite, |
one with his claw, | and one with his tail | ||
Action 2 | Bite | Melee Weapon Attack | d20+14 to hit |
Reach 5 ft., on target | Hit 4d6+8 piercing damage. | The target must succeed on a | DC 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 throw | at the end of each of its turns, | ending the effect on itself on a success | |
Action 3 | Claw | Melee Weapon Attack | d20+14 to hit |
Reach 10 ft., one target | Hit 2d8+8 slashing damage | ||
Action 4 | Tail | Melee Weapon Attack | d20+14 to hit |
Reach 10 ft., one target | Hit 3d10+8 bludgeoning damage | ||
Action 5 | Demon Destroyer | Ranged Weapon Attack | d20+10 to hit |
Range 20/80, one target | Hit 4d10 force damage | ||
Action 6 | Obliterate (Recharge 5-6) | Dagos charges and fires his demon | destroyer in a 60-foot cone, |
expending two vials of demon ichor in doing so. | All creatures in that area must make a | DC 22 Dexterity saving throw, | taking 10d10 force damage on a failure, |
and half as much on a success. | Demons have a disadvantage | on this saving throw | |
Action 7 | Teleport | Dagos magically teleports, | along with any equipment he is wearing |
or carrying, up to 120 feet to | an unoccupied space he can see | ||
Legendary Actions | Dagos 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 actions | at the start of his turn | |
Legendary Action 1 | Attack | Dagos attacks once with his | demon destroyer or his claws |
Legendary Action 2 | Gather Ichor (2 Actions) | Dagos gathers a single vile of demon ichor | from the body of a demon he |
has killed within the last minute | |||
Legendary Action 3 | Teleport | Dagos 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 Class | 19 (natural armor) | ||
---|---|---|---|
Hit Points | 14d8+112 | ||
Speed | 30 ft. | Fly 60 ft. | |
Strength | 25 (+7) | ||
Dexterity | 18 (+4) | ||
Constitution | 26(+8) | ||
Intelligence | 24(+7) | ||
Wisdom | 18(+4) | ||
Charisma | 24(+7) | ||
Saving Throws | Constitution d20+14 | Wisdom d20+10 | Charisma d20+13 |
Skills | Arcana d20+13 | History d20+13 | |
Damage Resistances | Cold | Lighting | Necrotic |
Damage Immunities | Fire | Poison | Bludgeoning |
Piercing and slashing from nonmagical attacks | |||
Condition Immunities | Charmed | Exhaustion | Frightened |
Paralyzed | Poisoned | ||
Senses | Truesight 120 ft. | Passive Perception 14 | |
Languages | Infernal | Telepathy 120 ft. | |
Challenge | 22(41,000 XP) | ||
Special 1 | Immortal Body | Furcas 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 function | at the start of his next turn | |
Special 2 | Fear Aura | Any creature hostile to Furcas that starts its turn | within 20 feet of him must make a |
DC 22 Wisdom saving throw | unless Furcas is incapacitated. | On a failed save, the creature | is frightened until the start of its next turn. |
If a creature's saving throw is successful, | the creature is immune to the | Furcas' Fear Aura for the next 24 hours | |
Special 3 | Magic Resistance | Furcas has an advantage on saving throws | against spells and other magical effects |
Special 4 | Magic Weapons | Furcas' weapon attacks are magical | |
Special 5 | Lifedrinker | When 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 and | cannot be recovered by | any means less than a Wish spell |
Special 6 | Eternal Legions | When a creature allied with Furcas | is reduced to 0 hit points |
while within 30 feet of him, | that creature may attempt a | Constitution saving throw with a | DC 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 7 | Innate Spellcasting | Furcas' spellcasting ability is | Charisma (spell save DC22). |
Furcas can innately cast the following spells, | requiring no material components | ||
Spells 1 | At Will | Blight | Cloudkill |
Enervation | Fear | Life | Transference |
Shield | Speak with dead | ||
Spells 2 | 3/day each | Finger of death | Soul cage |
Power word stun | |||
Action 1 | Multiattack | Furcas makes three attacks: | one with his bite, |
one with his claw, | and one with his tail | ||
Action 2 | Bite | Melee Weapon Attack | d20+13 to hit |
Reach 5ft., one target | Hit 4d6+7 piercing damage. | The target must succeed on a | DC 21 Constitution saving throw |
or take an additional 6d6 necrotic damage, | reducing its hit point maximum | by an amount equal | to the necrotic damage dealt |
Action 3 | Claw | Melee Weapon Attack | d20+13 to hit |
Reach 10ft., one target | Hit 2d8+5 slashing damage | ||
Action 4 | Tail | Melee Weapon Attack | d20+13 to hit |
Reach 10 ft., one target | Hit 3d10+7 bludgeoning damage | ||
Action 5 | Teleport | Furcas magically teleports, | along with any equipment he is wearing |
and carrying, up to 120 feet | to an unoccupied space he can see | ||
Legendary Actions | Furcas 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 legendary | actions at the start of his turn | |
Legendary Action 1 | Attack | Furcas attacks once with his bite or tail | |
Legendary Action 2 | Blight (2 Actions) | Furcas casts blight | |
Legendary Action 3 | Teleport | Furcas 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 Class | 19 (natural armor) | ||
---|---|---|---|
Hit Points | 20d10+100 | ||
Speed | 30 ft. | Fly 60 ft. | |
Strength | 23 (+6) | ||
Dexterity | 20 (+5) | ||
Constitution | (21 (+5) | ||
Intelligence | 27 (+8) | ||
Wisdom | 19 (+4) | ||
Charisma | 25 (+7) | ||
Saving Throws | Dexterity d20+11 | Constitution d20+11 | Intelligence d20+14 |
Skills | Arcana d20+20 | History d20+14 | |
Damage Resistance | Cold | Bludgeoning | Piercing and Slashing from nonmagical attacks not made with silvered weapons |
Damage Immunities | Fire | Poison | |
Condition Immunities | Charmed | Exhaustion | Frightened |
Poisoned | |||
Senses | Truesight 120 ft. | Passive Perception 16 | |
Languages | Infernal | Telepathy 120 ft. | |
Challenge | 20 (25,000XP) | ||
Special 1 | Magic Resistance | Pearza has an advantage on saving throws | against spells and other magical effects |
Special 2 | Magic Weapons | Pearza's weapon attacks are magical | |
Special 3 | Pure Arcane Power | When Pearza casts a spell, | she can choose to reroll any damage dice |
that roll their lowest result, | and the damage of all | her spells ignores resistances | |
Special 4 | Destructive Experiment (3/Day) | When Pearza casts a spell, | she can choose to deal the spell's maximum damage |
Special 5 | Innate Spellcasting | Pearza's spellcasting ability is | Intelligence (spell save DC 22) |
Pearza can innately cast the spells, | requiring no material components | ||
Spells 1 | At will | Blinding smite | Detect magic |
FIreball | Flaming sphere | Identify | Heat metal |
Hellish rebuke | |||
Spells 2 | 3/day each | Disintegrate | Wall of fire |
Immolation | |||
Action 1 | Multiattack | Pearza makes three attacks | one with her bite, |
one with her tail, | and one with her force bow or claws | ||
Action 2 | Bite | Melee Weapon Attack | d20+12 to hit |
Reach 5 ft., one target | Hit 4d6+6 piercing damage. | The target must succeed on a | DC 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 throw | at the end of each of its turns, | ending the effect on itself on a success |
Action 3 | Claws | Melee Weapon Attack | d20+12 to hit |
Reach 10 ft., one target | Hit 2d8+6 slashing damage | ||
Action 4 | Tail | Melee Weapon Attack | d20+12 to hit |
Reach 10 ft., one target | Hit 3d10+4 bludgeoning damage | ||
Action 5 | Forcebow | Ranged Weapon Attack | d20+10 to hit |
Range 100/400 ft., one target | Hit 3d10+4 force damage | ||
Action 6 | Teleport | Pearza magically teleports, | along with any equipment she is wearing |
and carrying, up to 120 feet | to an unoccupied space she can see | ||
Reaction 1 | Hellish Rebuke | Pearza forces a creature that | just damaged her to make a |
Constitution saving throw. | On a failure, it takes 4d10 fire damage, | or half as much on a success | |
Legendary Actions | Pearza 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 legendary | actions at the start of her turn | |
Legendary Action 1 | Attack | Pearza attacks once with her force bow or tail | |
Legendary Action 2 | Explosive Drones (Costs 2 Actions) | Pearza releases three small, | imp-shaped mechanical drones |
that attempt to attach themselves | to different creatures of her choice | within 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 a | DC 22 Strength saving throw, | tearing the drone free on a success | |
Legendary Action 3 | Move Drones | Pearza commands any number of unattached drones | to immediately move up to 30 feet |
and attempt to attach themselves | to a creature of her choice | ||
Legendary Action 4 | Teleport | Pearza 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 Class | 19 (natural armor) | ||
---|---|---|---|
Hit Points | 16d10+96 | ||
Speed | 30 ft. | Fly 60 ft. | |
Strength | 23 (+6) | ||
Dexterity | 17 (+3) | ||
Constitution | 22 (+6) | ||
Intelligence | 24 (+7) | ||
Wisdom | 22 (+6) | ||
Charisma | 27 (+8) | ||
Saving Throws | Dexterity d20+7 | Wisdom d20+12 | Charisma d20+14 |
Skills | Insight d20+12 | Persuasion d20+14 | |
Damage Resistances | Cold | Bludgeoning | Piercing and slashing from nonmagical attacks not made with silvered weapons |
Damage Immunities | Fire | Poison | |
Condition Immunities | Charmed | Exhaustion | Frightened |
Poisoned | |||
Senses | Truesight 120 ft. | Passive Perception 16 | |
Languages | Infernal | Telepathy 120 ft. | |
Challenge | 20 (25,000XP) | ||
Special 1 | Magic Resistance | Zaebos has advantage on saving throws | against spells and other magical effects |
Special 2 | Maggot Armor | Zaebos regains 20 hit points | or ends one condition afflicting her, |
choosing from; blinded, deafened | or paralyzed, at the start of her turn | ||
Special 3 | Magic Weapons | Zaebos' weapon attacks are magical | |
Special 4 | Innate Spellcasting | Zaebos' spellcasting ability is | Charisma (spell save DC22). |
Zaebos can innately cast the following spells, | requiring no material components | ||
Spells 1 | At will | Bane | Command |
Compulsion | Black tentacles | Locate creature | Zone of truth |
Spells 2 | 3/day each | Summon greater demon | Insect plague |
Modify memory | |||
Action 1 | Multiattack | Zaebos makes four attacks: | one with her bite, |
one with her claw | |||
Action 2 | Bite | Melee Weapon Attack | d20+12 to hit |
Reach 5 ft., one target | Hit 4d6+6 piercing damage. | The target must succeed on a | |
DC 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 throw | at the end of each of its turns, |
ending the effect on itself on a success | |||
Action 3 | Claws | Melee Weapon Attack | d20+12 to hit |
Reach 10 ft., on target | Hit 2d8+6 slashing damage | ||
Action 4 | Tail | Melee Weapon Attack | d20+12 to hit |
Reach 10 ft., one target | Hit 3d10+6 bludgeoning damage | ||
Action 5 | Infernal Trident | Melee or Ranged Weapon Attack | d20+12 to hit |
Reach 5 ft., or range 20/60 ft. on target | Hit 2d6+6 piercing damage | plus 4d6 necrotic damage | |
Action 6 | Immediate Demotion | One devil within 60 feet of Zaebos | is either promoted or demoted |
in the infernal hierarchy. | A demoted devil has their flesh | and magic stripped off | them and is permanently |
transformed into a devil or lesser rank. | The transformation process lasts for | 1d4 rounds and during | that time the devil is incapacitated, |
cannot move, speak, | is immune to all damage, | and experiences immeasurable | amounts of pain. |
Once complete, the target is a | typical example of its new rank | and has full hit points unless | the number of hit points it had prior |
to the transformation was less | than the maximum number of hit points | of its new form. As a | part of the same action as demoting |
a devil, Zaebos can choose to use that | creature's magic essence to promote | another devil within 60 feet of her. | That devil gains ranks in the infernal hierarchy |
equal to the number of ranks | lost by the demoted devil, | transforming permanently into | a fiend of their new rank. |
The transformation process | of promotion is identical | to the transformation process of demotion. | This feature has not effect on devils |
of the same rank or higher than Zaebos | |||
Action 7 | Summon Devils (2/Day) | Zaebos summons 2d4 barbed devils, | 1d4 chain devils or one ice devil |
Action 8 | Teleport | Zaebos magically teleports, | along with any equipment she is wearing |
and carrying, up to 120 feet | to an unoccupied space she can see | ||
Reaction | Damage Shift | When Zaebos takes damage, | she can choose to make one devil |
within 60 feet of her | take the damage instead | ||
Legendary Actions | Zaebos 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 legendary | actions at the start of her turn | |
Legendary Action 1 | Attack | Zaebos attacks once with her infernal trident | |
Legendary Action 2 | Maggot Swarm (2 Actions) | The ground in a 20-foot radius around | Zaebos transforms into a writhing pit of maggots |
until the start of her next turn. | The ground becomes difficult terrain for all creatures | that 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 points | while in the pit, | the maggots consume it's corpse and soul, |
and the creature emerges 1d6 days later | as a lemure from the Maggot Pit in Avernus | ||
Legendary Action 3 | Teleport | Zaebos 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 Class | 19 (natural armor) | ||
---|---|---|---|
Hit Points | 23d10+138 | ||
Speed | 30 ft. | Fly 60 ft. | |
Strength | 25 (+7) | ||
Dexterity | 20 (+5) | ||
Constitution | 22 (+6) | ||
Intelligence | 24 (+7) | ||
Wisdom | 22 (+6) | ||
Charisma | 28 (+9) | ||
Saving Throws | Dexterity d20+11 | Wisdom d20+12 | Charisma d20+15 |
Skills | Deception d20+15 | Insight d20+12 | Persuasion d20+15 |
Damage Resistances | Cold | Bludgeoning | Piercing and slashing from nonmagical attacks not made with silvered weapons |
Damage Immunities | Fire | Poison | |
Condition Immunities | Charmed | Exhaustion | Frightened |
Poisoned | |||
Senses | Turesight 120 ft. | Passive perception 16 | |
Languages | All | Telepathy 120 ft. | |
Challenge | 23 (50,000XP) | ||
Special 1 | Magic Resistance | Zapan has an advantage on saving throws | against spells and other magical effects |
Special 2 | Magic Weapon | Zapan's weapon attacks are magical | |
Special 3 | Charm Aura | Any creature that starts its turn within 20 feet of Zapan | must make a DC 21 Wisdom saving throw |
unless Zapan is incapacitated. | On a failed save, the creature is charmed | by Zapan until the start of its next turn. | If a creature's saving throw is successful, |
the creature is immune to Zapan's Charm | Aura for the next 24 hours | ||
Special 4 | Robes of Flame | At 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 Zapan | or hits him with a melee attack while | within 5 feet of him takes 3d6 fire damage. |
Whenever Zapan would take fire damage, | he instead regains hit points | equal to the amount of damage dealt | |
Special 5 | Blessed Aura | While Zapan is wielding his Holy Ravager, | Zapan's allies within 10 feet of him have |
an advantage on saving throws against | spells and other magical effects | ||
Special 6 | Innate Spellcasting | Zapan's spellcasting ability is | Charisma (spell save DC23). |
Zapan can innately cast the following spells, | requiring no material components | ||
Spells 1 | At will | Detect magic | Hypnotic pattern |
Fireball | Flaming sphere | Minute meteors | Suggestion |
Spells 2 | 3/day each | Glibness | Divine word |
Immolation | |||
Action 1 | Multiattack | Zapan makes three attacks: | two with his holy ravager or claw, |
and one with either his bite or tail | |||
Action 2 | Bite | Melee Weapon Attack | d20+12 to hit |
Reach 5 ft., one target | Hit 4d6+7 piercing damage. | The target must succeed on a | DC 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 throw | at the end of each of its turns, | ending the effect on itself on a success | |
Action 3 | Claws | Melee Weapon Attack | d20+12 to hit |
Reach 10 ft., one target | Hit 2d8+7 slashing damage | ||
Action 4 | Tail | Melee Weapon Attack | d20+12 to hit |
Reach 10 ft., one target | Hit 3d10+7 bludgeoning damage | ||
Action 5 | Holy Ravager | Melee Weapon Attack | d20+13 to hit |
Reach 5 ft., one target | Hit 1d10+10 slashing damage | plus 2d6 radiant damage | |
Action 6 | Teleport | Zapan magically teleports, | along with any equipment he is wearing |
and carrying, up to 120 feet | to an unoccupied space he can see | ||
Reaction | Reactive Charm | When a creature that Zapan can see | within 30 feet of him makes an |
attack roll against him, | the creature must succeed on a Wisdom | saving throw (DC 23) or be forced | to target another creature of Zapan's choice within range |
Legendary Actions | Zapan 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 legendary | actions at the start of his turn | |
Legendary Action 1 | Attack | Zapan attacks once with his holy ravager | |
Legendary Action 2 | Burning Step (Costs 2 Actions) | Zapan teleports, along with anything he is wearing | or holding, up to 120 feet to an |
unoccupied space he can see. | All creatures within 5 feet of the space | where he left must succeed on a | DC 23 Dexterity saving throw |
or take 4d6 fire damage | |||
Legendary Action 3 | Stunning Snap | Zapan snaps his fingers at one creature | within 60 feet of him. |
That creature must succeed on a | DC 23 Wisdom saving throw or | take 4d4 psychic damage | and 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 Class | 19 (natural armor) | ||
---|---|---|---|
Hit Points | 20d10+138 | ||
Speed | 30 ft. | Fly 60 ft. | |
Strength | 25 (+7) | ||
Dexterity | 20 (+5) | ||
Constitution | 23 (+6) | ||
Intelligence | 26 (+8) | ||
Wisdom | 22 (+6) | ||
Charisma | 27 (+8) | ||
Saving Throws | Dexterity d20+11 | Wisdom d20+12 | Charisma d20+14 |
Skills | Deception d20+14 | Insight d20+12 | Persuasion d20+19 |
Damage Resistances | Cold | Bludgeoning | Piercing and slashing from nonmagical attacks not made with silvered weapons |
Damage Immunities | Fire | Poison | |
Condition Immunities | Charmed | Exhaustion | Frightened |
Poisoned | |||
Senses | Truesight 120 ft. | Passive Perception 16 | |
Languages | All | Telepathy 120 ft. | |
Challenge | 21 (33,000XP) | ||
Special 1 | Magic Resistance | Zimimar has an advantage on saving throws | against spells and other magical effects |
Special 2 | Magic Weapons | Zimimar's weapon attacks are magical | |
Special 3 | Illusory Reality | When 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 4 | Torturous Truth | As a bonus action Zimimar targets | one creature she can see within 60 feet of her. |
That creature must make a | DC 22 Charisma saving throw. | On a failure, it is compelled to honestly | answer every question presented to it, |
taking 4d8 psychic damage | whenever it deliberately speaks a lie. | The creature is aware of this effect | and can be evasive in its answers |
as long as it remains within the boundaries of truth | |||
Special 5 | Innate Spellcasting | Zimimar's spellcasting ability is | Charisma (spell save DC 22). |
Zimimar can innately cast the following spells, | requiring no material components | ||
Spells 1 | At will | Bless | Calm emotions |
Enthrall | Hallucinatory Terrain | Major image | Modify memory |
Mass suggestion | |||
Spells 2 | 3/day each | Mental prison | Mislead |
Seeming | |||
Action 1 | Multiattack | Zimimar makes three attacks: | one with her cursive insults, |
and two with either her claws or tail | |||
Action 2 | Bite | Melee Weapon Attack | d20+12 to hit |
Reach 5 ft., one target | Hit 4d6+7 piercing damage | The target must succeed on a | DC 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 throw | at the end of each of its turns, | ending the effect on itself on a success |
Action 3 | Claws | Melee Weapon Attack | d20+12 to hit |
Reach 10 ft., one target | Hit 2d8+7 slashing damage | ||
Action 4 | Tail | Melee Weapon Attack | d20+12 to hit |
Reach 10 ft., one target | Hit 3d10+7 bludgeoning damage | ||
Action 5 | Cursive Insults | One creature that can hear Zimimar | within 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 throw | it makes before the start | of Ziminar's next turn | |
Action 6 | Teleport | Zimimar magically teleports, | along with any equipment she is wearing |
and carrying, up to 120 feet | to an unoccupied space she can see | ||
Reaction | Illusory Self (5/day) | When Zimimar would be hit by an attack, | she can choose to make the attack miss |
by interposing an illusory duplicate of | herself between her and the attacker | ||
Legendary Actions | Zimimar 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 legendary | actions at the start of his turn | |
Legendary Action 1 | Attack | Zimimar uses her cursive words once | |
Legendary Action 2 | Inspiring Words (Costs 2 Actions) | Zimimar performs a brief but rousing speech. | All allied creatures that can hear her |
gain 2d10 temporary hit points | and advantage on the next attack roll | they make before the end of their next turn | |
Legendary Action 3 | Teleport | Zimimar uses her Teleport action |
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 Class | 19 (natural armor) | ||
---|---|---|---|
Hit Points | 24d10+168 | ||
Speed | 30ft. | Fly 60 ft. | |
Strength | 26 (+8) | ||
Dexterity | 14 (+2) | ||
Constitution | 24 (+7) | ||
Intelligence | 22 (+6) | ||
Wisdom | 18 (+4) | ||
Charisma | 24 (+7) | ||
Saving Throws | Dexterity d20+8 | Constitution d20+13 | Wisdom d20+10 |
Damage Resistances | Cold | Bludgeoning | Piercing, and slashing from nonmagical weapons that aren't silvered |
Damage Immunities | Fire | Poison | |
Condition Immunities | Poisoned | ||
Senses | Truesight 120ft. | Passive Perception 14 | |
Languages | Infernal | Telepathy 120ft. | |
Challenge | 20 (25,000 XP) | ||
Special 1 | Fear Aura | Any creature hostile to the pit fiend | that starts its turn within 20 feet |
of the pit fiend must make a | |||
DC 21 Wisdom saving throw | unless the pit fiend is incapacitated. | On a failed save, the creature is frightened | until the start of its next turn. |
If a creature's saving throw is successful, | the creature is immune to the pit fiend's | Fear Aura for the next 24 hours | |
Special 2 | Magic Resistance | The pit fiend has an advantage on saving throws | against spells and other magical effects |
Special 3 | Magic Weapons | The pit fiend's weapon attacks are magical | |
Special 4 | Innate Spellcasting | The pit fiend's spellcasting ability is | Charisma (spell save DC 21). |
The pit fiend can innately cast the following spells, | requiring no material components | ||
Spells 1 | At will | Detect magic | Fireball |
Spells 2 | 3/day each | Hold monster | Wall of fire |
Action 1 | Multiattack | The pit fiend makes four attacks: | one with its bite, |
one with its claw, | one with its mace, | and one with its tail | |
Action 2 | Bite | Melee Weapon Attack | d20+14 to hit |
Reach 5 ft., one target | Hit 4d6+8 piercing damage. | The target must succeed on a | DC 21 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 throw | at the end of each of its turns, | ending the effect on itself on a success | |
Action 3 | Claw | Melee Weapon Attack | d20+14 to hit |
Reach 10 ft. , one target | Hit 2d8+8 slashing damage | ||
Action 4 | Mace | Melee Weapon Attack | d20+14 to hit |
Reach 10ft., one target | Hit 2d6+8 bludgeoning damage | plus 6d6 fire damage | |
Action 5 | Tail | Melee Weapon Attack | d20+14 to hit |
Reach 10ft., one target | Hit 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 Class | 18 (natural armor) | ||
---|---|---|---|
Hit Points | 19d10+76 | ||
Speed | 40ft. | ||
Strength | 21 (+5) | ||
Dexterity | 14 (+2) | ||
Constitution | 18 (+4) | ||
Intelligence | 18 (+4) | ||
Wisdom | 15 (+2) | ||
Charisma | 18 (+4) | ||
Saving Throws | Dexterity d20+7 | Constitution d20+9 | Wisdom d20+7 |
Charisma d20+9 | |||
Damage Resistances | Bludgeoning | Piercing | Slashing from non magical weapons that aren't silvered |
Damage Immunities | Cold | Fire | Poison |
Condition Immunities | Poisoned | ||
Senses | Blindsight 60ft. | Darkvision 120ft. | Passive Perception 12 |
Languages | Infernal | Telepathy 120ft. | |
Challenge | 14 (11,500 XP) | ||
Special 1 | Devil's Sight | Magical darkness doesn't impede the devil's darkvision | |
Special 2 | Magic Resistance | The devil has an advantage on saving throws | against spells and other magical effects |
Action 1 | Multiattack | The devil makes three attacks: | one with its bite, |
one with its claws, | and one with its tail | ||
Action 2 | Bite | Melee Weapon Attack | d20+10 to hit |
Reach 5 ft., one target | Hit 2d6+5 piercing damage | plus 3d6 cold damage | |
Action 3 | Claws | Melee Weapon Attack | d20+10 to hit |
Reach 5 ft., one target | Hit 2d4+5 slashing damage | plus 3d6 cold damage | |
Action 4 | Tail | Melee Weapon Attack | d20+10 to hit |
Reach 10ft., one target | Hit 2d6+5 bludgeoning damage | plus 3d6 cold damage | |
Action 5 | Wall of ice (Recharge 6) | The devil magically forms an opaque wall of ice | on 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 its | space 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 a | DC 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 the | devil 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 a | sheet 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 a | DC 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 Class | 18 (plate) | ||
---|---|---|---|
Hit Points | 18d8+72 | ||
Speed | 30ft. | Fly 60ft. | |
Strength | 18 (+4) | ||
Dexterity | 16 (+3) | ||
Constitution | 18 (+4) | ||
Intelligence | 14 (+2) | ||
Wisdom | 14 (+2) | ||
Charisma | 18 (+4) | ||
Saving Throws | Dexterity d20+7 | Constitution d20+8 | Wisdom d20+6 |
Charisma d20+8 | |||
Damage Resistances | Cold | Bludgeoning | Piercing |
Slashing from nonmagical weapons that aren't silvered | |||
Damage Immunities | Fire | Poison | |
Condition Immunities | Poisoned | ||
Senses | Truesight 120ft. | Passive Perception 12 | |
Languages | Infernal | Telepathy 120 ft. | |
Challenge | 12 (8,400 XP) | ||
Special 1 | Hellish Weapons | The erinyes's weapon attacks are magical | and deal an extra 3d8 poison damage |
on a hit (included in the attacks) | |||
Special 2 | Magic Resistance | The Erinyes has an advantage on saving throws | against spells and other magical effects |
Action 1 | Multiattack | The Erinyes makes three attacks | |
Action 2 | Longsword | Melee Weapon Attack | d20+8 to hit |
Reach 5 ft., one target | Hit 1d8+4 slashing damage | or 1d10+4 slashing damage if used with two hands, | plus 3d8 poison damage |
Action 3 | Longbow | Ranged Weapon Attack | d20+7 to hit |
Range 1 50/600 ft., one target | Hit: 1d8+3 piercing damage | plus 3d8 poison damage, | and the target must succeed on a |
DC 14 Constitution saving throw or be poisoned. | The poison lasts until it is removed | by the lesser restoration spell or similar magic | |
Reaction | Parry | The Erinyes adds 4 to its AC against | one melee attack that would hit it. |
To do so, the Erinyes must see | the attacker and be wielding a melee weapon |
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 Class | 18 (natural armor) | ||
---|---|---|---|
Hit Points | 17d10+55 | ||
Speed | 20 ft. | Fly 60 ft. | |
Strength | 22 (+6) | ||
Dexterity | 17 (+3) | ||
Constitution | 21 (+5) | ||
Intelligence | 12 (+1) | ||
Wisdom | 16 (+3) | ||
Charisma | 17 (+3) | ||
Saving Throws | Strength d20+10 | Dexterity d20+7 | Wisdom d20+7 |
Charisma d20+7 | |||
Damage Resistances | Cold | Bludgeoning | Piercing |
Slashing from nonmagical weapons that aren't silvered | |||
Damage Immunities | Fire | Poison | |
Condition Immunities | Poisoned | ||
Senses | Darkvision 120 ft. | Passive Perception 13 | |
Languages | Infernal | Telepathy 120ft. | |
Challenge | 11 (7,200 XP) | ||
Special 1 | Devil's Sight | Magical darkness doesn't impede the devil's darkvision | |
Special 2 | Magic Resistance | The devil has an advantage on saving throws | against spells and other magical effects. |
Action 1 | Multiattack | The 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 2 | Fork | Melee Weapon Attack | d20+10 to hit |
Reach 10ft., one target | Hit 2d8+6 piercing damage | ||
Action 3 | Tail | Melee Weapon Attack | d20+10 to hit |
Reach 10ft., one target | Hit 1d8+6 piercing damage. | If the target is a creature | other than an undead or a construct, |
it must succeed on a DC 17 | Constitution saving throw or lose | 3d6 hit points at the start of each | of its turns due to an infernal wound. |
Each time the devil hits the wounded target | with this attack, the damage dealt | by the wound increases by 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 4 | Hurl Flame | Ranged Spell Attack | d20+7 to hit |
Range 150 ft., one target | Hit 4d6 fire damage. | If the target is a flammable object | that isn't being worn or carried, it also catches fire |
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 Class | 19 (natural armor) | ||
---|---|---|---|
Hit Points | 15d10+60 | ||
Speed | 40 ft. | Fly 40ft. | |
Strength | 18 (+4) | ||
Dexterity | 16 (+3) | ||
Constitution | 18 (+4) | ||
Intelligence | 13 (+1) | ||
Wisdom | 14 (+2) | ||
Charisma | 16 (+3) | ||
Saving Throws | Intelligence d20+5 | Wisdom d20+6 | Charisma d20+7 |
Skills | Deception d20+7 | Insight d20+6 | |
Damage Resistances | Cold | Bludgeoning | Piercing |
Slashing from nonmagical weapons that aren't silvered | |||
Damage | Immunities | Fire | Poison |
Condition | Immunities | Poisoned | |
Senses | Darkvision 120 ft. | Passive Perception 12 | |
Languages | Infernal | Telepathy 120 ft. | |
Challenge | 9 (5,000 XP) | ||
Special 1 | Devil's Sight | Magical darkness doesn't impede the devil's darkvision | |
Special 2 | Magic Resistance | The devil has an advantage on saving throws | against spells and other magical effects |
Action 1 | Multiattack | The devil makes three attacks: | two with its claws and one with its sting |
Action 2 | Claw | Melee Weapon Attack | d20+8 to hit |
Reach 10 ft., one target | Hit 1d8+4 slashing damage | ||
Action 3 | Sting | Melee Weapon Attack | d20+8 to hit |
Reach 10ft., one target | Hit 2d8+4 piercing damage | plus 5d6 poison damage, | and the target must succeed on a |
DC 14 Constitution saving throw | or become poisoned for 1 minute. | The target can repeat the saving throw | at the end of each of its turns, |
ending the effect on itself on a success |
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 Class | 16 (natural armor) | ||
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Hit Points | 10d8+40 | ||
Speed | 30ft. | ||
Strength | 18 (+4) | ||
Dexterity | 15 (+2) | ||
Constitution | 18 (+4) | ||
Intelligence | 11 (+0) | ||
Wisdom | 12 (+1) | ||
Charisma | 14 (+2) | ||
Saving Throws | Constitution d20+7 | Wisdom d20+4 | Charisma d20+5 |
Damage Resistances | Cold | Bludgeoning | Piercing |
Slashing from nonmagical weapons that aren't silvered | |||
Damage Immunities | Fire | Poison | |
Condition Immunities | Poisoned | ||
Senses | Darkvision 120ft. | Passive Perception 11 | |
Languages | Infernal | Telepathy 120ft. | |
Challenge | 8 (3,900 XP) | ||
Special 1 | Devil's Sight | Magical darkness doesn't impede the devil's darkvision | |
Special 2 | Magic Resistance | The devil has an advantage on saving throws | against spells and other magical effects |
Action 1 | Multiattack | The devil makes two attacks with its chains | |
Action 2 | Chain | Melee Weapon Attack | d20+8 to hit |
Reach 10ft., one target | Hit 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 3 | Animate Chains (Recharges after a Short or Long Rest) | Up to four chains the devil can see within | 60 feet of it magically sprout razor-edged |
barbs and animate under the devil's control, | provided that the chains aren't being worn or carried. | Each animated chain is an object with AC 20, | 20 hit points, resistance to piercing damage, |
and immunity to psychic and thunder damage. | When the devil uses Multiattack on its turn, | it can use each animated chain to | make one additional chain attack. |
An animated chain can grapple one creature | of its own but can't make attacks while grappling. | An animated chain reverts to its inanimate state | if reduced to 0 hit points or |
if the devil is incapacitated or dies. | |||
Reaction | Unnerving Mask | When a creature the devil can see | starts its turn within 30 feet of the devil, |
the devil can create the illusion that it looks like one | of the creature's departed loved ones or bitter enemies. | If the creature can see the devil, | it must succeed on a DC 14 Wisdom |
saving throw or be frightened until the end of its turn |
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 Class | 15 (natural armor) | ||
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Hit Points | 13d8+52 | ||
Speed | 30ft. | ||
Strength | 16 (+3) | ||
Dexterity | 17 (+3) | ||
Constitution | 18 (+4) | ||
Intelligence | 12 (+1) | ||
Wisdom | 14 (+2) | ||
Charisma | 14 (+2) | ||
Saving Throws | Strength d20+6 | Constitution d20+7 | Wisdom d20+5 |
Charisma d20+5 | |||
Skills | Deception d20+5 | Insight d20+5 | Perception d20+8 |
Damage Resistances | Cold | Bludgeoning | Piercing |
Slashing from nonmagical weapons that aren't silvered | |||
Damage Immunities | Fire | Poison | |
Condition Immunities | Poisoned | ||
Senses | Darkvision 120ft. | Passive Perception 18 | |
Languages | Infernal | Telepathy 120ft. | |
Challenge | 5 (1,800 XP) | ||
Special 1 | Barbed Hide | At the start of each of its turns, | the barbed devil deals 1d10 piercing damage |
to any creature grappling it | |||
Special 2 | Devil's Sight | Magical darkness doesn't impede the devil's darkvision | |
Special 3 | Magic Resistance | The devil has an advantage on saving throws | against spells and other magical effects |
Action 1 | Multiattack | The devil makes three melee attacks: | one with its tail and |
two with its claws. | Alternatively, it can | use Hurl Flame twice | |
Action 2 | Claw | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 1d6+3 piercing damage | ||
Action 3 | Tail | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 2d6+3 piercing damage | ||
Action 4 | Hurl Flame | Ranged Spell Attack | d20+5 to hit |
Range 150 ft., one target | Hit 3d6 fire damage. | If the target is a flammable object that | isn'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 Class | 13 (natural armor) | ||
---|---|---|---|
Hit Points | 8d8+16 | ||
Speed | 30ft. | ||
Strength | 16 (+3) | ||
Dexterity | 15 (+2) | ||
Constitution | 15 (+2) | ||
Intelligence | 9 (- 1) | ||
Wisdom | 11 (+0) | ||
Charisma | 11 (+0) | ||
Saving Throws | Strength d20+5 | Constitution d20+4 | Wisdom d20+2 |
Damage Resistances | Cold | Bludgeoning | Piercing |
Slashing from non magical weapons that aren't silvered | |||
Damage Immunities | Fire | Poison | |
Condition Immunities | Poisoned | ||
Senses | Darkvision 120ft. | Passive Perception 10 | |
Languages | Infernal | Telepathy 120ft. | |
Challenge | 3 (700 XP) | ||
Special 1 | Devil's Sight | Magical darkness doesn't impede the devil's darkvision | |
Special 2 | Magic Resistance | The devil has an advantage on saving throws | against spells and other magical effects |
Special 3 | Steadfast | The devil can't be frightened while it can | see an allied creature within 30 feet of it |
Action 1 | Mtuiltiattack | The devil makes two attacks: | one with its beard and one with its glaive |
Action 2 | Beard | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one creature | Hit 1d8+2 piercing damage, | and the target must succeed on a | DC 12 Constitution saving throw |
or be poisoned for 1 minute. | While poisoned in this way, | the target can't regain hit points. | The target can repeat the saving throw |
at the end of each of its turns, | ending the effect on itself on a success | ||
Action 3 | Glaive | Melee Weapon Attack | d20+5 to hit |
Reach 10ft., one target | Hit 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 points | at the start of each of its | turns due to an infernal wound. | Each time the devil hits the wounded target |
with this attack, the damage dealt by the | wound increases by 1d10 . | Any creature can take an action | to stanch the wound with a successful |
DC 12 Wisdom (Medicine) check. | The wound also closes if the | target receives magical healing |
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 Class | 13 (natural armor) | ||
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Hit Points | 5d6+5 | ||
Speed | 20ft. | Fly 40ft. | |
Strength | 10 (+0) | ||
Dexterity | 15 (+2) | ||
Constitution | 12 (+1) | ||
Intelligence | 11 (+0) | ||
Wisdom | 14 (+2) | ||
Charisma | 8 (-1) | ||
Damage Resistances | Cold | Bludgeoning | Piercing |
Slashing from nonmagical weapons that aren't silvered | |||
Damage Immunities | Fire | Poison | |
Condition Immunities | Poisoned | ||
Senses | Darkvision 120ft. | Passive Perception 12 | |
Languages | Infernal | Telepathy 120ft. | |
Challenge | 2 (450 XP) | ||
Special 1 | Devil's Sight | Magical darkness doesn't impede the devil's darkvision | |
Special 2 | Flyby | The devil doesn't provoke an opportunity attack | when it flies out of an enemy's reach |
Special 3 | Limited Spines | The devil has twelve tail spines. | Used spines regrow by the time |
the devil finishes a long rest | |||
Special 4 | Magic Resistance | The devil has an advantage on saving throws | against spells and other magical effects |
Action 1 | Multiattack | The devil makes two attacks: | one with its bite |
and one with its fork | or two with its tail spines | ||
Action 2 | Bite | Melee Weapon Attack | d20+2 to hit |
Reach 5 ft., one target | Hit 2d4 slashing damage | ||
Action 3 | Fork | Melee Weapon Attack | d20+2 to hit |
Reach 5 ft., one target | Hit 1d6 piercing damage | ||
Action 4 | Tail Spine | Ranged Weapon Attack | d20+4 to hit |
Range 20/80 ft., one target | Hit 1d4+2 piercing damage | plus 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 Class | 13 | ||
---|---|---|---|
Hit Points | 3d4+3 | ||
Speed | 20ft. | Fly 40ft. | |
Strength | 6 (-2) | ||
Dexterity | 17 (+3) | ||
Constitution | 13 (+1) | ||
Intelligence | 11 (+0) | ||
Wisdom | 12 (+1) | ||
Charisma | 14 (+2) | ||
Skills | Deception d20+4 | Insight d20+3 | Persuasion d20+4 |
Stealth d20+5 | |||
Damage Resistances | Cold | Bludgeoning | Piercing |
Slashing from nonmagical weapons that aren't silvered | |||
Damage Immunities | Fire | Poison | |
Condition Immunities | Poisoned | ||
Senses | Darkvision 120ft. | Passive Perception 11 | |
Languages | Infernal | Common | |
Challenge | 1 (200 XP) | ||
Special 1 | Shapechanger | The imp can use its action to polymorph into a beast form | that 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 or | carrying isn't transformed. | It reverts to its true form if it dies. |
Special 2 | Devil's Sight | Magical darkness doesn't impede the imp's darkvision | |
Special 3 | Magic Resistance | The imp has an advantage on saving throws | against spells and other magical effects |
Action 1 | Sting (Bite in Beast Form) | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit: 1d4+3 piercing damage, | and the target must make on a | DC 11 Constitution saving throw, |
taking 3d6 poison damage on a failed save, | or half as much damage on a successful one | ||
Action 2 | Invisibility | The imp magically turns invisible | until it attacks or until its concentration ends |
(as if concentrating on a spell). | Any equipment the imp wears or | carries 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 Class | 7 | ||
---|---|---|---|
Hit Points | 3d8 | ||
Speed | 15ft. | ||
Strength | 10 (+0) | ||
Dexterity | 5 (-3) | ||
Constitution | 11 (+0) | ||
Intelligence | 1 (- 5) | ||
Wisdom | 11 (+0) | ||
Charisma | 3 (- 4) | ||
Damage Resistances | Cold | ||
Damage Immunities | Fire | Poison | |
Condition Immunities | Charmed | Frightened | Poisoned |
Senses | Darkvision 120ft. | Passive Perception 10 | |
Languages | Understands Infernal but can't speak | ||
Challenge | 0 (10 XP) | ||
Special 1 | Devil's Sight | Magical darkness doesn't impede the lemure's darkvision | |
Special 2 | Hellish Rejuvenation | A lemure that dies in the Nine Hells | comes back to life with all its hit points |
in 1d10 days unless it is killed by a | good-aligned creature with a bless spell | cast on that creature or its remains | are sprinkled with holy water |
Action | Fist | Melee Weapon Attack | d20+3 to hit |
Reach 5 ft., one target | Hit 1d4 bludgeoning damage |
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