Lust
Inside the near-infinite layers of the Abyss, the demon lord Lust enjoys an endless orgy of carnal pleasure. Even though he is a hideous monster, he seems to radiate pure desire. Creatures that he lays his gaze upon fall for the demon lord unconditionally and fulfil his darkest wishes.
Lust is a monstrous bull of rippling muscle. His giant minotaur-like body is drenched in the stench of sweat and other bodily fluids.
Lust enjoys sending his succubi and incubi thralls to bring more creatures to his endless party. In his twisted mind, everyone desires him and wants to be under his control, so he gives them what they want, surrounding them with chains that maintain constant control of their minds.
And although he prefers charm and manipulation, Lust is capable of terrible violence when he or his collection is touched by someone unwanted.
Inside the collection of creatures that have succumbed to Lust's dominance, Chastity is at the top of the list. She is a solar and the embodiment of purity and compassion, exactly what Lust lacks and desires above all else. When he was but a lowly demon, Lust turned his lustful gaze upon the purity of the solar, while in a fierce battle with the celestial forces. Lust cast out chains of desire to bind Chastity to him. He used her power to raise in the Abyss, finally becoming the demon lord he is now. The chains that bind Chastity make her fall for Lust unconditionally and she protects him with her own life.
Lust's Lair
Lust's lair is his palace, the Carnalia, found within his abyssal domain of Luxuria. The abyssal lair of Luxuria is ravaged by the terrible winds of a violent storm that carries the moans and cries of pain from thousand souls indulging in acts of perversion.
Lust's palace Carnalia is the lays in the eye of this storm. It is structure build from black marble, filled with the most comfortable silks from all the planes, designed to instil the deepest desire in the hearts of all creatures.
This decadent appearance is tainted by the instruments of torture that litter every room, ready for Lust to satiate even his darkest desires when he wishes to.
Lair Actions
On initiative count 20 (losing initiative ties), Lust can take a lair action to cause one of the following magical effects; he can't use the same effect two rounds in a row:
- Lust casts the command spell on every creature of his choice in his lair that he is aware of. He issues the same command to all the targets.
- Lust causes chains to descend from the roof, to bind another slave to his will. Lust chooses a creature he can see in his lair. The creature must succeed on a DC 23 Strength saving throw or become restrained for 1 minute. The restrained creature, or another creature that can reach it, can use its action to repeat the saving throw, freeing the restrained creature on a success. If another creature fails the saving throw to free a restrained creature, the creature becomes restrained by the chains for 1 minute as well.

Regional Effects
The region containing Lust's lair is warped by his magic, creating one or more of the following effects:
- Mirages of beautiful humanoids of all kinds of races appear within 2 miles of the lair, seducing all creatures that enter the area. A creature that sees the mirages can tell they are illusions with a successful DC 22 Intelligence (Investigation) or Wisdom (Perception) check.
- Wild beasts within 6 miles of the lair break into frequent coupling, mirroring the behavior that occurs during their mating seasons.
- If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Lust table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.
Lust
Huge fiend (demon), chaotic evil
- Armor Class 20 (natural armor)
- Hit Points 202 (15d12 + 105)
- Speed 40 ft.
STR DEX CON INT WIS CHA 28 (+9) 12 (+1) 25 (+7) 14 (+2) 16 (+3) 26 (+8)
- Saving throws Str +16, Dex +8, Con +14, Cha +15
- Skills Perception +10, Persuasion +15
- Damage Resistances cold, fire, lightning
- Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks.
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses truesight 120 ft., passive Perception 20
- Languages all, telepathy 120 ft.
- Challenge 23 (50,000 XP)
Beautiful Mirage. Lust takes the most desirable form for the ones charmed by his magic. Lust's abilities and spells that apply the charmed condition ignore immunities to the charmed condition.
Charge. If Lust moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 16 (3d10) piercing damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Innate Spellcasting. Lust's spellcasting ability is Charisma (spell save DC 23). Lust can innately cast the following spells, requiring no material or verbal components.
At will: enthrall, detect magic, friends, hold person
3/day each: dispel magic, hold monster, mind spike (5th level), phantasmal force (5th level)
Legendary Resistance (3/Day). If Lust fails a saving throw, he can choose to succeed instead.
Magic Resistance. Lust has advantage on saving throws against spells and other magical effects.
Magic Weapons. Lust's weapon attacks are magical.
Domestic Violence. Lust has advantage on attacks against creatures charmed by him.
Actions
Multiattack. Lust can make one gore attack and two fist attacks.
Fist. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage.
Gore. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) piercing damage.
Lustful Thoughts (Recharge 5-6). Lust infects the minds of creatures of his choice within 30 feet of him. Each creature must make a DC 23 Wisdom saving throw. On a failed save, a creature takes 56 (16d6) psychic damage and it is charmed by Lust for the next hour. Each time a charmed creature takes damage it can repeat the saving throw, ending the effect on a success. On a successful save, the creature takes half as much damage and it isn't charmed. A creature that is already charmed by Lust has disadvantage on this save and is stunned until the end of Lusts next turn if it fails the saving throw.
Reactions
Protect me, my Love. When Lust is hit by an attack, he can command Chastity to take that damage if she is within 30 feet of him, instead of Lust taking it.
Legendary Actions
Lust 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 creatu-re's turn. Lust regains spent legendary actions at the start of his turn.
- Violent Desire. Lust makes a fist attack.
- Forced Pleasure. Lust commands Chastity to make one corrupted bolt attack.
- Charm (Costs 2 Actions). One humanoid Lust can see within 30 feet of him must succeed on a DC 23 Wisdom saving throw or be magically charmed for a day. The charmed target obeys Lust's verbal or telepathic commands. If the target suffers any harm, they can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on them ends, the target is immune to Lust's Charm for the next 24 hours.
Madness of Lust
If a creature goes mad in Lust's lair or within line of sight of the demon lord, roll on the Madness of Lust 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 Lust
| d100 | Flaw (lasts until cured) |
|---|---|
| 01-20 | "I get pleasure from hurting others." |
| 21-40 | "Sex is a great solution to all of life's problems. Why doesn't everyone else get this?" |
| 41-60 | "I am the most desirable being in all of existence!" |
| 61-80 | "I want to keep what I love as close as possible at all times." |
| 81-00 | "I need to dominate others to feel fulfilled." |
Chastity
Large celestial, lawful good
- Armor Class 21 (natural armor)
- Hit Points 243 (18d10 + 144)
- Speed 50 ft., fly 150 ft.
STR DEX CON INT WIS CHA 26 (+8) 22 (+6) 26 (+8) 25 (+7) 25 (+7) 30 (+10)
- Saving Throws Int +14, Wis +14, Cha +17
- Skills Perception +14
- Damage Resistances radiant; bludgeoning, piercing, and slashing that is nonmagical
- Damage Immunities necrotic, poison
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses truesight 120ft., passive Perception 24
- Languages all, telepathy 120 ft.
- Challenge 21 (33,000 XP)
Angelic Weapons. Chastities weapon attacks are magical. When Chastity hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Chains of Desire. As long as Chastity is bound by these chains she is charmed by Lust and follows every of his commands to the best of her abilities. Furthermore, Chastity can't move further than 120 ft. away from Lust and can't use her flying speed while bound by the chains. The chains are indistructable and can only be removed by a wish spell or by using the corresponding key worn by Lust.
If Chastity is freed from her chains, she will attack Lust immediately. Her corrupted bolt attack turns into purifyer beam, a ranged spell attack, reach 120 ft. that deals 36 (8d8) radiant damage on a hit.
Divine Awareness. Chastity knows if she hears a lie.
Innate Spellcasting. Chastities spellcasting ability is Charisma (spell save DC 2S). It can innately cast the following spells, requiring no material components:
At will : detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, resurrection
1/day each: commune, control weatherMagic Resistance. Chastity has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. Chastity makes three corrupted bolt attacks.
Corrupted Bolt. Ranged Spell Attack: +13 to hit, reach 120 ft., one target. Hit: 18 (4d8) radiant damage plus 18 (4d8) necrotic damage.
Healing Touch (4/Day) Chastity touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Legendary Actions
Chastity 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. Chastity regains spent legendary actions at the start of her turn.
- Teleport. Chastity magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space she can see.
- Searing Burst (Costs 2 Actions). Chastity emits magical divine energy. Each creature of her choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
- Blinding Gaze (Costs 3 Actions). Chastity targets one creature she can see within 30 feet of it. If the target can see her, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Gluttony
The Gaping Maw, the Hungering Mistress, Gluttony is the embodiment of the sinful Hunger. She is the personification of mortals desire to consume, the endless hunger to fill one's emptiness. Legends say the demon lord once was the decadent empress of a mighty empire and only concerned with feasting upon mounds of expensive food from dusk till dawn. Her consumption was said to be so great that her subjects had to starve for her next meal. However, the empress hunger grew ever larger and her tastes became more extravagant and alien, consuming the flesh of dragons and the blood of unicorns. Her hunger drove her to consume the heart of a celestial being, the servant of a wrathful god.
The deity cursed the gluttonous empress by sowing her mouth shut and transforming her stomach into an endless pit that could never be filled. The empress was driven mad by her unfulfilled desire to consume and the demon lord known as Gluttony was born. Gluttony has the figure of a spindly woman, skeletal appendages on an even thinner upper body. She wears a skeletal mask with the mouth sewn shut, craving endlessly for the food she can't consume herself. Instead, she devours her meals through the gaping maws of her two demonic hounds Hunger and Feast. These two beasts are soul-bound to their master and never leave her side. Cults of Gluttony indulge in orgies of excess and see the consumption of piles of expensive and extravagant food as the only joy in life. In death, they join Gluttony at her dreadful banquet, either as guests or to be consumed as well.
Gluttony
Large fiend (demon), chaotic evil
- Armor Class 19 (natural armor)
- Hit Points 304 (32d10 + 128)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 18 (+4) 20 (+5) 23 (+6) 24 (+7)
- Saving Throws Dex +12, Con +11, Wis +13
- Skills Perception +13
- Damage Resistances cold, fire, lightning
- Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses truesight 120 ft., passive Perception 23
- Languages all, telepathy 120 ft.
- Challenge 24 (62,000 XP)
Endless Hunger. When Hunger or Feast damage a creature with a bite or swallow attack, Gluttony regains 20 hit points if she has at least 1 hit point left.
Innate Spellcasting. Gluttony's spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components:
At will: acid splash (17th level), detect magic, dispel magic, vampiric touch
3/day each: contagion, wall of thorns
1/day each: regenerate, teleportLegendary Resistance (3/Day). If Gluttony fails a saving throw, she can choose to succeed instead.
Magic Resistance. Gluttony has advantage on saving throws against spells and other magical effects.
Magic Weapons. Gluttony's weapon attacks are magical.
Telepathic Leash. As long as Hunger or Feast are alive and on the same plane as Gluttony, she can use a bonus action to teleport one of them to an unoccupied space within 5 feet of her.
Actions
Multiattack. Gluttony makes two claw attacks.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Banquet (Recharge 5-6). Gluttony unleashes her dreadful hunger, targeting creatures around her with one of the following effects:
1. Butcher the Flesh. Each creature within a 5-foot cube originating from Gluttony must make a DC 22 Dexterity saving throw, taking 67 (15d8) slashing damage on a failed save, or half as much damage on a successful one. Gluttony regains hit points equal to half of the damage dealt.
2. Consume the Mind. Each creature within a 20-foot cube originating from Gluttony must make a DC 22 Intelligence saving throw. On a failed save, a creature takes 49 (11d8) psychic damage and the creature is stunned until the end of Gluttony's next turn. On a successful save, the creature takes half as much damage and isn't stunned.
3. Absorb the Soul. Each creature in a 60-foot cube originating from Gluttony must make a DC 22 Wisdom saving throw. On a failed save, a creature takes 18 (4d8) necrotic damage and the creature is also frightened until the start of Gluttony's next turn. On a successful save, the creature takes half as much damage and isn't frightened.
Legendary Actions
Gluttony 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. Gluttony regains spent legendary actions at the start of her turn.
- Attack. Gluttoney makes one claw attack.
- Charge! Hunger and Feast move up to their speed.
- Gorge on Them! Gluttony commands either Hunger or Feast to attack. If they are within 120 feet of her, they can use their reaction to make a bite attack against a creature within range.
- Set the Tables (Costs 2 Actions). Gluttonys Banquet ability recharges.
Hunger / Feast
Huge fiend (demon), chaotic evil
- Armor Class 20 (natural armor)
- Hit Points 162 (12d12 + 84)
- Speed 40 ft.
STR DEX CON INT WIS CHA 25 (+7) 24 (+7) 25 (+7) 3 (-4) 14 (+2) 10 (+0)
- Saving Throws Dex + 13, Con +13, Wis +8
- Skills Perception +8
- Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses truesight 120 ft., passive Perception 18
- Languages understands all languages but can't speak, telepathy 120 ft.
- Challenge 18 (20,000 XP)
Keen Hearing and Smell. The demon has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Magic Resistance. The demon has advantage on saving throws against spells and other magical effects.
Magic Weapons. The demon's weapon attacks are magical.
Master's Commands. While the demon is within 60 feet of Gluttony, it uses her ability score modifiers for any Intelligence, Wisdom, or Charisma checks or saving throws it makes.
Actions
Multiattack. The demon makes three attacks: one with its bite and two with its claws. It can use Tongue Pull in place of a bite attack.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage, and the demon regains hit points equal to half the damage taken.
Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage.
Swallow. The demon makes one bite attack against a target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside them, and it takes 19 (3d12) acid damage at the start of each of the demon's turn. If the demon takes 50 damage or more on a single turn from a swallowed creature, it regurgitates all swallowed creatures, which fall prone in a random space within 10 feet of the demon. If the demon dies, a swallowed creature is no longer restrained by it.
Tongue Pull. The demon forces one Large or smaller creature that it can see within 30 feet of it to make a DC 23 Strength saving throw. On a failed save, the creature is grappled (escape DC 23) and pulled to an unoccupied space within 5 feet of the demon, and the demon can make a swallow attack against it as a bonus action.
Gluttony's Lair
Gluttony makes her lair in the fortress known as the Slaughterhouse, on the layer of the Abyss called the Gula, which she rules. The Living Flesh is a vast plane made up of putrid slush, constantly moving and twitching like living flesh. The mud is produced by a ceaseless, foul, icy rain that burns through organic matter like acid. Rabid beasts roam the plane to feast upon rotting meat. The Slaughterhouse is the only structure found on this plane, a huge complex of jagged obsidian. Its rooms are filled with bone saws, meat hooks, and other tools to butcher the flesh. The centre of the complex is Gluttonys banquet hall. Long tables stand in the middle of the hall and ache under the weight of piles upon piles of rotting food. Inhabiting the putrid rooms of the fortress are Gluttonys subordinate demons. These fiends are butchers that rip the soul from flesh and flesh from bone, to feed their starving mistress.
Lair Actions
On initiative count of 20 (losing initiative ties), Gluttony can take a lair action to cause one of the following magical effects; she can't use the same effect two rounds in a row:
- Gluttony causes a gaping maw to appear below a creature in her lair that she is aware of. The creature must succeed on a DC 20 Dexterity saving throw or be swallowed by the maw. A swallowed creature is transported to a demiplane that can be entered by no means other than a wish spell. This demiplane resembles the insides of a stomach and is filled with acid. A creature in this demiplane takes 7 (2d6) acid damage every round. If a creature inside of the demiplane deals 20 damage to its walls, the creature breaks free and is transported to the same space it was when it was swallowed.
- Gluttony casts the stinking cloud spell four times, targeting different areas with the spell within her lair. Gluttony doesn't need to concentrate on the spells, which end on initiative count 20 of the next round.

Regional Effects
The region containing Gluttony's lair is warped by her magic, creating one or more of the following effects:
- The region within 6 miles of the lair is overpopulated with rabid beasts. These beasts look starved and try to feast on every source of food they can find, be it dead or alive, even of their own species.
- Within 1 mile of the lair, rations and other consumables, such as magical potions, become corrupted as they decompose over the course of 1 hour. A creature that consumes a corrupted item takes 7 (2d6) poison damage and must succeed on a DC 20 Constitution saving throw or be poisoned until it leaves the region.
- If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Gluttony table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.
If Gluttony dies, these effects fade over the course of 1d10 days.
Madness of Gluttony
If a creature goes mad in Gluttony's lair or within line of sight of the demon lord, roll on the Madness of Gluttony 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 Gluttony
| d100 | Flaw (lasts until cured) |
|---|---|
| 01-20 | "Eating is the only pleasure life can offer me." |
| 21-40 | "I feel like I am constantly starving, no matter how much I eat." |
| 41-60 | "To satiate my endless hunger, I even feast upon my own flesh." |
| 61-80 | "I am what I eat. Consumption defines me!" |
| 81-00 | "I would sell my most prized possession to get more food." |
Greed
Dressed in golden garments and adorned with priceless gems, sitting on a throne of skulls from heroes long fallen, Greed is the epiphany of avarice. Even the oldest of Dragons couldn't amass even a fraction of the riches Greed holds in her treasure vaults. No amount of worldly wealth could ever satiate her desire to collect.
The demon lord is tall and slender, her skin is dark and charred, adorned with ugly scars and scales. Her long and gangly arms end in huge clawed hands. This alien complexion is hidden beneath layers upon layers of gold. She wears golden plate armour, her arms and fingers adorned with golden rings. When she moves, she levitates over the ground, so her garments won't be dirtied by the floor others have stepped on. Her vanity is only overshadowed by her desire to collect and amass. No matter how many may have perished to fulfill her desire, the demon lord will walk across corpses to get what she wants.
Her most prized possession is the Crown of Xondrir resting on her head. This powerful artifact houses a mighty ancient dragon, trapped inside a demiplanar treasure vault.
Greed's Lair
Greed's lair is the Golden Cathedral, a monument to opulence, found within her abyssal layer of Avaritia. The Golden Cathedral, a palace of pure gold and marble, is looming over an endless slum of poverty. The inhabitants are slaves of Greed, everyone belonging to her treasure hoard as well. In their lives they were heroes, master craftsmen,
world-famous storytellers or musicians. In Avaritia, they only
exist to produce masterpieces for their demonic lord.
Everything they create is a tribute to
Greed and is
collected by her demonic tax collectors. If they can't
create a worthy offering, their skull is offered to Greed instead and fit into her ever-growing throne of the fallen.
Lair Actions
On initiative count of 20 (losing initiative ties), Greed can take a lair action to cause one of the following magical effects; she can't use the same effect two rounds in a row:
- Greed chooses an area on the floor with 20 feet in diameter. The golden floor in this area becomes incredibly hot and turns molten. A creature in the space has to succeed on a DC 20 Dexterity saving throw, taking (10d10) fire damage on a failed save and half as much damage on a successful one. A creature that ends its
turn in the area takes 2d10 fire damage. The floor in the area stays molten until initiative count 20 of the next round. - Greed infuses piles of gold with life, summoning an
earth elemental made of pure gold in a space in her lair. The elemental acts immediately and lasts until destroyed or until Greed uses this action again. - Illusions of piles of treasure appear on the ground in a space Greed can see. Each creature that starts its turn within 60 ft. of the illusion must make a DC 20 Charisma saving throw. On a failed save, the creature must use its next turn to move as close towards the illusion as possible and end its turn. On a successful save, the creature is unaffected by the illusion. The illusion remains until the next initiative count 20.
Regional Effects
The region containing Greed's lair is warped by her magic, creating one or more of the following effects:
- When a creature takes a long rest within 1 mile of the lair, it has to make a DC 20 Wisdom saving throw. On a failed save, the creature is overcome with stinginess and is unable to cast any spell that would require a spell component with a monetary value attached to it for the next 24 hours. A remove curse spell ends this effect on the creature as well. On a successful save, the creature can't be effected again by this effect for the next 24 hours.
- Coins and valuable metals are affected by magnetic pull towards Greed's lair within 6 miles of it. If left on an open surface, the item is immediately pulled towards the layer with a speed of 30 ft. Magic Items are not affected.
- If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Greed table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.
If Greed dies, these effects fade over the course of 1d10 days.

Madness of Greed
If a creature goes mad in Greed's lair or within line of sight of the demon lord, roll on the Madness of Greed 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 Greed
| d100 | Flaw (lasts until cured) |
|---|---|
| 01-25 | "I would sacrifice even my closest allies to get what I desire!" |
| 26-50 | "I hoard every item I find and share them with nobody." |
| 51-75 | "I can't allow anyone to touch anything that belongs to me. They might try to take it away from me!" |
| 76-00 | "No matter how many riches I gather, I never feel fulfilled." |
Greed
Large fiend (demon), chaotic evil
- Armor Class 21 (plate armor)
- Hit Points 346 (33d10 +165)
- Speed 40 ft., fly 40 ft. (levitation)
STR DEX CON INT WIS CHA 22 (+6) 15 (+2) 21 (+5) 23 (+6) 21 (+5) 26 (+8)
- Saving Throws Dex +10, Con +13, Wis +13, Cha +16
- Skills Deception +16, Insight +16, Perception +13, Persuasion +16, Sleight of Hand +10
- Damage Resistances cold, fire, lightning
- Damage Immunities poison; bludgeoning, piercing and slashing damage from nonmagical weapons
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses truesight 120 ft., passive Perception 22
- Languages all, telepathy 120 ft.
- Challenge 26 (90,000 XP)
Countless treasures. Greed has proficiency with every armor and weapon. Additionally, she attunes to all magic items that require attunement instantly. Greed can be attuned to an unlimited number of magic items simultaneously.
Crown of Xondrir. The crown has 7 charges, and any of its properties that require a saving throw have a save of 18. While wearing it, Greed can use an action to cast fireball or heat metal. Alternatively, she can expend 1 or more of the crown's charges to cast one of the following spells from it: creation (1 charge), illusory dragon (2 charges), legen lore (1 charge), or sunburst (2 charges). The crown regains 1d4 + 3 charges daily at dawn.
While wearing the crown, after Greed hits a creature with a claw attack, she can expend one charge from the crown and force the creature to make a DC 18 Constitution saving throw. On a failed saving throw, the creature is instantly petrified by being turned into solid gold. On a successful save, the creature is restrained as its flesh begins to transform. A restrained creature repeats the saving throw at the end of its next turn,becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature receives a greater restoration spell or comparable magic.
Innate Spellcasting. Greed's spellcasting ability is Charisma (spell save DC 23). She can innately cast the following spells, requiring no material components:
At wil: detect magic, dispel magic, fabricate (can produce any item)
3/day each: animate objects, teleport
1/day each: imprisonment (minimus containment only, inside a gem of her armor)Legendary Resistance (3/day). If Greed fails a saving throw, she can choose to succeed instead.
Magic Resistance. Greed has advantage on saving throws against spells and other magical effects.
Magic Weapons. Greed's weapon attacks are magical.
Actions
Multiattack. Greed makes three attacks.
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (3d8+ 6) slashing damage.
Coin Toss. Ranged Weapon Attack: +12 to hit, range 40/120 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Legendary Actions
Greed can take 3 legendary actions, choosing from the options below. Only one legendary action options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Greed regains spent legendary actions at the start of his turn.
Attack. Greed makes one claw or coin toss attack.
I'll take that! (Costs 3 Actions). If Greed sees an item or weapon that she desires she may hold out an open hand, allowing her insatiable desire for possessions to take shape in the form of magic. The item's owner must make a DC 20 Strength saving throw or the object will be warped away from them and into Greed's hand, magically being resized to fit her. If the object requires attunement she is considered attuned.
The Crown of Xondrir
Wondrous item, artifact(requires attunement)
For aeons, the golden crown of Xondrir has been firmly placed on the demon lord Greed's head. The crown is forged of enchanted gold, making it as strong as adamantium. Inlaid in the crown's front is an immaculate ruby. The gem functions as a portal to a demiplane resembling a treasure vault. Imprisoned inside this vault is an ancient red dragon, once known as Xondrir the Collector. Even when compared to others of his kind, Xondrir was extremely greedy and egotistical. Legends say that his breath weapon could turn anything it touches into solid gold. Now inside the demon lords crown, his spite fuels the magic of the artifact.
Any creature besides Greed that tires to attune to the crown, must make a DC 18 Constitution saving throw. On a successful save, the creature takes 10d6 psychic damage. On a failed save, the creature is petrified as it turns into gold and its soul is transported into the ruby gem of the crown. As long as the creature's soul is trapped within the gem, it can only be restored by magic such as the wish spell.
Random Properties. The artifact has the following random properties:
- 2 minor beneficial properties
- 1 major beneficial property
- 2 minor detrimental properties
- 1 major detrimental property
The detrimental properties of King's Fall are suppressed while the crown is attuned to Greed.
Spells. The crown has 7 charges. While wearing it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: creation (3 charges), fireball (2 charges), heat metal (1 charge), illusory dragon (fire only) (4 charges), legend lore (3 charges), or sunburst (4 charges). The crown regains 1d4 + 3 expended charges daily at dawn.
While attuned to the crown, Greed can cast each of the crown's spells using 2 fewer charges (minimum of 0).
Gilded Touch. While you are wearing the crown, immediately after you hit a creature with a melee weapon attack, you can expend 2 of its charges to transform the creature into gold. The creature must make a DC 18 Constitution saving throw. On a failed saving throw, the creature is instantly petrified by being turned into solid gold. On a successful save, the creature is restrained as its flesh begins to transform.
A restrained creature repeats the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature receives a greater restoration spell or comparable magic.
While attuned to the crown, Greed only needs to expend 1 charge to use this feature.
Treasure Vault. The ruby inlaid in the crown houses an extra-dimensional space that can be entered only by magic such as a wish spell. A creature can leave the demiplane only by using magic that enables planar travel, such as the plane shift spell. It resembles a golden vault roughly 1,000 feet in diameter with a ceiling 100 feet high. While attuned to the crown, as an action you can dismiss an item in your hand, transporting it to the floor of the vault. Alternatively, you can retrieve an item that you know of inside of the vault, by using an action to transport the item into your free hand or onto the ground within 5 feet of you.
Sentience. The Crown of Xondrir is a sentient, chaotic evil item with an Intelligence of 18, a Wisdom of 15, and a Charisma of 23. It has hearing and darkvision out to a range of 120 feet.
The crown communicates telepathically with its wielder and can speak, read, and understand Abyssal, Draconic, and Common.
Personality. Xondrir cares not for other creatures and only wants to fulfill his own desires. He doesn't understand or outright doesn't care about the feelings of other creatures and is only interested in material gains.
Even whilst trapped inside the gem, Xondrir's purpose in life is to amass all the riches in the world to add to his collection. He will drive the one attuned to the crown to search, collect, and forcefully take valuable items and to place them into the vault.
Destroying the Crown. To destroy the crown, one has to kill the trapped dragon Xondrir. To accomplish this, the golden crown must first be melted in the forge of a deity. After the golden bindings have molten away, planar travel to the vault is possible. After Xondrir is slain, the now dull grey gem can be destroyed by any regular means.
Slaying Xondrir causes the crown to melt, but unless the above conditions are met, Xondrir is revived inside the vault and the crown instantly reforms on Greed's layer of the Abyss.
Variant Rule: Greed's Treasure Vault
While attuned to the Crown of Xondrir Greed gains an action to summon the countless riches within her Treasure Vault.
Summon Treasure. While wearing the Crown of Xondrir, as a bonus action, Greed can summon one treasures from her vault. She summons one item within her vault into a free hand or into an unoccupied space within 5 feet of her. Alternatively, she can dismiss any item she currently holds in her hand as a bonus action into her vault.
Any weapon Greed summons from her vault deal an additional die of the weapon's damage.
Inside this demiplane, thousands of gold worth of coins, gems, and magical items are stored. Dungeon Masters can either choose the contents of the vault themselves or roll four times on the Treasure Hoard: Challenge 17+ table found in the Dungeon Master's Guide on pg. 139 to determine its contents.
Sloth
The creature known as the Sleeping King, Sloth rests in the icy waste of Acedia, feasting on his undying host.
Aeons ago, there was a mighty human knight, now only remembered as the Champion. He was a legendary warrior, undefeated in battle and a hero to his people. On one faithful day, he was infected with a sickness when struck by the claws of a demon. The ravenous disease ate away at his flesh, making him insane and uncaring. He was now only focussed on stopping his creeping death. Trying to find a way to placate the symptoms, the Champion became one of the most dreaded death knights in the land, desperately trying everything possible to stop his everlasting pain.
After centuries of wandering, the Champion entered the Abyss, hoping he would find a cure to his sickness where it originated in the first place. That is how the Champion entered Acedia a frozen landscape, avoid of any life. In this place, the Champion found a throne of jagged stone and a voice spoke to the Champion, promising him salvation if he just stayed here and rested. This entity was Sloth. After the Champion accepted, he took the throne and Sloth put him into an endless slumber. Frozen in time, his disease didn't hurt him anymore.
Sloth is the demon lord of Acedia and the embodiment of inertia. Although very powerful, it was incorporeal, unable to form a body. As such it latched onto a host, the Champion, infecting his mind. Sloth feeds on the Champion's possibility, while he wastes away his existence. Sloths very existence seems to freeze time around its lair.
For every days worth of time Sloth steals from the Champion, the layer of Acedia grows a little more, infecting other realms with its stillness. One day, everything will be stopped in time, frozen until eternity.
Sloth itself has no physical form and appears only as a cold mist. However, it has fused its essence to he body of the Champion. As such, Sloth takes the form of a death knight in rusty frozen-over armor. It wields a large tower shield as well as a magical greatsword named Dormant Might. The greatsword is extremely cold to the touch and seems to absorb the determination out of creatures it wounds.
Sloth's Lair
Ins the centre of Acedia, the tomb of Dormia lays beneath
the frozen soil.
Inside, the only light is produced by small ever-burning torches of eery blue light.
No life is found
inside the labyrinthian tomb, only rotting undead wander
its halls. The throne hall lays deep within the tomb and
here on a throne of jagged black stone, the frozen body of
the Champion rests.
Lair Actions
On initiative count 20 (losing initiative ties), Sloth can take a lair action to cause one of the following magical effects; they can't use the same effect two rounds in a row:
- Sloth summons 1d12 + 4 skeletons in unoccupied spaces within it's lair.
- Sloth commands a gust of freezing wind to pass through the tomb. Each creature (excluding Sloth) in the lair must succeed on a DC 23 Constitution saving throw or become stunned until the end of their its turn.
Regional Effects
The region containing Sloth's lair is warped by their magic, creating one or more of the following effects:
- Time around the lair seems to slow down. Creatures that take a short or long rest within 6 miles of the lair need to rest 1 additional hour to gain the benefits.
- The soil within 6 miles of Sloth's lair is frozen solid and covered in a plethora of jagged ice crystals, turning it into difficult terrain. Furthermore, all open water sources become fully frozen.
- 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 Sloth table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.
If Sloth dies, these effects fade over the course of 1d10 days.

Madness of Sloth
If a creature goes mad in Sloth's lair or within line of sight of the demon lord, roll on the Madness of Sloth 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 Sloth
| d100 | Flaw (lasts until cured) |
|---|---|
| 01─25 | "I am constantly tired and sleep as often as possible." |
| 26─50 | "I find it tiring to execute simple tasks." |
| 51─75 | "I often become withdrawn and moody, dwelling on the insufferable state of life." |
| 76─00 | "I am overwhelmed by life's opportunities, so I choose to do nothing." |
Sloth
Medium fiend (demon), chaotic evil
- Armor Class 20 (plate and shield; 22 when dormant)
- Hit Points 187 (22d12 + 44)
- Speed 30 ft., but only moves when awakened.
STR DEX CON INT WIS CHA 22 (+6) 12 (+1) 14 (+2) 22 (+6) 18 (+4) 30 (+10)
- Saving throws Dex +9, Con +9, Wis +12, Cha +18
- Skills Perception +12
- Damage Resistances cold, fire, lightning
- Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses truesight 120 ft., passive Perception 23
- Languages all, telepathy 120 ft.
- Challenge 26 (90,000 XP)
Aura of Passivity (Awakened Only). Creatures that start their turn within 10 feet of Sloth are under the effects of the slow spell until the start of their next turn.
Dormant State. When Sloth has half of its hit points or fewer at the start of its turn, it turns dormant. While dormant, Sloth's movement becomes 0 ft. and it gains a +4 bonus to AC.
At the end of its next turn, Sloth awakens an regains all of its lost hit points. If Sloth takes radiant damage, it stays dormant for an additional round.Innate Spellcasting. Sloth's spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). Sloth can innately cast the following spells:
At will: detect magic, dispel magic, hold person, frostbite (17th level), slow
3/day each: antilife shell, cone of cold, counterspell, wall of ice
1/day each: antimagic field, time stopLegendary Resistance (3/Day). If Sloth fails a saving throw, it can choose to succeed instead.
Magic Resistance. Sloth have advantage on saving throws against spells and other magical effects.
Magic Weapons. Sloth's weapon attacks are magical.
Actions
Multiattack. Sloth makes two attacks with Dormant Might.
Dormant Might (Greatsword.) (Awakened only). Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) bludgeoning damage plus 9 (2d8) cold damage. If Sloth scores a critical hit, the target gains 1 level of exhaustion.
Shield Bash (Awakened Only). As a bonus action, Sloth can bash a creature within 5 feet of it. It must succeed on a DC 23 Strength saving throw or be knocked prone.
Legendary Actions
Sloth 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 creatu-re's turn. Sloth regain spent legendary actions at the start of their turn.
Absolute Zero. Sloth casts frostbite (17th level).
Champion (Awakened state only). Sloth makes a dormant might attack.
Inertia. Sloth casts hold person.
Ceasing Gaze (Costs 2 Actions) (Awakened state only). Sloth targets one creature it can see within 30 feet of it. If the target can see Sloth, the target must succeed on a DC 23 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute. The target target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the creature fails the saving throw three times after becoming paralyzed, the creature becomes petrified instead, as it is stopped in time. Only magic such as the wish spell can cure the creature of the condition.

Wrath
Many things strike fear into the hearts of mortals. However, there are only a few beings across the planes that can strike fear even into the hearts of archdevils, demon lords, or gods. The furious titan, Wrath, is one of those beings.
Wrath is a being of pure violence, hatred and spite and his power rivals those of gods. He is as mindless as he is powerful, attacking and destroying everything in his path. Aeons ago, the gods bound him to the Abyss so he wouldn't wreak havoc on the Material Plane. For thousands of years, Wrath has been tromping across the barren fields of Enmity, his anger festering and growing more and more, waiting impatiently for the day he breaks his shackles to release his fury onto existence once more.
Wrath is a colossal demon, standing nearly 100 feet in height. This looming titan is imprisoned in the abyss, inside the layer of Ira. He is clad in black iron armour. Heavy chains hold a massive immovable rod in his mouth, effectively gagging the beast. Unbreakable shackles bind his hands behind his back. A huge maw on his stomach is constantly bellowing spiteful words in Abyssal. In his massive skull lay two gleaming red eyes, that fidget around in their sockets, looking out for anything to squish beneath Wrath's feet.
Wrath's Lair
Wrath's lair is the barren fields of Ira, his layer and prison in the Abyss. Ira resembles a volcanic wasteland, an endless plane of jagged black rock, cracked ground, and grey dust. Everything that might have existed on this layer is long gone. Wrath senses any form of life that enters his layer and proceeds to pulverize it immediately.
Lair Actions
On initiative count of 20 (losing initiative ties),
Wrath can take a lair action to cause one of the
following magical effects; he can't use the same
effect two rounds in a row.
-
Wrath chooses a point under a creature in his
lair. He needn't see the creature, but he must be
aware that an individual is in the lair to target
that creature. Earth erupts in a geyser in a
30-foot cube centered on that point.
Each creature in that area must make a DC 20
Dexterity saving throw, taking 19 (3d12) bludgeoning damage on a failed save, or half as much on a
successful one. The ground in the area becomes
difficult terrain, until the next initiative count 20. -
Wrath opens a fissure in the ground, 10 feet wide,
50 feet long, and 200 feet deep, on a point in his lair.
Each creature on the ground where the fissure
opens, must make a DC 18 Dexterity saving throw.
On a failed save, a creature falls into the fissure, and
the damage it takes from the fall is maximized. On a success, it can use its reaction to move up to its speed away from the fissure, suffering the effect of a failed save if it doesn't leave the area. -
Wrath emits an aggravating roar in a 120-foot radius around him. Each creature in the area must make a DC 20 Wisdom saving throw. On a failed save, the creature must use its action on its next turn to make a melee weapon attack against Wrath. If the creature can make extra attacks as part of its Attack action, it must use them to attack Wrath as well. If the creature can't reach Wrath on its next turn, it uses its complete movement to get as close to Wrath as possible and then ends its turn.
Regional Effects
The region containing Wrath's lair is warped by his magic, creating one or more of the following effects:
-
The calm emotions spell has no effect when cast in Wrath's lair.
-
Within Wrath's lair, strong earthquakes happen regularly and fissures open on the ground at random. The whole lair is clouded by a gray fog of dust and ash, slightly obscuring the area.
-
If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Wrath table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.
If Wrath dies, these effects fade over the course of 1d10 days.
Madness of Wrath
If a creature goes mad in Wrath's lair or within line of sight of the demon lord, roll on the Madness of Wrath 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 Wrath
| d100 | Flaw (lasts until cured) |
|---|---|
| 01-25 | "The only solution for my problems is violence." |
| 26-50 | "I get angry very quickly if something doesn't go my way." |
| 51-75 | "I have a strong urge to hurt and kill people that oppose me." |
| 76-00 | "I hate everything and everyone. I need to destroy everything I see!" |
Wrath
Gargantuan fiend (demon), chaotic evil
- Armor Class 22 (natural armor)
- Hit Points 410 (20d20 + 200)
- Speed 60 ft.
STR DEX CON INT WIS CHA 30 (+10) 16 (+3) 30 (+10) 15 (+2) 17 (+3) 15 (+2)
- Saving Throws Dex +11, Con +18, Wis +11
- Skills Athletics +18, Intimidation +18, Perception +11
- Damage Resistances cold, fire, lightning
- Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
- Condition Immunities charmed, exhaustion, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, restrained, stunned
- Senses truesight 120 ft., passive Perception 21
- Languages all, telepathy 120 ft.
- Challenge 26 (90,000 XP)
Boiling Blood. When Wrath takes damage of any type but psychic, each creature within 5 feet of Wrath takes 10 (3d6) fire damage.
Charge. If Wrath moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 16 (3d10) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Fury. If another creature deals damage to Wrath, Wrath gains advantage on attack rolls until the end of his next turn, and the first time he hits with a melee weapon attack on his next turn, the attack deals an additional 19 (3d12) force damage.
Innate Spellcasting. Wrath's spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components:
At will: detect magic, hunter's mark
3/day each: dispel magic
1/day each: earthquakeLegendary Resistance (3/Day). If Wrath fails a saving throw, he can choose to succeed instead.
Magic Resistance. Wrath has advantage on saving throws against spells and other magical effects.
Magic Weapon. Wrath's weapon attacks are magical.
Siege Monster. Wrath deals double damage to objects and structures.
Unstoppable Movement. Wrath ignores difficult terrain, and magical effects can't reduce his speed or cause him to be restrained.
Actions
Multiattack. Wrath can use his Frightful Presence. Then he makes three attacks: one with his gore and two with his stomp.
Frightful Presence. Each creature of Wrath's choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for l minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Wrath is within line of sight of the creature. If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Wrath's Frightful Presence for the next 24 hours.
Gore. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) piercing damage.
Stomp. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 26 (3d10 + 10) bludgeoning damage.
Legendary Actions
Wrath 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. Wrath regains spent legendary actions at the start of his turn.
Stomp. Wrath makes one stomp attack.
Charge. Wrath moves up to his speed and makes a gore attack.
Wrathful Bellow (Costs 2 Actions). Wrath lets out a bellow of pure anger and hatred. Each creature within 120 feet of Wrath that can hear him must make a DC 18 Constitution saving throw. On a failed save, the creature is stunned until the end of its next turn and deafened until the end of its turn after that. On a successful save, the creature is deafened until the end of its next turn.

Envy
The serpent of spite, the toxic schemer, the demon lord Envy plots against the powers of the multiverse. Forever envious, the serpent seeks to destroy anyone or anything more powerful than itself. Then take their might for itself.
The origins of Envy have been lost through time, what this creature once was not even the oldest gods truly know. Its toxic personality has made it suspicious of every living creature, going insane in the process. This madness has driven Envy into the deepest layers of the Abyss. Here the serpents insanity has taken form, creating the layer of Invidia. On this layer, Envy hides away in a labyrinthian pyramid.
Envy's suspicion and hatred for every being in existence, combined with the magic of the Abyss created a terrifying monster. Its body is that of a massive snake. On top, this serpentine body rests a humanoid torso with six arms, covered in scales and its face hidden behind an emerald green cloak. It's disdain drips from its putrid body, in the form of a thick poisonous liquid that pours from his jaws constantly.
Envy's Lair
The Oasis of Phonus is the place that Envy calls home. At the centre of Invidia and surrounded by a storm of sand, a mighty pyramid rests in a crystalline lake. In its deepest chambers, Envy hides away in its empty kingdom. Here Envy constructs its grand plan: a series of assassinations, thefts, and wars, incomprehensible to mortal minds.
Lair Actions
On initiative count 20 (losing initiative ties), Envy can take a lair action to cause one of the following magical effects; it can't use the same effect two rounds in a row:
- Envy casts the cloudkill spell in every spot of the lair. Envy doesn't need to concentrate on the spell, which ends on initiative count 20 of the next round.
- Envy calls upon a sandstorm in a 20-foot radius, centered on a point it can see within its lair. Within that area, all ranged weapon attacks are at disadvantage, gas and vapors are immediately dispersed, candles, torches, and similar unprotected flames are extinguished, and protected flames, such as those of lanterns, dance wildly. Furthermore, the area is lightly obscured and the ground is considered difficult terrain. The sandstorm disperses on initiative count 20 of the next round.
Regional Effects
The region containing Envy's lair is warped by its magic, creating one or more of the following effects:
- Creatues in the area within 6 miles of the lair periodically hear disembodied voices, reminding them of their little worth in the vastness of existence.
- Sources of water within 1 mile of the lair become venomous. A creature that drinks the water is poisoned for 1 hour.
- 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 Envy table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.
If Envy dies, these effects fade over the course of 1d10 days.
Madness of Envy
If a creature goes mad in Envy's lair or within line of sight of the demon lord, roll on the Madness of Envy 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 Envy
| d100 | Flaw (lasts until cured) |
|---|---|
| 01─20 | "I need compare my abilities to others, even though it makes me feel inferior." |
| 21─40 | "If someone thinks they can do something better than me, I have to prove them wrong." |
| 41─60 | "Rumors spread easily, and I know many of them. Who cares if they're true?" |
| 61─80 | "Everyone is out to harm me, I need to strike first!" |
| 81─00 | "My existence is meaningless when compared to the infinity or existence." |
Envy
Huge fiend (demon, shapechanger), chaotic evil
- Armor Class 20 (natural armor)
- Hit Points 210 (20d12 + 80)
- Speed 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 28 (+9) 18 (+4) 24 (+7) 20 (+5) 16 (+3)
- Saving throws Dex +17, Con +12, Int +15, Wis +13
- Skills Deception +11, Perception +13
- Damage Resistances cold, fire, lightning
- Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks.
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses truesight 120 ft., passive Perception 23
- Languages all, telepathy 120 ft.
- Challenge 26 (90,000 XP)
Avoidance. If Envy is subjected to an effect that allows him to make a saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Shapechanger. Envy can use its action to polymorph into a form that resembles a Medium humanoid, or back into its true form. Aside from its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.
Innate Spellcasting. Envy's spellcasting ability is Intelligence (spell save DC 23). He can innately cast the following spells, requiring no material components:
At will: detect magic, dispel magic, detect thoughts, dissonant whispers, poison spray
3/day: counterspell, mislead, teleport
1/day: foresight, greater invisibilityLegendary Resistance (3/Day). If Envy fails a saving throw, he can choose to succeed instead.
Magic Resistance. Envy has advantage on saving throws against spells and other magical effects.
Toxic Weapons. Envy's weapon attacks are magical. When Envy hits with any weapon, the weapon deals an extra 2d8 poison damage (included in the attack).
Actions
Multiattack. Envy makes seven attacks: six with its daggers and one with its tail.+
Dagger. Melee Weapon Attack: +17 to hit, reach 10 ft. or range 30/70 ft., one target. Hit: 19 (4d4 + 9) piercing damage plus 9 (2d8) poison damage.
Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 19 (3d10 + 3) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 21). Until this grapple ends, the target is restrained, Envy can automatically hit the target with its tail, and Envy can't make tail attacks against other targets.
Teleport. Envy magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Legendary Actions
Envy 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. Envy regains spent legendary actions at the start of his turn.
Slippery Nature. Envy moves up to his speed without provoking opportunity attacks.
Teleport. Envy uses its Teleport action.
Thief Of Tricks (Costs 2 Actions). Envy chooses a creature within 60 feet that it can see, peering into the creatures mind to steal its might. The creature must make a DC 23 Charisma saving throw. On a failed save, one of the creature's features is copied by Envy. The feature must involve an action (An example of this is the Reckless Attack feature from a barbarian) or be from the actions list if the creature is a monster (such as Paralyzing Touch from a lich). When Envy copies a different feature, it forgets about the one it copied before.
Pride
Ontop her Spire, the Flame of Disdain, the demon lord Pride watches over all the lowly creatures, unworthy to even come close to her radiance.
Pride was once one of the most powerful archdevils of the Nine Hells, answering only to Asmodeus. She was a mighty general, but very arrogant. She was known to rush into battle, without any regard for her allies or herself. Asmodeus feared her arrogance would lead to an uprising against him, so he sent Pride and her army out into the Abyss, on a mission she should never return from. The madness of the abyss amplified her egoism, lashing out at her subjects, even slaughtering them for minor mistakes. She realised her mission was futile, unnecessary. She was above such lowly tasks. Far above any creature. No one should command her, no one should even come close to her! Pride settled in the Abyss, her appearance as distorted as her mind. Only one memory from her old life remained: she must surpass Asmodeus.
Pride is an 8 ft. tall humanoid with an uncanny perfect complexion. Her skin is white and smooth like porcelain, her features perfectly symmetrical. Her armour is spotless like newly made, for no creature was ever worthy for Pride to even lift a finger. However, when an opponent seems to rival Pride in her glory, flames of passion burst from her body and she won't stop assaulting them until she put them into their rightful place.
Pride's Lair
Pride's Lair is the Radiant Spire, an unfathomably high tower piercing through the abyssal layer of Superbia. Superbia resembles an unfathomably deep fiery pit. In its centre stands the Radiant Spire, reaching so high that one can't see its peak from the ground. Pride damns mortals and demons alike to the bottom of Superbia, claiming that if they reach her throne room they would get their greatest wish granted. With that promise, tortured mortals try to climb the tower, only to be picked off by shrieking demons and be hurled back into the flaming pit below. The Radiant Spire itself is made of molten metal, constantly pouring down from its peak. At the very top, Pride delights in the fruitless tries of the damned to reach her superior status.
Lair Actions
On initiative count of 20 (losing initiative ties), Pride can take a lair action to cause one of the following magical effects; she can't use the same effect two rounds in a row:
-
Pride's mighty voice puts any creature in her lair in their place. This causes one creature of her choice to be subjected to power word stun (save DC 23). Pride needn't see the creature, but she must be aware that the individual is in the lair.
-
Pride chooses one creature she is aware of in her lair. The creature is targeted by the effects of the dominate person spell (DC 23). The spell ends on initiative count 20 on the next round.
Regional Effects
The region containing Pride's lair is warped by her magic, creating one or more of the following effects:
-
The region within in 6 miles of the lair is scorching hot. Creatures travelling through this area are subjected to extreme heat (see Dungeon Master's Guide pg.110)
-
When Pride is within her lair, her presence is overwhelming for any creature close to her. Each creature within 1 mile of the lair has disadvantage on Wisdom saving throws.
-
If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Pride table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.
If Pride dies, these effects fade over the course of 1d10 days.

Madness of Pride
If a creature goes mad in Pride's lair or within line of sight of the demon lord, roll on the Madness of Pride 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 Pride
| d100 | Flaw (lasts until cured) |
|---|---|
| 01-25 | "Nothing is strong enough to hurt me." |
| 26-50 | "I should rule everything in existence!" |
| 51-75 | "I pity others, for they are less than I am." |
| 76-00 | "I am above everyone else!" |
Pride
Huge fiend (demon), chaotic evil
- Armor Class 24 (natural armor)
- Hit Points 375 (30d12 + 180)
- Speed 30 ft.
STR DEX CON INT WIS CHA 28 (+9) 16 (+3) 22 (+6) 20 (+5) 20 (+5) 25 (+7)
- Saving Throws Dex +11, Con +14, Wis +13
- Skills Athletics +17, Perception +13
- Damage Resistances cold, fire, lightning
- Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses truesight 120 ft., passive Perception 23
- Languages all, telepathy 120 ft.
- Challenge 26 (90,000 XP)
Innate Spellcasting. Pride's spellcasting ability is Charisma (spell save DC 23). She can innately cast the following spells, requiring no material components:
At will: detect magic, fire bolt (17th level)
3/day each: dispel magic, dominate person
1/day each: sunburstLegendary Resistance (3/Day). If Pride fails a saving throw, she can choose to succeed instead.
Magic Resistance. Pride has advantage on saving throws against spells and other magical effects.
Magic Weapon. Pride's weapon attacks are magical.
Reactive. Pride can take one reaction on every turn in a combat.
Reckless Fighter. Pride has advantage on melee weapon attack rolls, but melee attack rolls against Pride have advantage as well.
Actions
Multiattack. Pride makes two Disdain's Edge attacks.
Disdain's Edge. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 33 (6d6 + 12) slashing damage plus 11 (3d6) fire damage. The attack scores a critical hit on a roll of 19 or 20.
On your knees! (Recharge 6) Pride emits a dominating aura, marking her superior to any creature in its wake. Each creature within 20 feet of Pride must make a DC 23 Wisdom saving throw. On a failed save, the creature is stunned until the end of Pride's next turn and forced prone on its knees to bow in front of Pride. On a successful save, the creature is frightened until the end of Pride's next turn.
Flaming Fist. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 23 (3d8 + 9) bludgeoning damage plus 7 (2d6) fire damage.
Legendary Actions
Pride 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. Pride regains spent legendary actions at the start of her turn.
Flaming Fist. Pride makes one flaming fist attack.
Rise Up. Pride gains a magical flying speed of 60 feet until the end of her next turn. At that time, Pride falls if she is still aloft.
Gaze of Pity (2 Action). Pride targets one creature she can see within 120 feet of her. If the target can see her, the target must succeed on a DC 23 Charisma saving throw or be paralyzed until the end of Pride's next turn.
Reactions
Untouchable. When Pride is targeted by a magic missile spell, or a spell that requires a ranged attack roll, she can reflect the spell back at the caster as though it originated from Pride, turning the caster into the target. Pride is unaffected by the spell.