Abyssal Horrors

by badooga

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Demon Lord Template

The vast majority of demon lords are tanar'ri, but only a few have the title of demon prince. The rest were simply called demon lords. They included. The abyss is filled with a countless number of demon lords, fighting among themselves in order to gain dominance over as many layers as they can.

Statistics

Use the following guidelines when creating a demon lord. Feel free to adjust its statistics as you see fit.

Type and Alignment. Demon lords are fiends (demons), and they are always chaotic evil.

Size and Speed. Most demon lords are Huge, but some are Large or Gargantuan instead. A demon lord's walking speed is 40 feet by default, and some have climbing or flying speeds equal to their walking speed.

Armor Class. Demon lords have natural armor, and their armor classes tend to range from 18 to 22.

Challenge Rating. Demon lords tend to range from CR 22, one CR higher than their molydeus servants, to CR 26, which is where Demogorgon, the Prince of Demons stands. However, some obyrith lords like the Queen of Chaos might be between CR 27 and CR 30, yet are not in power due to a lack of resources and/or minions. As such, their proficiency bonus ranges from +7 to +8, with some obyrith lords of CR 29 or 30 having a proficiency bonus of +9.

Hit Points. Demon lords of CR 22 have about 325 HP. Demon lords of CR 23 and higher gain about 25 additional HP per CR beyond 22. Use this recommended HP and the demon lord's Constitution modifier (see below) to determine how many hit dice it has. Feel free to increase the demon lord's hit points if you wish to make it more of a challenging fight.

Ability Scores. Demon lords typically have between +14 and +17 to hit, so their Strength or Dexterity score (your choice) is typically between 24 and 30. Their Constitution score is typically between 20 and 28, yielding a Constitution modifier between +5 and +9. Otherwise, feel free to customize the demon lord's ability scores as you see fit; scores of 20 and higher are common, and they typically don't go below 16.

Saving Throws. Most demon lords are proficient in Dexterity, Constitution, and Wisdom saving throws. Add additional saving throw proficiencies as you see fit.

Skills. Most demon lords are proficient in Perception. Give the demon lord skills that compliment their personality and methodology.

Damage Resistances and Immunities. All demon lords are resistant to cold, fire, and lightning damage. They are immune to poison damage, and they are also immune to bludgeoning, piercing, and slashing damage from nonmagical attacks. Some demon lords gain additional immunities based on their natural affinities; for example, Orcus has immunity to necrotic damage due to his association with undead.

Condition Immunities. All demon lords are immune to being charmed, frightened, or poisoned. Many also don't suffer from exhaustion.

Senses and Languages. Most demon lords have truesight out to 120 feet, can speak all languages, and have telepathy out to 120 feet.

Traits

All demon lords have the following traits.

Innate Spellcasting. The demon lord's innate spellcasting ability is Charisma. It can innately cast up to five or more spells of its choice, requiring no material components. These spells often reflect the specific nature of the demon lord. Typically, some can be cast at will, others can be cast 3/day each, while the rest can be cast 1/day each. Feel free to customize the number of spells the demon lord can cast, as well as the number of times a day they can cast them.

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

Magic Resistance. The demon lord has advantage on saving throws against spells and other magical effects.

Magic Weapons. The demon lord's weapon attacks are magical.

Additional Traits

Most demon lords have additional traits that either represent their individual behaviors or their individual anatomies. For example, Baphomet has the Charge trait due to his horns and his association with minotaurs, while he has the Reckless trait due to his savage, carefree approach to combat. Juiblex has the Foul and Spider Climb traits due to its ooze-like nature.

Often times, generic traits (as listed in the Dungeon Master's Guide) such as Aggressive, Blood Frenzy, Rampage, Reactive, and Wounded Fury are adequate at representing a demon lord's unique characteristics; after all, most of its flavor is represented by its actions and legendary actions. With that in mind, feel free to create your own unique traits if you feel that pre-existing ones don't do the trick.

Actions

Many demon lords have the following actions.

Multiattack. The demon makes two or three weapon attacks; the exact number of attacks it can make is determined based on the average damage per round desired in relation to its Challenge Rating.

Attack. Most demon lords use a natural weapon (e.g. a claw or tentacle) to attack, although some use weapons instead. Either way, it uses its Strength or Dexterity modifier (your choice) for its attack and damage rolls. Attacks made by a Large demon lord tend to have two damage dice, while attacks made by a Huge demon lord tend to have three damage dice; however, feel free to change this as you see fit.

Teleport. The demon lord magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Additional Actions

As with its traits, feel free to use generic actions (as listed in the Dungeon Master's Guide) such as Breath Weapon, Enlarge, Frightful Presence, or Invisibility to represent its innate abilities, but you needn't restrict yourself to them.

Legendary Actions

Most demon lords can take 3 legendary actions per round. When deciding what legendary actions it gets, feel free to choose from the following list.

  • Charge. The demon lord moves up to its speed.
  • Attack. The demon lord makes one weapon attack.
  • Teleport. The demon lord uses its Teleport action.
  • Cast a Spell (Costs 2 Actions). The demon lord casts an innate spell.
  • Command Horde (Costs 2 Actions). The demon lord chooses up to three allies it can see within 30 feet of it. If a chosen creature can see or hear the demon lord, it can immediately use its reaction to make one weapon attack, with advantage on the attack roll.
  • Savage (Costs 2 Actions). The demon lord makes a melee attack against each creature within its reach.
  • Summon Demons (Costs 3 Actions). Up to five demons of CR 3 or lower appear in unoccupied spaces within 30 feet of the demon lord and remain until destroyed. Demons summoned in this way roll initiative and act in the next available turn. The demon lord can have up to twenty demons summoned by this ability at a time.

Lair Actions

When fighting inside its lair, a demon lord can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the demon lord takes a lair action to create a magical effect; the demon lord can't use the same effect two rounds in a row. A demon lord's lair has three options available to choose from; when creating a demon lord, feel free to choose from the following list:

  • The demon lord innately casts a non-damaging spell. If the spell normally targets a single creature, the demon lord can target every creature of its choice that it is aware of within its lair. If the spell targets an area, the demon lord casts the spell up to four times, targeting different areas with each casting. If the spell normally requires concentration, the demon lord doesn't need to concentrate on them. If the spell has a duration, it lasts until initiative count 20 of the next round.
  • Each ally that the demon lord can see can use its reaction to move up to its speed.
  • Until the next initiative count 20, all allies of the demon lord within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them.
  • The demon lord causes the terrain within the lair to shift. Typical effects include creating or removing difficult terrain, erecting or demolishing barriers, causing terrain features to grapple opponents, and manipulating liquids and gases within the lair.
  • One condition on the demon lord instantly ends.

Regional Effects

The region containing a demon lord's lair is warped by its magic, creating one or more magical effects. These effects are entirely based on the nature of the demon lord, and as such have no guidelines for their creations. Be sure not to create effects that are unfair to players; otherwise, these regional effects have no limitations.

If the demon lord dies, its regional effects fade over the course of 1d10 days.

Other Abilities

See below for advice on other abilities demon lords might have access to.

Madness

Many demon lords have custom madness tables that apply character flaws whenever a creature goes mad in the demon lord's lair or within line of sight of the demon lord. Feel free to design these flaws with the demon lord's personality in mind, but keep in mind that some flaws might force a player character to leave their party. If you need inspiration, check out the madness table for demon lords that are already published, as well as the Indefinite Madness table in Chapter 8 of the Dungeon Master's Guide.

Magic Items

Some demon lords, such as Orcus, have access to magic items that boost their power in combat. Often times, such a magic item has been created in the image of the demon lord themself, and is heavily associated with the demon lord and their imagery.

If you wish to design a new artifact for a demon lord to wield, keep in mind the following information:

  • Account for the possibility that the players might defeat the demon lord and acquire their artifact. Thus, while the artifact can be extremely powerful, it shouldn't be easy for the players to wield; after all, it might be a demonic artifact. One way to think of it is that artifacts are story tools, and while they do contribute to a demon lord's statistics, they also significantly influence the world and its history when acquired by entities other than the demon lord itself.
  • Consider why a demon lord would create an artifact in the first place when designing the item. Perhaps they wield it as a combat weapon only, or maybe they wish to spread chaos throughout the Material Plane via its presence. Maybe they created it to counteract a specific weakness or vulnerability of theirs. Once you have the artifact's purpose in mind, then you can begin considering its properties.

Reactions

While many published demon lords don't have reactions (other than opportunity attacks, that is), feel free to add reactions to a demon lord you design as you see fit. Just be sure not to make them overbearing or unfair to the player; for example, a reaction that nullifies one of their significant abilities (other than countering a spell) might not go over so well. Feel free to take inspiration from existing monsters when adding reactions to a demon lord.

Demon Lord Statistics



Dagon

Gargantuan fiend (demon), chaotic evil


  • Armor Class 20 (natural armor)
  • Hit Points 420 (24d20 + 168)
  • Speed 50 ft., climb 50 ft., swim 100 ft.

STR DEX CON INT WIS CHA
28 (+9) 16 (+3) 25 (+7) 18 (+4) 20 (+5) 25 (+7)

  • Saving Throws Str +17, Con +15, Wis +13, Cha +15
  • Skills Athletics +17, Insight +13, Intimidation +15, Perception +13, Stealth +11
  • Damage Resistances acid, cold, fire, lightning
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses truesight 120 ft., passive Perception 23
  • Languages all, telepathy 120 ft.
  • Challenge 26 (90000 XP)

Amphibious. Dagon can breathe air and water.

Fear Aura. Any creature hostile to Dagon that starts its turn within 60 feet of Dagon must make a DC 23 Wisdom saving throw. On a failed save, the creature is frightened of Dagon until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Dagon's Fear Aura for the next 24 hours.

Freedom of Movement. Dagon ignores difficult terrain, and magical effects can't reduce his speed or cause him to be restrained. He can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

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

At will: darkness (30-foot radius), detect magic, dispel magic
3/day each: control water, dream, telekinesis
2/day each: compulsion, confusion, enemies abound
1/day each: feeblemind, tsunami

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

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

Magic Weapons. Dagon's weapon attacks are magical.

Siege Monster. Dagon deals double damage to objects and structures.

Actions

Multiattack. Dagon makes three tentacle attacks, each of which he can replace with one use of Fling.

Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature grappled by Dagon, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Dagon, and it takes 42 (12d6) acid damage at the start of each of Dagon's turns. If Dagon takes 50 damage or more on a single turn from a creature inside him, he must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Dagon. If Dagon dies, a swallowed creature is no longer restrained by him and can escape from the corpse using 15 feet of movement, exiting prone.

Tentacle. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 19 (3d6 + 9) bludgeoning damage plus 10 (3d6) poison damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and it takes 10 (3d6) bludgeoning damage at the start of each of Dagon's turns. Dagon has twenty tentacles, each of which can grapple one target.

Fling. One Large or smaller object held or creature grappled by Dagon is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked prone.

Doomsong (Recharge 6). Dagon creates a hypnotic, rumbling song in a 300-foot radius. Each creature in the area must succeed on a DC 23 Wisdom saving throw or be charmed by Dagon for 1 minute. While charmed, a creature must take the Dash action and move towards Dagon by the most direct route available on each of its turns. Once a charmed creature is 30 feet away from Dagon, it waits motionlessly, listening quietly to the song. A charmed creature can repeat the saving throw whenever it takes damage and at the end of each of its turns, ending the effect on itself on a success.

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

Legendary Actions

Dagon 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. Dagon regains spent legendary actions at the start of his turn.

  • Teleport. Dagon uses his Teleport action.
  • Tentacle Attack or Fling. Dagon makes one tentacle attack or uses his Fling.
  • Cast a Spell (Costs 2 Actions). Dagon casts an innate spell with a casting time of 1 action.
  • Sonic Scream (Costs 2 Actions). Dagon emits a blast of sonic energy in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 49 (14d6) thunder damage on a failed save, or half as much damage on a successful one. On a failed save, a creature's concentration is also broken.

Lair Actions

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

  • Dagon moves up to his speed without provoking opportunity attacks.
  • All water within 120 feet of Dagon becomes difficult terrain for other creatures until initiative count 20 of the next round.
  • Each creature of Dagon's choice that is underwater must succeed on a DC 23 Strength saving throw. On a failed save, a creature is hurled 35 (1d6 × 10) feet in a direction of Dagon's choice.

Regional Effects

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

  • The water within 1 mile of the lair is frequently filled with areas of magical darkness, and light sources (both magical and nonmagical) only illuminate up to half their normal radii.
  • 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 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 "I am of the ocean and the horrors lurking in its depths."
21-40 "The Abyss holds many ancient secrets that I must uncover."
41-60 "If my comrades fall, it means they were weak and pitiful."
61-80 "I prefer to drown my foes to death, when possible."
81-00 "Someone of my status and power should be worshiped as a god."

Description

Ancient Dagon is among the oldest demon lords of the Abyss and the patron of those who dwell in the lightless depths of the sea. He is an obyrith lord that survived the rise of the tanar'ri due to his isolationist nature, refusing to aid the Queen of Chaos in the war that led to the other obyriths' defeat.

Today, Dagon is held as an oracle and seer among the tanar'ri. They come to this ancient demon with offerings of weapons and sacrifices in return for ancient knowledge of the Abyss and its holdings that predate the rise of the tanar'ri. Dagon has built a mighty empire in his realm on these offerings and today is one of the mightiest demon lords in the Abyss. Dagon's realm lies directly below Demogorgon's, and the two have entered a strange sort of alliance.


Obox-ob

Huge fiend (demon), chaotic evil


  • Armor Class 20 (natural armor)
  • Hit Points 378 (28d12 + 196)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 25 (+7) 19 (+4) 17 (+3) 24 (+7)

  • Saving Throws Dex +10, Con +15, Wis +11
  • Skills History +12, Insight +11, Perception +11
  • Damage Resistances cold, fire, lightning
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 21
  • Languages all, telepathy 120 ft.
  • Challenge 26 (90000 XP)

Drone. Obox-ob produces a horrid droning sound to which demons are immune. Any other creature that starts its turn with in 30 feet of Obox-ob must succeed on a DC 23 Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water.
If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours.

Innate Spellcasting. Obox-ob's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: contagion, detect magic, telekinesis
2/day each: cloudkill, harm, insect plague
1/day each: animal shapes (insects only), astral projection

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

Magic Resistance. Obox-ob has advantage on saving throws against spells and other magical effects.

Magic Weapons. Obox-ob's weapon attacks are magical.

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

Actions

Multiattack. Obox-ob makes four attacks: three with his stingers and one with his tongue. He can use Implant Chaos instead of his bite.

Stinger. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) poison damage.

Tongue. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) slashing damage, and the target must succeed on a DC 23 Wisdom saving throw or become frightened of Obox-ob until the end of the demon lord's next turn.

Implant Chaos (Recharge 5-6). Obox-ob uses his tongue to touch one creature within 15 feet of him that isn't a demon. The target must succeed on a DC 23 Charisma saving throw or have its soul implanted with raw stuff of chaos for 1 minute.
During this time, the chaos transforms the target's body and soul. The target has disadvantage on attack rolls and ability checks, and it must repeat the saving throw at the end of each of its turns. The target suffers one level of exhaustion on a failed save, and the effect ends for it on a successful one.
If the target is reduced to 0 hit points or dies while implanted with chaos, the chaos completely consumes its body, leaving its equipment behind. If the creature is resurrected by a spell, the caster must succeed on a DC 23 Intelligence (Arcana) check. On a failed save, when the target is resurrected, this effect begins to effect the target once again.

Legendary Actions

Obox-ob 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. Obox-ob regains spent legendary actions at the start of his turn.

  • Lurch. Obox-ob moves up to his speed.
  • Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) piercing damage.
  • Cast a Spell (Costs 2 Actions). Obox-ob casts an innate spell.
  • Giant Vermin (Costs 2 Actions). Obox-ob magically summons twenty giant centipedes, ten giant wasps, or two giant scorpions. The vermin burst out from Obox-ob's body and land in an unoccupied space within 15 feet of the demon lord. The vermin are considered demons rather than beasts, obey Obox-ob's verbal commands, and act on their own initiative count.

Lair Actions

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

  • Obox-ob targets himself or a creature he can see within the lair and magically makes its body do something unnatural, such as vomit blood, twist its head all the way around, or cause a quadruped to move as a biped. Any creature that sees this behavior must succeed on a DC 23 Wisdom saving throw or become frightened of Obox-ob until initiative count 20 of the next round.
  • One repulsive and contaminated feature of the lair releases toxic gas, the decayed remains of a slain creature, a colony of insects, or some other carrier of disease. Each creature within 10 feet of this filth must make a DC 23 Constitution saving throw against disease. On a failed save, the target can't regain hit points until initiative count 20 of the next round.

Regional Effects

The region containing Obox-ob'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 giant versions of scorpions, centipedes, and other vermin.
  • Any creature that sleeps within 6 miles of the lair must make a DC 23 Wisdom saving throw. On a failed save, a creature suffers terrible nightmares and gains no benefit from its rest.

If Obox-ob dies, these effects fade over the course of 1d10 days.

Description

Primeval and ruinous, the obyrith prince Obox-ob was once the Prince of Demons in an ancient age. His power is much diminished today, yet his lust for its return grows with every passing second. He is the lord of vermin and patron of those who see divinity in their repugnant frames.



Oublivae

Huge fiend (demon), chaotic evil


  • Armor Class 20 (natural armor)
  • Hit Points 378 (26d12 + 182)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
26 (+8) 16 (+3) 24 (+7) 23 (+6) 20 (+5) 21 (+5)

  • Saving Throws Dex +10, Con +14, Wis +12
  • Skills Athletics +15, Deception +12, History +13, Perception +12
  • Damage Resistances cold, fire, lightning, necrotic
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 22
  • Languages all, telepathy 120 ft.
  • Challenge 23 (50000 XP)

Aggressive. As a bonus action, Oublivae can move up to her speed toward a hostile creature that she can see.

Innate Spellcasting. Oublivae's innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components:

At will: detect magic, detect thoughts, dispel magic
3/day each: eyebite, fear, ray of enfeeblement
1/day each: contagion, disintegrate

Isolation. Oublivae has advantage on attack rolls against any creature that isn't within 15 feet of at least one ally.

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

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

Magic Weapons. Oublivae's weapon attacks are magical.

Actions

Multiattack. Oublivae makes three attacks: two with her claws and one with her tail.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 10 (3d6) psychic damage.

Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 34 (4d12 + 8) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and Oublivae can't use her tail on another target.

Legendary Actions

Oublivae 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. Oublivae regains spent legendary actions at the start of her turn.

  • Sudden Rush. Oublivae moves up to her speed without provoking opportunity attacks.
  • Perish Alone. Oublivae makes a claw attack against a creature that is isolated (as per her Isolation trait). On a hit, the attack deals an additional 10 (3d6) psychic damage.
  • Abandon All Hope (Costs 2 Actions). Oublivae overwhelms each creature of her choice within 30 feet of her with desolate visions of the future. A target must make a DC 20 Wisdom saving throw, taking 49 (8d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, a target is also blinded, deafened, and frightened until the end of Oublivae's next turn.

Lair Actions

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

  • Each structure and nonmagical item that isn't being worn or carried of Oublivae's choice within 60 feet of her takes 27 (4d12 + 5) necrotic damage.
  • Oublivae innately casts dispel magic, targeting a hostile creature with it in order to remove any beneficial spells that are affecting it.
  • One creature of Oublivae's choice within 60 feet of her must make a DC 20 Wisdom saving throw. On a failed save, the target can no longer perceive (see, hear, or feel) its allies, it can't regain hit points from their abilities, and it doesn't benefit from spells cast on it by its allies. This effect lasts until initiative count 20 of the next round.

Regional Effects

The region within 10 miles of Oublivae is constantly warped by her magic, creating one or more of the following effects:

  • Food molders and water evaporates after remaining in the area for 1 hour. Other non-magical drinks are spoiled - wine turning to vinegar, for instance.
  • The local ecosystem in the region crumbles into nothingness. Plants shrivel up and wither away, causing the food chain to slowly collapse. After about a week, all natural wildlife in the area has died.
  • Nonmagical structures weaken and decay, slowly becoming derelict and defunct if not constantly given repairs.

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

Description

Oublivae is the angel of the everlasting void, the Demon Monarch of the Barrens, and the Queen of Desolation. Oublivae stalks the empty wastelands, lurks within abandoned shrines and toppled ruins, and haunts the trackless seas and the starry void between planes and worlds.



Pazuzu

Large fiend (demon), chaotic evil


  • Armor Class 21 (natural armor)
  • Hit Points 315 (30d10 + 150)
  • Speed 50 ft., fly 50 ft.

STR DEX CON INT WIS CHA
15 (+2) 26 (+8) 21 (+5) 22 (+6) 21 (+5) 26 (+8)

  • Saving Throws Dex +16, Con +13, Int +14, Wis +13
  • Skills Deception +16, History +14, Perception +13, Persuasion +16, Stealth +16
  • Damage Resistances cold, fire, lightning
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 23
  • Languages all, telepathy 120 ft.
  • Challenge 25 (75000 XP)

Shapechanger. Pazuzu 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.

Innate Spellcasting. Pazuzu's innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: detect magic, detect thoughts, invisibility
3/day each: blight, mass suggestion, plane shift (self only)
2/day each: contagion, dream, geas
1/day each: dominate monster, harm

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

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

Magic Weapons. Pazuzu's weapon attacks are magical.

Nimble Escape. Pazuzu can take the Disengage or Hide action as a bonus action on each of his turns.

Plague of Abyssal Locusts. Pazuzu can activate or deactivate this feature at the start of each of his turns (no action required). While active, the locusts deal 15 poison damage to any creature that ends its turn within 15 feet of Pazuzu. This effect's range doubles when Pazuzu has half of his hit points or fewer.

Probing Telepathy. If a creature communicates telepathically with Pazuzu, Pazuzu learns the creature's greatest desires if he can see the creature.

Psychic Defenses. Unless Pazuzu is incapacitated, he is immune to effects that allows other creatures to read his thoughts, determine whether he is lying, know his alignment, or know his creature type. Creatures can telepathically communicate with Pazuzu only if he allows it.

Actions

Multiattack. Pazuzu makes three melee attacks: one with his tail sting and two with his talons.

Tail Sting. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage, and the target must make a DC 21 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.

Talons. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage.

Coercion. Pazuzu targets one creature he can communicate with via telepathy. The target must make a DC 24 Wisdom saving throw. On a failed save, Pazuzu chooses the target's movement and action on its next turn. A creature is immune to this ability if it is immune to being charmed.

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

Legendary Actions

Pazuzu 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. Pazuzu regains spent legendary actions at the start of his turn.

  • Teleport. Pazuzu uses his Teleport action.
  • Master of Manipulation. Pazuzu targets one creature he can communicate with via telepathy. The target must succeed on a DC 24 Charisma saving throw or use its reaction to move up to 30 feet along a path of Pazuzu's choice.
  • Cast a Spell (Costs 2 Actions). Pazuzu casts an innate spell.
  • Soul Corruption (Costs 2 Actions). Pazuzu targets one creature he can communicate with via telepathy. The target must make a DC 24 Charisma saving throw, taking 36 (8d6 + 8) psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target also has disadvantage on ability checks and saving throws for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Lair Actions

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

  • Pazuzu uses his Coercion action.
  • Pazuzu commands his plague of abyssal locusts to protect himself, granting him half cover until initiative count 20 of the next round while the ability is active.
  • Pazuzu targets one creature that he can communicate with via telepathy. The target must make a DC 24 Intelligence saving throw. On a failed save, the target must truthfully answer one question he asks it via telepathy, making this response via telepathy unless Pazuzu prefers otherwise. A creature is immune to this ability if it is immune to being charmed.

Regional Effects

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

  • If a creature utters Pazuzu's name while Pazuzu is in the area, an unholy link between the speaker and the demon lord is established. For 1 minute, Pazuzu can see the creature and everything surrounding it as if he was there. He can also communicate with the creature via telepathy, and he can use his action to teleport to an unoccupied space within 120 feet of the creature if he so desires.
  • If the area has a sky, it is devoid of any clouds or weather phenomenon, and the wind is unusually still.

If Pazuzu dies, these effects fade instantly.

Description

One of the oldest and most reprehensible demon lords, Pazuzu is a master manipulator and corrupter of mortal souls. The Dark Angel of the Four Winds takes great delight in offering aid that seems beneficial, but which in fact leads to great evil and suffering.



Phraxas

Large fiend (demon), chaotic evil


  • Armor Class 19 (natural armor)
  • Hit Points 364 (27d10 + 216)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 25 (+7) 26 (+8) 18 (+4) 16 (+3) 24 (+7)

  • Saving Throws Dex +14, Con +15, Wis +10
  • Skills Arcana +11, Insight +10, Intimidation +14, Perception +10
  • Damage Resistances cold, fire, lightning
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses truesight 120 ft., passive Perception 20
  • Languages all, telepathy 120 ft.
  • Challenge 24 (62000 XP)

Aura of Despair. When a hostile creature within 15 feet of Phraxas attempts to target Phraxas with a hostile effect, it must make a DC 22 Wisdom saving throw. On a failed save, the target is overwhelmed by despair, and the effect fails to take place. Creatures that are immune to the frightened condition are immune to this trait.

Innate Spellcasting. Phraxas's innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Phraxas can innately cast the following spells, requiring no material components:

At will: contagion, detect magic, ray of sickness (9th level)
3/day each: eyebite, stinking cloud, weird
1/day each: dominate monster, harm

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

Lord of Misery. Phraxas and each ally within 30 feet of him has advantage on attack rolls against creatures that are frightened.

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

Magic Weapons. Phraxas's weapon attacks are magical.

Actions

Multiattack. Phraxas uses his Frightful Presence. He then makes two melee attacks or uses Dread Word twice.

Plague Touch. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 35 (8d6 + 7) poison damage, and the target must succeed on a DC 22 Constitution saving throw or be diseased by wasting plague. While diseased, whenever the creature takes damage, it must succeed on a DC 22 Constitution saving throw or suffer one level of exhaustion.

Dread Word. Phraxas targets one creature he can see within 60 feet of him. The target must make a DC 22 Intelligence saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. If the target is frightened and fails the save, it also has disadvantage on the next saving throw it makes before the end of Phraxas' next turn.

Frightful Presence. Each creature of Phraxas' choice that is within 120 feet of Phraxas and aware of him must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Phraxas' Frightful Presence for the next 24 hours.

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

Legendary Actions

Phraxas 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. Phraxas regains spent legendary actions at the start of his turn.

  • Teleport. Phraxas uses his Teleport action.
  • Gesture of Nausea. Phraxas targets one creature he can see within 60 feet of him. The target must make a DC 22 Wisdom saving throw, taking 28 (6d6 + 7) poison damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also poisoned until the end of Phraxas' next turn.
  • Suppress Vitality. Phraxas targets one creature that he can see within 60 feet of him. Any resistance or immunity to poison damage that the target gains from a spell or magic item is suppressed until the end of Phraxas' next turn.
  • Cast a Spell (Costs 2 Actions). Phraxas casts an innate spell.
  • Nightmare Dreamscape (Costs 2 Actions). Phraxas targets each creature that he can see within 30 feet of him that is frightened of him. Each target must succeed on a DC 22 Wisdom saving throw or be blinded, deafened, and incapacitated until the end of Phraxas' next turn.

Lair Actions

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

  • One creature within 60 feet of Phraxas that he is aware of must make a DC 22 Wisdom saving throw. On a failed save, the target must use its reaction to move up to its speed, following a path of Phraxas' choice.
  • Phraxas regains 5 hit points for each creature within 120 feet of him that is frightened of him.
  • Phraxas chooses up to three allies he can see within 60 feet of him. If a chosen creature can see or hear Phraxas, it can immediately use its reaction to make one weapon attack, with advantage on the attack roll.

Regional Effects

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

  • Nonmagical diseases spread three times as fast in the area.
  • The local ecosystem in the region crumbles into nothingness. Plants shrivel up and wither away, causing the food chain to slowly collapse. After about a week, all natural wildlife in the area has died.
  • Creatures in the area have disadvantage on death saving throws. Creatures that are immune to disease are also immune to this effect.

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

Description

Master of Khin-Oin and nominal ruler of the Blood Rift, Phraxas the Decayed commands considerable power and authority. To the demons of the rift and the Wasting Tower, he is the Lord of Misery and Despair—worshiped in fear and revered as a god.

Phraxas appears as a gaunt, ghoulish creature draped in moldering gray robes. His skin is covered with ulcers and oozing pustules, and his eyes glow red from deep in their sockets.


Aspect of Sertrous

Gargantuan fiend (demon), chaotic evil


  • Armor Class 22 (natural armor)
  • Hit Points 425 (23d20 + 184)
  • Speed 50 ft., burrow 50 ft.

STR DEX CON INT WIS CHA
29 (+9) 14 (+5) 27 (+8) 20 (+5) 17 (+3) 25 (+7)

  • Saving Throws Str +17, Con +16, Wis +11, Cha +15
  • Skills Insight +11, Perception +11, Religion +13
  • Damage Resistances cold, fire, lightning
  • Damage Immunities acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, deafened, exhaustion, frightened, petrified, poisoned, unconscious
  • Senses truesight 120 ft., blindsight 500 ft., passive Perception 21
  • Languages all, telepathy 1,000 ft.
  • Challenge 27 (105,000 XP)

Anathematic Secrecy. The aspect can't be targeted by any divination magic or perceived through magical scrying sensors.

Impervious to the Divine. The aspect is unaffected by divine spells, which are spells cast by clerics, paladins, druids, rangers, celestials, and other sources the DM deems appropriate.

Innate Spellcasting. The aspect's innate spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no components:

At will: detect evil and good, detect magic, dispel magic, fly
3/day each: counterspell, fear, telekinesis
1/day each: divine word, harm

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

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

Magic Weapons. The aspect's weapon attacks are magical.

Tunneler. The aspect can burrow through solid rock and leaves a 20-foot-diameter tunnel in its wake.

Unyielding Essence. The aspect is immune to any spell or effect that would alter its form, as well as those that would read its thoughts, determine if it is lying, or magically influence its thoughts or behavior.

Actions

Multiattack. The aspect makes five attacks: one with its bite, two with its claws, and two with its tail. It can use Souldrink instead of its bite.

Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) piercing damage plus 7 (2d6) poison damage. If the target is a creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the aspect can't bite another target.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 19 (3d6 + 9) bludgeoning damage. If the target is a creature and is Huge or smaller, it must succeed on a DC 25 Strength saving throw or be knocked prone.

Souldrink. Melee Spell Attack: +15 to hit, reach 5 ft., one grappled creature. Hit: The target suffers 1d2 levels of exhaustion, and the aspect regains 28 (8d6) hit points. If this exhaustion were to kill the target, the target instead loses all levels of exhaustion and becomes dominated by the aspect, as the dominate monster spell (no concentration required by the aspect). This domination ends only when the aspect is killed.

Poison Breath (Recharge 5–6). The aspect exhales poisonous gas in a 120-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Teleport. The aspect magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Legendary Actions

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

  • Move. The aspect moves up to its speed.
  • Teleport. The aspect uses its Teleport action.
  • Poison Breath (Costs 2 Actions). The aspect recharges its Poison Breath and uses it.
  • Swat Away (Costs 2 Actions). The aspect makes a claw 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 the aspect. If the saving throw fails by 5 or more, the target also falls prone.

Lair Actions

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

  • The aspect casts the command spell on every creature of its choice in the lair. It needn't see each one, but it must be aware that an individual is in the lair to target that creature. It issues the same command to all the targets.
  • The aspect exhales a large cloud of toxic gas that expands to fill a 120-foot-radius sphere centered on the aspect, lightly obscuring the area. Any creature that starts its turn within this area must succeed on a DC 24 Constitution saving throw or be poisoned until the start of the creature's next turn. The cloud dissipates on initiative count 20 of the next round.

Regional Effects

Any region containing Sertrous' skull and/or aspect is warped by his magic, creating one or more of the following effects:

  • The area within 5 miles of Sertrous' skull or aspect becomes overpopulated with poisonous snakes and other serpentine beasts.
  • Creatures within 5 miles of Sertrous' skull or aspect feel as if there are snakes slithering along their skin, even when this is not the case.
  • If a humanoid spends at least 1 hour within 1 mile of Sertrous' skull or aspect, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Sertrous table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.

If Sertrous' skull or aspect is destroyed, these effects fade from an affected region over the course of 1d10 days.

Madness of Sertrous

If a creature goes mad within a region influenced by Sertrous or within line of sight of his skull or aspect, roll on the Madness of Sertrous 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 Sertrous
d100 Flaw (lasts until cured)
01-20 "I am terrified of snakes and other serpentine creatures."
21-40 "I must use my power to make those in charge kneel before me."
41-60 "Those who stand in my way must suffer the ultimate consequence."
61-80 "A voice in my head lures me towards the Abyss."
81-00 "I despise anything related to the gods."

Description

Sertrous the Prince of Heretics is an elder evil that originated as a minor obyrith lord. After being cast out by the Queen of Chaos, Sertrous manifested himself on the Material Plane and waged war against the gods and their mortal worshippers. He was slain by the angel Avamerin, but not before he could reveal that clerics can worship ideals, rather than gods, in order to obtain divine magic. After being ridiculed and demoted for spreading this revelation, Avamerin denounced the gods and became the First Heretic. He and his yuan-ti cult, the Vanguard of Sertrous, worship his dead skull with the hopes of returning him back to life.

See here for information and statistics regarding Sertrous and his minions.



Visage of Tenebrous

Huge undead (demon), chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 405 (30d12 + 210)
  • Speed 40 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
6 (–2) 24 (+7) 25 (+7) 20 (+5) 20 (+5) 27 (+8)

  • Saving Throws Con +15, Wis +13, Cha +16
  • Skills Arcana +13, Deception +16, Insight +13, Intimidation +16
  • Damage Resistances acid, cold, fire, lightning
  • Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses truesight 120 ft., passive Perception 15
  • Languages all, telepathy 120 ft.
  • Challenge 26 (90000 XP)

Annihilating Aura. The visage can activate or deactivate this feature as a bonus action. While active, the aura deals 30 necrotic damage to any creature that ends its turn within 30 feet of the visage. Additionally, creatures can't regain hit points while within this aura. Undead and fiends ignore this effect.

Assume Identity. The visage can use its action to polymorph into the form of a demon, into a creature it has killed within the last week, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

God Slayer. The visage deals double damage to gods and celestials, bypassing their resistances and immunities. If the visage reduces a god or celestial to 0 hit points, it kills them instantly.

Innate Spellcasting. The visage's innate spellcasting ability is Charisma (spell save DC 24). It can innately cast the following spells, requiring no material components:

At will: blight, eyebite, soul cage
2/day each: blindness/deafness (6th level), circle of death
1/day each: finger of death, power word kill

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

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

Magic Weapons. The visage's weapon attacks are magical.

Master of Undeath. As a bonus action, the visage can target any number of corpses within 60 feet of it. Each corpse rises as an undead of CR 10 or lower of the visage's choosing. These undead act on their own initiative count and follow the visage's orders to the best of their abilities.

Shadow Stealth. While in dim light or darkness, the visage can take the Hide action as a bonus action.

Actions

Multiattack. The visage makes three attacks.

Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage plus 13 (2d12) necrotic damage.

Grave Bolt. Ranged Spell Attack: +16 to hit, range 120 ft., one creature. Hit: 34 (5d10 + 7) necrotic damage. The target must succeed on a DC 24 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.

Finger of Doom (Recharge 6). The visage points at one creature it can see within 300 feet of it. The target must succeed on a DC 24 Wisdom saving throw or take 26 (4d12) necrotic damage and become frightened until the end of the visage's next turn. While frightened in this way, the creature is also paralyzed. If a target's saving throw is successful, the target is immune to the visage's Finger of Doom for the next 24 hours.

Echoes of the Last Word (1/Week). The visage speaks a blasphemous word of unmaking and targets one creature within 60 feet of it that it can see. If the creature has 100 hit points or fewer, it dies, regardless of its status (e.g. if it is a mortal or a deity). The slain creature cannot be revived by any means.

Legendary Actions

The visage 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. The visage regains spent legendary actions at the start of its turn.

  • Teleport. The visage magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
  • Cast a Spell (Costs 2 Actions). The visage casts an innate spell.
  • Disrupt Life (Costs 2 Actions). Each non-undead creature within 30 feet of the visage must make a DC 24 Constitution saving throw against this magic, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one.
  • Creeping Death (Costs 3 Actions). The visage chooses a point within 100 feet of it that it can see. A 20-foot-radius sphere of swirling necrotic energy emerges from that point and lasts until the end of the visage's next turn. Creatures in that area have vulnerability to necrotic damage.

Description

When the Blood Lord Orcus was resurrected, his undead form Tenebrous was presumed to be gone. While its true power may be gone forever, it is possible that when Orcus was resurrected, he cast away his veil of undeath as a visage of his former self, creating this aspect-like version of Tenebrous.

The great demon lord Orcus has long sought divinity. Some years ago, for a brief period, he actually attained it. Slain and resurrected by a surge of negative energy, the corpulent demon arose as the gaunt Tenebrous, a god of darkness and undeath. For a time he traveled the planes in this form, slaying other gods in his quest to gain more power. His ultimate goal was to reincarnate himself yet again because he wished to be a god as Orcus, not Tenebrous. Some say he was thwarted by a band of mortal heroes, but whatever the cause, his grand plan failed. Orcus did indeed rise again, but as the demon prince he once was, not as a god. True divinity can never fade completely. The tatters of godly power that Orcus shed remained intact. Less than a god but still divine, this bit of essence drifted in the void between planes until it once more coalesced into a bitter sentience. Thus, Tenebrous yet exists as a pale reflection of what he once was, a shadow of a shadow.

Other Monsters


Abyssal Geyser

Gargantuan construct (demon), chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 155 (10d20 + 50)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
1 (–5) 1 (–5) 20 (+5) 1 (–5) 6 (–2) 1 (–5)

  • Saving Throws Con +9
  • Damage Immunities poison
  • Condition Immunities all
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 8
  • Languages understands Abyssal but can't speak
  • Challenge 10 (5900 XP)

Create Spawn. The body of a creature slain by the abyssal geyser is consumed and is formed into a new demon after 1 minute.

Immutable Form. The abyssal geyser is immune to any spell or effect that would alter its form.

Magic Resistance. The abyssal geyser has advantage on saving throws against spells and other magical effects.

Regeneration. The abyssal geyser regains 10 hit points at the start of its turn if it has at least 1 hit point.

Variants. The abyssal geyser can have the following variants:

  • The type of damage it deals can be changed. For example, a slime-based geyser might deal acid damage, and a geyser infused with extra negative energy might deal necrotic damage.
  • It gains resistance to one additional damage type of the DM's choice.

Actions

Multiattack. The abyssal geyser makes three melee attacks or two ranged attacks.

Unborn Demon. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.

Vile Projectile. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 14 (2d8 + 5) poison damage.

Abyssal Corruption (Recharge 5-6). Each creature within 30 feet of the abyssal geyser that isn't a demon must succeed on a DC 17 Constitution saving throw or become corrupted for 1 minute. While corrupted, the creature is poisoned and has vulnerability to all damage. The corrupted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spawn Greater Demon (1/Day). The abyssal geyser spawns one demon of CR 6 or lower.

Legendary Actions

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

  • Unborn Demon. The abyssal geyser makes one melee attack.
  • Spawn Lesser Demons. The abyssal geyser spawns two demons of CR 1, four demons of CR 1/2, or eight demons of CR 1/4 or lower.
  • Weaken (Costs 2 Actions). The abyssal geyser targets one creature within 30 feet of it that isn't a demon. The target has disadvantage on all saving throws until the end of the abyssal geyser's next turn.

Description

Demons are spontaneously birthed from the matter of the Abyss itself. When enough demonic energy is concentrated into one place, regardless of the plane it is present in, an abyssal geyser is created. An abyssal geyser is a highly volatile coalescence of planar matter that spawns new demons at a significantly faster rate than the rest of the Abyss. They are somewhat uncommon in the Infinite Depths, and they are highly sought out by demon lords that seek to swell their ranks and to deny others from gaining an advantage over them.

Despite their name, abyssal geysers all have unique appearances. Some are cracks in the wall of the Abyss that spew out endless filth that immediately forms into new demons. Others are large pools of bile and poison whose spawn emerge from its infinite depths. Some abyssal geysers are even active, creature-like entities, using tendrils and other natural weapons to defend itself and its progeny.

Abyssal geysers are considered demonic constructs. Some are naturally birthed by the Abyss, while others are artificially constructed and are used as a staging ground for a demonic incursion into another plane of existence. Either way, these terrain feature-esque entities typically lack mental facilities of any kind, but they instinctively take actions to defend themselves against attackers.

Out of combat, an abyssal geyser produces demons at a much slower pace. In one hour, an abyssal geyser can produce 25 demons of CR 1, 50 demons of CR 1/2, or 100 demons of CR 1/4 or lower.


Balor

Huge fiend (demon), chaotic evil


  • Armor Class 19 (natural armor)
  • Hit Points 262 (21d12 + 126)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
26 (+8) 15 (+2) 22 (+6) 20 (+5) 16 (+3) 22 (+6)

  • Saving Throws Str +14, Con +12, Wis +9, Cha +12
  • Skills Athletics +14, Intimidation +12, Perception +9
  • Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 19
  • Languages Abyssal, telepathy 120 ft.
  • Challenge 19 (22000 XP)

Aura of Slaughter. Unless the balor is incapacitated, each ally within 60 feet of it can't be charmed or frightened and has advantage on attack rolls and ability checks.

Death Throes. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.

Fire Aura. At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

Innate Spellcasting. The balor's innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:

At will: dispel magic, telekinesis
2/day each: fireball, wall of fire
1/day each: feeblemind, power word stun

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

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

Magic Weapons. The balor's weapon attacks are magical.

Actions

Multiattack. The balor makes two attacks: one with its longsword and one with its whip.

Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 10 (3d6) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.

Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.

Teleport. The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Reactions

Shrug it Off. The balor halves the damage that it takes from an attack that hits it. The balor must be able to see the attacker.

Legendary Actions

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

  • Teleport. The balor uses its Teleport action.
  • Attack. The balor makes one weapon attack.
  • Frighten Foes (Costs 2 Actions). The balor targets up to five creatures it can see within 30 feet of it. Each target must succeed on a DC 20 Wisdom saving throw or be frightened of the balor until the end of the balor's next turn. Any target within 10 feet of the balor has disadvantage on the saving throw.
  • Overwhelming Assault (Costs 3 Actions). Up to five allies that can hear and see the balor can each use their reactions to make one weapon attack.


Demon General

Huge fiend (demon), chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 149 (13d12 + 65)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 21 (+5) 10 (+0) 10 (+0) 10 (+0)

  • Saving Throws Str +10, Con +9, Wis +4, Cha +4
  • Skills Athletics +10, Intimidation +4, Perception +4
  • Damage Resistances cold, fire, lightning
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 14
  • Languages Abyssal
  • Challenge 9 (5000 XP)

Aura of Slaughter. Unless the general is incapacitated, each ally within 30 feet of it can't be charmed or frightened and has advantage on attack rolls and ability checks.

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

Siege Monster. The general deals double damage to objects and structures.

Unbreakable (3/Day). If the general is incapacitated at the start of its turn, the effect causing this condition immediately ends on the general.

Actions

Multiattack. The general makes two melee attacks.

Demonic Weapon. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone.

Legendary Actions

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

  • Advance. The general moves up to its speed. Alternatively, up to five allies that can see and hear the general can use their reactions to move up to half their speeds.
  • Frighten Foe (Costs 2 Actions). The general targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 17 Wisdom saving throw or be frightened until the end of general's next turn.
  • Overwhelming Assault (Costs 3 Actions). Up to five allies that can hear and see the general can each use their reactions to make one weapon attack.

Demonic Chimera

Huge fiend (demon), chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points 149 (13d12 + 65)
  • Speed 40 ft., climb 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 20 (+5) 3 (–4) 14 (+2) 12 (+1)

  • Saving Throws Str +9, Con +9
  • Damage Resistances cold, fire, lightning
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 12
  • Languages understands Abyssal but can't speak
  • Challenge 9 (5000 XP)

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

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

Siege Monster. The chimera deals double damage to objects and structures.

Stench. Any creature that starts its turn within 10 feet of the chimera must succeed on a DC 17 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, a creature can take either an action or a bonus action on its turn, not both, and can't take reactions. On a successful saving throw, the creature is immune to the chimera's stench for 24 hours.

Actions

Multiattack. The chimera makes four attacks: one with its bite, one with its fist, and two with its claws. When its Stunning Screech is available, it can use the screech in place of its bite or fist.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) poison damage.

Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or be knocked prone.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Stunning Screech (Recharge 6). The chimera emits a horrific screech. Each creature within 20 feet of the chimera that can hear it must succeed on a DC 17 Constitution saving throw or be stunned until the end of the chimera's next turn.


Cleric of Orcus

Medium humanoid (any race), chaotic evil


  • Armor Class 14 (studded leather)
  • Hit Points 49 (9d8 + 9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 13 (+1) 17 (+3) 14 (+2)

  • Saving Throws Wis +6, Cha +5
  • Skills Arcana +4, Deception +5, Perception +6
  • Damage Resistances necrotic
  • Senses passive Perception 16
  • Languages Abyssal, Common
  • Challenge 5 (1800 XP)

Dark Devotion. The cleric has advantage on saving throws against being charmed or frightened.

Spellcasting. The cleric is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared:

Cantrip (at will): guidance, thaumaturgy, toll the dead
1st level (4 slots): false life, inflict wounds, ray of sickness
2nd level (3 slots): blindness/deafness, ray of enfeeblement
3rd level (3 slots): animate dead, vampiric touch
4th level (3 slots): blight, shadow of moil
5th level (1 slot): danse macabre

Undying Soul (Recharges after a Short or Long Rest). If the cleric is reduced to 0 hit points, it immediately makes a DC 10 Constitution saving throw. If it succeeds, it is instead reduced to 1 hit point.

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) necrotic damage.

Grave Bolt (Cantrip). Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) necrotic damage, or 13 (2d12) necrotic damage if the target is a tree, a plant creature, or some other form of vegetation.

Clutch of Orcus (3rd-Level Spell; Requires a Spell Slot). One humanoid of the cleric's choice within 60 feet of it begins to suffer a magic-induced heart attack. The target must succeed on a DC 14 Constitution saving throw or take 13 (3d8) necrotic damage and be stunned for 1 minute or until the cleric's concentration ends. At the end of each of its turns, the target repeats the saving throw. It takes 13 (3d8) necrotic damage on a failed save, and the spell ends on the target on a successful one.

Description

Just as Demogorgon can transform natural beasts into chimeras, most demon lords have the power to merge multiple lesser demons together into one large horror called a demonic chimera.

The typical demonic chimera has the wings and voice of a vrock, the arms and recklessness of a balgura, and the spiked skin and stench of a hezrou, along with the heads of all three of those creatures. Its body is also partially composed of the aborted bodies of various dretches, manes, and other worthless demons that were been spawned by the excess energy left over from the chimera creation process.

Due to their lack of Intelligence, demonic chimeras are usually used to break through the front lines of whatever force it is unleashed on. They are directed to fly over the enemy's defenses and to use its Stunning Screech ability as a diversion while its allies lead the charge from the front.


Dire Gnoll

Large humanoid (gnoll), chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 189 (18d10 + 90)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 20 (+5) 11 (+0) 13 (+1) 12 (+1)

  • Saving Throws Con +10, Wis +6
  • Skills Athletics +10, Intimidation +6, Perception +6
  • Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks
  • Condition Immunities frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Abyssal, Gnoll
  • Challenge 13 (10000 XP)

Improved Critical. The gnoll's weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

Rampage. When the gnoll reduces a creature to 0 hit points with a claw attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a claw attack.

Actions

Multiattack. The gnoll makes four attacks: one with its bite and three with its claws.

Whirlwind of Claws. The gnoll makes two claw attacks against each creature within 5 feet of it.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 5) piercing damage.

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

Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

Legendary Actions

The gnoll 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. The gnoll regains spent legendary actions at the start of its turn.

  • Sudden Rush. The gnoll moves up to twice its speed without provoking opportunity attacks.
  • Incite Rampage. One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait.
  • Swat Away. The gnoll makes one claw attack. If the attack hits, the target must succeed on a DC 18 Strength saving throw or be pushed 10 feet in a straight line away from the gnoll. If the saving throw fails by 5 or more, the target also falls prone.

Half-Gnoll

Medium humanoid (half-gnoll), chaotic evil


  • Armor Class 15 (chain shirt)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 14 (+2) 12 (+1) 15 (+2)

  • Saving Throws Wis +3
  • Skills Arcana +4, Deception +4, Religion +4
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common, Gnoll
  • Challenge 1 (200 XP)

Rampage. When the half-gnoll reduces a creature to 0 hit points with a melee weapon attack on its turn, the half-gnoll can take a bonus action to move up to half its speed and make another attack.

Spellcasting. The half-gnoll is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The half-gnoll knows the following spells:

Cantrip (at will): fire bolt, infestation, primal savagery
1st level (4 slots): charm person, entangle, hex
2nd level (3 slots): heat metal, spider climb
3rd level (2 slots): enemies abound, fear

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.


Hierophant of Annihilation

Huge undead, chaotic evil


  • Armor Class 19 (natural armor)
  • Hit Points 256 (19d12 + 133)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 24 (+7) 14 (+2) 10 (+0) 26 (+8)

  • Saving Throws Str +12, Con +13, Wis +6, Cha +14
  • Skills Insight +6, Intimidation +14, Perception +6, Religion +8
  • Senses truesight 120 ft., passive Perception 16
  • Languages Abyssal, the languages it knew in life
  • Challenge 19 (22000 XP)

Aura of Annihilation. The hierophant can activate or deactivate this feature as a bonus action. While active, the aura deals 10 necrotic damage to any creature that ends its turn within 45 feet of the hierophant. Undead and fiends ignore this effect.

Create Spawn. A creature slain by the hierophant rises as a bodak at the start of the hierophant's next turn. Constructs are not affected by this feature.

Death Gaze. When a creature that can see the hierophant's eyes starts its turn within 30 feet of the hierophant, the hierophant can force it to make a DC 22 Constitution saving throw if the hierophant isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 26 (4d12) psychic damage on a failed save.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so. it has disadvantage on attack rolls against the hierophant until the start of its next turn. If the creature looks at the hierophant in the meantime, it must immediately make the saving throw.

Innate Spellcasting. The hierophant's innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: blight, circle of death, ray of enfeeblement
2/day each: bestow curse, negative energy flood
1/day each: finger of death, soul cage

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

Sunlight Hypersensitivity. The hierophant takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. The hierophant makes two melee attacks or uses Withering Gaze on two different creatures.

Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 26 (4d12) necrotic damage.

Withering Gaze. One creature that the hierophant can see within 90 feet of it must make a DC 22 Constitution saving throw, taking 39 (6d12) necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target's hit point maximum is also reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Will of Orcus (Recharge 6). Orcus speaks through the hierophant with a thunderous voice audible within 300 feet. Creatures of the hierophant's choice that can hear the hierophant's words (which are spoken in Abyssal) must succeed on a DC 22 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, taking 13 (2d12) psychic damage on a failed save, and ending the effect on itself on a successful one.

Call Undead (1/Day). The hierophant conjures bodaks, skeletons, and zombies, calling forth as many of them as it can divide 300 hit points among, each undead having average hit points. The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of the hierophant and obey its commands until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses.

Legendary Actions

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

  • Move. The hierophant moves up to half its speed.
  • Cast a Spell (Costs 2 Actions). The hierophant casts a spell.
  • Withering Gaze (Costs 2 Actions). The hierophant uses its Withering Gaze.

Description

Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly. Any one of these bodaks can turn a slain mortal into a bodak with its gaze. Like each Hierophant of Annihilation, every bodak bears the mark of Orcus as a chest wound, an opening where a mortal humanoid's heart would be.