Abyssal Horrors

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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.

Mythic Traits and Actions

Many demon lords possess a mythic trait that transitions them from the first phase of the fight to the second, resetting them to maximum hit points and granting them access to a selection of mythic actions. These mythic actions can be used as legendary actions, but are generally twice as powerful as the legendary actions they already possess.

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.

Art Credits

All art used in this document is taken from 3rd Edition Fiendish Codex I and the 4th Edition Demonomicon and Monster Manual II in accordance with the Fan Content Policy.

Dagon: Andrew Hou; Obox-Ob: Ted Pendergraft; Oublivae: Ralph Beisner; Pazuzu: William O'Connor.

Glossary

The following verbiage/terms are used in parts of this document to make the text more concise and easier to read.

Basic Saving Throws. If an effect says, for example, "the target takes 14 (4d6) fire damage (DC 15 Dexterity save for half)", it means that the target must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Bloodied. A creature is bloodied when it has half of its hit points or fewer remaining. This doesn't do anything by itself, but some effects might only trigger or apply when a creature is bloodied.

Living Creature. A living creature is any creature that isn't an undead or construct. Constructs are neither alive nor dead.

Repeating Saving Throws. If an effect with a saving throw made to avoid it is appended with "(save ends)", the target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one.

Demon Lord Statistics


Statistics for a selection of demon lords are presented below.

Dagon

Ancient Dagon is among the oldest demon lords of the Abyss and the patron of those who dwell in the lightless depths of the sea. One of the mysterious obyrith lords, Dagon 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.

Lore

A character knows the following information with a successful check using the Arcana or History skill.

DC 13. Dagon, the oldest of the demon lords, possesses a treasure trove of lost secrets and blasphemous knowledge. He allied with Demogorgon soon after the Abyss formed, and since then the two demon princes have fought Orcus and Graz'zt for domination. Although Dagon sends fewer demons and followers into these battles than Demogorgon does, his knowledge of the Abyss and his keen mind allow their combined minion forces to outmaneuver their enemies.

DC 17. Dagon's cultists reside in isolated seaside towns and villages. He can call up storms and tidal waves to punish those who defy him and send great schools of fish to those who offer sacrifices to him. Villages prone to the cult descend into savagery, because Dagon demands greater and greater sacrifices of intelligent humanoids in return for his favors.

DC 21. Wizards and sages willing to trade their sanity for arcane lore seek Dagon's counsel. Arcane casters lead many of his cults. Shadow wars between clerics of Vecna and followers of Dagon are common.

DC 25. Dagon's temples are underwater, although they include air-filled chambers and caverns for his terrestrial followers. Powerful currents sweep petitioners through water-filled tunnels and deposit them in deep sea caves to allow them access to Dagon's temples.

Facing Dagon

As enigmatic as he is cunning, characters who seek out the Prince of the Darkened Depths must be prepared to face one of the most fearsome underwater creatures in all the planes of existence.

Features

In addition to the features in his stat block, Dagon possesses the following miscellaneous features and non-combat abilities.

Amphibious. Dagon can breathe air and water.

Maddening Knowledge. When a creature beseeches Dagon for information, he can choose to telepathically grant it the knowledge it seeks, as the legend lore spell. The target must then succeed on a DC 20 Charisma saving throw or be inflicted with a random form of short-term madness. If the target fails the save by 5 or more, it also suffers a random form of long-term madness.

Magic Weapons. Dagon's weapon attacks are magical.

Spellcasting (3/Day Each). Dagon casts dream, hallucinatory terrain, modify memory, or scrying (spell save DC 23).



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, and lightning; damage from spells
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion|beg, frightened, paralyzed, poisoned
  • Senses truesight 120 ft., passive Perception 23
  • Languages all, telepathy 120 ft.
  • Challenge 26 (90,000 XP, or 180,000 XP as a mythic encounter)
  • Proficiency Bonus +8

Abyssal Tides (Mythic Trait; 1/Day). If Dagon would be reduced to 0 hit points, he instead resets to maximum hit points, and he can end any spells of his choice on himself. If he is underwater, he then sucks in a huge wave of water that decimates the area within 120 feet of him, causing each creature and object of his choice within that area, regardless of size or structural stability, to be pulled up to 30 feet towards Dagon and knocked prone.

Doomsong. Any creature of Dagon's choice that starts its turn within 60 feet of him and can hear him must make a DC 23 Wisdom saving throw. On a failed save, the creature is charmed until the end of its next turn or until it can no longer hear the song. If a creature's saving throw is successful, the creature is immune to Dagon's Doomsong for the next 24 hours.

Freedom of Movement. Dagon ignores difficult terrain, and magical effects can't reduce his speed or cause him to be restrained. He can spend 5 feet of 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: control water*, darkness (30-foot radius), telekinesis*
3/day each: cloudkill, dispel evil and good, dispel magic,
2/day each: cone of cold, dominate monster
1/day each: feeblemind, tsunami*

*Requires no concentration.

Obryith Cunning. Dagon is immune to any spell or effect that would alter his form, as well as those that would read his thoughts, determine if he is lying, or magically influence his thoughts or behavior.

Obyrith Tenacity. Dagon regains 15 hit points at the start of his turn if he has at least 1 hit point. Furthermore, Dagon has resistance to damage from spells and advantage on saving throws against spells and other magical effects.

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.

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.

Reactions

Dagon can take one reaction on every turn in combat.

Doom Drone. When a creature is charmed by Dagon's Doomsong, it must use its reaction to move up to its speed along a path of Dagon's choice.

Grasping Tentacles. When a creature Dagon can see within his reach deals damage to him, Dagon can make a Tentacle attack against it, forgoing the initial damage on a hit.

Legendary Actions

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

  • Move. Dagon moves up to half his speed.
  • Tentacle. Dagon makes one tentacle attack or uses Fling.
  • Cast a Spell (Costs 2 Actions). Dagon casts a spell with a casting time of 1 action, or he uses an action from the control water or telekinesis spell.

Mythic Actions

If Dagon's Abyssal Tides trait has activated in the last hour, he can use the options below as legendary actions.

  • Rush. Dagon moves up to his speed. If underwater, this movement doesn't provoke opportunity attacks, and Dagon can push any creature he would move through the space of up to 10 feet to the side.
  • Claws of the Deep. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 28 (3d12 + 9) slashing damage, and Dagon can push the target up to 15 feet away from him.
  • Sonic Scream (Costs 2 Actions). Dagon emits a blast of sonic energy in a 90-foot cone. Each creature in that area takes 49 (14d6) thunder damage (DC 23 Constitution save for half). On a failed save, a creature's concentration is also broken.

Combat

Dagon is a patient foe, preferring to ensnare his opponents with Doomsong, control water, or telekinesis whenever possible. If properly challenged, he will use dominate monster to turn the strongest opponent against the others, and cast spells like cone of cold and cloudkill while lurking in the outskirts of the combat arena, using his tentacles to fling any would-be melee combatants as far away from him as possible.

Once an opponents is bloodied, Dagon will swoop in and attempt to drag them away from their allies, using terrain features and his superior speed to isolate them as they get bludgeoned with tentacles. If this isn't an option, he will remain in melee and attempt to grapple as many opponents as he can, which he also does once he is bloodied in preparation for Abyssal Tides.

Once his mythic trait has been activated, Dagon will be more open to using his stronger spells like dominate monster and feeblemind. He uses his new Claw attack if he can isolate an opponent as before, but if he can't, he uses Rush to position himself for a Sonic Scream that will hit as many targets as possible. Dagon will retreat if he is bloodied once more, pairing his exit with a tsunami spell that will disorient (or kill) any would-be pursuers.

Madness of Dagon

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

Madness of Dagon
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 "Land dwellers will always be inferior to creatures of the sea."
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."

The Shadowsea

The deepest trenches and chasms of Demogorgon's Gaping Maw lead to an ocean below the ocean, a lightless realm of horror called the Shadowsea, 89th layer of the Abyss and domain of Dagon, Prince of the Darkened Depths. Long has the reclusive obyrith lord dwelled in this nigh-inaccessible nethermere, growing fat on the tribute of quivering tanar'ri who visit to learn the secrets of the ancient Abyss.

Dagon's amorphous palace grows from the ocean floor, a looming edifice of slimy mud cut through with colonies of immense sea worms and crawling with blind, phosphorescent skitterers. Wastriliths pose a significant danger. As Dagon's favored servitors, they enjoy free reign of the layer, so long as their predations do not befoul the demon lord's inscrutable plots. Even the strongest of demons take pause before braving the Shadowsea, for rumors persist of giant clouds of cloying pollution neither wholly alive nor dead that strip the flesh from those who fall within their discolored expanse.

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:

  • Each ally of Dagon that he can see can use its reaction to move up to its speed.
  • 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.

Obox-ob

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.

Lore

A character knows the following information with a successful check using the Arcana or History skill.

DC 13. Obox-ob is an ancient demon from an era before the tanar'ri existed. He is associated with vermin and poison.

DC 17. The mere presence of Obox-ob is enough to blast the minds of lesser creatures, filling their sleep with nightmares for the rest of their lives. His body creates a discordant drone of deafening, maddening sound, and those subjected to his twisted tongue are consumed by the raw stuff of chaos.

DC 21. Obox-ob once held the title Prince of Demons during the Age before Ages, when the Abyss was ruled by the obyriths. He had this title stolen from him by the Queen of Chaos, who killed him and granted his title to Miska the Wolf-Spider. Although Obox-ob was slain, his most powerful aspect survived and went into hiding on a deep layer of the Abyss called Zionyn (layer 663). For many eons, Obox-ob lurked here, a shadow without a true form. In time, he grew bold and emerged from hiding, only to find the Abyss had moved on in his absence. The tanar'ri now ruled, and Obox-ob had been forgotten. Reduced to the Prince of Vermin, Obox-ob wants nothing less than to murder Demogorgon, claim his title, and then cleanse the Abyss of the taint of tanar'ri and return it to obyrith rule. But before he launches this plan, he first seeks to reclaim the true power he held so long ago.

DC 25. Obox-ob's search for power extends to the Material Plane. On some Material Plane worlds, his cult is quite powerful—he recently almost managed to draw an entire world into the Abyss to fuel his ascension, but failed at his task when heroes of that realm opposed him by engineering a devastating disruption of the flow of magic at a crucial moment during the ritual. Since this humiliating defeat, Obox-ob has quietly observed his remaining cults, waiting for one to achieve similar chances at success in the future. Until then, these cults maintain a low profile, often basing their activities in ruined cities lost in vast deserts, where they can be close to the scorpions so sacred to his faith.

Facing Obox-ob

Despite being a shadow of his former self, Obox-ob is just as if not more dangerous than many other demon princes, the loss of his previous title only serving to fill him with unbridled rage and an unquenchable thirst to regain it at any cost.

Features

In addition to the features in his stat block, Obox-ob possesses the following miscellaneous features and non-combat abilities.

Eternal Sickness. After being within 30 feet of a creature for 5 minutes, Obox-ob can force it to make a DC 23 Constitution saving throw. On a failed save, the target is simultaneously inflicted with every nonmagical disease and illness it has ever suffered from in the past, excluding those inflicted by a contagion spell or similar magic.

Obox-ob's Blessing. After being within 30 feet of a willing living creature for 1 minute, Obox-ob can remake the creature in his image. The creature permanently changes in the following ways:

  • The creature gains 2 (1d4) assorted limbs, which are attached to random parts of the body in unsettling ways.
  • The creature gains a climbing speed equal to its walking speed.
  • One part of the creature's body, such as its face, head, hips, or limbs, become reversed or rotated 180 degrees about any axis.

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

Spellcasting (1/Day Each). Obox-ob casts astral projection, scrying, shapechange, or teleport (spell save DC 23).



Obox-ob

Huge fiend (demon), chaotic evil


  • Armor Class 20 (natural armor)
  • Hit Points 378 (28d12 + 196)
  • Speed 50 ft., climb 50 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 acid, cold, fire, lightning, and psychic; damage from spells
  • 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 (90,000 XP, or 180,000 XP as a mythic encounter)
  • Proficiency Bonus +8

Discordant Drone. Obox-ob produces a horrid droning sound to which demons are immune. Any other living creature of Obox-ob's choice that starts its turn within 30 feet of him must make a DC 23 Charisma saving throw. On a failed save, a creature is dazed for 1 minute (save ends). While a creature is dazed, its speed is halved, it can't take reactions, and it can use either an action or a bonus action on its turn, not both.
 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.

Disgorge (Mythic Trait; 1/Day). When Obox-ob would be reduced to 0 hit points, he instead resets to maximum hit points, and he can end any spells of his choice on himself. He then immediately uses his Spew Filth legendary action, but he also disgorges three giant scorpions from his body that land in unoccupied spaces within the area. The scorpions are considered to be demons rather than beasts, obey Obox-ob's commands, and act immediately after Obox-ob's turns.

Innate Spellcasting. Obox-ob's innate 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: blight, contagion, eyebite
2/day each: cloudkill, harm, insect plague
1/day each: animal shapes (insects only), power word stun

Obyrith Cunning. Obox-ob is immune to any spell or effect that would alter his form, as well as those that would read his thoughts, determine if he is lying, or magically influence his thoughts or behavior.

Obyrith Tenacity. Obox-ob regains 15 hit points at the start of his turn if he has at least 1 hit point. Furthermore, Obox-ob has resistance to damage from spells and advantage on saving throws against spells and other magical effects.

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 tongue.

Stinger. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) poison damage. If the attack roll had advantage, the target also falls prone and can't stand up until the end of Obox-ob's next turn.

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 Obox-ob'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 (save ends). While chaos grips its soul, the target has disadvantage on Strength, Constitution, and death saving throws, it can't benefit from magical healing, and it takes 10 (3d6) psychic damage at the start of each of its turns.
 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.


Obox-ob

Legendary Actions

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

  • Lurch. Obox-ob moves up to his speed. If he chooses to use only half of his speed or less, he doesn't provoke opportunity attacks.
  • Cast a Spell (Costs 2 Actions). Obox-ob casts an innate spell, or he uses an action from an eyebite spell he is concentrating on.
  • Spew Filth (Costs 2 Actions). Obox-ob spews vile fluid and filth in a 60-foot cone, dealing 18 (4d8) necrotic damage plus 18 (4d8) poison damage to each non-demon in the area (DC 23 Constitution save for half). If a creature fails its save by 5 or more, it is also blinded until the end of its next turn.

Mythic Actions

If Obox-ob's Disgorge trait has activated in the last hour, he can use the options below as legendary actions.

  • Acid Spit. Ranged Weapon Attack: +16 to hit, range 60 ft., one target. Hit: 34 (4d8 + 8) acid damage, and the target is pushed up to 10 feet away from Obox-ob.
  • Lingering Corruption (Costs 2 Actions). Obox-ob uses his Spew Filth legendary action. The filth now lingers on any surface within the area until the end of Obox-ob's next turn; during this time, any creature that ends its turn on such a surface and isn't a demon must repeat the saving throw.
  • Demonic Mutation (Costs 2 Actions). Obox-ob mutates two willing demons in his lair (excluding himself) that he can see, causing a demonic giant scorpion to partially grow out of each of their bodies. A target and a giant scorpion share a space, use the faster of their two speeds, and act on the same turn, but they otherwise use separate statistics as normal, and one creature isn't affected by the death of the other. A demon can't acquire this mutation more than once.

Combat

Obox-ob is a vicious opponent, preferring to lunge head(s) first into melee and daze as many enemies as he can with his Discordant Drone. He relies on his high Constitution save bonus to maintain concentration on his assorted spells as he wreaks havoc on his enemies' bodies and souls alike with Multiattack and Implant Chaos. Ranged combatants are generally to be dealt with by one of his many minions, allowing him to eliminate swathes of melee threats using cloudkill, harm, insect plague, and Spew Filth.

Once his mythic trait has been activated, Obox-ob acknowledges the threat to his existence and behaves more cautiously. He uses Lurch to keep his distance when possible, hurling Acid Spit and Spew Filth as much as possible so that he can control the battlefield as he mutates minions to be more powerful. When first using Demonic Mutation, he will instruct the giant scorpion to grapple any melee threats that still persist. He holds onto power word stun as a last resort for when he is bloodied and has already used his Disgorge trait.

Zionyn

The seas of Zionyn are a putrid sludge that the insectoid demons serving as Obox-ob's debased aristocracy use in the construction of enormously complex hive cities. Mortal victims are dipped into this reeking miasma, which petrifies them at the exact moment of suffocation. Such victims become unique sculptures of death—corpse-pillars from which the great towers and cathedrals honoring the Prince of Vermin are built.

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 layer of the Abyss containing Obox-ob's lair is warped by his magic, creating one or more of the following effects:

  • The layer becomes overpopulated with giant demonic versions of scorpions, centipedes, and other vermin.
  • Any creature that sleeps in the region must make a DC 23 Wisdom saving throw. On a failed save, a creature suffers terrible nightmares and gains no benefit from its rest.

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

Oublivae

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

Lore

A character knows the following information with a successful check using the History or Religion skill.

DC 13. It is said that Oublivae has the mind of an ageless archfey and the heart of a rabid beast. When the demon is provoked, her royal demeanor vanishes quicker than thought, and she attacks on all fours like an animal. Driving her foes apart and imposing isolation, she hunts them down one by one.

The Queen of Desolation reveals the future to would-be heroes, allowing them to experience the ruin of their civilization and all they hold dear while she savors their abandoned hopes. She particularly relishes the grief of those enemies who die alone. Oublivae likewise delights in the horror of creatures forced to watch their allies slain and consumed, their blood lapped up by her long, ghoulish tongue.

DC 17. It is said that the monster Oublivae crawled up to the Barrens in an unknown age, making her way into the wasteland from the bottomless ruins of that blasted realm. Her head is that of a resplendent fey queen, mounted atop a lustrous insectoid exoskeleton. When the demon lord Ugoreth espied her, he surrounded the creature with his servants and demanded servitude. In response, Oublivae told Ugoreth that she was a herald come from the heart of the Abyss with a message only for him. Blinded by his own vanity, the demon lord granted her private audience. As soon as they were alone, Oublivae attacked the hapless Ugoreth, consuming his soul and hurling his body into the bottomless ruin from which she had risen. She laid waste to his demesne, made a throne of his castle, and became undisputed Queen of the Barrens.

DC 21. Whatever the truth of her origins, Oublivae's eternal work is to divide what is united, isolate those divided pieces, and leave only barren, lifeless desolation in her destructive wake. She allies with select demon lords to limit the expansion of others' realms, helping to perpetuate the endless cycle of violence and chaos that drives the Abyss.

Oublivae's followers in the Abyss live by her example of hopelessness, stalking desolate areas, driving lost travelers to madness or cannibalism, then consuming them. Demons and undead not sworn to the service of Orcus attend the Demon Monarch of the Barrens, dedicating themselves to the ruin that is her legacy.

DC 25. If Oublivae has a weakness, it is her fascination for history. Her knowledge is rivaled only by that of Iggwilv, Vecna, and Graz'zt, although her own interests extend only to accounts of downfall and ruin. Nonetheless, heroes brave enough to treat with the Queen of Desolation can discover long-forgotten secrets by asking the right questions.

Facing Oublivae

Only parties with strong enough of a bond to work in sync and avoid the Isolation effect have any hope of overcoming the Queen of Desolation.

Features

In addition to the features in her stat block, Oublivae possesses the following miscellaneous features and non-combat abilities.

Eternal Hunt. After completing a short rest, Oublivae can choose to magically learn the location of the nearest creature of a type she chooses that can be found within 10 miles of her.

Magic Weapons. Oublivae's weapon attacks are magical.

Spellcasting (1/Day Each). Oublivae casts hallow, planar binding, or wind walk (spell save DC 20).

Combat

Oublivae may seem like a mindless beast to an observer, but her keen intellect makes her a superior tactician on the fields of battle. Stalking her prey until the time is right, Oublivae only enters combat when she is confident that she can let loose without any risk to herself. Abilities like blade barrier and Abandon All Hope allow her to isolate combatants from their allies before proceeding to drag them away and tear them to shreds. She only retreats if she is bloodied and has already used her mythic trait, but if she knows she can't escape defeat, she will do everything in her power to kill as many enemies as possible before she dies.



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|beg, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 22
  • Languages all, telepathy 120 ft.
  • Challenge 23 (50,000 XP, or 100,000 XP as a mythic encounter)
  • Proficiency Bonus +7

Enter Oblivion (Mythic Trait; 1/Day). When Oublivae would be reduced to 0 hit points, she instead resets to maximum hit points. She then casts earthquake (spell save DC 20) centered on herself, requiring no components or concentration; Oublivae can't be knocked prone or have her concentration broken by the spell. Furthermore, for one hour, Oublivae can take 5 legendary actions each round instead of 3, has her speed doubled, and has advantage on ability checks.

Indomitable (3/Day). Oublivae can reroll a saving throw she fails and use either result.

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, fear, ray of enfeeblement
2/day each: contagion, eyebite
1/day each: blade barrier, disintegrate

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

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

Queen of Desolation. Oublivae does triple damage to objects and structures.

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

Superior Critical. Oublivae scores a critical hit on a roll of 18-20 on the d20.

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, and Oublivae can push the target into any unoccupied space within 20 feet of her, or 40 feet on a critical hit.

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

Bonus Actions

Aggressive. Oublivae moves up to her speed without provoking opportunity attacks.

Brawler. Oublivae attempts to shove one creature within her reach.

Rampage. When Oublivae reduces a creature to 0 hit points with a melee attack on her turn, she can move up to her speed and make a claw attack.

Legendary Actions

Oublivae can take 3 legendary actions, or 5 legendary actions if her mythic trait is active, 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. 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 (see the Isolation trait). On a hit, the attack deals an additional 10 (3d6) psychic damage, and the target's speed is halved until the end of the target's next turn.
  • Abandon All Hope (Costs 2 Actions). Oublivae overwhelms each creature of her choice within 30 feet of her with desolate visions of the future. Each target takes 49 (8d10 + 5) psychic damage (DC 20 Wisdom save for half). 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.
  • Ceaseless Predator (Costs 2 Actions). Oublivae ends one condition or spell on herself.

The Barrens

Ancient legends tell of a legendary divine domain called the Coruscating Utopia—a glittering realm where the ultimate potential of every city in the cosmos was reflected in perfection. Its ruler was named the Lord of the Diamond Crown, and he proclaimed it the pinnacle of the universe's grandest dream. The legend states that an angel appeared from a void in the Astral Sea, warning the lord of the evils of his vanity.

When the lord asked whose authority she spoke with, the angel drew forth her sword and slew him where he stood. His vast shimmering realm collapsed and fell into the lightless void from whence the angel had come. It became the Barrens, the distorted realm of the 100th layer of the Abyss, where every city past and future lies ruined among its desolate wilds and vast oceans.

Iggwilv suspects that the despoiler of the Coruscating Utopia and Oublivae might both be personifications of the seed of absolute evil that lies at the heart of the Abyss—its incalculable chaos manifesting as a semblance of life and thought.

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 immediately.

Pazuzu

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.

Lore

A character knows the following information with a successful check using the History or Religion skill.

DC 13. Pazuzu is a powerful demon lord, one of the eldest and most reprehensible of his ilk. He is also called the Dark Angel of the Four Winds, and the Prince of the Lower Aerial Kingdoms. He holds sway over all evil flying creatures, even among the different layers of the Abyss.

DC 17. Pazuzu lusts after innocence, purity, and honesty more than anything else, and the mortal world is a perfect breeding ground for this precious fruit. The demon lord takes from his victims all that makes them pure, then fills their hollow souls with bitterness and cruelty. When not scouting the mortal world for his next conquest, Pazuzu can almost always be found on the 1st abyssal layer—the Plain of a Thousand Portals.

DC 21. Pazuzu is sometimes credited with bringing the Blood War between Demons and Devils to fruition. Some believe he was capable of this as he is the only demon lord who has good relations with the Archdevils of Hell. Strangely, the demon lord that hates Pazuzu the most is Grazz't, supposedly a Lord of Hell before becoming an Abyssal Lord.

DC 25. Unlike most other demon lords, Pazuzu is able to manifest freely in the mortal world. Over millennia, he has perfected the craft of seducing mortals to his will without attracting the attention of the gods that protect them. In ancient texts, the names Imdugud, Pazrael, and Typhon are associated with a benevolent entity that protects against pestilence and blesses childbirth. Folk that call on this entity have their prayers consistently answered, remaining blissfully unaware that these benevolent spirits are avatars of Pazuzu. As word of his beneficence spreads, whole communities soon become unwittingly dependent on the demon lord's aid.



Pazuzu

Large Fiend (Demon), chaotic evil


  • Armor Class 21 (natural armor)
  • Hit Points 315 (30d10 + 150)
  • Speed 30 ft., fly 90 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 acid, cold, fire, and lightning; damage from spells
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion|beg, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 23
  • Languages all, telepathy 120 ft.
  • Challenge 25 (75,000 XP, or 150,000 XP as a mythic encounter)
  • Proficiency Bonus +8

Boon of Nessus (Mythic Trait; 1/Day). When Pazuzu would be reduced to 0 hit points, he instead resets to maximum hit points. A pit fiend then appears in an unoccupied space within 60 feet of him, acting on initiative count 0 of each round and defending Pazuzu to the best of its ability. Pazuzu then gains immunity to one damage type of his choice that isn't bludgeoning, piercing, or slashing for 1 hour.

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

Innate Spellcasting. Pazuzu's innate 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: blight, contagion, invisibility
3/day each: cloudkill, control winds*, wind wall*
2/day each: hypnotic pattern, mislead*
1/day each: dominate monster, harm, whirlwind

*Requires no concentration.

Obyrith Cunning. Pazuzu is immune to any spell or effect that would alter his form, as well as those that would read his thoughts, determine if he is lying, or magically influence his thoughts or behavior.

Obyrith Tenacity. Obox-ob regains 15 hit points at the start of his turn if he has at least 1 hit point. Furthermore, Obox-ob has resistance to damage from spells and advantage on saving throws against spells and other magical effects.

Actions

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. The target also takes 28 (8d6) poison damage (DC 21 Constitution save for half).

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

Bonus Actions

Nimble Escape. Pazuzu takes the Disengage or Hide action.

Plague of Abyssal Locusts. Until the start of his next turn, Pazuzu is surrounded by a swarm of abyssal locusts out to a range of 15 feet, or 30 feet while his mythic trait is active. The locusts lightly obscure the area and make it difficult terrain for hostile creatures, and they deal 15 poison damage to any creature that ends its turn within the area.

Reactions

Spell Disruption. When a spell targets a hostile creature he can see within 60 feet of him, Pazuzu can cast dispel magic at 6th level on that creature.

Legendary Actions

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

  • Soar. Pazuzu and up to four allies of his choice can fly up to half their speeds (no reaction required).
  • Master of Manipulation. Pazuzu targets one creature he 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 and deals 36 (8d6 + 8) psychic damage to it (DC 24 Charisma save for half). On a failed save, the target also has disadvantage on ability checks and saving throws for 1 minute (save ends).

Mythic Actions

If Pazuzu's Boon of Nessus trait has activated in the last hour, he can use the options below as legendary actions.

  • Baleful Transposition. Pazuzu forces one creature he can see within 60 feet of him to make a DC 24 Charisma saving throw. On a failed save, he and that creature teleport and swap places.
  • Coercion. Pazuzu targets one creature he can communicate with via telepathy. The target 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.
  • Acid Breath (Costs 2 Actions). Pazuzu exhales poisonous acid in a 100-foot line that is 5 feet wide, dealing 49 (14d6) acid damage (DC 21 Dexterity save for half) to each creature in the area.

Facing Pazuzu

Pazuzu rarely engages in direct combat, though his abilities make the demon lord a formidable opponent.

Features

In addition to the features in his stat block, Pazuzu possesses the following miscellaneous features and non-combat abilities.

Constant Spells. Pazuzu is always under the effects of the detect magic, detect thoughts, and mind blank spells.

Dark Angel's Guidance. If a creature utters Pazuzu's name or any of his aliases three times in succession, an unholy link between the speaker and the demon lord is established, working over any distance and across the planes. For a short time, Pazuzu can use detect thoughts on the speaker to discern whether the caller seeks aid or is trying to trap him. If he wants to and is able to, Pazuzu can appear in the speaker's location via a project image spell. The demon lord almost always agrees to provide aid, but his assistance comes at a steep price.

The DM chooses the nature of Pazuzu's aid; possible benefits include recharging an expended ability or resource, restoring a creature to life or to full hit points, or the effect of any warlock spell. In exchange for this boon, Pazuzu may require a creature to swear utter obedience for a week or more—and takes full advantage of this service.

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

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

Magic Weapons. Pazuzu's weapon attacks are magical.

Spellcasting (3/Day Each). Pazuzu casts astral projection, dream, infernal calling, geas, mass suggestion, planar binding, plane shift, or teleport (spell save DC 24).

Combat

Pazuzu prefers for his foes to bring about their own demise, taking particular delight in using Master of Manipulation to lead them into a cloudkill or whirlwind spell as well as forcing them to cut down their allies with Coercion or dominate monster. He uses his air superiority to his advantage, soaring between obstacles and overrunning his opponents until only he and his allies control the skies. When necessary, he will use invisiblity, mislead, and Nimble Escape as a temporary reprieve that allows him to reposition and strike from an unexpected angle.

When his mythic trait is activated, Pazuzu will grant himself immunity to the damage type that has been harming him the most throughout the battle. Part of Asmodeus's mysterious debt to Pazuzu then includes lending him the aid of a trusted pit fiend general, which the obyrith lord commands to dive into the fray while he adjusts his tactics according to the party's strengths and weaknesses.

Pazunia

Pazuzu's home is the first layer of the Abyss, called Pazunia, known as the Plain of Infinite Portals or the Palace of 1,001 Closets. It is a harsh place with many pits and chasms marring its surface. The pits are portals that not only lead to all of the planes of the Abyss, but to other planes of existence and even mortal worlds. Only Pazuzu knows where each leads - for anyone else, jumping into random pits that lead to unknown planes or layers of the Abyss is insanely dangerous. Most of the pits are two-way portals, but some are only one-way, leaving travelers stranded at their destination.

Iron strongholds here most often house powerful demons and their court. Such fortresses often serve as a rallying point for demonic armies on their way to join the endless Blood War. Some of that war's greatest battles take plane in this layer, deeper layers, and nearby Outer Planes.

The River Styx flows a winding course on this layer. Some channels pour into the pits, while other pits well up with foul water, serving as tributaries of the mighty river.

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 opens a portal and summons forth 1d4 perytons or gargoyles.
  • Pazuzu casts insect plague (spell save DC 24). The spell doesn't require concentration, and it vanishes on initiative count 20 of the next round.
  • Pazuzu targets one creature that he can see or communicate with via telepathy. The target must make a DC 24 Intelligence saving throw, which it makes with advantage if it is immune to being charmed. On a failed save, the target must truthfully answer one question he asks it, making this response via telepathy unless Pazuzu prefers otherwise.

Regional Effects

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

  • A warm, sickly sweet wind blows briskly within one mile of Pazuzu. Each day, upon first encountering this wind, every creature must make a DC 21 Constitution saving throw or immediately vomit, suffering 14 (4d6) necrotic damage. Those that failed the saving throw are also poisoned for one hour.
  • Any flying creature of CR 2 or less becomes twisted after a day spent within 6 miles of Pazuzu. If not already evil-aligned, they become so. Flying insects, birds, and other flying creatures will harass any other creatures moving through the region, slowing movement by one half.

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

Phraxas

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

Phraxas, sometimes known by the alias Anthraxus, appears as a gaunt, ghoulish creature draped in moldering gray robes. Their skin is covered with ulcers and oozing pustules, and their eyes glow red from deep in their sockets.

Lore

A character knows the following information with a successful check using the Arcana or History skill.

DC 13. As a hallmark of their faith, mortal servants of Phraxas are afflicted with diseases that give them a ghoulish, disfigured appearance. Cultists gather in dark shrines called conventicles, where they perform rituals and blood sacrifices in their master's name. Phraxas's cultists revile health, youth, beauty, and innocence, and creatures that possess such qualities are rarely found among the demon lord's followers. Cult priests, known as degogs, dress in crimson robes with black hoods and sashes. The most favored of Phraxas's mortal servants are raised to the station of archdegog, and they are occasionally chosen to serve as the vessel for one of Phraxas's aspects.

DC 17. Supplicants seeking boons or favors of Phraxas journey to the Wasting Tower by the thousands. These faithful are dealt with by the demon lord's archdegogs and viziers. His fear of challenge means that Phraxas spends his time guarding the Siege Malicious, meeting with only a small circle of his most trustworthy followers. Other creatures that come face to face with the demon lord find themselves engaged in combat in short order.

DC 21. Though he trusts no one, Phraxas maintains a small circle of baernaloth viziers as his personal guard. Baernaloths are tall, gaunt demons with horned heads resembling the skulls of rams or cattle. Their glazed eyes run with sickly yellow fluid and their gray skin is stretched tight across their bones. It was through their invaluable service that Phraxas was able to discern the whereabouts and weaknesses of his most formidable enemies on his path to reclaiming the rule of Khin-Oin.

DC 25. Phraxas was not the first master of Khin-Oin, and he has held control of the Wasting Tower more than once. Though he reclaimed the great throne known as the Siege Malicious only a century ago, Phraxas has ruled Khin-Oin for nearly three millennia all together, far longer than any of his predecessors.

Since resuming power, Phraxas has worked tirelessly to complete two primary objectives: recovering a legendary artifact known as the Staff of the Lower Planes, and completing the construction of the Tower of Incarnate Pain on the boundary of the Blood Rift and Pazunia. A project started under his predecessor Mydianchlarus, the tower is designed to channel power between itself, Khin-Oin, and the ancient Tower of the Arcanaloths on the Plain of a Thousand Portals. This flow of abyssal energy is intended to trigger a planar nexus, channeling virtually unlimited power into the Siege Malicious.

Facing Phraxas

The forces of Khin-Oin are at Phraxas's command, but the master of the Wasting Tower seeks any opportunity to face off against foes in direct combat.

Features

In addition to the features in their stat block, Phraxas possesses the following miscellaneous features and non-combat abilities.

Infectious Rot. Creatures that spend more than 1 hour within 30 feet of Phraxas begin to adopt a decaying similar visage similar to their own; their skin begins to peel and slough, old wounds return and fester, and blood periodically leaks from the mouth, ears, or eyes. Immunity to disease increases the time required to 24 hours, but doesn't provide any protection from the effect thereafter.

Magic Weapons. Phraxas' weapon attacks are magical.

Spellcasting (2/Day Each). Phraxas casts guardian of faith (necrotic damage), planar binding, or scrying (spell save DC 22).

Throne of Paranoia. Through the corrupting power of the Siege Malicious, Phraxas automatically knows when they hear a lie and can cast augury and detect evil and good at will (no concentration required).

Combat

A paragon of sadism even among their own kind, Phraxas commands their baernaloth viziers to spread their attacks around—inflicting maximum pain but stopping short of killing their opponents. Knowing that few creatures apart from deities and other demon lords can challenge them, Phraxas relishes using dominate monster to command enemies to attack their own allies. A master tactician, the demon lord always has backup forces and escape plans at the ready, usually falling back on overwhelming numbers and prepared wards and traps to stave off any actual threats.

While they may keep some distance at the beginning of combat, Phraxas dives into the frey once Bulwark of the Blood Rift has been activated, taking great pleasure in personally ripping apart their strongest foes while their remaining allies deal with the weaker opponents and potentially use them as bait or hostages.

Khin-Oin

The ancient tower of Khin-Oin rises to impossible heights, stretching twenty miles up the gloomy depths of the Blood Rift to loom a full mile above the Plain of a Thousand Portals. The realm of Phraxas and his followers, Khin-Oin and its inhabitants are dangerous, unpredictable, and thoroughly evil.



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|beg, frightened, paralyzed, poisoned
  • Senses truesight 120 ft., passive Perception 20
  • Languages all, telepathy 120 ft.
  • Challenge 24 (62,000 XP, or 124,000 XP as a mythic encounter)
  • Proficiency Bonus +7

Aura of Despair. When a hostile creature within 15 feet of Phraxas attempts to target them with a hostile 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.

Bulwark of the Blood Rift (Mythic Trait; 1/Day). If Phraxas would be reduced to 0 hit points, they instead reset to maximum hit points, and they can end any spells of their choice on themselves. Then, for the next hour, allies of Phraxas that remain within 60 feet of them are protected by their bulwark, which grants them advantage on all ability checks and saving throws.

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

At will: cloudkill, compulsion, contagion
3/day each: eyebite, stinking cloud, weird
1/day each: dominate monster, harm

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

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

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

Actions

Multiattack. Phraxas 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 they can see within 60 feet of them and deals 18 (4d8) psychic damage to it (DC 22 Intelligence save for half). 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.

Bonus Actions

Frightful Presence. Each creature of Phraxas' choice that is within 120 feet of Phraxas and aware of them must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute (save ends). 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.

Legendary Actions

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

  • Suppress Vitality. Phraxas targets one creature they can see within 60 feet of them. Until the end of Phraxas' next turn, the target can't regain hit points or cure itself of any diseases, any resistance or immunity to poison damage that it gains from a spell or magic item is suppressed.
  • Gesture of Nausea. Phraxas targets one creature they can see within 60 feet of them and deals 28 (6d6 + 7) poison damage to it (DC 22 Constitution save for half). On a failed save, a creature is also poisoned until the end of Phraxas' next turn.
  • Cast a Spell (Costs 2 Actions). Phraxas casts an innate spell.

Mythic Actions

If Phraxas' Bulwark of the Blood Rift trait has activated in the last hour, they can use the options below as legendary actions.

  • Tactical Reposition. Up to three allies of Phraxas' choice that they can see can move up to half their speeds (no reaction required).
  • Filth Burst. Phraxas causes a burst of necrotic bile to spill forth from a creature of their choice that they can see within 60 feet of them. The target and each creature within 15 feet of them take 28 (8d6) necrotic damage (DC 22 Constitution save for half); on a failed save, the original target's speed is also halved until the end of Phraxas' next turn.
  • Nightmare Dreamscape (Costs 2 Actions). Phraxas targets each frightened creature they can see within 60 feet of them. Each target must succeed on a DC 22 Wisdom saving throw or be blinded, deafened, and incapacitated until the end of Phraxas' next turn.

Beneath the apex of the Wasting Tower, Pazunia is a dead, blighted region of putrescence and despair. The bone walls of Khin-Oin sway in the howling winds of the Plain of a Thousand Portals. Lesser towers, both those attached to the main structure and those that float alongside it with the help of powerful magic, twist around the bleached walls of Khin-Oin.

Khin-Oin clings to the rock face of the Blood Rift as it descends twenty miles toward the distant city of Morglon-Daar. The Blood River flows through and within the tower in more than one spot. Magically warded grates are set at the river's entry and exit points to regulate river traffic and to trap the detritus and bodies swept along in that foul flow.

The chambers and levels of Khin-Oin seem to have no end. Spawning vats, magic laboratories, meditation chambers, orreries, map rooms detailing the Abyss and other planes—all of these and more can be found here. Dedicated explorers could spend years simply walking through the twisting passages of Khin-Oin. Learning the Wasting Tower's secrets might take centuries.

Phraxas rules from the Siege Malicious, a gargantuan artifact-throne set at the tower's summit. Any creature that can mount an assault on the tower, fighting to the top past its demon defenders, can challenge the current lord. The victor of such a battle masters the power of the Siege Malicious and assumes control of the mighty fortress. However, the great throne is possessed of fell magic, and corrupts whoever sits upon it.

Lair Actions

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

  • One creature within 60 feet of Phraxas that they are aware of must make a DC 22 Wisdom saving throw. On a failed save, the target must use its reaction to move up to its speed, following a path of Phraxas' choice.
  • Phraxas regains 5 hit points for each creature within 120 feet of them that is frightened of them.
  • Phraxas chooses up to three allies they can see within 60 feet of them. 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 within 6 miles of Khin-Oin is warped by the foul magic of the Siege Malicious, 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, any natural wildlife introduced to the area has died.
  • Creatures in the area have disadvantage on death saving throws. Creatures that are immune to disease are also immune to this effect.

If the Siege Malicious is destroyed, these effects fade over the course of 1d10 days.

Other Demons


An assortment of other demon stat blocks are presented below.

Abyssal Geyser

Demons are spontaneously birthed from the matter of the Abyss itself. When enough demonic energy is concentrated into one place, regardless of the plane 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 their infinite depths. Some abyssal geysers are even active, creature-like entities, using tendrils and other natural weapons to defend themselves and their progeny.

Abyssal geysers are considered demonic constructs. Some are naturally birthed by the Abyss, while others are artificially constructed and are used as a staging ground for a demonic incursion into another plane of existence. 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.



Dire Gnoll

Large fiend (demon, 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.

Demonic Chimera

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

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

Hierophant of Annihilation

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.



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 (save ends). While corrupted, the creature is poisoned and has vulnerability to all damage.

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

Legendary Actions

The abyssal geyser can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used 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.


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 takes 70 (20d6) fire damage (DC 20 Dexterity save for half). 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.

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 (1/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.


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.



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 takes 39 (6d12) necrotic damage (DC 22 Constitution save for half). 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.