717023-Dantes Guide To Hell - Monster Manual

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Dante’s Guide to Hell


Monster Manual

Embark on a treacherous journey through the nine circles of Hell,

where unimaginable horrors and otherworldly beings await.


Dante’s Guide to Hell
   
Credits
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Illustrator & Midjourney Nikos Malevas
Ethan Williams
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Table Of Contents
Credits 3 Fiends and Fiendish Demons 78
6 Creatures 39 Chaos Spawn 79
Malevolent Imps
Pestilent Imp 7 Torture Fiend 40 Voidwalker 80
Imp of Impersonation 9 Infernal Furie 41 Demonic Berserker 81
Ravenous Imp 10 Apostate Fiend 42 Whiplasher Demon 82
Enraged Fiend 43 Nightmare Demon 83
Shadows and Specters 11 Lord of Fury 44 Oghurd 84
Tormenting Shadow 12 Iceforged Fiend 45 Wretched Abomination 85
Shadowed Fiend 13 Hellish Enforcer 46 Tentacle Demon 86
Lamenting Specter 14 Gourmand Fiend 47 Maelstrom Demon 87
Wandering Specter 15 Hoardfiend 48 Cerberus, Keeper of the
Lustful Spirit 16 Blackened Fiend 49 Gates of Hell 88
Hungry Specter 17 Hellbound Vampire 51 Flamebound Demon 89
Mirror Shade 18 Houndmasters of Ruin 52 Blackwing Tormentor 90
Frozen Shadow 19 Faithful Hound 52 91
Damned Soul 20 Cursed Ogre 53 Greater Fiends & Devils
Pyroclasm Devil 92
Shadow Wraith 21 Otyugh Feaster 54 Cacodemonic Brute 93
Vengeful Phantom 22 55 Harbinger of Ruin 94
Wailing Banshee 23 Soul Manipulators
Soul Drainer 56 Corruptive Warden 95
Vengeful Shadows 24 Soul Destroyer 57 Blightlord 96
Hellish Beasts 25 Soul Leech 58 Erinys, the Infernal Harpy
Demonflame Bear 26 Soul Collector 59 Queen 97
Ice Spider 27 60
Abyssal Cobra 27 Cultists and Inquisitors
Heretic Scribe 61
Dukes and Duchesses of
Hell 98
Stygian Wolf 28 Sinister Inquisitor 62 Valerian, the Blade of
Gluttony’s Rat 29 Supreme Infernal Inquisitor 63 Darkness 100
Assassins and Stalkers 30 Damned Cultist 64 Bael, the Demonlord of
Infernal Assassin 31 Cultist of Asmodeus 65 Flames 102
Sinister Impersonator 32 Hecate, the Duchess of
Agent of Asmodeus 33 Titans and Giants 66 Witchcraft 104
Demonic Infiltrator 34 Chaos Titan 67 Morgath, the Lord of
Abyssal Stalker 35 Corrupted Titan 68 Plague 106
Malevolent Stalker 36 Gluttonous Giant 69 Malebolge, the Archdemon
Ebon Skulker 37 Frost Giant 70 of Fraud 109
Hellblade Assassin 38 Molten Giant 71 Belphagor, the Lord of
Tempters and Seductresses 72
Gluttony 111
Abyssal Succubus 73 Mammon, the Archdemon
of Greed 113
Swarm of Lust Beetles 74 Wrathful Overlord, the
Vicious Tempter 75 Furious Archdemon 116
Siren of Deception 76 Moloch, the Fallen Angel 118
Twisted Incubus 77 The Lord of the Nine 119
Asmodeus, the Ruler of
Hell 119
   
Abandon all hope, ye who enter here.
Introduction
n the darkest recesses of the human But within the pages of this Monster Manual, we delve  

i
imagination lies a realm of terror and torment, beyond the poetic verses and explore the monstrous
where the vilest of souls are condemned to denizens that lurk in the shadowy recesses of the
suffer for eternity. This abominable place is infernal realms. From the damned souls transformed
none other than Dante’s Inferno, a legendary into grotesque abominations to the demonic entities
epic poem that takes us on a harrowing journey that administer their punishments, this compendium of
through the nine circles of Hell. Within this horrors offers a glimpse into the macabre ecosystem
realm of damnation, countless malevolent that thrives within the boundaries of Hell.
beings lurk, each embodying the twisted nature of sin Welcome, brave reader, to the Infernal Bestiary, a
and representing the depths of human depravity. compendium that seeks to illuminate the grotesque
Dante’s Inferno serves as a chilling portrayal of the denizens that dwell within Hell. In this unholy tome, we
afterlife, a descent through the nine circles of Hell, each shall unveil the terrifying monsters and fiends that
representing a specific sin and its corresponding haunt all souls. Prepare to face unspeakable horrors, for
punishment. It is a journey that reveals the intricate the Infernal Bestiary will expose the vilest creatures
tapestry of suffering and retribution, where lost souls spawned from the darkest corners of the human soul.
endure eternal torment in the most unfathomable ways  
imaginable.
Malevolent Imps
mps, the diminutive fiends of infernal These impish creatures revel in spreading chaos and  

i
origin, embody the essence of mischief and tormenting souls. Their penchant for trickery is
malevolence. These mischievous creatures are legendary, as they excel in deceiving and misleading
often found scurrying through the deepest both mortals and other creatures alike. Often acting as
recesses of Hell, ever eager to carry out the spies or scouts for more powerful denizens of the
dark bidding of more powerful infernal beings. underworld, they use their diminutive size and nimble
Though individually weak and physically movements to infiltrate and gather information,
unimposing, their collective presence and relishing in the suffering and despair they sow along the
cunning nature make them a constant threat to way.
unsuspecting adventurers who dare to venture into the Though individually weak combatants, their sheer
infernal realms. numbers and their ability to coordinate with one
Imps typically stand no taller than a human child, another make them a formidable force. Imps employ hit-
their wiry frames adorned with grotesque features and and-run tactics, darting in and out of combat, harrying
twisted horns protruding from their heads. Their beady, opponents with swift strikes and distracting maneuvers.
malevolent eyes burn with an unsettling intensity, Their agility and knack for mischief allow them to
reflecting their insatiable thirst for chaos and disrupt the flow of battle, undermining the morale and
destruction. Possessing limited magical abilities, they resolve of those who stand against them.
can manipulate fire and darkness, conjuring flames and Beware the impish horde, for they are relentless in
shadows to sow fear and confusion among their foes. their pursuit of chaos and their unyielding commitment
to their infernal masters. Any encounter with these
malevolent creatures demands caution and vigilance, as
their twisted minds and dark magic pose a threat that
far exceeds their small stature.
 
 
Pestilent Imp
Pestilent Imps are diminutive fiends that revel in chaos
and spread disease wherever they go. These
mischievous creatures are often found skulking in the
dark corners of the lower planes, seeking opportunities
to sow discord and inflict suffering upon unsuspecting
victims. With their agile movements and venomous
stingers, Pestilent Imps strike fear into the hearts of
those unfortunate enough to cross their path.

Pestilent Imp
Small fiend, chaotic evil

Armor Class: 13
Hit Points: 27 (6d6 + 6)
Speed: 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA


6 (-2) 16 (+3) 12 (+1) 11 (+0) 10 (+0) 14 (+2)

Skills: Stealth +5, Perception +2


Damage Resistances: Poison
Damage Immunities: Fire
Condition Immunities: Poisoned
Senses: darkvision 60 ft., passive Perception 12
Languages: Infernal
Challenge: 1 (200 XP)

Fiendish Fortitude. The imp has advantage on saving throws


against being poisoned.

Infernal Nature. The imp’s attacks are considered magical.

Pack Tactics. The imp has advantage on attack rolls against a


creature if at least one of the imp’s allies is within 5 feet of the
creature and the ally isn’t incapacitated.

Stinging Tail. If a creature is hit by the imp’s stinger attack, the


target must make a DC 11 Constitution saving throw or
become poisoned for 1 minute. The poisoned target can repeat
the saving throw at the end of each of its turns, ending the
effect on a success.

A ctions
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) slashing damage.

Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one


creature. Hit: 5 (1d4 + 3) piercing damage.

7
Blighted Imp
Blighted imps are mischievous and malevolent fiends that delight in spreading chaos and destruction wherever they
go. Born from the depths of the Abyss, these impish creatures are infused with infernal fire, granting them the ability to
manipulate and harness flames to their advantage. With their cunning and fiery nature, blighted imps make formidable
adversaries, particularly in environments where fire is abundant.

Blighted Imp Pack Tactics. The blighted imp has advantage on attack rolls
Small fiend, chaotic evil against a creature if at least one of its allies is within 5 feet of
the creature and the ally isn’t incapacitated.
Armor Class 13 (natural armor)
Hit Points 27 (5d6 + 10) Spellcasting. The blighted imp is a 3rd-level spellcaster. Its
Speed 30 ft., fly 30 ft. spellcasting ability is Intelligence (spell save DC 11, +3 to hit
with spell attacks). The blighted imp has the following wizard
STR DEX CON INT WIS CHA spells prepared:
8 (-1) 16 (+3) 14 (+2) 8 (-1) 12 (+1) 11 (+0) Cantrips (at will): fire bolt, mage hand, minor illusion
1st level (3 slots): burning hands, charm person, shield
Skills Perception +3, Stealth +5
Damage Resistances Poison
Damage Immunities Fire A ctions
Condition Immunities Poisoned
Senses Darkvision 60 ft., passive Perception 13 Fiery Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5
ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing
Languages Abyssal, Common, Infernal
Challenge 1 (200 XP) damage plus 3 (1d6) fire damage.

Fiery Burst (Recharge 5-6). The blighted imp releases a burst of


Infernal Camouflage. The blighted imp has advantage on fiery energy in a 10-foot radius. Each creature in that area must
Dexterity (Stealth) checks made to hide in fiery environments. make a DC 11 Dexterity saving throw, taking 7 (2d6) fire
damage on a failed save, or half as much damage on a
Fiery Presence. Any creature that starts its turn within 5 feet of
successful one.
the blighted imp takes 3 (1d6) fire damage.

   
8
Imp of Impersonation  
Imp of Impersonation
The Imp of Impersonation is a cunning and devious
creature that revels in assuming the forms of other Small fiend, chaotic evil

beings. Its natural form is that of a small, bat-winged Armor Class 12 (natural armor)
fiend, but it possesses the ability to morph into various
humanoid shapes. This fiendish trickster is known for Hit Points 45 (10d6 + 10)

its deceptive nature and its knack for infiltrating Speed 30 ft., fly 40 ft.
unsuspecting groups, sowing chaos and discord from
within. STR
8 (-1)
DEX
16 (+3)
CON
12 (+1)
INT
14 (+2)
WIS
12 (+1)
CHA
18 (+4)

Skills Deception +6, Sleight of Hand +6


Damage Resistances cold, fire, lightning; bludgeoning, piercing,
and slashing from nonmagical attacks that aren’t silvered
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, Common, Infernal
Challenge 3 (700 XP)

Shapechanger. The imp can use its action to polymorph into a


Small or Medium humanoid or back into its true form. Its
statistics are the same in each form. Any equipment it is
wearing or carrying isn’t transformed. It reverts to its true form
if it dies.

Innate Spellcasting. The imp’s spellcasting ability is Charisma


(spell save DC 14). The imp can innately cast the following
spells, requiring no material components:
At will: disguise self, minor illusion (can only create sounds)

Sneak Attack. Once per turn, the imp deals an extra 7 (2d6)
damage when it hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5 feet
of an ally of the imp that isn’t incapacitated and the imp
doesn’t have disadvantage on the attack roll.

A ctions
Multiattack. The imp makes two attacks: one with its bite and
one with its stinger.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. The
target must succeed on a DC 12 Constitution saving throw or
become poisoned for 1 minute. The creature can repeat the
saving throw at the end of each of its turns, ending the effect
on a success.

Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
The target must succeed on a DC 12 Constitution saving throw
or become poisoned for 1 minute. The creature can repeat the
saving throw at the end of each of its turns, ending the effect
on a success.

9
 

Ravenous Imp
Small fiend, chaotic evil
Ravenous Imp
Ravenous imps are mischievous and malevolent fiends Armor Class 13
that delight in causing chaos and tormenting mortals. Hit Points 22 (4d4 + 8)
Standing only a foot tall, these tiny creatures possess a Speed 30 ft., fly 30 ft.
devilish charm that masks their wicked intentions. With
their small, bat-like wings and sharp, stinger-tipped STR DEX CON INT WIS CHA

tails, they flit about with unparalleled agility, spreading 6 (-2) 16 (+3) 14 (+2) 8 (-1) 10 (+0) 6 (-2)

fear and mayhem wherever they go. Skills Stealth +5


Damage Resistances cold, fire
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Infernal, understands Common but can’t speak
Challenge 2 (450 XP)

Infernal Nature. The imp can’t be compelled to act in a manner


contrary to its nature or instructions unless a superior power
commands it.

Shapechanger. The imp can use its action to polymorph into a


beast form that resembles a small bat or a rat, 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.

Flyby. The imp doesn’t provoke an opportunity attack when it


flies out of an enemy’s reach.

Magic Resistance. The imp has advantage on saving throws


against spells and other magical effects.

A ctions
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage, and the target must make a
DC 12 Constitution saving throw, taking 10 (3d6) poison
damage on a failed save, or half as much damage on a
successful one.

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.

Summon Demon (1/Day). The imp attempts to magically


summon a dretch with a 30% chance of success. The
summoned demon appears in an unoccupied space within 60
feet of its summoner, acts as an ally of its summoner, and can’t
summon other demons. It remains for 10 minutes, until it or
its summoner dies, or until its summoner dismisses it as an
action.

10
Shadows and Specters
ithin the depths of the infernal Specters, on the other hand, are the tortured souls of  

w
realm, a host of eerie and otherworldly the damned, forever trapped in a state of anguish and
entities lurk, embodying the essence of torment. They manifest as ethereal phantoms, their
darkness and despair. This category, twisted forms reflecting the sins that led them astray in
known as Shadows and Specters, life. These sorrowful entities are bound to their past
encompasses a myriad of haunting transgressions, haunting the infernal landscape and
creatures that dwell in the darkest seeking to inflict suffering upon any who cross their
corners of Dante’s Inferno. These path.
eldritch beings are the embodiments of lost souls, Both Shadows and Specters draw power from the
twisted by their sins and condemned to eternally roam depths of the infernal realm, feeding off the anguish and
the abyss. despair that permeate their surroundings. They are
Shadows, the ethereal remnants of those who often found lurking in the lower circles of Hell, where
succumbed to their darkest vices, are elusive and the darkness is at its most oppressive. These malevolent
stealthy creatures that blend seamlessly with the entities are formidable adversaries, possessing
darkness that surrounds them. They are shrouded in an supernatural abilities that can disrupt the minds and
aura of foreboding, draining hope and sowing fear into souls of those unfortunate enough to confront them.
the hearts of mortals. Shadows possess an uncanny Adventurers who dare to face the Shadows and
ability to manipulate the very essence of darkness, Specters must steel their resolve and be prepared for
granting them an advantage in striking from unseen the psychological toll that comes with battling these
angles. otherworldly terrors. Protection against their insidious
abilities and a source of light are crucial in fending off
their ethereal assaults. Even the most valiant warriors
and cunning spellcasters must exercise caution when
confronting these haunting entities, for the line between
reality and nightmare blurs within their presence.
 
Incorporeal Movement. The shadow can move through other
Tormenting Shadow creatures and objects as if they were difficult terrain. It takes 5
Medium undead, neutral evil (1d10) force damage if it ends its turn inside an object.
Armor Class 14 (natural armor) Shadowy Embrace. Whenever a creature starts its turn within 5
Hit Points 97 (13d8 + 39) feet of the shadow, the creature takes 7 (2d6) necrotic damage.
Speed 30 ft.
A ctions
STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 16 (+3) 12 (+1) 12 (+1) 14 (+2) Shadowy Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one
creature. Hit: 13 (3d8) necrotic damage, and the target’s
Strength score is reduced by 1d4. The target dies if this reduces
Damage Resistances necrotic; bludgeoning, piercing, and
its Strength to 0. Otherwise, the reduction lasts until the target
slashing from nonmagical attacks
finishes a short or long rest.
Damage Immunities poison
Condition Immunities exhaustion, poisoned Shadowy Form. The shadow magically turns invisible until its
Senses darkvision 120 ft., passive Perception 11 concentration ends (as if concentrating on a spell). Any light
Languages Common level brighter than dim light within 10 feet of the shadow is
Challenge 5 (1,800 XP) reduced to dim light, and dim light within the same radius is
extinguished.
Shadow Stealth. While in dim light or darkness, the shadow can
take the Hide action as a bonus action. Create Spawn (Recharge 6). A humanoid slain by the shadow
rises 24 hours later as a shadow under the shadow’s control,
Sunlight Weakness. While in sunlight, the shadow has unless the humanoid is restored to life or its body is destroyed.
disadvantage on attack rolls, ability checks, and saving throws. The shadow can have no more than twelve shadows under its
control at one time.
Shadow Glide. The shadow can move through other creatures
and objects as if they were difficult terrain. It takes 5 (1d10)
force damage if it ends its turn inside an object.

 
Tormenting Shadow
The Tormenting Shadow is a haunting and malevolent
undead creature that embodies the essence of darkness
and despair. Created from the restless souls of those
who have suffered great torment in life, these shadows
roam the depths of the world, spreading misery and
feeding on the life force of the living.
 

12
 
Shadowed Fiend Shadowed Fiend
The Shadowed Fiend is a sinister and elusive creature Medium fiend, neutral evil

that dwells within the depths of darkness. Its origins Armor Class 15 (natural armor)
remain shrouded in mystery, as it emerges from the
shadowy realms to haunt unsuspecting adventurers. Hit Points 71 (11d8 + 22)
These fiends possess an affinity for darkness, using it to Speed 30 ft.
their advantage and striking fear into the hearts of those
who dare to cross their path. STR
14 (+2)
DEX
18 (+4)
CON
15 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
16 (+3)

Skills Stealth +6
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, Common
Challenge 5 (1,800 XP)

Shadow Stealth. While in dim light or darkness, the fiend can


take the Hide action as a bonus action.

Invisibility. The fiend magically turns invisible until it attacks or


casts a spell, or until its concentration ends (as if
concentrating on a spell).

Shadow Step. The fiend magically teleports up to 30 feet to an


unoccupied space it can see that is also in dim light or
darkness. It then has advantage on the first melee attack it
makes before the end of the turn.

A ctions
Multiattack. The fiend makes two attacks: one with its claws
and one with its shadow bolt.

Shadow Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one


target. Hit: 14 (4d6) necrotic damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit: 8 (1d8 + 4) slashing damage plus 7 (2d6) necrotic
damage.

Shadow Grasp. The fiend magically grasps the shadow of a


creature it can see within 30 feet of it. The target must succeed
on a DC 14 Wisdom saving throw or become restrained. While
restrained, the target’s speed is reduced to 0, and it takes 14
(4d6) necrotic damage at the start of its turn. The restrained
target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

Shadowy Aura (Recharge 5-6). The fiend releases a dark aura in


a 15-foot radius centered on itself. Each creature in that area
must make a DC 14 Constitution saving throw, taking 21 (6d6)
necrotic damage on a failed save, or half as much damage on a
successful one.

13
Lamenting Specter
The Lamenting Specter is a haunting undead creature
that embodies grief and sorrow. Its ethereal form,
wreathed in a mournful aura, instills profound sadness
in those unfortunate enough to encounter it. These
spectral beings are trapped between the Material Plane
and the Ethereal Plane, their existence bound to the
tormented memories that tether them to the mortal
realm.
Appearance and Behavior. Lamenting Specters
appear as ethereal apparitions, their semi-translucent
forms draped in tattered shrouds that sway in an
unseen wind. Their features, once human, are now
distorted by eternal anguish, with tear-stained faces and
eyes filled with despair. They emit an otherworldly wail,
a haunting lament that echoes through the air, leaving
an eerie chill in its wake.
These specters are often encountered in desolate
places or areas steeped in tragedy, drawn to locations
where sorrow and loss have left an indelible mark.
Lamenting Specters are eternally consumed by their
own grief, their mournful cries serving as a constant
reminder of the suffering they endured in life.

Sunlight Sensitivity. While in sunlight, the specter has


Lamenting Specter disadvantage on attack rolls, as well as on Wisdom
Medium undead, neutral evil
(Perception) checks that rely on sight.
Armor Class 13 Lamenting Aura. Any creature that starts its turn within 10 feet
Hit Points 39 (6d8 + 12) of the specter must make a DC 12 Wisdom saving throw or be
Speed 0 ft., fly 40 ft. (hover) filled with a profound sadness. On a failed save, the creature
has disadvantage on attack rolls and ability checks until the
STR DEX CON INT WIS CHA start of its next turn.
6 (-2) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 15 (+2)
A ctions
Damage Resistances acid, fire, lightning, thunder; bludgeoning,
Life Drain. Melee Spell Attack: +5 to hit, reach 5 ft., one creature.
piercing, and slashing from nonmagical attacks
Hit 10 (3d6) necrotic damage. The target must succeed on a
Damage Immunities cold, necrotic, poison
DC 12 Constitution saving throw or its hit point maximum is
Condition Immunities charmed, exhaustion, frightened,
poisoned reduced by an amount equal to the damage taken. This
reduction lasts until the target finishes a long rest. The target
Senses darkvision 60 ft., passive Perception 11
dies if this effect reduces its hit point maximum to 0.
Languages understands Common but can’t speak
Challenge 2 (450 XP) Wail of Despair (Recharge 5-6). The specter releases a mournful
wail. Each creature of the specter’s choice within 30 feet of it
Ethereal Sight. The specter can see 60 feet into the Ethereal and aware of it must succeed on a DC 12 Wisdom saving throw
Plane when it is on the Material Plane, and vice versa. or be frightened for 1 minute. A frightened creature can repeat
the saving throw at the end of each of its turns, ending the
Incorporeal Movement. The specter can move through other effect on itself on a success. If a creature’s saving throw is
creatures and objects as if they were difficult terrain. It takes 5 successful or the effect ends for it, the creature is immune to
(1d10) force damage if it ends its turn inside an object. the specter’s Wail of Despair for the next 24 hours.

Etherealness. The specter enters the Ethereal Plane from the


Material Plane, or vice versa.

   
14
Wandering Specter
The Wandering Specter is a haunting undead creature that roams the ethereal realms, bound to the material plane by
an unfulfilled purpose or a tragic demise. This eerie apparition, once a sentient being, now exists as a restless soul
consumed by dark emotions and a thirst for life force.
Appearance. Wandering Specters appear as ethereal entities, their forms barely visible and shrouded in an ominous
mist. Their ghostly visage is often distorted, reflecting the anguish and suffering that marked their final moments.
These apparitions exude an aura of desolation, instilling dread and unease in any who witness their spectral presence.
 

Wandering Specter
Medium undead, chaotic evil

Armor Class 12
Hit Points 39 (6d8 + 12)
Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA


6 (-2) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 11 (+0)

Damage Resistances acid, fire, lightning, thunder; bludgeoning,


piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages understands all languages it knew in life but can’t
speak
Challenge 1 (200 XP)

Incorporeal Movement. The specter can move through other


creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object.

Sunlight Sensitivity. While in sunlight, the specter has


disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

A ctions
Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 10 (3d6) necrotic damage. The target must
succeed on a DC 10 Constitution saving throw or its hit point
maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the target finishes a long rest. The
target dies if this effect reduces its hit point maximum to 0.

Etherealness. The specter enters the Ethereal Plane from the


Material Plane, or vice versa.

15
Lustful Spirit
Lustful spirits are malevolent entities that embody the
relentless desires and carnal passions that consumed
them in life. Bound to the Ethereal Plane, these
tormented souls seek to fulfill their insatiable lust by
preying upon the living. Once individuals who
were consumed by their own desires, they
now exist as ethereal apparitions
trapped between realms, forever driven
by their unquenchable thirst
for satisfaction.

Ethereal Step. As a bonus action, the lustful spirit can magically


Lustful Spirit shift from the Material Plane to the Ethereal Plane, or vice
Medium undead, chaotic evil
versa.
Armor Class 14 Distracting Gaze. When a creature starts its turn within 30 feet
Hit Points 52 (8d8 + 16) of the lustful spirit and can see it, the spirit can force the
Speed 30 ft. creature to make a DC 13 Wisdom saving throw if the spirit
isn’t incapacitated and can see the creature. On a failed save,
STR DEX CON INT WIS CHA the creature can’t take reactions until the start of its next turn.
11 (+0) 18 (+4) 14 (+2) 12 (+1) 10 (+0) 16 (+3)
A ctions
Damage Resistances necrotic; bludgeoning, piercing, and
Chilling Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one
slashing from nonmagical attacks
creature. Hit 10 (3d6) cold damage.
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned Whispers of Temptation (Recharge 5-6). The lustful spirit targets
Senses darkvision 60 ft., passive Perception 10 one creature it can see within 30 feet of it. The target must
Languages Abyssal, Common make a DC 13 Wisdom saving throw or be charmed by the
Challenge 2 (450 XP) spirit until the end of its next turn. While charmed, the target is
incapacitated and has a speed of 0. At the end of each of the
Incorporeal Movement. The lustful spirit can move through target’s turns, it can repeat the saving throw, ending the effect
other creatures and objects as if they were difficult terrain. It on a success.
takes 5 (1d10) force damage if it ends its turn inside an object.
Seductive Gaze. The lustful spirit targets one creature it can see
Ethereal Sight. The lustful spirit can see 60 feet into the Ethereal within 30 feet of it. The target must succeed on a DC 13
Plane when it is on the Material Plane, and vice versa. Wisdom saving throw or be charmed by the spirit for 1 minute.
The charmed target regards the spirit as a trusted friend to be
heeded and protected. The target can repeat the saving throw
at the end of each of its turns, ending the effect on a success. If
a target’s saving throw is successful or the effect ends for it, the
target is immune to this spirit’s Seductive Gaze for the next 24
hours.

   
16
 
Hungry Specter
Hungry Specters are haunting entities driven by an
insatiable hunger for life force. These ethereal undead
beings, often the remnants of individuals who met tragic
and untimely ends, manifest as specters trapped
between the realms of the living and the dead.
Consumed by an eternal longing for vitality, they are
cursed to wander the mortal plane, forever seeking
sustenance to fill the void within their ethereal
existence.

Hungry Specter
Medium undead, neutral evil

Armor Class 12
Hit Points 71 (11d8 + 22)
Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 14 (+2) 12 (+1) 11 (+0) 15 (+2)

Damage Resistances acid, cold, fire, lightning, thunder;


bludgeoning, piercing, and slashing from nonmagical
attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages it knew in life but can’t
speak
Challenge 3 (700 XP)

Ethereal Sight. The specter can see 60 feet into the Ethereal
Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The specter can move through other


creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object.

Invisibility. The specter turns invisible until it attacks or until its


concentration ends (as if concentrating on a spell).

A ctions
Spectral Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 20 (4d6 + 6) necrotic damage.

Frightful Moan (Recharge 5-6). Each non-undead creature within


60 feet of the specter that can see it must succeed on a DC 13
Wisdom saving throw or be frightened for 1 minute. A
frightened target can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success. If a target’s
saving throw is successful or the effect ends for it, the target is
immune to the specter’s Frightful Moan for the next 24 hours.

 
17
Mirror Shade  
The Mirror Shade is a haunting creature that dwells in
the darkest corners of the world. Born from the tortured
souls of the deceased, these spectral entities embody
the eerie nature of shadows and mirrors. Their
existence is a twisted reflection of life, forever trapped
between the realms of the living and the dead.

Mirror Shade
Medium undead, neutral evil

Armor Class 15 (natural armor)


Hit Points 80 (10d8 + 40)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 18 (+4) 16 (+3) 10 (+0) 14 (+2) 11 (+0)

Saving Throws Dex +7, Wis +5


Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 5 (1,800 XP)

Shadow Stealth. While in dim light or darkness, the mirror


shade can take the Hide action as a bonus action.

Sunlight Sensitivity. While in sunlight, the mirror shade has


disadvantage on attack rolls and Wisdom (Perception) checks
that rely on sight.

Mirror Reflection. When the mirror shade is targeted by a spell


or magical effect that requires an attack roll, it can use its
reaction to force the attacker to make a DC 14 Dexterity saving
throw. On a failed save, the attacker is affected by the spell or
magical effect instead.

Ethereal Jaunt. As a bonus action, the mirror shade can


magically shift from the Material Plane to the Ethereal Plane, or
vice versa.

A ctions
Multiattack. The mirror shade makes two attacks: one with its
shadowy claws and one with its shadowy bite.

Shadowy Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one


target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) necrotic
damage.

Shadowy Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one


target. Hit: 12 (2d8 + 3) piercing damage plus 7 (2d6) necrotic
damage.

18
Frozen Shadow
The Frozen Shadow is a haunting undead creature that
dwells in frigid and desolate regions. It is born from the
souls of those who perished in icy wastelands, their
spirits forever trapped in a state of eternal frost. These
spectral beings embody both darkness and cold,
wielding powers that chill the very souls of their
unfortunate victims.

Frozen Shadow Sunlight Sensitivity. While in sunlight, the frozen shadow has
Medium undead, neutral evil disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Armor Class 16 (natural armor)
Hit Points 120 (16d8 + 48) Freezing Touch. The frozen shadow’s melee weapon attacks deal
an additional 7 (2d6) cold damage. (included in the attacks)
Speed 30 ft.
A ctions
STR DEX CON INT WIS CHA
Multiattack. The frozen shadow makes three melee attacks: one
16 (+3) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 11 (+0)
with its icy claws and two with its chilling touch.
Saving Throws DEX +8, CON +7, WIS +6 Icy Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Damage Resistances necrotic, cold Hit: 13 (2d8 + 4) slashing damage plus 7 (2d6) cold damage.
Damage Immunities poison Chilling Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one
Condition Immunities exhaustion, poisoned target. Hit: 10 (3d6) cold damage. If the target is a creature, it
must succeed on a DC 15 Constitution saving throw or have its
Senses darkvision 120 ft., passive Perception 12 speed reduced by 10 feet until the start of its next turn.
Languages Common
Shadow Nova (Recharge 5-6). The frozen shadow releases a
Challenge 9 (5,000 XP) burst of icy darkness in a 20-foot radius sphere centered on
itself. Each creature in that area must make a DC 15 Dexterity
Shadow Stealth. While in dim light or darkness, the frozen saving throw, taking 24 (7d6) cold damage on a failed save, or
shadow can take the Hide action as a bonus action. half as much damage on a successful one.

   
19
Soul Wail. The Damned Soul emits a mournful wail. Each
Damned Soul creature within 10 feet of the Damned Soul that can hear it
Medium undead, chaotic evil
must succeed on a DC 12 Wisdom saving throw or take 10
(3d6) psychic damage and be frightened until the end of its
Armor Class 12 (natural armor) next turn.
Hit Points 22 (4d8 + 4)
Speed 30 ft. A ctions
STR DEX CON INT WIS CHA Spectral Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one
10 (+0) 14 (+2) 12 (+1) 6 (-2) 8 (-1) 7 (-2) target. Hit: 9 (2d6 + 2) necrotic damage.

Terrifying Gaze. The Damned Soul fixates its gaze on one


Damage Resistances necrotic
creature it can see within 30 feet of it. The target must succeed
Damage Immunities poison
Condition Immunities exhaustion, poisoned on a DC 11 Wisdom saving throw or become frightened for 1
minute. The frightened target can repeat the saving throw at
Senses darkvision 60 ft., passive Perception 9
the end of each of its turns, ending the effect on itself on a
Languages understands the languages it knew in life but can’t
success.
speak
Challenge 1 (200 XP) Soul Drain (Recharge 5-6). The Damned Soul targets one
creature it can see within 30 feet of it. The target must succeed
Undead Fortitude. If damage reduces the Damned Soul to 0 hit on a DC 12 Constitution saving throw or take 14 (4d6) necrotic
points, it must make a Constitution saving throw with a DC of 5 damage and have its hit point maximum reduced by an amount
+ the damage taken, unless the damage is radiant or from a equal to the damage taken. This reduction lasts until the target
critical hit. On a success, the Damned Soul drops to 1 hit point finishes a long rest. If the target’s hit point maximum is
instead. reduced to 0, it dies and its soul becomes trapped within the
Damned Soul, granting it temporary hit points equal to the
Horrifying Presence. Each creature of the Damned Soul’s choice target’s hit point maximum.
that is within 30 feet of it and aware of it must succeed on a DC
11 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.

Damned Soul
The Damned Soul is a tormented undead creature bound to the eternal suffering of the afterlife. Once mortal beings
who committed heinous acts or made dark pacts in their previous lives, they are condemned to wander the realms as
cursed souls. These wretched entities are forever trapped in a state of anguish, their spectral forms distorted by the
weight of their sins.
   
20
 
Shadow Wraith
Medium undead, neutral evil

Shadow Wraith Armor Class 14


The ethereal darkness shrouds the realm of the Shadow Hit Points 68 (12d8 + 14)
Wraith, a fearsome undead creature that exists between Speed 0 ft., fly 40 ft. (hover)
the material plane and the Shadowfell. These
malevolent beings are born from the tormented souls of STR DEX CON INT WIS CHA
those who met tragic fates or were consumed by a deep- 6 (-2) 18 (+4) 14 (+2) 10 (+0) 12 (+1) 11 (+0)
rooted desire for revenge. Bound to the plane of
shadow, they haunt the darkest corners of the world, Damage Resistances necrotic; bludgeoning, piercing, and

emerging to feed on the life force of the living. slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Common
Challenge 4 (1,100 XP)

Shadow Stealth. While in dim light or darkness, the shadow


wraith can take the Hide action as a bonus action.

Incorporeal Movement. The shadow wraith can move through


other creatures and objects as if they were difficult terrain. It
takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Sensitivity. While in sunlight, the shadow wraith has


disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Shadow Drain. When the shadow wraith hits a creature with a


melee attack, the target must succeed on a DC 13 Constitution
saving throw or have its hit point maximum reduced by an
amount equal to the damage taken. This reduction lasts until
the target finishes a long rest. The target dies if this effect
reduces its hit point maximum to 0.

A ctions
Shadowy Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one
creature. Hit: 15 (3d6 + 5) necrotic damage.

Shadow Form (Recharge 5-6). The shadow wraith transforms


into a shadowy mist, becoming resistant to all damage except
force damage. While in this form, it can move through other
creatures and objects as if they were difficult terrain. The wraith
can’t take any actions, speak, or manipulate objects. It is
immune to all conditions, except for the condition “turned.” It
must make a DC 14 Wisdom saving throw if targeted by a
turning effect, and it automatically succeeds if it is in sunlight.

21
 

Vengeful Phantom
Medium undead, neutral evil

Armor Class 13 (natural armor)


Hit Points 78 (12d8 + 24)

Vengeful Phantom Speed 0 ft., fly 50 ft. (hover)

The vengeful phantom is a haunting specter, bound to STR DEX CON INT WIS CHA
the mortal realm by unfulfilled vengeance and seething 7 (-2) 17 (+3) 14 (+2) 12 (+1) 10 (+0) 16 (+3)
with malevolence. These ethereal beings are remnants
of tortured souls that were wronged in life, their anger Damage Resistances necrotic; bludgeoning, piercing, and
and despair transforming them into vengeful spirits. slashing from nonmagical attacks
Their spectral forms, wreathed in an eerie glow, instill Damage Immunities poison
fear and dread in all who encounter them. Condition Immunities exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands all languages it knew in life but can’t
speak
Challenge 7 (2,900 XP)

Ethereal Sight. The vengeful phantom can see 60 feet into the
Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The vengeful phantom can move


through other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn inside
an object.

Malevolent Presence. When a creature starts its turn within 30


feet of the vengeful phantom, it must succeed on a DC 14
Wisdom saving throw or be frightened until the start of its next
turn. On a successful saving throw, the creature is immune to
the vengeful phantom’s Malevolent Presence for 24 hours.

Sunlight Sensitivity. While in sunlight, the vengeful phantom


has disadvantage on attack rolls, as well as Wisdom
(Perception) checks that rely on sight.

A ctions
Ghostly Fire Touch. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 12 (3d6 + 1) necrotic damage and 6 (1d6 +2)
fire damage.

Spectral Drain. The vengeful phantom targets one creature it


can see within 5 feet of it. The target must succeed on a DC 14
Constitution saving throw or take 24 (7d6) necrotic damage.
The vengeful phantom regains hit points equal to the necrotic
damage dealt.

Etherealness. The specter enters the Ethereal Plane from the


Material Plane, or vice versa.

22
Wailing Banshee
The Wailing Banshee is a dreaded undead creature that haunts desolate places, spreading fear and despair with its
mournful cries. Once a tragic soul consumed by overwhelming grief or rage, the banshee’s existence has been
transformed into one of eternal torment. Its ethereal form is draped in tattered raiments, and its eyes, glowing with a
malevolent light, reflect the pain and anguish that permeate its being.
 

Wailing Banshee
Medium undead, chaotic evil

Armor Class 15 (natural armor)


Hit Points 66 (12d8 + 12)
Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA


6 (-2) 18 (+4) 12 (+1) 14 (+2) 12 (+1) 16 (+3)

Condition Immunities charmed, exhaustion, frightened


Senses darkvision 60 ft., passive Perception 11
Languages Common, Elvish
Challenge 5 (1,800 XP)

Ethereal Jaunt. As a bonus action, the banshee can magically


shift from the Material Plane to the Ethereal Plane, or vice
versa.

Incorporeal Movement. The banshee can move through other


creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object.

Eerie Visage. Any humanoid that starts its turn within 30 feet of
the banshee and can see it must succeed on a DC 11 Wisdom
saving throw or be frightened for 1 minute. A frightened target
can repeat the saving throw at the end of each of its turns,
ending the frightened condition on itself on a success.

A ctions
Withering Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one
creature. Hit 17 (4d6 + 3) necrotic damage.

Banshee’s Keen. The banshee emits a mournful wail. Each


creature of the banshee’s choice within 60 feet of it that can
hear it and is not an undead must succeed on a DC 14 Wisdom
saving throw or be frightened for 1 minute. A frightened target
can repeat the saving throw at the end of each of its turns,
ending the frightened condition on itself on a success.

Invisible Passage (Recharge 5-6). The banshee magically becomes


invisible until it attacks or until its concentration ends (as if
concentrating on a spell).

Teleport (Recharge 5-6). The banshee magically teleports, along


with any equipment it is wearing or carrying, up to 60 feet to an
unoccupied space it can see.

 
23
Vengeful Shadows
Vengeful Shadows are tormented spirits, trapped
between the realms of the living and the dead. These
malevolent entities arise from the darkest
corners of the ethereal plane, seeking
retribution against those who wronged
them in life. Bound by an insatiable
thirst for revenge, Vengeful
Shadows haunt the very places
where their lives were unjustly
extinguished, forever seeking
to bring suffering to the living.

Shadow Spawn. When a creature dies within 30 feet of the


Vengeful Shadows vengeful shadows, a new vengeful shadow forms in an
Medium undead, chaotic evil
unoccupied space within 5 feet of the corpse at the start of the
vengeful shadows’ next turn. The new shadow has full hit
Armor Class 16 (natural armor) points and can act immediately.
Hit Points 145 (17d8 + 68)
Speed 40 ft. A ctions
STR DEX CON INT WIS CHA Shadow Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
14 (+2) 20 (+5) 18 (+4) 12 (+1) 14 (+2) 15 (+2) target. Hit 15 (3d8 + 2) necrotic damage.

Shadow Drain. Melee Spell Attack: +9 to hit, reach 5 ft., one


Damage Resistances acid, fire, lightning, thunder; bludgeoning,
creature. Hit 18 (4d8) necrotic damage. The target must
piercing, and slashing from nonmagical attacks
succeed on a DC 15 Constitution saving throw or its hit point
Damage Immunities necrotic, poison maximum is reduced by an amount equal to the damage taken.
Condition Immunities charmed, exhaustion, frightened, This reduction lasts until the target finishes a long rest. The
poisoned target dies if this effect reduces its hit point maximum to 0.

Senses darkvision 120 ft., passive Perception 12 Shadow Veil (Recharge 5-6). The vengeful shadows magically
create an area of magical darkness. The darkness spreads from
Languages Common
a point the vengeful shadows can see within 60 feet of it,
Challenge 10 (5,900 XP) creating a sphere with a 15-foot radius. The darkness lasts as
long as the vengeful shadows maintains concentration, up to 1
minute. Any creature that starts its turn in the darkness must
Shadow Stealth. While in dim light or darkness, the vengeful
shadows can take the Hide action as a bonus action. succeed on a DC 15 Wisdom saving throw or be frightened for
1 minute. While frightened in this way, a creature is
Sunlight Sensitivity. While in sunlight, the vengeful shadows incapacitated and has disadvantage on all ability checks, attack
have disadvantage on attack rolls, as well as on Wisdom rolls, and saving throws. A creature can repeat the saving throw
(Perception) checks that rely on sight. at the end of each of its turns, ending the effect on itself on a
success.
Incorporeal Movement. The vengeful shadows can move
through other creatures and objects as if they were difficult Soul Shriek (1/Day). The vengeful shadows emits an ear-piercing
terrain. It takes 5 (1d10) force damage if it ends its turn inside shriek. Each creature of the vengeful shadows’ choice within 30
an object. feet of it must make a DC 15 Constitution saving throw, taking
24 (7d6) psychic damage on a failed save, or half as much
damage on a successful one.

   
24
Hellish Beasts
n this category, we delve into the Feared by mortals and despised even by the denizens of  

i
nightmarish creatures known as Hellish Beasts. the abyss, Hellish Beasts possess an insatiable hunger
These abominations, born from the very for destruction and despair. They prowl the fiery
essence of damnation, embody the torments wastelands, seeking out souls to torment and devour,
and malevolence that permeate the realms of their insidious presence striking terror into the hearts of
the inferno. even the most hardened adventurers.
Hellish Beasts are monstrous entities that Beware their terrible strength, for these fiends
have been shaped by the depths of infernal fire possess otherworldly powers derived from the
and the relentless anguish that consumes the damned. primordial darkness of their origins. They may unleash
Their forms defy the natural order, often amalgamations infernal flames, wield unholy magics, or possess an
of grotesque features and nightmarish appendages. uncanny ability to corrupt and twist the minds of their
These creatures embody the chaos and suffering that victims. These monstrous abominations are cunning
engulf the infernal landscape. and relentless in their pursuit of souls, often working in
tandem with other infernal creatures to bring chaos and
suffering to the mortal world.
 
Demonflame Bear
The Demonflame Bear is a fearsome creature that embodies the primal fury of the Abyss. Towering at a height of 10
feet and covered in charred, obsidian-black fur, this monstrous beast emanates an intense heat that causes the air
around it to shimmer with waves of blistering energy. Flames dance across its muscular body, their fiery glow
illuminating the darkness with an ominous aura.
With piercing red eyes that radiate malevolence, the Demonflame Bear strikes fear into the hearts of those
unfortunate enough to cross its path. Its elongated claws are sharp as razors, capable of rending even the sturdiest
armor, while its powerful jaws can crush bones with a single bite.

Magic Resistance. The Demonflame Bear has advantage on


Demonflame Bear saving throws against spells and other magical effects.
Large fiend, chaotic evil
A ctions
Armor Class 17 (natural armor)
Hit Points 136 (16d10 + 48) Multiattack. The Demonflame Bear makes two attacks: one with
Speed 40 ft. its bite and one with its claw.

STR DEX CON INT WIS CHA Fiery Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
22 (+6) 14 (+2) 16 (+3) 8 (-1) 12 (+1) 10 (+0) target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) fire
damage.
Skills Perception +5, Stealth +6 Raking Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Damage Resistances cold, fire target. Hit: 15 (2d8 + 6) slashing damage plus 7 (2d6) fire
Damage Immunities poison damage.
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15 Burning Roar (Recharge 5-6). The Demonflame Bear emits a
Languages Abyssal mighty roar, causing flames to erupt from its mouth. Each
Challenge 9 (5,000 XP) creature within a 20-foot radius cone must make a DC 15
Dexterity saving throw, taking 21 (6d6) fire damage on a failed
Hellish Aura. The Demonflame Bear exudes an aura of intense save, or half as much damage on a successful one.
heat. Any creature that starts its turn within 10 feet of the bear
takes 7 (2d6) fire damage.

  26 
 
Abyssal Cobra
Medium beast, unaligned

Armor Class 15 (natural armor)


Hit Points 97 (13d8 + 39)
Speed 40 ft., climb 40 ft., swim 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 18 (+4) 16 (+3) 4 (-3) 14 (+2) 6 (-2)

Skills Perception +5, Stealth +7


Senses darkvision 60 ft., passive Perception 15
Languages –
Challenge 6 (2,300 XP)

Camouflaged Ambusher. The abyssal cobra has advantage on


Dexterity (Stealth) checks made to hide in its natural
environment.

Reactive Strike. The abyssal cobra can make an opportunity


Ice Spider attack against a creature that moves within 10 feet of it.
Medium monstrosity, neutral evil Venomous Bite. On a hit with its bite attack, the target must
succeed on a DC 14 Constitution saving throw or take 21 (6d6)
Armor Class 13 (natural armor) poison damage and become poisoned for 1 minute. The
Hit Points 26 (4d8 + 8) poisoned creature can repeat the saving throw at the end of
Speed 30 ft., climb 30 ft. each of its turns, ending the effect on itself on a success.

STR DEX CON INT WIS CHA A ctions


14 (+2) 16 (+3) 14 (+2) 6 (-2) 10 (+0) 6 (-2)
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 8 (1d8 + 4) piercing damage, and the target must make a
Skills Stealth +5
DC 14 Constitution saving throw, taking 10 (3d6) poison
Damage Immunities cold
damage on a failed save, or half as much on a successful one.
Senses darkvision 60 ft., passive Perception 10
Languages None Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Challenge 1 (200 XP) creature. Hit: 11 (2d6 + 4) bludgeoning damage, and the target
is grappled (escape DC 14). Until this grapple ends, the target
Freezing Bite. When the ice spider hits a creature with its bite is restrained, and the abyssal cobra can’t constrict another
attack, the target must make a DC 12 Constitution saving target.
throw or take an additional 7 (2d6) cold damage. On a
successful save, the target takes half damage.
 
Web Sense. While in contact with a web, the ice spider knows
the exact location of any other creature in contact with the
same web.

Web Walker. The ice spider ignores movement restrictions


caused by webbing.

A ctions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) cold damage.

Web. The ice spider can shoot a web up to 30 feet away. The
webbing is a ranged weapon attack with a +5 to hit. On a hit,
the target is restrained by the webbing. As an action, the
restrained target can make a DC 12 Strength check, bursting
the webbing on a success. The webbing can also be attacked
and destroyed (AC 10, 5 hit points, vulnerability to fire damage,
immunity to bludgeoning, poison, and psychic damage).

27
Stygian Wolf
The Stygian Wolf is a formidable predator that roams
the dark and treacherous realms of the underworld.
With sleek, midnight-black fur and eyes that gleam with
an otherworldly luminescence, this creature
embodies the fearsome and shadowy essence
of the Styx River.

Shadow Blend. The wolf has advantage on Dexterity (Stealth)


Stygian Wolf checks made to hide in dim light or darkness.
Medium beast, neutral evil

Armor Class 14 (natural armor)


A ctions
Hit Points 75 (10d8 + 30) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Speed 50 ft. 14 (2d8 + 4) piercing damage. If the target is a creature, it must
succeed on a DC 13 Strength saving throw or be knocked
STR DEX CON INT WIS CHA prone.
18 (+4) 16 (+3) 16 (+3) 6 (-2) 14 (+2) 8 (-1)
Howl of Despair (Recharge 5-6). The wolf releases a chilling howl.
Each creature of the wolf’s choice within 60 feet of it that can
Skills Perception +6, Stealth +6
hear the howl must succeed on a DC 14 Wisdom saving throw
Senses darkvision 60 ft., passive Perception 16
or be frightened for 1 minute. A frightened creature can repeat
Languages None
the saving throw at the end of each of its turns, ending the
Challenge 5 (1,800 XP)
effect on itself on a success.

Keen Hearing and Smell. The wolf has advantage on Wisdom Shadow Pounce (Recharge 6). The wolf magically teleports up to
(Perception) checks that rely on hearing or smell. 30 feet to an unoccupied space it can see. It then makes a bite
attack against a target within its reach. After teleporting, the
Pack Tactics. The wolf has advantage on an attack roll against a wolf has advantage on the bite attack roll.
creature if at least one of the wolf’s allies is within 5 feet of the
creature and the ally isn’t incapacitated.

   
28
 
Gluttony’s Rat
Gluttony’s Rat is a small and repugnant creature that
thrives within the darkest and filthiest corners of the
world. This vile rodent is associated with the sin of
gluttony, known for its insatiable hunger and its ability
to spread disease. Despite its diminutive size, the
Gluttony’s Rat possesses a ferocious nature and a keen
sense of survival, making it a formidable foe.

Gluttony’s Rat
Small creature, neutral evil

Armor Class 11
Hit Points 27 (6d6 + 6)
Speed 30 ft., climb 10 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 13 (+1) 4 (-3) 12 (+1) 6 (-2)

Skills Perception +3, Stealth +5


Senses darkvision 60 ft., passive Perception 13
Languages -
Challenge 2 (450 XP)

Keen Smell. The rat has advantage on Wisdom (Perception)


checks that rely on smell.

Swarming Fury. The rat has advantage on an attack roll against


a creature if at least one of the rat’s allies is within 5 feet of the
creature and the ally isn’t incapacitated.

Disease Bite. The rat’s bite is contaminated with a vile disease.


On a hit, the target must succeed on a DC 12 Constitution
saving throw or become poisoned for 1 minute. The poisoned
creature can repeat the saving throw at the end of each of its
turns, ending the effect on a success.

A ctions
Multiattack. The rat makes two attacks: one with its bite and
one with its claw.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 6 (1d6 + 3) slashing damage.

Rabid Charge (Recharge 5-6). The rat moves up to its speed in a


straight line and can make one bite attack against a creature in
its path. If the attack hits, the target takes an additional 7 (2d6)
piercing damage and must succeed on a DC 12 Strength
saving throw or be knocked prone.

29
Assassins and Stalkers
ithin the depths of the infernal Each Assassin and Stalker is uniquely adapted to its  

w
realms, where chaos and torment reign specific domain within the circles of the inferno,
supreme, dwell the sinister beings reflecting the malevolent essence of its assigned realm.
known as Assassins and Stalkers. These Whether it be the relentless pursuit through
creatures epitomize cunning, stealth, and labyrinthine corridors or the eerie silence of a forgotten
malevolence, making them formidable crypt, these fiends excel at tracking their quarry and
adversaries in the treacherous landscape striking when least expected.
of the underworld. Beware, for the Assassins and Stalkers of the infernal
Bound by their insatiable desire to sow fear and realms possess a repertoire of abilities that far surpass
discord, Assassins and Stalkers are masters of mortal comprehension. They may employ deadly traps,
concealment, using their dark arts to move undetected illusions, or even manipulate the very fabric of reality
through the shadows. They possess an innate itself to ensure the success of their nefarious endeavors.
understanding of the art of assassination, employing a To confront them is to venture into a world where trust
lethal combination of deadly precision and unholy is a fleeting luxury and survival depends on keen
powers to dispatch their targets swiftly and silently. instincts and unwavering vigilance.
These malicious entities draw strength from the dark  
energies that permeate their infernal abode. Their
forms often reflect the twisted nature of the inferno,
with jagged edges and fiendish appendages. Their eyes
gleam with an unholy glow, their presence exuding an
aura of menace that sends shivers down the spines of
even the most seasoned adventurers.
Infernal Assassin
The Infernal Assassin is a deadly fiendish creature
skilled in the art of stealth and assassination.
Embodying the cunning and treachery of the lower
planes, these malevolent beings are often employed as
enforcers and spies by powerful fiendish overlords.
Their loyalty lies solely with their infernal masters, and
they carry out their missions with unwavering
dedication and precision.
Clad in darkened studded leather armor that blends
seamlessly with the shadows, the Infernal Assassin
moves with unearthly grace and agility. Their piercing
gaze and sinister presence send shivers down the
spines of even the most stalwart adventurers. Each step
is deliberate, and their movements are calculated,
making them masters of subtlety and subterfuge.

Infernal Blade. The infernal assassin’s weapon attacks are


Infernal Assassin considered magical.
Medium fiend, lawful evil
A ctions
Armor Class 15 (studded leather)
Hit Points 97 (13d8 + 39) Multiattack. The infernal assassin makes three melee attacks:
Speed 30 ft. two with its shortsword and one with its infernal dagger.

STR DEX CON INT WIS CHA Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
16 (+3) 20 (+5) 16 (+3) 13 (+1) 12 (+1) 14 (+2) target. Hit: 8 (1d6 + 5) piercing damage.

Infernal Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one


Skills Perception +5, Stealth +9 target. Hit: 7 (1d4 + 5) piercing damage plus 7 (2d6) fire
Damage Resistances cold, fire; bludgeoning, piercing, and damage.
slashing from nonmagical attacks that aren’t silvered
Damage Immunities poison Shadow Step (Recharge 4-6). The infernal assassin magically
Condition Immunities poisoned teleports up to 60 feet to an unoccupied space it can see. Until
Senses darkvision 120 ft., passive Perception 15 the end of its next turn, it gains advantage on the first attack it
Languages Infernal, Common makes.
Challenge 7 (2,900 XP)
Infernal Poison (1/Day). The infernal assassin coats its weapons
with a potent infernal poison. On a successful hit with a
Devil’s Sight. Magical darkness doesn’t impede the infernal
weapon attack, the target must make a DC 15 Constitution
assassin’s darkvision. saving throw or take 21 (6d6) poison damage and become
Evasion. If the infernal assassin is subjected to an effect that poisoned for 1 minute. The target can repeat the saving throw
allows it to make a Dexterity saving throw to take only half at the end of each of its turns, ending the poisoned condition
damage, the assassin instead takes no damage if it succeeds on a success.
on the saving throw, and only half damage if it fails.
Summon Infernal Ally (1/Day). The infernal assassin calls upon
Sneak Attack (1/Turn). The infernal assassin deals an extra 14 an infernal ally for assistance. A bearded devil appears in an
(4d6) damage when it hits a target with a weapon attack and unoccupied space within 60 feet of the infernal assassin and
has advantage on the attack roll, or when the target is within 5 acts immediately after the assassin in the initiative order. The
feet of an ally of the assassin that isn’t incapacitated and the bearded devil remains for 1 minute or until it or the assassin is
assassin doesn’t have disadvantage on the attack roll. reduced to 0 hit points, whichever comes first.

   

31
 
Sinister Impersonator Sinister Impersonator
The Sinister Impersonator is a cunning and malevolent Medium fiend (shapechanger), chaotic evil

creature that thrives on deceit and manipulation. This


fiendish being possesses the ability to assume the form Armor Class 15 (natural armor)
Hit Points 67 (9d8 + 27)
of any humanoid it has encountered, using its Speed 30 ft.
shapechanging abilities to infiltrate societies and sow
chaos from within. With its natural talent for deception STR DEX CON INT WIS CHA
and its knack for taking advantage of unsuspecting 11 (+0) 16 (+3) 16 (+3) 14 (+2) 12 (+1) 16 (+3)
victims, the Sinister Impersonator is a formidable
adversary capable of undermining trust and turning Skills Deception +7, Insight +4, Perception +4, Stealth +7
allies against one another. Damage Resistances cold, fire; bludgeoning, piercing, and
slashing from nonmagical attacks not made with silvered
weapons
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Common, Abyssal
Challenge 4 (1,100 XP)

Shapechanger. The sinister impersonator can use its action to


polymorph into a Small or Medium humanoid it has seen or
back into its true form. Its statistics, other than its size, are the
same in each form. Any equipment it is wearing or carrying
isn’t transformed. It reverts to its true form if it dies.

Innate Spellcasting. The sinister impersonator’s innate


spellcasting ability is Charisma (spell save DC 13). The sinister
impersonator can innately cast the following spells, requiring
no material components:
At will: disguise self
1/day each: charm person, invisibility, suggestion

Sly Manipulator. The sinister impersonator has advantage on


saving throws against being charmed or frightened.

Surprise Attack. If the sinister impersonator surprises a creature


and hits it with an attack during the first round of combat, the
target takes an extra 10 (3d6) damage from the attack.

A ctions
Multiattack. The sinister impersonator makes two attacks: one
with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
7 (1d8 + 3) piercing damage plus 3 (1d6) poison damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 6 (1d6 + 3) slashing damage.

Misleading Whispers. The sinister impersonator whispers


unsettling words to a creature within 30 feet of it that can hear
it. The target must make a DC 13 Wisdom saving throw or
become frightened for 1 minute. The frightened target can
repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success.

Impersonation (Recharge 5-6). The sinister impersonator


impersonates a specific individual it has observed, gaining
advantage on Deception checks made to convince others of its
disguise. The impersonation lasts for 1 hour or until the
sinister impersonator ends it as a bonus action.

32
Agent of Asmodeus
Agents of Asmodeus are elite fiends entrusted with
carrying out the will of the archdevil himself. These
cunning and manipulative creatures serve as the
infernal emissaries, infiltrating mortal realms to sow
chaos and corruption. With their dark powers and
deceptive nature, they are formidable adversaries for
any who dare oppose the will of the Nine Hells.
Appearance. An Agent of Asmodeus stands tall and
imposing, its form exuding an aura of power and
authority. Clad in infernal armor, their features blend
the elegance of a noble with the sinister aspects of a
devil. Their eyes burn with an inner fire, and a subtle
aura of dread surrounds them, unsettling those who
stand in their presence.
Infernal Envoys. These fiends possess a natural
cunning and charisma, honed through their allegiance
to the Archduke of Nessus. They are often found acting
as intermediaries between Asmodeus and mortal souls,
conducting infernal bargains and manipulating events to
serve their dark master’s agenda. Agents of Asmodeus
are known for their silver tongues, weaving intricate
webs of lies and half-truths to further their goals.

Cantrips (at will): eldritch blast, prestidigitation, thaumaturgy


Agent of Asmodeus 1st level (4 slots): armor of Agathys, command, hellish rebuke
Medium fiend, lawful evil 2nd level (3 slots): hold person, invisibility, suggestion
3rd level (3 slots): counterspell, fireball, hunger of Hadar
Armor Class 16 (natural armor) 4th level (3 slots): banishment, dimension door
Hit Points 105 (14d8 + 42) 5th level (2 slots): contact other plane, scrying
Speed 30 ft.
Devil’s Sight. Magical darkness doesn’t impede the agent’s
STR DEX CON INT WIS CHA darkvision.
18 (+4) 14 (+2) 16 (+3) 13 (+1) 12 (+1) 20 (+5)
A ctions
Saving Throws Str +7, Con +6, Wis +4, Cha +9
Multiattack. The agent makes two attacks: one with its scimitar
Skills Deception +9, Insight +4, Persuasion +9
and one with its hellish rebuke.
Damage Resistances cold, fire
Damage Immunities poison Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Condition Immunities poisoned Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) fire damage.
Senses darkvision 120 ft., passive Perception 11
Languages Infernal, Common Hellish Rebuke (Recharge 5-6). The agent points at a creature it
Challenge 15 (13,000 XP) can see within 60 feet of it and utters a dark incantation. The
target must make a DC 17 Dexterity saving throw, taking 21
Aura of Dread. At the start of its turn, any creature within 30 feet (6d6) fire damage on a failed save, or half as much damage on
of the agent must make a DC 17 Wisdom saving throw or be a successful one.
frightened for 1 minute. The target can repeat the saving throw
Infernal Word (Recharge 6). The agent speaks a blasphemous
at the end of each of its turns, ending the effect on itself on a word in Infernal. Each creature of its choice within 30 feet of it
success. must succeed on a DC 17 Wisdom saving throw or take 28
Magic Resistance. The agent has advantage on saving throws (8d6) psychic damage and become stunned until the end of
against spells and other magical effects. their next turn. On a successful save, the creature takes half
damage and isn’t stunned.
Spellcasting. The agent is a 10th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 17, +9 to hit with Summon Lesser Devil (1/day). The agent magically summons
spell attacks). The agent has the following warlock spells one barbed devil or two spined devils. The summoned devil(s)
prepared: appear in an unoccupied space within 60 feet of the agent and
vanish after 1 minute or when they drop to 0 hit points.

33
   
 
Demonic Infiltrator
The Demonic Infiltrator is a cunning and devious fiend
that excels at blending into humanoid society while
carrying out its sinister agenda. As its name suggests,
this malevolent creature specializes in infiltrating
various organizations, establishments, or even Demonic Infiltrator
households, exploiting the trust of its unsuspecting Medium fiend (demon), chaotic evil
victims. With its shapechanging abilities and innate
spellcasting, the Demonic Infiltrator is a formidable Armor Class 14 (natural armor)
adversary, capable of sowing chaos and discord from Hit Points 44 (8d8 + 8)
within. Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 16 (+3) 12 (+1) 11 (+0) 13 (+1) 10 (+0)

Skills Deception +2, Stealth +5


Damage Resistances cold, fire, lightning
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Common, Infernal
Challenge 2 (450 XP)

Innate Spellcasting. The infiltrator’s spellcasting ability is


Charisma (spell save DC 11, +3 to hit with spell attacks). It can
innately cast the following spells, requiring no material
components: At will: detect magic 1/day each: charm person,
invisibility

Shapechanger. The infiltrator can use its action to polymorph


into a Small or Medium humanoid it has seen or back into its
true form. Its statistics, other than its size, are the same in
each form. Any equipment it is wearing or carrying isn’t
transformed. It reverts to its true form if it dies.

Sneak Attack (1/turn). The infiltrator deals an extra 7 (2d6)


damage when it hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5 feet
of an ally of the infiltrator that isn’t incapacitated and the
infiltrator doesn’t have disadvantage on the attack roll.

A ctions
Multiattack. The infiltrator makes two attacks: one with its bite
and one with its claws or shortsword.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.


Hit: 5 (1d6 + 2) slashing damage.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 6 (1d6 + 3) piercing damage.

R eactions
Uncanny Dodge. When an attacker that the infiltrator can see
hits it with an attack, it can use its reaction to halve the attack’s
damage against it.

34
Abyssal Stalker
Abyssal Stalkers are malevolent fiends that dwell within
the darkest corners of the Abyss, emerging only to hunt
and terrorize the mortal realms. These sinister
creatures embody the essence of darkness and stealth,
striking fear into the hearts of those unfortunate enough
to encounter them. With their shadowy forms and
deadly abilities, Abyssal Stalkers are the embodiment of
terror and malice.
Abyssal Stalkers stand roughly the height of an
average humanoid, with lithe and sinewy bodies
covered in jet-black, glistening scales. Their eyes burn
with a malevolent crimson glow, piercing through the
darkness with an unnerving intensity. They possess
long, razor-sharp claws and rows of serrated teeth,
perfectly adapted for rending flesh and inflicting pain
upon their prey.

Shadow Blend. The abyssal stalker has advantage on Dexterity


Abyssal Stalker (Stealth) checks made to hide in dim light or darkness.
Medium fiend, chaotic evil
Shadow Step. The abyssal stalker can use its bonus action to
Armor Class 16 (natural armor) magically teleport up to 30 feet to an unoccupied space it can
Hit Points 92 (8d8 + 48) see in dim light or darkness.
Speed 30 ft. A ctions
STR DEX CON INT WIS CHA Multiattack. The abyssal stalker makes two attacks: one with its
18 (+4) 16 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2) bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
Skills Perception +6, Stealth +6
10 (1d10 + 4) piercing damage plus 7 (2d6) poison damage.
Damage Resistances cold, fire, lightning; bludgeoning, piercing,
and slashing from nonmagical attacks Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 4) slashing damage.
Damage Immunities necrotic
Condition Immunities petrified Shadow Bomb. The abyssal stalker magically throws a shadowy
bomb at a point it can see within 60 feet of it. Each creature in a
Senses darkvision 120 ft., passive Perception 16 10-foot radius sphere centered on that point must make a DC
Languages Abyssal, Common, telepathy 120 ft. 14 Dexterity saving throw, taking 18 (4d8) necrotic damage on a
failed save, or half as much damage on a successful one.
Challenge 6 (2,300 XP)

Innate Spellcasting. The abyssal stalker’s spellcasting ability is


Charisma (spell save DC 14). It can innately cast the following
spells, requiring no material components:
At will: darkness, pass without trace, invisibility (self only)
3/day each: detect thoughts, misty step, dimension door

   
35
 
Malevolent Stalker Malevolent Stalker
Malevolent Stalkers are eerie aberrations that haunt the Medium aberration, neutral evil

fringes of reality, lurking in the infernal plane of Hell


and venturing into the material world to sow chaos and Armor Class 15 (natural armor)
Hit Points 120 (16d8 + 48)
fear. These otherworldly creatures possess a malevolent Speed 30 ft.
intelligence and an arsenal of supernatural abilities that
make them formidable adversaries. STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 14 (+2) 12 (+1) 10 (+0)

Condition Immunities Charmed, Frightened


Senses Darkvision 120 ft., passive Perception 11
Languages None
Challenge 8 (3,900 XP)

Ethereal Jaunt. The stalker can move from the Ethereal Plane to
the Material Plane, or vice versa, as a bonus action.

Shadow Camouflage. The stalker has advantage on Dexterity


(Stealth) checks made to hide in dim light or darkness.

Spellcasting. The stalker is a 10th-level spellcaster. Its


spellcasting ability is Intelligence (spell save DC 13, +5 to hit
with spell attacks). The stalker has the following wizard spells
prepared:
Cantrips (at will): mage hand, minor illusion, shocking grasp
1st level (4 slots): mage armor, shield, sleep
2nd level (3 slots): invisibility, mirror image
3rd level (3 slots): blink, counterspell
4th level (3 slots): dimension door, greater invisibility

A ctions
Multiattack. The stalker can make three melee attacks on its
turn, using any combination of its Claws and Tentacles.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 10 (2d6 + 3) slashing damage.

Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one


target. Hit: 12 (2d8 + 3) bludgeoning damage. The target must
succeed on a DC 15 Strength saving throw or be grappled
(escape DC 15). While grappled, the target is restrained, and
the stalker can’t use the same tentacle on another target.

Shadow Bolt (Recharge 5-6). The stalker casts a shadowy bolt at


a creature it can see within 60 feet of it. The target must make
a DC 13 Dexterity saving throw, taking 21 (6d6) necrotic
damage on a failed save, or half as much damage on a
successful one.

Ethereal Reversal (1/Day). The stalker shifts itself and up to


three willing creatures it can see within 30 feet of it into the
Ethereal Plane for 1 minute. While on the Ethereal Plane, the
creatures are incapacitated and have a flying speed of 10 feet.

36
Ebon Skulker
Ebon Skulkers are menacing creatures that dwell in the darkest corners of the world, haunting underground tunnels,
subterranean cities, and forgotten caverns. These aberrations possess a sinister appearance, with sleek, obsidian-black
skin that seems to absorb all light around them. Their elongated limbs end in sharp, shadowy claws, and their eyes
gleam with an otherworldly glow.
These cunning creatures are highly adapted to their subterranean habitat, capable of traversing difficult surfaces
with their spider-like climbing abilities. Their bodies are nimble and agile, allowing them to move with exceptional
speed and dexterity. Ebon Skulkers are amphibious, seamlessly transitioning between the depths of underground
rivers and the hidden recesses of underground lairs.
Behavior and Abilities. Ebon Skulkers are masters of stealth and subterfuge,
utilizing their shadow blend ability to hide effortlessly in dimly lit or dark
environments. They are notorious for their expertise in ambush tactics, often
striking from the shadows with unexpected ferocity. These
creatures possess innate spellcasting abilities, channeling the
darkness around them to create areas of obscurity and to
enhance their own offensive capabilities.

Innate Spellcasting. The ebon skulkers’ innate spellcasting


Ebon Skulker ability is Intelligence (spell save DC 12). They can innately cast
Medium aberration, neutral evil the following spells, requiring no material components:
At will: darkness
Armor Class 15 (natural armor) 1/day each: invisibility, shadow blade
Hit Points 82 (11d8 + 33)
Speed 40 ft., climb 40 ft. A ctions
STR DEX CON INT WIS CHA Multiattack. The ebon skulkers make two attacks: one with their
16 (+3) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 10 (+0) shadowy claws and one with their bite.

Shadowy Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one


Skills Stealth +7, Perception +5
target. Hit 9 (2d4 + 4) slashing damage.
Senses darkvision 60 ft., passive Perception 15
Languages Deep Speech, Undercommon Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit
Challenge 4 (1,100 XP) 8 (1d8 + 4) piercing damage.

Amphibious. The ebon skulkers can breathe air and water. R eactions
Shadow Blend. In dim light or darkness, the ebon skulkers can Shadow Step. When the ebon skulkers are hit by an attack, they
can use their reaction to magically teleport up to 30 feet to an
take the Hide action as a bonus action.
unoccupied space they can see within 30 feet of them.
Spider Climb. The ebon skulkers can climb difficult surfaces,
including upside down on ceilings, without needing to make an
ability check.

   
37
Hellblade Assassin  
Hellblade Assassin
The Hellblade Assassin is a formidable creature, born in
the depths of the Nine Hells and honed in the arts of Medium humanoid (devil), lawful evil

stealth and assassination. These devilish beings are Armor Class 18 (studded leather, dexterity modifier)
feared for their lethal precision, utilizing infernal
powers and their mastery of martial combat to strike Hit Points 135 (18d8 + 54)

down their targets with ruthless efficiency. Within the Speed 30 ft.
infernal hierarchy, Hellblade Assassins serve as elite
operatives, carrying out secretive missions for their STR DEX CON INT WIS CHA
devilish overlords. They are often dispatched to 14 (+2) 20 (+5) 16 (+3) 14 (+2) 12 (+1) 16 (+3)
eliminate high-profile targets or to sow chaos among
their enemies’ ranks. Skills Acrobatics +9, Stealth +12, Perception +6
Damage Resistances cold, fire, poison
Damage Immunities lightning, necrotic
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Infernal, Common
Challenge 9 (5,000 XP)

Evasion. If the assassin is subjected to an effect that allows it to


make a Dexterity saving throw to take only half damage, it
instead takes no damage if it succeeds on the saving throw,
and only half damage if it fails.

Sneak Attack (1/turn). The assassin deals an extra 14 (4d6)


damage when it hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5 feet
of an ally of the assassin that isn’t incapacitated and the
assassin doesn’t have disadvantage on the attack roll.

Shadow Step. The assassin magically teleports up to 60 feet to


an unoccupied space it can see that is in dim light or darkness.
It then has advantage on the first melee attack it makes before
the end of the turn.

Hellish Blade. The assassin’s weapon attacks are considered


magical and deal an additional 7 (2d6) fire damage.

A ctions
Multiattack. The assassin makes two melee attacks.

Hellblade. Melee Weapon Attack: +9 to hit, reach 5 ft., one


target. Hit: 10 (1d8 + 5) piercing damage plus 7 (2d6) fire
damage.

Assassinate. The assassin surprises a creature and hits it with


an attack during the first round of combat. The target must
make a DC 15 Constitution saving throw. On a failed save, it
takes an extra 21 (6d6) necrotic damage. On a successful save,
the damage is halved.

Poisoned Dagger. Melee or Ranged Weapon Attack: +9 to hit,


reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5)
piercing damage plus 14 (4d6) poison damage. The target
must succeed on a DC 15 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 a success.

 
38
Fiends and Fiendish Creatures
ithin the depths of dante’s In their relentless pursuit of souls, fiends lurk in the  

w
Inferno lies a diverse array of malevolent darkest corners of the Nine Circles of Hell, preying
entities collectively known as Fiends and upon the weak and exploiting the despair of the
Fiendish Creatures. These vile denizens damned. They revel in causing pain, whether through
of the infernal realms are born of physical torment, psychological manipulation, or unholy
darkness, chaos, and wickedness, rituals. Fiendish creatures, on the other hand, embody a
embodying the very essence of evil. With corrupted form of nature itself, warped by the influence
twisted forms, supernatural powers, and of Hell to become twisted abominations of their former
an insatiable thirst for suffering, they exist solely to selves.
torment and corrupt all who cross their paths. While the exact appearance and abilities of fiends and
Fiends come in various shapes and sizes, each fiendish creatures can vary greatly, they are universally
possessing unique abilities and characteristics that characterized by an aura of malice and an
amplify their malefic nature. From hulking unquenchable hunger for power. Many are adorned with
monstrosities to cunning tricksters, they present an grotesque features, jagged horns, leathery wings, or
ever-present threat to both mortals and celestial beings cloven hooves, while others may possess a more subtle
alike. Bound by their allegiance to the infernal and deceiving beauty, masking their sinister intentions.
hierarchy, fiends serve the whims of their diabolical Within this category of fiends and fiendish creatures,
masters, carrying out their twisted designs and countless horrors await, each more twisted and
perpetuating the cycle of damnation. malevolent than the last. Beware their presence, for in
the infernal realms, even the bravest souls can find
themselves consumed by the relentless darkness that
thrives within these malefic entities.
 
Torture Fiend
The Torture Fiend is a fearsome entity that lurks in the
darkest corners of the Nine Hells. Born from the
torment and suffering of damned souls, these
malevolent creatures embody the essence of anguish
and derive pleasure from inflicting pain upon others.
Encased in ethereal chains that bind their
wicked power, Torture Fiends are relentless
tormentors and masters of sadistic warfare.

Torture Fiend A ctions


Large fiend, lawful evil
Multiattack. The Torture Fiend makes two attacks: one with its
Armor Class 18 (natural armor) Chains and one with its Claws.
Hit Points 156 (16d10 + 64) Chains. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Speed 40 ft. Hit: 16 (2d8 + 7) slashing damage. If the target is a Medium or
smaller creature, it must succeed on a DC 15 Strength saving
STR DEX CON INT WIS CHA throw or be grappled (escape DC 15). While grappled, the
20 (+5) 16 (+3) 18 (+4) 14 (+2) 12 (+1) 16 (+3) creature is also restrained, and it takes 7 (2d6) piercing damage
at the start of each of its turns from the chains.
Saving Throws Str +9, Dex +6, Con +7, Wis +4
Skills Perception +4, Intimidation +6 Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Damage Resistances cold, fire, lightning Hit: 14 (2d6 + 7) slashing damage.
Damage Immunities acid
Senses darkvision 120 ft., passive Perception 14 Chain Whip (Recharge 5-6). The Torture Fiend swings its chains
Languages Infernal, Common in a 20-foot cone. Each creature in that area must make a DC
Challenge 8 (3,900 XP) 15 Dexterity saving throw, taking 24 (7d6) slashing damage on
a failed save, or half as much damage on a successful one.

Chainbound. The Torture Fiend is constantly bound by ethereal Summon Chains (1/Day). The Torture Fiend magically summons
chains, granting it advantage on saving throws against being chains to entangle its foes. As an action, it can cause chains to
grappled, restrained, or knocked prone. Additionally, any erupt from the ground in a 30-foot radius centered on a point it
creature that starts its turn within 10 feet of the Torture Fiend can see within 60 feet of it. Each creature in that area must
takes 7 (2d6) piercing damage from the razor-sharp chains. succeed on a DC 15 Strength saving throw or be restrained by
the chains for 1 minute. A creature can repeat the saving throw
Fiendish Tactics. The Torture Fiend is a cunning combatant and at the end of each of its turns, ending the effect on itself on a
has advantage on attack rolls against any creature that hasn’t success.
taken a turn yet in the combat.
R eactions
Infernal Fortitude. If damage reduces the fiend to 0 hit points, it
must make a Constitution saving throw with a DC of 5 + the Chain Retaliation. In response to being hit by a melee attack,
damage taken. On a success, the fiend drops to 1 hit point the Torture Fiend can make a Chains attack against the attacker
instead. as a reaction.

   
40
 
Infernal Furie
Large fiend, chaotic evil

Armor Class 18 (natural armor)


Hit Points 171 (18d10 + 72)

Infernal Furie Speed 30 ft.

The Infernal Furie is a fearsome fiend that embodies STR DEX CON INT WIS CHA
the destructive forces of fire and chaos. Standing at 20 (+5) 16 (+3) 18 (+3) 12 (+1) 10 (+0) 16 (+3)
approximately 6 feet tall, this creature possesses a
muscular and athletic build, covered in dark, charred Saving Throws Str +9, Dex +6, Con +5
scales that emit an eerie, smoldering glow. Its eyes burn
with an intense, fiery glare, and its razor-sharp claws Skills Perception +6

and fangs drip with molten lava, ready to rend and tear Damage Resistances fire, bludgeoning, piercing, and slashing
its adversaries apart. from nonmagical attacks
Senses darkvision 60 ft., passive Perception 14
Languages Infernal, Common
Challenge 9 (5,000 XP)

Infernal Fury. The Infernal Furie’s melee weapon attacks deal an


additional 4d6 fire damage.

Infernal Leap. The Infernal Furie can jump up to 30 feet


horizontally or 15 feet vertically without needing to make an
Athletics check.

A ctions
Multiattack. The Infernal Furie makes three attacks: one with
its claws and two with its bite.

Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.


Hit: 15 (2d8 + 6) slashing damage plus 14 (4d6) fire damage.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
11 (1d10 + 6) piercing damage plus 14 (4d6) fire damage.

Fire Breath (Recharge 5-6). The Infernal Furie exhales fire in a 30-
foot cone. Each creature in that area must make a DC 16
Dexterity saving throw, taking 45 (10d8) fire damage on a failed
save, or half as much damage on a successful one.

Infernal Burst (1/Day). The Infernal Furie releases a burst of fiery


energy in a 30-foot radius. Each creature in that area must
make a DC 16 Dexterity saving throw, taking 56 (16d6) fire
damage on a failed save, or half as much damage on a
successful one.

41
 

Apostate Fiend
Medium fiend (demon), chaotic evil

Armor Class 15 (natural armor)


Hit Points 84 (8d8 + 48)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 18 (+4)

Skills Perception +5, Stealth +7


Damage Resistances cold, fire, lightning; bludgeoning, piercing,
and slashing from nonmagical attacks
Condition Immunities charmed
Senses darkvision 120 ft., passive Perception 15
Languages Abyssal, Common
Challenge 5 (1,800 XP)

Magic Resistance. The apostate fiend has advantage on saving


throws against spells and other magical effects.

Spellcasting. The apostate fiend is a 5th-level spellcaster. Its


spellcasting ability is Charisma (spell save DC 15, +7 to hit with
spell attacks). The apostate fiend has the following sorcerer
spells prepared:
Cantrips (at will): chill touch, fire bolt, prestidigitation, shocking
grasp
1st level (4 slots): charm person, magic missile, shield
2nd level (3 slots): invisibility, misty step
3rd level (2 slots): counterspell, fireball

Fiendish Sight. The apostate fiend can see normally in darkness,


both magical and nonmagical, to a distance of 120 feet.

A ctions
Multiattack. The apostate fiend makes two melee attacks or
two ranged attacks.
Apostate Fiend Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
The Apostate Fiend, a vile creature hailing from the Hit: 10 (2d6 + 3) slashing damage.
depths of the Abyss, is a formidable medium-sized fiend
of chaotic evil nature. Known for its cunning intellect Infernal Blast. Ranged Spell Attack: +7 to hit, range 120 ft., one
and wicked powers, this demonic entity strikes fear into target. Hit: 13 (3d8) fire damage.
the hearts of those who dare to cross its path. Soul Drain (Recharge 5-6). The apostate fiend targets one
creature it can see within 30 feet of it. The target must succeed
on a DC 15 Constitution saving throw or take 14 (4d6) necrotic
damage and the apostate fiend gains temporary hit points
equal to the damage dealt.

Summon Demon (1/Day). The apostate fiend attempts (30%


chance to succeed) to summon another fiend or a demon of
CR 4 or lower. The summoned demon appears in an
unoccupied space within 60 feet of the apostate fiend, and the
summoned demon acts on its own initiative count. It remains
for 1 minute or until it or the apostate fiend dies or is
incapacitated.

42
Enraged Fiend  
The Enraged Fiend is a formidable creature that
embodies the chaotic and malevolent essence of Hell. Enraged Fiend
Its twisted form stands at about 6 feet tall, covered in Medium fiend, chaotic evil
dark, leathery skin with jagged spikes protruding from
its muscular frame. Glowing, malevolent eyes burn with Armor Class 14 (natural armor)
a fiery intensity, while wickedly sharp claws and fangs Hit Points 35 (6d8 + 6)
hint at its deadly nature.
Driven by an insatiable rage, the Enraged Fiend Speed 30 ft.

unleashes havoc upon all that crosses its path. Its mere STR DEX CON INT WIS CHA
presence exudes an aura of fury and chaos, unsettling 16 (+3) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 10 (+0)
even the most courageous warriors. The origins of these
creatures lie deep within the 5th circle of Hell, where Skills Perception +2, Stealth +4
their fiery temper and destructive tendencies flourish.
Variant: Lord of Fury. Among the Enraged Fiends,
Damage Resistances cold, fire

there exists a rare and more powerful variant known as Senses darkvision 60 ft., passive Perception 12
Lords of Fury. These monstrous beings tower over their Languages Abyssal
kin, wielding infernal powers with greater mastery. Challenge 1 (200 XP)
Lords of Fury command legions of lesser fiends and act
as champions of chaos, spreading destruction wherever
they tread. Their wrathful presence is enough to bring Fiendish Fury. When the enraged fiend takes damage, it gains
entire realms to their knees, and facing a Lord of Fury is advantage on its next attack roll. This advantage lasts until the

a challenge few survive. end of its next turn.

Infernal Resilience. The enraged fiend has advantage on saving


throws against being frightened.

A ctions
Multiattack. The enraged fiend makes two melee attacks: one
with its claws and one with its bite.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 7 (1d6 + 3) slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
6 (1d4 + 3) piercing damage.

Fiery Breath (Recharge 5-6). The enraged fiend exhales fire in a


15-foot cone. Each creature in that area must make a DC 12
Dexterity saving throw, taking 14 (4d6) fire damage on a failed
save, or half as much damage on a successful one.

43
Lord of Fury A ctions
Large fiend, chaotic evil
Multiattack. The Lord of Fury makes two melee attacks: one
Armor Class 16 (natural armor) with its fiery trident and one with its Fiery Slam.

Hit Points 150 (20d10 + 40) Fiery Trident. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Speed 40 ft. target. Hit: 15 (2d8 + 6) piercing damage plus 7 (2d6) fire
damage.
STR DEX CON INT WIS CHA Fiery Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
20 (+5) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 18 (+4) target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) fire
damage. If the target is a creature, it must succeed on a DC 15
Saving Throws Dex +5, Con +5, Wis +5 Strength saving throw or be knocked prone.
Skills Perception +5, Intimidation +8 Hellfire Burst (Recharge 5-6). The Lord of Fury releases a burst
Damage Resistances cold, fire; bludgeoning, piercing, and of hellfire in a 20-foot radius centered on itself. Each creature in
slashing from nonmagical attacks that area must make a DC 15 Dexterity saving throw, taking 28
Senses darkvision 120 ft., passive Perception 15 (8d6) fire damage on a failed save, or half as much damage on
a successful one.
Languages Abyssal, Common
Challenge 7 (2,900 XP)
L egendary A ctions
The Lord of Fury can take 3 legendary actions, choosing from
Legendary Resistance (1/Day). If the Lord of Fury fails a saving the options below. Only one legendary action option can be
throw, it can choose to succeed instead. used at a time and only at the end of another creature’s turn.
The Lord of Fury regains spent legendary actions at the start of
Fiendish Fury. When the Lord of Fury takes damage, it gains its turn.
advantage on its next attack roll. This advantage lasts until the
end of its next turn. Attack. The Lord of Fury makes a melee weapon attack.

Magic Resistance. The Lord of Fury has advantage on saving Fiery Presence. The Lord of Fury gains advantage on its next
throws against spells and other magical effects. attack roll.

Infernal Command. The Lord of Fury chooses one creature it can


see within 60 feet of it. The target must succeed on a DC 15
Wisdom saving throw or be charmed by the Lord of Fury for 1
minute. The charmed creature regards the Lord of Fury as a
trusted ally to be heeded and protected.

   
44
Iceforged Fiend  
The Iceforged Fiend is a menacing creature that stalks Iceforged Fiend
the frozen realms, its body encased in an icy natural Medium fiend, neutral evil
armor forged from the very essence of the frigid depths.
Its chilling presence freezes the air around it, and its Armor Class 15 (natural armor)
clawed hands are capable of delivering icy death to its Hit Points 52 (8d8 + 16)
foes. This fiend exudes an aura of cold, causing even the
hardiest of adventurers to shiver in its presence. Speed 30 ft.
Legends tell of these fiends being born from the icy
heart of the 9th circle of Hell, summoned by powerful STR DEX CON INT WIS CHA

entities to serve as guardians or assassins in wintry 16 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

domains. Skills Perception +3, Stealth +4


Damage Resistances Cold
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., passive Perception 13
Languages Infernal, Common
Challenge 3 (700 XP)

Icebound Body. The fiend’s body is encased in a layer of icy


armor, providing it with resistance to cold damage.

Chilling Aura. Any creature that starts its turn within 5 feet of
the fiend must make a DC 13 Constitution saving throw, taking
7 (2d6) cold damage on a failed save, or half as much damage
on a successful one.

Icy Claws. The fiend’s melee weapon attacks are considered


magical and deal an additional 4 (1d8) cold damage.

Freezing Grasp. If the fiend hits a creature with both of its claw
attacks on the same turn, the target must make a DC 13
Dexterity saving throw or become restrained as ice forms
around its body. The target can repeat the saving throw at the
end of each of its turns, ending the effect on a success.

A ctions
Multiattack. The fiend makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 7 (1d6 + 3) slashing damage plus 4 (1d8) cold damage.

Icy Breath (Recharge 5-6). The fiend exhales a blast of freezing


cold air in a 15-foot cone. Each creature in that area must make
a DC 13 Dexterity saving throw, taking 14 (4d6) cold damage
on a failed save, or half as much damage on a successful one.

45
 
Hellish Enforcer
The Hellish Enforcer is a fearsome fiend that resides
within the darkest depths of the Nine Hells. Serving as
merciless sentinels and enforcers of infernal law, these
fiends embody the relentless pursuit of order and
obedience. Clad in sinister armor and wielding burning
greatswords, Hellish Enforcers strike fear into the
hearts of those who dare to oppose them.

 
Hellish Enforcer
Medium fiend, lawful evil

Armor Class 15 (natural armor)


Hit Points 52 (8d8 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 15 (+2) 11 (+0) 12 (+1) 10 (+0)

Skills Perception +3, Intimidation +2


Damage Resistances fire
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Infernal, Common
Challenge 2 (450 XP)

Hellish Aura. The area within 10 feet of the Hellish Enforcer is


difficult terrain for creatures other than fiends.e.

A ctions
Multiattack. The Hellish Enforcer makes two melee attacks.

Burning Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,


one target. Hit: 9 (2d6 + 2) slashing damage plus 7 (2d6) fire
damage.

Infernal Grasp. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 9 (1d8 + 5) bludgeoning damage. The target must
succeed on a DC 13 Strength saving throw or be grappled by
the Hellish Enforcer (escape DC 13).

46
Gourmand Fiend
Gourmand fiends are twisted, demonic entities that
embody insatiable hunger and gluttony. These
malevolent creatures possess an unnerving combination
of physical prowess and an insidious supernatural aura.
Standing at an imposing height of around 6 feet, the
gourmand fiend possesses a sinewy and muscular
frame. Its body is covered in leathery, green skin that
exudes an eerie glow, giving it an unearthly appearance.
The fiend’s elongated arms end in razor-sharp claws,
while its mouth is filled with rows of serrated teeth that
drip with acidic saliva. Glowing, malevolent eyes burn
with an intense hunger, revealing its relentless desire to
devour anything in its path.

Gourmand Fiend A ctions


Medium fiend, chaotic evil
Multiattack. The gourmand fiend makes two attacks: one with
Armor Class 15 (natural armor) its bite and one with its claws or one with its bite and one with
Hit Points 85 (10d8 + 40) its tail.
Speed 30 ft.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
8 (1d8 + 4) piercing damage.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 18 (+4) 12 (+1) 12 (+1) 16 (+3) Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) slashing damage.
Skills Perception +4, Stealth +4
Damage Resistances cold, fire, lightning; bludgeoning, piercing, Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit:
and slashing damage from nonmagical attacks that aren’t 5 (1d6 + 2) bludgeoning damage. If the target is a creature, it
silvered must succeed on a DC 13 Strength saving throw or be knocked
Condition Immunities poisoned prone.
Senses darkvision 120 ft., passive Perception 14
Languages Infernal, Common Devour Soul (Recharge 5-6). The gourmand fiend targets one
Challenge 4 (1,100 XP) creature it can see within 30 feet of it. The target must succeed
on a DC 14 Constitution saving throw or take 21 (6d6) necrotic
damage and the gourmand fiend regains hit points equal to the
Magic Resistance. The gourmand fiend has advantage on saving damage dealt.
throws against spells and other magical effects.

Devourer’s Gaze. When a creature starts its turn within 30 feet of


the gourmand fiend and the fiend isn’t incapacitated, the fiend
can force the creature to make a DC 13 Wisdom saving throw if
the fiend isn’t incapacitated. On a failed save, the creature is
frightened for 1 minute. The frightened creature can repeat the
saving throw at the end of each of its turns, ending the effect
on itself on a success.

   

47
Hoardfiend
The Hoardfiend is a fearsome and
malevolent creature that embodies
the insatiable greed and avarice
found within the depths of Hell.
Towering over its victims, this
monstrous fiend possesses a
hulking frame adorned with thick,
scaly skin that acts as natural
armor. Its form is a grotesque
fusion of various creatures,
featuring a serpentine tail,
leathery wings, and razor-sharp
claws. Glowing malevolent eyes
peer out from beneath a crown of
twisted horns, exuding an aura of
darkness and cruelty.

Legendary Resistance (1/Day). If the hoardfiend fails a saving


Hoardfiend throw, it can choose to succeed instead.
Large fiend, chaotic evil
A ctions
Armor Class 16 (natural armor)
Hit Points 136 (16d10 + 48) Multiattack. The hoardfiend makes two attacks: one with its
Speed 30 ft., fly 30 ft. bite and one with its claw.

STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
19 (+4) 14 (+2) 16 (+3) 9 (-1) 12 (+1) 10 (+0) 12 (2d8 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.


Skills Perception +5, Stealth +4 Hit: 14 (2d10 + 4) slashing damage.
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks Breath of Avarice (Recharge 5-6). The hoardfiend exhales a cloud
Condition Immunities charmed, frightened of noxious gas in a 30-foot cone. Each creature in that area
Senses darkvision 60 ft., passive Perception 15 must make a DC 14 Constitution saving throw, taking 28 (8d6)
Languages Common, Abyssal poison damage on a failed save, or half as much damage on a
Challenge 6 (2,300 XP) successful one.

Treasure Stash (1/Day). The hoardfiend summons a mound of


Fiendish Presence. The hoardfiend can project an aura of treasure in an unoccupied space within 30 feet. The treasure is
malevolence and fear. Creatures within 30 feet of the hoardfiend an illusory image that remains for 1 minute or until it is
have disadvantage on saving throws against being frightened. touched or attacked. Any creature that moves within 5 feet of
Treasure Hoarder. The hoardfiend is obsessed with collecting the illusion must succeed on a DC 14 Wisdom saving throw or
valuable items and treasures. It has advantage on Wisdom become charmed for 1 minute, regarding the treasure as a
(Perception) checks to locate hidden or valuable objects. prized possession and being unwilling to willingly leave its
presence. The effect ends if the illusion is dispelled or the
creature takes damage.

   

48
Blackened Fiend
The Blackened Fiend is a fearsome and malevolent entity hailing from the darkest corners of the infernal realm. Its
form exudes an aura of seething flames, with smoldering embers licking its charred skin. This fiendish creature stands
at an imposing height, its sinewy muscles rippling beneath its obsidian-like exterior. Its eyes glow with an intense fiery
gaze, emanating an otherworldly menace that sends shivers down the spines of even the bravest adventurers.

Blackened Fiend Shadow Step. As a bonus action, the fiend can magically
Medium fiend, chaotic evil teleport up to 60 feet to an unoccupied space it can see that is
also in dim light or darkness.
Armor Class 18 (natural armor)
Hit Points 160 (16d8 + 96) Spellcasting. The fiend is a 9th-level spellcaster. Its spellcasting
ability is Charisma (spell save DC 17, +9 to hit with spell
Speed 30 ft., fly 40 ft. attacks). The fiend has the following spells prepared:
Cantrips (at will): fire bolt, mage hand, prestidigitation
STR DEX CON INT WIS CHA 1st level (4 slots): burning hands, hellish rebuke, shield
20 (+5) 18 (+4) 22 (+6) 14 (+2) 16 (+3) 20 (+5) 2nd level (3 slots): darkness, scorching ray
3rd level (3 slots): fireball, counterspell
Saving Throws Dex +9, Con +11, Wis +8 4th level (3 slots): wall of fire, dimension door
5th level (2 slots): cone of cold
Skills Perception +8, Stealth +9
Damage Resistances cold, fire, lightning A ctions
Damage Immunities poison Multiattack. The fiend makes two attacks: one with its bite and
Condition Immunities poisoned one with its claws.

Senses darkvision 120 ft., passive Perception 18 Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
Languages Infernal, telepathy 120 ft. 15 (2d10 + 4) piercing damage plus 7 (2d6) fire damage.

Challenge 10 (5,900 XP) Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) fire damage.
Aura of Flames. At the start of each of its turns, any creature Hellish Fire (Recharge 5-6). The fiend unleashes a wave of
within 10 feet of the fiend takes 10 (3d6) fire damage. A hellish flames in a 15-foot cone. Each creature in that area must
creature that touches or hits the fiend with a melee attack while make a DC 17 Dexterity saving throw, taking 31 (7d8) fire
within 10 feet of it also takes this damage. damage on a failed save, or half as much damage on a
successful one.
Magic Resistance. The fiend has advantage on saving throws
against spells and other magical effects.

49    
Cursed Ones
ithin the depths of the infernal These cursed entities are known to possess a range of  

w
realms lie the Cursed Ones, an abilities, shaped by the very curses that define their
assortment of tormented creatures that existence. Some are endowed with dark and forbidden
have been eternally bound by malevolent magic, capable of unleashing devastating spells upon
forces. These wretched beings are the their hapless victims. Others possess a profound
embodiment of the curses that have mastery over elements, harnessing infernal flames or
befallen them, trapped in an eternal state manipulating shadow to strike fear into the hearts of
of suffering and agony. Each Cursed One those who dare to cross their path. Beware, for their
bears the weight of its own unique curse, a haunting curses grant them enhanced resilience and resilience
reminder of the transgressions committed in life or a that can make them formidable opponents.
punishment bestowed upon them by higher powers. Caution and vigilance are paramount when facing the
The Cursed Ones vary in appearance and abilities, Cursed Ones, for they are both victims and tormentors,
reflecting the nature of their individual curses. Some driven by an insatiable desire to share their suffering
may be grotesque and malformed, their bodies twisted with others. Prepare your spirit and ready your
and deformed beyond recognition. Others might retain a weapons, for within this category lies a diverse and
semblance of their former selves, their features etched twisted array of cursed beings, waiting to test the mettle
with despair and anguish. Though their forms may of those who venture into the infernal depths.
differ, a common thread unites them all: an existence  
steeped in despair and eternal damnation.
Hellbound Vampire
Hellbound Vampires are sinister undead creatures
cursed to eternal damnation. Created through dark
rituals and the infusion of infernal energies, these
undead beings embody both the supernatural power of a
vampire and the malevolence of the lower planes.
Unlike their vampiric counterparts, Hellbound
Vampires serve as harbingers of chaos and destruction,
driven by an insatiable hunger for the souls of the living.
Hellbound Vampires possess a haunting and
otherworldly beauty, with pale skin and piercing
crimson eyes that gleam with a sinister fire. They
retain the grace and elegance of their vampiric
origins, but their appearance is twisted by the
corrupting influence of the Lower Planes. Their
fangs are sharper and more pronounced, and their
aura exudes an unsettling aura of malevolence.

Stake to the Heart: If a piercing weapon made of wood is


Hellbound Vampire driven into the vampire’s heart while the vampire is
Medium undead, chaotic evil incapacitated in its resting place, the vampire is paralyzed
until the stake is removed.
Armor Class 15 (natural armor) Bane of Holy Water: The vampire takes 20 radiant damage
Hit Points 78 (12d8 + 24) when it starts its turn in running water or ends its turn in
sunlight, and it must make a DC 15 Constitution saving
Speed 30 ft.
throw or be destroyed if it is reduced to 0 hit points by this
damage.
STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 15 (+2) 12 (+1) 10 (+0) 16 (+3) A ctions
Saving Throws Dex +6, Wis +3 Multiattack. The vampire makes two attacks, only one of which
Damage Resistances necrotic; bludgeoning, piercing, and can be a bite attack.
slashing from nonmagical attacks
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing
Senses darkvision 60 ft., passive Perception 10 creature, or a creature that is grappled by the vampire,
Languages Common incapacitated, or restrained. Hit: 8 (1d8 + 4) piercing damage
plus 7 (2d6) necrotic damage. The target’s hit point maximum
Challenge 4 (1,100 XP) is reduced by an amount equal to the necrotic damage taken,
and the vampire regains hit points equal to that amount. The
reduction lasts until the target finishes a long rest. The target
Regeneration. The vampire regains 10 hit points at the start of
dies if this effect reduces its hit point maximum to 0.
its turn if it has at least 1 hit point and isn’t in sunlight or
running water. If the vampire takes radiant damage or damage Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
from holy water, this trait doesn’t function at the start of the Hit: 7 (1d6 + 4) slashing damage. Instead of dealing damage,
vampire’s next turn. the vampire can grapple the target (escape DC 14) provided the
Spider Climb. The vampire can climb difficult surfaces, target is Medium or smaller.
including upside down on ceilings, without needing to make an Shadowy Mist (Recharge 5-6). The vampire transforms into a
ability check. cloud of mist, or back into its true form. While in mist form, the
vampire can’t take any actions, speak, or manipulate objects. It
Vampiric Weaknesses. The vampire has the following flaws:
is weightless, has a flying speed of 20 feet, can hover, and can
Sunlight Hypersensitivity: While in sunlight, the vampire has enter a creature’s space and stop there. In addition, if air can
disadvantage on attack rolls and ability checks. pass through a space, the mist can do so without squeezing,
Running Water Aversion: The vampire can’t enter a body of and it can’t pass through water. The vampire can revert to its
running water, such as a river or stream. It can cross running true form as a bonus action on its turn. While in mist form, the
water, but its speed is halved while doing so. vampire has resistance to all damage except radiant damage,
and it can’t regain hit points or gain temporary hit points.

   
51
Houndmasters of Ruin  
Houndmasters of Ruin are sinister and merciless
figures who command a pack of vicious hounds to carry
out their bidding. These formidable adversaries are
often encountered in the darkest corners of the world,
lurking in ruined fortresses and desolate wastelands.
Clad in imposing breastplates and wielding deadly
longswords, they strike fear into the hearts of their
enemies.

Houndmasters of Ruin
Medium humanoid (human), chaotic evil

Armor Class 16 (breastplate)


Hit Points 120 (16d8 + 48)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 16 (+3)

Skills Animal Handling +5, Perception +4, Survival +4


Senses passive Perception 14 Faithful Hound
Languages Common Medium beast, neutral evil
Challenge 8 (3,900 XP)
Armor Class 14
Hit Points 52 (8d8 + 16)
Pack Tactics. The houndmasters have advantage on an attack
Speed 40 ft.
roll against a creature if at least one of their faithful hounds’
allies is within 5 feet of the creature and the ally isn’t
incapacitated. STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)
Command Hounds. As a bonus action, the houndmasters can
command any number of their faithful hounds within 60 feet of Skills Perception +3
them to make an attack. Senses passive Perception 13
Languages -
Call Reinforcements (3/Day). The houndmasters can call for Challenge 2 (450 XP)
reinforcements, summoning 1d4 faithful hounds to join the
battle. The summoned faithful hounds appear in unoccupied
spaces within 30 feet of the houndmasters. They act Keen Hearing and Smell. The hound has advantage on Wisdom
immediately after the houndmasters in the initiative order. (Perception) checks that rely on hearing or smell.

A ctions Pack Tactics. The hound has advantage on an attack roll against
a creature if at least one of its allies is within 5 feet of the
Multiattack. The houndmasters make two attacks with their creature and the ally isn’t incapacitated.
longsword or two ranged attacks with their longbow.
A ctions
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) slashing damage. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
6 (1d8 + 2) piercing damage. If the target is a creature, it must
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., succeed on a DC 12 Strength saving throw or be knocked
one target. Hit: 7 (1d8 + 2) piercing damage. prone.

 
52
Cursed Ogre  
Cursed Ogres are hulking creatures of pure
malevolence, their forms grotesquely altered by the
sinister forces that have plagued them. Once ordinary
ogres, these beings have become vessels of dark
Cursed Ogre enchantments, transforming into monstrous
Large giant, chaotic evil abominations that strike terror into the hearts of all who
behold them. Their immense size and unnatural
Armor Class 15 (natural armor) strength are only matched by their insatiable thirst for
Hit Points 136 (16d10 + 48) bloodshed.
Speed 40 ft.

STR DEX CON INT WIS CHA


20 (+5) 8 (-1) 16 (+3) 6 (-2) 10 (+0) 6 (-2)

Saving Throws Constitution +6, Wisdom +3


Skills Perception +3, Stealth +1
Damage Resistances Bludgeoning, Piercing, and Slashing from
Nonmagical Attacks
Senses Darkvision 60 ft., passive Perception 13
Languages Common, Giant
Challenge 7 (2,900 XP)

Bloodthirsty Rage. When a cursed ogre takes damage, it gains


advantage on its next melee attack roll. Additionally, while in
this rage, it has resistance to bludgeoning, piercing, and
slashing damage from nonmagical weapons.

Regeneration. At the start of its turn, the cursed ogre regains 10


hit points if it has at least 1 hit point remaining.

Spell Resistance. The cursed ogre has advantage on saving


throws against spells and other magical effects.

Terrifying Presence. Each creature of the cursed ogre’s choice


within 30 feet of it must succeed on a DC 14 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.

A ctions
Multiattack. The cursed ogre makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +8 to hit, reach 10 ft., one


target. Hit: 21 (3d10 + 5) slashing damage.
 
Trample. The cursed ogre moves up to its speed in a straight
line and can move through the space of any creature smaller
than Huge. Each creature in the cursed ogre’s path must make
a DC 15 Dexterity saving throw, taking 21 (3d10 + 5)
bludgeoning damage on a failed save, or half as much damage
on a successful one.

53
Otyugh Feasters
The Otyugh Feasters are large aberrations with a insatiable hunger for flesh, known for their aggressive tendencies
and their ability to thrive in the filthiest environments. These monstrous creatures are often found lurking in the
darkest corners of sewers, dungeons, and other squalid places, where they feast upon any unfortunate prey that
crosses their path. Despite their repulsive appearance, Otyugh Feasters possess a certain level of cunning and are
capable of setting up ambushes to ensure a steady supply of sustenance.
 

Otyugh Feaster
Large aberration, neutral evil

Armor Class 15 (natural armor)


Hit Points 93 (11d10 + 33)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 11 (+0) 16 (+3) 4 (-3) 13 (+1) 6 (-2)

Skills Perception +4, Stealth +3


Senses darkvision 120 ft., passive Perception 14
Languages Undercommon
Challenge 5 (1,800 XP)

Stench. Any creature that starts its turn within 10 feet of the
Otyugh Feasters must succeed on a DC 14 Constitution saving
throw or be poisoned until the start of its next turn. On a
successful saving throw, the creature is immune to the Otyugh
Feasters’ stench for 24 hours.

A ctions
Multiattack. The Otyugh Feasters makes three attacks: one with
its bite and two with its tentacles.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
12 (2d8 + 3) piercing damage plus 7 (2d6) poison damage.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one


target. Hit: 7 (1d8 + 3) bludgeoning damage. The target is
grappled (escape DC 13) if the Otyugh Feasters isn’t already
grappling a creature, and the target is restrained until the
grapple ends.

Gore (Recharge 5 - 6). The Otyugh Feasters lowers its head and
charges at a target within 20 feet. The target must succeed on a
DC 14 Dexterity saving throw or take 14 (3d6 + 3) piercing
damage and be knocked prone. On a successful save, the
target takes half damage and isn’t knocked prone.

54
Soul Manipulators
he realm of the infernal is a Whether through sinister sorcery, cursed relics, or  

t
place teeming with malevolent creatures infernal pacts, Soul Manipulators possess a wide array
that thrive on the torment and suffering of supernatural powers that grant them mastery over
of souls. Among these fiendish denizens, souls. They can bend and twist the essence of a soul,
the Soul Manipulators stand as masters inflicting excruciating pain, inducing tormenting
of dark arts, capable of wielding the very nightmares, or even fragmenting the very core of an
essence of mortal beings to further their individual’s identity.
own sinister agendas. These creatures often dwell in the darkest corners of
Soul Manipulators possess an innate ability to tap the infernal realms, drawing sustenance from the
into the fundamental energy of souls, harnessing their suffering they inflict upon lost souls. Their insatiable
spiritual essence for their own purposes. These hunger for power drives them to seek out new victims,
creatures exhibit a deep understanding of the intricate using their mastery over souls to enslave, corrupt, or
complexities of the human psyche, exploiting the outright consume those unfortunate enough to cross
vulnerabilities and weaknesses of the spirit to exert their paths.
control and manipulate the very fabric of one’s being.  
 
Soul Drainer
Medium undead, neutral evil

Armor Class 16 (natural armor)

Soul Drainer Hit Points 75 (10d8 + 30)


Speed 30 ft.
Soul Drainers are sinister undead creatures that dwell
in the darkest corners of the world, forever hungering STR DEX CON INT WIS CHA
for the essence of living beings. These malevolent 16 (+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 16 (+3)
beings are often found lurking in ancient ruins, haunted
crypts, or other places steeped in death and despair. Damage Resistances necrotic
Condition Immunities exhaustion
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 4 (1,100 XP)

Life Drain. When the soul drainer hits with a melee weapon
attack, it deals an additional 10 (3d6) necrotic damage to the
target. The target must also succeed on a DC 13 Constitution
saving throw or its hit point maximum is reduced by an
amount equal to the damage taken. This reduction lasts until
the target finishes a long rest. A creature reduced to 0 hit
points by this damage dies, and its soul is consumed by the
soul drainer.

Ethereal Sight. The soul drainer can see 60 feet into the Ethereal
Plane when it is on the Material Plane, and vice versa.

Rejuvenating Aura. The soul drainer emits an aura of


malevolent energy within a 15-foot radius. At the start of each
of its turns, the soul drainer regains 2 hit points for each other
creature in the aura (minimum of 2).

A ctions
Multiattack. The soul drainer makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 9 (2d6 + 2) slashing damage.

Life Drain Ray (Recharge 5-6). The soul drainer fires a ray of
necrotic energy at a creature it can see within 60 feet of it. The
target must make a DC 13 Dexterity saving throw, taking 17
(5d6) necrotic damage on a failed save, or half as much
damage on a successful one.

56
Soul Destroyer
The Soul Destroyer is a fearsome undead creature that
resembles a skeletal drake, a menacing combination of
draconic and undead features. Born from dark rituals
and infused with the essence of necromantic energy,
these creatures are harbingers of death and despair.
With their sharp fangs, razor-sharp claws, and an aura
of desolation, they strike terror into the hearts of all who
encounter them.
Rejuvenating Death. When the Soul Destroyer is reduced to 0 hit
Soul Destroyer points, it explodes in a burst of dark energy. Each creature
Large undead, chaotic evil within 30 feet of it must make a DC 14 Constitution saving
throw, taking 21 (6d6) necrotic damage on a failed save, or half
Armor Class 17 (natural armor) as much damage on a successful one.
Hit Points 123 (13d10 + 52)
Speed 30 ft., fly 50 ft. A ctions
STR DEX CON INT WIS CHA Multiattack. The Soul Destroyer makes two attacks: one with its
18 (+4) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 16 (+3) bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.


Saving Throws Dex +5, Wis +4, Cha +6
Damage Resistances necrotic Hit: 14 (2d8 + 4) piercing damage plus 7 (2d6) necrotic
damage.
Damage Immunities poison
Condition Immunities exhaustion, poisoned Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Senses darkvision 120 ft., passive Perception 11 Hit: 12 (2d6 + 4) slashing damage.
Languages Common, Draconic
Challenge 7 (2,900 XP) Frightful Presence. Each creature of the Soul Destroyer’s choice
that is within 120 feet of it and aware of it must succeed on a
Aura of Desolation. At the start of its turn, each creature within DC 14 Wisdom saving throw or become frightened for 1
10 feet of the Soul Destroyer takes 10 (3d6) necrotic damage. minute. A creature can repeat the saving throw at the end of
Undead creatures are immune to this effect. each of its turns, ending the effect on itself on a success. If a
creature’s saving throw is successful or the effect ends for it,
the creature is immune to the Soul Destroyer’s Frightful
Presence for the next 24 hours.

   
57
Soul Leech
The Soul Leech is a sinister aberration that feeds on the life essence of living beings. Its small, elongated body is
covered in smooth, dark gray skin that seems to absorb any light around it. With its sharp fangs and elongated limbs,
the Soul Leech is a formidable predator lurking in the shadows. Its eerie presence instills fear and unease in those
unfortunate enough to encounter it.
 

Soul Leech
Small aberration, neutral evil

Armor Class 14 (natural armor)


Hit Points 22 (5d6 + 5)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


6 (-2) 16 (+3) 12 (+1) 6 (-2) 10 (+0) 8 (-1)

Skills Stealth +5
Damage Resistances necrotic
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 10
Languages understands Deep Speech but can’t speak
Challenge 1 (200 XP)

Shadow Stealth. While in dim light or darkness, the soul leech


can take the Hide action as a bonus action.

Soul Drain. Whenever the soul leech hits a creature with its bite
attack, the target must make a DC 11 Constitution saving
throw, taking 9 (2d8) necrotic damage on a failed save, or half
as much damage on a successful one. The soul leech gains
temporary hit points equal to the damage dealt.

Spider Climb. The soul leech can climb difficult surfaces,


including upside down on ceilings, without needing to make an
ability check.

Sunlight Sensitivity. While in sunlight, the soul leech has


disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

A ctions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) necrotic damage.

58
 
Soul Collector
Soul Collectors are fearsome undeads with a haunting Clad in hardened blackened armor that seems to absorb
presence that instills terror in the hearts of mortals. light, their eyes glow with an otherworldly radiance,
These malevolent beings are charged with a grim task - their gaze capable of penetrating the deepest recesses
to harvest and imprison souls for their dark masters. of a person’s soul. Their elongated limbs end in razor-
Standing at an imposing height and cloaked in sharp claws, and their most distinctive feature is a
shadows, Soul Collectors emanate an aura of pure wicked scythe they wield with deadly precision.
dread, causing even the bravest warriors to quiver in  
fear.

Soul Collector
Medium undead, lawful evil

Armor Class 17 (natural armor)


Hit Points 90 (12d8 + 36)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 18 (+4) 16 (+3) 14 (+2) 12 (+1) 20 (+5)

Skills Perception +5, Stealth +7


Damage Resistances cold, fire, lightning; bludgeoning, piercing,
and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 15
Languages Infernal, Common
Challenge 5 (1,800 XP)

Aura of Dread. At the start of each of its turns, any creature


within 30 feet of the soul collector must make a DC 15 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.

Soul Drain. Whenever the soul collector hits a creature with a


melee weapon attack, the target takes an extra 10 (3d6)
necrotic damage, and the soul collector gains temporary hit
points equal to the damage dealt.

Magic Resistance. The soul collector has advantage on saving


throws against spells and other magical effects.

A ctions
Multiattack. The soul collector makes two scythe attacks.

Scythe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 11 (2d6 + 4) slashing damage plus 10 (3d6) necrotic
damage.

Soul Extraction (Recharge 5-6). The soul collector targets one


creature it can see within 60 feet of it. The target must succeed
on a DC 15 Wisdom saving throw or its soul is extracted, and it
gains one level of exhaustion. While its soul is extracted, the
creature’s hit point maximum is reduced by 10 (3d6). The soul
can be restored by greater restoration or similar magic.

59
Cultists and Inquisitors
ithin this malevolent domain, you The Cultists and Inquisitors draw power from the  

w
will encounter a myriad of diabolical darkest recesses of the infernal planes, channeling their
beings whose devotion to darkness and malefic energies into forbidden rituals and wicked
their infernal masters knows no bounds. incantations. With their twisted knowledge of forbidden
These wicked creatures, veiled in arts and forbidden secrets, they can unleash curses,
shadow and draped in malevolence, summon dark entities, and even manipulate the very
embody the twisted beliefs and fanatical fabric of reality itself.
zealotry that infest the infernal realms. Beware, for these malevolent beings are not to be
As ardent worshippers of infernal powers, the Cultists underestimated. Clad in dark robes and bearing
and Inquisitors are driven by an insatiable desire to symbols of their sinister affiliations, they move stealthily
spread chaos, corruption, and suffering throughout the through the shadows, infiltrating unsuspecting
realms. communities, and ensnaring the weak-willed with
In this category, you will find an assortment of unholy promises of power and forbidden knowledge. They are
minions and sinister leaders who orchestrate their vile masters of manipulation, using fear and intimidation to
machinations with meticulous precision. From lowly bend others to their unholy will.
acolytes to sinister high priests, these creatures are  
bound by a perverted sense of devotion, sacrificing their
own morality in service to their dark lords.
 

Heretic Scribe
Heretic scribes are sinister individuals who delve into
forbidden knowledge and dabble in dark magic. Often
found in secretive cults or shadowy organizations, these
small humanoid creatures possess a thirst for power
and seek to unlock the secrets of the arcane. Clad in
dark robes and armed with a trusty spellbook, heretic
scribes are formidable foes who combine their magical
prowess with deceptive tactics to outwit and manipulate
their adversaries.

Heretic Scribe
Medium humanoid (human), neutral evil

Armor Class 13 (leather armor)


Hit Points 16 (3d6 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 12 (+1) 15 (+2) 13 (+1) 12 (+1)

Skills Arcana +4, Deception +3, Insight +3


Senses passive Perception 11
Languages Common
Challenge 1/2 (100 XP)

Spellcasting. The heretic scribe is a 3rd-level spellcaster. Its


spellcasting ability is Intelligence (spell save DC 12, +4 to hit
with spell attacks). The heretic scribe has the following wizard
spells prepared:
Cantrips (at will): fire bolt, mage hand, prestidigitation
1st level (4 slots): charm person, magic missile, shield
2nd level (2 slots): hold person, invisibility

Heretic Scholar. The heretic scribe has advantage on


Intelligence (Arcana) checks related to infernal or forbidden
knowledge.

Bookish Defense. The heretic scribe gains a +2 bonus to AC


against melee attacks while wielding a spellbook.

A ctions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

61
Sinister Inquisitor
The Sinister Inquisitor is a figure feared and loathed in equal measure, an embodiment of ruthless justice and
fanatical devotion. Clad in darkened chain mail and wielding a rapier with deadly precision, this menacing individual
exudes an air of authority and malevolence. Behind their piercing gaze lies a mind sharp as a blade, honed by years of
training in martial combat and the manipulation of arcane powers.
Variant: Supreme Infernal Inquisitor. The Supreme Infernal Inquisitor represents the pinnacle of power within the
hierarchy of the Sinister Inquisitors. These elite individuals have ascended to the highest echelons of their order
through sheer ruthlessness and unwavering devotion to their infernal patrons.
 
Sinister Inquisitor
Medium humanoid (human), lawful evil

Armor Class 16 (chain mail, shield)


Hit Points 75 (10d8 + 30)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 16 (+3) 18 (+4) 14 (+2) 16 (+3)

Saving Throws Wis +4, Cha +5


Skills Insight +6, Intimidation +8, Perception +4
Senses passive Perception 14
Languages: : Common, Infernal
Challenge 5 (1,800 XP)

Inquisitorial Authority. The sinister inquisitor can take the


Dodge action as a bonus action on its turn.

Spellcasting. The sinister inquisitor is a 5th-level spellcaster. Its


spellcasting ability is Intelligence (spell save DC 14, +6 to hit
with spell attacks). The sinister inquisitor has the following
wizard spells prepared:
Cantrips (at will): chill touch, mage hand, minor illusion
1st level (4 slots): charm person, disguise self, shield
2nd level (3 slots): hold person, misty step
3rd level (2 slots): counterspell, fear

A ctions
Multiattack. The sinister inquisitor makes two melee attacks or
casts a spell and makes one melee attack.

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 7 (1d8 + 3) piercing damage.

Smite the Heretic (Recharge 5-6). The sinister inquisitor imbues


its weapon with dark energy and makes a melee weapon attack.
On a hit, the target takes an additional 10 (3d6) necrotic
damage.

62
 
Supreme Infernal
Inquisitor
Medium humanoid (corrupted/fire paladin), lawful evil

Armor Class 19 (plate armor, shield)


Hit Points 144 (17d8 + 68)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 18 (+4) 14 (+2) 16 (+3) 18 (+4)

Saving Throws Wisdom +7, Charisma +8


Skills Insight +7, Intimidation +8, Religion +5
Damage Resistances fire
Condition Immunities frightened
Senses passive Perception 13
Languages Infernal, Common
Challenge 8 (3,900 XP)

Infernal Smite. When the Supreme Infernal Inquisitor hits a


creature with a melee weapon attack, it can expend a spell slot
to deal an additional 4d8 fire damage to the target, plus 1d8
fire damage for each level higher than 1st.

Spellcasting. The Supreme Infernal Inquisitor is a 10th-level


spellcaster. Its spellcasting ability is Charisma (spell save DC
16, +8 to hit with spell attacks). The Supreme Infernal
Inquisitor has the following paladin spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): command, divine favor, wrathful smite
2nd level (3 slots): hold person, branding smite, spiritual
weapon
3rd level (3 slots): dispel magic, elemental weapon
4th level (3 slots): fire shield, staggering smite
5th level (1 slot): banishing smite, destructive wave

A ctions
Multiattack. The Supreme Infernal Inquisitor makes three
melee attacks: two with its longsword and one with its infernal
fire bolt.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one


target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5)
slashing damage if used with two hands, plus 4 (1d8) radiant
damage.

Infernal Fire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft.,
one target. Hit: 15 (3d8 + 2) fire damage.

Fiery Smite (Recharge 5-6). The Supreme Infernal Inquisitor


infuses its weapon with dark flames. On its next successful
weapon attack, the target takes an additional 14 (4d6) fire
damage and must make a DC 16 Dexterity saving throw, taking
an additional 7 (2d6) fire damage on a failed save, or half as
much damage on a successful one.

Hellish Rebuke (1/Day). The Supreme Infernal Inquisitor points


a finger at a creature that has damaged it. The creature must
make a DC 16 Dexterity saving throw. On a failed save, the
creature takes 21 (6d6) fire damage, or half as much damage
on a successful save.

63
Damned Cultist  
Damned Cultists are devout followers of dark and
malevolent forces, bound by an unwavering
commitment to their sinister beliefs. These insidious
individuals are willing to embrace damnation in
exchange for forbidden knowledge and the power it
Damned Cultist bestows. Cloaked in shadows and bearing the marks of
Medium humanoid (human), lawful evil their unholy allegiance, Damned Cultists are a
menacing presence, spreading chaos and despair
Armor Class 12 (leather armor) wherever they tread.
Hit Points 45 (6d8 + 18)
Speed 30 ft.
 
STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 16 (+3)

Skills Perception +4, Religion +3


Senses passive Perception 14
Languages Common
Challenge 3 (700 XP)

Spellcasting. The cultist is a 3rd-level spellcaster. Its spellcasting


ability is Charisma (spell save DC 13, +5 to hit with spell
attacks). The cultist has the following spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): bane, command, inflict wounds
2nd level (2 slots): hold person, spiritual weapon

Fanatic. The cultist has advantage on saving throws against


being charmed or frightened.

Dark Ritual. Once per long rest, as an action, the cultist can
attempt to perform a dark ritual. This requires concentration
and takes 1 minute to complete. At the end of the ritual, the
cultist can summon a demon of challenge rating 1 or lower,
which is hostile to all creatures except the cultist. The
summoned demon remains for 1 hour or until it is reduced to
0 hit points, at which point it disappears. If the cultist loses
concentration or is incapacitated, the ritual fails.

A ctions
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Infernal Blast. Ranged Spell Attack: +5 to hit, range 60 ft., one


target. Hit: 9 (2d8) necrotic damage.

64
 
Cultist of Asmodeus
Medium humanoid (human), lawful evil

Armor Class 15 (chain mail)

Cultist of Asmodeus Hit Points 136 (16d8 + 64)


Speed 30 ft.
Cultists of Asmodeus are devoted followers of the
archdevil, Asmodeus, ruler of the Nine Hells. These STR DEX CON INT WIS CHA
sinister individuals willingly offer their souls and 16 (+3) 13 (+1) 18 (+4) 15 (+2) 12 (+1) 18 (+4)
dedicate their lives to serving their infernal master. Clad
in darkened chain mail adorned with unholy symbols, Saving Throws Wisdom +5, Charisma +8
the Cultists of Asmodeus are a formidable presence on Skills Deception +8, Insight +5, Religion +5
the battlefield, blending martial prowess with insidious Damage Resistances fire
spellcasting. Senses passive Perception 11
Languages Common, Infernal
Challenge 13 (10,000 XP)

Infernal Resistance. The cultist has advantage on saving throws


against being charmed or frightened.

Spellcasting. The cultist is a 12th-level spellcaster. Its


spellcasting ability is Charisma (spell save DC 16, +8 to hit with
spell attacks). The cultist has the following warlock spells
prepared:
Cantrips (at will): eldritch blast, prestidigitation,
thaumaturgy
1st level (4 slots): command, comprehend languages, hellish
rebuke, protection from good and evil
2nd level (3 slots): hold person, scorching ray
3rd level (3 slots): counterspell, dispel magic, fireball
4th level (3 slots): banishment, wall of fire
5th level (2 slots): cone of cold, dominate person

Dark One’s Blessing (1/Day). When the cultist reduces a creature


to 0 hit points with a spell, it regains hit points equal to
2d12+3.

A ctions
Multiattack. The cultist makes two attacks with its rapier.

Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 8 (1d8 + 4) piercing damage.

Infernal Blast (Recharge 6). The cultist unleashes a blast of


infernal energy. Each creature within a 15-foot cone originating
from the cultist must make a DC 16 Dexterity saving throw,
taking 17 (5d6) fire damage on a failed save, or half as much
damage on a successful one.

Summon Fiend (1/Day). The cultist attempts to summon a


fiendish ally from the Nine Hells. The specific fiend summoned
is determined by the DM and should be appropriate for a
challenge rating 6 or lower. The summoned creature appears in
an unoccupied space within 60 feet of the cultist and acts
immediately, obeying the cultist’s commands to the best of its
ability.

R eactions
Hellish Rebuke. In response to being damaged by a creature
within 60 feet of it that it can see, the cultist points a finger and
the creature must make a DC 16 Dexterity saving throw, taking
21 (6d6) fire damage on a failed save, or half as much damage
on a successful one.
65
Titans and Giants
ithin the fiery depths of the Giants, on the other hand, while slightly less colossal  

w
infernal realms, where torment and than Titans, are by no means any less formidable. These
despair know no bounds, dwell the monstrous beings are born from the wicked souls of
colossal beings known as Titans and mortals who embraced corruption and wickedness
Giants. These immense and powerful during their mortal lives. Giants possess grotesque and
creatures are the epitome of strength and twisted forms, towering over the damned souls around
magnitude, embodying the overwhelming them. They are fueled by an insatiable hunger for
force that resides within the infernal destruction and revel in inflicting suffering upon those
plane. unfortunate enough to cross their path. Their immense
Titans, with their imposing presence and towering strength allows them to crush their enemies with
stature, command awe and fear in equal measure. Born devastating blows, shatter fortresses with a single
from ancient chaos, these ancient deities possess swing, and wield weapons of immense size with
unrivaled might, and their forms radiate a sense of astonishing proficiency.
primordial grandeur. Their immense power manifests The Titans and Giants, both embodiments of raw
through devastating elemental forces, as they can wield power, serve as the guardians and tormentors of the
flames, earthquakes, storms, and other cataclysmic infernal realms. Their indomitable strength and vicious
phenomena with ease. Titans are often associated with temperament make them formidable adversaries to any
the deepest layers of the infernal domains, where they who dare challenge the fiery domain of damnation.
reign as brooding lords over their dominions. Adventurers who venture into the depths of hell must
steel themselves, for facing these monstrous entities
means engaging in a battle of epic proportions, one that
tests their courage and resilience to the very limits.
 
Chaos Titan
The Chaos Titan is an immense and
terrifying creature, a true force of
destruction in the realm of
elemental chaos. Born from the
swirling energies of the
Elemental Plane, this colossal
entity embodies the volatile
and capricious nature of
chaos itself. Towering over the
landscape, the Chaos Titan
exudes an aura of raw power
that sends shivers down the
spines of even the
bravest warriors.

Elemental Demise. If the titan is reduced to 0 hit points, it


Chaos Titan explodes in a burst of chaotic energy. Each creature within 60
Gargantuan elemental, chaotic evil feet of the titan must make a DC 22 Dexterity saving throw,
taking 66 (12d10) force damage on a failed save, or half as
Armor Class 23 (natural armor) much damage on a successful one. The explosion destroys the
Hit Points 700 (28d20 + 420) titan’s remains.
Speed 50 ft. Siege Monster. The titan deals double damage to objects and
structures.
STR DEX CON INT WIS CHA
30 (+10) 12 (+1) 28 (+9) 10 (+0) 14 (+2) 16 (+3) A ctions
Saving Throws Str +19, Con +18, Wis +9, Cha +10 Multiattack. The titan makes two attacks: one with its
thunderous slam and one with its chaotic storm.
Damage Resistances bludgeoning, piercing, and slashing
damage from nonmagical attacks Thunderous Slam. Melee Weapon Attack: +19 to hit, reach 20 ft.,
Damage Immunities lightning, thunder one target. Hit: 55 (6d12 + 10) bludgeoning damage and the
target must succeed on a DC 23 Strength saving throw or be
Condition Immunities charmed, exhaustion, frightened, knocked prone.
paralyzed, petrified, poisoned
Chaotic Storm. The titan summons a swirling storm of chaotic
Senses truesight 120 ft., passive Perception 12
energy in a 60-foot cone. Each creature in that area must make
Languages Primordial a DC 23 Dexterity saving throw, taking 44 (8d10) force damage
Challenge 23 (50,000 XP) and 44 (8d10) lightning damage on a failed save, or half as
much damage on a successful one.

Legendary Resistance (3/Day). If the titan fails a saving throw, it Chaos Bolt (Recharge 5-6). The titan hurls a bolt of chaotic
can choose to succeed instead. energy at a target within 120 feet. The target must make a DC
23 Dexterity saving throw, taking 55 (10d10) force damage on a
Magic Resistance. The titan has advantage on saving throws failed save, or half as much damage on a successful one.
against spells and other magical effects.
Bellowing Roar (1/Day). The titan releases a thunderous roar.
Immutable Form. The titan is immune to any spell or effect that Each creature of the titan’s choice within 120 feet of it must
would alter its form. make a DC 23 Constitution saving throw. On a failed save, the
creature is stunned until the end of its next turn.

   
67
    Corrupted Titan
    The Corrupted Titan is a horrifying sight to
     behold, a towering abomination that embodies
     the twisted forces of black magic and
     necromantic energy. Once a mighty titan, this
      colossal creature has been corrupted by
       dark powers, transforming it into a
        relentless and malevolent force of
         destruction.

Black Magic Mastery. The corrupted titan has access to a pool of


Corrupted Titan black magic energy. It can use its black magic to cast spells as if
Gargantuan undead, chaotic evil it were a 9th-level spellcaster (spell save DC 20; +12 to hit with
spell attacks). It can cast the following spells:
Armor Class 20 (natural armor) At will: dissonant whispers, ray of enfeeblement, vampiric touch
Hit Points 360 (20d20 + 140) 3/day each: circle of death, blight, finger of death, dominate
Speed 50 ft. person
1/day: power word kill
STR DEX CON INT WIS CHA
30 (+10) 8 (-1) 26 (+8) 10 (+0) 12 (+1) 18 (+4) Multiattack. The corrupted titan can make two slam attacks.

Saving Throws Str +18, Con +15, Wis +8, Cha +12 A ctions
Skills Perception +13
Slam. Melee Weapon Attack: +18 to hit, reach 15 ft., one target.
Damage Resistances necrotic; bludgeoning, piercing, and
Hit: 33 (4d10 + 10) bludgeoning damage.
slashing from nonmagical attacks
Damage Immunities poison Black Magic Burst (Recharge 5-6). The corrupted titan releases a
Condition Immunities exhaustion, poisoned burst of black magic energy in a 60-foot cone. Each creature in
Senses darkvision 120 ft., passive Perception 23 that area must make a DC 20 Dexterity saving throw, taking 77
Languages Abyssal, Common (22d6) necrotic damage on a failed save, or half as much
Challenge 19 (22,000 XP) damage on a successful one.

Magic Resistance. The corrupted titan has advantage on saving Titanic Roar (Recharge 6). The corrupted titan lets out a bone-
throws against spells and other magical effects. chilling roar. Each creature of its choice within 60 feet of it must
make a DC 18 Wisdom saving throw or be frightened for 1
Undead Fortitude. If damage reduces the corrupted titan to 0 hit minute. A frightened creature can repeat the saving throw at
points, it must make a Constitution saving throw with a DC of 5 the end of each of its turns, ending the effect on a success. If a
+ the damage taken, unless the damage is radiant or from a creature’s saving throw is successful or the effect ends for it,
critical hit. On a success, the corrupted titan drops to 1 hit the creature is immune to the corrupted titan’s Titanic Roar for
point instead. the next 24 hours.

Aura of Corruption. At the start of each of its turns, the


corrupted titan emits an aura of corruptive energy in a 30-foot
radius. Creatures of its choice within the aura must make a DC
18 Constitution saving throw or suffer 22 (4d10) necrotic
damage and be poisoned until the start of their next turn.

   
68
   Gluttonous Giant
   The Gluttonous Giant is a terrifying creature of
    immense size and insatiable hunger. Towering
     over its enemies, this monstrosity strikes fear
       into the hearts of those unfortunate
        enough to cross its path. With its
        grotesque appearance and voracious
        appetite, it embodies the embodiment of
        gluttony and chaos.

Gluttonous Giant creature is blinded and restrained, it has total cover against
attacks and other effects outside the giant, and it takes 24 (7d6)
Huge monstrosity, chaotic evil acid damage at the start of each of the giant’s turns. If the giant
takes 30 damage or more on a single turn from a creature
Armor Class 16 (natural armor) inside it, the giant must succeed on a DC 16 Constitution
Hit Points 178 (17d12 + 68) saving throw at the end of that turn or regurgitate all swallowed
Speed 40 ft. creatures, which fall prone in a space within 10 feet of the giant.
If the giant dies, a swallowed creature is no longer restrained by
STR DEX CON INT WIS CHA it and can escape from the corpse by using 15 feet of
23 (+6) 10 (+0) 18 (+4) 6 (-2) 10 (+0) 6 (-2) movement, exiting prone.

Saving Throws Con +8, Wis +4 Hungry Strikes. When the giant hits a creature with a melee
Skills Perception +4 attack, the target takes an extra 14 (4d6) acid damage.
Damage Immunities poison, acid
Condition Immunities poisoned A ctions
Senses darkvision 60 ft., passive Perception 14
Multiattack. The giant makes two attacks: one with its bite and
Languages None
Challenge 9 (5,000 XP) one with its claw.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Keen Smell. The giant has advantage on Wisdom (Perception) Hit 20 (3d8 + 6) piercing damage plus 14 (4d6) acid damage. If
checks that rely on smell. the target is a creature, it is grappled (escape DC 16). Until this
grapple ends, the target is restrained, and the giant can’t bite
Stomach of Gluttony. When the giant starts its turn, any another target.
creatures grappled by it must succeed on a DC 16 Constitution
saving throw or be swallowed by the giant. A swallowed Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit 16 (3d6 + 6) slashing damage.

   
69
 

Frost Giant
Huge giant, lawful evil

Armor Class 15 (natural armor)


Hit Points 138 (12d12 + 60)
Speed 40 ft.

STR DEX CON INT WIS CHA


23 (+6) 9 (-1) 21 (+5) 9 (-1) 10 (+0) 12 (+1)

Saving Throws Con +8, Wis +3


Skills Athletics +12, Perception +3
Damage Resistances cold
Senses passive Perception 13
Languages Giant
Challenge 8 (3,900 XP)

Keen Smell. The frost giant has advantage on Wisdom


(Perception) checks that rely on smell.

Cold Weapons. The giant’s weapon attacks are considered


magical.
Frost Giant A ctions
Frost Giants, towering and powerful creatures, are a
menace of the icy tundras and snow-covered mountains. Multiattack. The frost giant makes two greataxe attacks.
Standing over 20 feet tall, these giant humanoids
possess an intimidating presence that sends chills down Greataxe. Melee Weapon Attack: +12 to hit, reach 10 ft., one
the spines of those who encounter them. Clad in thick target. Hit: 30 (6d6 + 6) slashing damage.
layers of furs and armor made from the bones of their Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one
fallen foes, frost giants are perfectly adapted to target. Hit: 35 (4d12 + 6) bludgeoning damage.
withstand the freezing temperatures of their icy
domains. Freezing Stomp (Recharge 5-6). The frost giant stomps the
ground, causing ice shards to erupt in a 15-foot cone. Each
creature in that area must make a DC 15 Dexterity saving
throw, taking 33 (6d10) cold damage on a failed save, or half as
much damage on a successful one.

 
70
Molten Giant
The Molten Giant is a fearsome creature forged from the very essence of fire and earth. These towering beings are
born from the convergence of elemental forces deep within the heart of volcanic mountains, emerging with an
unquenchable hunger for destruction and an infernal aura that leaves a trail of scorched earth in its wake. Their
molten forms and intense heat make them a formidable adversary, capable of turning their surroundings into a raging
inferno.
 

Molten Giant
Huge elemental, neutral

Armor Class 16 (natural armor)


Hit Points 192 (16d12 + 80)
Speed 30 ft.

STR DEX CON INT WIS CHA


24 (+7) 8 (-1) 20 (+5) 10 (+0) 12 (+1) 8 (-1)

Damage Immunities fire, poison


Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Ignan
Challenge 12 (8,400 XP)

Fiery Aura. At the start of each of its turns, the molten giant
deals 10 (3d6) fire damage to any creature within 10 feet of it.

Heated Body. A creature that touches the molten giant or hits it


with a melee attack while within 5 feet of it takes 10 (3d6) fire
damage.

A ctions
Multiattack. The molten giant makes two slam attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 25 (3d10 + 7) bludgeoning damage plus 10 (3d6) fire
damage.

Fire Breath (Recharge 5-6). The molten giant exhales fire in a 30-
foot cone. Each creature in that area must make a DC 16
Dexterity saving throw, taking 35 (10d6) fire damage on a failed
save, or half as much damage on a successful one.

Flaming Hurl (1/Day). The molten giant hurls a molten rock at


a point it can see within 60 feet of it. Each creature within 10
feet of that point must make a DC 16 Dexterity saving throw,
taking 28 (8d6) fire damage on a failed save, or half as much
damage on a successful one. The molten rock then explodes,
and each creature within 10 feet of the explosion must make
the same saving throw, taking the same damage on a failed
save, or half as much damage on a successful one.

71
Tempters and Seductresses
ithin hell, a particular category These monsters are not bound by the limitations of  

w
of fiends has thrived on the essence of gender or appearance, as their true nature transcends
temptation and seduction. These physical forms. They may take on the shape of
creatures, known collectively as irresistible individuals, captivating both genders equally.
“Tempters and Seductresses,” possess a Their mesmerizing presence and powers can corrupt
mastery over manipulation and allure the virtuous, sow discord among friends, or lead entire
that rivals their demonic counterparts. nations astray. No matter the guise they assume, the
Unlike the brute force often associated core objective remains the same: to seduce and tempt
with hellish entities, these cunning beings employ mortals into succumbing to their desires, thereby
subtlety, charm, and beguiling tactics to ensnare the securing their eternal damnation.
souls of mortals. Heroes who dare to confront these seductive beings
Tempters and Seductresses, in their diverse forms, must remain ever vigilant and resolute, for the
are experts at exploiting the weaknesses and desires of temptations they offer are deceptively alluring. The key
those they encounter. Their allure may manifest in to victory lies in recognizing their deceit and resisting
physical beauty, persuasive words, or even supernatural their charms, lest one fall prey to their manipulative
abilities that can mesmerize even the most resolute of schemes. It is wise for adventurers to arm themselves
hearts. They are masters of manipulation, capable of not only with weapons and spells but also with
weaving intricate webs of deceit and luring unwavering moral compasses, steadfast determination,
unsuspecting victims into their clutches. and an unshakeable belief in their own worth.
 
Abyssal Succubus
The Abyssal Succubus is a seductive and manipulative
creature that hails from the deepest recesses of the
Abyss. Known for their unearthly beauty and
captivating allure, these fiends specialize in luring
mortals into temptation and leading them astray. With
their devilish charm and innate magical abilities,
Abyssal Succubi have perfected the art of ensnaring the
hearts and minds of their victims.
Appearance and Deception. An Abyssal Succubus
appears as a strikingly beautiful humanoid, often
resembling a perfect blend of alluring femininity and
exotic charm. They possess flawless features,
mesmerizing eyes that hint at untold secrets, and
lustrous, flowing hair that seems to shimmer with
otherworldly radiance. Their lithe and graceful forms
are further accentuated by seductive attire, which
enhances their bewitching presence.
Charm and Subterfuge. The power of an Abyssal
Succubus lies not only in their physical beauty but also
in their supernatural abilities. They possess an
enchanting aura that can overwhelm the senses of those
who dare to come near. This charm aura compels
creatures to succumb to their irresistible allure, leaving
them incapacitated and completely under the
succubus’s control.

Teleport. As a bonus action, the succubus magically teleports,


Abyssal Succubus along with any equipment it is wearing or carrying, up to 120
Medium fiend, chaotic evil feet to an unoccupied space it can see.
Armor Class 16 (natural armor) A ctions
Hit Points 110 (13d8 + 52)
Speed 30 ft., fly 30 ft. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.
STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 18 (+4) 15 (+2) 16 (+3) 20 (+5) Draining Kiss. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature charmed by the succubus. Hit: The target takes 22
(4d10) psychic damage, and the succubus regains hit points
Saving Throws Dex +7, Wis +6, Cha +8
Skills Deception +8, Insight +6, Perception +6, Persuasion +8 equal to the damage dealt.
Damage Resistances cold, fire, lightning Succubus’s Kiss (Recharge 5-6). One humanoid the succubus can
Senses darkvision 120 ft., passive Perception 16 see within 30 feet of it must succeed on a DC 15 Constitution
Languages Abyssal, Common, telepathy 120 ft. saving throw or be magically charmed for 1 hour. The charmed
Challenge 6 (2,300 XP) target obeys the succubus’s verbal or telepathic commands. If
the target suffers any harm or receives a suicidal command, it
Charm Aura. Any creature that starts its turn within 10 feet of can repeat the saving throw, ending the effect on itself on a
the abyssal succubus must succeed on a DC 15 Wisdom saving success. If a target’s saving throw is successful, the target is
throw or be charmed for 1 minute. While charmed in this way, immune to the succubus’s Succubus’s Kiss for the next 24
the target is incapacitated and can’t move or speak. The target hours.
can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.

Innate Spellcasting. The abyssal succubus’s innate spellcasting


ability is Charisma (spell save DC 16). It can innately cast the
following spells, requiring no material components:
At will: detect thoughts, minor illusion
3/day each: charm person, darkness, suggestion

73
   
 

Swarm of Lust Beetles


Swarm of Lust Beetles Small swarm of beetles, chaotic neutral
The Swarm of Lust Beetles is a writhing mass of small,
iridescent beetles that congregate in swarms, driven by Armor Class: 12
their insatiable desire to feed and propagate. These Hit Points: 27 (6d6)
Speed: 30 ft., climb 30 ft.
beetles, with their captivating shimmer and alluring
glow, are often mistaken for harmless insects at first STR DEX CON INT WIS CHA
glance. However, their true nature is far more sinister. 6 (-2) 16 (+3) 10 (+0) 2 (-4) 10 (+0) 2 (-4)
They are attracted to creatures emanating strong
emotions of desire, drawing them in with an almost Skills: Perception +2, Stealth +5
supernatural allure. Damage Resistances: Bludgeoning, Piercing, Slashing
Behavior. Lust Beetles are chaotic creatures that Condition Immunities: Charmed, Frightened, Grappled,
roam the darkest corners of the world, seeking out Paralyzed, Petrified, Prone, Restrained, Stunned
victims who are consumed by overwhelming passions Senses: Blindsight 10 ft., darkvision 60 ft., passive Perception
and desires. They are instinctively drawn to intense 12
emotions, such as love, lust, and obsession, and Languages: –

congregate around individuals who exude such fervor. Challenge: 1 (200 XP)

As a swarm, they move with fluid coordination, their


actions guided by a collective consciousness that Swarm. The swarm can occupy another creature’s space and
enhances their predatory capabilities. vice versa, and the swarm can move through any opening large
enough for a Tiny insect. The swarm can’t regain hit points or
gain temporary hit points.

Distraction. Any creature that starts its turn within 5 feet of the
swarm must succeed on a DC 11 Wisdom saving throw or be
charmed until the start of its next turn. The charmed creature
can’t attack the swarm. A charmed creature can repeat the
saving throw at the end of its turn, ending the effect on a
success.

Swarm Tactics. The swarm has advantage on an attack roll


against a creature if at least one of the swarm’s allies is within
5 feet of the creature and the ally isn’t incapacitated.

Invasive Aura. Any creature that enters the swarm’s space or


starts its turn there must succeed on a DC 11 Constitution
saving throw or become infected with an invasive parasite.
While infected, the creature is poisoned and takes 2 (1d4)
piercing damage at the start of its turn. The infected creature
can repeat the saving throw at the end of each of its turns,
ending the effect on a success.

A ctions
Voracious Bite. Melee Weapon Attack: +5 to hit, reach 0 ft., one
target in the swarm’s space. Hit: 10 (4d4) piercing damage, or
5 (2d4) piercing damage if the swarm has half of its hit points
or fewer.

74
 
Vicious Tempter
Medium fiend, lawful evil

Armor Class 16 (natural armor)


Hit Points 135 (18d8 + 54)
Speed 30 ft. Vicious Tempter
The Vicious Tempter is a cunning and malevolent fiend
STR DEX CON INT WIS CHA that thrives on manipulation and temptation. From the
18 (+4) 16 (+3) 16 (+3) 14 (+2) 16 (+3) 20 (+5) darkest corners of the infernal realms, these creatures
emerge to sow discord and corruption among mortals,
Saving Throws Dex +7, Wis +7, Cha +9 reveling in their ability to exploit weaknesses and lead
Skills Deception +9, Insight +7, Perception +7, Persuasion +9 others astray. Their alluring appearance and beguiling
Damage Resistances cold, fire, lightning charm mask their true intentions, making them
Damage Immunities poison
formidable enemies to those who dare to cross their
Condition Immunities poisoned
path.
Senses darkvision 120 ft., passive Perception 17
Languages Abyssal, Common, Infernal  
Challenge 7 (2,900 XP)

Innate Spellcasting. The tempter’s spellcasting ability is


Charisma (spell save DC 17). The tempter can innately cast the
following spells, requiring no material components:
At will: detect thoughts, suggestion
3/day each: charm person, dominate person
1/day each: modify memory, plane shift (self only)

Evasion. If the tempter is subjected to an effect that allows it to


make a Dexterity saving throw to take only half damage, it
instead takes no damage if it succeeds on the saving throw,
and only half damage if it fails.

Misty Escape. When the tempter drops to 0 hit points outside


its home plane, it transforms into mist instead of falling
unconscious, provided it isn’t in sunlight. If it can’t transform,
it is destroyed. While it has 0 hit points in mist form, it can’t
revert to its true form, and it must reach its home plane within
2 hours or be destroyed. Once in its home plane, it reverts to
its true form. It regains all its hit points and can’t use this
feature again for 1d4 days.

A ctions
Multiattack. The tempter makes two attacks: one with its claws
and one with its tail.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 9 (1d8 + 5) slashing damage.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.


Hit: 11 (2d6 + 4) piercing damage.

Seductive Whispers (Recharge 5-6). The tempter targets one


creature it can see within 60 feet of it. The target must succeed
on a DC 15 Wisdom saving throw or be charmed for 1 minute.
While charmed in this way, the target takes 7 (2d6) psychic
damage at the start of each of its turns, and the tempter can’t
use Seductive Whispers on another target. The charmed target
can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.

75
 

Siren of Deception
Medium humanoid (siren), chaotic evil

Armor Class 14 (natural armor)

Siren of Deception Hit Points 67 (9d8 + 27)


Speed 30 ft., swim 40 ft.
Sirens of Deception are treacherous creatures that lure
unsuspecting victims with their enchanting melodies STR DEX CON INT WIS CHA
and alluring illusions. These devious humanoids 12 (+1) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 20 (+5)
possess the physical beauty of seductive sirens and are
known for their ability to manipulate minds and Skills Deception +9, Stealth +8
emotions. With their mesmerizing voices and Damage Immunities psychic
captivating appearances, they draw in their prey before Condition Immunities charmed
revealing their true malicious nature. Senses darkvision 60 ft., passive Perception 12
Sirens of Deception have slender, alluring figures Languages Common, Sylvan

with long, flowing hair that matches the colors of the Challenge 3 (700 XP)

sea. Their eyes are mesmerizing and often hypnotic,


capable of captivating even the strongest-willed Amphibious. The siren can breathe air and water.
individuals. Their natural armor is a shimmering,
iridescent skin that protects them during their predatory Song of Illusions. The siren can create minor illusions. It can
cast the minor illusion cantrip at will, using Charisma as its
pursuits both on land and in the water. spellcasting ability.

A ctions
Multiattack. The siren makes two attacks: one with its bite and
one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 7 (1d6 + 4) slashing damage.

Siren’s Call (Recharge 5-6). The siren sings a captivating melody.


Each humanoid and giant within 30 feet of the siren that can
hear the song must succeed on a DC 14 Wisdom saving throw
or be magically charmed until the song ends, taking 14 (4d6)
psychic damage at the start of each of its turns. A charmed
target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a target’s
saving throw is successful or the effect ends for it, the target is
immune to the siren’s Enthralling Song for the next 24 hours.

Illusory Appearance. The siren creates an illusory duplicate of


itself as a bonus action. The duplicate lasts until it is destroyed,
until the siren creates a new duplicate, or until the siren dies.
The duplicate appears as if it were an identical twin of the siren
and mimics its actions, movement, and speech.

76
 

Twisted Incubus
Medium fiend, chaotic evil

Armor Class 15 (natural armor)


Hit Points 97 (13d8 + 39)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 20 (+5)

Skills Deception +8, Perception +5, Stealth +7


Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Abyssal, Common, Infernal
Challenge 5 (1,800 XP)

Form Change. The Twisted Incubus can use an action to

Twisted Incubus magically transform into its demonic or human form. In its
demonic form, it gains a +1 bonus to its AC and its melee
Twisted Incubi are cunning and seductive fiends that attacks deal an additional 1d6 necrotic damage. In its human
delight in spreading chaos and corruption among form, it has advantage on Deception checks.
mortals. Born from the darkest corners of Hell, these A ctions
malevolent beings possess an unnerving allure, their
appearance shifting between their captivating human Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
form and their terrifying demonic visage. With their Hit: 7 (1d8 + 3) slashing damage. If the target is a creature, it
ability to charm and manipulate, Twisted Incubi play must succeed on a DC 15 Wisdom saving throw or be charmed
upon the desires and weaknesses of their victims, luring by the Twisted Incubus until the end of its next turn.
them into a web of deceit and corruption.
The Twisted Incubus stands at the crossroads of Fiery Gaze (Recharge 5-6). The Twisted Incubus targets one
creature it can see within 30 feet of it. The target must succeed
beauty and horror. In their human form, they exude an on a DC 15 Charisma saving throw or take 22 (4d10) fire
otherworldly charm, with flawless features and an damage and be blinded until the end of its next turn. On a
enchanting presence that draws attention and trust. successful save, the target takes half the damage and isn’t
Their demonic form, however, reveals their true nature blinded.
—a grotesque hybrid of fiendish and human features.
Spiked horns protrude from their temples, leathery Summon Demons (1/Day). The Twisted Incubus magically
wings sprout from their back, and a barbed tail lashes summons 1d4+2 dretches. The summoned demons appear in

ominously behind them. Their eyes, glowing with a unoccupied spaces within 60 feet of the Twisted Incubus and
obey its commands until they are destroyed or the Twisted
malevolent fire, instill fear and unease in all who gaze Incubus dismisses them as a bonus action.
upon them.
 
77
Demons
emons are malevolent entities Within the category of demons, a wide variety of entities  

d
originating from the depths of the infernal can be found. Some demons wield dark sorcery and
realms. Born from the darkest recesses of command unholy spells, while others rely on brute
human sin and torment, they embody the strength and ferocity to overpower their adversaries.
twisted nature of evil itself. These vile Certain demons possess the ability to manipulate and
creatures are known for their grotesque warp their surroundings, turning even the most benign
and horrifying appearances, reflecting the environments into nightmarish landscapes.
sins they represent. Demons possess an Adventurers who venture into the depths of Hell must
array of supernatural powers and abilities, making them be prepared to face the horrors of the demonic realm.
formidable adversaries for any who dare to challenge Only by understanding the nature and weaknesses of
them. these infernal beings can one hope to overcome the
The demons of Dante’s Inferno are categorized into challenges that lie ahead. From the terrifying lords of
various infernal circles, each corresponding to a specific the infernal domains to the lowliest foot soldiers,
sin. From the fiery pits of the First Circle to the icy demons are a constant reminder of the consequences of
depths of the Ninth Circle, these denizens of Hell unchecked wickedness and the eternal struggle
exhibit unique attributes and characteristics, reflecting between good and evil.
the sin they embody. Whether they take the form of  
malevolent spirits, grotesque monsters, or twisted
hybrids, demons are relentless in their pursuit of
corruption and suffering.
Chaos Spawn
The Chaos Spawn is a terrifying fiendish creature
that embodies the chaotic forces of the
Abyss. Born from the
ever-shifting energies of the
plane, it is an amalgamation
of twisted flesh, constantly writhing
and mutating in unpredictable ways.
This medium-sized demon exhibits
an unsettling mix of features,
with limbs sprouting at
odd angles, jagged fangs
protruding from its misshapen
maw, and a body covered in
pulsating, vibrant hues that seem to
shift and change without warning.

2. Corrosive Aura: Creatures within 10 feet of the chaos


Chaos Spawn spawn at the start of their turn take 1d6 acid damage.
Medium fiend (demon), chaotic evil 3. Flaming Scales: The chaos spawn’s melee attacks deal an
additional 1d6 fire damage.
Armor Class 15 (natural armor) 4. Fiery Presence: Creatures within 10 feet of the chaos
Hit Points 105 (14d8 + 42) spawn have disadvantage on saving throws against being
Speed 30 ft. frightened.
5. Lightning Form: The chaos spawn is resistant to lightning
STR DEX CON INT WIS CHA damage and deals an additional 1d6 lightning damage
18 (+4) 14 (+2) 16 (+3) 7 (-2) 10 (+0) 5 (-3) with its melee attacks.
6. Vicious Bite: The chaos spawn’s bite attack deals an
Damage Resistances cold, fire, lightning additional 1d6 piercing damage.
Senses darkvision 120 ft., passive Perception 10
Languages Abyssal A ctions
Challenge 5 (1,800 XP)
Multiattack. The chaos spawn makes three attacks: two with its
claws and one with its bite.
Unpredictable Form. The chaos spawn’s body constantly writhes
and shifts, making it difficult to predict. It has advantage on Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
saving throws against spells and other magical effects. Hit: 9 (2d4 + 4) slashing damage.
Spider Climb. The chaos spawn can climb difficult surfaces, Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
including upside down on ceilings, without needing to make an 8 (1d8 + 4) piercing damage.
ability check.
Spawn Acid (Recharge 5-6). The chaos spawn spews a gout of
Magic Resistance. The chaos spawn has advantage on saving acid in a 15-foot cone. Each creature in that area must make a
throws against spells and other magical effects. DC 14 Dexterity saving throw, taking 21 (6d6) acid damage on a
failed save, or half as much damage on a successful one.
Random Mutation. At the start of each of the chaos spawn’s
turns, roll a d6 to determine its mutation. Each mutation lasts Hellish Rift (Recharge 6). The chaos spawn opens a dimensional
until the start of the chaos spawn’s next turn. Roll a d6 to rift within a 30-foot radius. Each creature in that area must
determine the effect: make a DC 14 Wisdom saving throw or be banished to a
random circle of Hell for 1 minute or untli the spawn dies. A
1. Acidic Touch: The chaos spawn’s melee attacks deal an banished creature can repeat the saving throw at the start of
additional 1d6 acid damage. each of its turns to end the effect early.

   
79
 

Voidwalker Voidwalker
The Voidwalker is a sinister and malevolent creature
that hails from the darkest depths of the Abyss. Its form Medium demon, chaotic evil

is shrouded in an aura of swirling shadows, and its Armor Class 18 (natural armor)
piercing eyes glow with an unholy light. Voidwalkers Hit Points 126 (12d8 + 72)
possess an otherworldly presence, exuding an aura of Speed 0 ft., hover 30 ft.
fear and dread that unnerves even the bravest of souls. STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 22 (+6) 12 (+1) 14 (+2) 16 (+3)

Damage Resistances cold, fire, lightning; bludgeoning, piercing,


and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 12
Languages Abyssal, telepathy 120 ft.
Challenge 8 (3,900 XP)

Hover. The voidwalker can hover in the air and is unaffected by


difficult terrain or magical effects that would impede its
movement.

Innate Spellcasting. The voidwalker’s innate spellcasting ability


is Charisma (spell save DC 14). It can innately cast the
following spells, requiring no material components:
At will: detect magic, darkness
1/day each: dimension door, greater invisibility
Void Step. As a bonus action, the voidwalker can teleport up to
30 feet to an unoccupied space it can see.

Void Presence. Creatures that start their turn within 30 feet of


the voidwalker must succeed on a DC 14 Wisdom saving throw
or become frightened until the start of their next turn. A
creature that succeeds on the saving throw is immune to the
voidwalker’s Void Presence for the next 24 hours.

A ctions
Void Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) slashing damage plus 9 (2d8) necrotic
damage.

Void Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one target.
Hit: 16 (3d10) force damage.

Void Burst (Recharge 5-6). The voidwalker releases a burst of


void energy in a 15-foot cone. Each creature in that area must
make a DC 14 Dexterity saving throw, taking 24 (7d6) force
damage on a failed save, or half as much damage on a
successful one.

80
 
Demonic Berserker Demonic Berserker
The Demonic Berserker is a fearsome and savage Large fiend (demon), chaotic evil

creature, embodying the pure chaos and destructive


power of Hell. Towering at a height of over 8 feet, this Armor Class 18 (natural armor)
Hit Points 135 (18d10 + 36)
hulking fiend possesses a muscular and imposing Speed 40 ft.
physique, adorned with spiky protrusions that jut out
from its infernal, dark red skin. Its eyes glow with an STR DEX CON INT WIS CHA
intense, burning hatred, reflecting the malevolence that 20 (+5) 16 (+3) 14 (+2) 8 (-1) 10 (+0) 6 (-2)
fuels its relentless aggression.
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Abyssal
Challenge 10 (5,900 XP)

Rampage. When the demonic berserker reduces a creature to 0


hit points with a melee attack on its turn, the berserker can
take a bonus action to move up to half its speed and make a
melee weapon attack.

Reckless Attack. At the start of its turn, the demonic berserker


can gain advantage on all melee weapon attack rolls it makes
during that turn, but attack rolls against it have advantage until
the start of its next turn.

Bloodlust. The demonic berserker has advantage on saving


throws against being charmed or frightened.

Brute Force. The demonic berserker’s melee weapon attacks


deal an additional 7 (2d6) damage.

A ctions
Multiattack. The demonic berserker makes two melee attacks.

Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one


target. Hit: 16 (3d6 + 5) slashing damage.

Infernal Roar (Recharge 5-6). The demonic berserker unleashes a


terrifying roar. Each creature within 30 feet of the berserker
must make a DC 15 Wisdom saving throw or become
frightened for 1 minute. The frightened creature can repeat the
saving throw at the end of each of its turns, ending the effect
on itself on a success.

Hellish Leap. The demonic berserker leaps up to 30 feet in a


straight line and lands in a space that it can occupy. Each
creature in that space and within 5 feet of it must make a DC
15 Dexterity saving throw, taking 14 (4d6) fire damage on a
failed save, or half as much damage on a successful one.
Additionally, the berserker can make one greataxe attack
against a creature within its reach as a bonus action.

81
Whiplasher Demon
Whiplasher demons are fearsome fiends from the depths of the Abyss, bound to chaos and destruction. These
malevolent creatures possess a sinewy and muscular form, their bodies covered in tough, scaly skin that resembles
burned flesh. With their elongated limbs and bestial countenance, they strike an intimidating figure.
One of the distinguishing features of a whiplasher demon is its whip-like appendage, which serves as both a weapon
and a symbol of its dominion over pain and suffering. This demonic whip is infused with dark energies, granting it a
deadly precision and an additional potency in combat. Whiplasher demons are known for their proficiency and
mastery with this weapon, expertly lashing out at their foes with a combination of speed and precision.
 

Whiplasher Demon
Medium fiend (demon), chaotic evil

Armor Class 14 (natural armor)


Hit Points 52 (8d8 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 15 (+2) 9 (-1) 11 (+0) 8 (-1)

Skills Perception +2
Damage Resistances cold, fire, lightning
Senses darkvision 60 ft., passive Perception 12
Languages Abyssal
Challenge 2 (450 XP)

Whip Mastery. The whiplasher demon has proficiency with the


whip and deals an additional 7 (2d6) damage with whip
attacks.

Infernal Speed. The whiplasher demon can take the Dash action
as a bonus action on its turn.

Relentless Endurance. When the whiplasher demon is reduced


to 0 hit points, it can make a Constitution saving throw with a
DC of 5 + the damage taken, unless the damage is radiant or
from a critical hit. On a success, the demon drops to 1 hit
point instead.

A ctions
Multiattack. The whiplasher demon makes two whip attacks.

Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.


Hit: 7 (1d4 + 3) slashing damage.

82
Nightmare Demon
The Nightmare Demon is a terrifying and
elusive fiend that resides in the darkest
corners of Hell. Born from the depths
of twisted dreams and nightmares, these
malevolent creatures embody the chaotic
essence of fear and torment.
With their shadowy forms and
otherworldly powers, Nightmare Demons
strike fear into the hearts of even the
bravest adventurers.

At will: darkness, minor illusion


Nightmare Demon 1/day each: fear, phantasmal force
Medium fiend (demon), chaotic evil
Shadow Step. When in dim light or darkness, the nightmare
Armor Class 15 (natural armor) demon can use a bonus action to magically teleport up to 30
Hit Points 90 (12d8 + 36) feet to an unoccupied space it can see that is also in dim light
Speed 30 ft., climb 60 ft. or darkness.

STR DEX CON INT WIS CHA A ctions


16 (+3) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 20 (+5)
Multiattack. The nightmare demon makes two attacks: one with
Damage Resistances cold, fire, lightning; bludgeoning, piercing, its claws and one with its tail.
and slashing from nonmagical attacks Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Damage Immunities poison Hit 9 (2d6 + 3) slashing damage.
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 12 Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit
Languages Abyssal, telepathy 120 ft. 8 (1d8 + 4) piercing damage.
Challenge 4 (1,100 XP)
Shadow Bolt (Recharge 5-6). The nightmare demon magically
hurls a bolt of shadowy energy at a creature it can see within 60
Innate Spellcasting. The nightmare demon’s spellcasting ability
feet of it. The target must make a DC 15 Dexterity saving throw,
is Charisma (spell save DC 15, +7 to hit with spell attacks). It taking 14 (4d6) necrotic damage on a failed save, or half as
can innately cast the following spells, requiring no material much damage on a successful one.
components:

   

83
 

Oghurd
Large demon, chaotic evil

Armor Class 15 (natural armor)


Hit Points 136 (16d10 + 48)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 13 (+1) 16 (+3) 10 (+0) 12 (+1) 8 (-1)

Damage Resistances cold, fire, lightning


Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal
Challenge 14 (11,500 XP)

Blood Frenzy. The oghurd has advantage on melee attack rolls


against any creature that doesn’t have all its hit points.

Fiendish Resilience. The oghurd has advantage on saving throws


against being charmed or frightened.

Enrage. While the oghurd’s hit points are less than half its hit
points maximum, its successful melee weapon attacks deal 7
(2d6) additionaly damage.

A ctions
Multiattack. The oghurd makes two polearm attacks.

Polearm. Melee Weapon Attack: +8 to hit, reach 10 ft., one


target. Hit 14 (1d8 + 5) slashing damage. If the target is a
creature, it must succeed on a DC 15 Strength saving throw or
be knocked prone.

Terrifying Roar (Recharge 5-6). The oghurd emits a terrifying roar.


Each creature of the oghurd’s choice within 30 feet of it must
succeed on a DC 15 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.

Oghurd
The Oghurd is a fearsome and imposing creature,   Behavior. Oghurds are demonic beings driven by
standing tall at its full height of twelve feet. Its muscular their insatiable hunger for power and domination. They
frame is covered in tough purple skin, giving it an revel in chaos and destruction, delighting in causing
otherworldly appearance. With its broad shoulders, and pain and suffering to those unfortunate enough to cross
large horns protruding from its forehead, the Oghurd their path. Oghurds are often encountered leading
strikes an intimidating figure. Its eyes burn with a bands of lesser demons, commanding them with a cruel
malevolent crimson glow, reflecting its chaotic and and iron fist. Their commanding presence and fierce
malicious nature. The Oghurd wields a massive demeanor make them natural leaders in the twisted
polearm, its weapon of choice in unleashing devastation hierarchy of Hell.
upon its foes.  
84
Wretched Abomination  
Wretched Abomination
The Wretched Abomination is a revolting fiendish
Large fiend (demon), chaotic evil
creature, a manifestation of pure grotesquery and
Armor Class 15 (natural armor) repulsiveness. Standing at a hulking size, this bloated
Hit Points 136 (16d10 + 48) demon resembles a mishmash of swollen flesh and
Speed 30 ft. distorted features, earning its reputation as a fat ugly
demon. Its corpulent form is covered in sagging, sickly
STR DEX CON INT WIS CHA grey skin, oozing with pustules and weeping sores that
19 (+4) 10 (+0) 16 (+3) 7 (-2) 12 (+1) 9 (-1) continuously leak a putrid, noxious substance. Its eyes,
set deeply within its misshapen face, glow with a
Skills Perception +4, Stealth +4 malevolent intensity, radiating an aura of malice and
Damage Immunities poison
revulsion.
Behavior and Abilities. As a chaotic evil being, the
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 14
Languages Abyssal Wretched Abomination revels in spreading terror and
Challenge 7 (2,900 XP) misery wherever it roams. It delights in the repulsion
and fear it instills in its victims, using its hideous
appearance to its advantage. The creature’s Fat and
Hideous Presence. Any creature that starts its turn within 30 feet
Ugly trait grants it an innate talent for intimidation,
of the Wretched Abomination must make a DC 14 Wisdom
enabling it to impose its will upon weaker beings
saving throw or become frightened for 1 minute. The creature
can repeat the saving throw at the end of each of its turns, through sheer repugnance.
ending the effect on itself on a success. The Wretched Abomination possesses a hideous
presence that exudes an aura of fear. Any creature that
Stench Aura. Any creature that starts its turn within 10 feet of comes within range of this aura risks succumbing to
the Wretched Abomination must succeed on a DC 14
paralyzing fright, overwhelmed by the mere sight of the
Constitution saving throw or be poisoned until the start of its
abomination. Furthermore, its Stench Aura emanates a
next turn. On a successful saving throw, the creature is
foul odor that permeates the air around it, poisoning
immune to the Wretched Abomination’s Stench Aura for 24
hours. those unfortunate enough to be in close proximity.
 
Magic Resistance. The Wretched Abomination has advantage on
saving throws against spells and other magical effects.

Fat and Ugly. The Wretched Abomination’s grotesque


appearance grants it advantage on Charisma (Intimidation)
checks.

A ctions
Multiattack. The Wretched Abomination makes three attacks:
one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
11 (2d6 + 4) piercing damage plus 5 (2d4) poison damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 9 (2d4 + 4) slashing damage.

Foul Breath (Recharge 5-6). The Wretched Abomination exhales


a foul breath in a 30-foot cone. Each creature in that area must
make a DC 14 Dexterity saving throw, taking 27 (6d8) poison
damage on a failed save, or half as much damage on a
successful one.

85
Tentacle Demon  
Tentacle demons are sinister and cunning creatures
that hail from the depths of the Nine Hells. These Tentacle Demon
fiendish beings are known for their grotesque Medium fiend (demon), chaotic evil
appearance, with their bodies covered in chitinous
armor and adorned with writhing, barbed tentacles. Armor Class 14 (natural armor)
With their amphibious nature, they are equally adept at Hit Points 49 (9d8 + 9)
navigating both the waters and the land, making them Speed 25 ft., swim 60 ft.
formidable adversaries in any environment.
Standing at around six feet tall, Tentacle Demons STR DEX CON INT WIS CHA

possess a muscular and imposing physique. Their long, 18 (+4) 13 (+1) 12 (+1) 13 (+1) 12 (+1) 12 (+1)

sinewy tentacles extend from their backs, each tipped Saving Throws Str +7, Dex +4, Wis +4
with a razor-sharp appendage that allows them to Skills Perception +4
grapple and immobilize their foes. Their eyes glow with Proficiency Bonus +3
a malevolent crimson light, and their mouths are filled Damage Resistances cold; bludgeoning, piercing, and slashing
with rows of sharp, jagged teeth that drip with from nonmagical attacks that aren’t silvered
venomous saliva. These creatures emanate an aura of Damage Immunities fire, poison
menace and power, leaving those who encounter them Condition Immunities poisoned
with an overwhelming sense of dread. Senses darkvision 120 ft., passive Perception 14
Languages Infernal, telepathy 120 ft.
Challenge 6 (2,300 XP)

Amphibious. The demon can breathe air and water.

Brute. Melee weapon attacks deal one extra die of damage


(included in the attacks).

Demonic Sight. Magical darkness doesn’t impede the demon’s


darkvision.

Magic Resistance. The demon has advantage on saving throws


against spells and other magical effects.

A ctions
Multiattack. The demon makes three melee attacks: two with its
pike and one with its tentacles. It can use Hurl Flame in place
of any melee attack.

Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.


Hit: 17 (2d12 + 4) slashing damage.

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one


target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6)
poison damage, and the target is grappled (escape DC 14).
Until this grapple ends, the demon can’t make attacks with its
tentacles against a different target.

Hurl Flame. Ranged Spell Attack: +4 to hit, range 150 ft., one
target. Hit: 14 (4d6) fire damage.

86
Maelstrom Demon
The Maelstrom Demon is a fearsome
and powerful entity that embodies the
chaotic forces of the Abyss. Towering
over its adversaries, this colossal
fiend radiates an aura of primal
malevolence, exuding an
overwhelming sense of dread.
Its form is a grotesque fusion
of sinewy muscles, churning
storm clouds, and crackling
energy. With eyes ablaze
with fiery malice, the Maelstrom
Demon is a force to be
reckoned with in the darkest
depths of the planes.

Maelstrom Demon Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Gargantuan fiend (demon), chaotic evil Hit 23 (3d8 + 10) piercing damage plus 14 (4d6) cold damage.

Armor Class 19 (natural armor) Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit Points 315 (30d12 + 120) Hit 19 (3d6 + 10) slashing damage plus 14 (4d6) lightning
Speed 50 ft. damage.

Whirlwind. The maelstrom demon creates a whirlwind in a 15-


STR DEX CON INT WIS CHA foot radius centered on itself. The whirlwind lasts for 1 minute
25 (+7) 18 (+4) 18 (+4) 14 (+2) 16 (+3) 22 (+6) or until the demon is incapacitated. Any creature that starts its
turn within 15 feet of the demon must succeed on a DC 20
Saving Throws Str +13, Con +11, Wis +10, Cha +14 Strength saving throw or take 21 (6d6) bludgeoning damage
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and be knocked prone. The area is difficult terrain for creatures
and slashing from nonmagical attacks other than the maelstrom demon.
Damage Immunities poison
Condition Immunities poisoned L egendary A ctions
Senses truesight 120 ft., passive Perception 13
Languages Abyssal, telepathy 120 ft. The maelstrom demon can take 3 legendary actions, choosing
Challenge 20 (25,000 XP) from the options below. It can use only one legendary action at
a time and only at the end of another creature’s turn. The
maelstrom demon regains spent legendary actions at the start
Legendary Resistance (3/Day). If the maelstrom demon fails a of its turn.
saving throw, it can choose to succeed instead.
Teleport. The maelstrom demon magically teleports, along with
Magic Resistance. The maelstrom demon has advantage on any equipment it is wearing or carrying, up to 60 feet to an
saving throws against spells and other magical effects. unoccupied space it can see.
Innate Spellcasting. The maelstrom demon’s spellcasting ability Chaos Wave (Costs 2 Actions). The maelstrom demon unleashes
is Charisma (spell save DC 22). It can innately cast the a wave of chaotic energy in a 30-foot cone. Each creature in that
following spells, requiring no material components: area must make a DC 20 Dexterity saving throw, taking 35
At will: detect magic, dispel magic, plane shift (10d6) force damage and 35 (10d6) psychic damage on a failed
3/day each: chain lightning, counterspell, teleport save, or half as much damage on a successful one.
1/day each: dominate monster, meteor swarm, power word kill
Seize the Mind (Costs 3 Actions). The maelstrom demon targets
A ctions one creature it can see within 60 feet of it. The target must
succeed on a DC 20 Wisdom saving throw or be paralyzed for 1
Multiattack. The maelstrom demon makes three attacks: one minute. The target can repeat the saving throw at the end of
with its bite and two with its claws. each of its turns, ending the effect on itself on a success.

   
87
Cerberus, Keeper of
the Gates of Hell
The Cerberus, known as the Keeper of the Gates of
Hell, is a fearsome and legendary creature that guards
the entrance to the underworld. This three-headed
fiend, standing tall and imposing, embodies the terror
and ferocity associated with the darkest depths of the
infernal realms. Its hulking form is covered in thick,
matted fur, and its fiery eyes gleam with an otherworldly
malevolence. Each of its heads possesses rows of razor-
sharp teeth that hunger for the souls of the unworthy.

Pack Tactics. The cerberus has advantage on an attack roll


Cerberus, Keeper of the against a creature if at least one of the cerberus’s allies is
Gates of Hell within 5 feet of the creature and the ally isn’t incapacitated.
Large fiend (demon), lawful evil
Relentless Tracker. The cerberus knows the distance to and
Armor Class 15 (natural armor) direction of any creature under the effect of its curse, as long as
Hit Points 168 (16d10 + 80) the creature and the cerberus are on the same plane of
Speed 40 ft. existence. If the creature being tracked by the cerberus dies, the
cerberus knows.
STR DEX CON INT WIS CHA Soul Scent. The cerberus can pinpoint, by scent, the location of
24 (+7) 16 (+3) 20 (+5) 6 (-2) 16 (+3) 9 (-1) any soul within 30 feet of it.

Saving Throws Str +11, Con +9, Wis +7 A ctions


Skills Intimidation +3, Perception +7
Proficiency Bonus +4 Multiattack. The cerberus makes as many bite attacks as it has
Damage Resistances cold; bludgeoning, piercing, and slashing heads.
from nonmagical attacks
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Damage Immunities fire, poison
Condition Immunities frightened, poisoned Hit: 11 (1d8 + 7) piercing damage plus 10 (3d6) fire damage. If
Senses darkvision 60 ft., passive Perception 17 the target is a creature, the creature is cursed and cannot leave
Languages understands Abyssal, Common, and Infernal but the plane it is currently on until the curse is removed by the
can’t speak remove curse spell or other magic.
Challenge 9 (5,000 XP) Fire Ray. Ranged Spell Attack: +11 to hit, range 30/90 ft., one
target. Hit: 21 (6d6) fire damage.
Keen Hearing and Smell. The cerberus has advantage on
Wisdom (Perception) checks that rely on hearing or smell. Fire Breath (Recharge 4-6). The cerberus exhales fire in a 15-foot
cone. Each creature in the area must make a DC 17 Dexterity
Multiple Heads. The cerberus has three heads. While it has saving throw, taking 35 (10d6) fire damage on a failed save, or
more than one head, the cerberus has advantage on saving half as much damage on a successful one.
throws against being blinded, charmed, deafened, stunned, and
knocked unconscious. Whenever the cerberus takes 56 or more
damage in a single turn, one of its heads dies. If all its heads
die, the cerberus dies.

   
 

Flamebound Demon
The Flamebound Demon is a fearsome and malevolent
creature, hailing from the depths of Hell. Its infernal
form is wreathed in flickering flames, emanating an
intense heat that engulfs its surroundings. These fiends
are often summoned by dark sorcerers or arise from the
infernal realms to wreak havoc and spread chaos in the
mortal realm.
 
Flamebound Demon
Medium fiend, chaotic evil

Armor Class 13 (natural armor)


Hit Points 22 (4d8 + 4)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 13 (+1) 9 (-1) 10 (+0) 11 (+0)

Skills Perception +2, Stealth +3


Damage Resistances fire
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Abyssal, Infernal
Challenge 1 (200 XP)

Fiery Aura. Any creature that starts its turn within 5 feet of the
Flamebound Demon takes 4 (1d8) fire damage.

A ctions
Multiattack. The Flamebound Demon makes two attacks: one
with its claws and one with its flame breath.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.


Hit: 5 (1d6 + 2) slashing damage plus 2 (1d4) fire damage.

Flame Breath (Recharge 5-6). The Flamebound Demon exhales


fire in a 15-foot cone. Each creature in that area must make a
DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a
failed save, or half as much damage on a successful one.

89
 
Blackwing Tormentor Blackwing Tormentor
The Blackwing Tormentor is a fearsome and powerful Large fiend, chaotic evil

demon that haunts the darkest corners of the


multiverse. Born from the depths of the Abyss, these Armor Class 18 (natural armor)
Hit Points 210 (20d10 + 100)
creatures embody chaos and malevolence. With their Speed 40 ft., fly 60 ft.
imposing size, shadowy wings, and wicked intellect,
they strike fear into the hearts of those who dare to STR DEX CON INT WIS CHA
oppose them. Their name, derived from the ominous 22 (+6) 16 (+3) 20 (+5) 14 (+2) 16 (+3) 18 (+4)
black feathers that adorn their wings, serves as a
warning of the torment they inflict upon their victims. Damage Resistances cold, fire, lightning; bludgeoning, piercing,
and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Abyssal, Common, Infernal
Challenge 13 (10,000 XP)

Fiendish Resistance. The tormentor has advantage on saving


throws against spells and other magical effects.

Flyby. The tormentor doesn’t provoke an opportunity attack


when it flies out of an enemy’s reach.

Innate Spellcasting. The tormentor’s innate spellcasting ability


is Charisma (spell save DC 16). The tormentor can innately
cast the following spells, requiring no material components:
At will: darkness, detect magic, dispel magic
3/day each: fear, teleport
1/day: plane shift

Shadowy Wings. The tormentor’s wings give it a fly speed of 60


feet. While flying, it has resistance to bludgeoning, piercing,
and slashing damage from nonmagical weapons.

A ctions
Multiattack. The tormentor makes two attacks: one with its bite
and one with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 16 (2d10 + 5) piercing damage plus 10 (3d6) fire damage.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage.

Shadow Breath (Recharge 5-6). The tormentor exhales shadowy


energy in a 30-foot cone. Each creature in that area must make
a DC 16 Dexterity saving throw, taking 42 (12d6) necrotic
damage on a failed save, or half as much damage on a
successful one.

90
Greater Fiends & Devils
he denizens of the infernal These infernal beings possess an insatiable hunger for  

t
realms are as diverse as the torments souls and derive perverse pleasure from the anguish of
they inflict upon the damned souls. mortals. They are masters of manipulation, employing
Within the category of Greater Fiends & deceit, temptation, and trickery to lure unsuspecting
Devils, you will encounter an assortment victims into their clutches. Their power is formidable, as
of malevolent entities that embody the they harness dark magic and employ vile tactics to
very essence of wickedness and despair. subjugate both body and spirit.
These monstrous beings wield In battle, they are formidable opponents, utilizing a
unimaginable power, cunningly exploiting their victims’ lethal combination of supernatural abilities, combat
weaknesses to perpetuate suffering. prowess, and intricate knowledge of the darkest arts.
Greater Fiends & Devils are many times the rulers They are cunning strategists, capable of commanding
and commanders of their respective infernal domains. legions of minions with ruthless efficiency. Their sheer
They inhabit the upper echelons of Hell’s hierarchy, presence exudes an aura of malevolence, striking fear
their authority stemming from a combination of into the hearts of even the bravest heroes.
diabolical intelligence, supernatural abilities, and  
ruthless ambition. Each fiend or devil holds dominion
over a particular level of torment, exercising control
over countless minions and lesser creatures.
 
Pyroclasm Devil
Pyroclasm Devils are fearsome and destructive fiends
that embody the essence of fire and chaos. These
malevolent creatures are believed to originate from the Pyroclasm Devil
infernal planes, where they serve powerful devil lords as
enforcers and agents of destruction. Possessing a Large fiend (devil), lawful evil

burning countenance and a hulking form wreathed in Armor Class 19 (natural armor)
flames, Pyroclasm Devils strike terror into the hearts of Hit Points 216 (18d10 + 108)
even the most courageous adventurers. Speed 40 ft.
Combat. Pyroclasm Devils are relentless combatants,
utilizing their fiery powers and formidable physical STR DEX CON INT WIS CHA
strength to decimate their foes. They revel in causing 24 (+7) 20 (+5) 22 (+6) 16 (+3) 18 (+4) 20 (+5)
havoc and setting ablaze anything that stands in their
way. The flames that surround their bodies not only Saving Throws Dex +10, Con +11, Wis +9, Cha +10
provide them with a fearsome appearance but also act Damage Resistances fire; bludgeoning, piercing, and slashing
as a dangerous deterrent to anyone foolish enough to from nonmagical attacks
engage them in close combat. Senses darkvision 120 ft., passive Perception 14
Languages Infernal, telepathy 120 ft.
Challenge 16 (15,000 XP)

Fire Aura. Any creature that starts its turn within 10 feet of the
Pyroclasm Devil takes 14 (4d6) fire damage.

Flaming Strikes. The Pyroclasm Devil’s weapon attacks are


imbued with fiery energy. Its melee weapon attacks deal an
extra 7 (2d6) fire damage.

Immolation. When the Pyroclasm Devil drops to 0 hit points, it


explodes in a burst of flame. Each creature within 30 feet of it
must make a DC 18 Dexterity saving throw, taking 35 (10d6)
fire damage on a failed save, or half as much damage on a
successful one. The explosion ignites flammable objects in that
area that aren’t being worn or carried.

Magic Resistance. The Pyroclasm Devil has advantage on saving


throws against spells and other magical effects.

A ctions
Multiattack. The Pyroclasm Devil makes three attacks: one with
its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 20 (2d10 + 9) piercing damage plus 7 (2d6) fire damage.

Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 17 (2d8 + 9) slashing damage plus 7 (2d6) fire damage.

Inferno Breath (Recharge 5-6). The Pyroclasm Devil exhales fire


in a 30-foot cone. Each creature in that area must make a DC
18 Dexterity saving throw, taking 35 (10d6) fire damage on a
failed save, or half as much damage on a successful one.

92
 

Cacodemonic Brute Cacodemonic Brute


Cacodemonic Brutes are large fiends that embody
Large fiend, chaotic evil
chaos and relentless destruction. These formidable
Armor Class 18 (natural armor) creatures, born in Hell, strike fear into the hearts of
Hit Points 225 (18d12 + 108) even the bravest adventurers. Towering over their foes,
Speed 40 ft. Cacodemonic Brutes possess an intimidating presence
that heralds imminent devastation.
STR
24 (+7)
DEX
12 (+1)
CON
22 (+6)
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)
 
Saving Throws Str +12, Con +11
Damage Immunities Poison
Condition Immunities Frightened, Poisoned
Senses Darkvision 120 ft., passive Perception 10
Languages Abyssal
Challenge 15 (13,000 XP)

Rampaging Charge. If the Cacodemonic Brute moves at least 20


feet straight toward a target and then hits it with a melee
weapon attack on the same turn, the target takes an additional
14 (4d6) bludgeoning damage. If the target is a creature, it
must succeed on a DC 18 Strength saving throw or be knocked
prone.

Terrifying Presence. Each creature of the Cacodemonic Brute’s


choice that is within 30 feet of it and aware of it must succeed
on a DC 16 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.

Demonic Resilience. The Cacodemonic Brute has advantage on


saving throws against spells and other magical effects.

A ctions
Multiattack. The Cacodemonic Brute makes three attacks: one
with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 19 (3d8 + 6) slashing damage.

Infernal Roar (Recharge 5-6). The Cacodemonic Brute emits a


terrifying roar. Each creature of the Brute’s choice within 30 feet
of it must make a DC 16 Constitution saving throw, taking 35
(10d6) thunder damage on a failed save, or half as much
damage on a successful one. Additionally, on a failed save, the
creature is stunned until the end of its next turn.

Hurl Object. The Cacodemonic Brute hurls a large object at a


target within 60 feet. The target must succeed on a DC 18
Dexterity saving throw or take 21 (6d6) bludgeoning damage
and be knocked prone.

93
Harbinger of Ruin
The Harbingers of Ruin are formidable entities
hailing from the depths of the Nine Hells.
These fiendish beings embody the malevolent
nature of devils, executing their infernal
machinations with precision and
ruthlessness. Serving as harbingers of doom, they
are often deployed by powerful devil lords to carry
out their bidding and spread chaos and despair
across the mortal realms.
Appearance. Harbingers of Ruin manifest as
imposing figures standing at an average height of six
feet. Clad in dark, infernal armor adorned with
menacing spikes, their forms exude an aura of
malevolence. Gleaming red eyes glow with an intensity
that instills fear in the hearts of their adversaries. With
wings of blackened membranes, these fiends possess
the ability to take flight, soaring through the air with
sinister grace.

Harbinger of Ruin Tail: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit:
Medium fiend (devil), lawful evil 13 (2d8 + 4) bludgeoning damage.

Armor Class 18 (natural armor) Infernal Blast (Recharge 5-6): The devil releases a blast of infernal
Hit Points 153 (18d8 + 72) energy in a 30-foot cone. Each creature in that area must make
Speed 30 ft., fly 60 ft. a DC 16 Dexterity saving throw, taking 27 (6d8) fire damage on
a failed save, or half as much damage on a successful one.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 15 (+2) 14 (+2) 20 (+5) Summon Reinforcements (1/Day): The devil magically summons
2d6 lemures or 1d6 barbed devils. The summoned devils
Damage Resistances cold; bludgeoning, piercing, and slashing appear in unoccupied spaces within 60 feet of the devil and act
immediately after it in the initiative order.
damage from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
L egendary A ctions
Senses darkvision 120 ft., passive Perception 12 The devil can take 3 legendary actions, choosing from the
Languages Infernal, telepathy 120 ft. options below. Only one legendary action option can be used at
Challenge 13 (10,000 XP) a time and only at the end of another creature’s turn. The devil
regains spent legendary actions at the start of its turn.
Devil’s Sight: Magical darkness doesn’t impede the devil’s Infernal Leap: The devil leaps up to 30 feet in a straight line,
darkvision.
passing through other creatures’ spaces. Each creature within 5
Magic Resistance: The devil has advantage on saving throws feet of the devil’s path must make a DC 16 Dexterity saving
against spells and other magical effects. throw, taking 9 (2d8) fire damage on a failed save, or half as
much damage on a successful one.
Fiendish Teleportation: As a bonus action, the devil can
magically teleport up to 60 feet to an unoccupied space it can Hellish Rebuke: The devil points at a creature it can see within
see. 60 feet of it. The target must make a DC 16 Dexterity saving
throw, taking 21 (6d6) fire damage on a failed save, or half as
A ctions much damage on a successful one.

Multiattack: The devil makes two attacks: one with its spear and Dark Aura (Costs 2 Actions): The devil emits an aura of
one with its tail. darkness in a 20-foot radius. The area becomes heavily
obscured. Creatures other than the devil that start their turn in
Spear: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. the area must succeed on a DC 16 Constitution saving throw or
Hit: 11 (1d8 + 7) piercing damage plus 7 (2d6) fire damage. be blinded until the start of their next turn.

   
94
Corruptive Warden
Corruptive Wardens are powerful and malevolent fiends
that serve as guardians and enforcers in the
infernal realms. These imposing entities are
relentless in their duty to maintain order and
enforce the will of their infernal masters.
Possessing a combination of physical might,
dark magic, and an aura of corruption, Corruptive
Wardens strike fear into the hearts of those
who dare oppose them.

Corruptive Warden Magic Resistance. The corruptive warden has advantage on


saving throws against spells and other magical effects.
Large fiend, lawful evil
Spellcasting. The corruptive warden is a 10th-level spellcaster.
Armor Class 18 (natural armor) Its spellcasting ability is Charisma (spell save DC 16, +8 to hit
Hit Points 157 (15d10 + 75) with spell attacks). The corruptive warden has the following
spells prepared:
Speed 40 ft. Cantrips (at will): fire bolt, prestidigitation, thaumaturgy
1st level (4 slots): bane, command, protection from good and
STR DEX CON INT WIS CHA evil
19 (+4) 16 (+3) 20 (+5) 15 (+2) 14 (+2) 18 (+4) 2nd level (3 slots): darkness, scorching ray, spiritual weapon
3rd level (3 slots): bestow curse, dispel magic, fireball
Saving Throws Str +8, Con +9, Cha +8 4th level (3 slots): banishment, wall of fire
Skills Perception +6, Intimidation +8 5th level (2 slots): dominate person, flame strike

Damage Resistances cold; bludgeoning, piercing, and slashing A ctions


from nonmagical attacks that aren’t silvered
Multiattack. The corruptive warden makes three attacks: two
Damage Immunities fire, poison with its claws and one with its tail.
Condition Immunities poisoned
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Senses darkvision 120 ft., passive Perception 16 Hit: 12 (2d6 + 4) slashing damage.
Languages Infernal, telepathy 120 ft.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Challenge 11 (7,200 XP) Hit: 10 (1d8 + 4) piercing damage. If the target is a creature, it
must succeed on a DC 16 Strength saving throw or be knocked
Aura of Corruption. At the start of each of the corruptive prone.
warden’s turns, each creature within 10 feet of it takes 5 (1d10)
Infernal Grasp (Recharge 5-6). The corruptive warden targets one
poison damage.
creature it can see within 60 feet of it. The target must succeed
Devil’s Sight. Magical darkness doesn’t impede the corruptive on a DC 16 Dexterity saving throw or be magically pulled up to
warden’s darkvision. 20 feet toward the warden. On a failed save, the warden can
make a claw attack against the target as a bonus action.

   

95
Blightlord
The Blightlord, a fearsome fiend of malevolence,
embodies the essence of decay and corruption.
With its sinister presence and mastery of necrotic
magic, it strikes terror into the hearts of those who
dare to face it. This monstrous being, dwelling in the
darkest depths of the Abyss, is a true embodiment of
evil.

Spellcasting. The Blightlord is a 9th-level spellcaster. Its


Blightlord spellcasting ability is Charisma (spell save DC 15, +7 to hit with
Medium fiend, neutral evil spell attacks). The Blightlord has the following spells prepared:
Cantrips (at will): chill touch, poison spray, thaumaturgy
Armor Class 17 (natural armor) 1st level (4 slots): bane, inflict wounds, ray of sickness
Hit Points 120 (16d8 + 48) 2nd level (3 slots): blindness/deafness, ray of enfeeblement
Speed 30 ft. 3rd level (3 slots): bestow curse, vampiric touch
4th level (3 slots): blight, phantasmal killer
STR DEX CON INT WIS CHA 5th level (2 slots): cloudkill, insect plague
18 (+4) 12 (+1) 16 (+3) 14 (+2) 10 (+0) 16 (+3)
A ctions
Skills Perception +4, Stealth +4
Damage Resistances necrotic; bludgeoning, piercing, and Multiattack. The Blightlord makes two attacks: one with its
slashing from nonmagical attacks rotting claw and one with its necrotic touch.
Damage Immunities poison
Condition Immunities poisoned Rotting Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit 12 (2d6 + 4) slashing damage plus 7 (2d6) necrotic
Senses darkvision 120 ft., passive Perception 14
damage.
Languages Infernal, Abyssal
Challenge 14 (11,500 XP) Necrotic Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one
creature. Hit 14 (4d6) necrotic damage.
Aura of Decay. At the start of each of its turns, any creature
within 30 feet of the Blightlord must make a Constitution
saving throw. On a failed save, they take 10 (3d6) necrotic
damage or half damage on a success.

   

96
Erinys, the
Infernal Harpy
Queen
This entry details the fearsome creature
known as Erinys, the Infernal Harpy Queen.
Erinys is a legendary fiend of immense
power, commanding her infernal harpy followers
with absolute authority. Her sinister presence and
deadly abilities make her a formidable adversary
for any daring enough to challenge her rule.

Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Erinys, the Infernal Harpy Hit: 19 (3d8 + 6) slashing damage.
Queen Hellfire Breath (Recharge 5-6). Erinys exhales fire in a 30-foot
Medium fiend, neutral evil
cone. Each creature in that area must make a DC 20 Dexterity
Armor Class 19 (natural armor) saving throw, taking 63 (18d6) fire damage on a failed save, or
Hit Points 257 (23d10 + 138) half as much damage on a successful one.
Speed 30 ft., fly 60 ft.
Infernal Shriek (Recharge 5-6). Erinys emits a piercing shriek that
is audible within 300 feet of her. Each creature within 60 feet of
STR DEX CON INT WIS CHA her that can hear her must succeed on a DC 20 Wisdom saving
20 (+5) 22 (+6) 22 (+6) 16 (+3) 18 (+4) 24 (+7) throw or become frightened for 1 minute. While frightened in
this way, a creature’s speed is halved, and it takes 14 (4d6)
Saving Throws Dex +12, Con +12, Wis +10, Cha +15 psychic damage at the start of each of its turns. The frightened
Skills Perception +10, Deception +15, Insight +10, Persuasion creature can repeat the saving throw at the end of each of its
+15 turns, ending the effect on itself on a success.
Damage Resistances fire; bludgeoning, piercing, and slashing
from nonmagical attacks Dominating Gaze (Recharge 6). Erinys targets one creature she
Senses darkvision 120 ft., passive Perception 20 can see within 60 feet of her. The target must succeed on a DC
Languages Infernal, Common, telepathy 120 ft. 20 Wisdom saving throw or be charmed by Erinys for 1 minute.
Challenge 18 (20,000 XP) While charmed in this way, the creature regards Erinys as a
trusted ally to be heeded and protected. The charmed creature
can repeat the saving throw at the end of each of its turns,
Infernal Majesty. Erinys has advantage on saving throws against ending the effect on itself on a success.
being charmed or frightened. She exudes an aura of oppressive
authority within a 30-foot radius, making all Charisma
(Persuasion) checks made by her have advantage.
L egendary A ctions
Erinys can take 3 legendary actions, choosing from the options
Keen Sight. Erinys has advantage on Wisdom (Perception) below. Only one legendary action option can be used at a time,
checks that rely on sight. and only at the end of another creature’s turn. Erinys regains
spent legendary actions at the start of her turn.
Magic Resistance. Erinys has advantage on saving throws
against spells and other magical effects. Talon Attack. Erinys makes one talons attack.

Flyby. Erinys doesn’t provoke an opportunity attack when she Claw Attack. Erinys makes one claws attack.
flies out of an enemy’s reach.
Hellfire Burst (Costs 2 Actions). Erinys uses her Hellfire Breath.
A ctions
Seductive Whisper (Costs 3 Actions). Erinys whispers a seductive
Multiattack. Erinys makes three attacks: one with her talons and incantation, targeting one creature she can see within 60 feet of
two with her claws. her. The target must succeed on a DC 20 Wisdom saving throw
or fall prone, charmed by Erinys for 1 minute. While charmed in
Talons. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. this way, the creature is incapacitated and has a speed of 0. The
Hit: 21 (4d6 + 7) slashing damage. charmed creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.

   
97
Dukes and Duchesses of Hell
n this category, we explore the While the precise powers and appearances of these  

i
formidable Dukes and Duchesses of Hell, infernal nobles vary, they all share a common thread—
powerful entities that hold commanding unparalleled malice and an insidious desire to corrupt
positions in the hierarchy of the infernal souls. Some may possess an array of physical
dominion. mutations, such as grotesque forms or monstrous
These diabolical aristocrats embody the appendages, while others cloak themselves in an
essence of wickedness and represent the illusion of beauty, luring unsuspecting victims into their
highest echelons of demonic authority. treacherous grasp.
Possessing immense intelligence, supernatural abilities, To encounter a Duke or Duchess of Hell is to
and an insatiable hunger for chaos, they are the confront the embodiment of evil itself. Their presence is
architects of suffering and architects of suffering and suffused with an overwhelming aura of malevolence,
masters of manipulation within their respective and their dominion radiates with an oppressive and vile
domains. energy. They wield formidable magical abilities,
Each Duke or Duchess of Hell commands legions of employing dark spells and curses to torment and
lesser demons, bending them to their will and subjugate all who dare challenge their authority.
orchestrating their malefic schemes. With their cunning  
intellects and strategic minds, they exploit the
weaknesses of both mortals and other infernal
creatures, perpetuating a cycle of torment and despair.
Valerian, the Blade of  
Darkness
Valerian, known as the Blade of Darkness, is a
formidable and imposing figure among the hierarchy of
demons. Towering at a height of over ten feet, his
muscular form is covered in sleek, obsidian-black armor
adorned with intricate, twisting patterns that seem to
writhe and pulsate with dark energy. Fiery crimson eyes
burn with an intense malevolence within the depths of
his helm, which resembles the snarling visage of a
fearsome horned beast. In his hands, Valerian wields a
massive greatsword, its blade forged from an
otherworldly black metal that seems to absorb all light,
leaving only a chilling void in its wake.
Lore. Valerian holds the prestigious title of Duke of
Hell, a position of power and authority within the
demonic hierarchy. As the Blade of Darkness, he
embodies chaos, brutality, and the insatiable thirst for
destruction. He is a master of combat, his movements
swift and precise, as if guided by an unseen force of
maleficent skill. Valerian’s strikes are a deadly dance of
flashing blades, tearing through armor and rending
flesh with cruel efficiency. His dark presence instills
fear and despair, as the mere sight of his wicked form
sends shivers down the spines of even the bravest
warriors.
History. The origins of Valerian remain shrouded in
mystery, lost amidst the eons of demonic history.
However, ancient tales speak of his rise to power
through a series of treacherous battles and vile pacts
forged in the darkest recesses of the abyssal realms. It
is said that he emerged as a favored champion of the
Abyss, a force of chaos that revels in the corruption of
mortal souls. Valerian’s ascent to the position of Duke
of Hell is a testament to his indomitable will and
ruthless ambition, as he outmaneuvered rivals and
vanquished adversaries in a relentless pursuit of
dominance.
Whispers of Valerian’s exploits echo through the
twisted halls of the infernal realms, as tales of his
insatiable bloodlust and unyielding might spread like
wildfire among demons and mortals alike. His name
has become a symbol of terror, his actions leaving trails
of devastation in his wake. It is said that even the most
fortified bastions of good tremble at the mere mention
of Valerian, for his presence heralds an age of darkness
and suffering.
Beware, for crossing paths with Valerian means
courting a swift and merciless demise. His blade thirsts
for blood, and his demonic essence exudes an aura of
malefic power that few can withstand. Those who dare
to challenge him must be prepared for a battle that tests
not only their strength but also their resolve to resist the
allure of darkness. Valerian, the Blade of Darkness,
stands as a testament to the eternal struggle between
the forces of evil and the valiant defenders of light.
99
Dark Blade. Valerian slings his weapon in a crescendo of
Valerian, the Blade of concussive force.
Darkness First attack. Valerian damages a line 15 feet long and 10 feet
Large fiend (demon), chaotic evil
wide in front of him. The adjacent spaces at the end of the
Armor Class 22 (natural armor) area are the Critical Zone. All creatures in the area make a DC
Hit Points 253 (22d10 + 132) 22 Strength saving throw. On a failure, creatures in the lesser
Speed 50 ft. area take 11 (3d8) bludgeoning damage, while creatures in
the Critical Zone take 18 (4d8) bludgeoning damage and are
knocked prone. Creatures that succeed take half damage and
STR DEX CON INT WIS CHA
are not knocked prone.
24 (+7) 16 (+3) 22 (+6) 18 (+4) 16 (+3) 20 (+5) Second attack. Valerian swipes his sword across an area in
front of him. He damages a 40-foot rectangle in front of him,
Saving Throws Str +14, Dex +10, Con +13, Cha +12 10 feet away from him and 20 feet across. The spaces
Skills Acrobatics +10, Arcana +11, Athletics +14, History +11, furthest from him are the Critical Zone. Creatures within the
Insight +10, Intimidation +12, Investigation +11, Perception area make a DC 22 Dexterity saving throw. Creatures that fail
+10, Survival +10 within the lesser area take 18 (4d8) slashing damage, and 27
Damage Resistances cold, fire, psychic, necrotic, radiant; (6d8) slashing damage in the Critical Zone while also being
bludgeoning, piercing, and slashing from magical attacks knocked prone. Creatures that succeed take half damage and
Damage Immunities poison; bludgeoning, piercing, and are not knocked prone.
slashing from nonmagical attacks Third attack. Valerian jumps into the air and slams his
Condition Immunities charmed, frightened, petrified, poisoned weapon to the ground with his full weight behind it.
Senses passive Perception 20 Creatures within a 20-foot radius, 10 feet tall cylinder
Languages Celestial, Common centered on Valerian, make a DC 22 Dexterity saving throw,
Challenge 21 (33,000 XP) taking 27 (6d8) bludgeoning damage on a failed save and
half as much on a success. Creatures within 10 feet of
Ancient Ascended. Valerian has advantage on saving throws Valerian are in the Critical Zone. They take 36 (8d8)
made to resist spells and other magical effects. His attacks are bludgeoning damage and are knocked prone on a failed save
considered magical for the purpose of overcoming resistance and half as much damage and resist being knocked prone on
and immunity. a success. Valerian can break up these actions with
movement as if they were standard attacks.
Immutable Form. Due to his shifting nature, Valerian and his
sword are immune to any spell or effect that would alter their Umbral Dash. Valerian shoves himself 10 feet forward. On his
form. next Greatsword or Dark Blade action, he can reroll all 1’s and
2’s for damage. He must use the new rolls.
One with the Blade. Valerian cannot be disarmed of his
greatsword. World Ender (1/Day). Valerian pulls dark energy from within his
weapon. Creatures that can see Valerian within 60 feet of him
Life-drinker. Valerian regains 7 (2d6) hit points for each creature
he damages in the Critical Zone of his abilities and 3 (1d6) for must make a DC 20 Wisdom saving throw or become
frightened of Valerian for one minute. Valerian gains the
each creature damaged by the lesser areas.
following traits for 1 minute:
Deathbringer Stance. Valerian’s first Greatsword attack each
round deals an additional 3d6 piercing damage. Any hit points Gains a flying speed equal to his land speed, as wings spring
the target would recover from any source until the start of from his shoulders.
Valerian’s next turn are reduced by an amount equal to this Can make an additional Greatsword attack on his turn or
with his Attack Legendary Action.
bonus damage. A creature cannot be subject to this bonus
damage on consecutive rounds.
L egendary A ctions
A ctions Valerian can take 3 legendary actions, choosing from the
Multiattack. Valerian can make three Greatsword attacks, three options below. Only one legendary action option can be used at
consecutive Dark Blade actions, and up to two Umbral Dash a time and only at the end of another creature’s turn. Valerian
actions in between those options. regains spent legendary actions at the start of his turn.

Greatsword. Melee Weapon Attack: +17 to hit, reach 10 ft., one Attack. Valerian can make one Greatsword attack against a
target. Hit: 24 (4d6 + 10) slashing damage and 18 (4d8) creature within range.
necrotic damage. Valerian gains hit points equal to half of the
slashing damage dealt and an amount equal to the necrotic Move. Valerian can move up to his speed.
damage dealt.
Umbral Dash (Costs 2 Actions). Valerian can make one Umbral
Dash in any direction. On his next turn, Valerian cannot make
an Umbral Dash as his first action.

World Ender (Costs 3 Actions). Valerian can activate World Ender.

  100 
Bael, the Demonlord  
of Flames
Bael, the fearsome Demonlord of Flames, stands as a
towering figure in the hierarchy of the infernal realms.
With a hulking, muscular form covered in scales of
crimson and black, Bael emanates an aura of searing
heat and overwhelming power. Its eyes burn with an
intense, malevolent fire, and its elongated horns curve
upwards, dripping molten lava. This demon’s massive
wings, adorned with fiery patterns, enable it to soar
through the air with a grace that belies its gargantuan
size. Clad in infernal armor that glows with an intense
heat, Bael wields immense claws and a spiked tail
capable of devastating blows, each imbued with the
scorching flames of its demonic domain.
Lore. Bael is one of the infamous Dukes of Hell, a
position it has earned through ruthless domination and
mastery over the element of fire. This cunning and
brutal demon revels in chaos and destruction, delighting
in the torment of souls and the engulfing infernos that
consume realms. Known as a tactical genius, Bael
possesses an unparalleled strategic mind, making it a
formidable adversary even among its demon brethren.
History. The origins of Bael are shrouded in mystery,
with dark tales and ancient legends hinting at its ascent
to power. Whispers among occult scholars suggest that
Bael was once a mortal who made a pact with the
primordial forces of the abyss, sacrificing its humanity
in exchange for diabolical might and immortality.
Through centuries of bloody conquest and
manipulation, Bael rose through the ranks of
demonkind, gaining favor with the infernal powers and
ultimately becoming one of the most dreaded
Demonlords.
Legends speak of Bael’s involvement in cataclysmic
events that have reshaped the planes. It is said that Bael
orchestrated the great inferno that consumed the
Forbidden City of Pyradis, reducing it to smoldering
ruins and claiming countless lives as tribute to its
insatiable hunger for destruction. The Demonlord’s
fiery wrath has left a scorched trail across countless
realms, and its malevolent influence continues to spread
like wildfire.
 

101
Bael, the Demonlord of A ctions
Flames Multiattack. Bael makes three attacks: one with its bite and two
Huge fiend (demon), chaotic evil with its claws.

Armor Class 20 (natural armor) Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit Points 345 (30d12 + 150) Hit: 26 (3d12 + 8) piercing damage plus 10 (3d6) fire damage.
Speed 60 ft., fly 60 ft.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit: 22 (4d8 + 8) slashing damage plus 10 (3d6) fire damage.
STR DEX CON INT WIS CHA
26 (+8) 18 (+4) 20 (+5) 22 (+6) 16 (+3) 24 (+7) Hellfire Breath (Recharge 5-6). Bael exhales fire in a 60-foot cone.
Each creature in that area must make a DC 21 Dexterity saving
Saving Throws Str +15, Dex +11, Con +12, Wis +9, Cha +14 throw, taking 77 (22d6) fire damage on a failed save, or half as
Damage Resistances cold, fire; bludgeoning, piercing, and much damage on a successful one.
slashing from nonmagical attacks
Damage Immunities lightning, poison L egendary A ctions
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 13 Bael can take 3 legendary actions, choosing from the options
Languages Abyssal, telepathy 120 ft. below. Only one legendary action option can be used at a time
Challenge 22 (41,000 XP) and only at the end of another creature’s turn. Bael regains
spent legendary actions at the start of its turn.

Legendary Resistance (3/Day). If Bael fails a saving throw, it can Claw Attack. Bael makes one claw attack.
choose to succeed instead.
Hellfire Aura (Costs 2 Actions). Bael activates or deactivates its
Magic Resistance. Bael has advantage on saving throws against hellfire aura. While active, any creature that starts its turn
spells and other magical effects. within 10 feet of Bael takes 10 (3d6) fire damage.

Magic Weapons. Bael’s weapon attacks are magical. Fiery Presence (Costs 3 Actions). Bael releases a wave of intense
heat in a 30-foot radius around it. Each creature in that area
must make a DC 21 Constitution saving throw, taking 33 (6d10)
fire damage and being blinded for 1 minute on a failed save, or
half as much damage and not blinded on a successful one. A
creature can repeat the saving throw at the end of each of its
turns, ending the blinded condition on a success.

   

102
Hecate, the Duchess  
of Witchcraft
Hecate, the Duchess of Witchcraft, is a formidable fiend
that exudes an aura of dark power and malevolence.
Towering at a height of over 10 feet, she possesses a
commanding presence and an air of regal authority. Her
form is an amalgamation of fiendish and humanoid
features, with gleaming red eyes that radiate a sense of
cunning intelligence. She is adorned with intricate and
ominous black armor, which blends seamlessly with her
ebony skin, accentuating her imposing figure. Hecate’s
flowing obsidian hair seems to writhe with an
otherworldly energy, and her elongated, clawed fingers
crackle with arcane power.
Lore. Known throughout the infernal hierarchy as the
Duchess of Witchcraft, Hecate is a master manipulator
of dark magic and a renowned sorceress among the
denizens of Hell. While her true origins remain
shrouded in mystery, legends speak of a powerful coven
of witches that made a pact with dark forces, granting
them unearthly powers. Hecate, the most ambitious and
cunning of them all, sought to ascend to the ranks of
Hell’s nobility and became an envoy of chaos and
malevolence.
History. Hecate’s rise to power within the demonic
hierarchy was marked by her relentless pursuit of
arcane knowledge and her mastery of the dark arts.
Over the centuries, she forged alliances, manipulated
lesser fiends, and outwitted rivals, solidifying her
position as a prominent figure in the infernal court. Her
insidious influence reached far and wide, extending
even to mortal realms, where cults and covens sought
her favor, believing that they could harness her
forbidden powers.
Legends surrounding Hecate’s infamous Witchcraft
Sabbaths are whispered in hushed tones by both
mortals and fiends alike. These gatherings, said to
occur in desolate corners of the Material Plane, are said
to be steeped in unspeakable rituals, where mortals are
enticed into dark pacts, offering their souls in exchange
for power or arcane secrets. Hecate, ever the temptress,
revels in the corruption of mortal souls, further fueling
her own unholy power.
Her domain within Hell is a twisted reflection of her
nature—a realm shrouded in perpetual darkness, with
eerie landscapes distorted by twisted, gnarled trees and
shadowy mists that conceal lurking horrors. Hecate’s
court is filled with sycophantic witches, demons
subservient to her power, and enslaved spirits forced to
do her bidding. From her throne, she orchestrates
sinister machinations, expanding her dominion and
furthering her influence over both mortal and infernal
realms.
 

103
Hecate, the Duchess of Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
Hit: 28 (2d6 + 8) slashing damage plus 14 (4d6) necrotic
Witchcraft damage.
Large fiend (demon), chaotic evil
Shadow’s Embrace (Recharge 6). Hecate extends her hand
Armor Class 22 (natural armor) towards a creature she can see within 30 feet of her and
Hit Points 375 (30d10 + 210) shrouds it in a veil of darkness. The target must make a DC 20
Speed 60 ft. Dexterity saving throw, taking 45 (10d8) necrotic damage on a
failed save, or half as much damage on a successful one.
STR DEX CON INT WIS CHA Hecate then regains hit points equal to the damage dealt.
15 (+2) 26 (+8) 24 (+7) 22 (+6) 22 (+6) 21 (+5)
Frightful Presence. Each creature of Hecate’s choice that is
Skills Acrobatics +15, Arcana +13, Deception +12, History +13, within 120 feet of Hecate and aware of her must succeed on a
Insight +13, Perception +13, Religion +13, Sleight of Hand DC 19 Wisdom saving throw or become frightened for 1
+15, Stealth +15 minute. A creature can repeat the saving throw at the end of
Damage Vulnerabilities radiant each of its turns, ending the effect on itself on a success. If a
Damage Resistances acid, cold, lightning creature’s saving throw is successful or the effect ends for it,
Damage Immunities fire, necrotic, poison; bludgeoning, the creature is immune to Hecate’s Frightful Presence for the
piercing, and slashing from nonmagical attacks that aren’t next 24 hours.
silvered Change Shape. Hecate magically polymorphs into a humanoid
Condition Immunities charmed, exhaustion, frightened,
or beast that has a challenge rating no higher than her own, or
paralyzed, poisoned back into her true form. She reverts to her true form if she dies.
Senses truesight 120 ft., passive Perception 23
Any equipment she is wearing or carrying is absorbed or borne
Languages all, telepathy 120 ft.
by the new form (Hecate’s choice). In a new form, Hecate
Challenge 21 (33,000 XP) retains her alignment, hit points, Hit Dice, ability to speak,
proficiencies, Legendary Resistance and Intelligence, Wisdom,
Legendary Resistance (3/Day). If Hecate fails a saving throw, she and Charisma scores, as well as this action. Her statistics and
can choose to succeed instead. capabilities are otherwise replaced by those of the new form,
except any class features or legendary actions of that form.
Magic Resistance. Hecate has advantage on saving throws
against spells and other magical effects. R eactions
Spellcasting. Hecate is a 20th-level spellcaster. Her spellcasting Unbridled Fury. In response to being hit by a melee attack,
ability is Wisdom (spell save DC 22, +14 to hit with spell Hecate can make one melee attack with advantage against the
attacks). She knows the following spells: attacker.
Cantrips (at will): mage hand, ray of frost, shocking grasp
1st level (at will): detect magic, magic missile, shield L egendary A ctions
2nd level (at will): arcane lock, detect thoughts, invisibility, Hecate can take 3 legendary actions, choosing from the options
mirror image
below. Only one legendary action option can be used at a time
3rd level (at will): animate dead, counterspell, dispel magic, and only at the end of another creature’s turn. Hecate regains
fireball
spent legendary actions at the start of her turn.
4th level (3 slots): blight, ice storm, phantasmal killer Attack. Hecate makes one claw attack.
5th level (3 slots): cloudkill, hold monster, wall of force
6th level (3 slots): chain lightning, circle of death, disintegrate Teleport. Hecate magically teleports, along with any equipment
7th level (3 slots): finger of death, plane shift, teleport she is wearing or carrying, up to 120 feet to an unoccupied
8th level (2 slots): maze, mind blank space she can see.
9th level (1 slot): power word kill
Shadow Slip (Costs 2 Actions). Hecate becomes invisible until
A ctions the start of her next turn.
Multiattack. Hecate can use her Frightful Presence. She then Shadow’s Embrace (Costs 3 Actions). Hecate recharges and uses
makes three attacks. her Shadow Embrace.

   

104
Morgath, the Lord of  
Plague
Morgath, known as the Lord of Plague, is a towering
fiend of immense power and malevolence. This
monstrous creature stands at an intimidating height, its
grotesque form exuding an aura of decay and
corruption. Covered in festering wounds and oozing
sores, Morgath’s hulking frame is a testament to the vile
diseases it spreads. Its eyes burn with a sickly green
light, filled with malice and the promise of suffering.
Morgath’s presence is suffused with a foul stench, an
olfactory assault that announces the arrival of the Lord
of Plague.
Lore. Among the infernal hierarchy, Morgath is
known as a Duke of Hell, wielding authority over the
legions of demons and other vile entities dedicated to
spreading pestilence and decay. It is whispered that his
origins lie in the darkest recesses of Gluttony, where
corruption and rot reign supreme. Morgath’s dominion
over diseases and plagues is unparalleled, and he revels
in the suffering and despair inflicted upon mortals by
his wicked machinations.
History. Legends of Morgath’s existence trace back to
ancient times, where he was rumored to have emerged
from the depths of the mortal world, heralding an era of
death and pestilence. As his power grew, Morgath
gathered a following of fanatical cultists, twisted
alchemists, and foul necromancers who reveled in his
malevolent gifts. Their vile experiments and
sacrilegious rituals granted Morgath even greater
influence, solidifying his position as a feared entity
among both mortals and denizens of the infernal
realms.
Over the centuries, Morgath’s influence spread like a
contagion, his name whispered in dread by those who
had witnessed the devastation caused by his plagues.
Entire cities fell into ruin, their populations decimated
by incurable diseases unleashed at the whim of the Lord
of Plague. His wrath was indiscriminate, striking down
the innocent and guilty alike, for in his eyes, all mortals
were but vessels for his insidious creations.
Morgath’s power and influence reached its zenith
when he forged alliances with other dark forces,
including necromantic cults and wicked sorcerers.
Together, they orchestrated cataclysmic events, laying
waste to entire kingdoms and plunging entire regions
into darkness and despair. Morgath reveled in the
suffering he caused, delighting in the cries of anguish
and the rivers of tears shed by those who fell victim to
his plagues.
 

105
Morgath, the Lord of Effluvial Discharge (Recharge 5-6). Morgath expels a tide of
Plague rancid filth in a 60-foot cone. All creatures within that area must
make a DC 20 Dexterity saving throw, taking 33 (6d10) acid
Huge fiend (demon), chaotic evil
damage and 33 (6d10) poison damage on a failed save, or half
Armor Class 19 (natural) as much on a successful one.
Hit Points 348 (24d12+192) Malaise. Morgath hurls a glob of filth to a point he can see
Speed 30 ft. within 120 feet of him. All creatures in a 20-foot radius of that
point must make a DC 20 Constitution saving throw, taking 17
STR DEX CON INT WIS CHA (3d10) poison damage and 17 (3d10) acid damage on a failed
22 (+6) 16 (+3) 26 (+8) 17 (+3) 16 (+3) 18 (+4) saving throw, or half as much on a successful one.

Skills History +10, Insight +10, Perception +10, Religion +10 Miasma (Recharge 5-6). Morgath expels a cloud of toxic vapors
Damage Resistances necrotic; bludgeoning, piercing, and that fill an area within a 30-foot radius of him. All creatures
slashing damage from nonmagical weapons within that area must make a DC 20 Constitution saving throw.
Damage Immunities acid, poison On a failed save, they take 33 (6d10) poison damage and gain
Condition Immunities blinded, deafened, charmed, frightened, one level of exhaustion. On a successful save, they take half as
paralyzed, petrified, poisoned, sleep much damage and are not exhausted. The levels of exhaustion
Senses truesight 120 ft.; passive Perception 20 inflicted by this ability are cumulative.
Languages abyssal, celestial, infernal; telepathy 100 ft.
Challenge 23 (50,000 XP) Pestilence (1/Day). Morgath opens his belly and lets the
impurities he has consumed pour forth, poisoning the very air
and land. All creatures within 60 feet of Morgath must make a
Legendary Resistance (3/Day). If Morgath fails a saving throw, DC 20 Constitution saving throw, taking 77 (14d10) poison
he can choose to succeed instead. damage on a failed save, or half as much damage on a
successful one. The ground in a 60-foot radius of the spot
Magic Resistance. Morgath has advantage on saving throws where Morgath used Pestilence becomes saturated with
against spells and other magical effects. poisonous ichor for 1 day. The area becomes difficult terrain for
Foul Weapons. Morgath’s weapons are magical. On a hit, they the duration. When a creature moves into or within the area, it
takes 1d10 poison damage for every 5 feet it travels.
inflict an extra 4d8 poison damage.

Siege Monster. Morgath’s attacks deal double damage to L egendary A ctions


objects and structures. Morgath can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
Stench. Any creature that starts its turn within 10 feet of
a time and only at the end of another creature’s turn. Morgath
Morgath must succeed on a DC 20 Constitution saving throw
regains spent legendary actions at the start of its turn.
or be poisoned until the start of its next turn. On a successful
saving throw, the creature is immune to Morgath’s stench for Beatdown. Morgath makes a slam attack.
24 hours.
Malaise (Costs 2 Actions). Morgath uses Malaise.
A ctions
Festering Fog (Costs 3 Actions). Morgath fills the air in a 30-foot
Multiattack. Morgath makes two slam attacks. radius of himself with a magical fog that inhibits healing magic.
All creatures within that area recover only half as much health
Slam. Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
from healing spells and effects until the start of Morgath’s next
Hit: 22 (3d10 + 6) bludgeoning damage and 18 (4d8) poison
damage. turn.

   

106
Archdemons of Hell
ithin the fiery depths of hell, Their diabolical influence extends beyond their physical  

w
where chaos reigns and tormented souls might, for Archdemons possess a profound
writhe in eternal suffering, dwell the understanding of mortal weaknesses and desires. They
Archdemons. These malevolent beings exploit these vulnerabilities to sow discord and
embody the darkest aspects of the temptation, relentlessly corrupting souls and
infernal realms, wielding formidable perpetuating the infernal cycle of damnation.
powers and commanding legions of Though the Archdemons share a malevolent nature,
lesser demons. As the overseers of they are not united in purpose. Their lust for power and
specific domains within Hell, they preside over their dominance often pits them against each other, vying for
infernal dominions with cruel efficiency. control over territories and seeking to expand their
Archdemons are ancient and insidious entities, born infernal realms. These conflicts result in brutal clashes
from the primeval darkness that permeates the abyssal of infernal might, devastating landscapes and
planes. Each Archdemon possesses a unique consigning countless souls to eternal torment.
appearance and a distinct set of abilities, reflecting the To encounter an Archdemon is to face an
sin or vice they represent. These monstrous entities embodiment of pure evil, a creature of unfathomable
tower over their demonic minions, their forms warped darkness and malice. Heroes who dare to challenge
and twisted by the unholy energy that courses through these monstrous overlords must muster every ounce of
their veins. their courage, skill, and divine power. Defeating an
Archdemon is a herculean task, but the rewards are
immeasurable, for it may bring respite to the tormented
souls and strike a blow against the perpetual tyranny of
Hell.
 
Malebolge, the  
Archdemon of Fraud
Malebolge, the Archdemon of Fraud, is a towering and
malevolent figure that strikes fear into the hearts of
mortals and celestial beings alike. Standing at an
immense height, this colossal fiend exudes an aura of
deceit and corruption. Its form is a grotesque fusion of
demonic and serpentine features, with scales as black
as obsidian and eyes that burn with an unholy fire. Its
serpentine tail whips and coils with malicious intent,
while its massive wings span outwards, casting a
shadow of dread upon all who behold it. Malebolge’s
entire body is adorned with intricate patterns of dark
runes, pulsating with the essence of wickedness.
Lair. Malebolge’s lair lies deep within the 8th circle of
Hell, the realm of Fraud. Here, amidst the treacherous
landscape, the archdemon has carved out its domain of
deceit and betrayal. The lair itself is a sprawling citadel
of wicked design, adorned with sinister architecture that
twists and warps in unsettling ways. Malebolge’s
presence permeates the very fabric of the lair,
corrupting the surroundings with an oppressive aura of
falsehood. Illusory flames dance throughout the halls,
casting an eerie glow upon the treacherous paths that
wind through the chamber. The air is heavy with the
stench of deceit, and the walls whisper with the echoes
of forgotten lies.
Lore and History. Malebolge holds a prominent place
in the infernal hierarchy, serving as a dreaded
commander in the legions of Hell. Its name strikes fear
into the hearts of demons and mortals alike, for it
embodies the essence of deception and betrayal.
Legends tell of Malebolge’s rise to power, born from the
darkest depths of Hell and ascending through cunning
and treachery.
Throughout the ages, Malebolge has orchestrated
grand schemes and intricate webs of deceit, ensnaring
both mortals and celestial beings in its malevolent
plans. It revels in the corruption of truth and the
manipulation of trust, taking pleasure in the suffering
and downfall of its victims. Countless souls have fallen
prey to its illusions and machinations, their fates sealed
by the archdemon’s treacherous grasp.
Whispered tales speak of Malebolge’s insatiable
hunger for power, as it seeks to expand its influence and
dominion over the realms. Its mastery of illusion and
deception has allowed it to amass a legion of followers,
creatures lured by promises of wealth and power, only
to become pawns in Malebolge’s grand game of
manipulation.
Beware, for encountering Malebolge is to risk falling
victim to its web of lies and deceit. Its words are
honeyed poison, its illusions beguiling and deadly.
 

108
Malebolge, the Archdemon Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target.
of Fraud Hit: 22 (4d6 + 10) slashing damage.
Gangantuan fiend (demon), chaotic evil
Tail Slam. Melee Weapon Attack: +19 to hit, reach 20 ft., one
target. Hit: 30 (4d10 + 10) bludgeoning damage.
Armor Class 26 (natural armor)
Hit Points 666 (36d20 + 288) Fiery Breath (Recharge 5-6). Malebolge exhales fire in a 60-foot
Speed 40 ft., burow 80 ft. cone. Each creature in that area must make a DC 24 Dexterity
saving throw, taking 77 (22d6) fire damage on a failed save, or
STR DEX CON INT WIS CHA half as much damage on a successful one.
30 (+10) 16 (+3) 26 (+8) 20 (+5) 24 (+7) 28 (+9)
L air A ctions
Saving Throws Str +19, Dex +11, Con +16, Wis +14, Cha +18
Skills Deception +18, Insight +14, Perception +14, Persuasion On initiative count 20 (losing initiative ties), Malebolge can
+18 take a lair action to cause one of the following effects:
Damage Resistances cold, fire, lightning; bludgeoning, piercing, 1. Veil of Illusion. Malebolge creates an illusory wall of flickering
and slashing from nonmagical attacks flames within 60 feet of it. The wall is 30 feet long, 20 feet high,
Damage Immunities poison and 1 foot thick. It provides total cover and blocks line of sight.
Condition Immunities poisoned Any creature that starts its turn within 10 feet of the wall must
Senses truesight 120 ft., passive Perception 24 succeed on a DC 24 Wisdom saving throw or become charmed
Languages Abyssal, Common, Infernal until the start of its next turn.
Challenge 24 (62,000 XP)
2. Corrupting Influence. Malebolge corrupts the ground within
Innate Spellcasting. Malebolge’s spellcasting ability is Charisma 60 feet of it, causing it to become treacherous and deceptive.
(spell save DC 26). It can innately cast the following spells, The area becomes difficult terrain, and any creature that starts
requiring no material components: its turn there must succeed on a DC 24 Dexterity saving throw
At will: detect magic, dispel magic, nondetection, true seeing or fall prone.
3/day each: dominate person, modify memory, project image
3. Lurking Shadows. Malebolge summons shadows that flicker
1/day each: dominate monster, feeblemind, power word stun,
and dance in a 30-foot radius centered on a point within 60 feet
prismatic spray
of it. The shadows provide dim light in the area, and any
Legendary Resistance (3/Day). If Malebolge fails a saving throw, creature other than Malebolge that starts its turn there must
it can choose to succeed instead. succeed on a DC 24 Wisdom saving throw or be frightened
until the start of its next turn.
Magic Resistance. Malebolge has advantage on saving throws
against spells and other magical effects. R egional E ffects
Magic Weapons. Malebolge’s weapon attacks are magical. The region containing Malebolge’s lair is subject to the
following effects:
Mist Form. Malebolge can enter a misty form as a bonus action.
While in this form, it can’t take damage, can’t be grappled or 1. Aura of Deception. The area within 1 mile of Malebolge’s lair
restrained, and has advantage on Dexterity saving throws. It is shrouded in an aura of deception. Creatures have
can remain in this form for up to 1 minute, ending it early as a disadvantage on Wisdom (Perception) checks made to detect
bonus action. hidden or disguised creatures or objects.

Aura of Deception. Malebolge emits an aura of deceit within 60 2. Muffled Sounds. Sounds within 1 mile of Malebolge’s lair are
feet of it. Creatures of its choice have disadvantage on Wisdom muffled and distorted, making it difficult to discern their exact
(Perception) checks made to perceive creatures or objects origin. Perception checks made to hear or locate specific
within the aura. sounds have disadvantage.

A ctions 3. Illusory Projections. Malebolge can create illusory duplicates of


itself within 1 mile of its lair. These projections appear as
Multiattack. Malebolge makes three attacks: one with its bite flaming specters and can move within the area. The illusions
and two with its claws. have no physical form and cannot cause harm, but they can
communicate with creatures using telepathy. These illusions
Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. last until Malebolge dismisses them or uses a lair action to
Hit: 36 (4d12 + 10) piercing damage plus 14 (4d6) fire damage. create a different illusion.

   

109
Belphagor, the Lord  
of Gluttony
Belphagor, the Lord of Gluttony, is a towering and
grotesque archdemon that rules over the domain of
insatiable hunger within the depths of Hell. This
monstrous entity stands at an imposing height, its
hulking frame adorned with bulging muscles and taut,
leathery flesh. Its skin, a sickly pallor tinged with a
sickening shade of green, stretches tightly over its
immense form, highlighting the veins pulsating with the
essence of unquenchable desire.
From its monstrous maw, jagged fangs protrude,
dripping with foul, corrosive saliva. Its eyes, burning
with a ravenous and unholy hunger, glow with an eerie
malevolence. Belphagor’s massive claws, sharp and
deadly, are poised to rend and tear as it seeks to satiate
its bottomless appetite.
Lair. Belphagor’s lair lies deep within the Gluttony
Circle of Hell, a nightmarish realm that mirrors the
archdemon’s insatiable craving for excess and
indulgence. The domain is an abhorrent landscape,
tainted by the remnants of endless feasts and the stench
of decay. Mounds of decaying food, putrid and rotting,
pile high, forming grotesque sculptures that stretch
towards the darkened sky.
Within this vile domain, Belphagor’s influence is
palpable. The very air is heavy with the scent of decay
and overindulgence, making it difficult to discern any
other aromas. Any food or drink brought into the area
spoils rapidly, turning rancid and inedible within
moments. The ground itself quakes under the weight of
insatiable hunger, erupting with pockets of corrosive
acid that threaten any intruders who dare to trespass
upon Belphagor’s domain.
Lore and History. Belphagor’s origins trace back to
the darkest depths of Hell, where the hierarchy of
demons vies for power and dominance. As an
archdemon, Belphagor has risen through the ranks by
embodying the essence of gluttony and excess, gaining
influence and authority over the Circle of Gluttony.
Legends tell of mortals who have fallen prey to
Belphagor’s temptations, their desires exploited and
twisted until they willingly relinquish their souls to the
archdemon’s insatiable hunger.
Within the hierarchy of Hell, Belphagor’s power is
second only to the infernal lords themselves. It is said
that the archdemon has brokered dark pacts with other
demonic entities, bartering forbidden knowledge and
granting favors in exchange for loyalty and servitude.
Belphagor’s immense strength and insatiable appetite
have allowed it to amass a legion of devoted followers,
each equally consumed by their own lusts and desires.
Scholars of the occult warn that Belphagor’s hunger
extends beyond mere sustenance. It is said that the
archdemon seeks to devour not only flesh and souls but
also the very essence of ambition and willpower.
110
Belphagor, the Lord of L egendary A ctions
Gluttony Belphagor can take 3 legendary actions, choosing from the
Gangantuan fiend (demon), chaotic evil options below. Only one legendary action can be used at a time
and only at the end of another creature’s turn. Belphagor
Armor Class 21 (natural armor) regains spent legendary actions at the start of its turn.
Hit Points 450 (30d12 + 270)
Speed 60 ft. Attack: Belphagor makes one claw or bite attack.

Devour Magic: Belphagor targets a creature within 60 feet that


STR DEX CON INT WIS CHA
is concentrating on a spell. The target must succeed on a DC
30 (+10) 14 (+2) 29 (+9) 16 (+3) 20 (+5) 26 (+8) 24 Constitution saving throw or lose concentration.
Saving Throws Str +18, Dex +10, Con +17, Wis +12, Cha +16 Infernal Bellow (Costs 2 Actions): Belphagor releases a
Skills Perception +12, Intimidation +16 thunderous bellow. Each creature of its choice within 60 feet of
Damage Resistances acid, fire, cold; bludgeoning, piercing, and Belphagor must make a DC 24 Constitution saving throw,
slashing from nonmagical attacks taking 33 (6d10) thunder damage on a failed save, or half as
Damage Immunities poison, necrotic much damage on a successful one. Additionally, any
Condition Immunities frightened, poisoned nonmagical objects that aren’t being worn or carried in that
Senses: truesight 120 ft., passive Perception 22 area are destroyed.

Languages Abyssal, Common, Infernal L air A ctions


Challenge 24 (62,000 XP)
On initiative count 20 (losing initiative ties), Belphagor can take
a lair action to cause one of the following effects:
Legendary Resistance (3/Day): If Belphagor fails a saving throw, it
can choose to succeed instead. 1. Gluttonous Tremor: The ground rumbles as the insatiable
hunger of the lair intensifies. Each creature within 30 feet of
Magic Resistance: Belphagor has advantage on saving throws Belphagor must succeed on a DC 24 Dexterity saving throw or
against spells and other magical effects. be knocked prone.
Innate Spellcasting: Belphagor’s spellcasting ability is Charisma 2. Voracious Feast: Belphagor summons a banquet of grotesque
(spell save DC 24, +16 to hit with spell attacks). Belphagor can and tempting food within a 60-foot radius of himself. Any
innately cast the following spells, requiring no material creature that starts its turn within this area must make a DC 24
components: Wisdom saving throw or be charmed by the food for 1 minute.
At will: detect magic, dispel magic, darkness Charmed creatures are compelled to use their action to
3/day each: circle of death, dominate monster consume the food, unable to take any other actions until they
1/day each: power word stun, power word kill break free from the charm.
Gluttony Aura: Belphagor exudes an aura of gluttony in a 30- 3. Acidic Eruption: Pockets of corrosive acid burst forth from the
foot radius. Creatures that start their turn or enter the aura ground within a 40-foot radius of Belphagor. Each creature in
must make a DC 24 Wisdom saving throw or be charmed for 1 that area must make a DC 24 Dexterity saving throw, taking 33
minute. While charmed, the creature is compelled to use its (6d10) acid damage on a failed save, or half as much on a
action on each of its turns to consume food within its reach successful one. Additionally, any nonmagical objects in the area
and can’t willingly move away from the aura. that are not being worn or carried are corroded and destroyed.
A ctions Belphagor can’t use the same lair action consecutively, and he
can’t use lair actions while incapacitated.
Multiattack: Belphagor makes three attacks: one with its bite
and two with its claws. R egional E ffects
Bite: Melee Weapon Attack: +19 to hit, reach 10 ft., one target. The area surrounding Belphagor’s lair is warped by his
Hit: 28 (4d8 + 10) piercing damage plus 14 (4d6) acid damage. immense power. The following effects extend up to 1 mile from
The target must succeed on a DC 24 Constitution saving throw the lair:
or be poisoned until the end of its next turn.
1. Scent of Decay: The air is heavy with the sickly sweet scent of
Claw: Melee Weapon Attack: +19 to hit, reach 10 ft., one target. decay and overindulgence, causing disadvantage on Wisdom
Hit: 22 (4d6 + 10) slashing damage. (Perception) checks that rely on smell.
Swallow: Belphagor makes one bite attack against a Medium or 2. Rapid Spoil: Food and drink within the area spoil rapidly,
smaller creature it is grappling. If the attack hits, the target is turning rancid and inedible within minutes.
swallowed, and the grapple ends. The swallowed target is
blinded and restrained, it has total cover against attacks and 3. Hellish Bound: Any creatures attempting to teleport or use
other effects outside Belphagor, and it takes 42 (12d6) acid planar travel within the area must succeed on a DC 20
damage at the start of each of Belphagor’s turns. Belphagor can Charisma saving throw or have their transportation spell or
have only one creature swallowed at a time. ability fail.

111    
Mammon, the  
Archdemon of Greed
Mammon, the Archdemon of Greed, is a formidable
entity that reigns over the Greed Circle of Hell with
insatiable avarice and an insidious desire for material
wealth. Towering at a monstrous height, Mammon
embodies the ultimate manifestation of unquenchable
greed. Its grotesque form combines bestial aspects with
an air of regal dominance. Its body, covered in thick,
golden scales, exudes an oppressive aura of opulence
and covetousness.
The Archdemon’s eyes flicker with malevolence,
shining with a fiery, possessive light that reflects its
relentless pursuit of treasures. Its muscular arms end in
razor-sharp claws, capable of rending through flesh and
seizing coveted objects with precision. Mammon’s
powerful wings, shimmering with the luster of precious
metals, grant it unparalleled agility and the ability to
traverse its domain with ease.
Lair. Mammon’s lair is situated within the Greed
Circle of Hell, an infernal domain devoted to the vice of
avarice. Here, the very fabric of the surroundings
reflects Mammon’s insidious influence, transforming
the landscape into a twisted reflection of material
wealth. The ground is littered with remnants of opulent
treasures, shattered golden statues, and gleaming
gemstones embedded within the earth.
The air itself is thick with the intoxicating scent of
riches, and ethereal whispers echo through the
corridors of this hellish domain, tempting mortals to
embrace their most covetous desires. Mammon’s lair
itself is a grand, opulent chamber adorned with
towering pillars of gold and shimmering tapestries
depicting scenes of untold wealth. Pools of molten gold
bubble and flow, creating an eerie glow that bathes the
chamber in a sickly, golden radiance.
Lore and History. Mammon, one of the most
influential Archdemons in the hierarchy of Hell, has
long been associated with the insidious sin of greed.
Among the infernal powers, Mammon’s dominance over
wealth and material possessions is unmatched. Legends
speak of the Archdemon’s ascent to power, as it rose
through the ranks of Hell’s hierarchy by exploiting the
deepest desires of mortals, enticing them with promises
of boundless riches.
Throughout history, Mammon has orchestrated
countless bargains and pacts, often luring desperate
souls into his clutches. Its sinister influence extends
beyond the boundaries of Hell, permeating the mortal
world and corrupting those who succumb to their greed.
Mortals driven to acts of unfathomable avarice
unknowingly strengthen Mammon’s position,
inadvertently paving the way for the Archdemon’s rise to
even greater heights of power.
 

112
Mammon, the Archdemon A ctions
of Greed Multiattack. Mammon makes three attacks: one with its Bite
Gangantuan fiend (demon), lawful evil and two with its Claw.

Armor Class 23 (natural armor) Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
Hit: 21 (3d8 + 8) piercing damage plus 14 (4d6) poison
Hit Points 450 (30d12 + 270) damage. The target must make a DC 25 Constitution saving
Speed 40 ft., fly 40 ft. throw or be poisoned for 1 minute. The poisoned creature can
repeat the saving throw at the end of each of its turns, ending
STR DEX CON INT WIS CHA the effect on itself on a success.
26 (+8) 18 (+4) 28 (+9) 21 (+5) 20 (+5) 30 (+10)
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
Hit: 19 (3d6 + 8) slashing damage.
Saving Throws Str +16, Dex +12, Con +17, Int +13, Wis +13,
Cha +19 Tail Slap. Melee Weapon Attack: +16 to hit, reach 15 ft., one
Skills Perception +13, Deception +19, Insight +13, Persuasion target. Hit: 24 (4d8 + 8) bludgeoning damage. If the target is a
+19 creature, it must succeed on a DC 25 Strength saving throw or
be knocked prone.
Damage Resistances cold, fire, lightning; bludgeoning, piercing,
and slashing from nonmagical attacks Greedy Grasp (Recharge 5-6). Mammon reaches out with its
Damage Immunities poison massive claws, attempting to grapple a creature within 30 feet.
The target must make a DC 25 Strength saving throw. On a
Condition Immunities poisoned failed save, the creature is restrained and takes 21 (6d6)
Senses truesight 120 ft., passive Perception 23 slashing damage at the start of each of its turns. The restrained
creature can repeat the saving throw at the end of each of its
Languages Abyssal, Common, Infernal turns, ending the restraint on a success.
Challenge 25 (75,000 XP)
Coin Cascade (Recharge 6). Mammon conjures a torrent of
golden coins that rain down on creatures within a 60-foot
Legendary Resistance (3/Day). If Mammon fails a saving throw, it radius. Each creature in that area must make a DC 25 Dexterity
can choose to succeed instead. saving throw, taking 42 (12d6) bludgeoning damage and being
knocked prone on a failed save, or half as much damage and
Innate Spellcasting. Mammon’s spellcasting ability is Charisma not being knocked prone on a successful one.
(spell save DC 27). Mammon can innately cast the following
spells, requiring no material components:
At will: detect magic, dispel magic, major image, telekinesis,
L egendary A ctions
charm person Mammon can take 3 legendary actions, choosing from the
3/day each: dominate person, teleport, modify memory, symbol options below. Only one legendary action option can be used at
(greed) a time and only at the end of another creature’s turn. Mammon
1/day each: wish, power word stun regains spent legendary actions at the start of its turn.

Magic Resistance. Mammon has advantage on saving throws Attack. Mammon makes one claw attack or tail slap.
against spells and other magical effects.
Greedy Gaze (Costs 2 Actions). Mammon targets a creature it can
Aura of Greed. Mammon’s presence radiates an aura of intense see within 60 feet. The target must succeed on a DC 25
greed within a 30-foot radius. Creatures that start their turn in Wisdom saving throw or be charmed by Mammon until the end
the aura must make a DC 25 Wisdom saving throw or be of its next turn. While charmed in this way, the creature has
charmed by Mammon until the start of their next turn. While disadvantage on Wisdom saving throws and ability checks.
charmed in this way, the creature is compelled to prioritize
acquiring wealth and treasures above all else. Move. Mammon moves up to his speed.

   

113
L air A ctions R egional E ffects
On initiative count 20 (losing initiative ties), the Greed Circle of The area containing the Greed Circle of Hell is warped by
Hell takes a lair action. Mammon can’t use the same lair action Mammon’s presence, creating the following regional effects:
two rounds in a row. The lair actions have magical effects, and
their effects extend throughout the entire area of the lair. 1. Aura of Avarice. The air is thick with an insatiable desire for
wealth and possessions. Creatures that start their turn within
1. Golden Temptation. Mammon summons illusory images of the lair must make a DC 20 Wisdom saving throw or become
vast treasures and riches, creating an irresistible allure to charmed for 1 minute, regarding Mammon as their utmost
greed. Each creature of Mammon’s choice within the lair must desire. The charmed creature can repeat the saving throw at the
make a DC 25 Wisdom saving throw. On a failed save, the end of each of its turns, ending the effect on itself on a success.
creature is charmed for 1 minute, regarding the illusory riches
as real and becoming obsessed with acquiring them. The 2. Gold Enrichment. Any non-magical items made of gold within
charmed creature can repeat the saving throw at the end of the lair gradually increase in value, becoming more valuable
each of its turns, ending the effect on itself on a success. and pristine. Objects made of gold can fetch double their usual
price, and their quality is enhanced as if they were crafted by
2. Mire of Avarice. The ground in a 30-foot radius centered on a master artisans.
point within the lair becomes treacherous, transforming into a
sticky, golden mire. This area becomes difficult terrain. Any 3. Greed’s Fortune. When a creature takes any form of treasure
creature that starts its turn in the area must succeed on a DC or valuable object from the lair, they have disadvantage on
25 Strength saving throw or have its speed reduced to 0 until Wisdom saving throws and ability checks for the next hour.
the start of its next turn. Additionally, Mammon gains advantage on saving throws
against effects caused by the creature who took the treasure,
3. Greed’s Grasp. Mammon channels the power of greed, and he can sense the general direction and distance to the thief
attempting to pull all nearby objects and creatures toward him. as long as they remain on the same plane of existence.
Each non-magical object within 60 feet of Mammon is drawn
toward him, sliding along the ground or tearing free from weak
restraints. Additionally, each creature of Mammon’s choice
within 30 feet of him must succeed on a DC 25 Strength saving
throw or be pulled 10 feet closer to Mammon.

   

114
Wrathful Overlord,  
the Furious
Archdemon
The Wrathful Overlord, a towering and fearsome
creature, stands as a colossal embodiment of wrath
within the depths of Hell. Towering at immense heights,
its body is a sight to behold, exuding an overwhelming
aura of anger and power. Thick, ebony scales cover its
muscular form, providing a formidable natural armor
that deflects all but the most potent of attacks. Its fiery
eyes burn with an intensity that mirrors the rage within,
while jagged horns crown its head, further emphasizing
its demonic nature. With each movement, the air
crackles and hisses, as if unable to contain the fiery fury
that surges within this malevolent entity.
Lair. The Wrathful Overlord holds dominion over the
Anger Circle of Hell, a realm where fury reigns
supreme. Within this circle, the archdemon’s lair
resides—a seething, fiery landscape punctuated by
scorching infernos and tumultuous volcanic eruptions.
The very air crackles with the intensity of burning
embers, and the ground trembles under the weight of
suppressed rage. The lair itself is a massive citadel,
constructed from blackened obsidian and adorned with
ornate, twisted spikes that evoke the essence of anger.
Here, the archdemon broods and plots, surrounded by
the manifestations of wrath that are drawn to its
overwhelming presence.
Lore and History. The Wrathful Overlord is an
ancient and powerful archdemon, feared and revered by
denizens of Hell alike. Legends speak of a time when
this malevolent entity was a mortal consumed by an
insatiable thirst for vengeance. Through dark pacts and
forbidden rituals, it clawed its way out of the mortal
realm and into the infernal hierarchy, ascending to its
current position of authority. For millennia, the
Wrathful Overlord has ruled with an iron fist,
harnessing the fury of the Anger Circle to enforce its
dominion and unleash devastation upon its enemies.
Legends also tell of a prophecy whispered in the
darkest corners of Hell, foretelling the archdemon’s
ultimate reckoning—a cataclysmic event that will test
the limits of its wrath and determine the fate of Hell
itself. Some claim that the Wrathful Overlord’s power is
so immense that it rivals even the greatest fiendish
lords, posing a formidable challenge to the very fabric of
the Nine Hells. Whether these prophecies hold any
truth or are mere tales spun in the depths of despair,
only time will reveal.
 

115
Wrathful Overlord, the L egendary A ctions
Furious Archdemon The Wrathful Overlord can take 3 legendary actions, choosing
Gangantuan fiend (demon), chaotic evil 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.
Armor Class 24 (natural armor) The Wrathful Overlord regains spent legendary actions at the
Hit Points 550 (30d20 + 240) start of its turn.

Speed 60 ft., teleport 30 ft. Strike. The Wrathful Overlord makes one claw attack.

STR DEX CON INT WIS CHA Unleash Fury. The Wrathful Overlord uses its Aura of Fury.
30 (+10) 22 (+6) 26 (+8) 18 (+4) 20 (+5) 26 (+8) Furious Charge. The Wrathful Overlord moves up to its speed in
a straight line and can make one bite attack against a creature
Saving Throws Str +19, Dex +14, Con +16, Int +12, Wis +13, in its path.
Cha +16
Skills Intimidation +20, Perception +13 Bellow of Wrath (Costs 2 Actions). The Wrathful Overlord emits a
terrifying bellow. Each creature of its choice within 60 feet of it
Damage Resistances cold, fire, lightning; bludgeoning, piercing, that can hear it must make a DC 23 Constitution saving throw,
and slashing from nonmagical attacks taking 33 (6d10) thunder damage and becoming stunned for 1
Damage Immunities poison minute on a failed save, or half as much damage and not
stunned on a successful one. The stunned creature can repeat
Condition Immunities charmed, frightened, poisoned the saving throw at the end of each of its turns, ending the
Senses truesight 120 ft., passive Perception 23 effect on a success.
Languages Infernal, telepathy 120 ft. L air A ctions
Challenge 27 (105,000 XP)
On initiative count 20 (losing initiative ties), the Wrathful
Overlord can take a Lair Action to cause one of the following
Aura of Fury. At the start of each of its turns, any creature within effects. The Wrathful Overlord can’t use the same effect two
30 feet of the Wrathful Overlord takes 20 (4d8 + 2) psychic rounds in a row:
damage. Creatures that can’t be charmed or frightened are
immune to this effect. 1. Burning Rampage. The ground within 60 feet of the Wrathful
Overlord becomes volatile and fiery. Each creature in that area
Legendary Resistance (3/Day). If the Wrathful Overlord fails a must make a DC 23 Dexterity saving throw, taking 33 (6d10)
saving throw, it can choose to succeed instead. fire damage on a failed save, or half as much damage on a
successful one.
Magic Resistance. The Wrathful Overlord has advantage on
saving throws against spells and other magical effects. 2. Anguished Ground. The lair becomes unstable, causing the
ground to tremble and crack. Each creature of the Wrathful
Anger Incarnate. The Wrathful Overlord gains a bonus to its Overlord’s choice within 30 feet of it must succeed on a DC 23
attack rolls equal to the number of creatures within 30 feet of it. Dexterity saving throw or be knocked prone.
Wrathful Presence. Whenever the Wrathful Overlord hits a 3. Wrathful Aura. The Wrathful Overlord intensifies its Aura of
creature with a melee attack, the target must make a DC 22 Fury, increasing the damage to 30 (6d8 + 2) psychic damage.
Wisdom saving throw or become frightened until the end of its Additionally, creatures that can’t be charmed or frightened have
next turn. disadvantage on the saving throw against this effect.

A ctions R egional E ffects


Multiattack. The Wrathful Overlord makes three melee attacks: The region containing the lair of the Wrathful Overlord is
one with its bite and two with its claws. subject to the following effects:
Bite. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. 1. Fiery Atmosphere. The air is thick with burning embers and
Hit: 34 (4d12 + 10) piercing damage plus 14 (4d6) fire damage. intense heat. All flames within the region burn brighter and
hotter, providing bright light in a 40-foot radius and dim light
Claws. Melee Weapon Attack: +20 to hit, reach 20 ft., one target. for an additional 40 feet. Additionally, all fire-based spells cast
Hit: 28 (4d8 + 10) slashing damage plus 14 (4d6) fire damage. within the region have their damage increased by 1d8.
Fiery Breath (Recharge 5-6). The Wrathful Overlord exhales fire in 2. Residual Wrath. The overwhelming anger of the Wrathful
a 60-foot cone. Each creature in that area must make a DC 23 Overlord lingers in the region, causing emotions to run high.
Dexterity saving throw, taking 77 (22d6) fire damage on a failed All creatures within the region have disadvantage on Wisdom
save, or half as much damage on a successful one. saving throws to resist being frightened or charmed.

3. Wrathful Presence. The presence of the Wrathful Overlord


affects the region, causing the region’s creatures to be more
prone to aggression. Whenever a creature makes a melee attack
within the region, it gains a bonus to the attack roll equal to the
number of other creatures within 30 feet of it. 116
Moloch, the Fallen  
Angel
Description Moloch, the Fallen Angel, is an archdemon
of Hell, an embodiment of heresy and rebellion against
divine authority. Towering at colossal heights, Moloch’s
form is a grotesque fusion of angelic beauty and
demonic corruption. His once resplendent wings, now
tattered and corrupted, radiate an aura of darkness and
despair. Moloch dons a suit of divine plate armor,
emblazoned with blasphemous symbols and adorned
with infernal runes. His fiery eyes burn with a
malevolent intelligence, capable of captivating even the
strongest-willed.
Lair Moloch makes his abode within the Heresy
Circle of Hell, a realm where the souls of the defiant and
unrepentant are eternally condemned. The Heresy
Circle manifests as a desolate wasteland of twisted
landscapes and jagged obsidian spires. The air is thick
with the scent of sulfur and the echoes of tormented
souls. Within this unholy domain, the ground itself
becomes tainted, transforming into difficult terrain for
all but celestial beings. Dark energies surge through the
air, impeding the actions of those who dare to challenge
Moloch’s reign.
Lore and History Once a mighty angel of heaven,
Moloch succumbed to the allure of power and fell from
grace, becoming a champion of rebellion in the depths
of Hell. His name became synonymous with heresy and
defiance, inspiring legions of demonic followers.
Moloch’s rebellion against divine authority and his
fervent advocacy for free will led to his eventual
banishment to the deepest reaches of Hell.
Throughout the ages, Moloch has carved out his
dominion within the Heresy Circle of Hell, manipulating
and corrupting souls who share his disdain for divine
order. He thrives on the spiritual decay and unrest that
permeates the realm, bolstering his power and influence
with each soul that succumbs to his temptations. His
malevolent presence desecrates the ground, making it a
place of suffering and perpetual torment.
Legends tell of the archdemon’s insatiable hunger for
power and his relentless pursuit of forbidden
knowledge. It is said that Moloch seeks to unravel the
very fabric of existence, seeking to reshape reality in his
own image. His blasphemous rituals and unholy pacts
with other infernal entities have garnered him immense
strength and influence within the hierarchy of Hell.
 

117
Celestial Flame Blast (Recharge 5-6). Moloch conjures a blast of
Moloch, the Fallen Angel celestial flames in a 60-foot cone. Each creature in that area
Gargantuan celestial (demonic), lawful evil
must make a DC 24 Dexterity saving throw, taking 45 (10d8)
fire damage and 45 (10d8) necrotic damage on a failed save, or
Armor Class 25 (Divine Plate) half as much damage on a successful one.
Hit Points 540 (30d20 + 240)
Speed 40 ft., fly 120 ft. Fallen Seraphic Presence (Recharge 6). Moloch releases his fallen
seraphic essence, creating an explosion of darkness and
STR DEX CON INT WIS CHA despair. Each creature within 120 feet of Moloch must make a
30 (+10) 20 (+5) 26 (+8) 24 (+7) 22 (+6) 26 (+8) DC 24 Wisdom saving throw or be frightened for 1 minute. A
frightened creature can repeat the saving throw at the end of
Saving Throws Str +18, Dex +12, Con +16, Int +15, Wis +14, each of its turns, ending the effect on itself on a success.
Cha +16 Additionally, on a failed save, the creature takes 44 (8d10)
Skills Perception +20, Insight +19, Intimidation +16 necrotic damage and 44 (8d10) psychic damage, or half as
Damage Resistances radiant; bludgeoning, piercing, and much damage on a successful save.
slashing from nonmagical attacks
Damage Immunities necrotic, poison L air A ctions
Condition Immunities charmed, exhaustion, frightened,
On initiative count 20 (losing initiative ties), the Heresy Circle
poisoned
of Hell can take a lair action to cause one of the following
Senses truesight 120 ft., passive Perception 30
Languages all, telepathy 120 ft. effects:
Challenge 28 (120,000 XP) 1. Unholy Ground. The ground within the Heresy Circle of Hell
twists and distorts with dark energy. The area becomes difficult
Innate Spellcasting. Moloch’s innate spellcasting ability is terrain for all creatures except celestial beings. Additionally, any
Charisma (spell save DC 24). He can innately cast the following creature that starts its turn within the area must make a DC 24
spells, requiring no material components: Wisdom saving throw or suffer disadvantage on attack rolls and
At will: blade barrier, divine word, plane shift (self only) ability checks until the start of its next turn.
3/day each: chain lightning, finger of death, imprison, power
word kill 2. Blasphemous Whispers. Echoes of damned souls fill the air,
1/day each: gate, meteor swarm, time stop taunting and distracting creatures within the Heresy Circle of
Hell. Each creature of Moloch’s choice within 60 feet of him
Divine Resistance. Moloch has advantage on saving throws must succeed on a DC 24 Wisdom saving throw or suffer
against spells and other magical effects. disadvantage on its next attack roll or ability check before the
end of its next turn.
Aura of Dread. Moloch emits an aura of dread within 60 feet of
him. All hostile creatures in the aura have disadvantage on 3. Chains of Damnation. Iron chains covered in infernal runes
saving throws against spells and other magical effects. burst from the ground and attempt to restrain creatures within
the Heresy Circle of Hell. Moloch chooses up to three creatures
Legendary Resistance (3/Day). If Moloch fails a saving throw, he he can see within 60 feet of him. Each chosen creature must
can choose to succeed instead. make a DC 24 Strength saving throw or be restrained by
spectral chains until the end of its next turn.
Magic Resistance. Moloch has advantage on saving throws
against spells and other magical effects. R egional E ffects
Heresy Circle. Moloch’s presence desecrates the ground he The Heresy Circle of Hell manifests the following effects:
walks on. Within 100 feet of Moloch, the area is considered
difficult terrain for non-celestial creatures. Additionally, celestial 1. Aura of Corruption. The air is thick with malevolent energy.
creatures have disadvantage on attack rolls against Moloch. Celestial creatures within the Heresy Circle of Hell have
disadvantage on all saving throws.
A ctions 2. Maddening Whispers. Faint whispers of heretical doctrines
Multiattack. Moloch makes three attacks: one with his Divine and lost souls’ laments fill the minds of creatures within the
Greatsword and two with his Divine Claws. Heresy Circle of Hell. Any creature that starts its turn within the
area must succeed on a DC 24 Wisdom saving throw or suffer
Divine Greatsword. Melee Weapon Attack: +20 to hit, reach 15 ft., disadvantage on attack rolls and ability checks until the start of
one target. Hit 34 (4d10 + 10) slashing damage plus 24 (7d6) its next turn.
fire damage.
3. Eternal Desecration. The ground within the Heresy Circle of
Divine Claws. Melee Weapon Attack: +20 to hit, reach 10 ft., one Hell is eternally marked by Moloch’s presence. Spells that
target. Hit 28 (4d8 + 10) slashing damage plus 24 (7d6) restore hit points have their effectiveness halved, and healing
necrotic damage. spells have no effect on undead creatures.

   

118
The Lord of the Nine
Asmodeus, the Ruler of Hell
ithin the depths of the infernal Asmodeus, with his regal bearing and an aura of sinister  

w
realm, amidst the swirling chaos and authority, embodies the very essence of tyranny and
eternal torment, stands Asmodeus, an corruption. He is depicted as a towering figure, clad in
embodiment of malevolence and power. infernal armor adorned with the symbols of damnation.
As the supreme sovereign of Hell, he His eyes burn like smoldering coals, revealing a
commands the legions of demonic forces, boundless hunger for dominance. His voice
weaving their collective malice into a reverberates with a chilling resonance, capable of
nightmarish tapestry that spans across sowing fear even in the most courageous of hearts.
the nine circles. While his infernal legions serve him without question,
Legend tells of a time when Asmodeus was once an Asmodeus is not without his adversaries. Angels and
angelic being, entrusted with a position of great honor mortal heroes alike dare to challenge his reign, seeking
among the celestial hierarchy. However, pride and to overthrow the tyrant and bring an end to the suffering
insatiable ambition took root within his heart, leading he perpetuates. But such endeavors are met with
him down a treacherous path of rebellion against the unrelenting cruelty and cunning, as Asmodeus employs
divine order. With each step, he became more every means at his disposal to crush any flicker of
enamored with his own potency, until his treachery resistance and maintain his grip on power.
knew no bounds. Asmodeus, the Ruler of Hell, stands as the prime
Banished from the heavens, Asmodeus descended antagonist in the dark tales of Dante’s Inferno, an entity
into the depths of the abyss, where he forged a dark of unparalleled malevolence and ambition. His legend
pact with the infernal powers. Through his cunning and serves as a cautionary tale, a reminder of the dangers
unyielding resolve, he clawed his way to the summit of that lie within the hearts of mortals and the
power, wresting control of Hell’s dominions from lesser consequences of succumbing to one’s darkest desires.
demonic entities. Now, as the ruler of the damned, his  
influence permeates every inch of the infernal realm.

119
Legendary Resistance (5/Day). If Asmodeus fails a saving throw,
Asmodeus he can choose to succeed instead.
Large fiend (demon), lawful evil
Magic Resistance. Asmodeus has advantage on saving throws
Armor Class 30 (natural armor) against magical effects.
Hit Points 310 (20d10 + 200)
Speed 60 ft., fly 120 ft. Soul Bartering. Asmodeus can grant any humanoid one wish
(using the spell wish) in its lifetime on the condition that the
STR DEX CON INT WIS CHA PC is bound to him after death. Asmodeus can make minor
29 (+9) 20 (+5) 30 (+10) 30 (+10) 27 (+8) 28 (+9) changes to the wishes if he wants. Asmodeus suffers no
harmful effects from this action.
Saving Throws Str +19, Con +20, Int +20, Wis +18, Cha +19
Skills Arcana +20, Deception +29, Insight +28, Intimidation A ctions
+29, Perception +18, Religion +20 Multiattack. Asmodeus can use his frightful presence. He then
Proficiency Bonus +10 makes five attacks with either his Slam or Ruby Rod, and then
Damage Vulnerabilities radiant one with his Horns.
Damage Resistances acid, lightning, psychic; bludgeoning,
piercing, and slashing from nonmagical attacks Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Damage Immunities cold, fire, necrotic, poison Hit: 53 (10d8 + 8) bludgeoning damage.
Condition Immunities blinded, charmed, deafened, frightened,
petrified, poisoned Ruby Rod. Melee Weapon Attack: +17 to hit, reach 10 ft., one
Senses darkvision 240 ft., truesight 120 ft., passive Perception target. Hit: 51 (8d8 + 15) piercing damage.
28
Languages all, telepathy 1 mile Ruby Rod. Ranged Weapon Attack: +14 to hit, reach 150/600 ft.,
Challenge 30 (155,000 XP) one target. Hit: 50 (9d8 + 10) fire damage or 51 (10d8 + 6)
lightning damage.

Discorporation. When Asmodeus drops to 0 hit points or dies, Horns. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
his body is destroyed but his essence travels back to his Hit: 4d4 piercing damage. The target must succeed on a DC 20
domain in the Nine Hells, and he is unable to take physical Charisma saving throw or be poisoned. The target must roll
form for a time. However, if he is killed in his domain in the 9th again every day. If they fail the saving throw, they take 3d10
circle of Hell, this does not happen. poison damage. If they succeed, they are no longer poisoned.
Innate Spellcasting. Asmodeus’ innate spellcasting ability is Frightful Presence. Each creature of Asmodeus’s choice that is
Intelligence (spell save DC 30, +25 to hit). Asmodeus can cast within 200 feet of Asmodeus and aware of him must succeed
the following spells without needing components or expending on a DC 30 Wisdom saving throw or become frightened for 1
a spell slot: minute. A creature can repeat the saving throw at the end of
At will: Animate dead, geas (9th level), ice storm (9th level), each of its turns, ending the effect on itself on a success. If a
thunderwave (9th level), fire bolt (max level), chil touch (max creature’s saving throw is successful or the effect ends for it,
level), bestow curse (9th level), fireball (9th level), chain the creature is immune to Asmodeus’s Frightful Presence.
lightning (9th level), disguise self, identify, blight (6th level),
phantasmal force Innate Spellcasting. As a bonus action, Asmodeus can innately
4/day each: Blindness/deafness (9th level), enthrall, dispel cast one spell.
magic (9th level), counterspell (9th level), slow (unlimited
range), hold monster, mass suggestion (9th level), wall of fire, Now You See Me. As a bonus action on his turn, Asmodeus can
wall of ice, sickening radiance, polymorph teleport anywhere within his line of sight or in the Nine Hells.
3/day each: Banishment, phantasmal killer, dominate person
(9th level), mental prison, harm, finger of death, forcecage, Loyalty to the Lord. As a bonus action, if Asmodeus’ rod was
divine word, greater invisibility, symbol ever knocked or taken out of his hand, he can instantly teleport
2/day each: Feeblemind, dominate monster (9th level), it back into his palm.
shapechange, imprisonment, meteor swarm, power word kill, Reverie of Hell (1/Day). As an action, Asmodeus can encase
true polymorph, mass polymorph himself in a protective barrier which heals him and stops
1/day each: Dark star, true resurrection
enemies from attacking him. This barrier acts as a globe of
Limited Magic Immunity. Asmodeus is immune to spells of 6th invulnerability. The Reverie of Hell lasts for three rounds, with a
level or lower, unless he wants to be affected. different effect for each one:

Regeneration. Asmodeus regains 30 hit points at the start of his In the 1st round, Asmodeus is automatically purged of any
turn. unwanted spell effects or conditions.
In the 2nd round, Asmodeus is purged of any diseases,
Magic Weapons. Asmodeus’s weapon attacks are magical. poisons, or physical maladies (including lost body parts).
In the 3rd round, Asmodeus is healed to full hit points and
feels as though he just rested a full day, regaining spells and
class abilities accordingly.

   
120
 

L egendary A ctions
Asmodeus 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.
Asmodeus regains spent legendary actions at the start of his
turn.

Chilling Gaze. Asmodeus targets one creature within 30 feet.


The target makes a Wisdom saving throw (DC 25). On a failed
save, the target takes 3d10 psychic damage, becomes
frightened for 30 seconds, and gains 1 level of exhaustion. If a
creature gains six levels of exhaustion, it doesn’t die but is
instead dominated by Asmodeus.

Contract Established. Asmodeus, upon touching a humanoid or


a piece of a dead humanoid, calls its soul back and forms a
new adult body for the soul to enter. If the target isn’t willing,
the spell fails. The body formed for the soul is that of a Tiefling.
The soul retains all its memories and experiences but is now
friendly towards Asmodeus (its memories are altered to obey
Asmodeus).

Call of the Lord (Costs 2 Actions). Asmodeus can summon up to


eight creatures (with a total challenge rating of 20 or below)
that reside within the Nine Hells.

Hell’s Gate (Costs 3 Actions). As the King of Hell, Asmodeus has


absolute control over all the gates and portals that lead to Hell,
as well as those within Hell. He 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 saving
throw (DC 25). The gate remains open for 5 rounds (suction
only during the first round). A Hell’s Gate 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).

 
Index by Name
Use this index to find a specific monster stat block by name.

A E N
Abyssal Cobra, 27 Ebon Skulker, 37 Nightmare Demon, 83
Abyssal Stalker, 35 Enraged Fiend, 43
Abyssal Succubus, 73 Erinys, the Infernal Harpy Queen, 97 O
Agent of Asmodeus, 33
Apostate Fiend, 42 F Oghurd, 84
Asmodeus, the Ruler of Hell, 119 Otyugh Feaster, 54
Faithful Hound, 52
B Flamebound Demon, 89 P
Frost Giant, 70
Bael, the Demonlord of Flames, 101 Frozen Shadow, 19 Pestilent Imp, 7
Belphagor, the Lord of Gluttony, 110 Pyroclasm Devil, 92
Blackened Fiend, 49 G
Blackwing Tormentor, 90 R
Blighted Imp, 8 Gluttonous Giant, 69
Blightlord, 96 Gluttony’s Rat, 29 Ravenous Imp, 10
Gourmand Fiend, 47
C S
H Shadow Wraith, 21
Cacodemonic Brute, 93 Shadowed Fiend, 13
Cerberus, Keeper of the Gates of Hell, 88 Harbinger of Ruin, 94
Chaos Spawn, 79 Hecate, the Duchess of Witchcraft, 103 Sinister Impersonator, 32
Chaos Titan, 67 Hellblade Assassin, 38 Sinister Inquisitor, 62
Corrupted Titan, 68 Hellbound Vampire, 51 Siren of Deception, 76
Corruptive Warden, 95 Hellish Enforcer, 46 Soul Collector, 59
Cultist of Asmodeus, 65 Heretic Scribe, 61 Soul Destroyer, 57
Cursed Ogre, 53 Hoardfiend, 48 Soul Drainer, 56
Houndmasters of Ruin, 52 Soul Leech, 58
D Hungry Specter, 17 Stygian Wolf, 28
Supreme Infernal Inquisitor, 63
Damned Cultist, 64 I Swarm of Lust Beetles, 74
Damned Soul, 20
Demonflame Bear, 26 Ice Spider, 27 T
Demonic Berserker, 81 Iceforged Fiend, 45
Demonic Infiltrator, 34 Imp of Impersonation, 9 Tentacle Demon, 86
Infernal Assassin, 31 Tormenting Shadow, 12
Infernal Furie, 41 Torture Fiend, 40
Twisted Incubus, 77
L
V
Lamenting Specter, 14
Lord of Fury, 44 Valerian, the Blade of Darkness, 99
Lustful Spirit, 16 Vengeful Phantom, 22
Vengeful Shadows, 24
M Vicious Tempter, 75
Voidwalker, 80
Maelstrom Demon, 87
Malebolge, the Archdemon of Fraud, 108 W
Malevolent Stalker, 36
Mammon, the Archdemon of Greed, 112 Wailing Banshee, 23
Mirror Shade, 18 Wandering Specter, 15
Moloch, the Fallen Angel, 117 Whiplasher Demon, 82
Molten Giant, 71 Wrathful Overlord, the Furious Archdemon, 116
Morgath, the Lord of Plague, 105 Wretched Abomination, 85

   

122
Index by CR
Use this index to find a specific monster stat block by CR.

1/2 6 14
Heretic Scribe, 61 Abyssal Cobra, 27 Blightlord, 96
Abyssal Stalker, 35 Oghurd, 84
1 Abyssal Succubus, 73
Hoardfiend, 48 15
Blighted Imp, 8 Tentacle Demon, 86
Damned Soul, 20 Agent of Asmodeus, 33
Enraged Fiend, 43 7 Cacodemonic Brute, 93
Flamebound Demon, 89
Ice Spider, 27 Cursed Ogre, 53 16
Pestilent Imp, 7 Infernal Assassin, 31
Soul Leech, 58 Lord of Fury, 44 Pyroclasm Devil, 92
Swarm of Lust Beetles, 74 Soul Destroyer, 57
Wandering Specter, 15 Vengeful Phantom, 22 18
Vicious Tempter, 75 Erinys, the Infernal Harpy Queen, 97
2 Wretched Abomination, 85
Demonic Infiltrator, 34 8 19
Faithful Hound, 52 Corrupted Titan, 68
Gluttony’s Rat, 29 Frost Giant, 70
Hellish Enforcer, 46 Houndmasters of Ruin, 52
Lamenting Specter, 14 Malevolent Stalker, 36 20
Lustful Spirit, 16 Supreme Infernal Inquisitor, 63 Maelstrom Demon, 87
Ravenous Imp, 10 Torture Fiend, 40
Whiplasher Demon, 82 Voidwalker, 80 21
3 9 Hecate, the Duchess of Witchcraft, 103
Damned Cultist, 64 Cerberus, Keeper of the Gates of Hell, 88 Valerian, the Blade of Darkness, 99
Hungry Specter, 17 Demonflame Bear, 26 22
Iceforged Fiend, 45 Frozen Shadow, 19
Imp of Impersonation, 9 Gluttonous Giant, 69 Bael, the Demonlord of Flames, 101
Siren of Deception, 76 Hellblade Assassin, 38
Infernal Furie, 41 23
4
10 Chaos Titan, 67
Ebon Skulker, 37 Morgath, the Lord of Plague, 105
Gourmand Fiend, 47 Blackened Fiend, 49
Hellbound Vampire, 51 Demonic Berserker, 81 24
Nightmare Demon, 83 Vengeful Shadows, 24
Shadow Wraith, 21 Belphagor, the Lord of Gluttony, 110
Sinister Impersonator, 32 11 Malebolge, the Archdemon of Fraud, 108
Soul Drainer, 56
Corruptive Warden, 95 25
5
12 Mammon, the Archdemon of Greed, 112
Apostate Fiend, 42
Chaos Spawn, 79 Molten Giant, 71 27
Mirror Shade, 18
Otyugh Feaster, 54 13 Wrathful Overlord, the Furious Archdemon, 116
Shadowed Fiend, 13
Sinister Inquisitor, 62 Blackwing Tormentor, 90 28
Soul Collector, 59 Cultist of Asmodeus, 65
Stygian Wolf, 28 Harbinger of Ruin, 94 Moloch, the Fallen Angel, 117
Tormenting Shadow, 12
Twisted Incubus, 77 30
Wailing Banshee, 23
Asmodeus, the Ruler of Hell, 119

   

123
Dante’s Guide

to Hell
Within the realms of Dungeons & Dragons, where  
tales of heroic endeavors and epic quests are
woven, a new chapter unfolds, delving into the
depths of darkness and despair. Welcome to
“Dante’s Guide to Hell”, a compendium inspired by
the timeless masterpiece, Dante Alighieri’s “Divine
Comedy”.

Welcome to a diabolical compendium unlike any


other—a nightmarish odyssey through the realms
of fire and suffering. Unleash your imagination
and delve into the macabre pages of this Monster
Manual, where wickedness takes form in grotesque
abominations, fiery fiends, and tortured souls
transformed. Arm yourself with knowledge, for
within these unhallowed pages, the horrors of Hell
come alive, demanding a hero’s mettle and eternal
resolve.

Embark on a treacherous journey through the nine


circles of Hell, where unimaginable horrors and
otherworldly beings await!
 

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