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Abyssal Horrors

The document provides guidelines for creating demon lords in a role-playing game, detailing their characteristics, statistics, abilities, and actions. It emphasizes that demon lords are chaotic evil fiends, typically of Huge size, with high armor classes and challenge ratings ranging from CR 22 to CR 30. Additionally, it includes specific examples, such as the demon lord Dagon, outlining his lore, features, and combat statistics.

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0% found this document useful (0 votes)
40 views22 pages

Abyssal Horrors

The document provides guidelines for creating demon lords in a role-playing game, detailing their characteristics, statistics, abilities, and actions. It emphasizes that demon lords are chaotic evil fiends, typically of Huge size, with high armor classes and challenge ratings ranging from CR 22 to CR 30. Additionally, it includes specific examples, such as the demon lord Dagon, outlining his lore, features, and combat statistics.

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Stephen Smith
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DEMON LorD TEMPLATE he vast majority of demon lords are tanze'ri, but only a few have the ttle of demon prince. ‘The rest were simply called demon lords A ‘They included, The abyss is filled with a countless number of demon lords, fighting ‘among themselves in order to gain dominance lover as many layers as they can, STATISTIOs Use the following guidelines when creating a demon lord Feel free to adjust its statistics as you see fit ‘Type and Aligament. Demon lords ste fiends (demons) and they are always chaotic evil ‘Size and Speed Most demon lords are Huge, but some are Large or Gargantuan instead. A demon lord's walking, speed is 40 feet by default, and some have climbing or flying speeds equal to their walking speed. Armor Clase, Demon lords have natural armor, and their armor classes tend to range from 18 to 22. (Challenge Rating. Demon lords tend to range from CR 22, fone CR higher than their molydeus servants, to CR 26, which is where Demogorgon, the Prince of Demons stands. However, some obyrith lords like the Queen of Chaos might be between CR 27 and CR 30, yet are not in power due toa lack of resources and/or minions. As such, their proficiency bonus ranges from ~7 to+8, with some obyrith lords of CR 29 or 20 having a proficiency bonus of +9 Hit Points. Desvon lords of CR 22 have about 325 HP Demon lords of CR 23 and higher gain about 25 additional HP per CR beyond 22. Use this recommended HP and the demon lord's Constitution modifier (see below) to determine how many hit dice it has. Feel free to increase the demon lord's hit points if you wish to make it more of a challenging fight. Ability Scores. Demon lords typically have between +14 and +17 to hit, so their Strength or Dexterity score (your choice) is typically between 24 and 30. Their Constitution score is typically between 20 and 28, yielding a Constitution modifier between +5 and +9, Otherwise, feel free to customize the demon lord's ability scores as you see fit; scores of 20 and higher are common, and they typically don't, gobelow 16. ‘Saving Throws. Most demon lords are proficient in Dexterity, Constitution, and Wisdom saving throws, Add additional saving throw proficiencies as you see fit. ‘Stils. Most demon lords are proficient in Perception. Give the demon lord skills that compliment their personality and methodology. Damage Resistances and Immunities. Ni demon lords are resistant to cold fie, and lightning damage. They are immune to poison damage, and they are also immune to bludgeoning, piercing, and slashing damage from nonmagical attacks. Some demon lords gain additional immunities based on their natural affinities; for example, Orcus has immunity tonecrotic damage due to his association with undead, Condition Immunities. Al demon lords are imraune to being charmed, frightened, or poisoned. Many also don't suffer from exhaustion. ‘Senses and Languages. Most demon lords have teuesight ‘ut to 120 feet, can speak all languages, and have telepathy ‘ut to 120 feet. Trairs Alldemon lords have the following traits. Janate Spellcasting. The demon lord's innate spelleasting ability is Charisma It ean innately cast up to five or more spells ofits choice, requiring no material components. These spells often reflect the specific nature of the demon lord. ‘Typically, some can be cast at will others can be cast 3/day ‘each, while the rest ean be east I/day each. Feel free to customize the number of spells the demon lord can cast, as well as the number of times a day they can cast them. Legendary Resistance (3/Day} If the demon lord fails a saving throw, it can choose to succeed instead. Magic Resistance. The demon lord has advantage on throws against spells and other magical effects. Magic Weapons. The demon lord's weapon attacks are magical ADDITIONAL TRAITS ‘Most demon lords have additional traits that either represent their individual behaviors or their individual anatomies, For ‘example, Baphomet has the Charge trait due to his horns and his association with minotaurs, while he has the Reckless trait due to his savage, carefree approach to combat, Juiblex hhas the Foul and Spider Climb traits due toits ooze-like Often times, generic traits (as listed in the Dungeon Master's Guide) such as Aggressive, Blood Frenzy, Rampage, Reactive, and Wounded Fury are adequate at representing a demon lord's unique characteristics; afterall most of ts flavor is represented by its actions and legendary actions. With that in mind, fel free to create your own unique traits if you feel that pre-existing ones don't do the trick, ACTIONS ‘Many demon lords have the following actions. Miatattack. The demon makes two or three weapon attacks; the exact number of attacks it ean make is determined based on the average damage per round desired in relation to ts Challenge Rating Attack Most demon lords use a natural weapon (e.g. claw or tentacle) to attack, although some use weapons instead. Bither way it uses its Strength or Dexterity modifier (your choice) for its attack and damage roll. Atacks made by a Large demon lord tend to have two damage dice, while attacks made by a Huge demon lord tend to have three damage dice; however, feel free to change this as you see fit ‘Teleport. The demon lord magically teleports, along with ‘any equipment itis wearing or carrying, up to 120 feet toan unoccupied space it can sec. ‘This is wnoficial Fan Content permitted under the Fan Content Policy. Not approvediendorsed by Wizards, Portions of the materials ‘used are peopesty of Wizards of the Coast. © Wizards of the Coast LLC. — ADDITIONAL ACTIONS As with ts traits, fee free to use generic actions (as listed in the Dungeon Master's Guide) such as Breath Weapon, Enlarge, Frightful Presence, or Invisibility to represent its innate abilities, but you needn't restrict yourself to them, LEGENDARY ACTIONS Most demon lords can take 3 legendary actions per round. ‘When deciding what legendary actions it gets, feel free to choose from the following ls. ‘Charge. The demon lord moves up to ts speed. ‘Attack. The demon lord makes one weapon attack. ‘Teleport. The demon lord uses its Teleport action. Cast a Spell (Costs 2 Actions). The demon lord casts an innate spell Command Horde (Costs 2 Actions). The demon lord chooses up to three allies it ean see within 30 feet of it. Ifa chosen creature can see or hear the demon lord, it can immediately use its reaction to make one weapon attack, with advantage on the attack roll Savage (Costs 2 Actions). The demon lord makes a melee attack against each creature within its reach, ‘Summon Demons (Costs 3 Actions). Up to five demons of (CR 3 or lower appear in unoccupied spaces within 30 fect of the demon lord and remain until destroyed. Demons ‘summoned in this way rol initiative and actin the next available turn, The demon lord can have up to twenty ‘demons summoned by this ability ata time. Lar Actions When fighting inside its lair, a demon lord can invoke the ambient magic to take lai actions. On initiative count 20 (losing initiative ties), the demon lord takes a lar action to create a magical effect; the demon lord can't use the same effect two rounds in & row. A demon lord's lair has three options available to choose from; when creating a demon lord, feel free to choose fram the following lis + The demon lord innately casts a non-damaging spelt Ifthe spell normally targets a single creature, the demon lord ‘can target every creature of its choice that itis aware of ‘within its lair Ifthe spell targets an area, the demon lord ‘casts the spell up to four times, targeting different areas ‘with each casting. Ithe spell normally requires ‘concentration, the demon lord doesn't need to concentrate con them: Ifthe spell has a duration, it lasts until initiative ‘count 20 of the next round. Each ally that the demon lord can see can use its reaction tomove up tots speed. * Until the next initiative count 20, all allies of the demon lord within the lai are enraged, causing ther tohave advantage on melee weapon attack rolls and causing attack rolls to have advantage against them. *= The demon lord causes the terrain within the lair to shit. ‘Wpical effects include creating or removing difficult terrain, erecting or demolishing barriers, causing terrain features to grapple opponents, and manipulating liquids ‘and gases within the lai + One condition on the demon lord instantly ends, REGIONAL EFFECTS ‘The region containing a demon lord's lair is warped by its ‘magic, creating one or more magical effects. These effects are entirely based on the nature of the demon lord, and as ssuch have no guidelines for their creations, Be sure not to create effects that are unfair to players; otherwise, these regional effects have no limitations. Ifthe demon lord dies, its regional effects face over the course of 1d10 days, MyrTuic TRAITS AND ACTIONS Many demon lords possess a mythic trait that transitions them from the first phase of the fight tothe second, resetting ‘them to maximum hit points and granting them access toa selection of mythic actions, These mythie actions can be used as legendary actions, but are generally wice as powerful as the legendary actions they already possess. ‘MapNEss Many demon lords have custom madness tables that apply character flaws whenever a creature goes mad in the demon lord's lic or within line of sight of the demon lord. Feel free to design these flaws with the demon lord's personality in mind, but keep in mind that some flaws might force a player character to leave their party. I'you need inspiration, check. ‘atthe madness table for demon lords that are already published, as well as the Indefinite Madness table in Chapter 8 of the Dungeon Master's Guide. nena A ‘Ant Crepits. Allart used in this document is taken from 3rd Edition Fiendish Codex land the 4th Edition Demonomicon and Monster Manual lin accordance with the Fan Content Policy Dagon: Andrew Hou; Obox-Ob: Ted Pendergraft COublivae: Ralph Beisner; Pazuzu: William O'Connor. Pc lf Glossary The following verbiage/terms are used in parts of this document to make the text more concise and easier to read. Basic Saving Throws. If an effect says, for example, "the target takes 14 (46) fre damage (DC 15, Dexterity save for half), it means that the target must rnake a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. Bloodied. A creature is bloodied when ithas half of its hit points or fewer remaining. This doesn't do anything by itself, but some effects might only tigger or apply when a creature is bloodied. Creature. living creature is any creature that isn’t an undead or construct. Constaucts are neither alive nor dead. Throws. fan effect with a saving throw made to avoid its appended with "(save tends)’, the target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one, —erCrorovx—x ,oOoee ‘This is enoficial Fan Content permitted under the Fan Content Policy. Not approvediendorsed by Wizards, Portions of the materials ‘ised are property of Wizards of the Coast. ©Wizands af the Coast LLC. DEMON Lorp STATISTICS Statistics for a selection of demon lords are presented below. Dacon Ancient Dagon is among the oldest demon lords of the Abyss and the patron of those who dwell in the lightless depths of the sea. One ofthe mysteriaus obyrith lords, Dagan survived the rise of the tanar'ri due to his isolationist nature, refusing toaid the Queen of Chaos in the war that led to the other obyriths' defeat TTeday, Dagon is held as an oracle and seer among the tanar'ri They come ta this ancient demon with offerings of ‘weapons and sacrifices in return for ancient knowledge of the Abyss and its holdings that predate the rise of the tanar'ri. Dagon has built a mighty empire in his realm on these offerings and today is one ofthe mightiest demon lords in the Abyss, Dagon's realm lies directly below Demogorgon's, and the two have entered a strange sort of alliance, Lore A character knows the following information with a successful check using the Arcana or History skil. DC 13 Dagon, the oldest of the demon lords, possesses & treasure trove of lost secrets and blasphemous knowledge He allied with Demogorgon soon after the Abyss formed, and, since then the two demon princes have fought Oreus and Graz'2t for domination. Although Dagon sends fewer demons and followers into these battles than Demogorgon does, his Jnowledge of the Abyss and his keen mind allow their ‘combined minion forces to outmaneuver their enemies. DC17,Dagon's cultists reside in isolated seaside towns ‘and villages. He can call up storms and tidal waves to punish those who defy him and send grest schools of fish to those ‘who offer sacrifices to him. Villages prone to the cult descend into savagery, because Dagon demands greater and, greater sacrifices of intelligent humanoids in return for his favors. DC 21, Wizards and sages willing to trade their sanity for arcane lore seek Dagon's counsel Arcane casters lead many ‘of his cults, Shadow wars hetween cleries of Veena and followers of Dagon are common. DC 25 Dagor's temples are underwater, although they include air-filled chambers and eaverns for his terrestrial followers. Powerful currents sweep petitioners through ‘water-filled tunnels and deposit them in deep sea caves to allow them access to Dagon's temples. Facinc Dacon As enigmatic as he is cunning, characters who seek out the Prince of the Darkened Depths must be prepared to face one of the most fearsome underwater creatures in all the planes of existence. Features In addition to the features in his stat block, Dagon possesses the following miscellaneous features and non-combat abilities. Amphibious. Dagon can breathe air and water, Maddening Knowledge. When a creature besceches Dagon for information, he can choose to telepathically grant it the knowledge it seeks, as the legend lore spell The target ‘must then succeed on a DC 20 Charisma saving throw or be inflicted with a random form of short-term madness, Ifthe target fils the save by 5 or more, it also suffers a random form of long-term madness. Magic Weapons. Dagoa's weapon attacks are magical ‘Spelleasting (9/Day Each) Dagon casts dream, hallucinatory terrain, modily memory, or scrying (spell save C23). ‘his is unofficial Fan Content permitted under the Fan Content Policy. Not approvediendorsed by Wizards, Portions of the materials ‘used are peopesty of Wizards of the Coast. © Wizards of the Coast LLC. — Dacon Gargantuan flend (demon), chaotic evil ‘Armor Class 20 (natural armor) Hit Points 420 (24420 + 168) ‘Speed 50 ft, climb 50 fe, swirn 100 ft STR DEX CON INT WIS CHA 28 (+9) 16 (43) 25 (47) 18 (+4) 20(45) 25 (47) ‘Saving Throws Str +17, Con =15, Wis +13, Cha +15 Skils Athletics +17, Insight +13, Intimidation +15, Perception +13, Stealth +11 Damage Resistances acid, cold, fre, and lightning; damage fiom spells Damage immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition immunities charmed, exhaustion|beg, frightened, paralyzed, poisoned Senses triesight 120 ft, passive Perception 23 Languages all, telepathy 120 fe Challenge 26 (90,000 XP, or 180,000 XP as a mythic encounter) Proficiency Bonus +8 ‘Abyssal Tides (Mythic Trait; 1/Day).f Dagon would be reduced to 0 hitpoints, he instead resets to maximum hit points, and he can end any spells ofhis choice on himself. Ifhe is underwater, he then sucks in a huge wave of water that decimates the area within 120 feet of him, causing each creature and object of his choice within that area, regardless of size or structural stability, to be pulled Up 6 30 feet towards Dagon and knocked prone. Doomsong. Any creature of Dagon’s choice that stars its turn within 60 feet of hin and can hear him must mak DC 23 Wisdom saving throw. On a failed save, the creature is charmed until the end of its next turn or until itean no longer hear the song. IF creature's saving throw is successful, the creature is immune to Dagon's Doomsong for the next 24 hours. Freedom of Movement. Dagon ignores difficult terrain, and magical effects can't reduce his speed or cause him to be restrained. He can spend 5 feet of movernent to escape from nonmagical restraints or being grappled. Innate Spellcasting. Dagon's innate spellcasting ability is. Charisma (spell save DC 23). Dagon can innately cast the following spells, requiring no material components: At will: control water", darkness (30-foot radius), telekinesis 3/day each: cloudkil, dispel evil and good, dispel magic, 2 day each: cone of cold, dominate monster 4/day each: feeblemind, tsunami* Requires no concentration Obryith Cunning. Dagon is immune to any spel or effect that would alter his form, as well as those that would read his thoughts, determine i he is lying, or magically influence his thoughts or behavior. Obyrith Tenacity. Dagon regains 15 hit points at the start of his turn if he has at least 1 hit point. Furthermore, Dagon has resistance to darmage from spells and advantage on saving throws against spells and other magical effects ‘Siege Monster. Dagon deals double damage to objects land structures. Actions ‘Maltiattack Dagon makes three tentacle attacks, each of which he can replace with one use of Fling. Tentacle. Melee Weapon Attack:+17 to bit, each 30 ft, one target. Hit: 19 (346 + 9) bludgeoning damage plus 10 (346) poison damage, and the target's grappled (escape DC 17), Until this grapple ends, the target is restrained, and it takes 10 (36) bludgeoning damage at the start of each of Dagon’s turns. Dagon has twenty tentacles, each of which can grapple one target Fling. One Large or smaller object held or creature grappled by Dagon is thrown up to 60 feet in a random ditection and knocked prone. Ifa thrown target strikes a solid surface, the target takes 3 (146) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed ‘on a DC 17 Dexterity saving throw or take the same damage and be knocked prone Reactions Dagon can take one reaction on every turn In combat ‘Doom Drone. When a creature is charmed by Dagon's Doomsong, it must use its reaction to move up to its speed along a path of Dagon's choice, Grasping Tentacles. When a creature Dagon can see within his reach deals damage to him, Dagon can make a Tentacle attack against it, forgoing the initial damage on ahit. Legendary Actions Dagon can take 3 legendary actions, choosing {rom the ‘options below. Only one legendary action can be used at ‘atime and only at the end of another creature's turn, Dagon regains spent legendary actions at the start of his turn Move, Dagon moves up to half his speed, Tentacle. Dagon makes one tentacle attack or uses Fling. Cast.a Spell (Costs 2 Actions), Dagon casts a spell with a casting time of 1 action, or he uses an action from the control water or telekinesis spell Mythic Actions IFDagon’s Abyssal Tides trait has activated in the lst hour, he can use the options below as legendary actions Rush, Dagon moves up to his speed. I underwater, this movement doesn't provoke opportunity attacks, and Dagon can push any creature he would move through the space of up to 10 feet to the side. Claws of the Deep. Melee Weapon Attack: +17 to hit, reach 20 fe, one target. Hit! 28 (3412 + 9) slashing damage, and Dagon can push the target up to 15 feet ‘away from hin, Sonic Scream (Costs 2 Actions). Dagon emits a blast of Sonic energy in a 90-foot cone. Each creature in that area takes 49 (146) thunder damage (OC 23 Constitution save for half) On a failed save, a creature's concentration is also broken ‘used are property of Wizards of the Coast. © Wizards of the Coast LLC. Comsat Dagon is a patient foe, preferring to ensnare his opponents ‘with Doomsong, control water, or telekinesis whenever possible. If properly challenged, he will use daminate ‘monster to turn the strongest opponent against the others, and cast spells like cone of cold and cloud while lurking in the outskirts of the combat arena, using his tentacles to fing any would-be melee combatants as far away from him as possible. (Once an opponents is bloodied, Dagon will swoop in and attempt to drag them away from their allies, using terrain features and his superior speed to isolate them as they get bludgeoned with tentacles. If this isnt an option, he will remain in melee and attempt to grapple as many opponents as he can, which he also does once he is bloodied in preparation for Abyssal Tides. ‘Once his mythic trait has been activated, Dagon will be ‘more open to using his stronger spells like dominate monster and feeblemind. He uses his new Claw attack if he can isolate an opponent as before, but ifhe can't, he uses Rush (0 position himself for « Sonic Seream that wil hit as many targets as possible. Dagon will retreat if he is bloodied once. more, pairing his exit with « tsunami spell that will disorient (or Kil) any would-be pursuers. Mapnzss or DAcon Ifa creature goes mad in Dagon's layer of the Abyss or within line of sight of the demon lord, roll on the Madness of Dagon table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness. MADNESS OF DAGON 4100 Flaw (lasts until cured) O1- “lam ofthe ocean and the horrors lurking in its 20 depths.” 21 "The Abyss holds many ancient secrets that | must 40. uncover” 41- "Land dwellers il alays be inferior to creatures of 60 thesea” 1 prefer to drown my foes to death, when possible." 30 "1p Y when 81- "Someone of my status and power should be (00 worshiped as agod. ‘THE SHADOWSEA ‘The deepest trenches and chasms of Demogorgon's Gaping Maw lead to an ocean below the ocean, a lightless realm of horror called the Shadowsea, 89th layer of the Abyss and domain of Dagon, Prince of the Darkened Depths. Long has the reclusive obyrith lord dwelled in this nigh-inaccessible nethermere, growing fat on the tribute of quivering tana'ri ‘who visit to learn the secrets of the ancient Abyss. Dagon's amorphous palace grows from the ocean floor, a Jooming edifice of slimy mud cut through with colonies of immense sea worms and cravwling with blind, phosphorescent skitterers, Wastriliths pose a significant danger. As Dagon's favored servitors, they enjoy free reign of the layer, so long as their predations do not befoul the demon. lord's inscrutable plots. Even the strongest of demons take pause before braving the Shadowsea, for rumors persist of giant clouds of cloying pollution neither wholly alive nor dead that strip the flesh from those who fall within their discolored expanse. ‘Lam AcTIons (On initiative count 20 (losing initiative ties), Dagon can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row ‘+ Bach ally of Dagon that he can see can use its reaction to move up toits speed. + Allwater within 120 feet of Dagon becomes difficult terrain for other creatures until initiative count 20 of the next round, + Bach creature of Dagon's choice that is underwater mi succeed on a DC 23 Strength saving throw. On failed save, a creature is hurled 35 (146 * 10) feet in a direction of Dagon’s choice. REGIONAL EFFECTS ‘The region containing Dagon’s lair is warped by his magic, creating one or more of the following effects + ‘The water within 1 mile ofthe Iai i frequenty filled with areas of magical darkness, and light sources (both magical ‘and nonmagica) only illuminate up to half their normal radii + Ifahumanoid spends at least 1 hour within 1 mile of the Jai, that creature must sueceed on a DC 23 Wisdom. saving throw or descend into a madness determined by the Madness of Dagon table. A creature that succeeds on. thie saving throw can't be affected by this regional effect again for 24 hours, If Dagon dies, these effects fade over the course of 1410 days. ‘This is wnoficial Fan Content permitted under the Fan Content Policy. Not approvediendorsed by Wizards, Portions of the materials ‘used are peopesty of Wizards of the Coast. © Wizards of the Coast LLC. — ey Osox-oB Primeval and ruinous, the obyrith prince Oboxob was once the Prince of Demons in an ancient age. His power is much diminished today, yet hi lust for its return grows with every passing second, He isthe lord of vermin and patron of those who see divinity in their repugnant frames. Lore A character knows the following information with a successful check using the Arcana or History ski DC13, Obox-ob is an ancient demon from an era before the tanat'ri existed. He is associated with vermin and poison, DC 17. The mere presence of Oboxob is enough to blast the minds of lesser creatures, filling their sleep with nightmares for the rest of thei lives. His body creates a discordant drone of deafening, maddening sound. and those subjected to his twisted tongue are consumed by the raw stuff of chaos. DC 21. Oboxcb once held the title Prince of Demons during the Age before Ages, when the Abyss was ruled by the obyriths, He had this title stolen from him by the Queen of Chaos, who killed him and granted his ttle to Miska the ‘Wolf Spider. Although Obox-ob was slain, his most powerful aspect survived and went into hiding on a deep layer of the Abyss called Zionyn (layer 663). For many eons, Oboxob lurked here, a shadow without a true form. In time, he grew bold and emerged from hiding, only to find the Abyss had ‘moved on in his absence. The tanar'ri now ruled, and Obox- ob had been forgotten, Reduced to the Prince of Vermin, Obox-ob wants nothing less than to murder Demogorgon, claim his tile, and then cleanse the Abyss of the taint of| tanar'ri and return it to obyrith rule. But before he launches this plan, he first seeks to reclaim the true power he held so long ao. DC25 Oboxb’s search for power extends to the Material Plane. On some Material Plane worlds, his cult is quite powerfulhe recently almost managed to draw an entire ‘world into the Abyss to fuel his ascension, but failed at his task when heroes of that realm opposed him by engineering 2 devastating disruption of the flow of magic at a crucial ‘moment during the rituat Since this humiliating defeat, Obox.ob has quietly observed his remaining cults, waiting for cone to achieve similar chances at success in the future. Until then, these cults maintain alow profi, often basing their activities in ruined cities lost in vast deserts, where they can be close to the scorpions so sacred to his faith. Facine Osox-oB Despite being a shadow of his former self, Obox-ob is just as ifnot more dangerous than many other demon princes, the loss of his previous title only serving to fill him with unbridled rage and an unquenchable thirst to regain it t any ‘FEATURES In addition to the features in his stat block, Oboxob possesses the following miscellaneous features and non- combat abilities. Frernal Sickness. Nter being within 30 feet of a creature for 5 minutes, Obox-ob can farce it to make a DC 23 Constitution saving throw. On a failed save, the target is simultaneously inflicted with every nonmagical disease and illness it has ever suffered from in the past, excluding those inflicted by a contagion spell or similar magic. Obox-ob's Blessing. After being within 30 feet ofa willing living creature for 1 minute, Obox-ob can remake the creature in his image. The creature permanently changes in the following ways: + The creature gains 2 (1d4) assorted limbs, which are attached (o random parts of the body in unsettling ways. + The creature gains a climbing speed equal tits walking speed + One part of the creatures body, such as its face, head, hips, or imbs, become reversed or rotated 180 degrees about any axis. Magic Weapons. Obox.ob’s weapon attacks are magical ‘Spelleasting (1/Day Each}, Obox.ob casts astral projection, scrying, shapechange, or teleport (spell save DC 23), ‘This is enoficial Fan Content permitted under the Fan Content Policy. Not approvediendorsed by Wizards, Portions of the materials ‘ised are property of Wizards of the Coast. ©Wizands af the Coast LLC. ee Se Oxox-oB Huge fiend (demon), chaotic evil ‘Armor Class 20 (natural armor) Hit Points 378 (28412 + 196) Speed 50 ft, climb 50 fe STR DEX CON INT WIS CHA 27 (48) 14(42) 25 (47) 19 (4) 17 (43) 2467) ‘Saving Throws Dex -10, Con +15, Wis +17 ‘Skills History +12, lnsight +11, Perception +11 Damage Resistances acid, cold, fie, lightning, and psychic; darnage from spells Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, fightened, poisoned Senses truesight 120 ft, passive Perception 21 Languages all, telepathy 120 ft. Challenge 26 (90,000 XP, or 180,000 X? as a mythic encounter) Proficiency Bonus +8 Discordant Drone. Obox-ob produces a horrid droning sound to which demons are immune. Any other living Creature of Obox-ob's choice that starts its turn within 30 feet of him rust make a DC 23 Charisma saving throw. On a failed save, a creature is dazed for 1 minute (save ends). While a creature is dazed, its speed is halved, it can't take reactions, and it can use either an action or a bonus action on its turn, not both Ifa creature's saving throw is successful or the effect ends forit, itis immune to the drone for the next 24 hours. Disgorge (Mythic Trat;1/Day). When Obox-ob would be reduced to O hit points, he instead resets to maximum hit points, and he can end any spells of his choice on hirnself. He then immediately uses his Spew Filth legendary action, but he also disgorges three giant scorpions frorn his body that land in unoccupied spaces within the area. The scorpions are considered to be demons rather than beasts, obey Obox-ob's commands, and act immediately after Obox-ob’s turns. Innate Spellcasting. Obox-ob's innate spelleasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks), He can innately cast the following spells, requiring no material components: Avil bight, contagion, eyebite 2/day each: cloudkil, harm, insect plague ‘/day each: animal shapes (insects only), power word stun Obyrith Cunning. Ob0x-0b is immune to any spell or effect that would alter his form, as wel as those that ‘would read his thoughts, determine ifhe is ying, or magically influence his thoughts or behavior. Obyrith Tenacity. Obox-ob regains 15 hit points at the start of his turn if he has atleast 1 hit point. Furthermore, ‘Obox-0b has resistance to damage from spells and advantage on saving throws against spells and other magical effects, Spider Climb. Obox-0b can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check Actions ‘Mutkiatack Obox-ob makes four attacks: three with his stingers and one with his tongue. He ean use Implant Chaos instead of his tongue. ‘Stinger. Melee Weapon Attack: +16 to hit, reach 10 fh fone target. Hit: 19 (2410 + 8) piercing damage plus 7 (246) poison damage. Ifthe attack roll had advantage, the target also falls prone and can't stand up until the fend of Obox-ob's next tur. Tongue. Melee Weapon Attack:=16 to hit, reach 15 ft, cone target. Hit: 19 (2410 + 8) slashing damage, and the target must succeed on a DC 23 Wisdom saving throw ‘or become frightened of Obox-ob until the end of Obox- ‘b's next turn Implant Chaos (Recharge 5-6). Obox-ob uses his tongue to touch one creature within 15 feet of him that isn'ta demon. The target must succeed on a DC 23 Charisma saving throw or have its soul implanted with raw stuf of cchaos for 1 minute (save ends). While chaos grips its, ‘sou, the target has disadvantage on Strength, Constitution, and death saving throws, it can’t benefit from magical healing, and it takes 10 (346) psychic damage at the start of each ofits turns. Ifthe target is reduced to 0 hit points or dies while implanted with chaos, the chaos completely consumes. its body, leaving its equipment behind, Ifthe creature is resurrected by 2 spel, the caster must succeed on a DC 23 Intelligence (Arcana) check. On a failed save, when the target i resurrected, this effect begins to effect the target once again, ‘This is unofficial Fan Content permitted under the Fan Content Policy. Not approvediendorsed by Wizards, Portions of the materials ‘used are peopesty of Wizards of the Coast. © Wizards of the Coast LLC. — Deere Oxox-oB Legendary Actions ‘Obox-ob can take 3 legendary actions, choosing from the options below. Only one legendary action can be Used ata time and only at the end of another creature's turn, Obox-ob regains spent legendary actions at the start of his turn, Lurch. Obox-ob moves up to his speed, Ifhe chooses ‘to use only half of his speed or less, he doesn’t provoke opportunity attacks. Casta Spell (Costs 2 Actions). Obox-ob casts an innate spell, orhe uses an action from an eyebite spell he is concentrating on ‘Spew Filth (Costs 2 Actions). Obox-ob spews vile fluid and filth in a 60-foot cone, dealing 18 (4¢8) necrotic damage plus 18 (4d8) poison damage each non-demon in the area (DC 23 Constit save for hal). Ifa creature fails its save by 5 of more, itis also blinded until the end of its next turn Mythic Actions iFObox-ob's Disgorge trait has activated in the lst hour, he can use the options below as legendary actions. ‘Acid Spit. Ranged Weapon Attack: +16 tohit, range GO ft, one target. Hit: 34 (4d8 + 8) acid damage, and the target is pushed up to 10 feet away from Obox-0b, Lingering Comuption (Costs 2 Actions), Obox-ob uses his Spew Filth legendary action. The filth now lingers on any surface within the area until the end of Ob0x-ob's next turn; during this time, any creature that ends its turn on Such a surface and isn'ta demon must repeat the saving throw. Demonic Mutation (Costs 2 Actions). Obox-ob ‘mutates two willing demons in his lair (excluding himself) that he can see, causing a demonic giant ‘scorpion to partially grow out of each of theie bodies. A target and a giant scorpion share a space, use the faster of their two speeds, and act on the same turn, but they otherwise use separate statistics as normal, and one creature isn't affected by the death of the other. A demon can't acquire this mutation more than once, Comsar ‘Oboxob is a vicious opponent, preferring to lunge head(s) first into melee and daze as many enemies as he can with his Discordant Drone, He relies on his high Constitution save bonus to maintain concentration on his assorted spells as he wreaks havoc on his enemies’ bodies and souls alike with ‘Multiattack and Implant Chaos. Ranged combatants are generally to be dealt with by one of his many minions, allowing him to eliminate swathes of melee threats using cloudkill harm, insect plague, and Spew Filth ‘Once his mythic trait has been activated, Obox-ob acknowledges the threat to his existence and behaves more cautiously. He uses Lurch to keep his distance when possible, hurling Acid Spit and Spew Filth as much as possible so that he can contral the battlefield as he mutates ‘minions to be more powerful When first using Demonic ‘Mutation, he will instruct the giant scorpion to grapple any ‘melee threats that still persist. He holds onto power word ‘stun as a last resort for when he is bloodied and has already used his Disgorge trait. ZIONYN ‘The seas of Zionyn are a putrid sludge that the insectoid demons serving as Obox.ab's debased aristocracy use in the construction of enormously complex hive cities. Mortal victims are dipped into this reeking miasma, which petrifies them at the exact moment of suffecation. Such victims become unique sculptures of death—corpse-pilars from which the great towers and cathedrals honoring the Prince of Vermin are built. ‘Lam Actions On initiative count 20 (losing initiative tes), Obox-ab can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row + Oboxob targets himself or a creature he can see within the lair and magically makes its body do something ‘unnatural such as vomit blood, twist ts head all the way around, or cause a quadruped tomove as a biped. Any creature that sees this behavior must succeed on a DC 23 ‘Wisdom saving throw or become frightened of Obox-ob until initiative count 20 of the next round. + One repulsive and contaminated feature ofthe lair releases toxic gas, the decayed remains of a slain creature, a colony of insects, or some other carrier of disease. Each creature within 10 feet of this fith must make a DC 23 Constitution saving throw against disease. On a failed save, the target can't regain hit points until, initiative count 20 of the next round, REGIONAL ErrEcTs ‘The layer of the Abyss containing Obox-oi lair is warped by his magic, creating one or more of the following effects: + The layer becomes overpopulated with giant demonic versions of scorpions, centipedes, and other vermin * Any creature that sleeps in the region must make a DC 23 Wisdom saving throw. On a failed save, a creature suffers terrible nightmares and gains no benefit from its rest. IfOboxob dies, these effects fade over the course of 1410 days. ‘This is enoficial Fan Content permitted under the Fan Content Policy. Not approvediendorsed by Wizards, Portions of the materials ‘ised are property of Wizards of the Coast. ©Wizands af the Coast LLC. OUBLIVAE She is the angel of the everlasting void, the Demon Monarch of the Barrens, and the Queen of Desolation. Oublivae stalks the empty wastelands, lurks within abandoned shrines and. toppled ruins, and haunts the trackless seas and the starry void between planes and worlds Lore A character knows the following information with a successful check using the History or Religion ski DC13.Itis suid that Oublivae has the mind of an ageless archfey and the heart ofa rabid beast, When the demon is provoked, her royal demeanor vanishes quicker than thought, and she attacks on all fours like an animal Driving her foes apart and imposing isolation, she hunts them down ane by ‘The Queen of Desolation reveals the future to would-be heroes, allowing them to experience the ruin of their civilization and all they hold dear while she savors their abandoned hopes. She particularly relishes the grief of those enemies who die alone. Oublivae likewise delights in the horror of creatures forced to watch their allies slain and consumed, their blood lapped up by her long, ghoulish tongue. DC 17. Its said that the monster Oublivae craviled up to the Barrens in an unknown age, making her way into the ‘wasteland from the bottomless ruins of that blasted realm. Her head is that of a resplendent fey queen, mounted atop a lustrous insectoid exoskeleton. When the demon lord Ugoreth espied her, he surrounded the ereature with his servants and demanded servitude, In response, Oublivae told Ugoreth that she was a herald come from the heart of the Abyss with a message only for him. Blinded by his own ‘vanity, the demon lord granted her private audience. As soon as they were alone, Oublivae attacked the hapless Ugoreth, consuming his soul and hurling his body into the bottomless ruin from which she had risen. She laid waste to his demesne, made a throne of his castle, and became undisputed Queen of the Barrens. DC 21,Whatever the truth of her origins, Oublivaes eternal work s to divide what is united, isolate those divided pieces, and leave only barren, lifeless desolation in her destructive wake. She allies with select demon lords to limit the expansion of others’ realms, helping to perpetuate the endless cycle of violence and chaos that drives the Abyss. Oublivae's followers in the Abyss live by her example of hopelessness, stalking desolate areas, driving lost travelers tomadness or cannibalism, then consuming them. Demons and undead not sworn to the service of Orcus attend the Demon Monarch of the Barrens, dedicating themselves to the ruin that is her legacy. DC 25 If Oublivae has a weakness, itis her fascination for history. Her knowledge is rivaled only by that of Tngwilv, Veena, and Graz'zt, although her own interests extend only toaccounts of downfall and ruin. Nonetheless, heroes brave enough to treat with the Queen of Desolation can discover Jong orgotten secrets by asking the right questions. FAcING OUBLIVAE Only parties with strong enough of a bond to work in syne and avoid the Isolation effect have any hope of overcoming the Queen of Desolation FRATuRes In addition to the features in her stat block, Oublivae possesses the following miscellaneous features and non- ‘combat abilities. Bteraal Hunt. Mier completing a short rest, Oublivae can choose to magically learn the location of the nearest creature of a type she chooses that can be found within 10 miles of her, Magic Weapons. Oublivae's weapon attacks are magical ‘Spelleasting (1/Day Each), Oublivae casts hallow, planar Dining, or wind walk (spell save DC 20). Comsar Oublivae may seem like a mindless beast to an observer, but her keen intellect makes her a superior tactician on the fields of battle, Stalking her prey until the time is right, Oublivae caly enters combat when she is confident that she can let loose without any risk to herself. Abilities ike blade barrier ‘and Abandon All Hope allow her to isolate combatants from their alles before proceeding to drag them away and tear them to shreds. She only retreats if she is bloodied and has already used her mythic trait, but f she knows she can't escape defeat, she will do everything in her power to kill as ‘many enemies as possible before she dies. ‘This is wnoficial Fan Content permitted under the Fan Content Policy. Not approvediendorsed by Wizards, Portions of the materials ‘used are peopesty of Wizards of the Coast. © Wizards of the Coast LLC. — ey OUBLIVAE Huge fiend (demon), chaotic evil ‘Armor Class 20 (natural armor) Hit Points 378 (26412 + 182) ‘Speed 40 ft, climb 40 fe STR DEX CON INT WIS CHA 26 (+8) 16 (+3) 24 (47) 23 (46) 20(+5) 21 (45) ‘Saving Throws Dex -10, Con +14, Wis +12 Skills Athletics +15, Deception +12, History +13, Perception +12 Damage Resistances cold, fire, lightning, necrotic Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion|beg, frightened, poisoned Senses truesight 120 ft, passive Perception 22 Languages all, telepathy 120 ft Challenge 23 (50,000 XP, or 100,000 X? as a mythic encounter) Proficiency Bonus +7 Enter Oblivion (Mythic Trait; 1/Day). When Oublivae would be reduced to 0 hit points, she instead resets to rmaximurn hit points. She then casts earthquake (spell save DC 20) centered on herself, requiring no components or concentration; Oublivae can't be knocked prone or have her concentration broken by the spel Furthermore, for one hour, Oublivae can take 5 legendary actions each round instead of 3, has her speed doubled, and has advantage on ability checks. Indomitable (3/Day). Oublivae can reroll a saving throw she fils and use either result Innate Spellcasting. Oublivae's innate spellcasting ability is Charisma (pesave DC 20) She can innately cast he following spell, requiring no material components: ‘At will detect magic, fear, ray of enfeeblement 2 day each: contagion, evebite A/day each: blade barrier, disintegrate Isolation, Oublivae has advantage on attack rolls against any creature that isn't within 15 feet of at least one ally Magic Resistance. Qublivae has advantage on saving throws against spells and other magical effects ‘Queen of Desolation. Oublivae does triple damage to objects and structures. Reckless. At the start of her turn, Oublivae can gain advantage on all melee weapon attack rolls she makes during that tum, but attack rolls against her have advantage until the start of her next turn, ‘This is enoficial Fan Content permitted under the Fan Content Policy. Not approvediendorsed by Wizards, Portions of the materials ‘Superior Critical Oublivae scores a critical hit on a roll of| 18-20 on the d20. Actions ‘Maltiattack Oublivae makes three attacks: two with her claws and one with her tal (Claw. Melee Weapon Attack: +15 to hit, each 10 ft, one target. Hit:21 (3d8 + 8) slashing damage plus 10 (36) psychic damage, and Oublivae can push the target into ‘any unoccupied space within 20 feet of her, or 40 feet, on a critical hit. Tail, Melee Weapon Attack:+15 to hit, reach 15 ft, one target. Hit 34 (4d12 + 8) piercing damage, and the target is grappled (escape DC 18). Until this grapple tends, the target is restrained, and Oublivae can't use her tail on another target. Bonus Actions ‘Aggressive, Qublivae moves up to her speed without provoking opportunity attacks. Brawler. Oublivae attempts to shove one creature within her reach. Rampage. When Oublivae reduces a creature to O hit points with a melee attack on her turn, she can move up to her speed and make a claw attack. Legendary Actions ublivae can take 3 legendary actions, or 5 legendary actions ifher mythic tatis active, choosing fom the options balow. Onl one legendary acto can betised at skime and only athe end of another creature's turn Oublivae regains spent legendary actions atthe star of her tum ‘Sudden Rush. Oublivze moves up to her speed without provoking opportunity attacks. Petish Alone. Oublivae makes a claw attack against a ‘creature that is isolated (see the Isolation trait). On a hit, the attack deals an additional 10 (346) psychic damage, and the target's speed is halved until the end of the target’s next turn ‘Abandon All Hope (Costs 2 Actions). Oublivae ‘overwhelms each creature of her choice within 30 feet ‘of her with desolate visions of the future, Each target takes 49 (8d10 + 5) psychic damage (DC 20 Wisdom save for hal). Ifthe saving throw fails by 5 or more, a target is also blinded, deafened, and frightened until the end of Oublivae's next turn CCeaseless Predator (Costs 2 Actions). Oublivae ends one ‘condition or spell on herself ‘asad are peopesty of Wizards of the Coast. CWisaris of the Coast LLC. ‘THE BARRENS Ancient legends tell ofa legendary divine domain called the Coruscating Utopia glittering realm where the ultimate potential of every city in the cosmos was reflected in perfection. Its ruler was named the Lord of the Diamond Crown, and he proclaimed it the pinnacle ofthe universe's grandest dream. The legend states that an angel appeared. from a void in the Astral Sea, warning the lord ofthe evils of his vanity When the lord asked whose authority she spoke with, the angel drew forth her sword and slew him where he stood, His vvast shimmering realm collapsed and fell nto the lightless void from whence the angel had come. It became the Barrens, the distorted realm of the 100th layer ofthe Abyss, where every city past and future lies ruined among its desolate wilds and vast oceans. Iggwilv suspects that the despoiler of the Coruscating Utopia and Oublivae might both be personifications of the seed of absolute evil that lies atthe heart of the Abyss—its| incalculable chaos manifesting as a semblance of life and thought. Lam Actions On initiative count 20 (losing initiative ties), Oublivae can take a lair action to cause one of the following effects; she cant use the same effect wo rounds in a row: + Each structure and nonmagical item that isnt being worn or carried of Oublivae’s choice within 60 feet of her takes 27 (412 + 5) necrotic damage. + Oublivae innately casts dispel magic, targeting a hostile creature with tin order to remove any beneficial spells that are affecting it + One creature of Oublivac's choice within 60 feet of her ‘must make a DC 20 Wisdom saving throw: On a failed save, the target ean no longer perceive (see, heat, or feel) its alles, it can't regain hit points from their abilities, and it doesn't benefit from spells cast on it by its allies. This effect lasts until initiative count 20 of the next round. REGIONAL EFFECTS The region within 10 miles of Oublivae is constantly warped by her magic, creating one or more ofthe following effects: * Food molders and water evaporates after remaining in the area for 1 hour: Other non-magieal drinks are spoiled ‘wine turning to vinegar, for instance. The local ecosystem in the region crumbles into nothingness. Plants shrivel up and wither away, causing, the food chain to slowly collapse. After about a week, al, natural wildlife in the area has died. + Nonmagical structures weaken and decay, slowly becoming derelict and defunct if not constantly given repairs. If Oublivae dies, these effects fade immediately. Pazuzu One of the oldest and most reprehensible demon lords, Pazuzu is a master manipulator and corrupter of mortal ‘souls. The Dark Angel ofthe Four Winds takes great delight in offering aid that seems beneficial but which in fact leads to great evil and sulfering. Lore A character knows the following information with a successful check using the History or Religion skill DC13 Pazw2u is a powerful demon lord, one ofthe eldest ‘and most reprehensible of his ilk: He is also called the Dark ‘Angel ofthe Four Winds, and the Prince of the Lower Aerial Kingdoms. He holds sway over all evil fying creatures, even among the different layers of the Abyss. DC 17, Paass lusts alter innocence, purity, and honesty ‘more than anything else, and the mortal world is a perfect, breeding ground for this precious fruit. The demon lord takes from his victims all that makes them pure, then fills their hollow souls with bitterness and cruelty. When not scouting the mortal world for his next conquest, Pazuzu can almost always be found on the 1st abyssallayer—the Plain of ‘a Thousand Portals. C21, Paaa is sometimes credited with bringing the Blood War between Demons and Devils to fruition. Some believe he was capable of this as he isthe only demon lord ‘who has good relations with the Archdevils of Hell Strangely, the demon lord that hates Pazuzu the most is Grazz't, supposedly a Lord of Hell before becoming an Abyssal Lord. DC 25 Unlike most other demon lords, Pazuzs is able co ‘manifest freely in the mortal world. Over millennia, he has perfected the craft of seducing mortals to his will without attracting the attention of the gods that protect them, In ancient texts, the names Imdugud, Pazrael and Typhon are associated with a benevolent entity that protects against pestilence and blesses childbirth. Folk that cal on this entity, hhave their prayers consistently answered, remaining. blissfully unaware that these benevolent spirits are avatars of Pazuzu. As word of his beneficence spreads, whole ‘communities soon become unwittingly dependent on the demon lord's aid. ‘This is wnoficial Fan Content permitted under the Fan Content Policy. Not approvediendorsed by Wizards, Portions of the materials ‘used are peopesty of Wizards of the Coast. © Wizards of the Coast LLC. — Pazuzu Large Fiend (Demon), chaotic evil ‘ArmorClass 21 (natural armor) Hit Points 375 (30470 + 150) Speed 30 ft, fy 90 fe STR DEX CON INT WIS CHA 15 (42) 26 (48) 21 (45) 22 (46) 21 (45) 26 (+8) ‘Saving Throws Dex -16,Con +13, nt+14, Wis +3 Skils Deception +16, History +14, Perception +13, Persuasion +16, Stealth +16 Damage Resistances acid, cold, fre, and lightning; damage fiom spells Damage immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition immunities charmed, exhaustion|beg, frightened, poisoned Senses triesight 120 ft, passive Perception 23 Languages all, telepathy 120 fe Challenge 25 (75,000 XP, or 150,000 XP as a mythic encounter) Proficiency Bonus +8 ‘Boon of Nessus (Mythic Trait; 1/Day). When Pazuzu would be reduced to 0 hit points, he instead resets to maximum hit points. A pitfiend then appears in an unoccupied space within 60 feet of him, acting on initiative count 0 of each round and defending Pazuzu to the best of its ability. Pazuzu then gains immunity to one damage type of his choice that isn’t bludgeoning, piercing, or slashing for | hour, Freedom of Movement. Pazuizu ignores difficult terrain, and magical effects can't reduce his speed or cause him to be restrained. He can spend 5 feet of movement to escape from nonmagical restraints or being grappled Innate Spellcasting. Pazuzu's innate spelicasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will blight, contagion, invisibility 3/day each: cloudkil, control winds*, wind walle 2] day each: hypnotic pattern, mislead® 1/day each: dominate monster, harm, whirlwind Requires no concentration, Obyrith Cunning. Pazuzu is immune to any spell or effect that would alter his form, as well as those that would read his thoughts, determine if he is lying, or magically influence his thoughts or behavior. (Obyrith Tenacity. Obox-ob regains 15 hit points at the start of his turn if e has at least 1 hit point, Furthermore, (Obox-ob has resistance to damage from spells and advantage on saving throws against spells and other magical effects Actions Muliattack Pazuza makes three melee attacks: one with his tal sting and two with his talons. Tail Sting. Melee Weapon Attack: +16 to hit, reach 10 ft, one target. Hit: 26 (408 + 8) piercing damage. The target also takes 28 (8d6) poison damage (DC 21 Constitution save for half), Talons. Melee Weapon Attack: +16 to hit, reach 5 ft, one target Hit: 22 (4d6 + 8) slashing damage. Bonus Actions ‘Nimble Escape. Pazuzu takes the Disengage or Hide action. Plague of Abyssal Locusts. Until the start of his next turn, Pazuzu is surrounded by a swarm of abyssal locusts out toa ange of 15 feet, o 30 feet while his mythic vaitis active. The locusts lightly obscure the area and make it difficult terrain for hostile creatures, and they deal 15, potson damage to any creature hat ens its tr within the area Reactions ‘Spell Disruption. When a spell targets a hostile creature he can see within 60 feet of him, Pazuzu can cast dispel ‘magic at 6th level on that creature, Legendary Actions Pazuzu can take 3 legendary actions, choosing from the ‘options below. Only one legendary action option can be used ata time and only at the end of another creature's turn, Pazuzu regains spent legendary actions at the start of his turn Soar. Pazuizu and up to four allies of his choice can fly up to half their speeds (no reaction required). Master of Manipulation. Pazuzu targets one creature he ‘ean communicate with via telepathy. The target rust, succeed on DC 24 Charisma saving throw or use its reaction to move up to 30 feet along a path of Pazuzu's choice, Casta Spell (Costs 2 Actions). Pazuzu casts an innate spell ‘Soul Corruption (Costs 2 Actions). Pazuzu targets one ‘ereature he can communicate with via telepathy and deals 36 (8d6 + 8) psychic damage to it (DC 24 Charisma save for half). On a failed save, the target also has disadvantage on ability checks and saving throws for 1 minute (save ends), Mythic Actions I pases aye Nero lt anata rst Pee ieee ea eacr onaclevs eee Baleful Transposition. Pazuzu forces one creature he can ‘see within 60 feet of him to make a DC 24 Charisma saving throw. On a failed save, he and that creature teleport and swap places. Coercion. Pazuzu targets one creature he can ‘communicate with via telepathy. The target rust make aC 24 Wisdom saving throw. On a failed save, Paziizu chooses the target's movement and action on its next turn. A creature is immune to this ability iFitis immune to being charmed ‘Acid Breath (Costs 2 Actions). Pazuzu exhales poisonous: ‘acid in a 100-foot line that is 5 feet wide, dealing 49 (14d6) acid damage (OC 21 Dexterity save forhal) to each creature in the area, ‘used are property of Wizards of the Coast. © Wizards of the Coast LLC. Facine Pazuzu PAZUNIA Pazuzu rarely engages in direct combat, though his abilities ‘make the demon lord a formidable opponent. FEATURES In addition tothe features in his stat block, Pazuru possesses the fllowing miscellaneous features and non- Combs abilities. Constant Spells. Pazu2\: is always under the effects of the detect magi, detect thoughts, snd mind blankspel Dark Angel's Guidance. Ma creature utters Pazszis name or any of his aliases three ines in succession an tinhol Fink between the spesker and the demon lord is established, working over sny distance and across the planes, Fora short tine, Parte can use detect thoughts on the spesker to diacern whether the caller seks si or is trying to trap him. I he wants to and is able to, Pazu can appear a the epeaker's lation Via a prec nage spell The demon lord almost always agrecs to provide ai, bt his ee td The DM chotecs tha nature of Passat es posed benefits include recharging an expended ability or resource, restoring x create to life ort full hitpoints, othe effect of any warlock spel In exchange for this boon, Pazuzu may require a creature toswear utter obedience for aweek or moce—and takes full advantage ofthis service. Probing Telepathy. \t creature Pazuzu can see communicates telepathically with him, he learns the creature’ greatest desires ‘Shapechanger Paz can polymorph into a form that resembles a Medium humanoid. Aside from his size, his Satstics are the same in each form. Any equipment he is wearing or carying isnt transformed. ‘Magi Wespons. Pazsixis weapon atacks are magical ‘Spollessting (9/Day Each} Passes casi ssral projection, dream infernal aling, gas, mass suestion, planar binding, plane shi or teleport (spell save DC 24). Comsar Pazuzu prefers for his foes to bring about their own demise, taking particular delight in using Master of Manipulation to lead them into a cloudkill or whirlwind spell as well as forcing them to cut down their alles with Coercion or dominate ‘monster. He uses his air superiority to his advantage, soaring between obstacles and overrunning his opponents until only he and his allies control the skies. When necessary, he will use invisibly, mislead, and Nimble Escape as a temporary reprieve that allows him to reposition and strike from an unexpected angle. When his mythic trait is activated, Pazuzu will grant himself immunity to the damage type that has been harming him the most throughout the battle. Part of Asmodeus's mysterious debt to Pazuzu then includes lending him the aid of trusted pit fiend general which the obyrith lord commands to dive into the fray while he adjusts his tactics according to the party's strengths and weaknesses. Pazuzuls home is the first layer of the Abyss, called Pazunia, known as the Plain of Infinite Portals or the Palace of 1,001 Closets. Its a harsh place with many pits and chasms ‘marring its surface. The pits are portals that not only lead to all of the planes of the Abyss, but to other planes of existence and even mortal worlds. Only Pazuzu knows where each Ieacls -for anyone else, jumping into random pits that lead to ‘unknown planes or layers of the Abyss is insanely dangerous, Most of the pits are two-way portals, but some are only one-way, leaving travelers stranded at their destination, Iron strongholds here most often house powerful demons and their court, Such fortresses often serve as a rallying point for demonic armies on their way to join the endless Blood War. Some of that war's greatest battles take plane in this layer, deeper layers, and nearby Outer Planes. ‘The River Styx flows a winding course on this layer. Some channels pour into the pits, while other pits well up with foul water, serving as tributaries of the mighty river. ‘Lam AcTIons (On initiative count 20 (losing initiative ties), Pazuzu can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row + Pazuzu opens a portal and summons forth 1d4 perytons or gargoyles, + Pazuzu casts insect plague (spell save DC 24) The spell doesn't require concentration, and it vanishes on initiative count 20 of the next round. + Pazuzu targets one creature that he can see or communicate with via telepathy. The target must make a DC 24 Intelligence saving throw, which it makes with advantage if itis immune to being charmed. On a failed save, the target must truthfully answer one question he asks it, making this response via telepathy unless Pazuzu prefers otherwise REGIONAL EFFECTS ‘The region containing Pazuzus lair is warped by his presence, which creates one or more ofthe following effects: + Awarm, sickly sweet wind blows briskly within one mile of Pazuzu. Each day, upon first encountering this wind, every ereature must make a DC 21 Constitution saving throw or immediately vomit, suffering 14 (446) necrotic damage. Those that failed the saving throw are also poisoned for one hour. + Any flying creature of CR 2 or less becomes twisted after day spent within 6 miles of Pazuzu. Ifnot already evil aligned, they become so. Flying insects, birds, and other flying creatures will harass any other creatures moving through the region, slowing movement by one half. If Pazuzu dies, the effects fade over the course of 1410, days. ‘This is unofficial Fan Content permitted under the Fan Content Policy. Not approvediendorsed by Wizards, Portions of the materials ‘used are peopesty of Wizards of the Coast. © Wizards of the Coast LLC. — PHRAXAS Master of Khin-Oin and nominal ruler of the Blood Rift Phraxas the Decayed commands considerable power and authority. To the demons of the rift and the Wasting Tower, they are the Lord of Misery and Despair—worshiped in fear and revered as a god. Phraxas, sometimes known by the alias Anthraxus, appears as a gaunt, ghoulish creature draped in moldering ray robes. Their skin is covered with uleers and oozing pustules, and their eyes glow red from deep in their sockets LorE A character knows the following information with a successful check using the Arcana or History skil DC 13.As ahallmark oftheir faith, mortal servants of Phraxas are afflicted with diseases that give them a ghoulish, Gisfigured appearance. Cultists gather in dark shrines called conventicles, where they perform rituals and blood sacrifices, in their master’s name, Phraxas's cultists revile health, youth, beauty, and innocence, and creatures that possess such qualities are rarely found among the demon lord's followers. Cult priests, known as degogs, dress in crimson robes with black hoods and sashes. The most favored of Phraxas's mortal servants are raised tothe station of archdegog, and they are occasionally chosen to serve as the vessel for one of, Pheaxas’s aspects. DC 17, Supplicants seeking boons ot favors of Phraxas, journey to the Wasting Tower by the thousands, These faithful are dealt with by the demon lord's archdegogs and Viziers. His fear of challenge means that Phraxas spends his time quarding the Siege Malicious, meeting with only a small circle of his most trustworthy followers. Other creatures that come face ta face with the demon lord find themselves engaged in combat in short order. DC 21, Though he trusts no one, Phraxas maintains a small circle of baernaloth viziers as his personal guard. Bacrnaloths are tall, gaunt demons with horned hes resembling the skulls of rams or cattle. Their glazed eyes run with sickly yellow fluid and their gray skin is stretched tight across their bones. It was through their invaluable service that Phraxas was able to discern the whereabouts and ‘weaknesses of his most formidable enemies on his path to reclaiming the rule of Khin-Oin, DC25. Pheaxas was not the first master of Khin-Oin, and he has held control of the Wasting Tower more than once, ‘Though he reclaimed the great throne known as the Siege ‘Malicious only a century ago, Phraxas has ruled Khin-Oin for nearly three millennia all together, far longer than any of his predecessors. Since resuming power, Phraxas has worked tirelessly to complete two primary objectives: recovering a legendary artifact known as the Staff of the Lower Planes, and completing the construction ofthe Tower of Incarnate Pain on the boundary of the Blood Rift and Pazunia. A project started under his predecessor Mydianchlarus, the tower is designed to channel power between itself, Khin-Oin, and the ancient Tower of the Arcanaloths on the Plain of 2 Thousand Portals, This flow of abyssal energy is intended to trigger a planar nexus, channeling virtually unlimited power into the ‘Siege Malicious. FacinG PHRAXAS ‘The forces of Khin-Oin are at Phraxas's command, but the master of the Wasting Tower seeks any opportunity to face off against foes in direct combat. ‘FEATURES In addition to the features in their stat block, Phraxas possesses the following miscellaneous features and non- ‘combat abilities. Infectious Rot. Crestures that spend more than 1 hour within 30 feet of Phraxas begin to adopt a decaying similar visage similar to their own; their skin begins to peel and slough, old wounds return and fester, and blood periodically leaks from the mouth, ears, or eyes. Immunity to disease increases the time required to 24 hours, but doesn't provide any protection from the effect thereafter. Magic Weapons. Phraxas' weapon attacks are magical ‘Spellcasting (2/Day Bach) Phraxas casts guardian of faith (necrotic damage), planar binding, or scrying (spell save pe22). Throne of Paranoia. Through the corrupting power of the Sioge Malicious, Phraxas automatically knows when they hear a lie and ean cast augury and detect evil and good at will (no concentration required). Comsar A paragon of sadism even among their own kind, Phraxas ‘commands their baernaloth viziers to spread their attacks ‘aroundinflicting maximum pain but stopping short of killing their opponents. Knowing that few creatures apart from deities and other demon lords can challenge them, Phraxas relishes using dominate monster to command enemies to attack their own allies. A master tactician, the demon lord always has backup forces and escape plans at the ready, usually falling back on overwhelming numbers and prepared wards and traps to stave off any actual threats. While they may keep some distance at the beginning of combat, Phraxas dives into the frey once Bulwark of the Blood Rift has been activated, taking great pleasure in personally ripping apart their strongest foes while their remaining allies deal with the weaker opponents and potentially use them as bait or hostages. Kuw-O1nw ‘The ancient tower of Khin-Oin rises to impossible heights, stretching twenty miles up the gloomy depths of the Blood Rift co loom a full mile above the Plain of a Thousand Portals ‘The realm of Phraxas and his followers, Khin-Oin and ite inhabitants are dangerous, unpredictable, and thoroughly evil ‘This is enoficial Fan Content permitted under the Fan Content Policy. Not approvediendorsed by Wizards, Portions of the materials ‘ised are property of Wizards of the Coast. ©Wizands af the Coast LLC. PHRAXAS Large Fiend (Demon), chaotic evil ‘ArmorClass 19 (natural armor) Hit Points 364 (27410 + 216) Speed 40 ft STR DEX CON INT WIS CHA 16 (43) 25 (47) 26 (48) 18 (+4) 16 (43) 24 (47) ‘Saving Throws Dex =14, Con +15, Wis +10 Skills Arcana +11, Insight +10, Intimidation +14, Perception +10 Damage Resistances cold, fire, lightning Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion|beg, frightened, paralyzed, poisoned Senses truesight 120 ft, passive Perception 20 Languages all, telepathy 120 ft Challenge 24 (62,000 XP, or 124,000 XP as a mythic encounter) Proficiency Bonus +7 ‘Aura of Despair. When a hostile creature within 15 feet of Phraxas attempts to target them with a hostile effec, it must make a DC 22 Wisdom saving throw. On a failed save, the target is overwhelred by despair, and the effect falls to take place. Creatures that are immnune to the frightened condition are immune to this trait. Bulwark ofthe Blood Rit Mythic Trt; 1/Day)fPhraxas would be reduced to 0 hit points, they instead reset to ‘maxim hit points, and they can end any spells of their choice on themselves. Then, forthe next hour, allies of Phraxas that remain within 60 feet of them are protected by theie bulwark, which grants them advantage on all ability checks and saving throws. Innate Spelleastng. Phranas's innate spelleastng ability is Charisma (spell save DC 22). Phraxas can innately cast the fllowing spells, requiring no material components ‘Ati: cloudkil, compulsion, contagion 3 [day each: eyebit, stinking cloud, weird Uday each: dominate monster, harm Legendary Resistance (3/Day).f Phraxas falls a saving throw, they can choose to succeed instead Lord of Misery. Phraxas and each ally within 30 feet of them have advantage on attack rolls against creatures that are frightened. Magic Resistance. Phraxas has advantage on saving throws against spells and other magical effect. Actions Muttattack Phraxas en Dread Word twice. Plague Touch, Melee Weapon Attack: +14 to hit, reach 5 f, one target. Hit: 35 (Bd6 ~ 7) poison damage, and the target must succeed on a DC 22 Constitution saving throw or be diseased by wasting plague. While diseased, whenever the creature takes damage, it must succeed on a DC 22 Constitution saving throw or suffer one level of exhaustion, Dread Word, Phraxas targets one creature they can see within 60 feet of them and deals 78 (448) psychic damage to it (OC 22 Intelligence save for hal). Ifthe target Is frightened and fails the save, italso has vantage on the next saving throw it makes before the end of Phraxas' next turn. Bonus Actions ‘rightful Presence. Each creature of Phraxas’ choice that is within 120 feet of Phraxas and aware of therm must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute (save ends). I'a creature's saving throw is successful or the effect ends for it, the creature is immune to Phraxas' Frightful Presence for the next 24 hours. Legendary Actions Phraxas can take 3 legendary actions, choosing from the ‘options below. Only one legendary action can be used at ‘atime and only at the end of another creature's tum, Phraxas regains spentlegendary actions at the start of theie turn. ‘Suppress Vitaliy. Phraxas targets one creature they can see within 60 feet of them. Until the end of Phraxas’ next turn, the target can't regain hit points or cure itself of any diseases, any resistance or immunity to poison damage that it gains from a spell or magic item is, suppressed, Gesture of Nausea. Phraxas targets one creature they can ‘see within 60 feet of tnem and deals 28 (646 + 7) poison damage to it (OC 22 Constitution save for half). On a failed save, a creature is also poisoned until the end of Phraxas’ next turn. Casta Spell (Costs 2 Actions). Phraxas casts an innate spel Mythic Actions IF Phraxas" Bulwark of the Blood Rift trait has activated in the last hour, they can use the options below as legendary actions. ‘Tactical Reposition. Up to three allies of Phraxas' choice that they can see can move up to half their speeds (no reaction required). Filth Burst. Phraxas causes a burst of necrotic bile to spill forth from a creatute oftheir choice that they can see Within 60 feet of them. The target and each ereature within 15 feet of them take 28 (8d6) necrotic damage (OC 22 Constitution save for half); on a failed save, the original target's speed is also halved unt the end of Phraxas' next turn, Nightmare Dreamscape (Costs 2 Actions). Phraxas targets teach frightened creature they can see within 60 feet of them, Each target must succeed on a DC 22 Wisdom saving throw or be blinded, deafened, and incapacitated until the end of Phraxas' next turn, ‘This is unofficial Fan Content permitted under the Fan Content Policy. Not approvediendorsed by Wizards. Portions of the materials ‘used are peopesty of Wizards of the Coast. © Wizards of the Coast LLC. — Beneath the apex of the Wasting Tower, Pazunia is a dead, blighted region of putrescence and despair. The bone walls of Khin-Oin sway in the howling winds of the Plain of a ‘Thousand Portals. Lesser towers, both those attached to the main structure and those that float alongside it with the help of powerful magic, twist around the bleached walls of Khin Oin, Khin-Oin clings to the rock face ofthe Blood Rift as it descends twenty miles toward the distant eity of Morglon. Daa. The Blood River flows through and within the tower in more than one spot. Magically warded grates are set at the river's entry and exit points to regulate river traffie and to trap the detritus and bodies swept along in that foul flow. ‘The chamber Spawning vats, magic laboratories, meditation chambers, orreries, map rooms detailing the Abyss and other planes— alllof these and more ean be found here. Dedicated explorers could spend years simply walking through the twisting, passages of Khin-Oin. Learning the Wasting Tower's secrets right take centuries. Phraxas rules from the Siege Malicious, a gargantuan artifact-throne set at the tower's summit. Any creature that ‘can mount an assault on the tower, fighting to the top past its demon defenders, can challenge the current lord. The victor of such a battle masters the power of the Siege Malicious and assumes control of the mighty fortress. However, the reat throne is possessed of fell magic, and corrupts Whoever sits upon it ‘and levels of Khin-Oin seem to have no end. Lam Actions On initiative count 20 (losing initiative ties), Phraxas can take lair action to cause one of the following effects; they can't tuse the same effect two rounds in a row: + One creature within 60 feet of Phraxas that they are aware of must make a DC 22 Wisdom saving throw. On a failed save, the target must use its reaction to move up to its speed, following a path of Phraxas' choice. + Phraxas regains 5 hit points for each creature within 120, {eet of them that is frightened of them, + Phraxas chooses up to three allies they can see within 60 {eet of them, Ifa chosen creature can see or hear Phraxas, itcan immediately use its reaction to make one ‘weapon attack with advantage on the attack roll REGIONAL EvFEcrs ‘The region within 6 miles of Khin-Oin is warped by the fou! magic ofthe Siege Malicious, creating one or more of the following effects: + Nonmagical diseases spread three times as fast in the * The local ecosystem in the region crumbles into nothingness. Plants shrivel up and wither away, causing, the food chain to slowly collapse. After about a week, any ‘natural wildlife introduced to the area has died. * Creatures in the area have disadvantage on death saving. throws. Creatures that are immune to disease are also immune to this effect, Ifthe Siege Malicious is destroyed, these effects fade over the course of 1d10 days. i Ss er aon ee aa creed OTHER DEMONS ‘An assortment of other demon stat blocks are presented below. AByYSSAL GEYSER Demons are spontaneously birthed from the matter of the [Abyss itself. When enough demonic energy is concentrated into one place, regardless of the plane itis present in, an abyssal geyser is created. An abyssal geyser is highly volatile coalescence of planar matter that spawns new demons ata significantly faster rate than the rest of the Abyss, They are somewhat uncommon in the Infinite Depths, and they are highly sought out by demon lords that seek to swell their ranks and to deny others from gaining an advantage over them. Despite their name, abyssal geysers all have unique appearances. Some ate cracks in the wall ofthe Abyss that ‘spew out endless filth that immediately forms into new demons. Others are large pools of bile and poison whose ‘spawn emerge from their infinite depths. Some abyssal ieysers are even active, creature-ike entities, using tendrils ‘and other natural weapons to defend themselves and their progeny. Abyssal geysers are considered demonic constructs. Some are naturally birthed by the Abyss, while others are artificially constructed and are used as a staging ground for a ‘demonic incursion into another plane of existence. Fither ‘way, these terrain feature-esque entities typically lack mental facilities of any kind, but they instinctively take actions to defend themselves against attackers Out of combat, an abyssal geyser produces demons at a much slower pace. In one hous, an abyssal geyser can produce 25 demons of CR 1, 50 demons of CR 1/2, or 100 demons of CR 1/4 oF lower. Dire GNOLL Large fiend (demon, gnol), chaotic evil ‘Armor Class 16 (natural armor) Hit Points 189 (18410 + 90) Speed 40 ft STR DEX CON INT WIS CHA 21 (45) 15 (42) 20(45) 1140) 1341) 1261) ‘Saving Throws Con +10, Wis +6 ‘Skills Athletics +10, Intimidation +6, Perception +6 Damage Resistances bludgeoning, piercing, slashing from onmagical attacks Condition Immunities frightened, poisoned Senses darkvision 60 ft, passive Perception 16 Languages Abyssal, Gnoll Challenge 13 (10000 XP) Improved Critical The gnoll’s weapon attacks score a critical hit on a oll of 19 or 20 on the d20. Rampage. When the gnoll reduces 2 creature to 0 hit points with a claw attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a claw attack Actions ‘Multiattack The gnoll makes four attacks: one with its bite and three with its claws. Whidwind of Claws. The gnoll makes two claw attacks against each creature within 5 feet of it Bite, Melee Weapon Attack: +10 to hit, reach 5 fe, one target Hit: 15 (4d4 + 5) piercing damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft, one target Hit: 12 (2d6 4 5) slashing damage. Rock Ranged Weapon Attack: +10 to hit, range 60/240 fi, one target. Hit: 16 (2410 + 5) bludgeoning darnage. Legendary Actions The gnoll can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used ata time and only at the end of another creature's turn. The gnoll regains spent legendary actions at the start ofits turn ‘Sudden Rush. The gnoll moves up to twice its speed without provoking opportunity attacks. Incite Rampage. One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait. ‘Swat Away. The gnoll makes one claw attack Ifthe attack hits, the target must succeed on a DC 18 Strength saving throw or be pushed 10 feet in a straight line away from the gnoll. Ifthe saving throw fails by 5 or more, the target also falls prone. ‘This is wnoficial Fan Content permitted under the Fan Content Policy. Not approvediendorsed by Wizards, Portions of the materials ‘used are peopesty of Wizards of the Coast. © Wizards of the Coast LLC. — DEMONIC CHIMERA Just as Demogorgon can transform natural beasts into ‘chimeras, most demon lords have the power to merge ‘multiple lesser demons together into one large horror called demonic chimera. ‘The typical demonic chimera has the wings and voice of a vrock, the arms and recklessness of a barlgura, and the spiked skin and stench of a hezrou, along with the heads of all three of those creatures. Its body is also partially composed of the aborted bodies of various dretches, manes, and other worthless demons that were been spawned by the excess energy leftover from the chimera creation process. Due to their lack of Intelligence, demonic chimeras are usually used to break through the front lines of whatever force it is unleashed on. They are directed to fly ever the ‘enemy's defenses and to use its Stunning Screech ability as a diversion while its alles lead the charge from the front. HizROPHANT OF ANNIHILATION ‘Orcus created the fist bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly, Any one of these bodaks can turn a slain mortal into a bodak with its gaze. Like each Hierophant of Annihilation, every bodak bears the mark of Oreus as a chest wound, an opening where a mortal hhumanoid’s heart would be. ABYSSAL GEYSER Gargantuan construct (demon), chaotic evil ‘Armor Class 16 (natural armor) Hit Points 155 (10420 + 50) Speed 0 ft. STR DEX CON INT. WIS CHA 165) 15) 2065) 165) 642) 165) ‘Saving Throws Con +3 Damage Immunities po'son Condition Immunities al Senses blindsight 30 ft. (blind beyond this radius), passive Perception 8 Languages understands Abyssal but ant speak Challenge 10 (5900 XP) (Create Spawn. The body of a creature slain by the abyssal geyser is consumed and is formed into a new demon after | minute, Immutable Form. The abyssal geyser is ienmune to any spell or effect that would alter its foren Magic Resistance. The abyssal geyser has advantage on saving throws against spel/s and other magical effects, Regeneration. The abyssal geyser regains 10 hit points at the star of its turn iit has atleast 7 hit point. Variants. The abyssal geyser can have the following + The type of damage it deals can be changed. For example, aslime-based geyser might deal acid damage, and a geyser infused with extra negative energy might deal necrotic damage. «+ Itgains resistance to one additional damage type of the DM's choice, Actions ‘Mutkiattack. The abyssal geyser enakes three melee attacks or two ranged attacks, Unbom Demon. Melee Weapon Attack:+9 to hit, reach 5 ft, one target. Hit: 10 (244 5) slashing damage. Vile Projectile. Ranged Weapon Attack:+9 to hit, ringe 30/120 fe, one target. Hit: 14 (248 + 5) poison damage. ‘Abyssal Conuption Recharge 5-6). Each creature within 30 feet ofthe abyssal geyser that isn't a demon must succeed on aC 17 Constitution saving throw or become corrupted for 1 minute (save ends). While corrupted, the creature is poisoned and has vulnerability toall damage ‘Spawn Greater Demon (1/Day). The abyssal geyser ‘spawns one demon of CR 6 or lower. Legendary Actions The abyssal geyser can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used ata time and only at the end of| another creature's turn. The abyssal geyser regains spent legendary actions at the start ofits turn, Unbom Demon. The abyssal geyser makes one melee attack: ‘Spawn Lesser Demons. The abyssal geyser spawns two demons of CR 1, four demons of CR 1/2, or eight demons of CR 1/4 or lower. ‘Weaken (Costs 2 Actions). The abyssal geyser targets one creature within 30 feet of it that isn't a demon. The target has disadvantage on al saving throws until the end of the abyssal geyser's next tur, ‘This is enoficial Fan Content permitted under the Fan Content Policy. Not approvediendorsed by Wizards, Portions of the materials ‘asad are peoperty of Wizards of the Coast. CWisaris of the Coast LLC. BALOR Huge flend (demon), chaotic evil ‘ArmorClass 19 (natural armor) Hit Points 262 (21412 + 126) Speed 40 ft, ly 80 fe STR DEX CON INT WIS CHA 26 (+8) 15 (+2) 22 (46) 20 (+5) 16 (+3) 22 (+6) ‘Saving Throws Str+14, Con =12, Wis +9, Cha +12, ‘Skills Athletics +14, Intimidation +12, Perception +9 Damage Resistances cold, lightning: bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fie, poison Condition Immunities charmed, exhaustion, frightened, poisoned ‘Senses truesight 120 ft, passive Perception 19 Languages Abyssal, telepathy 120 f Challenge 19 (22000 XP) ee ‘Aura of Slaughter. Unless the balor is incapacitated, each ally within 60 feet of it can’t be charmed or frightened and has advantage on attack rolls and ability checks. Death Throes. When the balor dies, it explodes, and each creature within 30 feet of it takes 70 (2046) fire damage (OC 20 Dexterity save for hall). The explosion ignites flammable objects in that area that aren't being worn ot cartied, and it destroys the balor's weapons. Fire Aura. At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (346) fre darnage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits itwith a melee attack while within 5 feet of it takes 10 (8d6) fire darnage, Innate Spellcasting. The balors innate spellcasting ability is Charisma (spell save DC 20). Itcan innately cast the following spells, requiring no material components: Atwilk: dispel magic, telekinesis 2|day each: fireball, wall offre 1 /day each: feeblemind, power word stun Legendary Resistance (3/Day).|f the balor falls a saving throw it can choose to succeed instead. ‘Magic Resistance. The balor has advantage on saving throws against spells and other magical effect. ‘Magic Weapons, The balor's weapon attacks are enagical Actions ‘Mutkiattack. The balor makes two attacks: one with its longsword and one with its whip. Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft, one target. Hit:21 (348 + 8) slashing damage plus 16 (3d5) lightning damage. I the balor scores a critical hit, trolls damage dice three times, instead of twice. Whip. Melee Weapon Attack: +14 tohit, reach 30 f, one target Hit: 15 (2d6 + 8) slashing damage plus 10 (346) fire damage, and the target must succeed on a DC 20, Strength saving throw or be pulled up to 25 feet toward the balor. Teleport The balor magically teleports, along with any ‘equipment itis wearing or carrying, up to 120 feet to an unoccupied space itcan see. Reactions ‘Shrug it OFF. The balor halves the damage that it takes, from an attack that hits it.The balor must be able to see the attacker, Legendary Actions The balor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used ata time and only at the end of another creature's turn, The balor regains spent legendary actions at the start ofits turn, Teleport. The balor uses its Teleport action. ‘Attack, The balor makes one weapon attack. Frighten Foes (Costs 2 Actions). The balor targets up to five creatures it can see within 30 feet of t Each target must succeed on a DC 20 Wisdom saving throw or be frightened of the balor until the end of the balor's next turn, Any target within 10 feet of the balor has disadvantage on the saving throw. (Overwhelming Assault (Costs 3 Actions). Up to five allies that can hear and see the balor can each use their reactions to make one weapon attack. ‘This is wnoficial Fan Content permitted under the Fan Content Policy. Not approvediendorsed by Wizards, Portions of the materials ‘used are peopesty of Wizards of the Coast. © Wizards of the Coast LLC. — ey DEMON GENERAL Huge fiend (demon), chaotic evil ‘ArmorClass 17 (natural armor) Hit Points 149 (13412 + 65) Speed 40 ft STR DEX CON INT WIS CHA 22 (+6) 15 (42) 21(45) 10 (40) 10(+0) 10 (+0) ‘Saving Throws Str+10, Con =8, Wis =4, Cha +4 ‘Skills Athletics +10, Intimidation +4, Perception +4 Damage Resistances cold, fire, lightning Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, frightened, poisoned ‘Senses truesight 120 ft, passive Perception 14 Languages Abyssal Challenge 9 (5000 xP) ‘Aura of Slaughter. Unless the general is incapacitated, teach aly within 30 feet of it can't be charmed or fightened and has advantage on attack els and ability Magic Resistance. The general has advantage on saving throws against spells and other magical effects Siege Monster. The general deals double damage to objects and structures. Unbreakable (3/Day) Ifthe general is incapacitated at the start ofits turn, the effect causing this condition immediately ends on the genera. Actions Multiattack The general makes two melee attacks. Demonic Weapon. Melee Weapon Attack: 110 to hit, reach 5 fe, one target Hit: 19 (3d8 + 6) slashing damage, and the target must succeed on a DC 18 ‘Strength saving throw or be knocked prone. Legendary Actions The general can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used ata time and only at the end of another creature's turn The general regains spent legendary factions at the start of its turn, ‘Advance. The general moves up to its speed. Alternatively, up to five allies that can see and hear the general can use their reactions to move up to half their speeds, Frighten Foe (Costs 2 Actions). The general targets one fenemy it can see within 30 feet of i. If the target can see and hear it, the target must succeed on a DC 17 Wisdom saving throw or be frightened until the end of general's next turn, Overwhelming Assault (Costs 3 Actions). Up to five allies that can hear and see the general can each use their reactions to make one weapon attack ‘This is enoficial Fan Content permitted under the Fan Content Policy. Not approvediendorsed by Wizards, Portions of the materials ‘asad are peopesty of Wizards of the Coast. CWisaris of the Coast LLC. CLERIC OF Orcus ‘Medium hurmanoid (any race), chaotic evil ‘Armor Class 14 (studded leather) Hit Points 49 (9d8 + 9) Speed 30 ft STR DEX CON INT WIS CHA 12 (+1) 14 (2) 12 1) 13 (41) 17 (3) 14 2) ‘Saving Throws Wis +6, Cha +5 ‘Skills Arcana +4, Deception +5, Perception +6 Damage Resistances necrotic Senses passive Perception 16 Languages Abyssal, Cornmon Challenge 5 (1800 XP) Dark Devotion, The cleric has advantage on saving throws against being charmed or frightened. Spellcasting. The clerics a th-level spellcaster. ts spelleasting ability s Wisdom (spell save DC 14, 46 to it with spell attacks). It has the following cleric spells prepared: Cantip (at will): guidance, thaumaturgy, toll the dead Tstlevel (4 slots: false life, inflict wounds, ray of sickness 2nd level (3 slots}: blindness/deafhess, ray of enfeeblement 3rd level 3 slots): animate dead, vampiric touch 4th level (3 slots): bight, shadow of moil Sth level (1 sloy): danse macabre Undying Soul (1/Rest. Ifthe cleric is reduced to O hit points, timmediately makes a DC 10 Constitution saving throw. Ifit sueceeds, itis instead reduced to 1 hit point. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 for range 20/60 ft, one target. Hit: 4 (144 +2) piercing damage plus 3 (146) necrotic damage. Grave Bolt (Cantrp). Ranged Spell Attack: +6 to hit, range 120 fe, one target. Hit! 11 (2410) necrotic damage, or 13 (2412) necrotic damage ifthe target is atree, a plant creature, or some other form of vegetation. (Clutch of Orcus (3rd-Level Spell Requites a Spell Slot) ‘One humanoid ofthe cleri's choice within 60 feet of it begins to suffer a magic-induced heart attack. The target must succeed on a DC 14 Constitution saving throw or take 13 (38) necrotic damage and be stunned for 1 minute or until the clerie's concentration ends. At the end of each ofits turns, the target repeats the saving throw. ittakes 13 (348) necrotic damage on a failed save, and the spell ends on the target on a successful one. DEMONIC CHIMERA Huge fiend (demon), chaotic evil ‘Armor Class 15 (natural arent) HitPoints 149 (13412 4 65) Speed 40 ft, climb 40 ft, fly 60 ft STR DEX CON INT WIS CHA 20 (25) 14 (42) 20 (45) 3 (-4) 1442) 12(¢ Saving Throws Str +9, Con +9 Damage Resistances cold, fie, lightning Damage Immunities poison; bludgeoning, piercing, and slashing fromm nonmagical attacks Condition immunities charmed, frightened, poisoned Senses darkvision 120 ft, passive Perception 12 Languages understands Abyssal but can't speak Challenge 9 (5000 XP) ‘Magic Resistance. The chimera has advantage on saving throws against spells and other magical effects. Reckless. At the start ofits turn, the chimera 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 tue. ‘Siege Monster. The chimera deals double damage to ‘objects and structures, ‘Stench, Any creature that starts its turn within 10 feet fof the chimera must succeed on aDC 17 Constitution saving throw or be poisoned until the start ofits next turn. While poisoned in this way, a creature can take either an action or a bonus action on its turn, not both, and can’t take reactions. On a successful saving throw, the creature s immune to the chimera’s stench for 24 hours. Actions ‘Matkiattack. The chimera makes four attacks: one with its bite, one with its fist, and two with its claws. When its Stunning Screech is available itcan use the screech in place ofits bite or fist Bite, Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit’ 16 (2410 + 5) piercing damage plus 7 (266) poison damage. Fist Melee Weapon Attack:+9 to hit, reach 5 ft, one target Hit: 16 (2410 + 5) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or be knocked prone. Claw, Melee Weapon Attack’ +9 to hit, reach 5 ft, one target. Hit: 14 (248 + 5) slashing damage. ‘Stunning Screech (Recharge 6). The chimera emits a horific screech, Each creature within 20 feet of the cchimera that can hear it must succeed on a DC 17 Constitution saving throw or be stunned until the end (of the chieera's next turn, ‘This is wnoficial Fan Content permitted under the Fan Content Policy. Not approvediendorsed by Wizards, Portions of the materials ‘mer ate peopenty of Wizards of the Coast. © Wizarda of the Coast LLC. — HIEROPHANT OF ANNIHILATION Huge undead, chaotic evil ‘Armor Class 19 (natural armor) HitPoints 256 (19412 +133) Speed 40 ft STR DEX CON INT WIS CHA 22 (+6) 16 (+3) 24 (47) 14(42) 10 (+0) 26 (+8) Saving Throws Str +12, Con +13, Wis +6, Cha +14 Skils Insight +6, Intimidation +1’, Perception +6, Religion +8 Senses truesight 120 ft, passive Perception 16 Languages Abyssal, the languages it knew in life Challenge 19 (22000 XP) ee ‘Aura of Annihilation. The hierophant can activate or deactivate this feature as a bonus action. While active, the aura deals 10 nectotic damage to any creature that ends its turn within 45 feet of the hierophant. Undead and fiends ignore this effect. (Create Spawn. A creature slain by the hierophant rises as a bodak at the start of the hierophant's next turn. Constructs are not affected by this feature. Death Gaze. When a creature that can see the hierophant’s eyes stars its tuen within 30 feet of the hierophant, the hierophant can force it to make a DC 22 Constitution saving throw if the hierophant isn't incapacitated and can see the creature. Fthe saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless itis immune to the frightened condition Otherwise, a creature takes 26 (4412) psychic damage ona failed save. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start ofits turn. Ifthe creature does so, thas disadvantage on attack rolls against the hierophant until the start of ts next tur. ifthe creature looks at the hierophant in the rreantime, it must immediately make the saving throw. Innate Spellcasting. The hierophant’s innate spelleasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells, requiting no material components: At will blight, circle of death, ray of enfeeblement 2 day each: bestow curse, negative energy flood 4/day each: finger of death, soul cage Magi Resistance The heophanthas advantage on Satin throws against apele ond other magi effects Sunlight Hypersestviy. The herophant takes 5 radiant Sumgewen tata fs tren senight Wey sunlight, it has disadvantage on attack rolls and ability checks, Actions ‘Matkiattack. The hierophant makes two melee attacks or uses Withering Gaze on two different creatures. ‘Slam. Melee Weapon Attack: +12 to hit, reach 5 ft, one target Hit: 13 (2d6 + 6) bludgeoning damage plus 26 (4612) necrotic damage. Withering Gaze. One creature that the hierophant can see within 90 feet of it takes 39 (6412) necrotic damage (OC 22 Constitution save for half). On a failed save, the target's it point maximum is also reduced by an ammount equal to the damage taken, This reduction lasts until the target finishes along rest. The target dies iF this effect, reduces its hit point maximum to 0. Will of Orcus (Recharge 6). Orcus speaks through the hierophant with a thunderous voice audible within 300 feet. Creatures of the hierophant’s choice that can heat the hierophant’s words (which are spoken in Abyssal) must succeed on a DC 22 Charisma saving throw or be frightened for | minute, A frightened target can repeat the saving throw at the end of each of its turns, taking 13 (2412) psychic damage on a failed save, and ending the effect on itselfon a successful one. Call Undead (1/Day). The hierophant conjures bodaks, skeletons, and zombies, calling forth as many of them as itcan divide 300 hit points among, each undead having. ‘average hit points. The undead magically rise up from the ‘round or otherwise form in unoccupied spaces within 300 feet of the hierophant and obey its commands until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Legendary Actions The hierophant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used ata tine and ony atthe end of nother creature's turn, The hierophant regains spent legendary actions at the start oft tum, Move, The hierophant moves up to halfits speed, Casta Spell (Costs 2 Actions). The hierophant casts a spel Withering Gaze (Costs 2 Actions). The hierophant uses its Withering Gaze. ‘This is enoficial Fan Content permitted under the Fan Content Policy. Not approvediendorsed by Wizards, Portions of the materials “ised ate property of Wizards of the Coast. ©Wisards of the Coast LLC. ey

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