Archfiends

by Blacklight85

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Archfiends

"I cut you in half because the first of your kind almost destroyed everything. - Xephalam"

Fiends of immense power, these beings of great evil and great influence plague the material realm with the possibility of destruction and domination, sometimes both. These fiends of godlike power has long since existed and have many times clashed with the solars.

These beings are the only evil that are capable of standing up to a solar's divine might.

Demon Lords. While demons don't have rulers like the devils, the demon lords are beings who have gained an absurd amount of power to rule and dominate the lesser demons. While most demon lords are easily slain by solars, a few of them, such as the demon princes, have managed to enter a stalemate against the solars. They have enough strength and power to keep themselves from getting slain.

Out of all the major evils to exist in the multiverse, Demon Lords are the ones to have fought the Solars the most. Many of them have perished, either by the solar's hands or by other means but a few of them have survived and these are the ones that have constantly plagued the multiverse.

Archdevils. At the top of the hierarchy of the Nine Hells stand the archdevils, a vicious and backbiting group made up of Hells' elite and strongest devils. They include the various lords, the nobles who owe them fealty, and some exiles and outcasts who have fallen out of favor. Favor in the Nine Hells shifts like the wind, and the fortunes of the great and mighty rise and fall at the whims of their betters.

Their power are similar to those of the demon lords and their evilness are just as great. These beings have refused to clash with the solars for they rely on their wits most of the time but just like the lords of the Abyss they have clashed with the solars, which always result in a devastating loss. But just like the demons, these devils keep their grudges and they all plot for the day that they permanently slay all the solars.

General of Gehenna. At the middle of the demons and devils is a peculiar race of fiends, the yugoloths. These fiends while evil are more neutral than the chaotic demons and lawful devils. They follow their own will and will act on their own whim. While it is true that a yugoloth will follow its will more than anything else, there is one exception and that is their absolute leader, the General of Gehenna. The General of Gehenna is the most powerful yugoloth and is comparable to some of the archdevils and even trumps some of the demon lords.

Prime Evil. During the beginning when the concept of good and evil did not exist, the first evil was born when the first evil was committed. Considered to be the very incarnate of evil and malevolence itself, Prime Evils are the firstborne fiends and undoubtedly the most powerful evil the solars have faced.

Likened to gods, the Prime Evil is the concept of every evil act in the world that pertains to their domain, be it wrath, greed or similar domains. And unlike other forms of evil beings, Prime Evils cannot die unless their specific domain is permanently snuffed out, so not even the solars can permanently kill them, only destroy their current body or seal them away.

The majority of the Prime Evils are currently trapped beneath the Empyrean Fields, under the eternal watch of Xephalam.

Demon Lords (Out of The Abyss)

The Demon Lords are already statted in the Out of the Abyss book but I believe that they would be easily wiped out by the solars in no time flat, so as to equalize and make them stronger, I've decided to restat them here.

Archdevils (Mordenkainen's Tome of Foes)

These elite and strong devils fit in this compendium and they also come from the MTOF, revamped to be more capable of fighting the solars, more or less.

The General of Gehenna

This guy has no official stats but thankfully we have a comparison, the demon lords and archdevils.

Prime Evil

These guys are my personal creation. They're supposed to be beings that the super solars (Adithar, Magnus & Taciax) keep in check.

Picture Below

It's a Blizzard Wallpaper

Demon Lords

Baphomet

Civilization is weakness and savagery is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He rules over minotaurs and others with savage hearts. He is worshiped by those who want to break the confines of civility and unleash their bestial natures, for Baphomet envisions a world without restraint, where creatures live out their most savage desires.

Cults devoted to Baphomet use mazes and complex knots as their emblems, creating secret places to indulge themselves, including labyrinths of the sort their master favors. Bloodstained crowns and weapons of iron and brass decorate their profane altars.

Over time, Baphomet's cultists become tainted by his influence, gaining bloodshot eyes and coarse, thickening hair. Small horns evemually sprout from the forehead. In time, a devoted cultist might transform entirely into a minotaur- considered the greatest gift of the Prince of Beasts.

Baphomet himself appears as a great, black-furred minotaur, 20 feet tall with six iron horns. An infernal light burns in his red eyes. Although filled with bestial bloodlust, there lies within a cruel and cunning intellect devoted to subverting all or civilizalion.

Baphomet wields a great glaive called Heartcleaver. He sometimes casts this deadly weapon aside so that he can charge his enemies and gore them with his horns, trampling them into the earth and rending them with his teeth like a beast.

Baphomet's Lair

Baphomer's lair is his palace, the Lyktion, which is on the layer of the Abyss called the Endless Maze. Nestled within the twisting passages of the plane-wide labyrinth, the Lyktion is immaculately maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace itself is a towering structure whose interior is as labyrinthine as the plane on which it resides, populated by rninotaurs, goristros, and quasits.

Lair Actions

On initiative count 20 (losing initiative ties), Baphomet can take a lair action to cause one of the following magical effects; he can't use the same effect two rounds in a row:

  • Baphomet seals one doorway or other entryway within the lair. It is filled with solid stone for 1 minute or until Baphomet creates this effect again. If a creature is within the space of the doorway or entryway, they must succeed on a DC 18 Dexterity saving throw or be crushed by the closing doorway or entryway, taking 14 (4d6) bludgeoning damage and be pushed 5 feet away from the door (Baphomet chooses where).
  • Baphomet chooses a room within the lair that is no larger in any dimension than 100 feet. On the next initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he's in the room, although he likes to use this action to land on a ceiling to attack targets flying near it. In addition, Baphomet can instead choose to strengthen the gravity of a room. Any creature in the room when this happens must succeed on a DC 18 Strength saving throw or be knocked prone.
  • Baphomet casts mirage arcane, affecting a room within the lair that is no longer in any dimension than 100 feet. The effect ends on the next initiative count 20.












Regional Effects

The region contain ing Baphomet's lair is warped by his magic, creating one or more of lhe following effects:

  • Plant life within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes.
  • Beasts within 1 mile of the lair become frightened and disoriented, as though constantly under threat of being hunted, and might lash out or panic even whe n no visible threat is nearby
  • If a humanoid spends at least 1 hour within I mile of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Baphomet table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.
if Baphomet dies. these effects fade over the course of ld10 days.

Madness of Baphomet

if a creature goes mad in Baphomet's lair or within line of sight of the demon lord, roll on the Madness of Baphomet 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 Baphomet
d100 Flaw (lasts until cured)
01-20 " My anger consumes me. I can't be reasoned with when my rage has been stoked."
21-40 " I degenerate into beastly behavior, seeming more like a wild animal t han a thinking being."
41-60 "The world is my hunting ground. Others are my prey."
61-80 "Hate comes easily to me and explodes into rage "
81-00 " I see those who oppose me not as people, but as beasts meant to be preyed upon.''


Baphomet

Huge fiend (demon), chaotic evil


  • Armor Class 23 (natural armor)
  • Hit Points 496 (32d12 + 288)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 29 (+9) 18 (+4) 24 (+7) 18 (+4)

  • Saving Throws Dex +10, Con +17, Wis +15
  • Skills Intimidation +20, Perception +15
  • Damage Resistances cold, fire, lightning, necrotic
  • Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 25
  • Languages all, telepathy 120 ft.
  • Challenge 25 (75,000 XP)

Aggressive. As a bonus action, Baphomet can move up to his speed toward a hostile creature that it can see.

Charge. If Baphomet moves at least 10 feet straight towards a target and then hits it with a gore attack on the same turn, the target takes an extra 22 (4d10) piercing damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Infernal Sense (5/day). As an bonus action, Baphomet can know the presence of any celestials, fiends, or undead within 120 feet of him. Within the same radius, he also detects the presence of any place or object that has been consecrated or desecrated, for example with the hallow spell.

Innate Spellcasting. Baphomet's spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material components.

At will: detect magic, find the path

3/day each: dispel magic, dominate beast, hunter's mark, maze, wall of stone

1/day each: power word stun, teleport

Labyrinthine Recall. Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell.

Legendary Resistance (3/Day). If Baphomet fails a saving throw, he can choose to succeed instead.

Magic Resistance. Baphomet has advantage on saving throws against spells and other magical effects.

Magic Weapons. Baphomet's weapon attacks are magical.

Primal Rage (1/Long Rest). As a bonus action, Baphomet may enter a seething, violent rage. For one minute, Baphomet has advantage on Strength Checks and Strength Saving Throws and gains a +3 bonus to attack rolls and damage with melee weapons. In addition, while in Primal Rage, Baphomet can use a bonus action to make a single bite attack.

Reckless. At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.

Actions

Multiattack. Baphomet makes three attacks: one with Heartcleaver, one with his bite, and one with his gore attack.

Heartcleaver. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage.

Bite. Melee Weapon Attack: + 18 to hit, reach 10ft., one target. Hit: 19 (2d8 + 10) piercing damage.

Gore. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 21 {2d10 + 10) piercing damage.

Frightful Presence. Each creature of Baphomet's choice within 120 feet of him and aware of him must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature. If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet's Frightful Presence for the next 24 hours.

Rampage. Baphomet enters a savage rage and makes a melee attack against every creature within 15 feet of him.

Reactions

Treacherous Strike (3/day). If a creature within 5 feet of Baphomet misses him with a melee attack, he can use his reaction to force the attacker to reroll that attack against a creature of his choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed.

Legendary Actions

Baphomet can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Baphomet regains spent legendary actions at the start of his turn.

Heartcleaver. Baphomet makes a melee attack with Heartcleaver

Invoke Rage. Baphomet focuses his gaze on a creature that can see him within 60 feet. The creature must succeed on a DC 19 Charisma saving throw or it must make a melee weapon attack against any creature within reach. If no creatures are in reach or the target is immune to being charmed then the creature makes a melee attack against itself.

Charge (Costs 2 Actions). Baphomet moves up to his speed, then makes a gore attack.

Dagon

Prince of the Darkened Depths, Lord of the Shadowsea, coming from the 89th Layer of the Abyss, Dagon is an extremely powerful Obyrith. An obyrith was a type of demon. It was so ancient it predated mortal life, and even the gods.

Dagon is one of these ancient beings. Dagon's form is a mixture of both octopus and fish. Dagon's body has countless tentacles and is covered in black, rubbery skin that is punctuated with many red, unblinking eyes. Fish scales shield his flesh, and row upon row of long fangs jut from his maw. He stands more than 40 feet tall and is considered one of the most fearsome of the demon lords.

Due to its ancient nature, Dagon has long since existed and has long since been in the Abyss, creating plots that will one day threaten the multiverse. This layer was a deep and perpetually dark ocean. It was the realm of the obyrith Dagon, Prince of the Darkened Depths, who ruled it from inside an amorphous slimy palace inhabited by giant sea worms and luminescent gliding creatures. The realm was connected to the deepest trenches of Gaping Maw, the home of the prince of demons, Demogorgon.

Dagon's Lair

Dagon's lair is in a place called the Shadowsea, found in the 89th layer of the Abyss. It is heavily connected to the Gaping Maw, the layer of the fearsome prince of demons. In this layer, Dagon continues to create plans that will slowly push the multiverse towards his final goal, whatever it may be. For Dagon is an Obyrith and its thought process is too alien and incomprehensible for those of mortal capacity.

Lair Actions

On Initiative count 20 (losing initiative ties), Dagon can take a lair action to cause one of the following effects: Dagon can't use the same effect two rounds in a row:

  • Dagon causes one of the many ruined buildings in his lair to crash and fall down on a 30 foot cube area of his choosing. Each creature in that area must make a DC 24 Dexterity saving throw. On a failed save, a creature takes 21 (6d6) bludgeoning damage, knocked prone and be restrained under the rubble for 1 minute. On a success, a creature takes no damage, is not knocked prone and not restrained. A restrained creature can make a DC 20 Strength (Athletics) to escape the rubble.
  • Dagon moves the sea's current and each creature of its choice must make a DC 24 Strength saving throw. On a failed saving throw, a creature is forcefully moved up to 30 feet away to a direction of Dagon's choosing and be knocked prone. On a success, a creature is not moved.

Regional Effects

The region containing Dagon's lair is warped by his magic, creating one or more of the following effects:

  • The area within 6 miles of the lair becomes overpopulated with snakes, carnivorous fish, and other aquatic creatures.

  • Any aquatic creatures that are usually peaceful become violent and carnivorous.

  • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 20 Wisdom saving throw or descend into a madness determined by the Madness of Dagon table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.

If Dagon dies. these effects fade over the course of 1d10 days.

Madness of Dagon

If a creature goes mad in Dagon's lair 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
d100 Flaw (lasts until cured)
01-20 "Someone is plotting to kill me. I need to strike first to stop them!"
21-40 "There is only one solution to my problems: kill them all!"
41-60 "There is more than one mind inside my head."
61-80 "If you don't agree with me, I 'II beat you into submission to get my way."
81-00 "I can't allow anyone to touch anything that belongs to me. They might try to take it away from me!"

Demogorgon

Prince of Demons, the Sibilant Beast, and Master of the Spiraling Depths, Demogorgon is the embodiment of chaos, madness, and destruction, seeking to corrupt all that is good and undermine order in the multiverse, to see everything dragged howling into the infinite depths of the Abyss.

The demon lord is a meld of different forms, with a saurian lower body and clawed, webbed feet, as well as suckered tentacles sprouting from the shoulders of a great apelike torso, surmounted by two hideous simian heads, named Aameul and Hathradiah, both equally mad. Their gaze brings madness and confusion to any who confront it.

Similarly, the spiraling Y sign of Demogorgon's cult can inspire madness in those who contemplate it for too long. All the followers of the Prince of Demons go mad, sooner or later.

Demogorgon's Lair

Demogorgon makes his lair in a palace called Abysm, found on a layer of the Abyss known as the Gaping Maw. Demogorgon's lair is a place of madness and duality; the portion of the palace that lies above water takes the form of two serpentine towers, each crowned by a skull-shaped minaret. There, Demogorgon's heads contemplate the mysteries of the arcane while arguing about how best to obliterate their rivals. The bulk of this palace extends deep underwater, in chill and darkened caverns.

Lair Actions

On Initiative count 20 (losing initiative ties), Demogorgon can take a lair action to cause one of the following effects: Demogorgon can't use the same effect two rounds in a row:

  • Demogorgon creates an illusory duplicate of himself, which appears in his own space and lasts until initiative count 20 of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with Demogorgon (for example. hitting him with an attack), there is a 50 percent chance that it is the illusory duplicate that is being affected, not Demogorgon himself, in which case the illusion disappears.

  • Demogorgon casts the darkness spell four times at its lowest level, targeting different areas with the spell. Demogorgon doesn't need to concentrate on the spells, which end on initiative count 20 of the next round.

  • Demogorgon releases a powerful aura of madness that affects four creatures of his choice that he can see. Each creature must succeed on a DC 25 Wisdom saving throw or be paralyzed until the next initiative count 20.

Regional Effects

The region containing Demogorgon's lair is warped by his magic, creating one or more of the following effects:

  • The area within 6 miles of the lair becomes overpopulated with lizards, poisonous snakes, and other venomous beasts.

  • Beasts within 1 mile of the lair become violent and crazed-even creatures that are normally docile.

  • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 25 Wisdom saving throw or descend into a madness determined by the Madness of Demogorgon table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.

If Demogorgon dies. these effects fade over the course of 1d10 days.

Madness of Demogorgon

If a creature goes mad in Demogorgon's lair or within line of sight of the demon lord, roll on the Madness of Demogorgon 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 Demogorgon
d100 Flaw (lasts until cured)
01-20 "Someone is plotting to kill me. I need to strike first to stop them!"
21-40 "There is only one solution to my problems: kill them all!"
41-60 "There is more than one mind inside my head."
61-80 "If you don't agree with me, I 'II beat you into submission to get my way."
81-00 "I can't allow anyone to touch anything that belongs to me. They might try to take it away from me!"


Demogorgon

Huge fiend (demon), chaotic evil


  • Armor Class 24 (natural armor)
  • Hit Points 825 (50d12 + 500)
  • Speed 50 ft., swim 50 ft., climb 35 ft.

STR DEX CON INT WIS CHA
32 (+11) 14 (+2) 30 (+10) 20 (+5) 17 (+3) 26 (+8)

  • Saving Throws Dex +11, Con +19, Wis +12, Cha +17
  • Skills Insight +12, Perception +21
  • Damage Resistances cold, fire, lightning
  • Damage Immunities necrotic, poison, psychic: bludgeoning, piercing, and slashing that is nonmagical
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 22
  • Languages all, telepathy 120 ft.
  • Challenge 30 (155,000 XP)

Fear Aura. Any creature hostile to Demogorgon that starts its turn within 20 feet of Demogorgon must make a DC 25 Wisdom saving throw, unless Demogorgon is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Demogorgon's Fear Aura for the next 24 hours.

Innate Spellcasting. Demogorgon's spellcasting ability is Charisma (spell save DC 25). Demogorgon can innately cast the following spells, requiring no material components:

At will: detect magic, major image

3/day each: circle of death, dispel magic, harm, power word stun, slow, telekinesis

1/day each: feeblemind, project image, time stop, weird

Legendary Resistance (3/day). If Demogorgon fails a saving throw, he can choose to succeed instead.

Magic Resistance. Demogorgon has advantage on saving throws against spells and other magical effects.

Magic Weapons. Demogorgon's weapon attacks are magical. When Demogorgon uses any weapon, the weapon deals an extra 2d8 psychic damage (included in the attack).

Two Heads. Demogorgon has advantage on saving throws against being blinded, deafened, stunned, and knocked unconscious.

Actions

Multiattack. Demogorgon makes two Tentacle attacks, two Bite attacks and one Gaze attack.

Bite. Melee Weapon Attack: +20 to hit, reach 10 ft., one target grappled by one of Demogorgon's tentacles. Hit: 44 (6d10 + 11) piercing damage plus 9 (2d8) psychic damage. If the target is a creature, it must succeed on a DC 27 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Tentacle. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit 37 (4d12 + 11) bludgeoning damage plus 9 (2d8) psychic damage and the target is grappled (escape DC 28). Until this grapple ends, the target is restrained. Demogorgon has 4 tentacles, each of which can grapple one target.

Gaze. Demogorgon turns his magical gaze toward one creature that he can see within 120 feet of him. That target must make a DC 25 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze to automatically succeed on the save. If the target does so, it can't see Demogorgon until the start of his next turn. If the target looks at him in the meantime, it must immediately make the save. If the target fails the save, the target suffers one of the following effects of Demogorgon's choice or at random:

1. Beguiling Gaze. The target is stunned until the start of Demogorgon's next turn or until Demogorgon is no longer within line of sight.

2. Hypnotic Gaze. The target is charmed by Demogorgon until the start of Demogorgon's next turn. Demogorgon chooses how the charmed target uses its actions, reactions, and movement. Because this gaze requires Demogorgon to focus both heads on the target, he can't use his Maddening Gaze legendary action until the start of his next turn.

3. Insanity Gaze. The target suffers the effect of the crown of madness spell without making a saving throw. The effect lasts until the start of Demogorgon's next turn. Demogorgon doesn't need to concentrate on the spell.

Rampage (Recharge 4-6). Demogorgon makes two tentacle attacks against every creature within reach.

Mind Split (Recharge 5-6). Each creature of Demogorgon's choice within 120 feet of him and aware of him must succeed on a DC 25 Wisdom saving throw as their mind is fractured into several fragments. On a failed save the target takes 66 (12d10) psychic damage and is under the effects of the confusion spell for 1 minute. A confused creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Demogorgon is within line of sight of the creature. On a successful save a creature takes half as much psychic damage and isn't confused. If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Demogorgon's Mind Split for the next 24 hours.

Legendary Actions

Demogorgon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Demogorgon regains spent legendary actions at the start of his turn.

Tail. Melee Weapon Attack: +20 to hit, reach 20 ft., one target. Hit: 33 (4d10 + 11) bludgeoning damage plus 22 (4d10) necrotic damage and 9 (2d8) psychic damage.

Maddening Gaze. Demogorgon uses his Gaze action, and must choose either the Beguiling Gaze or the Insanity Gaze effect.

Howl of the Abyss (Costs 2 Actions) Demogorgon howls maddeningly and releases a powerful aura of madness around 60 feet of him. Each creature within range must succeed on a DC 25 Wisdom saving throw, taking 22 (4d10) psychic damage and be stunned until the end of their next turn on a failed save or take half as much damage and not be stunned.

Fraz-Urb'Luu

All demons are liars, but Fraz-Urb'luu is the Prince of Deception and Demon Lord of Illusions. He uses every trick, every ounce of demonic cunning, to manipulate his enemies - mortal and fiend alike - to do his will.

Fraz-Urb'luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes. Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb'luu has slowly rebuilt his power in the Abyss. He seeks the pieces of the legendary staff of power taken from him by those who imprisoned him, and commands his servants to do likewise.

The Prince of Deception's true form is like that of a great gargoyle, some 12 feet tall, with an extended, muscular neck and a smiling face framed by long, pointed ears and lank, dark hair, and bat-like wings are furled against his powerful shoulders. He can assume other forms, however, from the hideous to the beautiful.

Often the demon lord becomes so immersed in playing a role that he loses himself in it for a time. Many of the cultists of Fraz-Urb'luu aren't even aware they serve the Prince of Deception, believing their master is a beneficent being and granter of wishes, some lost god or celestial, or even another fiend.

Fraz-Urb'luu wears all these masks and more. He particularly delights in aiding demon-hunters against his demonic adversaries, driving the hunters to greater and greater atrocities in the name of their holy cause, only to eventually reveal his true nature and claim their souls as his own.

Fraz-Urb'Luu's Lair

Fraz-Urb'luu's lair lies within the Abyssal lair known as Hollow's Heart, a featureless plain of white dust with few structures on it. The lair itself is the city of Zoragmelok, a circular fortress surrounded by adamantine walls topped with razors and hooks. Corkscrew towers loom above twisted domes and vast amphitheaters, just a few examples of the impossible architecture thatfills the city.

The challenge rating of Fraz-Urb'luu is 25 (75,000 XP) when he's encountered in his lair.

Lair Actions

On initiative count 20 (losing initiative ties). Fraz-Urb'luu can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:

  • Fraz-Urb'luu causes up to 5 doors within the lair to be come walls, and an equal number of doors to appear on walls where there previously were none.

  • Fraz-Urb'luu chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This simulacrum obeys Fraz-Urb'luu·s commands and is destroyed on the next initiative count 20.

  • Fraz-Urb'luu creates a wave of anguish. Each creature he can see within the lair must succeed on a DC 24 Wisdom saving throw or take 33 (6d10) psychic damage.

Regional Effects

The region containing Fraz-Urb'luu's lair is warped by his magic, creating one or more of the following effects:

  • Intelligent creatures within 1 mile of the lair frequently see hallucinations of long-dead friends and comrades that vanish after only a brief glimpse.

  • Roads and paths within 6 miles of the lair twist and turn back on themselves. making navigation in the rea exceedingly difficult.

  • If a humanoid spends at least 1 hour within 1 mile of the lair. that rreature must succeed on a DC 24 Wisdom saving throw or descend into a madness determined by the Madness of Fraz-Urb'luu table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.

If Fraz-Urb'luu dies. these effects fade over the course of ldl0 days.

Madness of Fraz-Urb'Luu

If a creature goes mad in Fraz-Urb'luu's lair or within line of sight of the demon lord, roll on the Madness of Fraz-Urb'luu table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Masters Guide for more on madness.

Madness of Fraz-Urb'Luu
d100 Flaw (lasts until cured)
01-20 "I never let anyone know the truth about my actions or intentions, even if doing so would be beneficial to me."
21-40 "I have intermittent hallucinations and fits of catatonia."
41-60 "My mind wanders as I have elaborate fantasies that have no bearing on reality. When I return my focus to the world, I have a hard time remembering that it was just a daydream."
61-80 "I convince myself that things are true, even in the face of overwhelming evidence to the contrary."
81-00 "My perception of reality doesn't match anyone else's. It makes me prone to violent delusions that make no sense to anyone else."



Fraz-Urb'Luu

Large fiend(demon), chaotic evil


  • Armor Class 20 (natural armor)
  • Hit Points 500 (40d10 + 280)
  • Speed 50 ft., fly 50 ft.

STR DEX CON INT WIS CHA
29 (+9) 12 (+1) 25 (+7) 26 (+8) 24 (+7) 26 (+8)

  • Saving Throws Dex +9, Con +15, Int +16, Wis +15
  • Skills Deception +16, Perception +15, Stealth +9
  • Damage Resistances cold, fire, lightning, necrotic, psychic
  • Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 25
  • Languages all, telepathy 120 ft.
  • Challenge 25 (75,000 XP)

Aura of Demonic Deception. Any non-demon creature that starts its turn within 30 feet of of Fraz-Urb’luu must succeed on a DC 24 Wisdom saving throw, taking 22 (4d10) psychic damage and all demons appear invisible to the creature on a failed save or take half as much damage and not suffer any other affects. An effected creature can repeat its saving throw at the end of each of its turns ending the effect on itself with a success. The effect also ends after one minute. If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Fraz-Urb'luu's Aura of demonic deception for the next 24 hours.

Controlled Invisibility (5/day) Fraz-Urb'luu can cast invisibility as a bonus action and it does not require concentration.

Innate Spellcasting. Fraz-Urb'luu's spellcasting ability is Charisma (spell save DC 24). Fraz-Urb'luu can innately cast the following spells. requiring no materia l components:

At will: alter self (can become Medium-sized when changing his appearance), detect magic, phantasmal force, phantasmal killer (5th level), major image

3/day each: confusion, dream, fear, mislead, programmed illusion, seeming

1/day each: mirage arcane, modify memory, project image, plane shift

Inscrutable. Fraz-Urb'luu is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain Fraz-Urb'luu's intentions or sincerity are made with disadvantage.

Legendary Resistance (3/Day). If Fraz-Urb'luu fails a saving throw, he can choose to succeed instead.

Magic Resistance. Fraz-Urb"luu has advantage on saving throws against spells and other magiCal effects.

Magic Weapons. Fraz·Urb'luu's weapon attacks are magical.

Undetectable. Fraz-Urb'luu can't be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends.

Actions

Mutliattack. Fraz-Urb'luu makes three attacks: one with his bite and two with his fists, and then he can choose to use transposition.

Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.

Fist. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. HitL: 31 (4d10 + 9) bludgeoning damage.

Swap. Fraz-Urb'luu chooses one creature within 120 feet of him. That creature must succeed on a DC 24 Charisma saving throw or Fraz-Urb'luu and the creature swap places.

Phantom Pain (Recharge 5-6). Fraz-Urb'luu creates life-like illusions that attack each creature of his choice within 60 feet of him. Each creature within range must succeed on a DC 24 Intelligence saving throw to realize that the illusions are fake. On a fail, a creature must succeed on a DC 24 Dexterity saving throw, taking 33 (6d10) bludgeoning, piercing, psychic or slashing (DM's Choice) damage on a failed save. In addition, at the start of the creature's next turn, they must make another saving throw.

Reactions

Mirrored Damage. If Fraz-Urb'luu would take damage from a creature, he can use a reaction to halve that damage and deal the other half to another creature within 30 feet of him. The creature affected can make a DC 24 Charisma saving throw, taking no damage on a success and Fraz-Urb'luu takes the full damage. The damage cannot be dealt to the one who dealt damage towards Fraz-Urb'luu. If there is no other creature other than the attacker, Fraz-Urb'luu takes the full damage.

Legendary Actions

Fraz-Urb'luu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. FrazUrb'luu regains spent legendary actions at the start of his turn.

Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit 35 (4d12 + 9) bludgeoning damage. If the target is a Large or smaller creature it is also grappled (escape DC 25). The grappled target is also restrained. Fraz-Urb'luu can grapple only one creature with his tail at a time.

Phantasmal Killer (Costs 2 Actions). Fraz-Urb'luu casts phantasmal killer, no concentration required.

Teleport (Costs 3 Actions). Fraz-Urb'luu magically teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see.

Graz'zt

The appearance of the Dark Prince is a warning that not all beautiful things are good. Standing nearly nine feet tall, Graz'zt strikes the perfect figure of untamed desire, every plane and curve of his body, every glance of his burning eyes, promising a mixture of pleasure and pain.

A subtle wrongness pervades his beauty, from the cruel cast of his features to the six fingers on each hand and six toes on each foot. Graz'zt can also transform himself at will, appearing in any humanoid form that pleases him, or his onlookers, all equally tempting in their own ways. Graz'zt surrounds himself with the finest of things and the most attractive of servants, and he adorns himself in silks and leathers both striking and disturbing in their workmanship.

His lair, and those of his cultists, are pleasure' palaces where nothing is forbidden, save moderation or kindness. The dark Prince of Pleasure considers restriction the only sin. and takes what he wants. Cults devoted to him are secret societies of indulgence, often using their debauchery to subjugate others through blackmail, addiction, and manipulation. They frequently wear alabaster masks with ecstatic expressions and ostematious dress and body ornamentation to their secret assignations.

Although he prefers charm and subtle manipulation, Graz'zt is capable of terrible violence when provoked. He wields the greatsword Angdrelve, the Wave of Sorrow, its wavy, razor-edged blade dripping acid at his command.

Graz'zt's Lair

Graz'zt's principal lair is his Argent Palace, a grandiose structure in the city of Zelatar, found within his Abyssal domain of Azzatar. Graz'zt's maddening influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location, Graz'zt can twist it with his madness. Graz'zfs lair is a den of ostentation and hedonism. It is adorned with finery and decorations so decadent that even the wealthiest of mortals would blush at the excess. Within Graz'zt's lairs, followers, thralls, and subjects alike are forced to slake Graz'zt's thirst for pageantry and pleasure.

Lair Actions

On initiative count 20 (losing initiative ties). Graz'zt can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:

  • Graz'zt casts the command spell on every creature of his choice in the lair. He needn't see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets.

  • Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvamage on Dexterity (Stealth) checks made to hide and Graz'zt gains a +10 bonus to his passive perception and a +5 to his perception check.

  • Graz'zt manipulates the area where he is standing and he enters it even if it is made out of a solid material. Graz'zt reappears 60 feet from where he was. Once Graz'zt reappears, his next multiattack is made with advantage.

Regional Effects

The region containing Graz'zt's lair is warped by his magic, creating one or more of the following effects:

  • Flat surfaces within 1 mile of the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike.

  • Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.

  • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 25 Wisdom saving throw or descend into a madness determined by the Madness of Graz'zt table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.

If Graz'zt dies. these effects fade over the course of ldlO days.

Madness of Graz'zt

If a creature goes mad in Graz'zt's lair or within line of sight of the demon lord, roll on the Madness of Graz'zt table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.

Madness of Graz'zt
d100 Flaw (lasts until cured)
01-20 "There is nothing in the world more important than me and my desires."
21-40 "Anyone who doesn't do exactly what I say doesn't deserve to live."
41-60 "Mine is the path of redemption. Anyone who says otherwise is intentionally misleading you."
61-80 "I will not rest until I have made someone else mine, and doing so is more important to me than my own life-or the lives of others."
81-90 "My own pleasure is of paramount importance. Everything else, including social graces, is a triviality."
91-00 "Anything that can bring me happiness shou1d be enjoyed immediately. There is no point to saving anything pleasurable for later."


Graz'zt

Large fiend (demon, shapechanger), chaotic evil


  • Armor Class 22 (natural armor)
  • Hit Points 550 (44d10 + 308)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
24 (+7) 18 (+4) 24 (+7) 23 (+6) 21 (+5) 28 (+9)

  • Saving Throws Dex +12, Con +15, Int +14, Wis +13
  • Skills Deception +13, Insight +13, Perception +13, Persuasion +25
  • Damage Resistances cold, fire, lightning, necrotic, psychic
  • Damage Immunities acid, poison; bludgeoning, piercing, and slashing that is nonmagical
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 23
  • Languages all, telepathy 120 ft.
  • Challenge 27 (105,000 XP)

Angdrelve, 'Wave of Sorrow'. The sword has 10 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Graz'zt can use an action to spend 1 or more charge to cast one of the following spells from it: disintegrate (3 charges), melf's acid arrow - 9th level (2 charges), mirror image (1 charge). The sword regains 1d6 + 4 charges daily at dawn.

While Graz'zt is attuned to Angdrelve he can take an action, using 1 charge, to release acid in a 30-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 18 Dexterity saving throw, taking 33 (6d10) acid damage on a failed save, or half as much damage on a successful one. In addition, Graz'zt can take a bonus action to summon Angdrelve to his hand.

Innate Spellcasting. Graz'zt's spellcasting ability is Charisma (spell save DC 25). He can innately cast the following spells, requiring no material components:

At will: charm person, crown of madness, detect magic, dispel magic, dissonant whispers (3rd level)

3/day each: blight, counterspell, darkness, dominate monster, dominate person, harm, sonctuary, telekinesis, teleport

1/day each: imprisonment (slumber), greater invisibility, power word pain

Legendary Resistance (3/Day). If Graz'zt fails a saving throw, he can choose to succeed instead.

Shapechanger. Graz'zt can use his action to polymorph into a form that resembles a Medium humanoid, or back into his true form . Aside from his size, his statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed.

Magic Resistance. Graz'zt has advantage on saving throws against spells and other magiCal effects.

Magic Weapons. Graz'zt's weapon attacks are magical.

Actions

Multiattack. Graz'zt makes two attacks with Angdrelve.

Angdrelve (Greatsword). Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit 21 (4d6 + 7) slashing damage plus 14 (4d6) acid damage.

Teleport. Graz'zt magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Acidball (Recharge 5-6). Graz'zt creates a condensed ball of acid and throws it on a 20-foot-radius sphere centered on a point he can see within 120 feet of him. Each creature within that area must succeed on a DC 25 Dexterity saving throw, taking 63 (18d6) acid damage and take 7 (2d6) at the start of their turn for 1 minute on a failed save, or take half as damage and not take damage at the start of their turn on a succesful one. A creature can take an action to try and remove the acid by making the saving throw again, ending the effect on themselves on a success.

Reactions

Parry. Graz'zt prepares to defend himself adding +4 to his AC against an attack that would hit him.

Legendary Actions

Graz'zt can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Graz'zt regains spent legendary actions at the start of his turn.

Attack. Graz'zt attacks once with Angdrelve.

Dance, My Puppet! One creature charmed by Graz'zt that Graz'zt can see must use its reaction to move up to its speed as Graz'zt directs.

Sow Discord. Graz'zt casts crown of madness or dissonant whispers.

Teleport. Graz'zt uses his Teleport action.

Juiblex

Called the Faceless Lord and the Oozing Hunger in ancient grimoires, Juiblex is demon lord of slime and ooze, a noxious creature that doesn't care about the plots and schemes of others of its kind. It exists only to consume, digesting and transforming living matter into more of itself.

A true horror, Juiblex is a mass of bubbling slime, swirling black and green, with glaring red eyes floating and shifting within it. It can rise up like a 20-foot hill, lashing out with dripping pseudopods to drag victims into its bulk. Those consumed by juiblex are obliterated.

Only the truly insane worship juiblex and tend to its slimes and oozes. Those who offer themselves up to the demon lord are engulfed by it and become vaguely humanoid, sentient oozes. The bodies of these former flesh-and-blood creatures form Juiblex's extended physical body, while the demon lord slowly digests and savors their identities over time.

Juiblex's Lair

Juiblex's principal lair is known as the SLime Pits, a realm which Juiblex shares with Zuggtmoy. This layer of the Abyss, which is also known as Shedaklah, is a bubbling morass of oozing, fetid sludge. Its landscape is covered in vast expanses of caustic and unintelligent slimes, and strange organic forms rise from the oceans of molds and oozes at Juiblex's command.

Lair Actions

On initiative count 20 (losing initiative ties). Juiblex can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:

  • Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature in that area must succeed on a DC 21 Strength saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same saving throw. A restrained creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4dl0) fire damage.
  • Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature on it must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same saving throw. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4dl0) fire damage.
  • A green slime (see the Dungeon Master's Guide) appears on a spot on the ceiling that Juiblex chooses within the lair. The slime disintegrates after 1 hour.

Regional Effects

The region containing Juiblex's lair is warped by its magic, creating one or more of the following effects:

  • Small bodies of water, such as ponds or wells, within 1 mile of the lair turn highly acidic, corroding any object that touches them.
  • Surfaces within 6 miles of the lair are frequently covered by a thin film of slime, which is slick and sticks to anything that rouches it.
  • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Juiblex table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.

If Juiblex dies, these effects fade over the course of ldlO days.

Madness of Juiblex

If a creature goes mad in Juiblex's lair or within line of sight of the demon lord, roll on the Madness of Juiblex 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 Juiblex
d100 Flaw (lasts until cured)
01-20 "I must consume everything I can!"
21-40 "I refuse to part with any of my possessions."
41-60 "I'll do everything I can to get others to eat and drink beyond their normal limits."
61-80 "I must possess as many material goods as I can."
81-00 "My personality is irrelevant. I am defined by what I consume."


Juiblex

Huge fiend (demon), chaotic evil


  • Armor Class 20 (natural armor)
  • Hit Points 478 (33d12 + 264)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 26 (+8) 20 (+5) 20 (+5) 16 (+3)

  • Saving Throws Str +14, Dex +7, Con +15, Wis +12
  • Skills Perception +12
  • Damage Resistances cold, fire, lightning
  • Damage Immunities acid, poison, psychic; bludgeoning, piercing, and slashing that is nonmagical
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
  • Senses truesight 120 ft., passive Perception 22
  • Languages all, telepathy 120 ft.
  • Challenge 24 (62,000 XP)

Foul. Any creature, other than an ooze, that starts its turn within 10 feet of Juiblex must succeed on a DC 23 Constitution saving throw or be poisoned until the start of the creature's next turn.

Innate Spellcasting. Juiblex's spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components:

At will: acid splash (17th level), detect magic

3/day each: blight, contagion, gaseous form, harm, melf's acid arrow (5th level)

Legendary Resistance (3/Day). If Juiblex fails a saving throw, it can choose to succeed instead.

Magic Resistance. Juiblex has advantage on saving throws against spells and other magical effects.

Magic Weapons. Juiblex's weapon attacks are magical.

Regeneration. Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn't regenerate.

Spider Climb. Juiblex can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. Juiblex makes four acid lash attacks.

Acid Lash. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit 21 (4d6 + 7) acid damage. Any creature killed by this attack is drawn into Ju iblex's body, and the corpse is obliterated after 1 minute. Once a corpse is obliterated Juiblex heals some of his hit points depending on the creature's size. A medium size creature will heal him for 10 hit points, a large creature will heal him for 30 hit points, a huge creature will heal him for 90 hit points and a gargantuan creature will heal him for 270 hit points.

Tentacle Slam (Recharge 4-6). Juiblex creates a massive tentacle from his body and slams down on a 30 feet long and 5 feet wide line. Each creature in that area must succeed on a DC 22 Dexterity saving throw, taking 35 (10d6) acid damage and take 14 (4d6) acid damage at the start of their turns for 1 minute on a failed save, or take half as much damage on a successful one. A creature can take an action to try and remove the acid by making the saving throw again, ending the effect on themselves on a success.

Eject Slime (Recharge 5-6). Juiblex spews out a corrosive slime, targeting one creature that it can see within 60 feet of it. The target must make a DC 22 Dexterity saving throw. On a failure, the target takes 55 (1Od1O) acid damage. Unless the target avoids taking any of this damage, any metal armor worn by the target takes a permanent -1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes a permanent -1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to - 5. the object is destroyed. In addition, if the target succeeds on their saving throw, the corrosive slime hits a solid ground and a gray ooze appears on Juiblex' turn and acts after his turn, that lasts until it dies.

Legendary Actions

Juiblex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Juiblex regains spent legendary actions at the start of its turn.

Acid Splash. Juiblex casts acid splash.

Attack. Juiblex makes one acid lash attack.

Corrupting Touch (Costs 2 Actions). Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit 21 (4d6 + 7) poison damage, and the target is slimed. Until the slime is scraped off with an action, the target is poisoned, and any creature, other than an ooze, is poisoned while within 10 feet of the target.

Create Slime (Costs 3 Actions). Juiblex ejects a part of his body towards a point within 60 feet of him. The ejected part becomes a gray ooze that lasts until it dies. The gray ooze acts after Juiblex's turn.

Lolth

Lolth is known as the Queen of Spiders or the Queen of the Demonweb Pits, and the most influential goddess of the drow.

She drove the drow into heavy infighting under the pretense of culling the weak, while her real goals were to hold absolute control over the dark elves, prevent the rise of alternative faiths or ideas, and avoid complacency (even though she found amusement in the strife that plagued her followers' communities). However, in the long run her influence proved to be an obstacle to the growth and success of the drow, preventing them from unifying against common enemies or for a common cause.

Her sacred animals were arachnids. She considered them valuable enough to kill those who mistreated them.

A monstrous creature, Lolth is a Huge drider with adamantium tipped spider legs capable of piercing the toughest hides and armor. Most of the drows worship Lolth and follow her will.

Lolth's Lair

Lolth's principal lair is the Demonweb Pits, also known as Lolth's Web, and originally called the 66th layer of the Abyss. The realm is ruled over by Lolth, the primary drow deity, who resides in a huge iron fortress that moves under its mistress's will on spider-like legs. Her deific consort Selvetarm once lived with her there until he fell before a wielder of the Crescent Blade. Now every creature who resides in the Demonweb Pits answers solely to Lolth. The Demonweb Pits was a huge inverted cone of webbing formed of planar materials and inhabited by spider fiends, drow petitioners and the Spider Queen Lolth.

Lair Actions

On initiative count 20 (losing initiative ties). Lolth can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:

  • Lolth casts the spell web with the exception that she does not need to concetrate on it and it lasts forever until dismissed or destroyed.

  • Lolth calls upon the spiders that live in her layer. 7 (1d4 + 5) giant spiders appear within 300 feet of Lolth. They act after Lolth's initiative. They remain until they die or Lolth use an action to dismiss any or all of them.

  • Lolth summons a wrapped up cocoon and suckles on its nutrients, healing her for 30 hit points.

Regional Effects

The region containing Lolth's lair is warped by her magic, creating one or more of the following effects:

  • Giant webs are strewn across everywhere and creatures there regularly see spiders that stalk them but disappear when they check to look at them.

  • Creatures that are not native to the Demonwebs feel naturally lethargic. After spending 1 hour in the Demonweb, a creature must make a DC 15 Constitution saving throw, gaining 1 level of exhaustion on a failed saving throw.

  • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 21 Wisdom saving throw or descend into a madness determined by the Madness of Lolth table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.

If Lolth dies these effects fade over the course of ldlO days.

Madness of Lolth

If a creature goes mad in Lolth's lair or within line of sight of the demon lord, roll on the Madness of Lolth 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 Lolth
d100 Flaw (lasts until cured)
01-20 "I hear skittering everywhere."
21-40 "Men are below me (if female). Females are the superior race and must be respected (if male)"
41-60 "Power and Strength is everything one requires."
61-80 "The gods have forsaken me. I will do everything and anything in my power to challenge their power."
81-90 "I have the right to everything and no one can and will stop me."
91-00 "I will punish anyone who dares defy me."


Lolth

Huge fiend (demon), chaotic evil


  • Armor Class 22 (natural armor)
  • Hit Points 623 (43d12 + 344)
  • Speed 60 ft., climb 80 ft.

STR DEX CON INT WIS CHA
28 (+9) 19 (+4) 26 (+8) 24 (+7) 28 (+9) 20 (+5)

  • Saving Throws Str +17, Int +16
  • Skills Athletics +17, Deception +13, Perception +17, Persuasion +13, Stealth +12
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing that is nonmagical
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, petrified, poisoned
  • Senses darkvision 120 ft., truesight 120 ft., passive Perception 27
  • Languages all
  • Challenge 28 (120,000 XP)

Deity Casting. Lolth commands significant magical power, and is a 20th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). Lolth can innately cast the following spells, requiring no material components:

Cantrips (at will): dancing lights, poison spray, thaumaturgy
1st level (4 slots): bane, charm person, detect magic, faerie fire, inflict wounds, sanctuary
2nd level (3 slots): alter self, blur, darkness, enlarge/reduce, enthrall, hold person, silence, web
3rd level (3 slots): bestow curse, blink, conjure animals (spiders only), fear, revivify, vampiric touch
4th level (3 slots): arcane eye, banishment, dominate beast, polymorph
5th level (3 slots): antilife shell, circle of power, destructive wave, geas, reincarnate, scrying, seeming 6th level (2 slot): arcane gate, circle of death, eyebite, mass suggestion, true seeing
7th level (2 slot): forcecage, regenerate, resurrection, teleport
8th level (1 slot): abi-dalzim's horrid wilting, animal shapes (spiders only), dominate monster
9th level (1 slot): astral projection, power word kill

Great Drider. Lolth has 8 legs and two arms in her drider form, each of which can grapple a target.

Legendary Resistance (3/Day). If Lolth fails a saving throw, she can choose to succeed instead.

Magic Resistance. Lolth has advantage on saving throws against spells and other magical effects.

Magic Weapons. Lolth's weapon attacks are magical.

Shapechanger. Lolth can use a bonus action to polymorph into a Medium female drow, or back into her true self, a Huge monstrous drider. Her statistics, other than her size, are the same in each form and she reverts to her true form if she falls unconscious. Any equipment she is wearing or carrying is absorbed or borne by her new form (Lolth's choice).

Spider Climb. Lolth can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, Lolth knows the exact location of any other creature in contact with the same web.

Web Walker. Lolth ignores movement restrictions caused by webbing.

Actions

Multiattack. In her drider form, Lolth makes eight leg attacks. She can replace two of those with a bite attack or two of those with a shoot web attack.

Bite (Drider Form Only). Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 30 (6d6 + 9) piercing damage plus 21 (6d6) poison damage.

Leg (Drider Form Only). Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 14 (1d10 + 9) slashing damage.

Shoot Web (Drider Form Only). Ranged Weapon Attack: +12 to hit, range 30/60 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage. A creature hit must make a DC 24 Strength saving throw or be restrained for 1 minute. The web has an AC 18, Hit points of 50 and immunity to psychic and poison damage but vulnerability to acid and fire damage.

Enweb (Drider Form Only, Recharge 5-6). Lolth spins a web around a Huge or smaller creature within 5 feet of her. That creature must make a Strength or Dexterity saving throw (target's choice, escape DC 24), becoming restrained and paralyzed for 1 minute on a fail, or until the start of their next turn on a success. A creature loses the paralyzed condition after 1 minute but must still take an action to escape the web. The web has an AC 18, Hit points of 50 and immunity to psychic and poison damage but vulnerability to acid and fire damage.

Legendary Actions

Lolth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Lolth regains spent legendary actions at the start of her turn.

Detect. Lolth makes a Wisdom (Perception) check.

Grasp. Lolth attempts grapple a creature with one of her under-arms.

Leg Slice. Lolth makes two leg attacks.

Move Lolth moves up to her full speed.

Bite. (Costs 2 Actions) Lolth makes a bite attack.

Shoot Web. (Costs 2 Actions) Lolth makes a Shoot web attack.

Orcus

Orcus is the Demon Prince of Undeath, known as the Blood Lord. He takes some pleasure in the sufferings of the living, but far prefers the company and service of the undead. His desire is to see all life quenched and the multiverse transformed into a vast necropolis populated solely by undead creatures under his command.

Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master. Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower torso of a goat, and a humanoid upper body with a corpulent belly swollen with rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it.

In one hand, he wields the legendary Wand of Orcus, which is described in chapter 7, "Treasure" of the Dungeon Master's Guide.

Orcus' Lair

Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets often empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering undead, many of which are engaged in continuous battles with one another.

Lair Actions

On initiative count 20 (losing initiative ties). Orcus can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:

  • Orcus's voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill spell. Orcus needn't see the creature, but he must be aware that the individual is in the lair.
  • Orcus causes up to eight corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair.
  • Orcus causes skeletal arms to rise from an area on the ground in a 40-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 25 Strength saving throw or be restrained until the arms disappear or until Orcus releases their grasp (no action required).

Regional Effects

The region containing Orcus' lair is warped by his magic, creating one or more of the following effects:

  • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.
  • The air becomes filled with the stench of rotting flesh, and buzzing flies grow thick within the region, even when there is no carrion to be found.
  • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 25 Wisdom saving throw or descend into a madness determined by the Madness of Orcus table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.

If Orcus dies, these effects fade over the course of 1dlO days.

Madness of Orcus

If a creature goes mad in Orcus' lair or within line of sight of the demon lord, roll on the Madness of Orcus 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 Orcus
d100 Flaw (lasts until cured)
01-20 "I often become withdrawn and moody, dwelling on the insufferable state of life."
21-40 "I am compelled to make the weak suffer."
41-60 " I have no compunction against tampering with the dead in my search to better understand death."
61-80 "I want to achieve the everlasting existence of undeath."
81-00 "I am awash in the awareness of life's futility."


Orcus

Huge fiend (demon), chaotic evil


  • Armor Class 21 (natural armor), 24 with the Wand of Orcus
  • Hit Points 580 (40d12 + 320)
  • Speed 50 ft., fly 50 ft.

STR DEX CON INT WIS CHA
28 (+9) 14 (+2) 26 (+8) 20 (+5) 20 (+5) 26 (+8)

  • Saving Throws Dex +11, Con +17, Wis +14
  • Skills Arcana +14, Perception +14
  • Damage Resistances cold, fire, lightning
  • Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing that is nonmagical
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 24
  • Languages all, telepathy 120 ft.
  • Challenge 29 (135,000 XP)

Wand of Orcus. The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak with dead. Alternatively, he can expend 1 or more of the wand's charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2 charges). The wand regains ld4 + 3 charges daily at dawn. While holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points don't exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as an action. Once this property of the wand is used, the property can't be used again until the next dawn.

Innate Spellcasting. Orcus' spellcasting ability is Charisma (spell save DC 25). He can innately cast the following spells, requiring no material components:

At will: chill touch (6d8 damage), detect magic

3/day each: animate dead, circle of death, create undead, dispel magic, finger of death, harm

1/day each: abi-dalzim's horrid wilting, time stop

Legendary Resistance (3/Day). If Orcus fails a saving throw, he can choose to succeed instead.

Magic Resistance. Orcus has advantage on saving throws against spells and other magical effects.

Magic Weapons. Orcus' weapon attacks are magical.

Master of Undeath. When Orcus casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast create undead even when it isn't night.

Wilting Hope. When a healing spell is cast within 60 feet of Orcus, he can use a reaction to negate that healing. The targeted creature must succeed on a DC 25 Charisma saving throw or have their spell be wasted on a failed save, or only heal for half on a successful one.

Actions

Multiattack. Orcus makes two Wand of Orcus attacks and one tail attack.

Wand of Orcus. Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit 22 (3d8 + 9) bludgeoning damage plus 13 (2d12) necrotic damage.

Tail. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit 22 (3d8 + 9) piercing damage plus 18 (4d8) necrotic damage.

Necrotic Slam (Recharge 4-6). Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit 22 (3d8 + 9) bludgeoning damage plus 13 (2d12) necrotic damage. If the target is hit, they must succeed on a DC 25 Constitution saving throw, taking an additional 26 (4d12) necrotic damage and be stunned for 1 minute on a failed save, or take no damage and not be stunned. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Wave of Undeath (Recharge 5-6). Orcus raises up a hand and releases a powerful wave of undeath around 30 feet of him. Each creature within range must succeed on a DC 25 Constitution saving throw, taking 66 (12d10) necrotic damage, or take half as much damage on a success. Humanoid creatures that die by this attack reanimate as a zombie on Orcus' turn and acts after his turn, that lasts until it dies.

Legendary Actions

Orcus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Orcus regains spent legendary actions at the start of its turn.

Tail. Orcus makes a tail attack.

A Taste of Undeath. Orcus casts chill touch.

Creeping Death (Costs 2 Actions). Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus' next turn. Creatures in that area are vulnerable to necrotic damage.

Gaze of Doom (Costs 3 Actions). Orcus gazes at a creature within 60 feet of him and curses them with doom. That creature must succeed on a DC 25 Charisma saving throw or become vulnerable to any damage he deals that lasts until the end of Orcus' next turn. In addition, the threshold for any power word spell that Orcus casts on that creature is increased by 100 hit points.

Urdal

The Scarlet king, the Darkness Below and the Empty Lord, Urdal is the pure and utter representation of pain through existing that wishes to destroy all those that exist and once it succeeds, it will end itself. His desire is to destroy everything that exists, so that one day it may end itself safe in the knowledge that such agonzing pain no longer exists.

Urdal does not have followers except for psychopathic nihilists that desire nothing but the destruction and death of others. Urdal's pain, while great, is willingly shared throughout his followers and they gain great power that destroys both their bodies and mind, leaving only an empty husk that wishes to destroy everything around it.

Appearing as a 9 feet tall humanoid, the Scarlet king wears an incredibly dark cloak that covers his whole body with heavy chains covering the bottom part of his body. On the chest part of his cloak are 7 crimson eyes that he uses to see. The Scarlet King does not bear a face but has a mouth filled with serrated teeth and above his head is 4 deer-like antlers. Above his empty face is a black crown with a single crimson jewel embedded in its center.

Urdal's Lair

Urdal's lair in the Abyss is called the Kautom, its an empty black desert filled with ruined castles that signify the meaningless of existence and his goal of destroying everything until nothing is left. In this dark and barren lair, destructive demons gather here to constantly kill each other hoping to become stronger and gain the favor of the Scarlet King.

Lair Actions

On initiative count 20 (losing initiative ties). Urdal can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:

  • Urdal causes a tear in space 5 feet in diameter to appear from the ground at a point he can see within 100 feet of him that lasts until Urdal uses another lair action. Each creature within 30 feet of the space must succeed on a DC 23 Strength saving throw or be pulled towards the tear. A creature that is pulled towards the center is both knocked prone and restrained until they succeed on their saving throw. A creature can repeat the saving throw at the start of their turn, ending the effect on themselves on a success.

  • Urdal releases a wave of dread and each creature within 60 feet of him must succeed on a DC 23 taking 11 (2d10) psychic damage and gain disadvantage in every roll they make at the start of their next turn that lasts until Urdal uses another lair action.

  • Urdal enlarges his maw and 2 shadows drip out of it (see monster manual) that lasts until they die.

Regional Effects

The region containing Urdal's lair is warped by his magic, creating one or more of the following effects:

  • The shadows of long dead creatures walk around aimlessly within 6 miles. These shadows are simply the remnants of long past dead creatures. They are not able to interact with any creature and they do not notice anyone.

  • Everything feels muted and the realm itself feels like a heavy burden pushing down upon every living creature within it.

  • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Urdal table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.

If Urdal dies, these effects fade over the course of 1dlO days.

Madness of Urdal

If a creature goes mad in Urdal's lair or within line of sight of the demon lord, roll on the Madness of Urdal 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 Urdal
d100 Flaw (lasts until cured)
01-20 "I no longer feel pleasure of any kind."
21-40 "I am plagued by nightmares of my death and yet... I want them to come."
41-60 " My companions are simply preventing me from my eternal death... They must die."
61-80 "All my experience and skills are for naught."
81-00 "I will destroy everything until nothing is left!"



Urdal

Large fiend (demon), chaotic evil


  • Armor Class 20 (natural armor), 24 with the Black Cloak of the Abyss
  • Hit Points 420 (40d10 + 200)
  • Speed 50 ft., fly 50 ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 20 (+5) 22 (+6) 26 (+8) 24 (+7)

  • Saving Throws Dex +8, Con +13, Wis +16, Cha +15
  • Skills Perception +14
  • Damage Resistances fire, lightning
  • Damage Immunities cold, necrotic, poison; bludgeoning, piercing, and slashing that is nonmagical
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 24
  • Languages all, telepathy 120 ft.
  • Challenge 27 (105,000 XP)

Black Cloak of the Abyss. While wearing the cloak, Urdal is able to enter shadows and blend in without being seen. While inside a shadow, Urdal is considered invisible but his body cannot be interacted with or targeted. In addition, while he is inside a shadow, he can take a bonus action to teleport up to 120 feet to another area where dim light, darkness or another shadow is located. If a situation occurs where the shadow he's hiding in disappears, he is pushed 5 feet out of the area. While wearing the cloak, Urdal can use an action to drown a 30 feet area around him with complete darkness that lasts for 1 minute and cannot be dispelled by anything less than a 6th level light spell. Once this property of the cloak is used, the property can't be used again until the next dawn.

Innate Spellcasting. Urdal's spellcasting ability is Charisma (spell save DC 23). He can innately cast the following spells, requiring no material components:

At will: arms of hadar (5th level), darkness, detect magic, shadow blade (7th level)

3/day each: dispel magic, harm, hunger of hadar, misty step, shadow of moil

1/day each: disintegrate

Legendary Resistance (3/Day). If Urdal fails a saving throw, he can choose to succeed instead.

Magic Resistance. Urdal has advantage on saving throws against spells and other magical effects.

Magic Weapons. Urdal's weapon attacks are magical.

The Darkness Below. If Urdal is within darkness or dim light, he gains the following bonuses:

  • Urdal's speed is doubled, he gains a +2 bonus to AC, and has advantage on Dexterity saving throws.

  • Urdal's melee attacks with his shadow blade deal an additional 13 (3d8) necrotic damage and ignores all forms of resistance.

  • Urdal gains advantage on all dexterity saving throws.

  • Urdal can use his shadow pounce attack.

Shadow Blade. When Urdal casts the shadow blade spell, it doesn't need concentration. In addition, any damage dealt by his shadow blade heals him for half the damage dealt. If Urdal is wielding his shadow blade, his Multiattack changes to 'Urdal makes 4 shadow blade attacks'.

Actions

Multiattack. Urdal makes four claw attacks.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit 13 (2d6 + 6) slashing damage plus 11 (2d10) cold damage.

Shadow Blade. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit 29 (5d8 + 7) psychic damage.

Back to the Shadows (Recharge 5-6). Urdal immediately teleports to an area with dim light or darkness within 60 feet of him which leaves an illusonary copy just before he left. This illusonary copy looks exactly like Urdal. Creatures can make a DC 23 Intelligence saving throw against the illusion to notice that it is fake.

Shadow Pounce (Only when in dim light or darkness). Urdal leaps towards a creature. The targeted creature must suceed on a DC 22 Dexterity saving throw, taking 13 (2d6 + 6) slashing damage plus 11 (2d10) cold damage and 11 (2d10) necrotic damage and be knocked prone on a failed saving throw, or take no damage and not be knocked prone on a succesful one. If a creature fails their saving throw and Urdal is still in dim light or darkness, he can immediately use Shadow Pounce as part of the action. He can continue doing this as long as he remains in dim light and darkness in addition to the creature failing their saving throw.

Legendary Actions

Urdal can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Urdal regains spent legendary actions at the start of its turn.

Claw. Urdal makes a claw attack.

Shadow Blade. Urdal makes a shadow blade attack.

Shadow Assault (Costs 2 Actions). Shadows appear to pierce a creature of Urdal's choice within 60 feet of him. That creature must succeed on a DC 23 Dexterity saving throw, taking 31 (9d6) necrotic damage and be restrained until the end of Urdal's next turn on a failed save, or take half as much damage but not be restrained on a successful one.

Yeenoghu

The Beast of Butchery appears as a great battle-scarred gnoll, towering 14 feet tall. Yeenoghu is the Gnoll Lord, and his creations are made in his twisted image. When the demon lord hunted across the Material Plane, packs of hyenas followed in his wake. Those that ate of great Yeenoghu's kills became gnolls, emulating their master's ways. Few others worship the Beast of Butchery, but those who do tend to take on a gnoll-like aspect, hunched over, and filing their teeth down to points.

Yeenoghu wants nothing more than slaughter and senseless destruction. The gnolls are his instruments, and he drives them to ever-greater atrocities in his name. Yeenoghu takes pleasure in causing fear before death, and he sows sorrow and despair through destroying beloved things. He doesn't parlay; to meet him is to do battle with him- unless he becomes bored. The Beast of Butchery has a long rivalry with Baphomet, the Horned King, and the two demon lords and their followers attack one another on sight.

The Gnoll Lord is covered in matted fur and taut, leathery hide, his face like a grinning predator's skull. Patchwork armor made of discarded shields and breastplates is lashed onto his body with heavy chains, decorated by the flayed skins of his foes. He wields a triple-headed flail called the Butcher, which he can summon into his hand at will, although he is as likely to tear his prey apart with his bare hands before ripping out its throat with his teeth.

Yeenoghu's Lair

Yeenoghu's lair in the Abyss is called the Death Dells, its barren hills and ravines serving as one great hunting ground, where he pursues captured mortals in a cruel game. Yeenoghu's lair is a place of blood and death, populated by gnolls, hyenas, and ghouls, and there are few structures or signs of civilization on his layer of the Abyss.

Lair Actions

On initiative count 20 (losing initiative ties). Yeenoghu can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:

  • Yeenoghu causes an iron spike 5 feet tall and 1 inch in diameter to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must succeed on a DC 25 Dexterity saving throw. On a failed save, the creature takes 36 (8d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition.

  • Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed and if the gnoll or hyena reaches a creature's space, they can make a single melee weapon attack as part of the same reaction.

  • Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them. In addition, Yeenoghu gains +1 to his melee weapon attack's damage rolls for every gnoll and hyena within 100 feet of him.

Regional Effects

The region containing Yeenoghu's lair is warped by his magic, creating one or more of the following effects:

  • Within 1 mile of the lair, large iron spikes grow out of the ground and stone surfaces. Yeenoghu impales the bodies of the slain on these spikes.
  • Predatory beasts within 6 miles of the lair become unusually savage, killing far more than what they need for food. Carcasses of prey a re-left to rot in an unnatural display of wasteful slaughter.
  • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Yeenoghu table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.

If Yeenoghu dies, these effects fade over the course of ldlO days.

Madness of Yeenoghu

If a creature goes mad in Yeenoghu's lair or within line of sight of the demon lord, roll on the Madness of Yeenoghu 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 Yeenoghu
d100 Flaw (lasts until cured)
01-20 "I get caught up in the flow of anger, and try to stoke others around me into forming an angry mob."
21-40 "The flesh of other intelligent creatures is delicious!"
41-60 "I rail against the laws and customs of civilization, attempting to return to a more primitive time."
61-80 "I hunger for the deaths of others, and am constantly starting fights in the hope of seeing bloodshed."
81-00 "I keep trophies from the bodies I have slain, turning them into adornments."


Yeenoghu

Huge fiend (demon), chaotic evil


  • Armor Class 22 (natural armor)
  • Hit Points 400 (32d12 + 192)
  • Speed 50 ft., climb 50 ft.

STR DEX CON INT WIS CHA
29 (+9) 16 (+3) 23 (+6) 15 (+2) 24 (+7) 15 (+2)

  • Saving Throws Dex +11, Con +14, Wis +14
  • Skills Intimidation +14, Perception +14
  • Damage Resistances cold, fire, lightning
  • Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 24
  • Languages all, telepathy 120 ft.
  • Challenge 25 (75,000 XP)

Call of Savagery (3/Day). As an action, Yeenoghu calls upon his dark descendants and summons 3 (1d4 + 1) gnolls or 4 (1d6 + 1) hyenas.

Hunter's Curse. When in combat, as an action, Yeenoghu can cast both hex and hunter's mark at the same time without concentration.

Innate Spellcasting. Yeenoghu's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks) . He can innately cast the following spells, requiring no material components:

At will: detect magic, spiritual weapon (8th·level spell, 4d8 + 2 force damage on a hit, two attacks using a bonus action, appears as a flail)

3/day each: dispel magic, fear, invisibility

1/day each: hex (5th level, does not need concentration), hunter's mark (5th level, does not need concentration)

Legendary Resistance (3/Day). If Yeenoghu fails a saving throw, he can choose to succeed instead.

Magic Resistance. Yeenoghu has advantage on saving throws against spells and other magical effects.

Magic Weapons. Yeenoghu's weapon attacks are magical.

Rampage. When Yeenoghu reduces a creature to 0 hit points with a melee attack on his turn, Yeenoghu can take a bonus action to move up to half his speed and make two bite attacks.

Actions

Multiattack. Yeenoghu makes three flail attacks. If an attack hits, he can cause it to create an additional effect of his choice or at random (each effect can be used only once per Multiattack):

  1. The attack deals an additional 13 (2d12) bludgeoning damage.

  2. The target must succeed on a DC 18 Constitution saving throw or be paralyzed until the start of Yeenoghu's next turn.

  3. The target must succeed on a DC 18 Wisdom saving throw or be affected by the confusion spell until the start ofYeenoghu's next tu rn.

Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit 31 (4d10 + 9) piercing damage.

Flail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit 22 (2d12 + 9) bludgeoning damage.

Reactions

Grasp. If a creature invokes an opportunity attack from Yeenoghu, he can instead make a grapple attack against that creature. If Yeenoghu succeeds, the creature is restrained. While the creature is restrained in this way, Yeenoghu can use a bonus action to bite down on the creature dealing 31 (4d10 + 9) piercing damage.

Legendary Actions

Yeenoghu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Yeenoghu regains spent legendary actions at the start of its turn.

Charge. Yeenoghu moves up to his speed and can make a single flail attack against a creature within reach.

Swat Away. Yeenoghu makes a flail attack. If the attack hits, the target must succeed on a DC 25 Strength saving throw or be pushed 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target falls prone.

Savage (Costs 2 Actions). Yeenoghu makes a bite attack against each creature within 10 feet of him.

Brutal Ravage (Costs 3 Actions). Yeenoghu makes his full multiattack against one creature of his choice. He cannot split his attacks against other creatures except the first creature of his choice.

Zuggtmoy

The Demon Queen of Fungi, Lady of Rot and Decay, Zuggtmoy is an alien creature whose only desire is to infect the living with spores, transforming them into her mindless servants and, eventually, into decomposing hosts for the mushrooms, molds, and other fungi that she spawns.

Utterly inhuman, Zuggtmoy can mold her fungoid form into an approximation of a humanoid shape, including the skeletal-thin figure depicted in grimoires and ancient art, draped and veiled in mycelium and lichen. Indeed, much of her appearance and manner, and that of her servants', is a soulless mockery of mortal life and its many facets.

Zuggtmoy's cultists often follow her unwittingly. Most are fungi-infected to some degree, whether through inhaling her mind-controlling spores or being transformed to the point where flesh and fungus become one. Such cultists are fungal extensions of the Demon Queen's will. Their devotion might begin with the seemingly harmless promises offered by exotic spores and mushrooms, but quickly consumes them, body and soul.

Sharing a layer of the Abyss with Juiblex, plus their mutual insatiable hunger, has made the two demon lords mortal enemies, each devoted to destroying and ultimately devouring the other.

Zuggtmoy's Lair

Zuggtmoy's principal lair is her palace on Shedaklah. It consists of two dozen mushrooms of pale yellow and rancid brown. These massive fungi are some of the largest in existence. They are surrounded by a field of acidic puffballs and poisonous vapors. The mushrooms themselves are all interconnected by bridges of shelf-fungi, and countless chambers have been hollowed out from within their rubbery, fibrous stalks.

Lair Actions

On initiative count 20 (losing initiative ties). Zuggtmoy can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:

  • Zuggtmoy causes four gas spores or violet fungi (see the Monster Manual) to appear in unoccupied spaces that she chooses within the lair. They vanish after 1 hour.
  • Up to four plant creatures that are friendly to Zuggtmoy and that Zuggtmoy can see can use their reactions to move up to their speed and make one weapon attack.
  • Zuggtmoy uses either her Infestation Spores or her Mind Control Spores, centered on a mushroom or other fungus within her lair, instead of on herself.

Regional Effects

The region containing Zuggtmoy's lair is warped by her magic, creating one or more of the following effects:

  • Molds and fungi grow on surfaces within 6 miles of the lair, even where they would normally find no purchase.
  • Plant life within 1 mile of the lair becomes infested with parasitic fungi, slowly mutating as it is overwhelmed.
  • lf a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 22 Wisdom saving throw or descend into a madness determined by the Madness of Zuggtmoy table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.

lf Zuggtmoy dies, these effects fade over the course of 1d10 days.

Madness of Zuggtmoy

If a creature goes mad in Zuggtmoy's lair or within line of sight of the demon lord, roll on the Madness of Zuggtmoy 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 Zuggtmoy
d100 Flaw (lasts until cured)
01-20 "I see visions in the world around me that others do not."
21-40 "I periodically slip into a catatonic state, staring off into the distance for long stretches at a time."
41-60 "I see an altered version of reality, with my mind convincing itself that things are true even in the face of overwhelming evidence to the contrary.''
61-80 "My mind is slipping away, and my intelligence seems to wax and wane."
81-00 "I am constantly scratching at unseen fungal infections."


Zuggtmoy

Large fiend (demon), chaotic evil


  • Armor Class 19 (natural armor)
  • Hit Points 418 (44d10+176)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 18 (+4) 20 (+5) 19 (+4) 24 (+7)

  • Saving Throws Dex +10, Con +11, Wis +11
  • Skills Perception +11
  • Damage Resistances cold, fire, lightning
  • Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses tremoresense 60 ft., truesight 120 ft., passive Perception 21
  • Languages all, telepathy 120 ft.
  • Challenge 24 (62,000 XP)

Innate Spellcasting. Zuggtmoy’s spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components:

At will: detect magic, locate animals or plants, misty step, ray of sickness

3/day each: blight, dispel magic, ensnaring strike, harm, plant growth

1/day each: etherealness

Fungi Parasite. If Zuggtmoy attacks a creature, that creature must succeed on a DC 18 Constitution saving throw or be infected by her fungi parasites. A creature that is infected by Zuggtmoy's parasites is poisoned and takes 22 (4d10) necrotic damage at the start of their turns until they succeed on their saving throw. An infected creature can repeat the saving throw at the end of each of its turns, killing the parasite on a success. If a creature receives fire damage the parasite dies and the creature immediately succeeds their saving throw. Creatures immune to disease and poison is immune to this effect. A creature that succeeds on their saving throw is immune to this effect for 24 hours.

Legendary Resistance (3/Day). If Zuggtmoy fails a saving throw, she can choose to succeed instead.

Magic Resistance. Zuggtmoy has advantage on saving throws against spells and other magical effects.

Magic Weapon. Zuggtmoy’s weapon attacks are magical.

Actions

Multiattack. Zuggtmoy makes four pseudopod attacks.

Pseudopod. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) poison damage.

Growing Fungus (Recharge 5-6). Zuggtmoy controls the earth beneath her and large roots of fungi appear through the ground grabbing every creature of her choice within 30 feet of her. Each creature that she chooses must succeed on a DC 22 Strength saving throw or be restrained until they succeed on their saving throw or the duration ends. The fungi stays for 1 minute and the area is considered difficult terrain.

Mind Control Spores (Recharge 5-6). Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and beasts in the cloud when it appears, or that enter it later, must make a DC 18 Wisdom saving throw. On a successful save, the creature can’t be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the influence of Zuggtmoy for 24 hours. While infected, the creature is charmed by her and can’t be reinfected by these spores.

Infestation Spores (3/Day). Zuggtmoy releases spores that burst out in cloud fills a 20-foof-radius sphere centered on her, and it lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 18 Constitution saving throw. On a successful save, the creature can’t be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can’t be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature’s body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it’s a type of creature that can be (see the “Myconids” entry in the Monster Manual).

Legendary Actions

Zuggtmoy can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Zuggtmoy regains spent legendary actions at the start of her turn.

Attack. Zuggtmoy makes two pseudopod attacks.

Exert Will. One creature charmed by Zuggtmoy that she can see must use its reaction to move up to its speed as she directs or to make a weapon attack against a target that she designates.

Wrath of the Queen (Costs 2 Actions). Zuggtmoy makes one pseudopod attack against every creature within range.

Archdevils

Asmodeus

An ever ambitious and careful creature, Asmodeus retained his position all through the Reckoning of Hell, unlike many of the other archdevils. Asmodeus was lord of Nessus, the Ninth Layer of Hell, though he was generally recognized as lord of all of his divine dominion of Baator.

Asmodeus was the undisputed master of the Nine Hells, commanding fear and respect from all those who occupied his realm. Even the gods who dwelt in the Nine Hells gave Asmodeus his proper due. Though the archdevils might work to usurp him, few had the courage to act openly. Asmodeus’s machinations were long in the making, and they might take centuries, if not millennia, to see resolution. He worked on a grand scale, carefully constructing insidious and inexplicable intrigues, maneuvering the forces of wickedness like chess pieces on a board that encompasses all the planes.

His core concerns were simple. First, he wanted the power structure currently in place to remain exactly as it stood, with him in charge. He had spies on every layer, planted in every court. No fiend knew for sure which of its minions actually served Asmodeus, so the climate was one of justified paranoia.

Asmodeus also expanded evil. He directly opposed celestials and good-aligned deities. His minions combated the agents of the Celestial Planes, murdering them whenever and wherever they could.

Asmodeus' Lair

Asmodeus' Lair is the whole of the nine hells but he is truly nigh omnipotent when he is in Nessus, the 9th layer of hell. Each layer of hell provides Asmodeus with a level of power that makes him a very dangerous foe but within Nessus, Asmodeus' power is both unchallenged and unrivaled. Nessus is the deepest pit of Hell, boiling and choked with noxius fumes. In this fiery landscape stands the unbreakable fortress of Malsheem, the keep made from solid adamantine, whence the Archdevil claims absolute control of all the organized evil in the multiverse.

Lair Actions (In Hell)

On initiative count 20 (losing initiative ties). Asmodeus can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:

  • Chains of black iron spring into existence and bind a creature within 60 feet of Asmodeus. The creature must succeed on a DC 22 Dexterity saving throw or be restrained until initiative count 20 on the following round. While the creature is restrained, it is vulnerable to Asmodeus' attacks.
  • Until Asmodeus uses another Lair Action, any fire and necrotic damage dealt towards him is absorbed and he heals for half the amount.
  • Asmodeus uses his power, as ruler of hell, to demote or promote any devil within hell to any rank of his choosing.

Lair Actions (In Nessus)

On initiative count 20 (losing initiative ties). Asmodeus can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:

  • Chains of black iron spring into existence and bind any amount of creatures within 60 feet of Asmodeus. The creature must succeed on a DC 22 Dexterity saving throw or be restrained until initiative count 20 on the following round. While the creature is restrained, any of Asmodeus's damaging abilities deal thrice the damage.
  • Asmodeus summons 1 greater devil or 2 lesser devils. The devils last until they die or Asmodeus dismisses them. The devils are under Asmodeus' command.
  • Until Asmodeus uses another Lair Action, any fire and necrotic damage dealt towards him that isn't caused by him is absorbed and he heals for the same amount.
  • Asmodeus uses his power, as ruler of hell, to demote or promote any devil within hell to any rank of his choosing.

Regional Effects

The region containing Asmodeus' lair is warped by his magic, creating one or more of the following effects:

  • After every hour spend within Nessus, creature without immunity to exhaustion or immunity to fire must succeed on a DC 15 Constitution saving throw, or gain a level of exhaustion that cannot be removed through resting. It can be removed through magic.
  • Asmodeus is aware of any creature within his Nessus whether it be a devil or another creature. Creatures that casts a Divination spell that is meant to hide a creature must succeed on a DC 22 Wisdom saving throw or the spell fails and is wasted.
  • Healing spells or similar magic is halved when casted while in Nessus.

lf Asmodeus dies, these effects fade over the course of 1d10 days but the heat effect persists infinitely.



Asmodeus

Large fiend (devil), lawful evil


  • Armor Class 24 (natural armor)
  • Hit Points 540 (47d10 + 282)
  • Speed 50 ft., 50 ft.

STR DEX CON INT WIS CHA
26 (+8) 20 (+5) 22 (+6) 24 (+7) 25 (+7) 28 (+9)

  • Saving Throws Dex +14, Con +15, Int +16, Wis +16
  • Skills Deception +27, Insight +25, Intimidation +27, Perception +16, Persuasion +27
  • Damage Resistances cold, lightning
  • Damage Immunities fire, poison; bludgeoning, piercing, and slashing that is nonmagical
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 26
  • Languages all, telepathy 120 ft.
  • Challenge 30 (155,000 XP)

Divine Word (3/day). Asmodeus casts the divine word spell. It's HP thresholds are all increased by 80 hit points. (DC 26 Cha Save)

Infernal Pact. Asmodeus can cast the wish spell at will, provided the effect of the spell benefits a creature other than Asmodeus, and that the creature sells their soul to Asmodeus in exchange for the favor. The wish's ability is determined by the soul's worth. A more powerful soul grants a more powerful wish.

Once the wish spell is cast, the creature's immortal soul is forfeited to Asmodeus and transported to Hell the next time the creature dies. There, the soul is reincarnated as a lemure under the infernal thrall of Asmodeus. Nothing can reverse this damnation except Asmodeus deciding to release the soul.

Innate Spellcasting. Asmodeus' spellcasting ability is Charisma (spell save DC 26). Asmodeus can innately cast the following spells, requiring no material components:

At will: aganazzar's scorcher (5th level), charm person, command, counterspell (7th level), dispel magic (7th level), fire ball (5th level), geas, hellish rebuke (6th level), hold person, resurrection

3/day each: banishment, dominate monster, fire storm (10d10 fire damage), teleport, time stop

King of Hell. Asmodues is the undisputed King of Hell. All devils have disadvantage against spells or abilities used by Asmodeus that would command them or affect their minds. As a bonus action, Asmodeus can cast command as a 9th level spell against any devil of his choice. In addition, devils that have the legendary resistance trait cannot use it against Asmodeus' saving throws.

Legendary Resistance (3/day). When Asmodeus fails a saving throw, he can choose to succeed instead.

Magic Resistance. Asmodeus has advantage on saving throws against spells and other magical effects.

Magic Weapons. Asmodeus' weapon attacks are magical.

Regeneration. Asmodeus regains 30 hit points at the start of his turn.

Actions

Multiattack. Asmodeus makes three attacks with his ruby rod.

Ruby Rod (+5 Mace). Melee Weapon Attack: +22 to hit, reach 10 ft., one target. Hit 17 (2d8 + 8) bludgeoning damage plus 13 (2d12) fire damage.

Crushing Will. Asmodeus motions his hand and chooses one creature within 60 feet of him that he can see. The creature must succeed on a DC 26 Charisma saving throw. On a failed save, a creature is forcefully levitated 10 feet into the air and their body starts to get crushed by an invisible force that lasts until they succeed on their saving throw. At the start of their turn, they take 22 (4d10) bludgeoning damage and they are paralyzed. On a successful save, they become immune to this ability for 24 hours.

Burning Hell (Recharge 5-6). Asmodeus releases a powerful burst of fire around 10 feet of him. Each creature within range must succeed on a DC 26 Dexterity saving throw, taking 91 (26d6) fire damage, be knocked prone and take 14 (4d6) fire damage at the start of their turn that lasts for 1 minute on a failed save, or half as much damage, not be knocked prone and not take any damage on a failed save. A creature can repeat the saving throw at the start of their turn to end the effect on themselves.

Reactions

Nullify Magic. Asmodeus casts either a dispel magic or a counterspell spell.

Legendary Actions

Asmodeus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Asmodeus regains spent legendary actions at the start of his turn.

Punishment. Asmodeus makes one Ruby Rod attack.

Begone. Asmodeus casts the spell banishment.

Burn. Asmodeus casts the spell aganazzar's scorcher.

Kneel. Asmodeus casts the spell hold person.

Feel my Wrath! (Costs 2 Actions). Asmodeus casts the spell fireball if available.

Hell on Earth (Costs 2 actions). Asmodeus changes the landscape of a 30 feet area within 120 feet of him that lasts for 1 minute. Each creature in that area takes 11 (2d10) fire damage at the start of their turns and the area is considered difficult terrain.

Bael

With the Blood War raging for eons and no end in sight, opportunities abound for ambitious archdevils to win fame, glory, and power in the ongoing struggle against the demons. Duke Bael, one of Mammon's most important vassals, has won fame and acclaim for his victories. Charged with leading sixty-six companies of barbed devils, Bae! has proven to be a tactical genius, earning esteem for himself and his master as a result of victory after victory over the abyssal host.

Mammon relies on Bael, because of his battle acumen, to safeguard his holdings. Mammon has never been ousted during a time when so many other archdevils have lost their positions, which is a testament to Bael's skill on the battlefield. For his accomplishments, as well as for the hue of his skin, Bael has been granted the title of Bronze General. His accolades notwithstanding, Bael has had a difficult time navigating the quagmire of infernal politics.

His critics call him naive, though never to his face. His primary interest has always been leading soldiers in battle, so he finds it frustrating to have his ambitions of ascending to a higher rank constantly stymied by politically shrewd rivals. Bael prefers to make servants out of his adversaries, and mortals bound to his service earn their wretched place by falling victim to Bael's superior stratagems.

Bael gladly spares the lives of those he defeats, but only if they pledge their souls and service to him. Although he is willing to corrupt almost any being in this way, he always destroys any demons he defeats.

Bael also welcomes mortals into his service if they can provide him with an advantage in his own politicking. He recruits savvy individuals and relies on them to represent his interests at Mammon's court, which leaves Bael free to pursue his battle lust.



Bael

Large fiend (devil), lawful evil


  • Armor Class 18 (plate)
  • Hit Points 238 (21d10 + 126)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 15 (+2) 22 (+6) 21 (+5) 24 (+7) 22 (+6)

  • Saving Throws Dex +8, Con +12, Int +11, Cha +12
  • Skills Intimidation +12, Perception +13, Persuasion +12
  • Damage Resistances cold; bludgeoning, piercing, and slashing that is nonmagical
  • Damage Immunities fire, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 23
  • Languages all, telepathy 120 ft.
  • Challenge 20 (25,000 XP)

Dreadful. Bael can use a bonus action to appear dreadful until the start of his next turn. Each creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC 20 Wisdom saving throw or be frightened until the start of the creature's next turn.

Infernal Command. Each ally within 120 feet of Bael can't be charmed or frightened.

Infernal Pact. Bael can cast the wish spell at will, provided the effect of the spell benefits a creature other than Bael, and that the creature sells their soul to Bael in exchange for the favor. The wish's ability is determined by the soul's worth. A more powerful soul grants a more powerful wish.

Once the wish spell is cast, the creature's immortal soul is forfeited to Bael and transported to Hell the next time the creature dies. There, the soul is reincarnated as a lemure under the infernal thrall of Bael. Nothing can reverse this damnation except Bael deciding to release the soul.

Innate Spellcasting. Bael's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: alter self (can become Medium when changing his appearance), animate dead, charm person, detect magic, inflict wounds (as an 8th-level spell), invisibility (self only), fireball, major image

3/day each: counterspell, dispel magic, fly, suggestion, wall of fire

1/day each: dominate monster, symbol (stunning), power word stun

Legendary Resistance (3/day). When Bael fails a saving throw, he can choose to succeed instead.

Magic Resistance. Bael has advantage on saving throws against spells and other magical effects.

Magic Weapons. Bael's weapon attacks are magical.

Regeneration. Bael regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. Bael makes two melee attacks.

Hellish Morningstar. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 13 (3d8) necrotic damage.

Infernal Roar. Bael roars with fiendish rage and every creature within 30 feet of him must succeed on a DC 20 Wisdom saving throw or take 33 (6d10) psychic damage and be deafened for 1 minute. A creature can repeat the saving throw at the start of its turn to end the effect on itself on a success.

Teleport. Bael magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions

Bael can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Bael regains spent legendary actions at the start of his turn.

Attack. Bael attacks once with his hellish morningstar.

Awaken Greed. Bael casts charm person or major image.

Teleport. Bael uses his Teleport action.

Burning Wrath (Costs 2 Actions). Bael casts fireball.

Geryon

Geryon is locked in an endless struggle with Levistus for control of Stygia. The two have fought each other for centuries, each displacing the other innumerable times. Currently, Geryon occupies an odd position in the infernal hierarchy. Although Levistus still claims lordship over Stygia, he has been trapped in an enormous block of ice at the command of Asmodeus. For his part, Geryon marshals his followers and seeks to discover the means to replace his hated rival.

Among the archdevils, Geryon and Zariel are especially known for martial prowess. He is a ferocious hunter and a relentless tracker. Other devils command legions and bid their followers to battle their enemies. Geryon loves the feeling of flesh and steel being sundered beneath his claws, and the taste of his foes' blood. His ferocity serves him well in Stygia's frozen waste, but it has also limited his ability to collect souls and forge an effective hierarchy. Sages who study the Nine Hells believe that the battle for control of Stygia is a test staged by Asmodeus in hopes of purging the worst impulses from both Geryon and Levistus, or at the very least opening the door for a competent replacement for both to rise from the ranks.

Geryon's Lair

Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams the passages of this place, scattering the ice devils and minotaur slaves he took from Baphomet, raging against Asmodeus's betrayal while spitting oaths of vengeance and hatching mad schemes to reclaim his standing from Levistus.

Lair Actions

On initiative count 20 (losing initiative ties), Geryon can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:

  • Geryon causes a blast of cold to burst from the ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving throw or take 28 (8d6) cold damage.
  • Geryon targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become restrained for 1 minute. The target can end the effect on itself if it deals any damage to one or more of its allies.
  • Geryon casts the banishment spell.

Regional Effects

The region containing Geryon's lair is warped by his magic, creating one or more of the following effects:

  • Intelligent creatures within 1 mile of the lair frequently see shimmering portals leading to places they consider safe. Passing through a portal always deposits a traveler somewhere in Stygia.
  • Freezing strong winds howl around the area within 1 mile of the lair.
  • Howls and screams fill the air within 1 mile of the lair. Any creature that finishes a short or long rest in this area must succeed on a DC 21 Wisdom saving throw or derive no benefit from the rest.


Geryon

Huge fiend (devil), lawful-evil


  • Armor Class 21 (natural armor)
  • Hit Points 325 (26d12 + 156)
  • Speed 30 ft., 50 ft.

STR DEX CON INT WIS CHA
29 (+9) 17 (+3) 22 (+6) 19 (+4) 16 (+3) 23 (+6)

  • Saving Throws Dex +10, Con +13, Wis +10, Cha +13
  • Skills Deception +13, Intimidation +13, Perception +10
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities cold, fire, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 20
  • Languages all, telepathy 120 ft.
  • Challenge 23 (50,000 XP)

Infernal Pact. Geryon can cast the wish spell at will, provided the effect of the spell benefits a creature other than Geryon, and that the creature sells their soul to Geryon in exchange for the favor. The wish's ability is determined by the soul's worth. A more powerful soul grants a more powerful wish.

Once the wish spell is cast, the creature's immortal soul is forfeited to Geryon and transported to Hell the next time the creature dies. There, the soul is reincarnated as a lemure under the infernal thrall of Geryon. Nothing can reverse this damnation except Geryon deciding to release the soul.

Innate Spellcasting. Geryon's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:

At will: alter self (can become Medium when changing his appearance), detect magic, geas, ice storm, invisibility (self only), locate object, suggestion, wall of ice

l/day each: cone of cold (9th level), divine word, symbol (pain only)

Legendary Resistance (3/Day). If Geryon fails a saving throw, he can choose to succeed instead.

Magic Resistance. Geryon has advantage on saving throws against spells and other magical effects.

Magic Weapons. Geryon's weapon attacks are magical.

Regeneration. Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Geryon dies only if he starts his turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. Geryon makes two attacks: one with his claws and one with his stinger.

Claws. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) slashing damage. If the target is Large or smaller, it is grappled (DC 24) and restrained until the grapple ends. Geryon can grapple one creature at a time. If the target is already grappled by Geryon, the target takes an extra 27 (6d8) slashing damage.

Stinger. Melee Weapon Attack: +16 to hit, reach 20 ft., one creature. Hit: 14 (2d4 + 9) piercing damage, and the target must succeed on a DC 21 Constitution saving throw or take 13 (2d12) poison damage and become poisoned until it finishes a short or long rest. The target's hit point maximum is reduced by an amount equal to half the poison damage it takes. If its hit point maximum drops to 0, it dies. This reduction lasts until the poisoned condition is removed.

Teleport. Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.3

Sound the Horn (Recharge 6). Geryon blows his horn, which causes 2d6 minotaurs to appear in unoccupied spaces of his choice within 600 feet of him. The minotaurs roll initiative when they appear. They remain until they die or Geryon uses an action to dismiss any or all of them.

Legendary Actions

Geryon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Geryon regains spent legendary actions at the start of his turn.

Infernal Glare. Geryon targets one creature he can see within 60 feet of him. If the target can see Geryon, the target must succeed on a DC 23 Wisdom saving throw or become frightened of Geryon until the end of its next turn.

Swift Sting. Geryon attacks with his stinger.

Teleport. Geryon uses his Teleport action.

Hutijin

Politics in the Nine Hells are anything but predictable. Alliances form all the time, but most wind up unraveling due to treachery. Nevertheless, for all their backbiting and betrayal, the devils do occasionally display loyalty, offering unwavering service to their masters. One such example is Hutijin, a duke of Cania and loyal servant of Mephistopheles. Across the Hells, Hutijin's name fills lesser devils with fear and loathing, for this duke commands two companies of pit fiends, which make up Cania's aristocracy.

With such soldiers under his command, Hutijin can easily crush any rival who gets in his way, while also providing Mephistopheles with security against armies that might seek to contest his dominion. Hutijin has amassed enough power to challenge the lord of Cania, but he has never wavered in his support for his master suggesting, perhaps, that Mephistopheles has some hold over him.

Outside the Nine Hells, Hutijin is a relatively obscure figure, known only to the most learned infernal scholars. He has no cults of his own, and his servants are few in number. The reason is simple: Hutijin hates mortals. When summoned from the Hells, he repays the instigator with a long and agonizing death. Mephistopheles forbids Hutijin from making too many forays into the Material Plane, since the duke's absence leaves him vulnerable to his rivals. Other archdevils know how much Hutijin despises mortals and have secretly disseminated the means to call him from the Nine Hells in the hope of distracting the archdevil long enough for them to assail Mephistopheles.

Hutijin sends devils into the Material Plane to eradicate mention of his name and destroy those who have learned of him, but the summonings still occur. When called from his post, he negotiates as quickly as he can, usually closing a deal with little cost to the summoner. However, once the deal has been struck, Hutijin repays the interruption with death.



Hutijin

Large fiend (devil), lawful evil


  • Armor Class 20 (natural armor)
  • Hit Points 47 (1d4 + 5)
  • Speed 30ft., fly 60 ft.

STR DEX CON INT WIS CHA
27 (+8) 15 (+2) 25 (+7) 23 (+6) 19 (+4) 25 (+7)

  • Saving Throws Dex +9, Con +14, Wis +11
  • Skills Intimidation +14, Perception +11
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities fire, lightning, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 21
  • Languages all, telepathy 120 ft.
  • Challenge 22 (41,000 XP)

Cania's Might (1/day). Hutijin calls upon his pit fiends, which causes 1d4 pit fiends to appear in unoccupied spaces of his choice within 600 feet of him. The pit fiends roll initiative when they appear. They remain until they die or Hutijin use an action to dismiss any or all of them.

Infernal Despair. Each creature within 20 feet of Hutijin that isn't a devil makes saving throws with disadvantage.

Innate Speffcasting. Hutijin's innate spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components:

At will: alter self (can become Medium when changing his appearance), animate dead, detect magic, hold monster, invisibility (self only), lightning bolt (5th level), storm sphere (5th level, does not need concentration), suggestion, wall of fire

3/day: dispel magic

1/day each: heal, power word pain, symbol (hopelessness only)

Legendary Resistance (3/Day). If Hutijin fails a saving throw, he can choose to succeed instead.

Magic Resistance. Hutijin has advantage on saving throws against spells and other magical effects.

Magic Weapons. Hutijin's weapon attacks are magical.

Regeneration. Hutijin regains 20 hit points at the start of his turn. lf he takes radiant damage, this trait doesn't function at the start of his next turn. Hutijin dies only ifhe starts his turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. Hutijin makes four attacks: one with his bite, one with his claw, one with his mace, and one with his tail.

Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage. The target must succeed on a DC 22 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 10 (3d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its t urns, ending the effect on itself on a success.

Claw. Melee Weapon Attack: + 15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Mace. Melee Weapon Attack: + 15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage.

Tail. Melee Weapon Attack: +15 to hit, reach 10 ft. , one target. Hit: 19 (2d10 + 8) bludgeoning damage.

Teleport. Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Reactions

Fearful Voice (Recharge 5-6). In response to taking damage, Hutijin utters a dreadful word of power. Each creature within 30 feet of him that isn't a devil must succeed on a DC 22 Wisdom saving throw or become frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that saves against this effect is immune to Hutijin's Fearful Voice for 24 hours.

Legendary Actions

Hutijin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Hutijin regains spent legendary actions at the start of his turn.

Attack. Hutijin attacks once with his mace.

Teleport. Hutijin uses his Teleport action.

Lightning Storm (Costs 2 Actions). Hutijin releases lightning in a 20-foot radius. All other creatures in that area must each make a DC 22 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.

Lightning Bolt (Costs 3 Actions). Hutijin casts lightning bolt.

Storm Sphere (Costs 3 Actions). Hutijin casts storm sphere, no concentration required.

Moloch

Exiled from the Nine Hells, Moloch would do anything to reclaim his position. Long ago, Moloch earned his place among the other archdevils through the glory he won driving demons out of the Nine Hells. Asmodeus rewarded him by elevating Moloch to the rulership of Malbolge. For eons, Moloch ruled his domain, vying against the other archdevils as he sought still greater power. This animosity worked in Asmodeus's favor, since Asmodeus knew that Moloch's scheming helped keep the other archdevils in check. The arrangement began to unravel, however, when Moloch took the night hag named Malagard for his advisor. Her words were poison, and gradually she convinced Moloch to direct his efforts to topple Asmodeus. Although the conspiracy nearly succeeded, it was thwarted. Moloch was stripped of his station and sentenced to death and only the timely use of a planar portal allowed him to escape.

Moloch wasted no time in preparing for his return. He amassed an army of devils and monsters and left them to make final preparations for invading the Nine Hells, while he ventured to a distant Material Plane in the hope of finding an artifact that would ensure his success. While there, he became trapped, leaving his armies at the mercy of his enemies. In short order they were destroyed.

Now, Moloch has been rendered nearly powerless after his last failure. He endlessly schemes of ways to return to his former status, but every time he enters the Nine Hells, he is demoted to an imp and can't regain his normal powers until he leaves. Thus, he lives a split existence, sometimes scheming in Malbolge or other layers of the Hells and at other times wandering the planes searching for magical might or secrets that might help him win back his title.

Rumors suggest that he can often be found in Sigil, where he bargains with yugoloths to build yet another army with which he might invade Malbolge and wrest the throne fr om Glasya. Bereft as he is, he has little to offer in exchange, so he might bargain with mortals to gain their aid in acquiring coin, jewels, and other riches in return for knowledge about the Nine Hells and the other planes. Most of Moloch's cultists have switched allegiance to one of the other archdevils, but idols constructed to honor him still stand in deep dungeons, their jeweled eyes and the remnants of power they hold drawing monstrous worshipers and unwise adventurers into places where his foul influence remains.



Moloch

Large fiend (devil), lawful evil


  • Armor Class 21 (natural armor)
  • Hit Points 65(1d4 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
26 (+8) 20 (+5) 22 (+6) 21 (+5) 18 (+4) 24 (+6)

  • Saving Throws Dex +12, Con +13, Wis +11, Cha +13
  • Skills Deception +13, Intimidation +13, Perception +11
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities fire, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 21
  • Languages all, telepathy 120 ft.
  • Challenge 22 (41,000 XP)

Desperate Power (1/Day). If Moloch's hit points drop to 0, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. In addition he can immediately cast flame strike with no action required, even if he no longer has a use of flame strike.

Each time Moloch uses this feature after the first, the DC increases by 5. When he finishes a short or Long Rest, the DC resets to 10.

Innate Spellcasting. Moloch's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:

At will: alter self (can become Medium when changing his appearance), animate dead, burning hands (as a 7th-level spell), confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire

l/day each: flame strike, symbol (stunning only)

Legendary Resistance (3/Day). If Moloch fails a saving throw, he can choose to succeed instead.

Magic Resistance. Moloch has advantage on saving throws against spells and other magical effects.

Magic Weapons. Moloch's weapon attacks are magical.

Regeneration. Moloch regains 20 hit points at the start of his turn. lf he takes radiant damage, this trait doesn't function at the start of his next turn. Moloch dies only if he starts his turn with 0 hit points and doesn't regenerate.

Timely Escape (1/day). Moloch can cast plane shift (self only).

Actions

Multiattack. Moloch makes three attacks: one with his bite, one with his claw, and one with his whip.

Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) piercing damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Many-Tailed Whip. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 13 (2d4 + 8) slashing damage plus 11 (2d10) lightning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch.

Breath of Despair (Recharge 5-6). Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a DC 21 Wisdom saving throw or take 27 (5d10) psychic damage, drop whatever it is holding, and become frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from Moloch by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its turn in a location where it doesn't have line of sight to Moloch, the creature can repeat the saving throw. On a success, the effect ends.

Teleport. Moloch magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions

Moloch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Moloch regains spent legendary actions at the start of his turn.

Stinking Cloud. Moloch casts stinking cloud.

Teleport. Moloch uses his Teleport action.

Whip. Moloch makes one attack with his whip.

 

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